the FM multi can cast Melf's Minute Meteors and has a good thac0 to use them.
under improved haste the meteors give him 10 apr doing 1d4+3 dmg + 3 fire dmg.
as side effect the enemy is slowed by the animations from taking elemental damage, and as it happens 10 times/round it is something noticeable. Enough that an other fighter can bash him with a long reach weapon while staying far enough of his reach in most situations.
the FM can also disrupt at will a mage, just sending to him a couple of meteors, then can focus again on his main target, freeing the main party mage from that task.
10 * (2.5+3+3)= 85 dmg/round on average is not so impressive if compared to what an archer can do, but it is probably better then the damage that some FM can pull of from their ranged weapon of choice if they are only proficient in that weapon.
MMM don't need to spend points in them so the FM is free to use his pips to be specialized in more mlee weapons, as he can not reach GM so can focus on more choices, there are so many good mlee weapons and some work better against specific enemies.
if imo MMM is one of the best ranged weapons for a CM, that can boost his thac0 easily and get a kai like effect for 100 dmg/round, while a mage will miss often, i almost never use it with my FMs, and maybe i should.
MMM is also probably a very good option for a kensai->M as coupled with kai he gets the same output then the CM and he is prevented to use ranged weapons if not the returning ones.
what is your opinion about it?
did someone of you try that option? how did it work?