thread404cp: Hi there,
I used to play MM6 back when I was 8-9, had no idea what I was doing so never really got far. Back then I just spammed the attack button, but clearly there is more to combat using the pause-technique and spells.
I really wanna try this game again, but I don't wanna go all "in-depth" on the different party setups, so what is the easiest "go-to" setup to play with, so that I can complete the game without too much "research"? I don't mind it being generic.
Bookwyrm627: I think the easiest party for a beginner would be Paladin, Archer, Cleric, Sorcerer. Good mix of weapon options, armor options, and each kind of magic can be used by at least two characters (Self - Paladin, Cleric; Elemental - Archer, Sorcerer; Light/Dark - Cleric, Sorcerer). The Paladin and Archer have lower mp but more hp than the Cleric or Sorcerer.
Alternatively, you can do something comparable with Knight, Druird, Cleric, Sorcerer. Knight has no magic, so all misc skills that only require one party member (ex. Repair Item or Disarm Trap) are handled by him, while Druid is a second character for both Self magic and Elemental magic. The Knight will have massively more hp than the other party members, so he can work as a sort of hp battery with the Shared Life spell, especially if you get him a weapon that drains hp.
Thank you. I will try the "generic" auto-start one then. I did read a little bit about some spells, ie. beacon and how important it supposedly is (water spells in general). But I guess I'll learn all that along the way. :)
RSimpkinuk57: Hi,
The quick-start (default) party is fun to play, can try just about everything, has answers to everything bad they will encounter during the course of the game, and is what the developers have challenged us to beat the game with. Use turn-based combat for the time being.
[EDIT this is Paladin, Archer, Cleric, Sorcerer as Bookwyrm627 recommends. The "Archer" is far more than the name suggests - to my mind, the main offensive weapon fighter while Paladin is the main defensive one]
First thing to do when we start in New Sorpigal is to collect money from the evil agent. Next thing to do, some people say, is to rush off to Castle Ironfist, present the evidence at the castle itself, then use the reward to get everybody using bows. With "optimal" custom parties this may be the way to go. The quick-start party doesn't need to - they can perfectly well stay in New Sorpigal doing everything in reach (i.e. on the mainland and in two dungeons).
New Sorpigal has a "secret" teleportal to somewhere we can pick up massive early boosts. I consider that to be tantamount to cheating, and won't use it - it is a short cut taking parts of the game out of play.
No, I kept playing New Sorpigal, then starting over to do it again, until I worked out exactly what I want to do there, in what order. How to make best use of the fountains, and of the spells people start with. What to spend money on, when to train and what to become expert at.
I definitely want bows on everyone, but I'm not gonna rush to get it (don't even know where the castle is :D) - so I will just get what I can get and see what happens, thanks. :)