Might & Magic X: Legacy

Vaclav

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BTW Did Fire Shard on my game last night before I went to bed - barely. My party is raping stuff but the Fire Elemental boss is just insane - was about to die in a close fight (literally with a rezz or KO heal every single turn - often on my pally even...) and he killed himself on damage shields.
 

Crone

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Can't do spears on crusaders, you meant sword I guess? What you take at the start has very little impact regardless, kinda want one guy with 1pt earth magic so you can spend all your starting gold+what you find in the chests in town to buy Remove Poison spell for the spider dungeon, but as soon as you start leveling it doesn't matter anymore since you can virtually train 3skills per level so you can unlock everything by clearing the spider cave and a couple of packs outside+quests.

Seems like a strong group otherwise, merc scaling is a bit iffy but I found that warfare does help quite a lot, the fact you can use up your otherwise worthless mana to dump unblockable attacks is pretty cool. I think in the end it's probably even, you hit for a lot less but once you're GM warfare you crit 100% and never miss, with only having to skip a turn every now and then to drink a pot.
Ah ok, no spears on crusader. Np. I got through the spider dungeon very easily from antidote potions were dropping like crazy. I've leveled up, but I haven't even looked at each toons skill points.

Thanks for the tips though. It's amazing just this last week I was thinking I want some PC or console party based RPGs because I liked bravely default so much. Now I have this and reinstalled dragon age origins. Things are great!
 

Vaclav

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Etrian Oddysey is a good one as well (Untold > IV although IV is still great) its got demos up on the 3DS store
 

Crone

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Etrian Oddysey is a good one as well (Untold > IV although IV is still great) its got demos up on the 3DS store
Ya, there is fire emblem awakening as well but I really find moving 4 toons separately tedious and annoying. I think that's why I like Bravely Default, and this. The party moves as one.

I stay on topic though I went Bow and Magic Focus on my Druid, as someone said on here it was a good choice, but I don't really know why? Right now the Druid is best used for me, in the very beginning, as an ice nuker.
 

Pyros

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You want 1pt bow, not more, just so you can fire arrows at shit when you don't want to waste mana, happens sometimes. Don't even need it really but it's something and is quite helpful for the spider cave if you have a bunch of characters with bow/crossbows(have to buy a bunch at the shop though), so you can kill the spiders before they reach you, it's basically the other way to do it safely other than buying Remove Poison with a 1pt nature char.

Magic focus you want because they have good caster stats, but for healing leveling it seems also pointless since it increases crit% but heals don't seem to crit(and heal more than enough without critting anyway), it's good for damage. As a druid pretty much, you'll want to first rush expert primordial, so you can learn Identify and save yourself a lot of gold(not too important in adventure mode but still), then cap both earth and holy as much as possible until master. Don't think you'll want to GM holy and not sure about earth either. Eventually around level 16ish you'll also want to expert water if it's not done, so you can cure paralysis(and get a piece of gear with 100%resist to equip on your healer when fighting those).

Other than that, Mysticism for mana is quite nice to have, don't need to max though, expert probably good enough. Ignore Air imo, you can't GM it anyway and it's mostly pure damage which isn't that useful on a healer, better level water instead so you get utility nukes. Put 1pt in medium armor to get some free AC, might need expert for the better ones but not sure it's worth it, the relic medium is a melee oriented one(lifesteal) so you'll just be looking for one with good +skill and keep that forever. Ignore the rest mostly, get endurance eventually if you have nothing else that's useful.
 

Crone

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Nice, thanks for the tips.

Also I must have had way better luck in the beginning spider cave than others. I was over stocked on antidote potions which made it easy to keep everyone cured.

I kind of feel like restarting in warrior mode for the extra challenge but the beauty of a game like this is I can start another team for that.
 

Vaclav

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Heals do crit, and I've found it quite necessary in the longrun - don't think I could've killed Fire Elemental boss without heal crits personally... no way to heal 250ish on the whole party in a single turn efficiently every single turn without a break to potion without it that I've seen yet.
 

Vaclav

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Apparently Shadow Dragon blessing is permanent see secrets - such an annoyance over once you get it.
 

Pyros

<Silver Donator>
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Heals do crit, and I've found it quite necessary in the longrun - don't think I could've killed Fire Elemental boss without heal crits personally... no way to heal 250ish on the whole party in a single turn efficiently every single turn without a break to potion without it that I've seen yet.
I don't think I've ever seen a heal crit, but I guess I don't have much/any crit anyway since I didn't level magic focus. Fire elemental boss was kinda rough but not so much, I just had the paladin spot healing with Heal Group every now and then and the freemage doing Regeneration/Celestial Armor rotations, with fire ward and arcane ward for like +20 fire resist total. Definitely a weird boss though, damage output was way way higher than expected.

