unseeingeye
Cleric/Mage
- Joined
- Jul 13, 2021
- Messages
- 591
Sorry, for some reason the link keeps messing up after a few minutes each time I edit the post, and I can't change it now. Hopefully this works.
I finished MM6 with blasters, but you only have access to them for the Hive. Not sure if it's even possible to beat the Kreegan in the end without them, there's just so many of them and holding down the attack button with blasters equiped is really strong at mowing them all down. Maybe if you used better spells than I did? There's just so many of them in open spaces and they can drain you of your mana with a single attack if they get close. Nasty enemies.I love M&M6 and it’s my favorite in the series, but I can’t deny that 7 and 8 are far easier to pick up and replay start to finish. The key to mowing down trash mobs quickly in the endgame is equipping everyone with blaster rifles and casting Haste, then play in real time mode and play it like an FPS.
Think I’m going to install this OG copy of 7 and play it all the way through again. Arcomage certainly helps.
Yes, just develop dark magic and use shrapmetal next time (plus optional dragon breath). Mana drain is still a potential problem though but you can always lloyd (just set it beforehand and have at least some mana potions if you have just one caster). Shrapmetal isn't as powerful as it is in MM7-8 but it does phys damage so only a few mobs are immune to it.Maybe if you used better spells than I did?
Nice! How fortunate to find a copy these days and with the guide, too.I went to a local game store recently (coincidentally, the same place I picked up Lionheart and Descent to Undermountain ) and found a copy of Might & Magic VII for $10. Naturally I had to buy it even though I already own the game on GOG.
Yeah, elemental magic lacks one good reliable in-door aoe spell such as shrapmetal. Otherwise it's great: you have incinirate for any strong enemies and outdoors you have starburst/meteor shower. So since top enemies in mm6 are demons it would probably a good idea to heavily rely on air magic/explosion use? It does phys damage, too even if much less that a good old close-up shrapmetal of course. For in-doors aoe perhaps limited use of rock blast (unrelieble as fuck, I know) or even prismatic light since we use light? I did a run of CCCC once in mm7 by the way with extensive use of all their peculiar magic.I wanted to try something different since I was going from MM7 > 6 back-to-back and I slapped MM7 with Shrapmetal spam. Hence why I was limiting myself to Elemental magic. It's doable, but I'm not sure I recommend it. Dark magic isn't really a side-grade from Elemental magic, it's more of an upgrade.
sparks? poison spray? Unlike dark magic you can spam it and not abuse teleportationYeah, elemental magic lacks one good reliable in-door aoe spell such as shrapmetal.
In late game, which I implied as a context it hardly can called abusing (mm6 has no limit on use in combat iirc though which is a shame). Sparks/Poison spray OTOH has their limited use, I agree - like in mm6s early dungeons with their crazy amount of mobs but hardly wider than that because in case of using such weak spells in mid game (even having specialize in specific schools) your ass will be wooped in no time.sparks? poison spray? Unlike dark magic you can spam it and not abuse teleportationYeah, elemental magic lacks one good reliable in-door aoe spell such as shrapmetal.
In late game, which I implied as a context it hardly can called abusing (mm6 has no limit on use in combat iirc though which is a shame). Sparks/Poison spray OTOH has their limited use, I agree - like in mm6s early dungeons with their crazy amount of mobs but hardly wider than that because in case of using such weak spells in mid game (even having specialize in specific schools) your ass will be wooped in no time.sparks? poison spray? Unlike dark magic you can spam it and not abuse teleportationYeah, elemental magic lacks one good reliable in-door aoe spell such as shrapmetal.
I was in a similar boat to you, actually playthrough MM6 after years of liking MM7 & 8 loads more, and I actually found the skill system in 6 to be more interesting to use. Whenever I'm in MM7, my party is usually based around having a knight, a thief, a priest and a sorcerer, so I can soak up all those sweet, sweet grandmasteries, and in 8 my composition is usually similar. Whereas in 6 I feel like there's an actual reason to use the paladin and archer class, since they're not going to hold you back in later, whereas in 7 the ability to cast bless or firebolt isn't really worth having meatshields that die much quicker.While I do think that the overall snappier pace of MM7 & 8 are more to my liking, and I like what they did with the skill system in them (you can't just (grand)master everything you can learn)
Taking a Paladin instead of a Knight in MM6 is pretty important. On my first playthrough I made the mistake of using a Knight and ended up regretting it, because the extra HP really isn’t worth the lack of mana IMO. There’s lots of viable party combinations in 6, like two druids/cleric/sorcerer for example. Knight is the only class I avoid entirely.I was in a similar boat to you, actually playthrough MM6 after years of liking MM7 & 8 loads more, and I actually found the skill system in 6 to be more interesting to use. Whenever I'm in MM7, my party is usually based around having a knight, a thief, a priest and a sorcerer, so I can soak up all those sweet, sweet grandmasteries, and in 8 my composition is usually similar. Whereas in 6 I feel like there's an actual reason to use the paladin and archer class, since they're not going to hold you back in later, whereas in 7 the ability to cast bless or firebolt isn't really worth having meatshields that die much quicker.While I do think that the overall snappier pace of MM7 & 8 are more to my liking, and I like what they did with the skill system in them (you can't just (grand)master everything you can learn)
Rock blast is awesome.Yeah, elemental magic lacks one good reliable in-door aoe spell such as shrapmetal.
