MM6 - 4 Clerics!

The role-playing games (I-X) that started it all and the various spin-offs (including Dark Messiah).
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UndeadHalfOrc
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MM6 - 4 Clerics!

Unread postby UndeadHalfOrc » 25 Sep 2010, 20:20

For those of you who attempted this party:

What usage have you made of the direct damage spells available to this class?

1) Inside Dungeons? Apart from Shrapmetal, have you ever made any use of the other spells? I'm thinking Castle Darkmoor, one of the hardest dungeons in the game, might actually be very easy with 4 clerics. You have 4x destroy undead to quickly kill any lich (no resistance), and 4x toxic cloud/dragon breath to quickly kill any beholder (again, no resistance), and can easily heal any status ailments.
( In my modified monsters.txt mod, Psychic Shock and Prismatic Light (and Mass Distortion) became a lot more useful since I have removed the magic damage immunity of many monsters (genies, minotaurs, titans, gold dragons, and many more) and replaced it with a high resistance instead (leaving only elementals, undead, medusas, beholders, agar's pets, robots, the demon queen, and the strongest guardians of Varn still immune to "magic" elemental damage).
I also removed Robots' poison immunity, increasing the value of Dragon Breath in the control center immensely to kill groups of them from a distance.)



2) Outdoors? Both Sun Ray (fire damage) and Moon Ray ("energy" damage - much like blasters, no enemy can resist it!) never got much use from me due to the party compositions. With four clerics, both of those spells become a lot more attractive.

Since Grayface made his patch I have so far completed these parties: KPAC , AASS, and KPPC.
My next one is gonna be either CCCC, KPAD, or KKKD.
Last edited by UndeadHalfOrc on 25 Sep 2010, 23:55, edited 1 time in total.

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Tress
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Unread postby Tress » 25 Sep 2010, 20:35

Flying fist is rather nice spell in priest arsenal. Unlike mind spells it doesnt have nasty sound effect and unlike toxic cloud it doesnt take ages to fly. It also scales very good, even more considering that you need high value in body magic anyway.

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Secret_Holder
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Unread postby Secret_Holder » 25 Sep 2010, 21:13

Isn't modifying the game kinda cheating? :P

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Unread postby UndeadHalfOrc » 26 Sep 2010, 00:01

tress wrote:Flying fist is rather nice spell in priest arsenal. Unlike mind spells it doesnt have nasty sound effect and unlike toxic cloud it doesnt take ages to fly. It also scales very good, even more considering that you need high value in body magic anyway.
Flying Fist is only better than Psychic Shock if you never intend to get higher than skill level 5 in mind magic. Psychic Shock, at 1-12 damage per skill level instead of Flying Fist's 1-5, scales more than twice faster. It's quite powerful, right below Incinerate in overall power. They both do "magic" elemental damage.
Secret_Holder wrote:Isn't modifying the game kinda cheating? :P
Kind of. I prefer to call it re-balancing. I made some of the monsters stronger (namely, all devils), and I play with some imposed restrictions. Most importantly:
- All rings " Of ___ Magic" banned, except body, for curing spells
- Only Knights and Archers can master bow
- Only Knights and Paladins can wield an axe+sword or spear+sword at the same time (archers can master sword too, but are restricted to two swords only)
- spell boosting NPCs (spellmasters, apprentices) banned
- At the beginning of the game I don't go to Ironfist until New Sorpigal's main continent's outdoor area is cleared. This gives some use to the sorcerer's flame arrow, static charge and cold beam spells.


The cheesiest thing any player can do to ruin the early game is go the shrine of the gods and NWC dungeon, yet you don't call this cheating...

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Secret_Holder
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Unread postby Secret_Holder » 26 Sep 2010, 00:47

I noticed something the other day, when I was in the endgame of MM6.

You can break the game with blasters plus hour of power. The Hive was breeze-through.

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UndeadHalfOrc
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Unread postby UndeadHalfOrc » 26 Sep 2010, 01:59

Yeah, that's also why I never use blaster at all, except to kill the reactor.

But weapons enchanted with Demon slaying are quite powerful.

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Unread postby GreatEmerald » 26 Sep 2010, 07:25

Secret_Holder wrote:I noticed something the other day, when I was in the endgame of MM6.

You can break the game with blasters plus hour of power. The Hive was breeze-through.
Not in turn-based mode ;)

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Unread postby Secret_Holder » 26 Sep 2010, 14:09

True. I had used turn-based for the entire game, but when I got the blasters, I just went: Ah, what the heck

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4 Archer

Unread postby DeathD » 09 Sep 2011, 06:14

how about making only archer with 30 at bow 20-25 in chain and 30 at Air and Water for 2 characters and 30 at Air and Fire for the Other 2 character

With all 4 got

1.merchant master
2.meditationmaster
3.bodybuilding master
4.repair item master
6.learning master
5.1 disarm trap, 1 identify item, 1 diplomacy, and 1 perception (stacked at the 4th character,Giggle)~> the 4th one gonna be the weakest ^_^

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Unread postby NCR85 » 09 Sep 2011, 07:02

i've used a CCCD party, but in the end regretted not making the Druid a Sorc. I ended up meleeing + healing through most of the early game, as this is the most mana efficient style prior to Lloyd's Beacon, which I admittedly got a little late. 4 healers made for a lot of early game staying power. Offensively I'd say: stick to shrapmetal. No need to worry about resistances that way; and even special advantages such as "double vs. undead" don't usually make spells compete with it's damage. I played the unmodded game, though.

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Unread postby NCR85 » 11 Sep 2011, 05:25

here's something interesting you can do with a party with 4 healers. put the game in turn based mode, then hold down S with all characters' quick cast set to Cure Wounds. now repeatedly click on a character you want healed. this way you don't have to wait for recovery times to elapse in real time and you get to heal your characters far more quickly than you otherwise would.

ps. this should also work in any party in which all non healers have their quick cast set to nothing.
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