Posted May 28, 2015
I've got issues with several points here. :/
Come to think of it, I wonder what the hardest party would be. I'm guessing 4 light side Thieves. Lower hp and more weapon competition than the other groups of warriors.
I don't think this is nearly as bad as you make it out to be. Show some care with your characters, and the cleric can do his/her thing just fine. That's been my experience, based on several play throughs with the default party. The cleric should be picking up Protection From Magic and Shared Life shortly after the instant death stuff becomes a real factor.
Seems like your answer to taking a Thief is to instead take a Knight for physical DPS, and take a spell caster healer to heal until Master Earth comes online. That burns 2-3 party member slots.
Some enemies are dangerous in melee, but you can mow through a surprising number of them with some support.
I won't argue that casters can do the most DPS endgame, but this game is far from hard enough to require lots of min/maxing to make it through.
Out of curiosity, what is your preferred method for getting past the medusas in the Dwarf Mines?
-GM Protection From Magic is also awesome, but not required.
-Resurrection isn't a particularly common effect. A few scrolls will probably hold you for the game.
-If you are taking more than 7 days to heal a condition, you've got other issues. If you take more than 2 days to heal a condition when you have the spell to heal it, you've got other issues.
-Enslave always seemed like a forgettable spell. Only 3 mind spells stand out to me: Remove Fear, Cure Paralysis, and Cure Insanity.
-Use invisibility wisely, and don't leave enemies behind you. You don't need 10 hours of invis to complete the game. Invisibility is dang near cheating (and yes, I like to abuse it too).
-Shotgun spells also aren't needed. One of my favorite strategies is to get right up next to the enemy and hit them until they fall down. It works remarkably well on most enemies, and the rest can be dodged or kited until arrows make them fall down. Meteor Shower and Starburst aren't required spells either; I've done whole play throughs without casting either one a single time.
DivisionByZero.620: It can be a very easy game if you know what you are doing, on the other hand it can be near unfinishable if you screw up your party build.
About the only way I can think of to make the game unfinishable would be loading up 4 slots from Knight and Thief. And even then I suspect the "unfinishable" part would be more from the tediousness than from actually being unable to make it through parts of the game. Just a matter of how big you want to make the hurdles. Come to think of it, I wonder what the hardest party would be. I'm guessing 4 light side Thieves. Lower hp and more weapon competition than the other groups of warriors.
DivisionByZero.620: Critical mistake: I can tell from your description that you are most likely using the default party. The default party is complete rubbish.
It is focused on giving you a lot of options, and pretty much allowing you to explore all the possibilities with one party. I'm not sure any other combination provides the same level of variety in party ability. I don't think this is nearly as bad as you make it out to be. Show some care with your characters, and the cleric can do his/her thing just fine. That's been my experience, based on several play throughs with the default party. The cleric should be picking up Protection From Magic and Shared Life shortly after the instant death stuff becomes a real factor.
DivisionByZero.620: Critical mistake: rogues are a waste of a character slot
Next, thieves are deadweight - almost a waste of a character slot. Their main specialties are: Grandmaster dagger, rogue skills (primarily disarming traps), and grandmaster leather armor (+1 elemental resistance per skill point).
None of these are really useful. There's no reason to include a rogue in your party just for grandmaster dagger, because if you want a melee machine, then you just bring a Knight (who gets grandmaster armsmaster, +2 damage/attack bonus/attack speed per skillpoint). Disarm Trap isn't useful, especially in the late game, because everyone (even your mage) should have enough health at level 60-70 that you can just eat the damage from traps, alternately you can just Telekinesis them open. While elemental resistance from leather armor is nice, grandmaster protection from elements scales several times as quickly.
I, personally, like being able to open chests while invisible, and also without having to spend SP while standing far away. Or without having to stand around waiting for my healer to throw Heal (or Power Cure, or whatever I've got) around until everyone is back up to snuff. Disarm Trap can generally stay on par with chests all game, saving you massive amounts of healing that you may or may not be able to afford (especially in the early and mid levels, when chests might still KO your lower hp classes) unless you are very free with the sleeping (which is an option, if you like having to remember to frequently buy food and deal with rest interruptions). Sure, at level 60-70 you might be able to tank it (I actually haven't checked on that), but that's a lot of game to be tanking damage. Next, thieves are deadweight - almost a waste of a character slot. Their main specialties are: Grandmaster dagger, rogue skills (primarily disarming traps), and grandmaster leather armor (+1 elemental resistance per skill point).
