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macAilpin: In MM VII, I usually used the Dwarf Cleric and he was always the one in trouble. But I don't remember it being more than bothersome at the beginning. Can I ask what level you are at in Harmondale?
I'm at level 4, the very beginning, just got to Harmondale, explored a little bit of the area and entered the castle. But it got incredibly annoying. During every battle I don't stop hearing my cleric complain abou taking hits and after a while he's down. He has more than double the armor class of my paladin, ten times more than my archer, and still he is always the one who takes the hits, no matter what enemy we're battling. Goblins for instance are supposed to attack females first, I have two in the party and they never attack them, only my dwarf cleric. This is so irritating that it ruined the game for me.
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macAilpin: In MM VII, I usually used the Dwarf Cleric and he was always the one in trouble. But I don't remember it being more than bothersome at the beginning. Can I ask what level you are at in Harmondale?
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Messygamer: I'm at level 4, the very beginning, just got to Harmondale, explored a little bit of the area and entered the castle. But it got incredibly annoying. During every battle I don't stop hearing my cleric complain abou taking hits and after a while he's down. He has more than double the armor class of my paladin, ten times more than my archer, and still he is always the one who takes the hits, no matter what enemy we're battling. Goblins for instance are supposed to attack females first, I have two in the party and they never attack them, only my dwarf cleric. This is so irritating that it ruined the game for me.
Later on, it would be the Sorcerer and the Goglings/Gogs. I lost my weaker Sorcerer several times. I'm sorry it ruined the game. Try the game up to around level 10. You still get certain players picked on but they can usually take it by that time. And the map of Erithia (if you inspect the fountains and globes) is pretty easy and will get you close to level 10 without too much hassle.
Thanks for the advice, my friend. The problem is I'm quite sure this is not meant to be - this is a bug of some sort. And that ruins the fun for me. I can cope with a difficult game (I usually play games on hard difficulty). But I can't suspend my disbelief while my damn cleric takes all hits while everybody else is fine, even after I make him the most powerful member of my party.
Well, the healer is like the logists corp of the army.
If you can, he is the one to be attacked.
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Messygamer: Thanks for the advice, my friend. The problem is I'm quite sure this is not meant to be - this is a bug of some sort. And that ruins the fun for me. I can cope with a difficult game (I usually play games on hard difficulty). But I can't suspend my disbelief while my damn cleric takes all hits while everybody else is fine, even after I make him the most powerful member of my party.
One last possibility. I had some time over the week end to look at MM7 and am wondering what type of endurance your clerk had? Last attempt at this, but if the endurance was low maybe the bad guys honed in on that.
I think goblins have racial hatred for dwarves in particular. I recall having the same problem. The best you can do is give a bleeding edge to your cleric. Give them the best armors, buffs, etc. Don't panic if all they're doing is passing out. Retreat and rest, unless you can finish the fight using everyone else. Check if their armor has broke.
Something to remember in almost all the Might and Magic games, is that certain monsters have racial and class-based hatreds, and will attack them to the exclusion of all else until unconsciousness or death. The goblins outside Harmondale will target dwarves, and I believe the bandits around Steadwick will target elves.

This is a bit of a problem with the default party in M&M7, because your cleric is a dwarf.
Looks like you made the common rookie mistake of using the default party (which is incredibly lousy). Here's why:
-Around 30-40% of the monsters in the entire game hate dwarves, which means that your only healer will end up tanking.
-Rogues are one of the weakest classes in the game, on par with rangers. At higher levels, Disarm Trap isn't worth a crap because you have enough health (even with a caster-only party) to eat the damage from any trap. You even get Telekinesis later which can set off traps way before you get close to them.
-Knights aren't really a good character to have because they are only good at 4 things: Tanking damage(as a dwarf), hauling your party to a temple as a sole survivor, doing melee damage, and repairing items. I know one forum where half the people say that knights are a valuable addition to any party, but my experience is that a master/grandmaster level poison spray, sparks, or shrapmetal will outdamage and outDPS a knight, with no chance to miss.
-The default party only has one healing-capable character, although I guess you could consider the wizard to be a "healer" once you get grandmaster town portal and Lloyd's Beacon. It's always best to have 2 healers. (As a side note, in MM6, healing was incredibly weak, and Town Portal and Lloyd's Beacon were very useable at Expert level, which meant the best way to heal was to use Lloyd's Beacon as a substitute for Divine Intervention)


