Posted June 23, 2017
So I just finished MM7 on the path of light for the first. I am kinda shocked how easy it was from beginning to end.
My party was Knight, Thief, Cleric & Sorcerer (I just used the Quickstart option and changed the starting skills).
Compared to the path of dark, this party was really good in the early game because having 2 fighter classes makes the early game easy. The only reason to get the Thief is for Disarm Trap. It's a surprise that most traps (even in the early game) require a Master Disarm Trap skill. It's kinda stupid because the Knight just does way more damage and has way more HP.
Anyway, the game becomes a piece of cake once you teach your Cleric Light Magic and abuse Day of the Gods + Hour of Power + Day of Protection. Even a Sorcerer with a basic dagger can do 45+ damage, which isn't bad considering the fast recovery. And it's so easy to get all of the Cleric promotion quests done. You hardly have to fight, and the monsters are pretty weak.
Then it's just a matter of pressing and holding the "A" button. No problem! And then it's game over once you get a hold of an Ancient Weapon.
With the Path of Dark (with a triple Sorcerer + Cleric team) the early to midgame is significantly harder and you constantly have to worry about SP and you're easy to kill. Even the final stage feels kinda...interesting. Because your team dies easily and you have to get close to the enemy to use Shrapmetal. Sure, dark magic lets you deal 1000+ damage but you have to be at close range. And that's a bummer!
With the Path of Light I just yawned at the final stage as I was walking and holding the "A" button. My team was close to death...twice! That's how easy it was.
A few more things:
- I never used Earth Magic ever!
- Air and Water magic were useful
- Body Magic was used a tonne
- Spirit Magic was used a lot in the beginning and then was rendered obsolete by Light Magic. I am still debating whether or not this skill is useful
- I can count on my fingers the times I used Mind Magic for the occasional "remove fear" or "cure paralysis" spell.
- Invisibility makes the game too easy.
- Quality equipment doesn't mean anything after getting a GM Light Magic user.
Overall, this was a super enjoyable run.
My party was Knight, Thief, Cleric & Sorcerer (I just used the Quickstart option and changed the starting skills).
Compared to the path of dark, this party was really good in the early game because having 2 fighter classes makes the early game easy. The only reason to get the Thief is for Disarm Trap. It's a surprise that most traps (even in the early game) require a Master Disarm Trap skill. It's kinda stupid because the Knight just does way more damage and has way more HP.
Anyway, the game becomes a piece of cake once you teach your Cleric Light Magic and abuse Day of the Gods + Hour of Power + Day of Protection. Even a Sorcerer with a basic dagger can do 45+ damage, which isn't bad considering the fast recovery. And it's so easy to get all of the Cleric promotion quests done. You hardly have to fight, and the monsters are pretty weak.
Then it's just a matter of pressing and holding the "A" button. No problem! And then it's game over once you get a hold of an Ancient Weapon.
With the Path of Dark (with a triple Sorcerer + Cleric team) the early to midgame is significantly harder and you constantly have to worry about SP and you're easy to kill. Even the final stage feels kinda...interesting. Because your team dies easily and you have to get close to the enemy to use Shrapmetal. Sure, dark magic lets you deal 1000+ damage but you have to be at close range. And that's a bummer!
With the Path of Light I just yawned at the final stage as I was walking and holding the "A" button. My team was close to death...twice! That's how easy it was.
A few more things:
- I never used Earth Magic ever!
- Air and Water magic were useful
- Body Magic was used a tonne
- Spirit Magic was used a lot in the beginning and then was rendered obsolete by Light Magic. I am still debating whether or not this skill is useful
- I can count on my fingers the times I used Mind Magic for the occasional "remove fear" or "cure paralysis" spell.
- Invisibility makes the game too easy.
- Quality equipment doesn't mean anything after getting a GM Light Magic user.
Overall, this was a super enjoyable run.