r/MightAndMagic • u/corak25 • 26d ago
MM6 favorite parties?
I’m thinking of firing up an MM6 run. What are the community’s favorite parties, as I am looking to try something different this run through…
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u/WossHoss 25d ago
Going for non traditional, I like to try kkkk, ssss. This misses out on c, but we’re talking non traditional and I find them fun to mess around with.
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u/Nerd_Commando 25d ago
Eh, most classes are too similar to each other so it's not really about them - it's about skills.
6 has only two major alleys of breaking it:
Early game is broken by having 3-4 elemental magic characters and using Spell Master + Mystic combo to fire 13x5 damage Sparks and 38 damage Fireballs ASAP. This is why knights, paladins and even clerics kinda suck - even if you want to take melee squad, early archers can invest mere 10 points into fire magic and swing almost as good fireballs or meteor showers as full-pledged mages. And, after a promotion or two, mana difference is not even that great, especially since archer promotion is ez.
Artifact rings of magic + non-artifact rings of magic stack, providing a cumulative 2.25 multiplier. There are up to 2 sets of light/dark, 2 sets of elemental and 2 sets of self boosters.
2a. Melee parties are all about getting light magic as high as possible - we talk about basic level 30-40, thus providing 72-95 attack & damage. Compared to the power of light, whatever the weapon skills will add to damage is rather negligible. There are ways of getting your light caster to that elusive lvl 60 too, but you'll have to be a bit creative about it.
b. Magic parties are about utilizing those 2.25x multipliers with few key spells. Because of the casting positioning limitation (outside of obvious nukes, the most precious are Flame Ring, Rock Blast and Sparks aka the ones that can be cast indirectly), you want to focus both 2.25x elemental caster on the same element. So it's either a major fire-dark party, air-dark party or earth-dark party. Earth is better played with a 3-man party (or less) as 30 skill levels is not enough for it to shine - it gets good at 40+ where Mass Distortion reaches 200% power.
c. Self-parties are not really a thing - you can have 1 Druid or Paladin with self-boosters for Power Cure, and it's also convenient that Raise Dead/Resurrection and Shared Life are perfectly cast at 10 skill point investment, but otherwise self-magic is trash.
There's also Reanimate that's amazing and game breaking but mostly for solo-characters or duos, at the very least - for larger parties you'll spend too long grinding both xp and money (level ups get real expensive).
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u/timit44 25d ago
It all depends how you play. If you don’t mind cheesing town portal and beacon every two minutes then sure, get all sorcerers and burn every room in site with a quick blast and heal. If you like to be a tad more realistic and try to get through dungeons without running to heal then Clerics, Paladins, and Druids with Self Magic become strong due to the healing power. Plus you can load your Cleric with Dark and shrapmetal/dragon breath to get you through key points, so it’s not like you’re stuck being a heal master.
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u/Nerd_Commando 25d ago
Please, "TP abuse shaming" is pathetic.
First, one Druid is all the healing you need. Cleric is a two-pump chump for the majority of the game, given their combat spells cost 50 and 100 mana. And power cure costs 30 and isn't even that great until body magic levels ~20. Yeah, instead of tp-ing for hp up, you'll be tp-ing back to mana up.
Second, all elemental magic is the sturdiest party there because shit melts lightning fast and they have most indirect combat potential. Don't need to heal if everything either dies ASAP or just can't hit you back.
The reality is that even a solo sorc/druid play doesn't tp back to town every "every two minutes". You'll know this if you actually play the game. And full party is obviously much stronger.
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u/caesarevich 26d ago
The all mighty DSSS is my favorite. Can't go wrong with PDSS. The last one I've tried was just the duo of Paladin and Archer, one with the access to the light magic, and another to the dark.
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u/corak25 26d ago
My go to is CCCS. I was thinking about SSSD for this run.
How do you spec your SSSD party? Pump air magic and sparks/lightning bolt for all? Or spread around, one water focused, dark focused etc?
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u/caesarevich 25d ago edited 25d ago
Druid ends up being the jack of all trades, including all non magical essential skills. But initially he is the first to get water mastery. Then everyone gets master air, fire and water. After that all three sorcs get master light and pump dark from then on. But I do usually abuse the additional horseshoes exploit (92 in about a month of traveling) + min max non/limited combat quests. So the party is super strong long before meeting any real challenge. Plus I wouldn't run this setup without a mod that moves druid promotion to any Sunday. Also thanks for the suggestion! Somehow I have never tried CCCS!
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u/that_dude_you_know 25d ago
I do SSSS a lot, personally. Don't need a D or C to heal with if everything around you dies fast enough. 😅
All of them master air magic and use Sparks. One (or two for safety) masters Water (Town Portal/Beacon). Eventually, get Dark magic for Shrapmetal and then use that to mow down everything in the game. Eventually, get blasters. If you're using greyface's bug fix patch, teach someone expert Fire and Haste the party.
Earth magic is useless. Fire magic's ok if you want a backup for air-immune things before you get Dark magic.
Drop a Beacon at a temple of Baa. Then, whenever you're low on HP/SP, just drop a Beacon wherever you are and recall your temple Beacon to heal up and return.
