Yes, it's time to get nostalgic again. After a lot of discussions around HoMM and similar games, I decided to replay HoMM3 (currently playing through Armageddon's Blade, after completing the original campaign).
Of course, the result was unavoidable: After playing both the original campaign and Armageddon's Blade I want to re-play the part inbetween, which happens to be MM7, one of my all-time favourite RPGs.
However, it's been ages since I last completed it. I remember most things, but I could use a little advice on party creation and so on.
Oh, that reminds me - I read someone talking about "putting casters in the back".. ? Is the 4th position supposed to be in the back, and the 1st position in the front? I've played through MM6-8 a lot of times without ever noticing any difference in terms of who gets hit (of course, dodge + armor will determine a miss, but not who gets targeted). I pretty much always put casters in position 3 and 4, but never because I thought it had anything to do with who got hit the most. Would be great if anyone could confirm this, as I won't believe it untill I see confirmation.
Anyhow, let's get back to the topic at hand: Party creation. Basic rules from what I recall:
- Must have expert disarm trap, perception and repair.
- Master or beyond of all spells (Grand Master is preferable).
Also, I seem to remember something that most FAQs and what not tend to forget: The end of the game is significantly harder than the beginning, so making a party that works well 70 out of 100 hours is a bad idea. Nothing worse than realizing the party is going to struggle the last 30 hours.
Personally, I don't really care how good a party is at killing goblins. I'll always figure out a way to get that done. Dragons, Titans, Behemoths, Droids, you get the picture.
The current party I'm leaning towards is:
- Paladin (repair, spells, decent fighting)
- Ranger (disarm, perception, decent spells/fighting)
- Cleric (merchant, Grand Master Self)
- Sorcerer (Grand Master Elemental)
Not sure if it's strong enough though. Druids are fairly good, and I lack one. Basically, I seem to recall melee being completely useless in the final third of the game (going toe-to-toe.. or well.. head-to-toe with a Titan is suicidal). Maybe my parties were always too weak?
Also, I keep hearing good things about Knights. Why? Their huge amount of hitpoints won't save the party, as there is no way for them to properly tank anything. Basically, if the Cleric dies it's game over, and they tend to die long before the Knight.
All in all, I'm looking for input here from anyone who actually remembers.. anything at all really. I completed MM8 recently, but that is significantly easier and less complex than MM7.
Any tips, advice, etc are more than welcome.
Of course, the result was unavoidable: After playing both the original campaign and Armageddon's Blade I want to re-play the part inbetween, which happens to be MM7, one of my all-time favourite RPGs.
However, it's been ages since I last completed it. I remember most things, but I could use a little advice on party creation and so on.
Oh, that reminds me - I read someone talking about "putting casters in the back".. ? Is the 4th position supposed to be in the back, and the 1st position in the front? I've played through MM6-8 a lot of times without ever noticing any difference in terms of who gets hit (of course, dodge + armor will determine a miss, but not who gets targeted). I pretty much always put casters in position 3 and 4, but never because I thought it had anything to do with who got hit the most. Would be great if anyone could confirm this, as I won't believe it untill I see confirmation.
Anyhow, let's get back to the topic at hand: Party creation. Basic rules from what I recall:
- Must have expert disarm trap, perception and repair.
- Master or beyond of all spells (Grand Master is preferable).
Also, I seem to remember something that most FAQs and what not tend to forget: The end of the game is significantly harder than the beginning, so making a party that works well 70 out of 100 hours is a bad idea. Nothing worse than realizing the party is going to struggle the last 30 hours.
Personally, I don't really care how good a party is at killing goblins. I'll always figure out a way to get that done. Dragons, Titans, Behemoths, Droids, you get the picture.
The current party I'm leaning towards is:
- Paladin (repair, spells, decent fighting)
- Ranger (disarm, perception, decent spells/fighting)
- Cleric (merchant, Grand Master Self)
- Sorcerer (Grand Master Elemental)
Not sure if it's strong enough though. Druids are fairly good, and I lack one. Basically, I seem to recall melee being completely useless in the final third of the game (going toe-to-toe.. or well.. head-to-toe with a Titan is suicidal). Maybe my parties were always too weak?
Also, I keep hearing good things about Knights. Why? Their huge amount of hitpoints won't save the party, as there is no way for them to properly tank anything. Basically, if the Cleric dies it's game over, and they tend to die long before the Knight.
All in all, I'm looking for input here from anyone who actually remembers.. anything at all really. I completed MM8 recently, but that is significantly easier and less complex than MM7.
Any tips, advice, etc are more than welcome.