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  1. #1
    Strategist and Storyteller Senior Member Myth's Avatar
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    Default Re: Might and Magic Legacy

    Hmm... I started with 7 so I couldn't go back to 6. I didn't like the realistic faces (compared to the hand drawn faces of 7 and 8). 6 is by far the biggest and hardest of the classic 3, so there's that. Never made it to getting all 6 lords though. Hmmm.. I have to finish it I guess. Can't be a M&M fan and not have finished 6.
    The art of war, then, is governed by five constant
    factors, to be taken into account in one's deliberations,
    when seeking to determine the conditions obtaining in the field.

    These are: (1) The Moral Law; (2) Heaven; (3) Earth;
    (4) The Commander; (5) Method and discipline.
    Sun Tzu, "The Art of War"
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  2. #2
    Member Member Jarmam's Avatar
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    Default Re: Might and Magic Legacy

    Tolberti is also infinitely easier than Robert the Wise, because Light Magic is buff-oriented, so it works in the fight. Dark Magic is damage-oriented or debuffing (they're both immune to L/D). So if you ran a Lich/Lich/Lich/PotD Dark-Grandmasters wombo-combo party it would breeze through the middle and end of the game, but Robert the Wise would be this big block of "good luck have fun" standing in your way. Litterally *nothing* you had would tickle him if you ran that setup ;) unless you ran GM Fire Magic which I only did on Light Sorcs, given that it's mostly about direct damage (which Dark covers) and abusing the weapon enchantments for infinite gold (yawn).

    GM Armsmaster broke the game, but it was really what kept Knights relevant. That and their high base hp. I also ran a Thief quite often, but that was mainly because I hated getting blown in my face every time I wanted the sweet lewtz. Also it turns out that they're much superior damagedealers to Knights - again until GM Arms.

    I must read more about this potentially sweet new game.

  3. #3
    Strategist and Storyteller Senior Member Myth's Avatar
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    Default Re: Might and Magic Legacy

    I always had each school of magic at GM regardless. Skillpoints past level 15 or so have diminishing returns. I'd rather have a GM Fire/Earth as fallback, even If I almost never use them, than having 16-17 in Dark alone.

    I ran my Archmage with Incinerate as his primary damage dealing spell when playing Light. Granted, Dark Magic has lovely stuff like Shrapmetal and such, but still. Hmm.. So to deal with Robert the Wise one can probably run a Villain and hope for paralysis, a Black Knight with GM Armsmaster and Swords (Going the way of Puck+Wallace or something similar) or a Ninja with the Master's Gloves. The melee char would need to be buffed by the PotD's GM self-school spells, so they'd only be lacking the Day of the Gods buff, which is not a deal breaker IMO when for the remaining part of the game you can blast away with 3 GM Dark Magic casters.

    I'd probably go with Knight since he is so solid he can carry levels 1 to 15 on is own basically.
    The art of war, then, is governed by five constant
    factors, to be taken into account in one's deliberations,
    when seeking to determine the conditions obtaining in the field.

    These are: (1) The Moral Law; (2) Heaven; (3) Earth;
    (4) The Commander; (5) Method and discipline.
    Sun Tzu, "The Art of War"
    Like totalwar.org on Facebook!

  4. #4
    Member Member Jarmam's Avatar
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    Default Re: Might and Magic Legacy

    He's easy enough with a standard setup, I was just referring to the quad-Darkmage combo. Any setup with a Priest and a melee character can deal with him.

    The reason I skill Dark Magic so high is that you can farm 2-4 Cloaks of F Your S (+50% Dark points) in the Temple on Evenmorn, meaning that your 4x16 Dark mages are effectively 4x24. With Light it isn't hugely relevant to skill past 10 except for your main buffer (read: the Priest with the Lightcloak), but for Dark everything scales so well with points that it's worth it to sack less useful schools to pump Dark to 24+ with the Cloak. I believe Dragon's Breath was around 50+(1-25*Dark points), which meant that each round of Breaths averaged more than 1k splash damage. That was my brilliant train of thought up until Robert the Wise who cared so little about my 24 point Dragon Breaths that I could hear his giggling as he ran around chain-casting Power Heal to fend off my mighty 3xStaff + Priest Mace setup, praying for chain-chain-chain stuns from the Priest. It... took a while ^^ God, the giggling... the horror...

  5. #5
    Strategist and Storyteller Senior Member Myth's Avatar
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    Default Re: Might and Magic Legacy

    Wow this sounds hilarious.

    You could have did some save scumming to get:

    Scroll of Day of the Gods (or use the Pedestal, whichever version is better)
    Cast ALL the buffs
    Weapons, Rings - anything of the gods
    3 x Daggers of Infernos
    Be hasted 100% of the time, all the time, all day every day


    I suppose that theoretically can get it done.

    Or... Just go for the ancient weapons. I myself choose to play without laser abuse.
    The art of war, then, is governed by five constant
    factors, to be taken into account in one's deliberations,
    when seeking to determine the conditions obtaining in the field.

    These are: (1) The Moral Law; (2) Heaven; (3) Earth;
    (4) The Commander; (5) Method and discipline.
    Sun Tzu, "The Art of War"
    Like totalwar.org on Facebook!

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