Ook! [I think Earth Magic is severely underrated. I can one-shot Blue Dragons (~1500DMG) with boosted Mass Distortion. Also, Rock Blast is the best all-round offensive spell. It cal clear out full rooms in seconds and it can be done from beyond the line of sight as well as it bounces of walls. And nobody is immune. Better than Shrapnel.]
On my last playthrough about a month ago I did 4 druids with earth magic only. That was the most hilarious gameplay of my 25 years of Might and Magic VI addiction. What an artillery.
@@siegheilyolo Ook! [I did a solo druid artillery few weeks ago. At level 199 and Level 52 Earth magic - double boosted with ring and amulet - it was a carnage. Much more fun than Armageddon and more useful than shrapmetal. I learned about the power of Earth magic, when i did 4 druids a few months ago - each specializing with a specific elemental magic. Turned out to my surprise that Earth was the strongest. Water was the weakest of course. Except that my Lloyd's Beacon lasted about 450 days so i could go to jail, reset maps, and still have all my beacons functioning.]
Mass distortion can do alot of damage to one target but there are monsters that are immune to it like titans and gold dragons. If I do a spells guide ill get more into it
The problem with Mass Distortion is that most powerful monsters resist it. Yes, you can 1shot a blue dragon, but how many tries does it take? 5? 10? 15? I bet it's like 1 in 5 chance, minimum, to do any significant damage. Rock Blast does awesome damage at high levels the problem is aiming and recovery time.
I'm thinking class guides for mm7 and 8 and maybe spell guides. Maybe skill or NPC guides but not sure about that. Loot seems pretty rng based so idk about that.
last time I beat the game, I went KKKD and I shredded through the game, with 3 knights, my overall HP pool was so high that 1 cast of that share HP heal from my druid healed him to full. it was insane. But yes, Magic is superior to might in every way. I think I'm gonna try 2 clerics and 2 sorcerers this time and see how fast I blast through the game, early game might be rough though. maybe just 1 cleric and 3 sorcerers.
1st time beating the game was with KKDK. I used to be very stingy with using magic in most games. Now, not so much. My favorite melee focus party is KKPS. Not as much HP, but the sorcerer can still get full health in the 1st shared life if I recall correctly.
Good guide, Lloyd's beacon/town portal is kind of too good with 5 beacons. I remember Lloyd's beacon being too good with only one beacon. Then light/dark takes care of basically everything else. Started my first playthrough without light/dark because it seemed broken. Just about every veteran player agrees with that assessment. I have a 2 knight/paladin/druid party. Without light, a major source of scaling comes from pumping points into spirit for bless/heroism, and shared life eventually becomes a real spell at very high levels. I have spirit at 20 with a ring to boost it and I can sustain somewhat with it, but the scaling is so low even at high levels that it can only let you get maybe 2-3 more tough monster kills before you have to portal to a temple. It is quite nice for healing my druid in certain fights, however. I'm wondering if the spell is bugged to some extent though, since it appears to damage my knights if I use it early in a fight to heal my druid. I know they should lose some hp, but they consistently lose 200+ when my druid only needed maybe ~150 and everyone else was basically full health. It's a bizarre spell. I'm going to get master mind just to have it; mind seems almost comically bad. I could easily just leave it at base expert and it would be completely fine just for removing fear/insanity. Mind doesn't seem to do anything else. It's worth about 30 gold a heal, so I consider it to be a roundabout merchant skill lol. Body has speed, and power cure. Power cure really should scale better, but because of how weird shared life is with my party I went ahead and got base master with my paladin. It just helps save trips to the temple. I was wondering if your assessment of self was about the same assuming no light/dark.
Of course self spells are better if you dont have light or dark magic because you have to rely on it for buff spells but like I said a lot of the classes usefulness is based on what you use and what you dont use. Light/Dark magic > Elemental Magic > Melee > Self Magic IMO
5 месяцев назад
The Paladin is not C tier as Spirit gives them access to Raise Dead and Resurrection which can clearly be useful in a pinch. Without a Paladin you are screwed when the Cleric is taken out.
Most healing spells are unnecessary because of Town Portal and Lloyd's Beacon. Beacon where you are, TP to a temple heal and beacon back.
5 месяцев назад
@@Fixxxxxer True in most cases. I often portal back to New Sorpigal myself. However in a serious combat both the portal PC and the Cleric may be taken out. That is where the Paladin can do far more than the Knight. Part of what makes MM6 one of my all time faves is the ability to put redundancies into the party so that you are not crippled by the loss of a single PC.
I would normally teleport after 1 is down. The main problem with Paladins/Knights is their damage output is weakest with no Dark or Elemental Magic. Melee weapons just don't compare to Shrapmetal or even Fire Blast in damage. Paladin is debatably better than Knight in some cases, but they are still weaker than the other classes.
Druids are a pain in the ass to promote. Admittedly it's fine if you're keeping on top of things, but miss the time frame, and you're waiting a few months to get them up. I drop them because of that. Peasant class is RP tier, and is always fun.
Yeah I didn't really get into the promotions though they don't factor much in their ranking in mm6. Do you mean peasant in merge mod or the "peasant" as in level 1 characters with 0 stats?
@@Fixxxxxer Ooh, ooh, start with a video about all the spells that don't work like they're supposed to! That would make for one mighty entertaining (and long) video.
I'll probably do a guide of all the spells at once, or elemental, then self then light/dark depending on how long it takes to get through one spell school
@@Fixxxxxer If you don't mind a little critical advice, that sounds _exhausting,_ both to make and to watch. I don't think anybody really wants an objective analysis of how good Fire Bolt is, they just need to know if it's so much better than Ice Bolt that they should be willing to take a detour from their grind to master water magic so they can finally get Town Portal to work like it should. Which is why I suggested concentrating on those spells that maybe people don't know were coded wrong and will just never work *glares in Dark Containment's direction. Or those spells that work but are still worthless, like why does Guardian Angel exist in a world where the reload key is right there? Kind of a Enroth's Bloopers and Impractical Spells, if you will. Knowing what to actively avoid instead of diving into it all at once seems like it would help a heck of a lot of people, both newer and more experienced players. Heck, I've played through the game several times now and I _still_ don't know if Shrinking Ray does anything other than make the dragons look adorable!