Why does everyone seem to ignore that the magic missile has 300 range! That turns your caster into an artillery piece that can be used to force the enemy to approach your gunline if you don't have artillery in campaign yet.
i used to run fire wizard and fire wizard lord for elfs, both with fire ball. fireball is 300m range as well and with two castors u get lots of shots u can ruin the enemy artillery really fast.
@@sukhoiboy4140 i hope someone makes a overhaul for magic missile spells that when you over cast them they get a big AOE or an arcing shot like lobbing a fireball over a wall or giving the beast magic spear spell some more AOE would be cool
The lore of Hashut and the lore of Fire would combine well to destroy Nurgle - the combination of 40% additional fire vulnerability, 55% slow and the magic damage would cleanse any unit with Regeneration.
Fire and debuffing enemies. Sounds like a great lore book. Maybe not as great as the Skaven Lore of Ruin, but a great one nonetheless. I'll have fun learning this lore book. Also, Hellhammer is my favorite spell for how funny it is summoning a giant Mario hammer amd smashing a line of infantry.
Yeah, I was thinking that it does look a tad cartoony Maybe if it did not have the bull or it was more subtle on the hammer Also if it was more dirty perhaps? Some soot and blood might help
@A1 You sound like a Vampire Counts fanboy. Good luck using that crap lore book when the Skaven out-range you in every way and can crush you with better spells.
Burning wrath overcasted is insanely good in close range blobs. Learnt this from Legendoftotalwar's livestream on the chaos dwarves. I'd only use it early game as the other damage spells are better but still ups the value of the spell quite significantly
Was surprised when he mentioned the overcast spell not being worth it, it can destroy whole ranks of low-mid tier units and the cast range is crazy. Opponent army can be down essentially 2 units by the time they're engaged.
Considering that the main advantage of Spirit leech is the Lore of Death passive (which basically gives you a refund over time) I don't see much worth in the Curse of Hashut. Overall, given the amount of overlap, it's going to have to work hard to compete with Lore of Fire. With the key points being your preference for Buffing or Debuffing and the armor piercing component of Hell Hammer vs Burning Head.
Bruning wrath's strength comes from the Range and the passive Ability of Hashuts Lore. For One your caster is now basically Artillery and its also a cheap, low cooldown spell that you can cast from short range to trigger the AoE damage of the passive. The Overcast is also alot more accurate when you are near the target. Its honestly one of the best Starting spells of any lore imo.
These guides are fantastic. The tactics behind the use of magic is something that is hard to find a lot of information on, and it's pretty vital to some factions. As a thought, a great companion piece would be an overview of the new Winds of Magic system itself, which confuses a lot of new players, and really confuses returning players (I had my own "Why do the winds of magic never recharge? Why does channeling never succeed now?" phase, and I kept looking for some enemy ability that was blocking it.)
i appreciate them trying to make things a little more than recoloured spells but the rng vortex stuff still just isn't fun, there is better ways to do them in a way that has drawback without the whole rng stuff :(
Looks good but the lore of Fire is going to outperform this _hard._ Hellhammer is the one spell you'd want to replace Burning Head, otherwise I'd take all the Fire spells over Hashut.
Ash Storm can do some good work if you really plan it right, but otherwise you are right. Especially given how the Lore of Fire passive buffs damage for most units mapwide.
Isn't it the case of all TWW3 lores, that they are weaker from their old 8 Winds counterparts? Ice Magic, Nurgle's lore, Slaneesh lore... cant say there is any that has blown out my mind (or enemy troops for that matter)
@@Johann_Gambolputty_of_Ulm I'd say you are correct for the most part. Nurgle at least has some nice damage and healing, but Slaanesh, Tzeentch, Yin/Yang, Ice, Tempest, Hashut, Skaven Stealth, even Nehekhara all seem a bit iffy when compared to the king of magic, Fire.