None of these are really useful. There's no reason to include a rogue in your party just for grandmaster dagger, because if you want a melee machine, then you just bring a Knight (who gets grandmaster armsmaster, +2 damage/attack bonus/attack speed per skillpoint). Disarm Trap isn't useful, especially in the late game, because everyone (even your mage) should have enough health at level 60-70 that you can just eat the damage from traps, alternately you can just Telekinesis them open. While elemental resistance from leather armor is nice, grandmaster protection from elements scales several times as quickly.
Seems like your answer to taking a Thief is to instead take a Knight for physical DPS, and take a spell caster healer to heal until Master Earth comes online. That burns 2-3 party member slots.
DivisionByZero.620: Critical mistake: you only have one healer
Yet another spectacular shortcoming of the default party... what do you do if your cleric gets KO'd? No one else on your party can heal - your only backup is to keep healing scrolls/potions on hand.
You've already stated what to do when your cleric is KO'd -> scrolls and (especially) potions. Sorcerers can actually be wizards (ha! wizards!) at alchemy, and if your cleric going down is a continual problem, then re-evaluate your tactics. Sort of what ZFR opened this thread to do. Yet another spectacular shortcoming of the default party... what do you do if your cleric gets KO'd? No one else on your party can heal - your only backup is to keep healing scrolls/potions on hand.
DivisionByZero.620: Knights lack utility:
I've never found knights in MM6-8 to be that useful - they are only good at health, melee combat, and item repair. Clerics can already do master level item repair. MM7 has no "tanking" unlike most MMOs - there's no way to make enemies target one of your characters, although I guess you could make a dwarven knight. Relying on melee combat alone is dangerous - there are a lot of enemies that prefer to fight at range, and some enemies are just plain dangerous in melee, especially if you're new.
I've bolded the important part. Knights are there specifically for those 3 things. Clerics can get to Master Repair, but why spend cleric skill points there when the Knight can GM and be ready for anything? Clerics have more important (magical) skills to worry about. I know I don't care to have to run to a shop every time something really valuable breaks. I've never found knights in MM6-8 to be that useful - they are only good at health, melee combat, and item repair. Clerics can already do master level item repair. MM7 has no "tanking" unlike most MMOs - there's no way to make enemies target one of your characters, although I guess you could make a dwarven knight. Relying on melee combat alone is dangerous - there are a lot of enemies that prefer to fight at range, and some enemies are just plain dangerous in melee, especially if you're new.
Some enemies are dangerous in melee, but you can mow through a surprising number of them with some support.
DivisionByZero.620: My advice:
Casters are hands-down the strongest characters, especially in the endgame. In particular, you really shouldn't need knights because of "shotgun spells" (Sparks, Poison Spray, Shrapmetal). Think about this: Incinerate does an extra 8 points of damage on average per skillpoint and costs 30 SP. Meanwhile, grandmaster level sparks does
+9 damage and grandmaster poison spray does +10.5 damage per skillpoint while costing almost nothing. An effective tactic is to get multiple master/grandmaster level elemental casters, equip them with sparks/poison spray, then charge at enemies and unload at melee range.
And you don't need shotgun spells because you can have a Knight! :D Casters are hands-down the strongest characters, especially in the endgame. In particular, you really shouldn't need knights because of "shotgun spells" (Sparks, Poison Spray, Shrapmetal). Think about this: Incinerate does an extra 8 points of damage on average per skillpoint and costs 30 SP. Meanwhile, grandmaster level sparks does
+9 damage and grandmaster poison spray does +10.5 damage per skillpoint while costing almost nothing. An effective tactic is to get multiple master/grandmaster level elemental casters, equip them with sparks/poison spray, then charge at enemies and unload at melee range.
