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Heroes Community > Library of Enlightenment > Thread: The ultimate party at mm6-7-8?
Thread: The ultimate party at mm6-7-8?
antipaladin
antipaladin


Promising
Legendary Hero
of Ooohs and Aaahs
posted October 13, 2006 01:41 AM
Edited by antipaladin at 01:42, 13 Oct 2006.

The ultimate party at mm6-7-8?

whats your ultimate party at mm6-7-8?
Me:
MM6:
2 knights,1 claric and 1 mage.

MM7:
Mage(a must be) Claric Knight(or a monk) and a ranger(or an archer).
Im not happy about theifes becouse i dont still alot from mm7,or 8..must good stuff u find form other monsters,you cant still artifects..

MM8:I ussally start with a minotour.the're strong enouht to wistand hits in first levels,untill you obtain dragon.then i collect whomever i can,as long as i have a healer,a necro,and 2 tankers.
the troll and dragon are must haves,the knight is needless.
The mino is secondery tanker,priest and Lich.you got all nessery skills ready.

[offtopic] I know a website that has savegames edited,so you start mm8 with a dragon or others called peasent games,thats level 0,weaker,harder,for hardcore players,im not up to it,but i can post a link if i'd be requested![/offtopic]
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Ecoris
Ecoris


Promising
Supreme Hero
posted October 15, 2006 02:43 PM

Ultimate MM6 party: Cleric + 3x Sorcerer (CSSS) or Druid + SSS. Magic rules in MM6. SSSS is also playable. (But a bit tricky in the start).

In MM7 however, the powers of might and magic are more balanced. A knight is a must to me as the best warrior available by far (the monk is far behind). Thieves are not that good, only for disarming. I don't really think that there's an ultimate party in MM7. Druids are too weak and they can't become GM of any magic schools. Therefore I usually pick a sorcerer and a cleric for healing. The last one would be Archer/Ranger. This will give you a very good balanced party. But I hardly ever play like that anymore. Sologames, games where training isn't allowed or so called "peasant games" are much more fun to play because they're much more challenging. I recently completed a 5-day game of MM6.

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antipaladin
antipaladin


Promising
Legendary Hero
of Ooohs and Aaahs
posted October 15, 2006 02:54 PM

i prefer not doing peasnt game,but beating all monsters,getting all artifects,missions at highest level posible..
how can you play mm6 without even one fighter?

also mm7 a monk isent far behind,hes dmg might be low,but hes hp is quite simmler,with GM unarmed,doging and body building he can tank,plus he can use lether and staff simutensly,so hes good high dmg ,as well at higher levels.I agree that theif is useles.Archer yes,but i like when everyone has differnt abilitys and magic,its more intersting.
MPCS is also nice varition dont you think so?
you havent refferd to mm8.
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Ecoris
Ecoris


Promising
Supreme Hero
posted October 15, 2006 03:22 PM
Edited by Ecoris at 09:44, 16 Oct 2006.

MM6: You can easily play without fighters in MM6. In MM6 you can master any skill that you can learn. This means that my cleric can master the mace and my three sorcerers can all master the dagger. Double daggers are actually quite good damaging and fast. And if my cleric gets Ares he'll easily do +100 damage with Heroism. The point is that sorcerers are not bad warriors, the only restriction is that they can't use heavy weapons, and in MM6 there's no Armsmaster skill. But if you analyze it you'll find that double daggers is a very good weapons choice, in many cases better than any other single weapon. Besides I'll mostly use bows, and any class handles these with equal skill in MM6. Once you develop your sorcerers just a little bit and acquire fireball and such spells yuor opponents won't stand any chance. Firing 3 fireballs that all deal +50 damage will kill most creatures indoors. Outdoors you'll have 3 casters of meteor shower/starbust. Later on all your party members can cast shrapmetal and dragon breath.
In MM6 magic is undoubtly more powerful than might. You should really try playing with a CSSS party, you'll see what I mean. Fireball, Fireblast, Meteor Shower, Starbust, Shrapmetal and Dragonbreath are so good that your party becomes ridiculously powerful when 3 or 4 of its members have access to these spells and plenty of SPs to cast them.

