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since we usually all pick the best classes and synergies for the game I think it'd be fun to play through mm6/7/8 with the worst possible classes / synergies, what do y'all think the worst combination of classes would be for each game?
Any restrictions on class duplication?
would you even end up with lots of dupes tho? I'd imagine there'd be a weird mix of shit since dupes have similar strengths making the party synergy better no?
Sure, depending on what is duped you can focus things better (ex. dupe sorcs could focus different magics), but it also exacerbates your party weaknesses. For example, a 4 Knight party may wreck some faces in melee, but it has no spell casting except from items.

Are you running that merge mod to hit all three, just one game using this challenge, or running each game using this challenge? Also, if you're looking at 8, are you planning a full party, partial party, or solo character (dumping the quest guys after turning in their quest)?
Post edited April 25, 2022 by Bookwyrm627
each game individually, the merged mod kind of makes things very uh easy. for 8 start normal solo n get a full party of the level 1s in classes required. think playing without sorc n cleric already makes the game way more interesting 4 knights is a pretty fun party tho
MM6:
-Cleric and Sorcerer are out because they give access to Light/Dark with their improved Day of Gods, Day of Protectin, etc.
-Paladin does most things a Knight does and adds Self magic, so no Paladin.
-Archer gives somewhat more limited to Elemental magic (Fly, Water Walk, Town Portal, Beacon, etc), so they are out.
-Druid gives both Self and Elemental.

Process of elimination says that 4 Knights is probably the hardest (most tedious) party.

MM7:
-Cleric and Sorcerer are obviously out.
-Paladin, Archer, and Druid give Mastery in Self, Elemental, or Both, so they are out.

That leaves the Knight, Thief, Monk, and Ranger.
-The Knight, Thief, and Monk can all GM differing selections of combat skills, while the Ranger can only GM Axe and M Bow and Leather/Chain.
-The Knight fixes broken gear and can GM both Body Building (scrolls of Shared Life) and Armsmaster (damage).
-The Thief can GM Disarm Trap (and a Ninja can M it), both Monk and Thief can M Armsmaster, and Monk can GM Body Building.
-The Ranger can do just about anything, but there are very, very few things it does well. It does have Expert Self and Elemental, but speaking from experience, that's almost more of an insult than a help.

I'm thinking 4 Rangers is probably the hardest (most tedious) party.
Alternatively, maybe some combination of Thieves and Monks on the Dark path to reduce magic availability without getting the physical damage and durability boost of using Knights.

MM8:
-No dragons, obviously. Also, no Necromancer or Cleric. I figure these restrictions are self-explanatory.
-The Dark Elf and Vampire bring Master Elemental and Self magics, so they are out.

That leaves the Troll, Knight, and Minotaur.
-Speaking from experience, Trolls are insane melee warriors with a mace. They don't really do much besides regenerate, have hp, and swing a mace, but that is just means they have more skill points to put in Mace to increase the Paralyze On Hit chance, and having a 30% chance of effectively removing a monster from combat with each hit is crazy good.

Therefore, some combination of Knights and Minotaurs is the way to go. Use the level 15 and 30 versions (Thanys, Rionel, Leane, and Nelix) when you can pick them up because those have more skill point wastage than you would have when raising it from low levels yourself. This party will still be very good in turning melee monsters into corpses, and Minotaurs eventually bring Expert Self magic, but I think that's the best you can do in getting a "bad" party in this game. The other classes just bring so much more utility and Quality of Life abilities to include.
Post edited April 26, 2022 by Bookwyrm627
avatar
Bookwyrm627: MM6:
-Cleric and Sorcerer are out because they give access to Light/Dark with their improved Day of Gods, Day of Protectin, etc.
-Paladin does most things a Knight does and adds Self magic, so no Paladin.
-Archer gives somewhat more limited to Elemental magic (Fly, Water Walk, Town Portal, Beacon, etc), so they are out.
-Druid gives both Self and Elemental.

Process of elimination says that 4 Knights is probably the hardest (most tedious) party.

MM7:
-Cleric and Sorcerer are obviously out.
-Paladin, Archer, and Druid give Mastery in Self, Elemental, or Both, so they are out.

That leaves the Knight, Thief, Monk, and Ranger.
-The Knight, Thief, and Monk can all GM differing selections of combat skills, while the Ranger can only GM Axe and M Bow and Leather/Chain.
-The Knight fixes broken gear and can GM both Body Building (scrolls of Shared Life) and Armsmaster (damage).
-The Thief can GM Disarm Trap (and a Ninja can M it), both Monk and Thief can M Armsmaster, and Monk can GM Body Building.
-The Ranger can do just about anything, but there are very, very few things it does well. It does have Expert Self and Elemental, but speaking from experience, that's almost more of an insult than a help.

I'm thinking 4 Rangers is probably the hardest (most tedious) party.
Alternatively, maybe some combination of Thieves and Monks on the Dark path to reduce magic availability without getting the physical damage and durability boost of using Knights.

MM8:
-No dragons, obviously. Also, no Necromancer or Cleric. I figure these restrictions are self-explanatory.
-The Dark Elf and Vampire bring Master Elemental and Self magics, so they are out.

That leaves the Troll, Knight, and Minotaur.
-Speaking from experience, Trolls are insane melee warriors with a mace. They don't really do much besides regenerate, have hp, and swing a mace, but that is just means they have more skill points to put in Mace to increase the Paralyze On Hit chance, and having a 30% chance of effectively removing a monster from combat with each hit is crazy good.

Therefore, some combination of Knights and Minotaurs is the way to go. Use the level 15 and 30 versions (Thanys, Rionel, Leane, and Nelix) when you can pick them up because those have more skill point wastage than you would have when raising it from low levels yourself. This party will still be very good in turning melee monsters into corpses, and Minotaurs eventually bring Expert Self magic, but I think that's the best you can do in getting a "bad" party in this game. The other classes just bring so much more utility and Quality of Life abilities to include.
Did it in MM6 and MM7--- fun in 6; not 7. This was back when they came out and trying different parties. If I remember right; trying to do some of the challenges in MM7 with 4k was a complete grind.
All Rangers is actually more OP than you think. 4 gm Axe and 4 Master bow with all four of them able to heal and lay down an electric carpet (mass spamming of sparks) and are versatile enough to adjust to situations where those things aren't working. I think the only way to get a "worse" party in this game is to completely ignore either magic or might. So instead of Mights and Magic, play Might or Magic. Also choose the wore class to race combo like Elf Knights or Goblin Sorcerers. Though I think that the only real way to do this is to play the Zombie Challenge. ASAP make everyone a zombie and don't use temples that will cure that condition.
I just started up a new playthrough of MM7 and I went with 2 monks and 2 thieves. I'm only into it a little bit but it's been fun so far. Not having wizard eye or torch light at the start is a pain so rushing for the first promotion quests was at the top of my list to do.

I think it will feel like a fairly normal playthrough until I get to the late game monsters that have all those nasty effects that protection from magic saves you from.