Might and Magic VI: The Mandate of Heaven: Difference between revisions

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* I always skip Knights on my team as they tend to be more of a liability in the long run, but if you want a challenge, bring one or more along. Paladins and Archers are okay if you want something more beefy than a Cleric or Sorcerer, but the don't get access to Light/Dark spells, which ends up being worse in the long run.
* I always skip Knights on my team as they tend to be more of a liability in the long run, but if you want a challenge, bring one or more along. Paladins and Archers are okay if you want something more beefy than a Cleric or Sorcerer, but the don't get access to Light/Dark spells, which ends up being worse in the long run.


* More often than not, I'll run teams like: C/S/S/D, C/C/S/S, D/D/S/S or C/D/D/S. The first one gives you 3 L/D casters, 3 Elemental casters and 2 Self casters for example. Add more Slemental casters for more offense, more Self casters for defense and L/D casters for offense/utility.
* More often than not, I'll run teams like: C/S/S/D, C/C/S/S, D/D/S/S or C/D/D/S. The first one gives you 3 L/D casters, 3 Elemental casters and 2 Self casters for example. Add more Elemental casters for more offense, more Self casters for defense and L/D casters for offense/utility.


== Stats ==
== Stats ==
84

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