MM7: In MM7 this changes. You can't learn high level spells early on, and several classes have restrictions on them preventing access to the best spells. So basically you'll get the good spells later in the game, and you'll have fewer party members to cast them. Furthermore there are no areas like Blackshire, Paradise Valley, Kriegspire and Dragonsand filled with lots of powerful creatures outdoors with easy access in MM7. In MM6 you would go to Blackshire/Paradise Valley and kill all those lizards/hydras/titans and dragons as soon as you had bought a few meteor shower and starbust books for your druids/archers/sorcerers. You'd get tons of XP and good equipment. You can't do that in MM7.
As described, magic is harder to come by in MM7 and there are really no areas with powerful creatures that you can reach early in the game. Furthermore the might classes have been improved especially with the armsmaster skill. You'll simply have to rely on might more often in MM7.

MPCS? Personally I feel the Paladin of MM7 is awful, simply because he can't get GM of plate. This means that he'll get a recovery penalty making him slower. ALL other classes may improve their armor skills at least to the level where all recovery penalties are eliminated. Besides the knight IS better than the monk. The monk is really not that good until he becomes GM of his weapon and armor skills which allows him to make the dodging/leather and the unarmed/staff combos, but at that point the knight will become GM of grandmaster and easily deal +120 damage and have an incredible attack speed.

I have never played MM8.

edit: corrected spelling

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antipaladin
antipaladin


Promising
Legendary Hero
of Ooohs and Aaahs
posted October 15, 2006 03:46 PM

well dont forget promotion quests.THe monks and rangers are the easiest.some quests are attached to one another,and should be donethe same way,its also a fector,the order of questing.the paladin can master self magic,and dark\light abit,although it still usefull.hes good in mace,and the paralyze fector CAN be usefull,its not true that mm7 relays on might though,have u tried to play without S? what is your faverot artifect combiniton?(im getting OT here)

Also yes i know mm6 has differny skill system,however the hp is also a fector,as well as heavy weapons\armor. The knight is the best tanker,allways ware allways will be,however even if u manage to kill some titans,some titans will manage to kill you,FESTER.with low hp that S's have in early parts of game becouse (and correct me if its wrong) they dont have body building skill.

MM8 is a differnte the races and classes are attached.
There arent such selection as in mm7
you can start with either a minotour(who is GM axe,M or E at plate and E at self spells.
Troll is a bigger stronger varation of knight,instead he cannot wear plate.
The necromancer is the S varation,with dark magic at early stage of game, he can also GM all elemtanl +dark
the preist is what allways is a self GM +light
the vampire is GM with daggers and M in self
The dragon is a race ucan get after some quests,but rather early too,hes uber strong,with high dmg,and ranaged attack,high hp,and mod armor.

there are 2 new spell tabs:Vampire skill and Dragon skill
the vampire have drain life levitate charm and fog form the dragon have fear,fireball,fly and wing wind(its sorta back them all )
another varition was made in darkmagic,secrficie was changed(couse no hirlings) into dark grasp,it allows one undead unit become freindly and attack enemys for some time.
Also regenrtion comes in.

This is quite good game,i highly recomand it,the graphick is abit differntier,but it still in paperdoll system such as in mm6-7.
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Ecoris
Ecoris


Promising
Supreme Hero
posted October 15, 2006 05:00 PM
Edited by Ecoris at 09:48, 16 Oct 2006.

Quote:
Also yes i know mm6 has differny skill system,however the hp is also a fector,as well as heavy weapons\armor. The knight is the best tanker,allways ware allways will be,however even if u manage to kill some titans,some titans will manage to kill you,FESTER.with low hp that S's have in early parts of game becouse (and correct me if its wrong) they dont have body building skill.
Sorcerers can learn body building and even master it. In fact all classes may learn all misc skills.
Obviously you don't know how to kill titans, SPOILER: Use fly, go in turn based mode. You're still allowed to fly up and down and can easily dodge their attacks. Cast meteor shower on them until they die. Same tactics vs hydras/lizards and even dragons close to the ground. You may need to use starbust to kill those immune to fire.
This is of course cowardly but very effective. In MM6 the ONLY difference between knights and paladins in the HP/SP distribuiton, otherwise they're exactly the same. Therefore I prefer the paladin in MM6 because of the healing and other beneficial spells. And you'll have someone to raise your cleric from the dead. Besides I feel you rarely benefit from the massive amount of HP the knight has. Your other characters will die much earlier. Shared Life may help but remember that it will never give a chracter more than his maximum HP.