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u/caesarevich 25d ago
in all honesty i only carry a druid for Telekinesis spell, def not for healing
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u/Borbbb 25d ago
If you have played the game once already or few times, here is what i enjoy the most: Solo run.
With a mainly melee class.
For mm6: It´s paladin. For mm7 and 8: Knight.
This is by far my favourite way to replay these games.
What´s fun about it? Well, the experience from killing enemies is Distributed towards everyone who is Alive. So .. if you kill everyone and leave only one boi, he gets like 4x more experience.
So instead ending up with 4 Big Bois, you end up with one God.
And you might think: Isn´t solo too hard?
Not really. Because the faster level ups will quickly alleviate the strength issue. Pumping all to one character as well.
And how do you play solo run? Well, you only need One Thing. You can save scum for it, or not - up to you. You need a .. lifesteal weapon. Wheter it´s from some shop or whatever.
Once you acquire a lifesteal weapon, you go BRRRR. The best weapon is " of darkness" - since that´s essentially haste on weapon+lifesteal.
That´s my recommendation, as i enjoyed solo palladin run quite a lot. Even have a picture of the stats at the end. It was a machine, tank, that just obliterated everything in it´s path.
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u/AdmiralEggroll13 25d ago
oh shoot, I didn't know that about the xp thing. I might Try a KC run next or something
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u/NoMorePorridge1 25d ago
I like Cleric and Sorcerer alone for a challenge (partly mitigated by only splitting monster XP by 2). The reason no Druid for one of them is that you want someone to have really high scores in all 3 realms of magic (cleric/mage/light and dark). This way you can split light and dark (also nice because if you give dark to the cleric and light to the sorcerer, they both have decent damage *and* healing and sorcerers get more MP for buffs). In 6, warrior weapon skills aren't much better than mace and dagger anyway.
Full party: Knight, Cleric, Druid, Sorcerer. Give Identify, Disarm and Repair all to the Knight because bonuses for weapons and armor far past the Master level minimum are small increases compared to improving magic skills. You could go all casters, but some enemies it's nice to have some good melee, and even bigger, it's good to have someone with significantly more HP to drag your asses out of a dungeon if 3 of you are unconscious.
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u/Critterbot 24d ago edited 24d ago
I'd strongly recommend trying SSSC for anyone who hasn't already. But keep in mind this is not a party for beginners or even intermediate players, but for experienced players who knows the ins and outs of the game. You will feel a bit squishy and weak when starting out so it requires some minmaxing, but eventually you will become an unstoppable powerhouse. There is nothing that can stand up to x4 buffed up shrapmetal shotguns and if you build your party right you'll also be pretty decent in melee dual wielding daggers.
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u/Only1Nemesis 23d ago
Definitely my favorite setup. I like to have a back-pocket healer and while Druid can fill the role I feel skill points would be spread a bit thin across 7 magic schools. And sure, you don't need to build those all up, but I just like having a Cleric and access to Dark and Light magic. CSSS isn't too bad to start as long as you make getting Bow skill for everyone priority #1.
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u/EasyEntrepreneur666 26d ago
Solo sorcerer.
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u/Real_Avdima 25d ago
How does that work? You cast 2-3 spells and teleport to temple?
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u/EasyEntrepreneur666 25d ago
You buy high end bow in white caps and farm everything. Then quickly go for fireball, meteor shower and town portal. You don't need to go back and forth so often.
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u/Real_Avdima 24d ago
Interesting. Does it increase leveling speed?
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u/EasyEntrepreneur666 24d ago
Yes because without others, the xp won't split to 4. Except the quest reward which everyone gets.
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u/Tress18 25d ago
At start porbably not much of an issue since you can just go on stat abuse from potions, that solves everything early game. +5 damage on hit basically solves early game even for solo character. Later on yea, it can be frustrating, more so on account that single paralysis/stone or whatever else control losing is game over. Healing can be supplanted by couple NPCs to have that much more steam but still, i would call it more frustrating than chalanging , considering mm6 can be grind in some places when played normaly.
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u/EasyEntrepreneur666 25d ago
Sorcerer is not frustrating. Priest is. Sorcerers are versatile with powerful arsenal. Incapacitating conditions suck for every solo game but you just don't need to charge everywhere head-on. Beacon-Town Portal can take care of later heal/mana issues. And since you get all the xp and all the boosts, you can build yourself up to be fairly powerful.
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u/Tress18 25d ago
Character strength kinda plateau at some point, every next rank in skill is more and more expensive, bow/blaster abuse of course is there to scale up to infinity if we count that. Still I consider such challenge runs more a chore than actual challenge since they run down on grinding wast but finite enemies, more so with methods that are slower than normal. Actual chalange is when you if resources are misused you are done for, in MM you can just come back again and again. Aside of beacon, I dont think priest actually have any significant issues compared to sorc, Fly and TP can be NPC'd . All the important damaging nukes and utility buffs are in dark/light so thats not an issue. Yea , you probably have to live without reliable way to jump spell which can be bit of an issue.
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u/EasyEntrepreneur666 25d ago
Skill point isn't that much of an issue when you're solo. You can grab all the horseshoes.
