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I just beat MM6 and have a pretty good idea what the good classes are. I beat the game with a Knight/Cleric/Sorcerer/Sorcerer. Based on my experience if I played again I would play a Cleric/Sorcerer/Sorcerer/Sorcerer. Magic was just too powerful and my knight could never keep up.

I noticed there are a few new classes in MM7 and was also wondering if they did some balance changes to make the classes more powerful. Most of the guides I found for MM6 to be subpar so I was asking on here to get some people who are good at the game and know what makes a good party. What should my party be for MM7?
Knight, Thief, Cleric, Sorcerer was the one I used. probably the most balanced party in the game.

You can't learn both Light and Dark magic in this one though. About a third through the game you have to side with the good\bad guys, and that gives you access to Light or Dark.

Only certain classes can master\grandmaster in certain skills too. That bit is a rather big change, really. Less freedom than you had in MM6. K,T,C,S seems to cover all the bases though. But really you can't play this game wrong.
KPCS was always my favourite party for MM7 (light-side)


Knight serves as the primary damage output throughout the game
Paladin provides auxillary damage output and utility -- stun/paralyze via mace along with healing and secondary raise dead access.
Cleric for access to GM Body / contributes some minor damage output.
Sorceress for the usual access to Fly, LLoyd's, ect
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Stig79: Knight, Thief, Cleric, Sorcerer was the one I used. probably the most balanced party in the game.

You can't learn both Light and Dark magic in this one though. About a third through the game you have to side with the good\bad guys, and that gives you access to Light or Dark.

Only certain classes can master\grandmaster in certain skills too. That bit is a rather big change, really. Less freedom than you had in MM6. K,T,C,S seems to cover all the bases though. But really you can't play this game wrong.
Knights get Armsmaster Skill which ups their game. Druids go from Very Tough in MM6 to Wimpy in MM7. (Don''t like Archer in either game.) Thief is useful, but not enough (for me) to give up the offense of a second Sorcerer. So KSCS is my favorite party. (In MMVI it is KDCS).
I like the Thief for GM Dagger and Disarm, though.
As a fellow posted further up. Druids are NOT good in MM7. They were great in mm6 due to the immense amount of spellpoints etc, but in this one they really suck.

Ranger and Archer sucks as well in MM7.
A Knight, Thief, Cleric, Sorcerer will cover all your primary needs, and most of your secondary needs, with very little equipment overlap. The default party is solid.

You can sub out the Knight for a Paladin, gaining extra Self magic at the cost of less melee output and more equipment overlap.
Parties I like to use;

⦁ Knight (Sword, Leather, Body Building, Shield)
⦁ Knight (Sword, Leather, Body Building, Armsmaster)
⦁ Sorcerer (Staff, Fire Magic, Leather, Identify Item)
⦁ Druid (Dagger, Earth Magic, Leather, Alchemy)

⦁ Thief (Dagger, Stealing, Leather, Disarm Trap)
⦁ Archer (Bow, Air Magic, Leather, Spear)
⦁ Paladin (Mace, Spirit Magic, Leather, Repair Item)
⦁ Druid (Dagger, Earth Magic, Leather, Alchemy)

⦁ Monk (Unarmed, Dodge, Leather, Armsmaster)
⦁ Ranger (Axe, Perception, Leather, Identify Monster)
⦁ Cleric (Mace, Body Magic, Leather, Merchant)
⦁ Druid (Dagger, Earth Magic, Leather, Alchemy)
Post edited August 28, 2017 by Darkmoor18
Be aware that in MM7 physical attack power for the classes does differ a lot because of armsmaster skill and limited access to weapon grandmastery.

I beat the game with a party consisting of thief, druid, cleric and sorcere, it worked well.

I'd say cleric and sorcerer are must have for access to casting at grandmaster level.

Druids are an ok class, during the first half of the game they are even superior to cleric or sorcerer but later they suffer from not gaining access to grandmastery in the spell schools.
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kmonster: Be aware that in MM7 physical attack power for the classes does differ a lot because of armsmaster skill and limited access to weapon grandmastery.

I beat the game with a party consisting of thief, druid, cleric and sorcere, it worked well.

I'd say cleric and sorcerer are must have for access to casting at grandmaster level.

Druids are an ok class, during the first half of the game they are even superior to cleric or sorcerer but later they suffer from not gaining access to grandmastery in the spell schools.
Thanks for all the replies. I ended up doing what I did in MM6. I went KCSS. I guess if I don't like it I can start over.
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sunfire1983: Thanks for all the replies. I ended up doing what I did in MM6. I went KCSS. I guess if I don't like it I can start over.
The main issue you'll have with that party is dealing with traps. You'll need to use Telekinesis or just soak the damage (which will be heavy, possibly fatally so, later on). You need Master Earth before you can get Telekinesis. Plan accordingly.

You might also be missing anyone who can specialize in Perception, though that isn't as important a skill.
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Bookwyrm627: The main issue you'll have with that party is dealing with traps. You'll need to use Telekinesis or just soak the damage (which will be heavy, possibly fatally so, later on). You need Master Earth before you can get Telekinesis. Plan accordingly.

You might also be missing anyone who can specialize in Perception, though that isn't as important a skill.
I'll use this to point out a tip I've rarely seen mentioned; trap damage is a function of distance, thus by opening a chest from the furthest possible point (on the corner) you receive the least damage.

Doing this basically renders telekensis/disarm trap obsolete -- I occasionally loot the Titan Fortress after getting off Emerald Isle where there are L5 chests/traps (albeit, not without a bit of save-scumming)
Knight – pure tank and physical damage dealer
Thief – secret detection, trap disarming and lockpicking + excellent damage output with dual daggers/swords
Sorcerer – magical damage dealer, death from afar
Cleric – healer and buffer, also bane of the undead

This makes for a really fun playthrough. In the first third of the game, magic used properly is a game-changer in most combat situations as the fighters are still to weak/inaccurate. In the late game, magic takes a backseat to raw physical strength that goes through any AC/resistance enemies might have. So the game itself is a bit unbalanced in this regard. Still, the above characters should complement each other well, each character will have an opportunity to shine.
Main: troll
others: dragons
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bluewillow: Main: troll
others: dragons
Are you confusing MM7 and MM8? Those classes are only available in MM8 (though they may appear as enemies in other games in the series).