In MM7 however the knight is slightly overpowered IMO. The paladin's fighting skills are inferior compared to the knight's. The paladin may use heal, but you need to promote him before he can become expert of the self magic schools. I do not feel that the knight's promotion quest in MM7 is that difficult again. The monk's is slightly easier but I usually do both during my first visit to the barrow downs anyway.
A knight with the artifact spear Charele (or just some other good spear/trident/halbard) and GM armsmaster has more HP and AC, is faster and deals more damage than the monk. I might go for both (because the monks is indeed a very good fighter) but if I've only got room for one I would always go knight.

I will still claim that you benefit less from spells in MM7, especially offensive spells. They're not worse than in MM6 (even though I miss fire blast), but you'll usually only have one good elemental caster (in MM6 you could easily have three with KADS which is a rather balanced party). Furthermore you'll get a spell like meteor shower later.
Therefore fighting creatures at long distances was much easier and those who hadn't got offensive spells to cast (e.g. your healers) or had run out of spells points could use bows at master level firing two arrows. In MM7 you depend on melee combat more often. I guess you can easily play with a CSSS party in MM7 but it'll take them much longer time to develop their potential and you'll not have any way of disarming traps which can be very annoying during the early stages of the game.

I have completed both games several times and the following are my views upon the differences in the combat system as a whole:
1. You can get the good offensive spells earlier in MM6.
2. Even with a balanced you'll have more party members that can use them. A magic party will become ridiculously powerful already around level 20 in MM6.
3. There are more creatures outdoors that were impossible to kill with weapons early on but could easily be killed with magic in MM6. This gives you lots of XP and good equipment.
4. The fact that all classes could master the bow and the power of the artifact and relic bows had that effect that you could win more fights with bows alone in MM6 than in MM7.
5. You generally avoided melee fighting in MM6. Even though you had might oriented parties, you would deal less damage with melee weapons in MM6. In MM7 you can easily rely on melee combat if you have just one or two good warriors.
6. Healing spells are cheaper and more effective in MM7 which means that a cleric is more than enough.
7. In MM6 any class can learn any misc skill at master level. This meant that you could compose your party with a much higher degree of freedom. In MM7 you need to consider misc skills, usually at the cost of combat and magic skills.

edit: corrected spelling

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antipaladin
antipaladin


Promising
Legendary Hero
of Ooohs and Aaahs
posted October 15, 2006 05:11 PM

It passed six mounths since i played mm6,but i gota it installed anyway,lol i installed it again to see if i can toy with it paperdolls..

Anyway,you SHOULD play mm8,really,mm8 is the easiest of the 3.

CSSS? thats indeed posible,but going throw crusder promotion will be unposible

Do you go for light or dark? my bro uses dark,but i ussaly light,probbly becouse golems beats goblins,and its easier to kill the townsolk of deyja..btw you noticed that tatalia is suppost to be home of lizards(acording to homm3) nd deyja is necro's(acording to homm3) however,goblins and necros never goes around too much,except mm7.

This website could prove usefull to peasent,and Quickgames.
http:\\castlegobs.nl


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FireSpirit
FireSpirit


Famous Hero
with warm hands
posted October 15, 2006 05:50 PM
Edited by FireSpirit at 18:00, 15 Oct 2006.

Quote:
CSSS? thats indeed posible,but going throw crusder promotion will be unposible


Far from that, I've been through it many times. It's quite easy to beat the monster by walking in front of him and blasting him with a few Shrapmetals or Poison Sprays. The dragon won't have time to do much damage.

In MM6, I like to go for as much magic as possible, so I mostly pick something like CDSS or CSSS. Sometimes I may take PCDS or ACDS if I want a little more variety and challenge. Knights are out of the question for me, because Paladins learn all the Knights' skills and can master all self magics on top of that. Sure, Knights have a little more HP, but that just doesn't make up for the lack of spells. I would only pick a Knight if I wanted a really challenging playthrough.

