Party Selection
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The first decision you'll have to make when starting up MM6 for the
first time is the composition of your party. The debate about what party
make-up is most optimal will surely rage for as long as people play this
game. Nonetheless, there is a general consensus on three classes that should
be included in any party:
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Knight - for sheer close-up fighting power, high hit points, and getting
your party out of dungeons when the rest of your party is unconscious.
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Sorcerer - offensive and elemental magic user, will learn dark magic later
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Cleric - for defensive and healing magic, and light magic later
The fourth member is less clear. You have a choice of three others:
Archer (Knight/Sorcerer)
Paladin (Knight/Cleric)
Druid (Generalist).
Although some have maligned the Archer, I think it's a good addition. Setting
aside it's good ranged attack abilities (which is a critical in MM6), the
Archer can complement the Knight in close-up attacks, and the sorcerer
in magic attacks. My Archer is expert in Air Magic and is learning Fire
Magic (my Sorcerer is expert in Fire, Water and Earth). The combination
of Knight, Archer, Sorcerer and Cleric is very much an offensive party.
While some may claim that a Paladin or Druid will add a critical back-up
healing component, I've found that my Cleric alone is more than adequate
for keeping my party conscious in battle. Nonetheless, it's important to
note that as long as you have the Knight, Sorcerer, and Cleric in your
party, whether you choose the Archer, Paladin, or Druid will not significantly
harm or aid your party either way. |
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