Originally Posted by
Lonnbeimnech
Doesn't really matter, arti is a one man army. Though I would suggest not makeing a melee, since it gets real annoying running with a ranged toon.
You both see a mob, you run up and hit trip, the mob just runs straight past you because he has 3 bolts sticking out of his neck and isn't too worried about you, so you go running up after him and just as you are about to land the killing blow, he falls down dead. Repeat 100 times per quest, it gets old fast.
Hmmm...well than what do you suggest...2 Arties are pointless, A Rogue Mechanic is just a crappy Artificer and Bows shoot way too slow...I already have a Wizard and a Sorceror so thats out...hence my dilemma?
Originally Posted by
Kilbar
I dunno, I ran through the Cannith Manufactury area with someone playing an arty and myself playing a monk and we complemented one another quite well. I was fast enough to actually reach a lot of mobs before he put them down, and in doing so reduced his workload.
This is why I was thinking a Monk...here's the plan so far
Code:
Lawful Good Human Monk12/Fighter6/Paladin2 - The Modified Emerald
Stats
Str 12
Dex 15
Con 14
Int 12
Wis 16 (Level-ups go here)
Cha 8
Monk 1, Fighter 2, Paladin 3-4, Monk 5-9, Fighter 10 - 14, Monk 15 - 20
Feats
1 TWF
1H Toughness
1M Dodge
2F Weapon Finesse
3 Mobility
5M Stunning Fist
6 Spring Attack
6M Dark Path
9 ITWF
9M Combat Expertise
10F IC: Blugeoning
12 Toughness
12F Improved Trip or Whirlwind (only if it's fixed)
14F GTWF
15 Toughness or Improved Trip (if WW was taken)
18 Toughness
ED Grandmaster of Flowers
21 Vorpal Strikes or Improved Martial Arts
24 Improved Martial Arts or Vorpal Strikes
Skills: Intimidate, Concen, UMD, Balance