Might and Magic X Legacy + DLC

If you wanted that you'd just take 4 Bladedancers or Rangers

For the main game that would work for the most part. But I think that you're dead in the water with the DLC simply because you will need these spells to survive: resurrect, cure feeblemind, cure poison, prevent paralysis and maybe one or two others. Need these as spells because you won't have any scrolls or potions or services.
 
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There are only few games where you have such a "simple" character system where the developer fucked up so many times and allows the player to make so many mistakes (which might only reveal later on).
That's rude, I'd be curious you quote the party base you consider unplayable past the first mid boss combat you'll met very quickly.

For example I played at Hard a full long range party, Crusader, Ranger, Scout, Hunter, and it's been a huge fun, my best play.

I think that a full warrior party is perhaps unplayable to finish the game, other than that I'm not sure.
 
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I just finished up the DLC for the first time this morning after winning the main game last weekend. Whilst it was quite brutal at times, I'd have to agree with other posters regarding the very bad opening dungeon design. At first I found it novel, but after several instant deaths and loading screens, the novelty factor soon wore off and it simply became irritating.

Curiously, the first boss fight with Perren was one of the biggest challenges in the entire game. It was a real test of mana management more than anything else without having potions to chug and having to use regular weaponry/non relics again. The first fight with an Inquisitor was also a battle of attrition, but with good spell selection, I was able to overcome those groups.

The long arduous fights through the Summer Palace were fairly manageable once I could retreat back to a square that prevents flanking. The Runelord's fire rune spell and the Blood Shaman's Tsunami in combination proved quite useful in slowly chipping down the health of mobs. Another extremely useful survival measure I found was having the alchemist as a hireling. The ease of access for more mana definitely made the later fights much simpler. The last fight was tricky - lost my mage a couple of times due to the nasty light damage, but eventually with the right buffs I got there in the end.

Attached is an image of the classic Might & Magic winning certificate. My party was level 34. There's a couple of quests I didn't do (Temple of Meow - didn't feel worth it this time) and I still managed to end up with over 80,000 gold at the end without really much to spend it on, a slight misgiving that I also had the first time through the game. Still, I had much more fun with this party and the additional challenge factor up until around the end of Act III was great, after which this party became quite the power-house and literally stomped its way through the Tomb of Thousand Terrors.

Final party breakdown and comments:

Windsword (With the plethora of mana at hand, using the high end warfare abilities like furious blow and flawless assault was decent in the end with a two handed relic weapon. Overall, the weakest character by far. )
Blademaster (Incredible damage dealer. I really pumped destiny early for the increased criticals and obtained grandmaster in dagger, dual wield and dodge. She was a bit of a glass canon at times with some of the monsters who could reflect damage, but ultimately this character was the melee killing machine of the group. Carnage was quite handy in a tight squeeze.
Blood Caller (GM in Earth, Water and Air Magic. Extremely useful and powerful character; the heart of the group with regeneration and liquid membrane saving the day many times. Mace master was useful for the stun effect too. )
Runelord (GM in Fire, Light and master in Prime. Another very powerful character. Fireburst wreaked absolute havoc mid-late game. Celestial armour is also simply a great spell for the entire game. )

In conclusion, whilst the DLC was average at best, overall I'm still quite happy to have played through this game a second time. It makes me consider testing other classes or going back to other M&M games and indeed, reminds me that the only game in the series I have yet to finish is MM2. :)

Edit:
All M&M certificates (6-10) have a score which generally reflects the amount of content completed in the world as a whole. There were at least three dungeons and a couple of quests that I didn't finish to completion but the party was plenty powerful enough as it was.
 

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Interesting party Pessimeister. I didn't have any of those classes in my playthrough. It makes me want to try another combination, but I really need to play through some of the other M&M games. M&M X is the only one I've ever actually finished. :)
 
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513406, 1 month and 2 days:

Includes DLC if I remember well, and one dungeon not done. Party was Scout, Ranger, Hunter, Mercenary. Most fun party I played. At first could seem not that strong, but at end it is, it just requires exploit long range well which is very interesting.

EDIT: I also never finished any other M&M but I have at least two plays of M&M III quite longer/bigger each.
 
