This new concept really throws a wrench in my usual method of building up a party, since it opens up a lot of new possibilities (even though the choices are limited).Here’s the Current Matrix.Available class changes.
SORCERER
70 Archer
75 Paladin
57 Priest
Priest
75 Druid
56 Sorcerer
70 Archer
Archer
86 Paladin
81 Monk
75 Druid
Fighter
70 Archer
76 Ranger
75 Druid
I want to give that really hard endgame dungeon a go when I get to it, so I basically want to get my guys the best combination of M/GM skills they can (plus whatever I can get in the misc useful skills like BB/AM/Med). I hear HP/SP gets adjusted after the change, so that's a factor, too... how is BB/Meditation handled?
Part of it banks on how Dark magic is given to the party. Is it only given (at basic) to P/C/S/A? If for some reason it was given to everyone (regardless of class) at M/GM I was thinking D/D/S/C with 4x shrap would be good, but that's not too likely.
Otherwise, it seems like leaning towards Might would be the way to go.
For my Knight, it seems like Druid would give him a great spread of skills, but drastically cut his HP. Ranger would be an OK choice depending on how GM Axe/Sword stacks up against GM Spear/Sword (or just two swords). The weapon stats have been changed around, so I'm just not sure. Archer seems OK for the magic and GM Bow, but HP would still go down a bit I'd think.
The archer would probably work best as a Paladin for the weapon/armor skills and Self magic. I'm not sure if it's better to get M plate or GM Chain (no recov penalty for the latter), or what weapon skills to invest in (M Sw/Sp? GM Mace/M Sw?)
I'm thinking out of the C/S I would switch one to the other class so I could keep someone with a high SP pool and the other would be a Might class. I'm thinking I would probably make the Sor a Paladin or something, I'm not sure.
Does anyone have suggestions? This is an interesting choice I haven't ever considered in a M&M game.