Hey legend, been a follower for pretty much the entirety of your channel man. Love the shit. Hey would you wanna do 1212 for the Mongols? Burn and conquer the earth and salt their fields sounds right up your alley lol.
@@Vince-tt1uj I think it was actually the opposite. He managed hit that perfect spell in a custom battle where it didn't matter at all, but in a real campaign battle where you really need that one perfect spell, it's just not happening.
@@robertharris6092 In fact, I use it more than the fire storm in sieges. Specially on sieges that have a lot of missile units in the walls, it literally destroy them. If there is a lot of infantry blobbing behind the door, sure, the storm is better. But sometimes they have cavalry deep in the castle, in the plaza with the walls, and the infantry is on the walls. Piercing Bolts can be cast on the walls, and that's great
I think you underplayed the importance of Invoc of Nehek a little... for the vamps and vamp coast, you can completely regenerate your elite infantry and cav (depth guard and blood knights) while it also regenerates the combatant count of each unit. Plus you can insta-support your units with raise dead and catch skirmish armies with the withering. It is THE most versatile law in the game.
He could spend all the winds of magic in invocation and raise the dead and i think he would lose after 2 days :). A perfect wind of death pretty much wins the battle against infantry based armies every time, tho i agree with the versatility its my favorite too
@@alexanderthompson7164 Buffing skeletons isnt as optimal as buffing blood knights. Plus there are better ways to kill as VC (direct damage spells, monsters and cav/chariots). VC infantry kills slowly and their use is to hold as the better units do the heavy lifting. The only spell i ever use on infantry is invocation just to hold a little longer
@The Impaler the meaning is actually "of" or "from". noble family names are often regions. same for french the prefix for noble family names "de" means "of" or "from". whereas Mc is just a fancy prefix with no real meaning.
@@ToHundreProsent I stand corrected then, didn't know it meant "son" in Gaelic. Although it s different as it's not a sign of nobility, as anyone could have Mc or Mac in their surnames. Even that local populations would often take he name of the new chief when conquered, to stay alive. in short "de" or "von" were (nobles are not actual rulers anymore) to show you're the lord of a region, while Mc or Mac are to show your relation or affiliation to someone and sometimes a clan.
"now you gotta be careful with votex spells, if they move the wrong way they can hurt your own units"(casts) "But if you're lucky yo-..... Goddammit." hahaha twwh2 in a nutshell
The fucking building that gives gendarmes to france. Now for france it wprks(not really) but WHY DOES SPAIN GET IT. It gives no bonuses to anything and spain cant recruit gendarmes. The first time i play spain i built this building expecting to get the awesome looking gendarmes(since they are only viable in cp), and what igot was a useless building for half my goddamn playthrough. Completely pointless.
Honestly, Fire and Heavens are pretty tied IMO. It just depends on who you're facing. Several units especially from Vampire Counts and Wood Elves have weaknesses to fire damage and anything with the "Regeneration" trait such as Ice trolls, have their regeneration broken if hit with fire damage. This is where the Flaming Sword of Rhuin comes into play. It's a massive area buff that gives everyone affected fire damage added to their attacks. It's as good of a buff as Curse of the Midnight Wind is a debuff, but it gets way better if what you're using it against is vulnerable to fire, especially when the fire weakness bonus from the Bright Wizard is factored in. Obviously buff and debuff spells always have that added benefit that they dont need to be aimed to be effective. Vortex and Wind spells are fundamentally dependent on opponent positioning and not hitting your own troops. Buff spells like the Flaming Sword are pretty much guaranteed to always provide value. Also Piercing Bolts of Burning is good vs walls/settlements like the Comet of Cassandora is. Fireball is cheap and is useful vs single target units if your opponent is rolling with a lot of them and you can't take advantage of your big AoE spells. Fire doesn't have any weak spells, neither does Heavens. They're pretty equal lores.
@@szymonhutnik185 then you clearly have not vsed undead factions/skaven 1 good burning head "a dirt cheap spell btw" will destroy chaff that would otherwise take forever to cleave through
@@szymonhutnik185 How so? A level 3 wizard (with 1 point in Flame Skull) can singlehandedly win low tier battles at the begining of a campaign. It's one of the best lores for damage, and it's also incredibly good for buffing, as Flaming Sword of Rhuin is way better than it looks like in the tooltip, because of Kindle Flame passive, which is a multiplicative effect.
For me aside the op vampire lore (it has to be op because the vampires depend on it a lot), the lore of light is also very strong, the ability of sending an enemy unit to sit at the corner shouldn't be underestimated.
I was surprised that flaming sword of Rhiun wasn't mentioned. I've used to completely turn battles. That and flaming skull makes even a five point fire lore wizard viable, and dominates in early game.
