I recently finished a KMTD run. The Monk out damaged the Knight, only because he had so many Unarmed bonuses from items. And the Knight didn't have the Sword/Spear combo, they just had two swords. Later, I finished a MMMC run. And that's where I realized that the Monk was inferior to the Knight. Without the Unarmed item bonuses, the DPS is just decent. Heck, I would argue that the Thief has more potential. To be honest, the Cleric carried the team. I will argue that the Monk is tankier than the Knight in the late game thanks to Evade. Don't underestimate Evade, especially in the final stage of the game. MMMC was a fun run. I might do KKKS (light path) next.
Ranger is absolutely my favorite class. All Ranger party challenge run FTW. Good learning experience for me anyway. Always take one with me now. Can't say enough good things about them ;) Even if the only good things I can say about them is: "Rangers are fun!" Portrait and voice tier list when?
I could do that at some point for fun, not likely though. I thought about ranking the races but thats almost entirely pointless because it doesnt really matter after the earlygame
Monks can get really crazy DPS at extremely high skill investment and with a bunch of powerful enchanted items, as unarmed/dodge/armsmaster are bugged via enchanting to provide +17/+12 to the skill, instead of being halved like an item you find anywhere else. Even patched, the damage from armsmaster doesn't apply unless you are using a staff, cooldown and attack do though. At the point where this is feasible for the monk, everyone else has hit their power spikes too, if not earlier. Just like Archer though, this late game, "optimized," build does not change their performance up to that point. And it's only like, 20 damage more than a Knight. I agree with the list though, I should play more no save-scum/reload, without it I don't rank clerics above either type of Sorcerer.
Yeah I forgot to mention artifacts and skill items. Hands of the master does stack (however this is RNG based). I also didn't mention the high ac monks can get from items but I don't think its as good as GM plate
Yeah, Hands of the Master are ridiculous, should you happen upon them and have a monk. I really think Thieves or Knights should have gotten Master unarmed to allow that kind of playstyle for someone other than the Monk. Wallace is also crazy, Heroes Belt too, but less so.
I'm considering doing a skills guide which would cover the weapon skills, I think its better to just cover the weapons as a whole than individual items
I rarely ever double up on party members because it feels so odd to me to have two nearly identical characters, so when I'm on Dark Path, I almost always bring a Druid to back up my Cleric and Sorcerer. Has to be Dark path. Light Druids have no tangible reason to exist since Light favors Melee DPS and as if on purpose, Warlocks on the Dark path are far better thanks to the Dragon familiar. Lets my Sorcerer focus almost exclusively on Dark Magic after making the choice. Anytime I roll a Dark Party, it's almost always KDCS. Druids on Light side? Oof. RP-tier. Dark Path? Solid A-tier.
I don't think druids are useless on light path. For example you can effectively replace the sorcerer for the druid and only miss out on Lloyd's Beacon, and you can have the druid learn all the spell schools except body and have the cleric focused on body and light magic, so something like a KKCD or KTCD. Is that better than just having a sorcerer for gm elemental magic? Probably not, but it is a strategy that has some benefits.
@Fixxxxxer I suppose there's some truth to that, considering elemental magic is all you really get for offensive spells on Light Side. It just boggles my imagination why Dark path Druids get such a great buff and Light Path Druids get nothing like that. It goes way beyond the balancing choices like the differences between Light and Dark Monks and their completely different skill sets. I wonder if a modder's ever fixed that for Light Druids.
I think paladin and archer must have they own tier, because how they play. There are little reason to have one arher/paladin in party but have dedicated party with 3(4) archers/paladins very big difference.
so the starting setup that the game sets you up with is actually the best? that's pretty rare, I know MM6 starts you out with the paladin and I don't like that.
Come on, archers are fun, kinds jack of all trades, though masters of bow. I've soloed Titans stronghold with archer (~40 bow skill, but didn't need that much), I'm pretty sure I would have had way more problems soloing it with any other class besides DS cleric ). Also I shot Tolberti face to face without hiding or anything (took a bit of luck though).
I assume you did a lot of reloading considering if youre solo got no protection from magic Yes archers can become powerful but it takes alot more work than most other classes and its limited to ranged
@@roxterat I'm estimating dps, shrapmetal has a cooldown. Blood titans and red dragons were going down in a few seconds (3-5 seconds IIRC, otherwise I would have had huge problems with Blood titans).
@@Fixxxxxer BTW, I forgot to mention that in my version (or probably most versions) of MM7 bow recovery is limited to 5 (in some versions to 1), not 30, so archer's dps is like 3-15 times higher a knight's even with maxed armmaster.