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Might and Magic The Might and Magic Discussion Thread

What is the best Might & Magic game in the series?

  • Might and Magic: Book I

    Votes: 17 2.3%
  • Might and Magic II: Gates to Another World

    Votes: 29 3.9%
  • Might and Magic III: Isles of Terra

    Votes: 59 7.9%
  • Might and Magic: World of Xeen

    Votes: 183 24.5%
  • Might and Magic: Swords of Xeen

    Votes: 5 0.7%
  • Might and Magic VI: The Mandate of Heaven

    Votes: 215 28.7%
  • Might and Magic VII: For Blood and Honor

    Votes: 130 17.4%
  • Might and Magic VIII: Day of the Destroyer

    Votes: 26 3.5%
  • Might and Magic IX

    Votes: 11 1.5%
  • Might and Magic X

    Votes: 73 9.8%

  • Total voters
    748

jackofshadows

Arcane
Joined
Oct 21, 2019
Messages
5,225
Sharpmetal is useless,you run out of it after a few kills lol. You don't run out of a champion/death knight with two artifact melee weapons! It is really a shame that dark magic is practically useless. With light one you get all the cool buffs and then just steamroll anything in your path.
Nah, light magic is the useless one. It allows only paralizing titans in order to avoid destroying all of your equipment including precious artefact weps and smashing liches with the according spell. Slicing mobs around under the buffs is fun till moment you enter the Pit and getting a stack of dragon fire spells straight into the face.

With dedicated dark magic party, on the other hand, while it might be annoying to replenish mana at early stages, after getting lloyd's beacon game becomes a total (still fun tho) cakewalk. The hardest part is to do promotion quest for mages early, however.
 

JDR13

Arcane
Joined
Nov 2, 2006
Messages
4,002
Location
The Swamp
There's 0 reason to take melee chars with dark, not just because dark magic is so much better than melee but also because all the mass buffs are on the light side.

Isn't melee generally inferior in M&M 6 and 7 anyways? That seems to be a popular sentiment.
 

fantadomat

Arcane
Edgy Vatnik Wumao
Joined
Jun 2, 2017
Messages
37,603
Location
Bulgaria
Sharpmetal is useless,you run out of it after a few kills lol. You don't run out of a champion/death knight with two artifact melee weapons! It is really a shame that dark magic is practically useless. With light one you get all the cool buffs and then just steamroll anything in your path.

7 is the most exploitable game in the series, there's a well in eeofol (I think) that gives free skill points, money, xp, etc. It also dishes out eradicates and kills, but with gm magic resistance you can block the negative effects.

a high end party of dark priests/liches can spit out dozens of dragon breaths and mow down just about anything like it was grass.

There's 0 reason to take melee chars with dark, not just because dark magic is so much better than melee but also because all the mass buffs are on the light side.

dark side - clerics and mages
light side - i usually take 2 heavy hitters (i prefer monks and knights but thieves are good too) + 1 cleric + 1 mage for the light spells and utility (also they hit pretty hard with all the buffs).
Oh i agree,i was talking that melee in general has its uses,even for a dark party in the early-mid game.

How find jon van caneghem in MM8?
You have to get the flute from the tomb in revenshore and then click on the big sword(near the hilt) in the final map,Plane between Planes.


Sharpmetal is useless,you run out of it after a few kills lol. You don't run out of a champion/death knight with two artifact melee weapons! It is really a shame that dark magic is practically useless. With light one you get all the cool buffs and then just steamroll anything in your path.
Nah, light magic is the useless one. It allows only paralizing titans in order to avoid destroying all of your equipment including precious artefact weps and smashing liches with the according spell. Slicing mobs around under the buffs is fun till moment you enter the Pit and getting a stack of dragon fire spells straight into the face.

With dedicated dark magic party, on the other hand, while it might be annoying to replenish mana at early stages, after getting lloyd's beacon game becomes a total (still fun tho) cakewalk. The hardest part is to do promotion quest for mages early, however.
:prosper:
Git gut biatch! I kill a fucking behemoth in a few seconds with a party of knight,paladin,archer and wizard. Also why paralyse titans when i could run to then and see them die???? All you have to do is get all the buffs and watch the enemy melt in front of you lol. GM light at 10 skills is op,let alone if you pump it up to 20 or more.
 

