Posted July 21, 2015
OK, I just finished Crusaders of Might and Magic, and the next one on the list is Might and Magic VIII: Day of the Destroyer. As before, I just have a few quick questions before I start it.
NO SPOILERS please. Just high level advice.
1. Party composition
Again, I'd like to point out that I'm not looking for the strongest party, or the best party, but rather for one that encompasses the widest range of abilities, even the useless ones, and especially the new ones that I've not yet tried.
However I would like to know if there is anything really important, or even "game-breaking" in a given party composition. A class that really gives trouble or makes an area extremely difficult, or a class without which you'll miss out on a quest... etc.
If you have any suggestions on the below, let me know
So I'm thinking:
_Cleric. I suppose this one is a must as with all previous MM games.
_Necromancer. Again, this one seems to be the mage and is a must.
_Dragon. Because from its description it sounds really cool.
_Dark Elf. Looks interesting, plus it's something new.
_Minotaur. A mellee tank. Looks interesting too.
Alternatives for this one:
-Knight. By missing out on him, I won't get GM in Repair Item (his other GM Armmaster I can live without). How important is Repair Item? If lack of GM means that once in a blue moon I have to visit a shop for repair, then I could live with that, but I don't want it to get annoying. I really don't want to get a knight because I just played one in MM7 and I'd much rather try out one of the new classes.
-Troll. Something new, but out of the two, I prefer a Minotaur. GM in bodybuilding and regeneration aren't all that important.
-Vampire. My only issue is that it's not a mellee character. And I'm really partial to tanks. Otherwise it is a new character, with some interesting abilities. Its GM in Identify monster is something I could skip I suppose. Alternatively I could use the vampire to replace the Dark Elf, thus keeping my mellee character, but out of the two the Dark Elf sounds more interesting, and has GM in disarm traps.
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2. Starting character
Which one? How easy it is to get the remaining ones? Can I go to them immediately?
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3. Good/Evil
Are there any good/evil paths to take, like in MM7? Anything to look out for in terms of reputation? Do you need extremely high or extremely low rep to advance in Light/Dark magic like in MM6, and in this case should I postpone the completion of some quests?
------------------------------------
Thanks all in advance. I'll post if I think of anything more.
NO SPOILERS please. Just high level advice.
1. Party composition
Again, I'd like to point out that I'm not looking for the strongest party, or the best party, but rather for one that encompasses the widest range of abilities, even the useless ones, and especially the new ones that I've not yet tried.
However I would like to know if there is anything really important, or even "game-breaking" in a given party composition. A class that really gives trouble or makes an area extremely difficult, or a class without which you'll miss out on a quest... etc.
If you have any suggestions on the below, let me know
So I'm thinking:
_Cleric. I suppose this one is a must as with all previous MM games.
_Necromancer. Again, this one seems to be the mage and is a must.
_Dragon. Because from its description it sounds really cool.
_Dark Elf. Looks interesting, plus it's something new.
_Minotaur. A mellee tank. Looks interesting too.
Alternatives for this one:
-Knight. By missing out on him, I won't get GM in Repair Item (his other GM Armmaster I can live without). How important is Repair Item? If lack of GM means that once in a blue moon I have to visit a shop for repair, then I could live with that, but I don't want it to get annoying. I really don't want to get a knight because I just played one in MM7 and I'd much rather try out one of the new classes.
-Troll. Something new, but out of the two, I prefer a Minotaur. GM in bodybuilding and regeneration aren't all that important.
-Vampire. My only issue is that it's not a mellee character. And I'm really partial to tanks. Otherwise it is a new character, with some interesting abilities. Its GM in Identify monster is something I could skip I suppose. Alternatively I could use the vampire to replace the Dark Elf, thus keeping my mellee character, but out of the two the Dark Elf sounds more interesting, and has GM in disarm traps.
------------------------------------
2. Starting character
Which one? How easy it is to get the remaining ones? Can I go to them immediately?
------------------------------------
3. Good/Evil
Are there any good/evil paths to take, like in MM7? Anything to look out for in terms of reputation? Do you need extremely high or extremely low rep to advance in Light/Dark magic like in MM6, and in this case should I postpone the completion of some quests?
------------------------------------
Thanks all in advance. I'll post if I think of anything more.