Btw anyone let the bandits live? Do you get any sort of special reward for it? Killing them seems to be a typical quest, you get xp for the mobs and xp for the quest, I assume maybe you get more xp for saving them but it's hard to tell and you only get it much later, wondering if there's any items as a reward on top.

Oh and one thing I noticed while I was fucking around in the tower of enigma, you can add map notes. Just right click anywhere on the map to add a note there. Great for annoting teleports in the maze shit and stuff like that, or if you want to remember trainers(granted you can just go toTrainers - Might & Magic X: Legacyand you get fairly good locations, with a few missing/incomplete).
 

turbo

Molten Core Raider
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I started straight on warrior and have been doing alright so far (haven't had alot of time to play and just bought night). I'm in ACT II atm

For my team;
Blade Dancer (dagger/DW build)
Orc Barb (Spear/2hander - Anyone have thoughts on mace vs spear? I figured stun is resisted alot on the mace and ignore 50% armor is fairly hot. Plus the extra blocks; I tend to taunt with him on occasionas
Freemage - Air focus with prim/dark and earth regen (just low lvl to help spot heal)
Runepriest - Haven't seen anyone mention much about RP's but she is probably my most valuable person. Damage is great with main focus on fire, back filling earth for regen heals, and mix celestial armor in if i want to stalk regen and it (have one of the other 2 castors cast it). Starting to get magical focus as well


Now that I have abit better of an idea about the game I was debating rerolling but i'm really not sure what the point would be. I haven't wasted too much money. I would have done my skill allotment abit differently based off of trainer availability but still not to big of a deal. Any glaring weakness with my team make up for those that have had some experince with the game? Not really sure what i'd swap out, barb so far is probably the most meh at this point but I haven't upgraded his weapon since the first town's blue spear so maybe thats why. I think my bladedancer is close to becoming insane now that i realized i need some more stats in perception (or destiny, whatever raises hit) to hit more accurately. I'm still using shitty daggers, but i have 13 points banked for him soon as I get to Crag to GM dagger and get close to GW dual wield (i thought i was going to go across the bridge and see it but apparently its a bit of a jaunt. Should i be going to crag before the lost city? I just started in there)

I've always been a fan of magic classes so i'm pretty sure I want to stay with 2 casters and the blademaster should probably work out. So...either I can keep going or start from scratch to replace barbian or bring a different castor type.
 

turbo

Molten Core Raider
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oh with the relics from unlocking 30 uplay points, does that only get it once or is it if you start a new game any time you start with the relic? Thanks
 

Vaclav

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Every game, and unlike the others that are in town 2 and 3 it's in your inventory at creation.

On Runepriests - they're amazing... Shields are amazing for mitigating any non-magic damage and they can avoid so much with a shield (plus the +4 blocks hireling stacked with a good shield skill gets hilarious... gotta love doing overland cyclopses without a scratch because of chain blocks)
 

Crone

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If you have any defense skills start with those, then any rebuffs each round if possible. Failing that your choice of party/equipment may be the cause.
Just got here tonight. I'm on it currently, and 2 tries in I'm still getting smacked. Doh! Will figure this out though because I want to win!

Edit: Btw, I really wish there was a way that I could tell how much time I've put into the game. Lame.

Edit2: Lol! I was about to say how it feels like there is a million things to do in this game because I was going back to the merchant to restock from getting smacked in the Lighthouse, and I ran across a Cyclops cave, and got smacked big again. lol! Can't wait to level up and come back and kill that guy!

Edit3: Holy shit the top boss of the Lighthouse justed Pushed me off the edge. That was awesome! I didn't think that would be possible!
 

spronk

FPS noob
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i dunno why but this game is freaking addictive, literally have to force myself to stop playing or its just "one more area and then ill quit... 5 hours later". its pretty damn badass how fucked you can get in this game, really makes you miss old school RPGs where you have no clue where you are, how powerful mobs are, or how to do any puzzles. I dunno if I could play any MMO now after this, they would seem pretty retarded.

doing a 4 caster team (all races), doing ok so far up to level 18 but there are a few mobs that are just brutal, especially if you get a string of resists and the mobs have regen. I love how you don't really know if your team combo is going to fuck you over until you are 20+ hours into the game, and the only way to fix it would be to completely restart. hahaha

btw pretty sure when you save/load it shows how much time you have put into the game, mines at like 21 or 22 hours (it also says how many days have passed, with an all caster team I'm at like 60+ days due to so much resting)
 

Pyros

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Every game, and unlike the others that are in town 2 and 3 it's in your inventory at creation.