JDR13

Arcane
Joined
Nov 2, 2006
Messages
4,002
Location
The Swamp
There's 0 reason to take melee chars with dark, not just because dark magic is so much better than melee but also because all the mass buffs are on the light side.

Isn't melee generally inferior in M&M 6 and 7 anyways? That seems to be a popular sentiment.

Well, DUH! But melee doesn't consume mana.

I wasn't talking about spells. I meant melee vs ranged weapons in general.
 

J_C

One Bit Studio
Patron
Developer
Joined
Dec 28, 2010
Messages
16,947
Location
Pannonia
Project: Eternity Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
There's 0 reason to take melee chars with dark, not just because dark magic is so much better than melee but also because all the mass buffs are on the light side.

Isn't melee generally inferior in M&M 6 and 7 anyways? That seems to be a popular sentiment.
I didn't get dark magic, but my recent experience was that in first half of the game magic is superior, but by the time I got to the endgame, all of my characters (even wizards) did more damage in melee than with magic.
 

jackofshadows

Arcane
Joined
Oct 21, 2019
Messages
5,225
Git gut biatch! I kill a fucking behemoth in a few seconds with a party of knight,paladin,archer and wizard. Also why paralyse titans when i could run to then and see them die???? All you have to do is get all the buffs and watch the enemy melt in front of you lol. GM light at 10 skills is op,let alone if you pump it up to 20 or more.
I'm aware that mm7 isn't even close to be some min/max hardcore game but that's a weird party to run if you want to whack things in melee because you may replace that useless hybrid classes with more knights since they are dealing at least two times more damage than any other weapon users. Yet still, dark magic users will deal even more damage since midgame, in fact, WAY more. Sure, I agree that melee much more useful in the early game, it actually might be somewhat painful to raise mages only party but that's definitely worth it.
Isn't melee generally inferior in M&M 6 and 7 anyways? That seems to be a popular sentiment.
I'd say melee deals considerably more damage at all stages but ranged party don't have to deal much with incoming damage obviously, which allows replacement cleric/pal with another archer or druid, for instance. Also, preferable mode matters a lot. For squishy ranged dudes it's RT most of the time, which turns game into some Action/RPG, while for melee either mode is fine.
 

fantadomat

Arcane
Edgy Vatnik Wumao
Joined
Jun 2, 2017
Messages
37,603
Location
Bulgaria
Git gut biatch! I kill a fucking behemoth in a few seconds with a party of knight,paladin,archer and wizard. Also why paralyse titans when i could run to then and see them die???? All you have to do is get all the buffs and watch the enemy melt in front of you lol. GM light at 10 skills is op,let alone if you pump it up to 20 or more.
I'm aware that mm7 isn't even close to be some min/max hardcore game but that's a weird party to run if you want to whack things in melee because you may replace that useless hybrid classes with more knights since they are dealing at least two times more damage than any other weapon users. Yet still, dark magic users will deal even more damage since midgame, in fact, WAY more. Sure, I agree that melee much more useful in the early game, it actually might be somewhat painful to raise mages only party but that's definitely worth it.
Isn't melee generally inferior in M&M 6 and 7 anyways? That seems to be a popular sentiment.
I'd say melee deals considerably more damage at all stages but ranged party don't have to deal much with incoming damage obviously, which allows replacement cleric/pal with another archer or druid, for instance. Also, preferable mode matters a lot. For squishy ranged dudes it's RT most of the time, which turns game into some Action/RPG, while for melee either mode is fine.
Actually it is pretty strong party throughout the whole game. It may not be the mixmaixing optimal that authists here enjoy to play as their 50th rerun,but i do manage to finish the game without resting and such. Early game the bow skills is top,after that it slowly goes toward melee. I noticed that offensive magic is mainly for inexperienced players for their first play. In my last replay i barely used it outside of a few times where i used sparks. In my end game my wiz does around 100 damage in melee,the archer around 150 because of double wielding,the paladin around 100-150 with stun and the knight around 200-250. This kills the sword dudes in one or two rounds,a green dragon falls in two rounds and the blue and red in 5-6 rounds. With GM white that is like 3-5 seconds per enemy because of the haste lol.
 

