Might & Magic X - Legacy

Might & Magic X - Legacy

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This Is Fine Aug 24, 2013 @ 10:03pm
Party Builds
What difficulty are you playing, and what party are you using?

I found the elf to be mostly useless to me in a primarily melee party. I hear that you can make a mostly ranged party with 2 elves and keep monsters at bay with their spells, but that sort of fiddly nonsense is not for me!

I've got a Dwarf on the left; I put her there because AoE melee attacks hit the aggro'd character AND adjacent heroes.

I've got an Orc off-tank build in th enext slot, to be that adjacent hero. He's got a mace, bow, and medium armor.

I've got an Orc with a spear and a bow next.

Finally I've got a mage and I'm cranking everything in to mana to make her less useless. These spells are cool but only if you can actually cast them without guzzling mana potions.

I'm playing on easy/normal after a failed attempt on warrior, and things seem to be working out pretty well, constant equipment breaks aside.

What are you rolling, and how is it working for you?
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Showing 1-15 of 18 comments
sjpaladin Aug 25, 2013 @ 5:49am 
Considering you can choose from amongst 4 characters, and you have 4 character slots, I'd say 90% of players go with one of each. When they have the other 10 classes available we might get some more customization. I didn't find the elf that bad. Entangle is decent, I frequently spot enemies from a distance, so I get 3-4 shots before they reach me (unless the game hangs up and someone's turn never ends), this means I can usually kill them as soon as they reach the party, without taking damage.
The mage is giving me issues however. She was fine for the spiders, but the militia/bandits are killing her repeatedly. No one else is scratched, but she's out first round. Really annoying. Might restart and give her more HP and a couple defensive skills. To bad the armour spell is just a one-round affair and not a minor long-term boost. I can't afford to cast it every round.
The orc seems kinda lame compared to the dwarf. He does the same damage, but has 1/3 the hit points. Maybe at later levels he will start to kick ♥♥♥, but right now he's much weaker than the dwarf. Not that it matters since only my mage ever gets knocked out.
Last edited by sjpaladin; Aug 25, 2013 @ 5:50am
This Is Fine Aug 25, 2013 @ 12:17pm 
I don't have too much trouble with my mage getting beat up, but with 2 orcs on deck I kill things pretty quickly. If a monster is a serious threat I just have my dwarf use challenge for a couple rounds, or if things get really bad the mage can throw out Regen, spell of spells.

I originally went 1 of each but I hated the elf so much I restarted just to get rid of him. My elf was the whipping boy in that playthrough, EVERYONE hit him all the time, even more than my mage. 3rd slot just seems to be a magnet for damage, my 2nd orc gets hit a lot too.

I know from the dev forums that some people are playing some pretty wonky builds, I saw one guy rolling with 2 mages (must be crazy). i was hoping to be pleasantly surprised.
gur Aug 25, 2013 @ 2:02pm 
Hello Lads.

I had the same problem with the archer, so I restarted.

I put his skills into earth magic and mana at the start (up to expert earth magic), and dodge skill, stats into Str, magic, mana, HP, got the regeneration spell (which is an OP spell), so at the start hes a healer, but later on I go into dual wield (sword dagger) this works well as I have a stack of 35 healing potions now as I never have to use them, and at level 5 hes starting to do some damage with his melee weapons.

As for my mage I put 1 point into earth magic (get the regeneration spell) and pump up his HP and mana, and I took expert dodge for the added survivability, I put 1 point into archery ar the start and give him a crossbow, but my main focus will be air magic, mana and focus on him for I hope he will come into his own later, he mostly casts regeneration at the moment.

the barbarian is just a dps dealer, but I did take expert dodge, I go for 1 warfare, and expert mace, put stats into str, hp mostly.

I put 4 points into dodge for added suvivability on most caracters.

so I reccommend using the elf, I never use entange, I focus on getting his mana up to the level so he can cast 1xregeneration before he is out of mana, and he rocks.

hope this helps.
rotc21 Sep 10, 2013 @ 12:41pm 
Hi there!

I´m still using the 4 races the game gave me.

My main focus on changes were to give every character a bow or a crowwbow, with that I can keep giving a decent amoutn of damage against most mobs I had found.

I found my mage dying, but no so much. I think i´ll follow the tip of dodge and life, to later improve damage.

My orc is using two maces and is giving a lot of damage, my dwarf is lacking defensive capabilities because I didn´t give her warfare.

