Monocause
Arcane
- Joined
- Aug 15, 2008
- Messages
- 3,656
Wow. I'm enjoying this game that much.
Currently thinking of a reroll now that I have a feel for how the game's systems work. My current party was:
1) A crusader - he hardly sucks, learn to play. Develop sword, heavy armor, shield, put one point in warfare and taunt the shit out of your opponents to soak up the punishment. Starting with life magic helps, and later on you can develop it nicely. My advice is to ignore the crossbow and start with something useful instead, like endurance. Makes for a very competent tank/damage dealer in the beginning and adds some magic skills fairly shortly afterwards.
2) A bladedancer - once i got expert daggers this meant i got four attacks. Developing daggers/dual wield further means even more attacks; definitely more on the squishy side than the crusader but he's got a large health pool meaning he can taunt as well when there's more opponents.
3&4) Dwarven runepriest, human freemage - now this is something i need to reconsider. It seems you can't really focus on more than two spell schools if you want to be efficient; mage classes really need to pump mysticism asap in this game and magical focus as soon as you can. These two along with two spell schools are four skills you want to invest quickly, and not sure if there's room for more.
Some tips for newcomers:
1) As opposed to previous MM games, ranged weapons appear to become useless fairly quickly unless you actually invest in them. Most classes can do other stuff which will be more worth your while instead of shooting the bow. It may be worth it to put a point in ranged weapons just to get the additional equip slot for magical bows but don't expect ranged weapons to be as exploitable as they were in MM6-8 and you should consider picking a different starting skill that might be more useful in the very beginning.
2) In dungeons, if you're playing on warrior, you need to conserve resources. You can rest 6 times, this fully restores your health and mana. Try to conserve potions for boss fights. If you've got someone with earth magic be sure to buy regeneration; it's expensive (30 mana) but it heals your entire party so it's a worthwhile tradeoff.
2a) Gust of wind + entangle is a very useful combo if you want to keep someone at range; both of these spells are fairly cheap and deal some damage as well.
3) For boss fights, you need buff spells. The armor spell light mages start with is very useful. Cloak of shadows (dark magic starter spell) is fairly cheap and helps to increase survivability as well. Don't try to hoard potions, you'll just end up frustrated.
Question to those far ahead in the game: how many skill points can you expect to gather throughout the game? Is there a level cap?
Currently thinking of a reroll now that I have a feel for how the game's systems work. My current party was:
1) A crusader - he hardly sucks, learn to play. Develop sword, heavy armor, shield, put one point in warfare and taunt the shit out of your opponents to soak up the punishment. Starting with life magic helps, and later on you can develop it nicely. My advice is to ignore the crossbow and start with something useful instead, like endurance. Makes for a very competent tank/damage dealer in the beginning and adds some magic skills fairly shortly afterwards.
2) A bladedancer - once i got expert daggers this meant i got four attacks. Developing daggers/dual wield further means even more attacks; definitely more on the squishy side than the crusader but he's got a large health pool meaning he can taunt as well when there's more opponents.
3&4) Dwarven runepriest, human freemage - now this is something i need to reconsider. It seems you can't really focus on more than two spell schools if you want to be efficient; mage classes really need to pump mysticism asap in this game and magical focus as soon as you can. These two along with two spell schools are four skills you want to invest quickly, and not sure if there's room for more.
Some tips for newcomers:
1) As opposed to previous MM games, ranged weapons appear to become useless fairly quickly unless you actually invest in them. Most classes can do other stuff which will be more worth your while instead of shooting the bow. It may be worth it to put a point in ranged weapons just to get the additional equip slot for magical bows but don't expect ranged weapons to be as exploitable as they were in MM6-8 and you should consider picking a different starting skill that might be more useful in the very beginning.
2) In dungeons, if you're playing on warrior, you need to conserve resources. You can rest 6 times, this fully restores your health and mana. Try to conserve potions for boss fights. If you've got someone with earth magic be sure to buy regeneration; it's expensive (30 mana) but it heals your entire party so it's a worthwhile tradeoff.
2a) Gust of wind + entangle is a very useful combo if you want to keep someone at range; both of these spells are fairly cheap and deal some damage as well.
3) For boss fights, you need buff spells. The armor spell light mages start with is very useful. Cloak of shadows (dark magic starter spell) is fairly cheap and helps to increase survivability as well. Don't try to hoard potions, you'll just end up frustrated.
Question to those far ahead in the game: how many skill points can you expect to gather throughout the game? Is there a level cap?