On Runepriests - they're amazing... Shields are amazing for mitigating any non-magic damage and they can avoid so much with a shield (plus the +4 blocks hireling stacked with a good shield skill gets hilarious... gotta love doing overland cyclopses without a scratch because of chain blocks)
Yeah really strong. I think you can't go wrong with a freemage, druid or runepriest as your main mage/healer type. Only orcs seem vastly inferior overall, the passive seems completely worthless since it comes so late at which point you'd have infinite mana pots anyway, if it was like a racial for orcs they'd be a fuckton stronger. Their schools of magic are so so, not getting Light magic means they end up being poor healers since they'll be lacking in options and being able to GM arcane resist or master melee weapons is like really pointless.

I think in order it's runepriest/freemage > druid >>> shaman. Freemage isn't particularily good at anything but since you can train every school you can get a lot of support shit like all the specific wards and all the debuff removal, expert nature+holy is good enough for healing, and they're the only ones who can get whispering shadows for "free" which is really helpful for a good half of the game. That's why as a generalist caster spot they're great, but dwarves are a lot tankier(racial giving them more health and being able to use shields+medium armor) and get better heals since they can GM earth/holy so there's an interesting tradeoff. Druids do get pretty interesting promotion abilities too so they're worth considering and they can use medium armor even if they can't block, so they're tankier than freemages but less so than runepriests.

For hybrids, it's Crusader >>>>>> Ranger > Scout/Hunter, the hybrid thing only makes sense if the shared spellschools have heals so they can help the group, having fire or air is completely pointless other than maybe throwing mediocre aoes instead of strong single target, and the ranged part of the hybrids(other than crusader) is also completely worthless since ranged weapons pretty much sucks in this game due to mechanics, so they're really melees with spells, and crusader is just a fuckton better at it by getting a strong school, being able to GM it AND getting insane promotion abilities as a paladin.

For melees, I'd say Bladedancer > Barb/Merc >>>>>> Defender. Bladedancer seems the superior choice to me but it might be equal to the other 2, not sure, DWing is very strong though especially in combination with flat damage buffs like the paladin one. I'd probably DW swords over dagger though, the GM dagger is way way too late in the game while the GM sword can be acquired as soon as act2(still need to promote though).

Barb seems good, especially with Spear, I don't know about Mace I assume the stun proc from crits don't work on bosses so that makes it meh, if you could GM axe on barbs they'd probably be the best, but alas. Mercenary are very good as long as you get Warfare and use them as "melee casters" by spamming skills instead of autoattacking. You compensate the shittier weapon levels by never missing and eventually having 100%crit rate as long as you have the mana. I'd probably even build them differently than I did mine and go like 2might 2spirit for a bit until you have a good enough mana pool you can use bigger potions without wasting(say 150mana) then just 4might every level, adjusting health via items(all the relics as well as +endurance gear and 1pt endurance).

Defender is basically a waste, you can max weapon and warfare so you can try to tank, but by doing so your defensive skills will be as low as anyone else, so not sure there's a point. Maybe eventually but you need too many skill points since you need axe to not miss, shield up to master to get the damage while blocking(so the dmg output isn't shit), warfare to at least master and eventually GM, heavy armor to master at least so you don't miss all the time, plus you'll need spirit to get enough mana to use warfare shit, so seems like it's spread too thin.
 

Vaclav

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Pyros: You're in the last Act, right? Keep wondering when Act 3 is gonna end seeming like it's incredibly long compared to the others. (and literally nowhere on the map I've not been at this point besides a few "locked" dungeons)
 

Pyros

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Pyros: You're in the last Act, right? Keep wondering when Act 3 is gonna end seeming like it's incredibly long compared to the others. (and literally nowhere on the map I've not been at this point besides a few "locked" dungeons)
I finished the game yesterday. Act 3 ends when you find the GM dagger guy ^^. It's not really that long though but I also spent a long amount of times on it cause it's the act where you are able to complete most content so you do a lot of side shit. Vague not too spoilerific description of the act:

Get into Karthal, get the quest to free some guy, to do the quest you need to do a quest for the bandits, requires the water shard and the blessing for it, then you get the item in the naga cave for the bandits, then you go actually free the guy. Once freed, you now have to go to the tomb of thousand terrors, which requires the air blessing, you get the shard while doing the naga cave so just need to get the blessing with it, then you complete the tomb and that's the end of act3.

All in all, it's 2mini dungeons(sewers and grotto), 1 decent dungeon(prison) and 1 very large dungeon(tomb), plus all the travelling and the blessing stuff in the elemental forge, so it's certainly longer than the other acts. You'll generally be doing the promotion shit at the same time though, the side quests like the cure and the obelisks, the other shards which aren't necessary for progressing(fire light dark) and all that.
 

Pasteton

Blackwing Lair Raider
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this uplay interface is annoying. is there a way to play without loading thru this crap?
 

Vaclav

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Ah based on that I'm basically done Act 3 then was just getting ready for that when I opted to take a break.