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MM6 - What type of characters?

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Eric

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May 20, 1998, 3:00:00 AM5/20/98
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MY party is very similar...KCSS. Spell casters become more useful as the
game progresses.

--
^ +~+~~
"Fair winds and following seas." ^ )`.).
)``)``) .~~
-Eric ).-'.-')|)
eli...@ix.netcom.com |-).-).-'_'-/
~~~\ `o-o-o' /~~~
~~~'---.____/~~

dcallagh.nospam.@au.oracle.com wrote in message
<3563b416....@newshost.us.oracle.com>...
>On 21 May 1998 03:15:23 GMT, "Julian" <jram...@msn.com> wrote:
>
>I went on the assumption that the sorcerer would be of more benefit,
>so went Knight, Archer, Sorcerer, Sorcerer. After a while I realized
>it was a problem not having any body magic, so I had to rest to heal,
>but now that I am level 32-34 I have adjusted to it. If I was to
>restart I would go : Knight,Druid,Sorcerer,Sorcerer
>.
>I like the knight, his AC and HP keep him alive as the other fall, it
>gives me time to escape. The Archer has turned out quite usefull now
>also, as her SP are high enough to help, and she uses sword and spear
>for upclose work (helping the knight).
>
>>I've always liked to have a balanced set in the previous versions, but
from
>>the conversation here it seems some types are much better than others. So
>>what does everyone suggest?
>>
>
>remove the .nospam. for email replies

Julian

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May 21, 1998, 3:00:00 AM5/21/98
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dcallagh.nospam.@au.oracle.com

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May 21, 1998, 3:00:00 AM5/21/98
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On 21 May 1998 03:15:23 GMT, "Julian" <jram...@msn.com> wrote:

I went on the assumption that the sorcerer would be of more benefit,
so went Knight, Archer, Sorcerer, Sorcerer. After a while I realized
it was a problem not having any body magic, so I had to rest to heal,
but now that I am level 32-34 I have adjusted to it. If I was to
restart I would go : Knight,Druid,Sorcerer,Sorcerer
.
I like the knight, his AC and HP keep him alive as the other fall, it
gives me time to escape. The Archer has turned out quite usefull now
also, as her SP are high enough to help, and she uses sword and spear
for upclose work (helping the knight).

>I've always liked to have a balanced set in the previous versions, but from


>the conversation here it seems some types are much better than others. So
>what does everyone suggest?
>

remove the .nospam. for email replies

John M Clancy

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May 21, 1998, 3:00:00 AM5/21/98
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Julian wrote:
>
> I've always liked to have a balanced set in the previous versions, but from
> the conversation here it seems some types are much better than others. So
> what does everyone suggest?

Here are my starting tips.

For an easy time I'd go with 2 sorcerers
and 2 druids. This party would be weak at
the beginning but would rock later on.

Have the characters set up to specialize
like this:

Sorcerer#1: Water Magic
Light Magic

Sorcerer#2: Air Magic
Dark Magic

Druid#1: Body Magic
Fire Magic

Druid#2: Spirit Magic
Earth Magic

This way you have all the elements, light
and dark, and body and spirit for support.

Misc. Skills:
Skip diplomacy, totally useless.

Merchant:
You should have all your characters be merchants
but concentrate getting 1 char to master fairly
quickly. Saves ALOT of gold. Eventually have everyone
master it because training gets expensive and this skill
reduces it. As a note the master merchant skill tops out
at 15, shops wont give you any better deals, but training
costs may still go down.

Body building, Meditation and Learning skills:
Get these for everyone and master them. More hit points
and spell points never hurt anyone. :)
Learning is obvious. Why work harder?

You only need 1 of each of these:
Disarm trap (not required but will save lots of healing)
Perception (required for some dungeons)
Repair (also not required but it will help, trust me)
Identify (not required, just very convenient)

You just need to get these skills high enough to
master them, don't dump in any points after that.
Split these up don't give them all to 1 character.

Have all characters learn Bow and master it.
Also have everyone master the dagger. Don't
put any points in staffs or the shield for
the druids. Two weapons is the way to go.


For a really rough time try 4 knights. :)
I think it would be possible but long
and painful. You'll definitely be set up
for a padded room at the end.

This is all IMHO of course.