jackofshadows

Arcane
Joined
Oct 21, 2019
Messages
5,225
Actually it is pretty strong party throughout the whole game.
It is very well balanced party, for sure.
I noticed that offensive magic is mainly for inexperienced players for their first play.
I'd say the opposite. When you're aware of general monster resistances a dedicated (1-2 schools+meditation) mage can deliver more damage than any other class since quite early stages of the game. It's just much more convenient not to bother about mana at all (and not to rush wizard promotion quest, as I alrdy mentioned). But later it pays off spectaculary, you should try some day 4 shrapmetal users party, they're just melting anything (and also it's very fun to spam armageddon just to watch everyone dies, at the land of giants included).
 

Curratum

Guest
You dorks need to stop bumping this thread. I played MnM 8 and I promised myself it would be the only one I play as it was the shortest and easiest, but after reading this thing, I reinstalled MnM 6 on Steam today and rolled a party... :(
 

Curratum

Guest
You dorks need to stop bumping this thread. I played MnM 8 and I promised myself it would be the only one I play as it was the shortest and easiest, but after reading this thing, I reinstalled MnM 6 on Steam today and rolled a party... :(
mm6 and mmx are the only ones that matter

I only have 6 on Steam because I bought 10, and it was an exclusive preorder bonus. Sadly, I hated 10. :(
 

fantadomat

Arcane
Edgy Vatnik Wumao
Joined
Jun 2, 2017
Messages
37,603
Location
Bulgaria
Actually it is pretty strong party throughout the whole game.
It is very well balanced party, for sure.
I noticed that offensive magic is mainly for inexperienced players for their first play.
I'd say the opposite. When you're aware of general monster resistances a dedicated (1-2 schools+meditation) mage can deliver more damage than any other class since quite early stages of the game. It's just much more convenient not to bother about mana at all (and not to rush wizard promotion quest, as I alrdy mentioned). But later it pays off spectaculary, you should try some day 4 shrapmetal users party, they're just melting anything (and also it's very fun to spam armageddon just to watch everyone dies, at the land of giants included).
As i said,it is an autistic minmax build.
 

fantadomat

Arcane
Edgy Vatnik Wumao
Joined
Jun 2, 2017
Messages
37,603
Location
Bulgaria
You dorks need to stop bumping this thread. I played MnM 8 and I promised myself it would be the only one I play as it was the shortest and easiest, but after reading this thing, I reinstalled MnM 6 on Steam today and rolled a party... :(
mm6 and mmx are the only ones that matter

I only have 6 on Steam because I bought 10, and it was an exclusive preorder bonus. Sadly, I hated 10. :(
MMX is liquid shit that doesn't have anything to do with the older ones. It lacks exploration or an interesting universe,it is meh in every aspect. The worst part is how tight the balance is and it never lets you feel like you have become stronger.
 

Tse Tse Fly

Savant
Joined
Dec 26, 2017
Messages
728
Do I get this correct - only clerics can obtain mastery in Spirit magic in MM6, since only clerics can ascend to high priests? Becoming 'honorary' high priest for a paladin will not work, right?
 

Curratum

Guest
So help me out here, I rolled a party and I think I got a knight, an archer, a cleric / priest and a sorcerer. I don't remember all starting skills I gave them but I just wanted to know if this is a viable combo to finish the game with, or it requires some ungodly minmaxing to work?
 

fantadomat

Arcane
Edgy Vatnik Wumao
Joined
Jun 2, 2017
Messages
37,603
Location
Bulgaria
So help me out here, I rolled a party and I think I got a knight, an archer, a cleric / priest and a sorcerer. I don't remember all starting skills I gave them but I just wanted to know if this is a viable combo to finish the game with, or it requires some ungodly minmaxing to work?
It is,tho i prefer paladin over priest,it does the same job,but it have more hp and does more melee damage.
 