In MM7, magic is no longer so superior to might, so a fighter will be a good addition to a party. For example mid-game Monks will become ridiculously strong damage-dealers. When a monk gets his hands on the artifact 'Hands of the Master' and a ring or an amulet that boosts the unarmed skill (they are not very rare), they can easily do over a hundred damage with an insane attack bonus. On top of that, they can grandmaster body building and dodging, which make them amazingly durable. IMO Monks are better than Knights in MM7, but still, I would pick a Knight over one due to their wide arsenal of weapons and armor and the ability to repair items. I've played all kinds of parties in MM7, the first one ever being KCSS. It was quite balanced and nice, but the beginning was a little difficult because of low HP of the spellcasters.
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Ecoris
Ecoris


Promising
Supreme Hero
posted October 15, 2006 05:56 PM

Quote:
CSSS? thats indeed posible,but going throw crusder promotion will be unposible
You don't get it. How do you usually fight opponents? I can kill it with bows without getting hurt at all. Just circle around it, shoot when it stops to shoot at you turn and run to the side. I've killed the dragon on Emerald Isle like this.

Quote:
Do you go for light or dark? my bro uses dark,but i ussaly light,probbly becouse golems beats goblins,and its easier to kill the townsolk of deyja..
That is certainly not the criteria I use. Light magic is good for might parties due to hour of power and day of the gods. Dark however has the best offensive spells which is good if you want a party that kills its opponents with magic.

I know the website you mentioned.

In MM6 you can kill a gold dragon with 2 or 3 shrapmetals... I don't think you realize the potential of magic.

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antipaladin
antipaladin


Promising
Legendary Hero
of Ooohs and Aaahs
posted October 15, 2006 09:40 PM

i played mm6 once,with KKCS and was sedified,i'll try PCSS next time! =)

i meant the crusader promotion in mm7,and i was sorta meaning making it preior to the choice.
I dont use much spells like HoP or DoG,praphes prismatic light due to its power,but its outdoors,and also destroy undead. Devine itervention
has negetive effects...
Give me GM in water and air and its all i need

Also in dark have spells that just destory all monsters,with spells like dragon breath and poison spry,pain reffelction..
But i like bright setting better,then dark,its nicer..

Why dont you want to play mm8?
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Ecoris
Ecoris


Promising
Supreme Hero
posted October 16, 2006 09:39 AM

Quote:
Why dont you want to play mm8?
Well, everyone knows that the quality of 3do's products became lower when the company was threatened by bankruptcy. This meant that new games were created hastily. Naturally the quality declined, just think about HoMM4. The same thing happened for the M&M series. I know one who played MM6-MM9 and he did not recommend MM8 (and certainly not MM9) and said that the series had peaked with the releases of MM6 and MM7.
Personally I think MM6 is the better of the two.

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antipaladin
antipaladin


Promising
Legendary Hero
of Ooohs and Aaahs
posted October 16, 2006 12:42 PM

dont be so sure,mm8 isent as bad as mm9.its sole folly is being easyier then mm6-7.It has more bigger options,5 in party,and i DO reccomand it atleast onces,altleast a bit..a small glance.
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FireSpirit
FireSpirit


Famous Hero
with warm hands
posted October 16, 2006 04:16 PM

I've also played MM8, and the first time I did, I enjoyed it a lot. It just isn't as appealing to me as the other two, so I haven't finished it as many times as MM6 or 7. It's definitely not bad, though.
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antipaladin
antipaladin


Promising
Legendary Hero
of Ooohs and Aaahs
posted October 16, 2006 09:10 PM

excally,mm8 is quite longer,and going to it muiltypole times is annyoing,but its very fun in the first time,anyone knows max level?
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Ecoris
Ecoris


Promising
Supreme Hero
posted October 17, 2006 09:59 AM

In MM6 and MM7 there is no maximum level.

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antipaladin
antipaladin


Promising
Legendary Hero
of Ooohs and Aaahs
posted October 17, 2006 10:48 AM

really..? ;p i never knew
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Ecoris
Ecoris


Promising
Supreme Hero
posted October 17, 2006 02:24 PM

Yes. I've heard about a party around level 500 in MM6!!

As you know the training halls have a maximum level. In MM7 the ones in Celeste and The Pit can't train you levels above 200. Only Nighon has no (known) limit. However you're unlikely to become level 200 ever so most people don't know.

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antipaladin
antipaladin


Promising
Legendary Hero
of Ooohs and Aaahs
posted October 17, 2006 02:40 PM

the highest i got to mm7 was  70,and mm8 was 102,. i passed mm6 with 65
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Cleroa
Cleroa

Tavern Dweller
.........
posted October 26, 2006 03:06 PM

My best party...

MM8 (didn't play others) One elf, one Vampire, three Dragons.
There are much damage, enough magic and... i don't remember what i used vampire for... never mind.

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