--
John M Clancy aka MeleKahn aka Poison
"Where ever you are in life, that's where you
want to be"

Unicorn

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May 21, 1998, 3:00:00 AM5/21/98
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Eric wrote:

> MY party is very similar...KCSS. Spell casters become more useful as the
> game progresses.
>
> --
> ^ +~+~~
> "Fair winds and following seas." ^ )`.).
> )``)``) .~~
> -Eric ).-'.-')|)
> eli...@ix.netcom.com |-).-).-'_'-/
> ~~~\ `o-o-o' /~~~
> ~~~'---.____/~~
>
> dcallagh.nospam.@au.oracle.com wrote in message
> <3563b416....@newshost.us.oracle.com>...

> >On 21 May 1998 03:15:23 GMT, "Julian" <jram...@msn.com> wrote:
> >
> >I went on the assumption that the sorcerer would be of more benefit,
> >so went Knight, Archer, Sorcerer, Sorcerer. After a while I realized
> >it was a problem not having any body magic, so I had to rest to heal,
> >but now that I am level 32-34 I have adjusted to it. If I was to
> >restart I would go : Knight,Druid,Sorcerer,Sorcerer
> >.
> >I like the knight, his AC and HP keep him alive as the other fall, it
> >gives me time to escape. The Archer has turned out quite usefull now
> >also, as her SP are high enough to help, and she uses sword and spear
> >for upclose work (helping the knight).
> >

> >>I've always liked to have a balanced set in the previous versions, but
> from
> >>the conversation here it seems some types are much better than others. So
> >>what does everyone suggest?
> >>
> >

> >remove the .nospam. for email replies

My characters are Paladin, Archer, Cleric, Sorcerer. I like the Paladin
because he is a good fighter plus can learn some Cleric spells. I like the
Archer in this game because he is a good fighter also, and can do some sorcerer
spells (I maxed out their strength).
The Cleric is good for healing, and The Sorcerer for offensive spells.
Unicorn


Michael P. Smith

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May 21, 1998, 3:00:00 AM5/21/98
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>MY party is very similar...KCSS. Spell casters become more useful as the
>game progresses.


My first party was Knight/Druid/Druid/Sorcerer and I made it to level 41,
but then decided to restart as Sorcerer/Sorcerer/Sorcerer/Sorcerer and have
once again reached level 41.

The biggest drawback to the 4 Sorcerers is trying to fill your spellbooks.
I am currently trying to fill everyones spellbook. Everyone has
fire/air/water/earth/light/dark skill, but filling the books is an expensive
proposition. I belive I have spent about 2 months and 600,000+ gold to
almost finish. Just missing 2 toxic clouds, 1 mass curse and a dragon
breath spell. Probably pointless doing this, but I like having full
spellbooks:)


Michael P. Smith

Scott E Kullberg

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May 21, 1998, 3:00:00 AM5/21/98
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"Julian" <jram...@msn.com> writes:

> I've always liked to have a balanced set in the previous versions, but from
> the conversation here it seems some types are much better than others. So
> what does everyone suggest?

I'm using Knight, Archer, Cleric, Sorceror.

I chose a Knight instead of a Paladin because I thought it would be
better to have a pure-combat character. He's been able to master all the
useful secondary skills and then start buying absurd levels of weapon
skills with the points the others have to spend on spells.

One healer is a little light but I don't know which one I'd give up for
another clerical caster- probably the archer, if it came to that. I just
carry enough red potions to wake her up enough to heal herself.

I thought the archer was going to be a little better with the bow but
that doesn't really appear true- the later title of 'warrior mage' is a
much more accurate description of the character. It's nice to have a
secondary elemental caster though; she casts utility spells out of
combat while the sorceror concentrates on combat spells.

