I'm still a noob at optimizing in DDO. My caster kept getting his ass pounded into the ground. Srsly, it takes 3 scorching rays to kill a kobold on hard mode in a 4th level adventure, given that that character's cl is low enough he only gets one ray per spell you probably can see the problem. So I 'donated' money to the server, akin to tossing money to help for hosting fees in free servers for other mmos and rolled up a monk. Now I freaking own the game. Why? Monks have everything.
First, there is a large amount of traps. Tons in fact. Without a rogue traps cannot be dealt with as nearly every single one of them never runs out of ammo and just continually spray acid until you wonder how the hell you're not swimming in it yet. Anyway, the monk packs good reflex saves, high dex (for TWF), the water stance (+2~+4 all saves), and improved evasion. I ignore traps and just run around almost never failing my save and taking damage from them. Warning though, you may become dependent on evasion and forget when you relog into your caster that traps hurt...
Secondly, healing. Unless you dip into Cleric/Paladin/Ranger your healing is massively limited. You'll probably repeat the find the old guy in the factory quest a dozen times at low levels just for a cloak that gives 1/day CLWs. So your primary form of healing will by 340ish gold potions of CMWs. The monk? Well he spends 10ki from is fast regenerating pool and heals 1~2hp per hit on the enemy and after using that attack three times he heals the entire party for a low amount (about half a CMWs, until your level is high enough). This yields constant healing all the damn time, plus the Monk as the ability to sit down for 30 seconds and heal almost all of his hit points every 5 minutes though Wholeness of Body.
Finally, for solo support the Monk can burn ki to mimic the effects of restoration/remove curse spells and his light path combos can give him blur, inspire, and immunity to stunning/sleep all of which can buff the entire party too. Then there is the clicky thing. You will collect tons of X/day items to click on and cast spells. It's kinda like being a wizard in D&D. You can cast Summon Monster II twice a day, invisibility 3 times, sleep 3 times, grease 3 times, stinking cloud once, bless 3 times, aid once, rage 3 times, etc (thats just some that I have). Only your not a wizard but anyone.
Not saying the Monk is the best class, but damn it makes soloing stuff a lot easier and I'm almost never turned down party wise as long as I include 'light way' or something there of in my description. It's like the casters love my free -25% SP costs buff I give them or something.
***
Someone on the linked thread said gold was worthless, it's not. And while yes you can seemly rack up a lot of money by looting a so called whopping 100 gold from a chest, don't be fooled by it. The reason your looting 100gold from a 2nd level chest is becuase 100gold is completely worthless, your tall tell sign of course is your second level and accumulating 150gp per adventure... Expect to burn 3k+ on healing if you don't have a cleric, another 2~5 depending on deaths on adventures if your over your head as some quests are a lot harder than their advertised level and doing those on elite pretty much requires you to be too high in level for the adventure. Buying upgraded version of your gear also demands a lot of gold as the player economy is littered with stupid people that for example demand 150k for a 5k bottle of air because there is just so much underwater swimming in the game to rationalize the need for underwater breathing (*cough* I have that spell 1/day too, but who uses it?). Want a stone of luck that gives +1 luck to skills, saves, attack and damage rolls? 1.5mil. Want a stone that gives +1 luck to skills & saves on top of +5 XP per quest? Free, it's a quest reward offered in a 5th level adventure. Oh yes, players are f'ing stupid. Enjoy your chest of 100gp if you want, the only thing your buying with it is food to rp the idea your character needs to eat & drink rather than living solely off healing magic and blue rocks sticking out of the ground.
***
And the last gift of knowledge I have is spell damage is wonky. Cl 5 fireball is not 5d6 damage but 1d3+3x5 and spell enhancers (up to +50%) and empower/maximize is stacked in an rather odd formula. (base damage) * (1+enhancement% + potency%) * (critical factor) * (metamagic factor) is the formula being passed around on the forums. The 1d3+3 instead of 1d6 thing only applies to spells and seems to be an intended boost towards spellcasters by minimizing the poor rolls for them.