I'm getting into MM7; have played 6 partway through (but lost it when hard drive died). I really wanted it just as a warm-up for 7 anyway, which sounds more interesting to me, as it is in HoMM3 timeframe which I also have and really enjoyed.
Anyway, I wonder how important tank v. spellcaster v. disarmer of traps is in MM7? I am considering a few different parties, which would be best for someone who knows some about MM series but hasn't played 7 before? (No spoilers!)
* Paladin, Archer, Cleric, Sorcerer -- probably my most highly desirable class, if I can get it to work and don't miss out on much this way...how bad would lack of expert traps and lack of a total melee-focused person hurt me?
-- As a slight variant, I would be willing to substitute Knight in for either Paladin or Archer, and that would be close to my most desired, if a tank is highly recommended for first play through.
* Knight, Thief, Cleric, Sorcerer -- the basic one recommended on the screen, seems to cover all areas. That said, the only reason I would be interested in the Thief class is for traps/perception...can I substitute something else in and still do fine with traps? What would be the best sub to still manage most of the traps in the game?
Also considering Monk, but probably not for my first playthrough. I have heard there is a big decision-point on light v. dark, and I would probably choose light my first time through, if that makes a difference in your first-time recommendations.
My absolute favorite build is all archers with a cleric.
Most fights are real time and you get really good at backing up in twisty caverns while firing in situations also using shooting at an angle and twisting and turning ,you can just feel it plays like an action rpg....sort of. Turn based is there when you feel the need.. (read super challenge fighting some)One of the things that I love about mm6-7,its turned based or real time,nothing else gives it.
Then when the spellcasters are thick or the minotaur lords are impossible to get through, archers get the first level of light magic so you have four casters .Of course the cleric gets all of the light magic spells for anything else you need.
It's the most challenging and fun build in my opinion.
It is what I started with because I play archer types whenever I can, rpgs or mmorpgs.
It's the hardest in many areas but not too hard to learn and the easiest in others.
One of the differences, is that as opposed to a heavy beef party there is a learning curve instead of a leveling curve.
There are a couple of real bottlenecks you need to learn to get through but they are learnable, below the frustration,I quit range,for myself at least.
With the extra speed and master level spells(not grandmaster except for the cleric),it's also tons of fun in turn based mode.
They also get flight and invis,put a bit extra into skill on these and invis will last long enough to quickly get the
Oh yah, the cleric and sorcerer get exactly the same light spells if you go light,again info right in the manual.
Btw, the solid info I put here is available in the info about each class in the creation mode,the rest is just my opinion.