--
Scott E Kullberg <*> Sr. Software Engineer -><- News Internet Services
"On the Internet people who are normally under rocks are out there
and in your face" - Douglas Adams | opinions(me) != opinions(NIS)

piemax

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May 21, 1998, 3:00:00 AM5/21/98
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No healing spells at all? DO you rest whenever injured? or...?
Pie


Michael Kim

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May 22, 1998, 3:00:00 AM5/22/98
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I'm running Knight, Paladin, Archer, Sorc. and I'm up to lv. 100

I find this combination to be melee intensive. Dragons and Titans go down
pretty easy. I just got my Paladin to master body, spirit, and mind, then
put all the points into weapons (30axe and 25 sword). He usually does
120-150 w/dragons breath weapons points and rarely misses. My knight with
30 sword and 20 spear does a little less. It really helps to increase
weapon skills with damage bonuses. I should have put more into my spear
instead of the sword for my knight in retrospect. I got my archer to 20
sword and put the rest of his points to ge 30 air. Implosion seems to
work with most monsters and sparks will remain useful for most of the
game. It was so easy going through the Dragon riders with this combo.
Just stand there and pound whatever comes up.

Actually, these days, unless there are massive number of high lv monsters,
I just go up and hack away. I can even jump into a fight with a bunch of
dragons and still prevail. The only problem is the annoying repair bug.
I call it a bug because any designer who thinks the massive amount of
micro-management is a feature needs their head examined. Somebody let this
repair bug through the playtesting. I haven't run into this high level of
micromanagement since Civ2. Granted I enjoyed Civ2, but my hand still
hurts just thinking about it. My hand hurts and I can barely type right
now because I've repaired over a 1000 pieces of equipement over the past
few weeks...In a patch, could somebody PLEASE turn down the breakage?????

Anyway,

My sorc has 20 dark 20 light and 30 fire. The fire mastery was kind of
wasted as later on most monsters are immune to fire. Still, the high fire
skill makes the meteor storms into one powerful artillery barrage.

The weak link is having only one character that can heal. I think I might
replace the knight with a cleric if I were to start over. People complain
about archers and paladins but they can be extremely effective fighters
and they get respectible spell points later on (my paladin and archer have
around 500 each). One more dark magic expert would be helpful for my
party, so a cleric would take care of that.

So I'd recommend a Paladin/Archer/Cleric/Sorc based on my playing
experience. But with this game, I think you could make almost any
combination work well, but your playing tactics would be quite different.

Janus

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May 22, 1998, 3:00:00 AM5/22/98
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John, I have always disparaged the pure magic party, but yours seems to make
some sense. i may try that the second time around.

I used the quick start party (paladin, archer, cleric, sorcerer) and it is
exceptionally good. Unlike most RPGs, the quick start party is actually
decent for MM6.

--
"I realized, sitting there, that I was a nut." Philip Dick, Confessions of
a Crap Artist
John M Clancy wrote in message <3563D5...@MCI2000.com>...


>Julian wrote:
>>
>> I've always liked to have a balanced set in the previous versions, but
from
>> the conversation here it seems some types are much better than others.
So
>> what does everyone suggest?
>

John M Clancy

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May 22, 1998, 3:00:00 AM5/22/98
to

Janus wrote:
>
> John, I have always disparaged the pure magic party, but yours seems to make
> some sense. i may try that the second time around.

I usually try a balanced as well but after having played MM6s
hordes of monsters, massive damage large area effect spells
are just hard to beat. Now if the fighters had multiple attacks
or more powerful arrows it would be different. However with the
spellcasters being just as good with a bow as any other class
and having 2 daggers with occasional tripple damage hits. There
is just not as much going for the Knight Paladin and Archer.



> I used the quick start party (paladin, archer, cleric, sorcerer) and it is
> exceptionally good. Unlike most RPGs, the quick start party is actually
> decent for MM6.
>

That is also the party I started with as well. I
can't count the number of times I wished my paladin
had a good massive damage spell or a better ranged
attack. I have resorted to have her use wands! Man
I wish I could recharge those things.

RayRuenes

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May 27, 1998, 3:00:00 AM5/27/98
to

My party consists of a paladin/crusader (the aristocratic guy with the English
accent), an archer (the somewhat Irish blond woman), the Xena
sorceress/archmage, and a female cleric. I wish they'd allowed enough space in
our parties to accomodate every character class, but I guess we can't have it
all.


"The Republican Party...the first assembly that sounded in its camp was a call
to sacrifice, and not to spoils. The emancipation of a race, under the
proclamation of the first Republican President, has forever immortalized the
party that accomplished it."