I won't argue that casters can do the most DPS endgame, but this game is far from hard enough to require lots of min/maxing to make it through.
Out of curiosity, what is your preferred method for getting past the medusas in the Dwarf Mines?
DivisionByZero.620: Usually I prefer a party with 2 mages, a druid, and a cleric. If you aren't comfortable with an all-caster party, I recommend an archer/druid/cleric/mage party.
I suspect this sort of party actually requires MORE familiarity with the game than the standard party. You have to deal with low hp characters that depend heavily on spell casting to make it through encounters, so enemy resistances come much more into play. You also have to worry about traps owning your face, equipment breakage, and lack of perception. DivisionByZero.620: You absolutely need a cleric and a mage in your party, otherwise certain aspects of the game become very inconvenient or difficult.
Need, no. Inconvenient to not have, definitely. I've done it with a Druid covering all my Self and Elemental magics. DivisionByZero.620: No cleric:
-No power cure (no group healing except if you want to use Divine Intervention or Souldrinker)
-No grandmaster protection from magic - vulnerable to instant death/eradication
-No resurrection (can't recover from eradication short of divine intervention or resurrect scrolls)
-Time limits on every condition removal - grandmaster skill eliminats all time limits
-No access to the grandmaster mind control ability
-Power Cure is awesome, but you can heal in other methods. If your whole party is taking a beating, then back out of the area you are in, and work more slowly/be more careful. -No power cure (no group healing except if you want to use Divine Intervention or Souldrinker)
-No grandmaster protection from magic - vulnerable to instant death/eradication
-No resurrection (can't recover from eradication short of divine intervention or resurrect scrolls)
-Time limits on every condition removal - grandmaster skill eliminats all time limits
-No access to the grandmaster mind control ability
-GM Protection From Magic is also awesome, but not required.
-Resurrection isn't a particularly common effect. A few scrolls will probably hold you for the game.
-If you are taking more than 7 days to heal a condition, you've got other issues. If you take more than 2 days to heal a condition when you have the spell to heal it, you've got other issues.
-Enslave always seemed like a forgettable spell. Only 3 mind spells stand out to me: Remove Fear, Cure Paralysis, and Cure Insanity.
DivisionByZero.620: No mage:
-No grandmaster town portal/beacon. This means that you can't portal with enemies nearby.
-No "1 hour of invisibility per skillpoint"
-No access to the best level of "shotgun spells"
-No starburst; weaker meteor shower
-Master Town Portal is sufficient; if you need to portal, just evacuate the area until you can. Beacon is awesomely handy, but it isn't necessary. Even the last dungeon can be finished without it (ask me how I know!). -No grandmaster town portal/beacon. This means that you can't portal with enemies nearby.
-No "1 hour of invisibility per skillpoint"
-No access to the best level of "shotgun spells"
-No starburst; weaker meteor shower
-Use invisibility wisely, and don't leave enemies behind you. You don't need 10 hours of invis to complete the game. Invisibility is dang near cheating (and yes, I like to abuse it too).
-Shotgun spells also aren't needed. One of my favorite strategies is to get right up next to the enemy and hit them until they fall down. It works remarkably well on most enemies, and the rest can be dodged or kited until arrows make them fall down. Meteor Shower and Starburst aren't required spells either; I've done whole play throughs without casting either one a single time.
DivisionByZero.620: Here are my hints for clearing the titans with your current party.
-Absolutely do NOT melee titans, they can dump sparks on you for serious damage. Remember that hint I mentioned earlier on "shotgun spells"? Well, meleeing titans puts your entire party on the receiving end of one of those.
-Don't try to melee groups of titans, but single titans absolutely can be taken down in melee. Maybe not with an all caster party, but I don't run those. Get your resistance equipment and spells up, and your healer should be able to mostly cover you.-Absolutely do NOT melee titans, they can dump sparks on you for serious damage. Remember that hint I mentioned earlier on "shotgun spells"? Well, meleeing titans puts your entire party on the receiving end of one of those.
Post edited May 28, 2015 by Bookwyrm627