What is your favorite Magic school? (MM6 and MM7 only)
- UndeadHalfOrc
- Titan
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What is your favorite Magic school? (MM6 and MM7 only)
What is your favorite Magic school in MM6 and MM7?
Mine's Fire. In both games I tend to use Fireball & Meteor Shower the most.
Mine's Fire. In both games I tend to use Fireball & Meteor Shower the most.
- Secret_Holder
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- HodgePodge
- Round Table Knight
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Hmmm...between water and air...
Air has Invisibility, great to finish many quests quick and easy.
Also has the sparks(the best damage-dealing spell) and fly which
is great for long distances!
Water has the teleport spells(T.P. and L.B. later) with those you earn
so much time and make things simplier. Also i find Enchanting so interesting, not so usefull thought later on game.
Hmmm...finally i decide water for the teleport spells.
Air has Invisibility, great to finish many quests quick and easy.
Also has the sparks(the best damage-dealing spell) and fly which
is great for long distances!
Water has the teleport spells(T.P. and L.B. later) with those you earn
so much time and make things simplier. Also i find Enchanting so interesting, not so usefull thought later on game.
Hmmm...finally i decide water for the teleport spells.
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Every beast dies...
Only heroes live forever!
- Kareeah Indaga
- Archlich
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I also am kinda stuck between Water and Air. Think I’ll go with Air though; Water is good for getting high scores with TP and Lloyd’s Beacon, but I feel positively blind without Wizard’s Eye, Fly makes fighting ground-bound foes and reaching more secluded areas a breeze (pun intended), and the only bad thing I can say about Invisibility is that it isn’t in enough games.
- gryphonheart
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What is your favorite Magic school in MM6 and MM7?
Toss-up between Light (For Paralyze - I love that spell!) and Air (For Fly and Invisibility, of course).
- UndeadHalfOrc
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- Kareeah Indaga
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- UndeadHalfOrc
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>>>>Acid burst (one of most poweful damage spell in game).
Most dependable? Yup. Most cost efficient? You bet.
But one of the most powerful? Not by a long shot.
Damage spells more powerful than Acid Burst:
- Incinerate
- Implosion
- Rock Blast (very slightly lower direct damage, but AOE makes it more powerful)
- Mass Distortion (rocks against Dragons, Titans, Devil Captains)
- Destroy Undead
- Sun Ray
- Toxic Cloud
- Shrapmetal
- Dragon Breath
- Souldrinker
Most dependable? Yup. Most cost efficient? You bet.
But one of the most powerful? Not by a long shot.
Damage spells more powerful than Acid Burst:
- Incinerate
- Implosion
- Rock Blast (very slightly lower direct damage, but AOE makes it more powerful)
- Mass Distortion (rocks against Dragons, Titans, Devil Captains)
- Destroy Undead
- Sun Ray
- Toxic Cloud
- Shrapmetal
- Dragon Breath
- Souldrinker
- gryphonheart
- Leprechaun
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Favorite school
I see I need to pick just one, so I'll go with Light.
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- Bandobras Took
- Genie
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- Round Table Knight
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- Joined: 06 Jan 2006
One of most powerful = cost and damage.UndeadHalfOrc wrote:>>>>Acid burst (one of most poweful damage spell in game).
Most dependable? Yup. Most cost efficient? You bet.
But one of the most powerful? Not by a long shot.
Acid Burst cost only 10 spell points and do very good damage (Implosion cost 20 SP and do a little more damage). Of course Incinerate, Sun Ray and Dragon Breath are far more powerful but you will be out of mana in short time using them.
my fave is definatly air magic or dark (I voted air)
air has the benfits of fly, invisibility and implosin,
i find that whilst getting air higher for better invisibility and fly I eventually get the most incredibly powerful 100% accurate implosin!
U have to love dark though for the mighty dragon breath and the oh so fun reanimate, no matter how often u use it (i really only use dragon breath, but all the same reanimate is soooo fun!)
but air is most handy, specially in places like Land of The Titains (M&M7) where you really dont wanna be seen until u are at a higher level due to the titains, dragons and devils!
air has the benfits of fly, invisibility and implosin,
i find that whilst getting air higher for better invisibility and fly I eventually get the most incredibly powerful 100% accurate implosin!
U have to love dark though for the mighty dragon breath and the oh so fun reanimate, no matter how often u use it (i really only use dragon breath, but all the same reanimate is soooo fun!)
but air is most handy, specially in places like Land of The Titains (M&M7) where you really dont wanna be seen until u are at a higher level due to the titains, dragons and devils!
