I have an artifonk, who should not exist, yet does. I don't want to bother investing TP to fix him and I can't seem to get a free +n LR, so I was wondering if I should try out a melee build.
I've only met one person who had a melee artificer and seemed to think it was good. But I think he was a TR too, and I can't remember who it was anyway, so I can't pick his brain.
So... An artificer with a two lvl Monk splash. He has evasion.
He can use Monk enhancements for Wisdom, which might help with trapping, is there any other reason to invest enhancements in wis?
Is there anything else in the Monk enhancement list I should capitalise on?
Is it better to invest in a weapon proficiency feat, or simply use the Master's Touch spell to take advantage of weapons with good effects that go cheap because they're dwarven axes or bastard swords?
Master's Touch has the problem that one must always remember to use it, which is most likely to be an issue in the event one dies in combat.
This link, to a page called "So you want to be an artificer" suggests Two-Handed Fighting, but won't that mean no Rune arm? Is there some advantage to having THF or GTHF if one is using a main hand weapon?
It seems that Battle Engineer is imortant for making melee weapons do more damage, but will it be better to be using Insightful Strikes over Insightful Damage?
Assuming I don't max out any specific stat, and bring Wis and Cha to 10 at the initial creation, what do you think are the DDO Runic Champion path attributes for Str, Dex, Con and Int reasonable as a guideline?
I look forward to hearing any ideas, insight or experiences anyone can share with me.