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Heya,

Starting a new run after many years with Knight, Monk, Druid, Sorc

I'm wondering what weapon/shield combination I should use for the knight and druid.

TIA
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Skiewolf: Heya,

Starting a new run after many years with Knight, Monk, Druid, Sorc

I'm wondering what weapon/shield combination I should use for the knight and druid.

TIA
First consideration is what weapons each character CAN be good at. For example, the Knight shouldn't bother with Staff or Dagger because he gets much, much better at Sword and Spear.

After that, try to have each character using different weapons, so you can use more of the strong things you find (less competition for particular weapon types).

-Monk will be using a staff and Unarmed.
-Sorc will probably be best off using a staff as well (extra AC). Alternatively, if your druid goes with a shield, you might consider dual daggers here.
-The Druid can handle dual daggers, but you might want to stick him with a shield since no one else needs one and he's the primary healer (especially if you go dark side). If he has a shield, either a dagger or a mace as his weapon is viable (definitely mace if you Sorc goes with daggers).
-The Knight can go all out on Sword and Spear. There is no competition for weapons, so level both skills and use the strongest sword, and then either another sword or a spear (the stronger of whichever you can find).

My suggestions:
-Druid goes Mace + Shield
-Knight goes Sword + [Sword or Spear]
-Sorcerer goes dual daggers
-Monk goes Unarmed + Staff
Heh, guess it's my bad as I was too lazy to be clear about it.
I know most of the basics.

I was mostly wondering if:
A. My monk should use a mace and shield, dagger and shield, dagger and mace, or two daggers.
B. My warrior should use two swords, sword and spear, spear and shield, or sword and shield.

I see your suggestion is mace and shield for the druid, and duel wield whatever for the warrior :)
I do think my sorc will be using staves, so the daggers are free.
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Skiewolf: Heh, guess it's my bad as I was too lazy to be clear about it.
I know most of the basics.

I was mostly wondering if:
A. My monk should use a mace and shield, dagger and shield, dagger and mace, or two daggers.
B. My warrior should use two swords, sword and spear, spear and shield, or sword and shield.

I see your suggestion is mace and shield for the druid, and duel wield whatever for the warrior :)
I do think my sorc will be using staves, so the daggers are free.
I'd say give the druid a shield for the extra protection because he's your main (and possibly almost your only) healer. After that, either a mace or a dagger. I think the mace will give you more damage over all, since the druid doesn't have the spare skill points to really pump dagger for the 3x damage (unlike the thief, who can afford to do that). If you go dagger, may as well go dual dagger. Actually, the dual dagger might fit in well with the knight and monk handing out beatings like candy during Halloween (kidding, keep the shield so someone can cast shared life to heal the casters).

For the Knight, give him a sword in the off-hand, and then the strongest spear-or-sword you can find in the main hand. He's got plate and a pile of hp, so stack his physical offensive abilities instead of a defensive shield. You could just go dual sword, since there is no competition for swords, but you'd lose out if you find a really nice artifact spear.
With the Druid too powerful In MM6, the druid was weakened in MM7. I'm sure you know that since you played the game. But I never found either the Archer or Druid in MM7 all that useful.

Bob
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macAilpin: With the Druid too powerful In MM6, the druid was weakened in MM7. I'm sure you know that since you played the game. But I never found either the Archer or Druid in MM7 all that useful.

Bob
Archer is a much better continual ranged attacker than any other class (double arrows), though his second quest promotion can be rough. He doesn't have any critical skills though, so he tends to be on the outs (for me, at least).