Pretty mediocre to below average lore, which is fitting the theme with most of the new lores of Magic in WH3. All offense, pretty weak utility, all fire damage spells that don't look all that impressive when compared with the Lore of Fire's fire damage spells that most factions have access to, especially with Flamestorm receiving a sizable buff in this patch. Doesn't really seem like it'll make or break the faction at all especially since the Chaos Dwarf sorcerers have access to the Lore of Fire, and Kindleflame which is probably going to be overall more useful for that fire synergy that you want for their army.
Lore of Hashut seems pretty terrible unless it has an amazing passive. Sure, Ash Storm debuffs enemies with a 20% fire weakness, but kindleflame does that map wide for any spell. None of the damage spells seem superior to Burning Head or Fire Storm, particularly after Fire Storm got buffed to be more stationary. I'd much rather take Lore of Fire or even Lore of Metal for the damage spells over what Lore of Hashut provides.
flames of azgorh is the most disappointing looking spell. like a bit of piss fire just drips everywhere.... and for 18 winds of magic!!! youd think something cool would happen... Hell Hammer is what im going to be spamming. looks amazing does amazing!
Why does everyone seem to ignore that the magic missile has 300 range! That turns your caster into an artillery piece that can be used to force the enemy to approach your gunline if you don't have artillery in campaign yet.
its used by chaos dwarves... artillery is sort of a big deal to them...
@@MrBlackrapier emphisis on "if you don't have artillery in the campaign YET"
i used to run fire wizard and fire wizard lord for elfs, both with fire ball. fireball is 300m range as well and with two castors u get lots of shots u can ruin the enemy artillery really fast.
@@sukhoiboy4140 i hope someone makes a overhaul for magic missile spells that when you over cast them they get a big AOE or an arcing shot like lobbing a fireball over a wall or giving the beast magic spear spell some more AOE would be cool
Yeah but how much magic power/casts do you get really? Not many
The lore of Hashut and the lore of Fire would combine well to destroy Nurgle - the combination of 40% additional fire vulnerability, 55% slow and the magic damage would cleanse any unit with Regeneration.
Fire and debuffing enemies. Sounds like a great lore book. Maybe not as great as the Skaven Lore of Ruin, but a great one nonetheless. I'll have fun learning this lore book.
Also, Hellhammer is my favorite spell for how funny it is summoning a giant Mario hammer amd smashing a line of infantry.
Yeah, I was thinking that it does look a tad cartoony
Maybe if it did not have the bull or it was more subtle on the hammer
Also if it was more dirty perhaps?
Some soot and blood might help
@@tominieminen66 nothing " cartoony " about how it looks
@@Troupe_Master It looks cute
Your joking right? The lore of ruin? One of the worst lores in the game. You want a good lore, check out the lore of vampires
@A1 You sound like a Vampire Counts fanboy. Good luck using that crap lore book when the Skaven out-range you in every way and can crush you with better spells.
Visually very cool lore, i was afraid would look too much like lore of fire but with the darker red it looks really unique
4:55 Chaos Dwarves really are the masters of hammer and anvil!
Lore of ha- *SHORT?!*
Burning wrath overcasted is insanely good in close range blobs. Learnt this from Legendoftotalwar's livestream on the chaos dwarves. I'd only use it early game as the other damage spells are better but still ups the value of the spell quite significantly
Was surprised when he mentioned the overcast spell not being worth it, it can destroy whole ranks of low-mid tier units and the cast range is crazy. Opponent army can be down essentially 2 units by the time they're engaged.
The burning wrath *is* really funny though, the way it ragdolls empire soldiers
What does overcast flames of azgorh do ?
Hur hur hur, [insert Taco Bell joke]
Increased splash damage, more missiles from the volcano at a faster rate. So essentially just more damage to more of a unit.
Your mom
The same as the Uno Reverse Card
Considering that the main advantage of Spirit leech is the Lore of Death passive (which basically gives you a refund over time) I don't see much worth in the Curse of Hashut. Overall, given the amount of overlap, it's going to have to work hard to compete with Lore of Fire. With the key points being your preference for Buffing or Debuffing and the armor piercing component of Hell Hammer vs Burning Head.
