Endarire: Why is Cleric/Sor/Sor/Sor considered the best late-game party? How do other full caster parties compare? Light or dark path: Which is better?
I was going to write an essay as to why that is exactly, but here's the short version:
SSSC is the best party in every stage of the game, but only becomes really really gamebreaking in lategame, and only if you choose Dark Path.
The reason for this are many, but here are the main ones:
The Air Magic spell: "Sparks"
The Dark Magic spell: "Shrapmetal" (This is the thing that makes lategame trivial)
Sparks and Shrapmetal are very similar. And in MM7 multi-projectile spells are way overtuned because they scale ridiculously good.
Sparks at novice level, with just 1 point of Air Magic already does a base damage of 9 if all sparks connect, while Shrapmetal at GM does 6 damage + 1-6 per point in Dark Magic PER PROJECTILE. So on GM having 9 pieces, you get a potential maximum of 54 damage PER SKILL POINT.
And having 4 party members being able to cast this spell, you can dish out absurd amounts of damage in a short time, oneshotting pretty much all the late game creatures in this game.
The other reasons are, that as I said casters don't need to skill a lot of other skills. But again, why?
About the only skill you might need would be "Identify Item", however in MM7 you have a "Scholar" Hireling, which will grant you ->unlimited item identification<- AND a 5 point bonus on the skill "Learning" (translates into 5% more XP on novice).
This XP bonus scales with your skill in Learning, so if you choose to get Expert Learning on everyone, this is already a 10% bonus +9% starting bonus of Learning, +3% because of the points you need to spend in order to get expert.
So, you can already cross out "Item Identifiction". Repair Item is pretty much useless for spellcasters. Most of the time your weapon will break, or your armor. Since you instagib most opponents, armor doesn't come into play anyway, and weapons breaking is an issue for a melee party, but you don't use weapons anyway!
You only really need Leather expert, after that you're free to spend all points in "X Magic", "Meditation" and "Learning" (If you want Learning, Learning is useless early, becomes super good late, so you can skip it until then!)
Merchant is kinda mandatory for the Cleric though, since Casters demand a huge amount of gold for those spellbooks.
The other reasons are just the way the game is designed.
In the early game you WOULD have issues on Emerald Island, if it weren't for the "Day of the Gods" Pedestal on top of the hill, that grants massive statbonuses and will make it so you have no issues dealing with the early game monsters with just melee weapons. No spells needed here! (Dont forget the free +3 skillpoints behind the entrance of the temple of the moon!)
Another thing that makes it so easy and isn't that well known, is that the developers forgot to include "Club" Weapons in their calculations for recovery time, so ALL clubs have a recovery time of 40 (This is CRAZY fast btw, a staff has 100)
This wouldn't be that good still, if spells like "Heroism" and "Bless" didn't exist, the former being available as a pedestal in a lot of towns (Erathia, Tatalia, Dejya, Evenmorn) and the way Heroism works.
Heroism is a spirit spell (Clerics!) which adds 5 damage +1 per point in spirit magic to your attacks (only physical).
This is an absolute value, not a percentage, meaning fast weapons gain more out of it than slower ones.
With Clubs having a speed of 40, being the fastest weapons in the game, this spell is more than twice as effective on club users than if you were using a staff or twohanded sword for example!
"Bless" makes it so you basically pretty much always hit your attacks. You get access to this spell right at the beginning if you choose "Spirit Magic" as your secondary in the character creation. It doesn't last long, but becomes very cheap and easy to maintain on expert, which you can already acquire in Harmondale!
Heroism is also available on Expert Level, but can also be obtained (like Bless) via a Hireling "Piper".
"Wind Master" Hireling also play into a casterparty, since they allow you to skip certain gating mechanics in the game, so you can enter places like "Clankers Laboratory" and similar ones super early, run in, loot the most available stuff which will be super valuable in terms of gold, allowing you to purchase all those spellbooks and skill promotions you need.
