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Thread: MM7: Life without Sorc? | |
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Strakar
Tavern Dweller
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posted January 25, 2010 06:33 PM |
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MM7: Life without Sorc?
Hi,
I was thinking about party composition and how inconvenient would it be to not take a sorc?
I was thinking of a Cleric for heals, Archer for my main caster with a Ranger backing up both and a Thief. I like guys with some toughness who can also handle a bow.
I played through MM6 twice and had a sorc both times, although I felt like he was underutilized. He was always dying easily, and I spent 90 percent of the game in real time mode strafing and shooting bows.
However, in MM7 some of the skills like Town Portal, Fly and Water Walk have GM abilities that might be too good to pass up. I'm not too big on the Thief either, but from what I've been reading, disarm and steal are more important in MM7.
Does anyone have some advice on this? Thanks.
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Bones_xa
Known Hero
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posted January 27, 2012 08:45 PM |
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I know this thread is 2 years old, but I'm going to reply, I guess just for my own enjoyment pretty much...
I'm currently playing over MM 6, 7, & 8 again.
Personally I don't take a sorc when I make a might based team. But usually a druid so I can get town portal and fly and basic healings, and they can either use shield and mace or have double daggers.
MM6 is great because characters are not limited to get all the spells. A reason I think this game is the best as there are less restrictions.
In MM6 you only really need a sorc or cleric if you want to get light and dark skills.
In MM7, sorcs are more important because you can't get the GM magic spells without them, and they can also learn light or dark. But I still go without them in 7 too for a might based team, because a druid again can learn town portal and fly.
I'd say the two most inconvenient things in these games are 1) not having town portal and fly because then the game takes so long to get anywhere, and 2) not having any healer.
For the thief in MM7: stealing I never use because its never always successful then you get kicked out of that shop, thus its a waste of skill points where you could put them elsewhere.
Disarm trap you don't actually need at all if you get telekinesis with master earth magic.
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OhforfSake
Promising
Legendary Hero
Initiate
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posted January 27, 2012 09:32 PM |
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I have played many combination through might and magic 7. Less through might and magic 8. My own experience is that a sorc makes it a lot easier for a newcomer, but isn't actually really needed at all.
In might and magic 7, you can relatively fast hire two peasents who give you 1 town portal pr. day and 1 fly spell pr. day (both master level). With this you've already saved yourself a lot of time.
I often find myself not getting the beacon spell, because I've often almost completed the game and been most of the places (except pit and "heaven") before you get to choose between light and dark path. E.g. all it takes to get to land of the giants early are 2-3 invisibility scrolls, which you can buy while traveling to barrow downs and one more in the dwarf fort.
About the thief, this guy is awesome. He deals the most melee damage pr. second throughout the game all the way until the final stages where knights finally beats the daggers.
If you invest heavily in speed, bow of swiftness (or the better combination of leech and swiftness), etc. and drink a haste potion (not spell, it's bugged), then you can experience your archer achieving a beyond blaster speed with their arrow.
Actually, you can go through the game with anything, but if you don't know how, e.g. the different effects work, it can be quite game breaking if you get instant killed, because you don't know you should have high endurance and earth resistance (if I remember correct) to resist this effect.
So if you're not too comfortable in the game, I think a cleric is a must due to gm body magic, protection from magic. Don't underestimate potions, they're very powerful, btw.
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Bones_xa
Known Hero
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posted January 27, 2012 10:22 PM |
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Yeah thieves do seem to do tons of damage with their daggers, seems like the most at the point in the game I'm at now.
And yeah alchemy is great, I didn't even bother buying books of cure disease, poison, curse, insanity, etc., because I can just create the potion from alchemy.
I didn't know that the haste spell was bugged, although I don't really use it all that much unless there are times where I want to kill fast so I never noticed.
I don't like buying gate masters or wind masters because they cost so much and can only cast once a day. I always buy pathfinders and explorers early on.
Scrolls I find a bit annoying because they are randomly placed in the shops and you got to keep reloading to get the ones you want.
Currently I've got two might based teams I'm trying out in MM7.
One of all 4 goblins and I've maxed out the strength and speed to start because they only require 1 point for every 2 increase at character creation, and the other team is all 4 dwarfs with strength and endurance maxed out at start.
The goblin team has all members double wielding weapons, knight with swords, thief with daggers, paladin with mace & sword, and druid with daggers. The dwarf team all has weapon and shield, knight with spear, ranger with axe, cleric with mace, and druid with mace.
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OhforfSake
Promising
Legendary Hero
Initiate
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posted January 27, 2012 10:35 PM |
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Yes thieves seems amazing, but it's as far as I know only because the daggers hit so incredibly fast.
About haste potions, they can upgrade your damage pr. second a huge amount. I don't remember the speed values or how the values relate to the in-game time, but it among others makes the difference between the knight with his relative slow sword, and the thieves with his max speed daggers a good amount lower.
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royjova
Tavern Dweller
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posted April 30, 2012 10:30 PM |
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stormsheild.
Hey!
My sorc has only has about 700 life and only 505 mana with full tals and stormsheild.
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