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Playing again after a great many years. KPDS?
05/08/2015, 17:25:12

    Jermy writes:

    When I played MM6 back in my adolescence, I got a bit beyond level 40 before finally getting bogged down by what seemed like a sudden steep rise in the game's difficulty curve. That's as far as I ever got in MM6. I'd start new games now and again over the next few years, but finally I let it go and played Oblivion or whatever.

    Now it's been nearly a decade since I touched MM6, and it's time I give this great game the full playthrough I should've given it years ago. First, I'm doing some prep-research (something I really didn't do back in the day), so I can create and develop my party according to a sturdy design. Constructive criticism is much appreciated. Please, give me your feedback!!

    Druid and Sorcerer are a must, to cash in on the super-powerful later-game magic capacity that everybody tells me about.

    I was thinking about having a Knight and a Cleric, when I figured that I might be better off replacing that Cleric with a Paladin instead. Seeing as a Cleric's main healing role tends to diminish in utility as one gets further through the game, a Paladin would be a powerful alternative. Combined with the Druid, they'd provide more than enough healing power to replace a Cleric (with the Paladin as a survivable backup if anything happens to the Druid), and each of the two classes double as heavyweights in either melee or spells, so no character slots get used up on account of a pure healer with diminishing utility. The only loss here is the Cleric's later game light/dark ability.

    Two melee tanks, great healing and self-magic, and, I think, formidable elemental magic (I'm sure some veterans will tell me that a Druid and Sorcerer are a bare minimum). Knight, Paladin, Druid and Sorcerer: What's your opinion? Do you think it lacks in some way, or has too much of something else? What would you prefer to change, and why? Please let me know!





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I would seriously recommend that . . .
05/08/2015, 21:11:23

    Peter2 writes:

    . . . you have at least two characters capable of using the Mirrored Path magics.

    The most destructive spell in the game is Shrapmetal at contact range. That is a Dark Magic spell, and the only characters capable of learning Dark are the Cleric and Sorcerer. If you get their skill in Dark up to about 25, and equip each of them with the artifact ring Guinevere and a Ring of Dark Magic, the damage that they can mete out with Shrapmetal is such that 3 casts will dispose of a golden dragon, which is the toughest monster in the game apart from a couple of the specials.

    My personal preference is for a magic-heavy party, and my favourite party for this game is ACSS, but if you want a party that can use the artifacts and relics to the optimum and makes the least possible use of the Temples' healing abilities, I would recommend APCS. But that's up to you. APCS has two primary spellcasters able to utilise two Guineveres, two Igraines, and two Morgans together with the rings of the individual magics, and each primary spellcaster is backed up by a "half and half" character. You don't have a "tank", but in the later part of the game, the Dark Magic users will more than make up for this, believe me.

    I don't like a druid as a character, either in this game or in MM7. He doesn't have access to the Mirrored Path and so cannot use the most powerful spells in the game, he's a lousy physical combat fighter, and needing to get to 12 skill levels to achieve Mastery in his magical abilities, he takes forever to get there.

    But having said that, KPDS is a perfectly playable party if that's the way you want to go. Enjoy this great game, and if you need any help, we'll be here — as long as our links with the 'net hold up! *grin*

    Have fun!





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I agree with Peter2
05/09/2015, 08:34:48

    Xanax writes:

    There are always trade-offs in the game that will tend to impact you more in the early, middle or late game. To me the early game trade-off of having more spell casters is more easily overcome; you can get bows and bow skill for everyone right off the bat and get past the very early stages that way. I might go with AACS because the various fire spells can be extremely useful in the early and mid game, but any of the parties mentioned are ok. The first level promotion quests for cleric and sorcerer are very easy and can be done early on. The initial Archer promotion is not quite so easy but not all that tough either with the right strategy and once done, the second promotion is almost instantaneous.

    I also agree about druids. I recently tried a 4 druid game and really didn't care for it that much and gave up. It takes a long time to get that many magic skills to a useful level and in the meantime you're really struggling.

