KeighnMcDeath
RPG Codex Boomer
- Joined
- Nov 23, 2016
- Messages
- 15,422
Oh! That’d be some interesting results.
nah, firebolt is a very low damage single target spell, even if you already have 10 points in fire magic for GM. A martial character dual wielding should outdamage sorcerers at this early point by a mile. Seems like they fucked things up with the merge modThat's just the power of spellcasters. Once you get over the initial difficulty hump, spell casters just fuck things up in the trilogy.I dunno it is the Merge or I am so great, but my Level11 party (Druid-Druid-Cleric-Sorcerer-Sorcerer) is killing everything easily in Deyja Moors. My sorcerers are using wimpy Fire Bolt spells.
Btw does the Meditation skill add SP regeneration in vanilla?
Haven't played merge but played all 3 chapters so I'd say necro(any dark magic class)/fighter.Who’s the damage cannons early, mid, and end game in the merge mod?
Shrapmetal is love, Shrapmetal is life.Who’s the damage cannons early, mid, and end game in the merge mod?
Meh....having played both mm7 merge and non-merge multiple times, I'm pretty sure the damage formula is exactly the same for firebolt (and by pretty sure, I mean "yes, it is"). Yes, a martial character can hit harder, but you don't HAVE to hit harder to kill something, you just have to hit hard enough.nah, firebolt is a very low damage single target spell, even if you already have 10 points in fire magic for GM. A martial character dual wielding should outdamage sorcerers at this early point by a mile. Seems like they fucked things up with the merge modThat's just the power of spellcasters. Once you get over the initial difficulty hump, spell casters just fuck things up in the trilogy.I dunno it is the Merge or I am so great, but my Level11 party (Druid-Druid-Cleric-Sorcerer-Sorcerer) is killing everything easily in Deyja Moors. My sorcerers are using wimpy Fire Bolt spells.
Btw does the Meditation skill add SP regeneration in vanilla?
You're going to want master and paramount guilds for spells like that. The paramount guild of water in particular is a bit out of the way (Evermorn Island).MM7 Merge.
Where can I buy Fly, Town Portal, Lloyds Beacon spells? I have not seen any. Level26 party.
does it also follow 8th classes or what? How chargen works, along with promotions and different masteries/ grand masteries and eligibility to them across those 3 games?8th.
Meh....having played both mm7 merge and non-merge multiple times, I'm pretty sure the damage formula is exactly the same for firebolt (and by pretty sure, I mean "yes, it is"). Yes, a martial character can hit harder, but you don't HAVE to hit harder to kill something, you just have to hit hard enough.5(I mean 4 + whatever the cleric is doing) firebolts can take out weaker enemies from a distance and the harpies in the Deya Moors aren't exactly the most difficult enemies around.
edit - edited due to realizing a cleric is in that group.
This is generally overblown.Quesion about the Merge Mod:
In MM7 the idiotic devs added hated races/classes for the monsters, meaning that certain monsters would mostly (read: almost exclusively) attack certain races and classes, leading to the point where instead of having the damage spread out equally among the party you would always have one guy who constantly got pummeled by enemies and thus requiring constant healing. The only rational way of playing MM7 was to have all the party members be one race in order to mitigate this problem, though like I said before sometimes enemies had hated classes as well (undead targeted clerics etc.) and that was much more difficult to get around. Does MM8 or the Merge Mod handle this differently? I want to play this because trying out different race/class combinations is the best part of fantasy RPGs for me, but if the mechanic is still in place I'll just go with an all human party or something and call it a day.
I made a post about it 2 or 3 days ago. It has a grand mix of everything. You can have a Necromancer from the start, which is a (nerfed) tier 2 class and can upgrade to Lich or dark Archmage by doing the Lich promotion quest from either MM7 or MM8, or the Archmage promotion quest from MM6.does it also follow 8th classes or what? How chargen works, along with promotions and different masteries/ grand masteries and eligibility to them across those 3 games?8th.
Vampire cleric works if you play MM7 and go priest of darkdoes it also follow 8th classes or what? How chargen works, along with promotions and different masteries/ grand masteries and eligibility to them across those 3 games?8th.
It is also possible to have various weird race and class combinations, like a vampire cleric, iirc.
can you be vampire lich?Vampire cleric works if you play MM7 and go priest of darkdoes it also follow 8th classes or what? How chargen works, along with promotions and different masteries/ grand masteries and eligibility to them across those 3 games?8th.
It is also possible to have various weird race and class combinations, like a vampire cleric, iirc.
I do think the Vampire druid I ran with once might be a bit on the nose though.
No. You can be vampire wizard/necromancer and get promoted, but the game won't let you go lich. Not that you need it. You have all of the upsides with none of the downsides. You get an equivalent, but game recognizes you're already undead.can you be vampire lich?Vampire cleric works if you play MM7 and go priest of darkdoes it also follow 8th classes or what? How chargen works, along with promotions and different masteries/ grand masteries and eligibility to them across those 3 games?8th.
It is also possible to have various weird race and class combinations, like a vampire cleric, iirc.
I do think the Vampire druid I ran with once might be a bit on the nose though.
Uh WHAT?!! Ok…. I guess I assumed it was similar to 7.Character types and races have been through several changes throughout the Might & Magic series. M&M 1-5 had you pick both a race and a class for your characters. The class determined hit points, spell points, and which equipment you could use. The race determined innate resistances, and applied certain
bonuses and penalties to your statistics.
In Might & Magic 6, only human characters were available, and only six classes.
Each character had certain skills available to them depending on their class, though some were universal and could be mastered by any class. In M&M 7, the races were brought back, and the number of classes expanded. Skills were also much more exclusive now; while many skills could be learned by different
classes, the level of mastery possible varied. For instance, most characters
could use a bow, but only the Archer could reach the highest level of mastery with it.
Might & Magic 8 uses a combination of the systems of 6 and 7; for the first time in Might & Magic history, there is no difference between a race and a class. There are eight character types to pick, three of which are human. The other five are of different races by their very nature.
The classes are also more exotic this time. The only classes that were imported from previous games are the Knight and the Cleric. The Necromancer is the third human character, and is similar to the Mage in earlier M&M games. New additions
include the Dark Elf, the Troll, the Minotaur and the Vampire, all fresh and interesting characters. Finally, one or more of your characters can be Dragons, and they're every bit as powerful as you might expect.
I think plenty of people do. Light Magic is actually pretty powerful when it comes to party buffs, where it lacks the direct damage output of Dark Magic.in 7 does no one choose Light?
what is your question?I never tried 7 or 8, what’s with the undead? Lemme take a gander.
what is your question?I never tried 7 or 8, what’s with the undead? Lemme take a gander.