RICHARD PETER BARNES

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May 28, 1998, 3:00:00 AM5/28/98
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: My party consists of a paladin/crusader (the aristocratic guy with the

: English accent), an archer (the somewhat Irish blond woman), the Xena
: sorceress/archmage, and a female cleric. I wish they'd allowed enough
: space in our parties to accomodate every character class, but I guess
: we can't have it all.

Thats what I went with too. It seems to give a good blend of might and
magic, which for some strange reason as been an important factor in each
of the series. My biggest problem was not including a knight. I love the
"kill em all with big sword" knight type, but could ditch the gallant
do-gooder in me, being my paladin. Thats what a second time around is for!

-------------------------------- <Cut Here> ------------------------------
_ \_) | I am rba...@spartan.ac.brocku.ca from Brock University
/ | _| \ 4th Year Computer Science at www.cosc.brocku.ca/~rb94ax
_|_\_|\__|_| _|
B A R N E S Flappity, Floppity, Flip!
The Mouse on the Mobius Strip.
The Strip Revolved,
The Mouse Dissolved
In a Chronodimensional Skip.

Warren A. Smith Jr.

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May 28, 1998, 3:00:00 AM5/28/98
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On 28 May 1998 00:30:29 GMT, rb9...@sandcastle.cosc.brocku.ca (RICHARD
PETER BARNES) wrote:

>: My party consists of a paladin/crusader (the aristocratic guy with the
>: English accent), an archer (the somewhat Irish blond woman), the Xena
>: sorceress/archmage, and a female cleric. I wish they'd allowed enough
>: space in our parties to accomodate every character class, but I guess
>: we can't have it all.
>
>Thats what I went with too. It seems to give a good blend of might and
>magic, which for some strange reason as been an important factor in each
>of the series. My biggest problem was not including a knight. I love the
>"kill em all with big sword" knight type, but could ditch the gallant
>do-gooder in me, being my paladin. Thats what a second time around is for!

I just had to have a paladin in my party too, since it is my character
whenever possible. However, it took a while to finally decide. I
started a number of times until I finally just couldn't bear not
having a paladin regardless of how useless they are. :)
--
Live Long & Prosper!

Warren A. Smith Jr.
Pearl River, NY

Eric

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May 28, 1998, 3:00:00 AM5/28/98
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My knight...the british guy...is the misc skill jack of all trades for the
party...it works quite well. I played with a paladin till level 30 before
coming to the conclusion that his spell skills did not justify the lower hit
points of the class...and were a distraction from mastering the misc skills.
So, the party I have now KCSS really kicks butt and is having a much easier
time with the game. The game is much more slanted toward magic than
might...at least after the first few towns.

--
^ +~+~~
"Fair winds and following seas." ^ )`.).
)``)``) .~~
-Eric ).-'.-')|)
eli...@ix.netcom.com |-).-).-'_'-/
~~~\ `o-o-o' /~~~
~~~'---.____/~~

Warren A. Smith Jr. wrote in message
<356d2ad6...@news.mindspring.com>...

dstephen

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May 29, 1998, 3:00:00 AM5/29/98
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RICHARD PETER BARNES (rb9...@sandcastle.cosc.brocku.ca) wrote:
: : My party consists of a paladin/crusader (the aristocratic guy with the
: : English accent), an archer (the somewhat Irish blond woman), the Xena
: : sorceress/archmage, and a female cleric. I wish they'd allowed enough
: : space in our parties to accomodate every character class, but I guess
: : we can't have it all.
:
: Thats what I went with too. It seems to give a good blend of might and
: magic, which for some strange reason as been an important factor in each
: of the series. My biggest problem was not including a knight. I love the
: "kill em all with big sword" knight type, but could ditch the gallant
: do-gooder in me, being my paladin. Thats what a second time around is for!

Yeah I did Paladin, archer, cleric, mage.

I think its best. The paladin and cleric had the same healing spells,
great if one is down-resurect,raise dead, cure insanity, etc. Same healing
power (both 14 in body, with of body items also) and light for the cleric
The archer and mage
both casted the damaging spells; archer earth(underated, especially
against later mostly resing opponets ROCK BLAST! BLADES!.. try mass
distortion on the cuisinarts.. AHAHHA the 650 damage I did once was most
ive seen in the game) and air.. Sparks! and now even water (wanted
more than 5 lloyds in later game... skill points to burn.)
Mage fire, water, dark..