    And in regard to light and dark - one more big advantage is that all of the protective and enhancement spells can be done with three spells from light and dark. Also you can master both of them at level 4. That does take some work, but it's doable.





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Looking over old records (AKA Elf is a pack rat)
05/09/2015, 12:30:10

    Elf writes:

    I see that I seemed to favor K-D-C-S, though sometimes I played K-A-C-S. Peter2 and I used to have lengthy discussions over my disdain for Dark Magic in favor of Light. I never had trouble with dragons of any color with all Light Magic. I always wanted a party who could cast Fly, LLoyd's Beacon, as well as powerful healing spells The Knight was for repairs, since my Scottish Elf heritage taught me to save as much gold as possible. I also only used temples for healing about once per game (and I see by my records that I finished the game at level 90 with the Druid in my party, and at 41 with a Paladin instead of a Knight.

    All in all, I always used to prefer Might to Magic, though admittedly MMX is curing me of that!

    P.S. Those old records showed me transitioning from a Windows 95 to a 98! Uh, where's the nearest chapter of Hoarders Anonymous!?





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I think I played MM 3-5 using Windows 3.1.1
05/09/2015, 20:21:49

    Peter2 writes:

    When we moved house about 20 months ago, I even found some savegames from that era – on floppies, would you believe? I can see the box that they were in, but it's well buried at the bottom of one of my storage cupboards, and no way am I going to disinter it at 00:50 hrs with other people asleep in the house. One of the (few) disadvantages of our present dwelling is rather thin walls. Anyway, it's so long since I used my floppy drive, I'm not sure that that it will work any more – it's probably clogged up with dust.

    I certainly first played MM6 on a Win95 O/S, though, and I still maintain a vintage 1999 laptop with a Win98 O/S specifically for playing MM6 in the fashion originally intended. It'll play MM7 and MM8, but it won't handle MM9. Additionally, I have an old dual-drive computer with a Win2000 OS on one drive, and a Win98 drive on the other, which I play most of my games on. But even by the time I got that one, which wasn't really very long after MM6 came out (a couple of years or so), it was too fast to allow all MM6's Easter Eggs to be deposited, or all the hirelings to have names and trades.

    By the way, Elf, changing the subject completely, you might well remember this one. I heard a track played yesterday that really took me back to my youth: Link Wray's "Rumble" – one of the truly great early guitar riffs.





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My great schoolgirl crush was on. . .
05/10/2015, 13:56:02

    Elf writes:

    . . .none other than "poor old Johnny Ray." (For those of you too young to remember, the quote is from Dexie's Midnight Raiders' "Come On Eileen."*) Johnny Ray was a weeper circa 1950 or '51. This was also when Nat "King" Cole sang "Nature Boy", which proves that Natalie Cole couldn't possibly have remembered much about him.

    *Come to think of it, a lot of you are probably too young to remember that one-hit wonder.





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Oh no. I remember it well.
05/10/2015, 15:34:58

    Peter2 writes:

    I'm not all that much younger than you are.




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I've heard Johnny Ray's version of Cry,
05/10/2015, 16:42:51

    Xanax writes:

    but I was only 2 when it was released, I don't think I ever saw him on television or anything. I also remember 'Rumble' (though that didn't seem to get a lot of radio play for some reason) and of course Dexy's Midnight Runners.




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Oops! "Dexy" not "Dexie" and "Runners" not "Raiders". . .
05/10/2015, 20:31:41

    Elf writes:

    so soon I forget!
    Johnny Ray also did an obscure one called "What's the Use?" ("What's the use of my wine,
    Cantaloupes on the vine,
    You ignore me?") about a hapless desert nomad who is unsuccessfully courting a girl.)
    His biggie was one that was actually from either the 1920's or 1930's, "Walking My Baby Back Home." The verse about "Hand in hand to a barbecue stand" was added for Johnny's version. I don't think barbecue stands were out there in either the Roaring Twenties or the Great Depression.
    Most of the stuff we listened to in the 1950's was warmed-over 1930's and '40's stuff, or syrupy ballads. Rosemary Clooney and Peggy Lee brought some welcome relief. Everybody was nuts over "Pretty, Perky Peggy King" and I can't think why. I also didn't much like either Doris Day or Patti Page, though they enormously popular. I personally was nuts over Eartha Kitt, Frankie Laine, and the aforementioned Johnny Ray. (Also anything in a minor key, be it pop, rock, classical, country/western, what-have-you. If it's minor, I'll listen, even today.)