But the druid is still pretty awesome. The druid is like having a slightly weaker cleric AND sorcerer in one package, magic wise. Everything but the grandmaster spells, and light or dark. For me personally, that means Town Portal, Invisibility, Power Cure, Protection from Magic, Enchant Item, and Lloyd's Beacon take a hit in power or are missing. And the druid can whip up black potions on demand, no hunting for them.
Thanks :)
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macAilpin: I never found the Archer that usefull
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Bookwyrm627: Archer is a much better continual ranged attacker than any other class (double arrows), and is like having a slightly weaker sorcerer, magic wise. Everything but the grandmaster spells.
Fixed about the Archer.
Post edited February 14, 2015 by ERISS
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macAilpin: With the Druid too powerful In MM6, the druid was weakened in MM7. I'm sure you know that since you played the game. But I never found either the Archer or Druid in MM7 all that useful.

Bob
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Bookwyrm627: Archer is a much better continual ranged attacker than any other class (double arrows), though his second quest promotion can be rough. He doesn't have any critical skills though, so he tends to be on the outs (for me, at least).

But the druid is still pretty awesome. The druid is like having a slightly weaker cleric AND sorcerer in one package, magic wise. Everything but the grandmaster spells, and light or dark. For me personally, that means Town Portal, Invisibility, Power Cure, Protection from Magic, Enchant Item, and Lloyd's Beacon take a hit in power or are missing. And the druid can whip up black potions on demand, no hunting for them.
The Archer's second promotion quest is actually very easy. Just cast Invisibility and sneak past the titans and fetch the bow.
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Skoobaba: The Archer's second promotion quest is actually very easy. Just cast Invisibility and sneak past the titans and fetch the bow.
Sneak past multiple large hallway blockers, multiple times, in tight corridors. And you have to do it in maybe an hour or two of game time, or else find a green gem (no monster) area to refresh Invisibility. Or you could run the Archmage/Lich promotion quest first to get GM Air. All of the titans are tanky and hit pretty hard, and there are a number of the variety that have the instant death chance added to their attack.

I'll stand by my statement that it can be rough. :)
Last time I played I did the Stornghold around level 35- 40. I was able to cast lesser elementals. When I attacked the elementals took the brunt of the attack. Also, Rock Blast when bounced against the wall could hit and weaken Titans while my party was still in the Green. Between those two techniques I was able to clear the complex though I had to get party members "Raised" a number of times. Money troubles no more. And the finest gear I ever had for the game. It was fun figuring out how to do those Blood Titans in.
Post edited April 05, 2015 by macAilpin
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Skoobaba: The Archer's second promotion quest is actually very easy. Just cast Invisibility and sneak past the titans and fetch the bow.
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Bookwyrm627: Sneak past multiple large hallway blockers, multiple times, in tight corridors. And you have to do it in maybe an hour or two of game time, or else find a green gem (no monster) area to refresh Invisibility. Or you could run the Archmage/Lich promotion quest first to get GM Air. All of the titans are tanky and hit pretty hard, and there are a number of the variety that have the instant death chance added to their attack.

I'll stand by my statement that it can be rough. :)
I dunno. I just cast invisibility. Enter the place, and run around in there til I find the bow. I usually tend to have a lot of points in Air magic, though. + I think that Faerie Ring you find in the Hall under the Hill, boosts the length of the invisibility spell?
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Skoobaba: I dunno. I just cast invisibility. Enter the place, and run around in there til I find the bow. I usually tend to have a lot of points in Air magic, though. + I think that Faerie Ring you find in the Hall under the Hill, boosts the length of the invisibility spell?
The Fairie Ring gives you a two or three point bonus to Air Magic, so it boosts the spell indirectly. The problem with Master level invisibility is that you get 10 minutes per point of skill. That makes it 70 minutes minimum, but game minutes pass very quickly. I usually have enough pulls on my skill points that I only get 7-10 points in Air.

Of course, when you get GM Air, and the 1 hour per skill point timer, things change. You can easily stay invisible through a dungeon as long as you don't touch anything.
IIRC the Farie ring gives you a 50% bonus to your current Air skill points rounded down. IE: If you have 6 points invested, you get 3 bonus. And if you have 20 invested, you get 10 bonus points. I could be wrong, it has been awhile since I've last played.