Paladin and archer have 2 big weapon potential also.. and with the clerics
light mastery day of gods and hour of power (now 8 hours, and FOUR hour haste..
ahaAHAHAH! Points plus 4 and 2 spell point npcs) Do about 100 per hit
(one spear and sword, one axe and sword)

mostly I love the spell power of that group, I think better to have 2 chars
who can do damage almost as high as the knight, one who can wear plate-
yet also be able to cast damaging spells on archer, and raise dead, ressur,
cure insant, remove fear, cure wounds, cure weakness, like cleric.

dave

--

dste...@gohome.com
(remove the "go" for email)

K. Laisathit

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May 31, 1998, 3:00:00 AM5/31/98
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In article <6kl7cf$m...@dfw-ixnews7.ix.netcom.com>,

Eric <eli...@ix.netcom.com> wrote:
>My knight...the british guy...is the misc skill jack of all trades for the
>party...it works quite well. I played with a paladin till level 30 before
>coming to the conclusion that his spell skills did not justify the lower hit
>points of the class...and were a distraction from mastering the misc skills.
>So, the party I have now KCSS really kicks butt and is having a much easier
>time with the game. The game is much more slanted toward magic than
>might...at least after the first few towns.

Hmmm... I don't know, Paladin is pretty much a Knight without
the massive HP but with some spell casting. In my case, I use the
cleric exclusively for Dark magic. Some creatures later are just
too annoyingly resistant to every elemental magic. A single
casting of Shrapmetal usually fixes that. That means, I can
end up with no spell point to heal. The paladin steps up to
take over the healer role pretty nicely.

I don't know, I doubt that by the time you get near 1000HP
a couple of hundreds make any difference. As for the misc
skill point, there aren't that many you need any way. I
give my cleric merchant master, and one of the two sorcs
master ID. The rest go to the Paladin, which ain't many.
Basically, they are perception, trap disarm, and repair. If
I can change anything, I would have given the master ID to
the Paladin too. A lot of misc skills are useful at expert
level, and all misc skills don't benefit from points
above master level, except maybe merchant, but there are
NPCs for that.

Later...
--
-------------------------------------------------------------------------
K I R A T I L A I S A T H I T kir...@u.washington.edu

RICHARD PETER BARNES

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Jun 1, 1998, 3:00:00 AM6/1/98
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: both casted the damaging spells; archer earth(underated, especially

: against later mostly resing opponets ROCK BLAST! BLADES!.. try mass
: distortion on the cuisinarts.. AHAHHA the 650 damage I did once was most
: ive seen in the game) and air.. Sparks! and now even water (wanted
: more than 5 lloyds in later game... skill points to burn.)
: Mage fire, water, dark..

Hmm, im still realetivly early in the game (level 27 right now), so i
havent seen much use for earth magic. Im centering on fire, air and water
for my mages. maybe i'll build up earth now :-)..

K. Laisathit

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Jun 2, 1998, 3:00:00 AM6/2/98
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In article <6kv7ep$k...@butler.ac.BrockU.CA>,

RICHARD PETER BARNES <rb9...@sandcastle.cosc.brocku.ca> wrote:
>: both casted the damaging spells; archer earth(underated, especially
>: against later mostly resing opponets ROCK BLAST! BLADES!.. try mass
>: distortion on the cuisinarts.. AHAHHA the 650 damage I did once was most
>: ive seen in the game) and air.. Sparks! and now even water (wanted
>: more than 5 lloyds in later game... skill points to burn.)
>: Mage fire, water, dark..
>
>Hmm, im still realetivly early in the game (level 27 right now), so i
>havent seen much use for earth magic. Im centering on fire, air and water
>for my mages. maybe i'll build up earth now :-)..

Aye... get it ASAP. Rock Blast is great indoor. Since it
does physical damage, you don't have to worry about resistance.
My rnk20 earth mage routinely does 100+ *area-effect* damage
with a single rock blast. Better yet, you don't even have
to greet the creatures to kill them. Open the door, throw in
a rock blast and see a bunch of yellow dots on your
automap. MD use is rather limited though, besides Cuisinarts,
it doesn't do much against other top creatures (Titans, Dragons,
etc.) Be warned though, rock blast is unguided. The rock
could bounce your way and wipe out the whole party if you're
not careful.

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