
Originally Posted by
jscott457
Lots of questions here, so I'll try my best:
In regards to trap skills:
-Evasion is amazing. If you invest into reflex save (through dexterity, items, possibly enhancements) traps aren't too big of a problem in most content.
-All of the builds you have put here will be fine against traps, either because you can disarm, evade, or simply have enough HP to get through
-If you do go the artificer route, be sure to invest in the spot skill. While not technically needed to find traps, it makes life easier by giving you notifications of where they are located.
In regards to healing:
-Mostly depends on your playstyle, i.e. will you be using a hireling? With a hireling, little to no investment into self healing is needed, maybe a little healing amplification. Without one, being able to heal (even through scrolls or wands) or repair will be of critical importance. Although hirelings take up space in parties, are somewhat flaky/annoying, and die frequently, they are a great solution for healing and are excellent for soloing.
-You mention the heal skill. The heal skill doesn't provide a method of healing on its own(besides the seldom used stabilize dead), but instead increases your positive spellpower when you are casting healing spells. So for a monk, the use of this skill is somewhat limited (it would make more sense for a cleric, for example). One additional small benefit of the skill is that you will heal more when resting at a rest shrine.
-I'd give different healing recommendations for each build you are considering. The artificer should cast repair and reconstruct spells, invest in the repair skill, and wear a repair spellpower item for strong self healing. The warlock can use temporary hitpoints from the auras and the shining through ability as a form of healing, and can also increase the UMD skill high enough to use heal scrolls and cure wounds wands for healing. Although the monk can self heal with the fists of light and healing ki abilities, these are quite limited so a hireling would be almost a must.
-Overall, elite and reaper enemies can pack on damage, even for a character with high AC/Saves/Dodge/PRR/MRR, so some extra healing can't hurt. Also note that reaper difficulty reduces the amount you can heal yourself significantly, but doesn't reduce the amount that another character or hireling can heal you.
In regards to class choice, you should play whatever sounds the best to you. Both a Quarterstaff monk and a melee artificer will do enough melee damage for elite and R1. The warlock doesn't have great abilities for melee, but the bursts and aura (although recently nerfed) are quite strong. I'd say the monk is a little bit stronger, but you will have fun with any of these three.
Good Luck and Have Fun!