Wintermute

Augur
Patron
Joined
Jul 29, 2008
Messages
301
Location
Cyberspace
A Beautifully Desolate Campaign
Do I get this correct - only clerics can obtain mastery in Spirit magic in MM6, since only clerics can ascend to high priests? Becoming 'honorary' high priest for a paladin will not work, right?

No. In MM6 if you can learn it, you can master it. Honorary titles are sufficient here.
 

Curratum

Guest
So help me out here, I rolled a party and I think I got a knight, an archer, a cleric / priest and a sorcerer. I don't remember all starting skills I gave them but I just wanted to know if this is a viable combo to finish the game with, or it requires some ungodly minmaxing to work?
It is,tho i prefer paladin over priest,it does the same job,but it have more hp and does more melee damage.

But WHY? I chose knight over paladin because the general fucking assumption is that the more heavily specialized dude will actually do more damage and have more HP at the cost of no magic ability.
 

Tse Tse Fly

Savant
Joined
Dec 26, 2017
Messages
728
Do I get this correct - only clerics can obtain mastery in Spirit magic in MM6, since only clerics can ascend to high priests? Becoming 'honorary' high priest for a paladin will not work, right?

No. In MM6 if you can learn it, you can master it. Honorary titles are sufficient here.
Can confirm you are correct, my archer was able to become a Master at air magic despite not being an archmage technically.
 

Mastermind

Cognito Elite Material
Patron
Bethestard
Joined
Apr 15, 2010
Messages
21,144
Steve gets a Kidney but I don't even get a tag.
There's 0 reason to take melee chars with dark, not just because dark magic is so much better than melee but also because all the mass buffs are on the light side.

Isn't melee generally inferior in M&M 6 and 7 anyways? That seems to be a popular sentiment.

Not in 7 (i never got to 6 endgame, dungeons were too tedious, so I can't comment). without the crazy dark magic spells melee is better if you're playing light side thanks to the insane bonuses from hour of power
 

Curratum

Guest
There's 0 reason to take melee chars with dark, not just because dark magic is so much better than melee but also because all the mass buffs are on the light side.

Isn't melee generally inferior in M&M 6 and 7 anyways? That seems to be a popular sentiment.

Not in 7 (i never got to 6 endgame, dungeons were too tedious, so I can't comment). without the crazy dark magic spells melee is better if you're playing light side thanks to the insane bonuses from hour of power

That's not good news. I found some dungeons tedious even in 8, which I gather has the lightest, shortest ones... Maybe I should play 7 instead?
 

Mastermind

Cognito Elite Material
Patron
Bethestard
Joined
Apr 15, 2010
Messages
21,144
Steve gets a Kidney but I don't even get a tag.
There's 0 reason to take melee chars with dark, not just because dark magic is so much better than melee but also because all the mass buffs are on the light side.

Isn't melee generally inferior in M&M 6 and 7 anyways? That seems to be a popular sentiment.

Not in 7 (i never got to 6 endgame, dungeons were too tedious, so I can't comment). without the crazy dark magic spells melee is better if you're playing light side thanks to the insane bonuses from hour of power

That's not good news. I found some dungeons tedious even in 8, which I gather has the lightest, shortest ones... Maybe I should play 7 instead?

I actually thought 7 went in the opposite direction and the dungeons were too small.

But if you found 8's dungeons tedious you are not gonna have a good time in 6.
 

jackofshadows

Arcane
Joined
Oct 21, 2019
Messages
5,225
Maybe I should play 7 instead?
Definitely.
dont, mm7 was designed around invis usage. They even created quest around it on soy side.
Invis is a way to cheese through the game if desired, nothing more, nothing less. Just an alternative to simply slaughter every fucking mob. If you're referring to training grounds from both sides, there no exp for mobs inside, so that's really good reason to use invis. But besides those? Nah.
 

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