Posted May 12, 2015
Bookwyrm627: The default classes are fine for a starting party (Paladin, Archer, Cleric, Sorcerer), especially on your first time through. From what I've read, it doesn't have the sheer killy-death of 3-4 sorcerers, but it has two healers and a diverse array of equipment users (Not every one is going for the same dagger/staff/leather).
Starting off:
-Get everyone a bow asap. If you can start with the bow skill, do it. This is priority number 1.
-My second priority is pretty much always Expert Air magic. Get Wizard Eye running at expert, and all of the stuff that is lying around on the ground will be pinpointed on the mini-map.
-Water magic master is pretty awesome. This is where I'd start sinking Wizard skill points after you have 4 points in Air magic.
-Expert Fire is also useful, for a better torch light. That's a personal opinion of mine.
-Both the Paladin and the Cleric should push for Expert Body early. The Cleric will be your primary healer, while the Paladin will help keep the Cleric alive.
Long term skill advancement:
The Cleric and Sorcerer will mostly be advancing their magic skills. That leaves the misc skills to the Paladin and Archer. Paladin should use plate, Archer and Cleric use chain, and Sorcerer uses leather. Since the Archer can't use a shield, give him a two handed weapon (like a spear or axe) or dual wield (sword or dagger). I recommend dualing daggers (if the Sorcerer isn't using daggers), using a spear + sword, or the strongest two handed axe you can lay hands on (your choice of which option, just try to avoid overlapping weapon types among characters). The Cleric should use a shield and mace, while the Sorcerer uses either a staff or two daggers (I lean toward staff). The Paladin can use a shield + weapon (pick something no one else is using), or a two handed weapon (again, pick something no one else is using).
The idea here is to be able to use the strongest stuff you find. If everyone is using daggers, then all of the great swords, spears, axes, and maces will go to waste while someone is using the 7th and 8th best daggers you can find.
Other tips:
-Axe, Air Magic, and Spirit Magic each only require 4 skill points to get to master level. However, they require quests (or something else) instead.
-The reputation requirement for master Dark magic is easy to get. Just go armaggedon some towns. Afterwards, you can go to a temple and donate to get your reputation back up to where castles won't jail/execute you. The reputation requirement for master Light magic is much harder. Save some quests that boost reputation for when you get around to trying to get Master Light.
-Ignore the Diplomacy skill. It just doesn't do enough to be worth any of your skill points.
-Split up the Misc skills between your Paladin and your Archer. The Cleric and Sorcerer have skill point sinks in their magic skills already; the Paladin and Archer don't have the spell points to be primary casters.
-Only one person needs to invest skill points in Disarm Trap, Repair Item, ID Item, Perception, and Merchant. The character with the skill should be be the only one to ever do tasks related to the skill (ex. Disarm Trap character should always be the one to open chests, while Merchant should always be the one to buy and sell stuff to shops).
-For NPCs, I like to use an Instructor, and then I'll usually use a Teacher, but a Banker is another good choice (until you have enough gold, anyway).
-The Archer can pick up one or two areas of magic while the Sorcerer focuses on different ones. Later, when you've got the skill points, they can each cross train. Both the Paladin and the Cleric need to have access to Body magic, and the Paladin should move Spirit magic up as a second magic choice.
Other MM games: MM6 stands well on its own. Several of the previous games were pretty good, but they will be harder to play (you have to remember to do more things yourself, the farther back you go).
piokken: By the way, do you mean i have ALL the skills like, Identify, merchant, perception, disarm trap and repair on the same character or divide them between the paladin & Druid Starting off:
-Get everyone a bow asap. If you can start with the bow skill, do it. This is priority number 1.
-My second priority is pretty much always Expert Air magic. Get Wizard Eye running at expert, and all of the stuff that is lying around on the ground will be pinpointed on the mini-map.
-Water magic master is pretty awesome. This is where I'd start sinking Wizard skill points after you have 4 points in Air magic.
-Expert Fire is also useful, for a better torch light. That's a personal opinion of mine.
-Both the Paladin and the Cleric should push for Expert Body early. The Cleric will be your primary healer, while the Paladin will help keep the Cleric alive.
Long term skill advancement:
The Cleric and Sorcerer will mostly be advancing their magic skills. That leaves the misc skills to the Paladin and Archer. Paladin should use plate, Archer and Cleric use chain, and Sorcerer uses leather. Since the Archer can't use a shield, give him a two handed weapon (like a spear or axe) or dual wield (sword or dagger). I recommend dualing daggers (if the Sorcerer isn't using daggers), using a spear + sword, or the strongest two handed axe you can lay hands on (your choice of which option, just try to avoid overlapping weapon types among characters). The Cleric should use a shield and mace, while the Sorcerer uses either a staff or two daggers (I lean toward staff). The Paladin can use a shield + weapon (pick something no one else is using), or a two handed weapon (again, pick something no one else is using).
The idea here is to be able to use the strongest stuff you find. If everyone is using daggers, then all of the great swords, spears, axes, and maces will go to waste while someone is using the 7th and 8th best daggers you can find.
Other tips:
-Axe, Air Magic, and Spirit Magic each only require 4 skill points to get to master level. However, they require quests (or something else) instead.
-The reputation requirement for master Dark magic is easy to get. Just go armaggedon some towns. Afterwards, you can go to a temple and donate to get your reputation back up to where castles won't jail/execute you. The reputation requirement for master Light magic is much harder. Save some quests that boost reputation for when you get around to trying to get Master Light.
-Ignore the Diplomacy skill. It just doesn't do enough to be worth any of your skill points.
-Split up the Misc skills between your Paladin and your Archer. The Cleric and Sorcerer have skill point sinks in their magic skills already; the Paladin and Archer don't have the spell points to be primary casters.
-Only one person needs to invest skill points in Disarm Trap, Repair Item, ID Item, Perception, and Merchant. The character with the skill should be be the only one to ever do tasks related to the skill (ex. Disarm Trap character should always be the one to open chests, while Merchant should always be the one to buy and sell stuff to shops).
-For NPCs, I like to use an Instructor, and then I'll usually use a Teacher, but a Banker is another good choice (until you have enough gold, anyway).
-The Archer can pick up one or two areas of magic while the Sorcerer focuses on different ones. Later, when you've got the skill points, they can each cross train. Both the Paladin and the Cleric need to have access to Body magic, and the Paladin should move Spirit magic up as a second magic choice.
Other MM games: MM6 stands well on its own. Several of the previous games were pretty good, but they will be harder to play (you have to remember to do more things yourself, the farther back you go).
I tried to pick a druid instead of the archer to just make it a bit different.. This is doable as well i hope :-) I was just a bit interested in looking a bit at the other magic schools as well without spending important skill points on the main healer and main wizard guy.
Also, spirit magic is only needed on one if i understood correctly, ( for resurrection) or should two of them have it ?
And now as im having a Paladin, Druid, Cleric and wizard.
Would it be any point in getting healing skills on all 3 of them, or just druid and cleric and focus to get the paladin more of a melee damage dealer ?
Druids give you elemental and cleric schools of magic. Druids in MM6 are almost too powerful and in MM7 pretty useless. So a K,D,C,W party would be strong party. In MM6, the fighter pretty much is a reserve of hit points for the other players by the end of the game.