
| Original Message: My latest game |
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I had previously normally gone close to default or slightly off to the magic end of things, but on my latest attempt, which I just finished (first time I've actually finished MM7, actually) I decided to do something a little different and went Dwarf Ranger, Human Monk, Elf Archer, Human Druid. (I always play with no Mephistoing or other extra-cheesy strategies; the game is easy enough, at least in my hands. Next time I'll add a few more self-imposed limitations, like no blasters). The Monk ended up stealing the show - as mentioned in another thread, she was topping 100 damage a hit and doing it FAST as the endgame approached without me doing anything really cheesy. Not having Lloyd's Beacon forced me to cheese things a little less and lacking GM-level spells generally changed things more than you might think - Blood Titans were still a serious problem at a point where nothing else could challenge me, because without GM-level Protection from Magic, they can still kill you in one shot. Another interesting feature of this group is that at the end, there are things the Archer can do that the Druid can't, magic-wise, namely low-end Light or Dark spells (Light in my case). This turned out to be important, because without Dispel Magic, creatures with Pain Reflection, like Queens of the Dead, seemed to own us. |
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