Posted December 27, 2014
So after completing MM6, it's time to start For Blood and Honor. After reading the manual it seems this one has the highest available classes to party size ratio so far, which means I'll have to be careful with party creation.
Before I start:
_I won't be using GrayFace's patch. I don't use user made patches on my first run...
_I'm not looking for the most powerful party, but rather a most balanced one. Parties like 4x sorceror are out of the question.
So...
_Is this a good party composition? I imagine I'd need GM in spells, so a cleric and sorceror seem like a natural choice. I'd also like to try the two weapons I haven't used in 6: spears and swords, so I'll take a knight. The last spot will be for a thief to try out the new thieving skill (yes, I heard it's useless, still I'd like to try it) as well as disarm trap and perception.
Classwise, I'd like to try all 4: knight dwarf, goblin thief, human sorceror (lich), elf cleric (light). Yes I know elf would make a better sorceror, but I'd like to leave it this way for RP reasons. I doubt it would have much of an effect anyway. Will I be missing out anything major with the above party?
_If I understand correctly, the second promotion is different for good and evil? Is it possible to have both good and evil characters in your party? So Cleric can GM in Light and Sorceror in Dark? Without giving spoilers, is it difficult getting the promotions in Dark/Light like in MM6 (i.e. do you have to save a quest that boosts reputations and do it just before you Master?)
_I'll miss out GM in Alechemy. Still getting a druid just for this doesn't seem to appealing. Will I miss out much by not having black potions? Is it possible to get them some other way?
_Has the dualwielding swords/daggers bug from MM6 been fixed (without Grayface)?
_Has the mind magic spells bugs from MM6 (fear... etc not working on enemies) been fixed (without Grayface)?
_Is the unarmed combat at all useful? Does GM in staff allow you to stack your Staff and Unarmed skills when using a staff as a weapon?
_Is the Dodge at all useful? Does GM in Dodge allow you to stack both Leather Armor and Dodge skills when using leather armor?
(the monk seems like a nice class to try. I really wish I had 6 spots to add a monk and a druid...)
_Any other high-level general advice before I start the game?
Thanks in advance!
Before I start:
_I won't be using GrayFace's patch. I don't use user made patches on my first run...
_I'm not looking for the most powerful party, but rather a most balanced one. Parties like 4x sorceror are out of the question.
So...
_Is this a good party composition? I imagine I'd need GM in spells, so a cleric and sorceror seem like a natural choice. I'd also like to try the two weapons I haven't used in 6: spears and swords, so I'll take a knight. The last spot will be for a thief to try out the new thieving skill (yes, I heard it's useless, still I'd like to try it) as well as disarm trap and perception.
Classwise, I'd like to try all 4: knight dwarf, goblin thief, human sorceror (lich), elf cleric (light). Yes I know elf would make a better sorceror, but I'd like to leave it this way for RP reasons. I doubt it would have much of an effect anyway. Will I be missing out anything major with the above party?
_If I understand correctly, the second promotion is different for good and evil? Is it possible to have both good and evil characters in your party? So Cleric can GM in Light and Sorceror in Dark? Without giving spoilers, is it difficult getting the promotions in Dark/Light like in MM6 (i.e. do you have to save a quest that boosts reputations and do it just before you Master?)
_I'll miss out GM in Alechemy. Still getting a druid just for this doesn't seem to appealing. Will I miss out much by not having black potions? Is it possible to get them some other way?
_Has the dualwielding swords/daggers bug from MM6 been fixed (without Grayface)?
_Has the mind magic spells bugs from MM6 (fear... etc not working on enemies) been fixed (without Grayface)?
_Is the unarmed combat at all useful? Does GM in staff allow you to stack your Staff and Unarmed skills when using a staff as a weapon?
_Is the Dodge at all useful? Does GM in Dodge allow you to stack both Leather Armor and Dodge skills when using leather armor?
(the monk seems like a nice class to try. I really wish I had 6 spots to add a monk and a druid...)
_Any other high-level general advice before I start the game?
Thanks in advance!
Post edited December 28, 2014 by ZFR