I used to think this way long time ago but the more I experimented and the further I went away from this default composition, the more fun I was getting (except some prime spectre-oriented stuff like 4 rangers). Strong NPCs which allow you to fly and/or to teleport are there for a reason, so you don't really need to have anyone (especially thief, he's so useless). Hybrids are suck in general, sure but that what's making the game more hard and therefore interesting, at least for a while. My personal favorites though are all-in compositions like SSSS/KKKK.I'm in MM7, my party is usually based around having a knight, a thief, a priest and a sorcerer, so I can soak up all those sweet, sweet grandmasteries, and in 8 my composition is usually similar.
Yeah, knights are suck hard in mm6 because they lack sweet offence edge such is grand armsmaster. Unfortunately unlike in mm7 the difference between classes isn't strong in general.Taking a Paladin instead of a Knight in MM6 is pretty important. On my first playthrough I made the mistake of using a Knight and ended up regretting it, because the extra HP really isn’t worth the lack of mana IMO. There’s lots of viable party combinations in 6, like two druids/cleric/sorcerer for example. Knight is the only class I avoid entirely.
I agree but it's unreliable.Rock blast is awesome.
Taking a Paladin instead of a Knight in MM6 is pretty important. On my first playthrough I made the mistake of using a Knight and ended up regretting it, because the extra HP really isn’t worth the lack of mana IMO. There’s lots of viable party combinations in 6, like two druids/cleric/sorcerer for example. Knight is the only class I avoid entirely.
the big thing for me is how the setting resembles the Erathia setting as seen in HoMM3 closer than it did in MM6.
Sure, but the Paladin cannot get dual Sword wield (aka Grandmaster sword), which notably limits its badass factor.Taking a Paladin instead of a Knight in MM6 is pretty important. On my first playthrough I made the mistake of using a Knight and ended up regretting it, because the extra HP really isn’t worth the lack of magic
MM8 is flawed and obviously suffered from a rushed development cycle but it’s still good and worth playing. Some of the dungeon designs are better than in 7, it’s still got Arcomage, and dragons aren’t as OP as some say. The major problem with it is that it’s too easy.Sure, but the Paladin cannot get dual Sword wield (aka Grandmaster sword), which notably limits its badass factor.Taking a Paladin instead of a Knight in MM6 is pretty important. On my first playthrough I made the mistake of using a Knight and ended up regretting it, because the extra HP really isn’t worth the lack of magic
Plus, you cannot get him to wear Zeus plate armor, which turns your big boy into a monosyllabic 10-IQ bull, because you'll miss this overrated Intelligence skill.
MM6/MM7 both take place in Enroth, most visible by the fact you can meet the twin brothers Roland/Archibald; not sure for MM8, but I heard it's decline anyways.
You have convinced me to try it out since it is currently 75% off on GOG. Any patches/mods that should be used ?MM8 is flawed and obviously suffered from a rushed development cycle but it’s still good and worth playing. Some of the dungeon designs are better than in 7, it’s still got Arcomage, and dragons aren’t as OP as some say. The major problem with it is that it’s too easy.
Use the Grayface patch. There’s also a mod that combines 6/7/8 into one game, but I’ve never tried it.You have convinced me to try it out since it is currently 75% off on GOG. Any patches/mods that should be used ?MM8 is flawed and obviously suffered from a rushed development cycle but it’s still good and worth playing. Some of the dungeon designs are better than in 7, it’s still got Arcomage, and dragons aren’t as OP as some say. The major problem with it is that it’s too easy.
There’s also a mod that combines 6/7/8 into one game, but I’ve never tried it.