tl;dr; I recommend building your own adventuring party because the default one absolutely sucks. Also never make any caster a dwarf... if you're going to put a dwarf in your team, make it a knight, monk, or paladin.
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DivisionByZero.620: -Rogues are one of the weakest classes in the game, on par with rangers.
-Knights aren't really a good character to have because they are only good at 4 things: Tanking damage(as a dwarf), hauling your party to a temple as a sole survivor, doing melee damage, and repairing items.
That's why the most fun party is Ranger-Rogue-Knight-Archer:
Parties with Clerics ands Mages make the game too easy.
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DivisionByZero.620: Looks like you made the common rookie mistake of using the default party (which is incredibly lousy).
Are we talking about the same game? I've always found the default party easy.
The knight has the best melee weapon and armor skills by far, the cleric and sorcerer cover all the spells, and the thief has extremely easy promotion quests and serves solidly as a secondary fighter.
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DivisionByZero.620: Looks like you made the common rookie mistake of using the default party (which is incredibly lousy).
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Punkoinyc: Are we talking about the same game? I've always found the default party easy.
The knight has the best melee weapon and armor skills by far, the cleric and sorcerer cover all the spells, and the thief has extremely easy promotion quests and serves solidly as a secondary fighter.
No argument about the knight, cleric, sorcerer, or even thief as solid secondary fighter, but I'm not sure about your analysis of the thief promotion quests. I've always found those quests to be among the ones where I'm most likely to have party members die. I suppose the first one is straight forward, just incredibly likely to involve party deaths. The second ones (especially light side) have only seemed easy if I have invisibility (especially GM invis).

EDIT: Derp, I tend to do a lot of things without magic. I just realized what would greatly simplify the first quest. After more than a decade of playing this game off-and-on.
Post edited December 11, 2014 by Bookwyrm627
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Bookwyrm627: No argument about the knight, cleric, sorcerer, or even thief as solid secondary fighter, but I'm not sure about your analysis of the thief promotion quests. I've always found those quests to be among the ones where I'm most likely to have party members die. I suppose the first one is straight forward, just incredibly likely to involve party deaths. The second ones (especially light side) have only seemed easy if I have invisibility (especially GM invis).

EDIT: Derp, I tend to do a lot of things without magic. I just realized what would greatly simplify the first quest. After more than a decade of playing this game off-and-on.
With the exception of the Spy quest which I find somewhat challenging, the thief promotion quests are all about running past groups of enemies and getting out of dodge. Fighting everything can make them extremely hard, but invisibility or running for dear life seem to work wonders.
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Punkoinyc: With the exception of the Spy quest which I find somewhat challenging, the thief promotion quests are all about running past groups of enemies and getting out of dodge. Fighting everything can make them extremely hard, but invisibility or running for dear life seem to work wonders.
I think I've yet to manage the Spy quest without invisibility; there are just too many things that hit hard, soak damage, and punish you for hitting hard. Once again though, maybe I'm just not abusing the right spells.

I've waded through the corpses to finish the assassin quest recently, and it wasn't nearly as bad as I thought it would be. Usually I've used invisibility to dodge. Just running past everything doesn't seem to work; there are too many monsters that fill hallways too completely so you'd get stuck on something, then you are surrounded and pounded. Methodically murdering your way to the target lets you control the fighting.

I've usually manged to clear the monsters for the Rogue quest (slowly) using some AI issues. My problem is that someone is almost invariably at least KO'd (often someone dies) when I grab the quest item. Using the right spell would really make it into a run-in-and-out scenario though (assuming you don't mind leaving the highly trapped extra treasure behind, anyway). Invisibility seems a little dicey, with how little space the monsters have to roam around.