But a good stratgy is keep the mobs at disatnce. With gust of winds it´s easy, but tehre is a bug where the mob will get lost and do not attack, to solve this press ctrl+alt+r, but eventhought they are at distance it´ll trigger the melee system.

For my elf i use bow and two knifes, it´s being better then the mage for dmg, I hope with better bows or better skill her dmg improves....
Cutlass Jack Sep 10, 2013 @ 2:37pm 
There's only really 4 things to play at the moment, so I haven't bothered with Party builds until I get at least a little more to work with.
Don't bother with party builds at all, as they won't remain. Classes are not all supposed to be good or useful from the start, otherwise class progression would be totally stagnant and there would be utterly ZERO risk vs reward for picking one over the other.

Archer sucks right now because all there is available is the first act, tutorial act, and like every other M&M game Archers/Rangers are LATE BLOOMERS, meaning they get WAY better once they get expert/master and start shooting 2 arrows at once, and generally kick ♥♥♥ with Air magic also (or Earth in the case of Elves).
Last edited by ⊂╫i└└ i∩'; Sep 11, 2013 @ 2:51pm
Shadowgl00m Sep 11, 2013 @ 6:05pm 
I have a 4 mage party on warrior. So much ownage. The only problem is that there are too many groups of creatures around. By the time I am done resting, another group is on me. I have spent a full hour fighting creatures right outside the main town trying to get back in to buy rations. Haha.
Dave3216 Sep 12, 2013 @ 5:40am 
dual wield elf with evasion ftw, at level 4 was out doing dmg of my defender dwarf and blocking/evading at a similar rate. Thinking of making party with 2x Evasion/Dual wielders and 2 free mages. Wont be trying it till gold bug fixed :(
DaMan Sep 15, 2013 @ 9:11am 
Pre unoffical patch did standard party. One of each type. The elf is ok, I forgot how M&M worked with range. Only part I missed with elf in my warrior play through was spotting hidden doors/walls easier...
Under unoffical patch I tried Warrior diffculty. Dwarf,Orc, mage mage.
Had only minor issues with two mages. Sadly the mages are the only way I could damge the enemies since my dwarf would break his numerous backup weapons in one fight. Mages no fear of broke weapon or being blocked =).

One mage focused more damage. Other focused more to earth.
Last edited by DaMan; Sep 15, 2013 @ 9:12am
Dave3216 Sep 17, 2013 @ 4:24am 
ok redid my party, so now i have 2 x Elven sword dual wield/Evasion build and 2 x freeman mage/crossbow/evasion build. What can i say but wow. I make sure i have plenty of mana for my mages, basically i use magic to keep enemy at distance elves use bows and mages use crossbows, what they dont finish off the elves dual wield to death in the first melee round. Nothing more satisfying as, killing elite spider that never had a chance to melee you :P
Last edited by Dave3216; Sep 17, 2013 @ 4:25am
Damn I'm good Sep 18, 2013 @ 5:24am 
3 elfs & mage - best party. no problem all the time on warrior
rotc21 Sep 18, 2013 @ 4:53pm 
How you do with 3 elfs? you go two weapons + evade?
misterbill5 Nov 18, 2013 @ 5:03pm 
I restarted after the patches with an all-female party. Orc Barbarian, dual-wielding Human Mercenary, Dwarf Marksman (? not sure that is the right class name--the one that uses crossbows), and an Elven Druid. That party is working much, much better than the default party did in my first game, but some of that is no doubt my improved familiarity with the game...New party is good in melee, but all but the Druid also pack ranged weapons.
Last edited by misterbill5; Nov 18, 2013 @ 5:05pm
raremonkey Nov 19, 2013 @ 2:25am 
4 Mages are way more powerful, especially fire mage, fire magic have fixed damage like 50-50 damage, while other school like 25-50 damage, the only down side is you have to resupply much more frequently. But to consider how quickly you can kill enemies, eg, against boss it rarely take me more than 5 turns, so that make 4 mages have the fastest progression rate. And at same time I let all my mage learn lv1 earth magic regenerate, as long as I have mana potion my mage simply wont die, so that make 4 mages team have the highest survival rate too(hight damage also increase survival rate, because enemy usually can only hit you one time or not at all before they die). And when you get to Expert Fire, you can learn burning determination which make you immune all negative effects(at least against early enemies)
Last edited by raremonkey; Nov 19, 2013 @ 2:30am
misterbill5 Nov 19, 2013 @ 3:01am 
Four Mages??!! Sounds interesting...
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Date Posted: Aug 24, 2013 @ 10:03pm
Posts: 18