Bruning wrath's strength comes from the Range and the passive Ability of Hashuts Lore. For One your caster is now basically Artillery and its also a cheap, low cooldown spell that you can cast from short range to trigger the AoE damage of the passive. The Overcast is also alot more accurate when you are near the target. Its honestly one of the best Starting spells of any lore imo.
That hammer spell makes a new meaning to Hammer & Anvil
The plural of vortex is vortices
"...vortex going into your own troops..." Oh no, some goblins...anyway!
Flames of Azgorh looks like a Rammstein Concert!
1:40 they were gunna win that fight regardless lmao.
Seems pretty decent, I like it.
These guides are fantastic. The tactics behind the use of magic is something that is hard to find a lot of information on, and it's pretty vital to some factions.
As a thought, a great companion piece would be an overview of the new Winds of Magic system itself, which confuses a lot of new players, and really confuses returning players (I had my own "Why do the winds of magic never recharge? Why does channeling never succeed now?" phase, and I kept looking for some enemy ability that was blocking it.)
The wind spell might be very good way to execute the ...
hammer and anvil...
sorry :D
i appreciate them trying to make things a little more than recoloured spells but the rng vortex stuff still just isn't fun, there is better ways to do them in a way that has drawback without the whole rng stuff :(
Nice work
Think the Granite Guard and Ash Storm will be a good combo in multiplayer.
So... Always overcast the leach spell. It then costs double spirit leach but lasts twice as long so now it's basically even.
Hashut! Hashut! Hashut!
Love the content buddy. What's the lore passive?
@Zerkovich what’s the lore passive?
Area life drain around the caster, one of their mount option (bale torus) also have their own similar effect letting you stack both.
So much fire! LOL
The mods that are going to come out of this is going to be awesome
Zerk you forgot to tell us what overcast Flames of Azgorh does. Good video otherwise, take my like!
MOAR LAVAAAA BOMBS!
Normal dwarfs will need quite a buff after those are out
Burning wrath is especially effective against T series tanks, particularly Russian ones
FoR tHe AlGoRiThM
Great lore, but VERY expensive.
Looks good but the lore of Fire is going to outperform this _hard._
Hellhammer is the one spell you'd want to replace Burning Head, otherwise I'd take all the Fire spells over Hashut.
Ash Storm can do some good work if you really plan it right, but otherwise you are right. Especially given how the Lore of Fire passive buffs damage for most units mapwide.
Isn't it the case of all TWW3 lores, that they are weaker from their old 8 Winds counterparts? Ice Magic, Nurgle's lore, Slaneesh lore... cant say there is any that has blown out my mind (or enemy troops for that matter)
@@Johann_Gambolputty_of_Ulm I'd say you are correct for the most part. Nurgle at least has some nice damage and healing, but Slaanesh, Tzeentch, Yin/Yang, Ice, Tempest, Hashut, Skaven Stealth, even Nehekhara all seem a bit iffy when compared to the king of magic, Fire.
cool
Pretty mediocre to below average lore, which is fitting the theme with most of the new lores of Magic in WH3. All offense, pretty weak utility, all fire damage spells that don't look all that impressive when compared with the Lore of Fire's fire damage spells that most factions have access to, especially with Flamestorm receiving a sizable buff in this patch.
Doesn't really seem like it'll make or break the faction at all especially since the Chaos Dwarf sorcerers have access to the Lore of Fire, and Kindleflame which is probably going to be overall more useful for that fire synergy that you want for their army.
Why can dwarfs use magics anyways ?
They slowly turn into stone if they do. Like one of the Chaos dwarf leader that have to use prosthetics.
Lore of Hashut seems pretty terrible unless it has an amazing passive. Sure, Ash Storm debuffs enemies with a 20% fire weakness, but kindleflame does that map wide for any spell. None of the damage spells seem superior to Burning Head or Fire Storm, particularly after Fire Storm got buffed to be more stationary. I'd much rather take Lore of Fire or even Lore of Metal for the damage spells over what Lore of Hashut provides.
first
flames of azgorh is the most disappointing looking spell. like a bit of piss fire just drips everywhere.... and for 18 winds of magic!!! youd think something cool would happen...
Hell Hammer is what im going to be spamming. looks amazing does amazing!