They also allow you to finish certain quests way easier. For example the Druid promotion quest which is usually suicide, but becomes a cakewalk with a Wind Master, allowing for huge early game experience boosts, skipping the weak (which isnt really weak) early phase of caster parties.
If you choose to not cheese your game by picking Wind Master Hirelings, you can instead use the combination of a "Spell Master" and a "Mystic", former giving you +4 on ALL ELEMENTAL SCHOOLS, the latter gives +3, for an entire bonus of +7.
Now, remember the insane scaling that the early game spell "Sparks" had. Just from the hirelings bonuses alone you would get an extra ->35<- Damage on a single cast of sparks of expert level. Not even adding your own skill points or the base damage onto it. This already oneshots most of the tougher early game enemies, and still makes quick work of midgame enemies!
Another thing is that you can find the "Faerie ring" very early in the game which also adds +5 bonus to Air Magic on top of the hirelings bonus.
The same applies to Dark Magic. There is an artifact you can find that will give you +10 to Dark Magic, and there is one artifact that you will ALWAYS get from an enemy, that also adds +10 to Dark Magic.
Now, a +10 to Dark Magic will give the spell "Shrapmetal" up to --->540<--- extra damage per cast (on GM level). Not even adding the base value of 10 points to it that you need to get to GM level. And it is very easy to skill your Dark Magic to 20, now also adding a +10 bonus from adding the artifact to it.
Now I did end up writing an essay, but as you can see, the main reasons are the damage scalings on multi-projectile spells that allow casters to go rampant early and especially later on.
The availability of certain artifacts and instant access to strong hirelings makes it even easier.
Later on, you won't need your Spellmaster Hireling anymore, as you will only cast Dark Magic anyway, so you can fire him for a "Instructor" instead, which will give +15 to the Learning skill, which translates to a 45% experience bonus if you are master Learning, not even adding the bonus of your "Scholar" Hireling (5 points) and the base value of your "Learning" skill!
That being said, all parties are absolutely viable. Melee parties should be considered if you want to go Light Path, since Light Magic revolves around strong buffs that favour Meleeparties way more than casters, while Dark Magic is the best option for casters simply because of Shrapmetal.
Also, Druids don't really "suck". They're nice early if you get Alchemy up because they can give you Haste and Heroism Potions which will last way longer than the actual spells, however, they're still suboptimal because a Cleric Expert can already cast Heroism on the entire party.
If you choose a melee party, I advise you to get the "Piper" Hireling for early Heroism casts and maybe use Clubs for the early game because of the 40 recovery and the Heroism synergy. The other Hireling in my opinion should ALWAYS be a "Scholar".
5% XP is nice, but not having to skill into Identify saves so many points and more importantly the stress of having to move all your items to the guy with "Identify" to identify items everytime. Unlike the repair hireling, the "Scholar" identifies ALL items on EVERY character, no menuing required!
The other Hireling should be "Piper" (Again, obviously Wind Master always wins, but Wind Master is a cheese in my opinion.), and later on you can add whatever you feel like instead of the Piper. (As soon as you can cast Heroism yourself)
TL;DR
A good party for beginners is the standard Knight - Thief - Cleric - Sorcerer + Light Path. It doesn't lack anything and can beat the game comfortably, no turn-based combat required.
Just put on emphasis on speccing "Disarm Trap", since the requirements get high very fast in this game. Kick your piper for a Burglar or Locksmith. This should take care of all midgame treasures with expert level, and is able to disarm every chest once you get Master.
You can exchange the Knight for anything else, the Thief for an Archer, but it will do just slightly worse. Again, you want melees for a Light Path group.
Dark Path is still possible, but the first quest of the Dark Path is an absolute nightmare and the only reeaaaaaaally big difficulty spike in this game. The Light quest is way easier in comparison.
The lack of Disarm becomes trivial later on if you choose to ditch your thief. A Light Group will have massive resistances and "Preservation" Spell anyway, so no chest in the game will ever wipe your party ever again. Dark Path parties have it tougher, but later on will still pretty much never get wiped by a chest either, just be left with little HP (which Regeneration will take care of quickly)