UndeadHalfOrc: Acid Burst works great too. (all kinds of beholders have 0 poison resistance)
So, that leaves only Knights and Paladins without any way to attack them with heavy ranged poison damage. For melee heavy party, it's imperative to first attack the beholders that get stuck to the elevated sides.
Sigleaf: You sir are both a genius, and correct :D
Thanks, but I'm far from a genius, just a fanatic who completed MM6 seven times with different party combinations.
Parties I have yet to try:
---Only Knights and/or Paladins. --- (PPPP, KPPP, KKPP, or KKKP)
Great melee damage and healing (Heroism, Bless, and all Stat Booster spells), but no access to elemental damage of any kind except magic elemental. (and enchantments on bows). No elemental protection except Poison. Needless to say, Beholders will prove VERY tough ( Adding to that, I disallow Paladins to learn Master Bow!).
----Only Knights and/or Archers . ---- (AAAA, KAAA, KKAA, or KKKA )
No access to healing damage/status ailments, nor melee damage booster (Heroism or Bless, and the stat boosters), so fighting at melee is substantially worse than the party above. (Adding to that, I disallow Archers to wield two weapons of different types). However, master bow on everybody plus the occasional Acid Burst/Fireball/Lightning/Ice Bolt/Meteor Shower should make ranged combat relatively decent for most of the game, especially outdoors. And I can always use the teleport spells to heal up.
--- All Clerics. I suspect this isn't much of a challenge, and probably very boring game, racing to get Toxic Cloud , Shrapmetal and Dragonbreath ASAP. Only Oozes will prove a problem (immune to Poison, Magic and Physical), forcing you to hoard wands, and find enchanted Maces and Bows.
--- All Knights. Many have done this one but I only intend to do it after the three parties mentioned above. What NPCs should I bring along most of the time? I would say Healer or Expert Healer, alogn with a GateMaster or Wind Master whenever needed (the lack of Explorer or Pathfinder will make the game last long in game time , though)
Some remotely easy "challenges" I did so far:
KPPC: the cleric gave me access to most of the sorcerer's duration spells. I used Pathfinders/Explorers and Gate masters / Wind Master whenever needed, to get around. No access to Lloyd's Beacon was a pain sometimes.
AASS: I had access to Heroism, Bless, and Stat Boosters (Day of the Gods) via Light Magic, but no healing of any kind. So... heavy usage of Healer and Expert healer NPCs, from the beginning of the game all the way to the end.
I'd like to add that I ban elemental rings "Of ___ Magic" in my games, and magic booster NPCs, in addition to the Paladin/Archer weapon restrictions mentioned above.