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P. S.
05/10/2015, 14:10:38

    Elf writes:

    I started to write that I wasn't familiar with "Rumble," when the riff entered my head. OMG yes! But wasn't that in the 60's? I didn't listen to much music then, what with changing diapers, washing clothes, and singing nursery rhymes. Later, the kids were turned on to rock and roll by my sister, who was born when I was 13. The music was so superior to the overwrought ballads and sappy sentimentality of the 50's, that I loved it instantly.




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I thought it was late 50's! Let me check . . .
05/10/2015, 15:41:04

    Peter2 writes:

    Yes, that's right, 1958.

    I remember when the earthquake called "Rock around the Clock" struck popular music, and how things changed almost instantly.





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The floppy drive is probably OK....
05/11/2015, 13:31:48

    Bones writes:

    What tends to go is the signal on the magnetic media. I have an old Norton utility that reads a floppy multiple times and makes the best determination as to the original content. Tell me if you want it.




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I think I'm OK, but many thanks for your kind offer.
05/12/2015, 11:25:29

    Peter2 writes:

    I'll get back to you if I need it.




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Agree with others
05/11/2015, 05:21:26

    Ossie writes:

    "the Cleric's later game light/dark ability" *is* "the super-powerful later-game magic capacity that everybody tells me about"!!! The only magic in common for both Druid & Sorceror is elmnental, & it doesn't come close to the mirrored paths (Light/Dark).

    To really thrive in late game, at least two Light/Dark characters are a must. One should obviously be a Sorceror, for Fly/Town Portal/Lloyds Beacon. Many people like two Sorcerors, but then you need other healing & if you don't want the Cleric, you're either tripling up on elemental with a Druid, or going with a secondary healer with no backup (Paladin). XPSS probably works if you already know the game well, but for your first full playthrough you need healing, you need elemental, you may as well at least go with the ones that also give you Light/Dark into the bargain.

    My personal playstyle always favoured might over magic (at some point you get sick of continually entering turn-based, & you're tough enough to just run up & bash away at many things, & drop into turn based if you need to heal up or TP out), so I always favoured KKCS. This also gives you plenty of protection in the early game & allows plenty of room to quickly develop those useful secondary skills like Disarm & Repair.

    But I'm not so worried these days about clearing every map - if you want to fly around & slaughter every Gold Dragon in the game, or if you prefer a magic-heavy playstyle, I'd probably go with XCSS with only one character continuing to develop Light for the multi-buffs. Heaps of Light/Dark, pure healer, the ability to share the elemental schools between the Sorcerors, & two sources of Fly/TP/LB. Peter2 favours ACSS but I don't find a use for that much elemental. At this point the "X" in XCSS really depends on personal preference & playing style





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Thanks! Hmmm...
05/11/2015, 23:22:49

    Jermy writes:

    I was going to be playing this game before two MM7 playthroughs (one melee heavy KMCD for the light-path and a more magical damage focused PADS for the dark path), which made me want to lean toward a more 50-50 party for MM6. Nevertheless, I sort of wanted to go for something a bit more novel than the default PACS, so I came up with KPDS. It's kind of a shame that a few spells should be so hard to go without in the late game, that I gotta bottleneck my choices to include the old cookie-cutter Cleric-and-Sorcerer just so I don't feel as though I'm missing out in the long run.

    Looks like I'm going to be mulling all this over in my head for some time before I come to a decision. Darn. But hey, thanks a ton you guys, for the informative feedback!!





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