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Dark Path party choice (tried to post on MM7 tavern)
09/25/2015, 21:09:03

    Jermy writes:

    So I'm going to play my way through MM7 (and also 6) which I never got around to completing back in the day (though I did make it to the Lincoln).

    I already know my Light Path party: KMCD - a comfortable balance between flexibility and a might-focus (w/ two good healers!), which should be able to fight for long extended periods of time.

    The question is over what I choose for my Dark Path party. I'm already planning a magic-focused MM6 party (because melee is lame in 6) of KCDS. Now that I've already picked a party for both sides of the might/magic spectrum, I'm struggling to come up with something different from the two, but with a slightly more interesting design philosophy than just a simple balanced compromise (yawn). Balanced would be fine, but I'd also like the party to have something else going for it. Any thoughts?





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I found a thief interesting, and a druid weak in this game
09/28/2015, 17:06:18

    Peter2 writes:

    How about KTCS, or even better PTCS? The thief isn't a bad fighter, and you've still got two decent healers. The party I tried was ACSS, but two sorcerers and a cleric blasting away with Shrapmetal at contact range made the combat dismayingly easy.




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Why thief?
09/29/2015, 11:40:53

    Jermy writes:

    Hmm... The thief is an interesting suggestion. I'm not sure I quite see the merit in the thief, but you certainly must know something I don't (after all, you've been a poster here since the games came out, and have played through them multiple times). What do they bring to the table besides being less-powerful knights?

    I was thinking about an archer (possibly in addition to another mid-weight character). What's your opinion on them? I guess a good metric would be to compare the performance of two archers against that of a knight and sorcerer (both in close-combat and in spell firepower).

    How did the druid seem to fall short for you?





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In my opinion, you need somebody with the Disarm skill in MM7, which means one of K, T, M, A, or R
09/30/2015, 04:04:02

    Peter2 writes:

    I found it a total pest, especially in the Haunted House, to have the chests blowing up and damaging my party so that I had to keep healing and resting. It's easier later in the game when the party is tougher and can take the damage, but I still find it a nuisance.

    A knight cannot get above basic in Disarm, and so needs a lot of skill points and a good item to avoid most chests blowing up.

    Thief obviously does well, Disarm being one of his core skills.

    Monk on the Dark Path is also a good choice, because Ninja can Master the skill.

    An archer, a Ranger or a Light Path Monk are just about adequate. They can all reach Expert Disarm although at least some need to be fully promoted, and so need an item to boost their skill, especially in the early stages.

    I like Archers in this game, especially for a Light Path party. They eventually have access to all but the top level elemental magic spells, plus basic access to the Mirrored Paths, which on the Light Path gives them access to the invaluable combat spell Paralyze. They are just about adequate Disarmers. They are tougher than the primary spellcasters, and can use a much wider range of weapons, which gives a magic-heavy party a little bit of extra protection, important in the early stages of the game.

    My reason for disliking druids was that their main skill was in the brewing of black potions, but once that is done, I found them a dead weight. Being unable to reach GM in any combat skill is a real drag — that's where damage really maximises — and they are lousy melée fighters with a very limited range of usable weapons.

    MM7 is my least favourite of the later M&M games, so I don't assume that I know more than you do. I find the "best" Dark Path party for my style of play to be ACSS, but later on, combat gets very easy with that party, and the game becomes boring. ATCS actually gave me a more enjoyable game. My favourite party for the Light Path is APCS. So like I say, it all depends on your style of play — you may well get more fun out of a party quite different from the ones I like.

    Whichever one you settle on, enjoy it!





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Thieves are good fighters able
11/28/2015, 15:32:20

    Krshna das writes:

    to get mastery in Armsmaster and Sword .
    Monks are even better fighters though with Thieves you are able to raid Clanker´s Lab very early in the game




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Agreed.
11/28/2015, 20:47:09

    Peter2 writes:

    It's just that my personal preference is for magic-heavy parties, and I tend to rely on an Archer for thievery. They're not as good as a thief, or even a monk, but if you can find some sort of item that gives a bonus to thievery, they are quite adequate. The reason I like them is that in a party of Archer, Paladin, Cleric and Sorcerer, all four have access to the Paralyze spell, which I rate as one of the most valuable combat spells for a Light Path party.




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