Favorite magic school ? In Might & Magic 6 & 7 ? None, they are all pretty useless.
Lets look at them. Ok, so Fire magic in MM6 has ONE, i repeat ONE spell that's worth mastering fire for - Meteor Shower. Always hits, huge splash damage, increase in meteor numbers with mastery. Firebolt, Fireball, Incinerate - worthless. Why ? Because there is nothing to wait for. If you get Incinerate early - thats it, it will always stay 15 + (skill x d15). Isnt it fun, having Fire skill 20 and still doing 20-30 damage 95% of time ? What does expertise and mastery add to almost all damage spells ? Better recovery time ? Yeah, thats what we needed, recovery time, yep. Instead of, for example, making Incinerate someting like 15 + 3(skill x d15), or something alike.
Same with Air damaging spells. Although "kitchen" magic, like Fly, is working rather well. But Air still has un-needed spells. Like Shield, there are only 2 or 3 enemy in the whole game who fire arrows at you.
Water magic has only 3 useful spells, the rest are junk. That means 12 points in Water skill is the limit, there is no need to add a single point over that.
Earth is...well...i wont even try to find anything nice about Earth magic.
Body magic - totally useless. Okay, so there are some status cleaning spells, but it would be better to just have them combined in one, its quite annoying casting them one after another. Half of the monsters in the game are immuned to Body damage spells, thus they arent worth buying. Healing spells (the spells that Body magic is supposed to be created for !!!) are made so they are useless as well. How are you supposed to heal a Knight with 1000 HP, if the ultimate healing spell only gives him measly 50 HP at Body skill level 20 Master ??? What the... was it THAT hard to make the formula 10 + (10 x skill) for Masters in Body ? And thats still a rather small amount !
Mind magic goes to stand in the corner with Earth magic. The only spell worth something in Mind is Telekinesis, and its skippable.
Spirit...two spells : Raise Dead & Resurrection. The rest are not worth mentioning.
Light and Dark are not that bad, actually, but they need lots of money and mana points to even start using them, so they are not that critical to have for 2/3rds of the game.
If anyone wants to see how magic is meant to be managed - they are welcome to look at Wizardry 8. Spells that grow in power with characters, status spells that actually work, and so on.
Lets look at them. Ok, so Fire magic in MM6 has ONE, i repeat ONE spell that's worth mastering fire for - Meteor Shower. Always hits, huge splash damage, increase in meteor numbers with mastery. Firebolt, Fireball, Incinerate - worthless. Why ? Because there is nothing to wait for. If you get Incinerate early - thats it, it will always stay 15 + (skill x d15). Isnt it fun, having Fire skill 20 and still doing 20-30 damage 95% of time ? What does expertise and mastery add to almost all damage spells ? Better recovery time ? Yeah, thats what we needed, recovery time, yep. Instead of, for example, making Incinerate someting like 15 + 3(skill x d15), or something alike.
Same with Air damaging spells. Although "kitchen" magic, like Fly, is working rather well. But Air still has un-needed spells. Like Shield, there are only 2 or 3 enemy in the whole game who fire arrows at you.
Water magic has only 3 useful spells, the rest are junk. That means 12 points in Water skill is the limit, there is no need to add a single point over that.
Earth is...well...i wont even try to find anything nice about Earth magic.
Body magic - totally useless. Okay, so there are some status cleaning spells, but it would be better to just have them combined in one, its quite annoying casting them one after another. Half of the monsters in the game are immuned to Body damage spells, thus they arent worth buying. Healing spells (the spells that Body magic is supposed to be created for !!!) are made so they are useless as well. How are you supposed to heal a Knight with 1000 HP, if the ultimate healing spell only gives him measly 50 HP at Body skill level 20 Master ??? What the... was it THAT hard to make the formula 10 + (10 x skill) for Masters in Body ? And thats still a rather small amount !
Mind magic goes to stand in the corner with Earth magic. The only spell worth something in Mind is Telekinesis, and its skippable.
Spirit...two spells : Raise Dead & Resurrection. The rest are not worth mentioning.
Light and Dark are not that bad, actually, but they need lots of money and mana points to even start using them, so they are not that critical to have for 2/3rds of the game.
If anyone wants to see how magic is meant to be managed - they are welcome to look at Wizardry 8. Spells that grow in power with characters, status spells that actually work, and so on.
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