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Hrm, I think I didn't get a score when I finished it. Was that part of a dlc or patch?

Edit: Ah, I see, unicorn…DLC then ^^
 
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As far I remember you could play the DLC even with a save done previously. Well at least from a buy point of view it's what I did. This is my second play.

I failed finish my third play with 4 warriors, but the challenge was a bit too high for me and some comments pinpointed that it's possibly a party that couldn't finish the game.

EDIT: I remind (perhaps wrong) that you should get the score twice, when finishing main game, and when finishing DLC. But I played the game many months after release, something like a bit before DLC release, and perhaps they fixed problems related to scores.
 
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I never played any of the MM games but I have all of them now due to various sales etc.

I did start MMX once and quite liked it but stopped for some reason. So I want to start again. Can anyone recommend a good party given that I am a MM noob? I will be playing at normal difficulty.
 
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MMX is hugely different so it's not changing much to be a noob in the series. There's still one key element about one turn duration states, don't discard because it's one turn duration think of application for tactics.

If you don't do this error it opens a lot of possibilities and in my opinion there's a lot of exaggeration about the "requirement" for a party.

It's possible the DLC is another aspect but if you play it at Normal it should be manageable.
 
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@ Lostforever
The Madgamer gave some sound advice on the previous pages of this thread, especially on skill coverage. If you want to get more hardcore, also check Kordanor's spreadsheets on page 1 for how high each class can go with skills so that you can plan out your characters accordingly.

For a newer player, I'd just go with two melee specialists and two casters to begin with in order to get a feel for the game. The two parties I've built so far have been largely based upon the four character structure from MM6-MM7 and my experiences with it.
Might & Magic is a very accessible series and so you'll be able to learn and adapt very quickly what you need to do to succeed. Be sure to keep us informed of your progress! :)
 
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Great link Drithius... thank you!
 
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The structure 2 resilient characters, 1 damage dealer, 1 support and healer, is working very well. My first play at Normal was like that.

There's something I never see confirmed but that i exploited a lot, that characters on borders will be like in front for side attacks. And multi front combats tend be the most tricky (and the most fun).

So 2 resilient characters soften a lot the play, one on each border. Turn party cost no action, and you can even exploit it during a front to front if one character is a lot more resilient, right after last party action you can turn to put in front stronger character at a border.

It's even better to design party for one side is the stronger front. For example R1 most resilient to R4 less resilient, R1 R3 R4 R2 is a very solid choice and your left side will be your strong front.

EDIT: This side front aspect is also related to enemies range, works well with enemy close range, less with enemies long range.
 
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I'd forgotten how much I hated installing this UPlay crap.
Get a Mac, there was no forced Ubi (didn't check since a long time). Some people here buy a console to play one game, why not a computer? Common don't be cheap.

Now frankly I don't share that UPlay or Origin are virus and not Steam.
 
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Uplay is just very poorly written and ubisoft is the worse company ever (imho). They have no shame in taking their service down for a week of 'maintaince'. EA does stuff i don't like but there service and origin are generally well run (there support is way better than steam). Steam has crappy support but otherwise no real complaints.
 
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Steam client is awfully heavy, the user library page is still a total crap despite there's ton of players with 500+ 1000+ 1500+ games this is a total insanity, it tries replace web clients but for just inflicting to users the worst web client ever, it forces games updates, it deletes games without warning players directly, more. But nope for some reasons Steam (and Bethesda) are sort of angels or even gods, sigh.
 
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Been replaying this. Whether it's comparisons of the overpowered Blademaster class, the steep difficulty curve of Act 2, or the sheer fact that certain skills are inexplicably locked behind the latter half of the game (ie getting to The Crag), the game is horribly balanced.

But I think that's part of the appeal. The vast majority of games these days are either overly linear or simply over-balanced (*cough* Josh Sawyer). The aggravation makes it all the more gratifying in the end.

On the tech side of things, however, this is one of the only contemporary games that I've played that has actually gone from bad to worse since release. I've been getting some strange artifacting on 'shadowy' mobs; newer Nvidia drivers don't like whatever it is the developers did to render these models. Never had the problem on release.

I1kzgoB.jpg


Still worth it, though. Just wish that getting to The Crag wasn't such a brickwall.
 
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