Starting M&M VII again
Starting M&M VII again
Like the title says, I'm starting all over after 'couple' of years since I last finished the game. I have couple of questions regarding the fresh start:
1. Is there really the right combination of classes?
2. What about races? Any better than the other in the long run?
3. Dark or the Light side? (always wanted to hear opinions on this)
1. Is there really the right combination of classes?
2. What about races? Any better than the other in the long run?
3. Dark or the Light side? (always wanted to hear opinions on this)
Last edited by Holly on 09 Dec 2008, 22:19, edited 1 time in total.
- darknessfood
- Round Table Hero
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Alright, some questions:
1:
Well, I always go with a knight for mellee damage, Thief also for mellee and for disarming/identifying items, 1 cleric for healing, a sorcerer for major damage spells.
2:
Depents on the way you are going to play. Just check out the special bonusses (though I don't know if it matters in MM7).
3:
I prefer Dark magic. It's fun to be evil, and with the cleric/sorcerer promoted, you can cast really good spells.
Hope this helps...
1:
Well, I always go with a knight for mellee damage, Thief also for mellee and for disarming/identifying items, 1 cleric for healing, a sorcerer for major damage spells.
2:
Depents on the way you are going to play. Just check out the special bonusses (though I don't know if it matters in MM7).
3:
I prefer Dark magic. It's fun to be evil, and with the cleric/sorcerer promoted, you can cast really good spells.
Hope this helps...
You can either agree with me, or be wrong...
- Herry Hardfoot
- Peasant
- Posts: 89
- Joined: 26 Aug 2008
1. I agree with DarknessFood--the default team, Knight-Thief-Cleric-Sorceror, is a very strong team. Folks who like more magic substitute a Druid for the Thief.
2. Races not so important, but again the default team does it best. Goblins make the best knights, elves the best sorcerors, etc.
3. I prefer Light because I'm a goody-goody, but the Dark side is a much easier game, in my opinion (conquering Celeste is a cakewalk compared to the Pit, and some of the Dark promotion quests are lots easier than their Light counterparts, with the major exception of the druid--if you play a druid, go Light!).
2. Races not so important, but again the default team does it best. Goblins make the best knights, elves the best sorcerors, etc.
3. I prefer Light because I'm a goody-goody, but the Dark side is a much easier game, in my opinion (conquering Celeste is a cakewalk compared to the Pit, and some of the Dark promotion quests are lots easier than their Light counterparts, with the major exception of the druid--if you play a druid, go Light!).
Since I last remembered I've finished the game first time on dark (altough my Wizard never became Lich-yeah, the soul jar thing -.-) with default team of knight, thief, cleric, sorc. Second time I bested it with the same combo on the light and the third time I went knight, thief, cleric, druid (dark), the latter being the most fun game ever since I had Grandmaster in Alchemy and Warlock is such a cool name for a class, not to mention it's great promotional quest (whic, btw, I didn't find that difficult since I knew the map very well and my characters were pretty strong at that point).
So, basically, I want some unique group. Maybe Ranger or Archer in it for archery massacre or something similar. Fire away with combos
So, basically, I want some unique group. Maybe Ranger or Archer in it for archery massacre or something similar. Fire away with combos
- Herry Hardfoot
- Peasant
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- vladimir-maestro
- Genie
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I like to play 4 clerics...no matter what path I choose
Ofcouse dark way is more easier for them.
Ofcouse dark way is more easier for them.
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maestro_mod@yahoo.com
vladud @ yandex.ru - preferred one
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if you wish to upload some materials for this site - let me know.
- Deadguy118
- Assassin
- Posts: 294
- Joined: 03 Jun 2006
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Not a bad party. Of course the fact that you can only access master for elemental spells is a bigger cripple than only being able to access master for Self spells. Should be a challenge until you get the druid promoted, but if you are playing dark then you can use the monk as a substitute theif, as they can Master Disarm Traps. (but then you have the garbage druid promotion.) Altogether, not a bad group.
Back from the dead? Maybe.
Okey. I have couple of solutions for my problem:
1) Knight, Monk, Cleric, Sorcerer
2) Ranger, Archer, Druid, Sorcerer
3) Paladin, Thief, Monk, Cleric
4) Knight, Archer, Paladin, Ranger.
So, how about it?
The thing with four of the same classes doesn't work for me, because when you get the promotion, they all get it. I want more diversity
1) Knight, Monk, Cleric, Sorcerer
2) Ranger, Archer, Druid, Sorcerer
3) Paladin, Thief, Monk, Cleric
4) Knight, Archer, Paladin, Ranger.
So, how about it?
The thing with four of the same classes doesn't work for me, because when you get the promotion, they all get it. I want more diversity
I would say to yourself at the beginning. Since lack of any significant healing can be a problem. But if this party survives long enough and develops Bow skill, with 2 shots per character, they can be a serious threat. But I'm not that good after all this time, so I wouldn't try it myself.Variol wrote:Cruel to yourself or other??
Why would you even consider a ranger? they're the masters of useless, and that's about it.
Only important thing is good damage, so i played (with succes trough entire game) in mm6-8 using only mages, where each person was specialized in one element. And i only invest skill points to one skill for example fire magic. So each person was really master. This way of playing is very fast and enjoable, dont worry about hp, enemies die even before scratch you. Later i also played four knights team and this was most dificulty and funny in some way, require think about strategy much more (you need buy scrolls, wands, hire npcs) Usualy i follow path of darkness in mm7 because better interface heh. Balanced team (mage, cleric, thief, and knight) is good when play first time, but later i tryed many weird configurations. Druids are good because have many skills, but its always good to specialize and reach 20-30 points in one skill, instead of 7-10 points in many.
Uh and when playing four sorciers team, whole healing (no matter poison, cursed, dead) can be solved by beacon and temple (teleport to temple, heal from everything and return) plus resting and hire two npc healers.
Knight - good at begining but useless later
Thief - usefull only in some situations
Cleric - use temples, rest, npc healers, and you dont need them
Other class - ther are weird combinations, useless to me
Sorcier - very usefull (so its good to have them four, especially high specialised: mage of water, fire, earth and air)
Uh and when playing four sorciers team, whole healing (no matter poison, cursed, dead) can be solved by beacon and temple (teleport to temple, heal from everything and return) plus resting and hire two npc healers.
Knight - good at begining but useless later
Thief - usefull only in some situations
Cleric - use temples, rest, npc healers, and you dont need them
Other class - ther are weird combinations, useless to me
Sorcier - very usefull (so its good to have them four, especially high specialised: mage of water, fire, earth and air)
Last edited by koval321 on 10 Dec 2008, 17:31, edited 1 time in total.
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