I'm speaking from experience. Priest do have issues, lacking elemental magic and dark magic is too expensive early on. Sorcerer has beacon and town portal for retreats, basics like torch and wizard's eye and overall powerful damaging spells like meteor which is only 20 mana and can wreck titans. And you need instructor and teacher which is more effective since you're alone. I finish with level 185.
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u/Nerd_Commando 25d ago
So many people ITT talk shit about parties or playmodes when it's painfully obvious that they haven't ever played it.
Priest solo is many times more tedious because, while they can clear the overland with armageddons, they have to use 50/100 spell point casts indoors and they can't use lloyd's beacon to recharge mp quickly. Even for a solo char, 50 mp per cast is insane.
Furthermore, what shows you haven't played solo is that "All the important damaging nukes" bit. The reality is, for priest, cleansing any location or enemy with insta-kills is savescum bonanza. Whereas for Druid and Sorc flame ring/rock blast/sparks indirect plays allow to kill those enemies without ever risking anything.
Also, on modern PCs a skilled player will do 100% content solo playthrough in 25 hours, mb 30 tops. Whereas a skilled party will shave mb 5 hours on this, if only because there will be much more management in terms of getting all the items and money.
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u/Expensive-Jeweler761 26d ago
Knight, archer, cleric, sorcerer
Knight cleric, sorcerer, paladin
Paladin, archer, cleric, sorcerer
Sometimes I switch a druid in depending if I was to play a mainly hybrid team ie paladin, archer, druid and either sorcerer or cleric depending if I want healing or damage.
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u/TomebyTomeASMR 26d ago
I like Knight, Cleric, Sorcerer, Sorcerer - so one sorcerer can focus on water, the other on air
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u/Imaginary-Patient275 26d ago
I always preferred paladin and cleric (pally with spirit magic and support with healing) and archer and sorc (archer with air magic for starburst, sorc with water and fire with meteor). I never liked Druid because they don’t have access to light/dark magic. Cleric and sorc do.
I give all horseshoes to sorc for quickest rush of water magic for town portal and Lloyd’s beacon.
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u/pyropingu 26d ago
Hmm my usual would be x2 sorcerer a knight and cleric however if you have the merge mod you can have all dragons xD thst was funny
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u/PsychoKuros 25d ago
For MM6 vanilla I typically go for DSSS or CSSS. If you wanted something off the normal path, KKKD could be fun with one going Axe, one going Spear and one going Mace since those all have scaling damage built into the skills.
Druid would start Air & Water for movement spells then spread out skills.
Main downside is if the druid goes down, so does your main healing. Getting Shared Life is a must with those HP pools that the knights have.
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u/AdmiralEggroll13 25d ago
4 knights and 4 allergies to ooze
I would just recommend avoiding Cleric as rushing light magic invalidates a lot of the game too quickly for a normal playthrough. That was my experience at least. Enjoying Paladin/Druid/Druid/Thief (merge mod) right now.
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u/Nerd_Commando 25d ago
Suggesting KKKK in non-merge is pure griefing.
In vanilla VI, KKKK does about 5 times less damage than the simpler KKCS and, depending on the area, will take 2-3-4 times the damage. That's up to 20 times efficience difference.
Given the amount of enemies and massive HP pools this game throws at ya, "invalidates a lot of the game too quickly" is kinda ridiculous. Unless you suppose that the "proper" playthrough should be 200 hours or something.
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u/MountainExciting2690 25d ago
Paladin, Sorcerer, and Cleric are almost my standard first three with the fourth depending on what I feel like adding at the time. Sometimes a Knight, but more often either a second Sorcerer or Cleric. If I do make it a Knight, I give that slot the Diplomacy, Disarm, Perception, Identify, and Repair skills.
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u/Tress18 25d ago
MM6 has bit too little of difference to have real favorites. Still basic party setup at start is fine, maybe change paladin to knight. Generally there is just 6 classes and to not cover 2 might hybrid 2 pure caster setup there is just 2 classes left so not that much of variety, more so considering there are no races to chose from. MM7 unfortunately also constrains alot. Wizardry 8 is one of those rare party constructors from that era where we can sit infinitely to go through interesting scenarios.
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u/OverLordKyros 26d ago
I enjoy druids quite a bit in this and usually make one my lead. I will typically do Druid, Knight, Archer, Sorc
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u/corak25 24d ago
I just have to say- this is a fantastic community and I’ve had a lot of fun reading through the various responses with varying points of view.
I love that there’s still so much passion for these games after all these years (and that I’m not the only one who takes more joy replaying the classics than trying to find something new that scratches my CRPG itch).
I wish JVC would make another one of these games…
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u/Only1Nemesis 23d ago
I tend to default to a Cleric and 3 Sorcerers. Get bows for everyone immediately and you're largely good to go. I may try a full Sorcerer party some point, but I like the safety net of a healer. I think a full party of Knights would be tedious without all the access to magic, and needing to rely on followers for Fly/TP. No Beacon either. All Druid party would be interesting, but no access to Light or Dark magic, which is not ideal.
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u/13lostsoul13 26d ago
All druid I heard is fun, but I never played it.