Spitballing a melee arcane arti...
I tried to cram as much into one build as I could, tell me why it wont work :)
6 Arti/12 Wiz/2 Fig Human
Naked stats at 20: 20 STR/12 DEX/18 CON/24 INT/10 WIS/10 CHA with +2 tome to all. First life, additional lives add more STR and INT.
Naked, 276 HP, 1162 SP, 13 fort/7 refl/13 will (reflex, ouch, i know, no room for Insightful Reflexes)
Feats: PA, Tough, Bastard Sword, THF line, SF/GSF Evoc, Cleave/GC, Maximize, Construct Essence (for self heals), IC:Slash
Skills: Full trapping, UMD, conc/balance
Enhancements: Battle Engineer + prereqs, Archmage III+prereqs, Magic Missile/Chain Missile SLA, stats, Toughnesses, some Repair/Force/Acid spellpower and crit, some Human Vers and incoming heal
Playstyle: Bastard Sword+RA, with full THF for 50% glancing blows+extra glancing blow and Cleave/GC for some AOE and melee DPS. STR to-hit, INT for damage with Arti buff. Wizard SLAs for cheap arcane DPS, arcane buffs like Haste, Rage, Greater Heroism, Displacement, and Tensers, plus Arti buffs, and additional arcane spells for damage, mainly AoEs (Fireball), DOTs (Melfs, Burning Blood) and AoE DOTs (Acid Rain) since THF requires ground-and-pound in place.
Questions: Is 12 Wiz going to nerf my DCs too much? Am I going to be limited to mostly no-save DOTs? I ran a melee Sorc like that which worked OK, but I was hoping for a more actively "caster" build here, ie things would reliably fail saves.
Is 7 base Reflex going to toast me, on a squishy light-armor class (maybe medium, for the PRR, if I find some with enough -ASF)? I've run low-reflex chars before, but they were ranged...
Is my spell damage going to suck without being able to invest in any Spellpower lines besides Force and Repair? I can take 1 tier of Acid spellpower/crit/crit mult for acid DOTs, but other than that its going to just be from gear, I cant max out two elements or anything.