Yeah, I remember that feeling when after hundred of hours, I suddenly discovered "wait, you can overcast your spells? I have been living my life wrong this whole time."
Yeah, i didn't even know this either. Did the game ever tell us about that? The nrrator pops up like every 5 mins in early campaign telling us mostly wothless stuff, but did he mention about that?
@@TheWhiteStar666 the game is terrible at explaining you how to play it. It's what turns off a lot of people, it's just that they don't know how to play properly. Total War is full of gotchas and tips that you are forced to learn yourself over the long run. CA should really do a better job at explaining how their games work.
@@bawzzzz It's not just that the game doesn't explain shit but most stats are actually secret. Even pro players don't know how much damage any unit deals exactly. Charge damage, impact damage, collision damage, spell damage, ability damage. No one except CA knows how this shit works. It took the commuinity years of testing just to figure out basic armour reduction.
Lore of Heavens was also really good on the table top. I loved my Skink Priests. Lore of Vampires was also pretty powerful. If you're playing Vampire Counts and aren't spamming curse of years, Danse Macabre and Invocation of Nehek, you aren't doing it right.
Top 5 Deathballs / Doomstacks! Also if we're talking just campaign, Gelt's Lore of Metal is absolutely bonkers with his dirt cheap Golden Hounds, plus Final Transmutation to snipe out the lord... mmm...
@@IronFreakV Lore of Metal is pretty good, and especially when Gelt uses it (he has some stuff to reduce cooldowns and costs) it gets really nutty. I've gotten over a thousand kills a couple of times against non-skaven factions with him, in addition to killing their lord almost single-handedly.
I always find Fire to be the best lore for pure damage. The AI tends to field a lot of unarmoured archers, and the burning head will rip through them on a low cooldown and cost. You can use it so many times to just clear their archers or infantry. Great vs the spam factions like the skaven and greenskins. I have faced off against massive greenskin waaagh armies and ended up with over 2000 kills on my mage by just using burning head. Cheap, low cooldown, and you aim it yourself. Wind spells are just great. Vortex spells can be great, but i have had bad experiences with them. You get two fire mages and then just burn your way through the early game. Late game you have the vortex if you really need it, but burning head is still just great vs archers. You put two onto their archer group and they are out of the fight. Then you can have free reign with your archers. I also just like burning greenskins. Why can't they just stop shouting on the campaign map. Same with elves. I honestly think that is why i exterminate them so often.
You might have to release a revamped version when Nagash's Lore of Undeath comes out if it's anywhere near as ludicrous as it was during the End Times.
Did you forget about lore of the deep? Tidecall is a cheap wind blast like spell, Denizens of the deep can summon rothing prometheans, fog of the damned -26 attack debuf, vangheist's revenge is like wind of death, perhaps even stronger. and kraken's pull a powerful stationary vortex spell.
The problem I found with Vangheist's is that, while incredibly strong, it has such an absurdly long windup time between cast and effect that even the AI can often just wiggle its way out of it pretty easily. It does look cool as hell though.
I personally feel like Shadows is better than Fire, Pit of Shades is fantastic and if overcharged will destroy an entire unit of the most elite infantry in the game (Chosen/P Guards etc), plus the AoE spell that gives +40% Weapon damage and AP is just amazing.
What's wrong with all these guys praising Pit of Shades IT'S UTTER SHIT. Play on Huge unit scale you'll see PoS can't even kill a single model from a full life low tier unit.
@@jean-edouardahmedozzi6120 It's also not meant to be used againsst a low tier unit. Try again with some high armor elite unit that has some amount of mass.
Some spell notes from campaign: Regrowth and Earth Blood are downright broken on Small or even Normal unit scale: one Earth Blood will give you 1/5th of your lord / noble / anything's health back. Cast it 5 times and bam, full health. Also, you missed the bonus of Pha's Protection and Birona's Timewarp: it turns units with only 15 MD/MA into 50 MA/MD, which is an absurd increase: it's what I use as TK to make my skellies into killing machines. Casting it on units with 40 MA/MD off the bat is less effective (but still by no means a waste). Overcast Burning Head is better against armor than you think. You also missed the blatant combination of Curse of the Midnight Wind + Wind Blast. Curse lowers armor. Wind Blast is bad against armor. See a solution here? :P This is what makes Kroq-Gar's campaign an absolute joke, as he starts with a Skink Priest of Heavens. Thunderbolt gets an honourable mention for SFO: Maz's -2 spell cost means Thunderbolt ends up costing 2 WoM. It's absolutely broken in the earlygame where fights are only 10v10, and the ability to nuke a unit out of existence (Normal unit size!) sends the balance of power wildly in your favour.
"The vampire lore of magic and the next top 4 lores of magic". Invocation of Nehek is the best spell in the game. You could have pointed out the cheeseyness of bringing back to life your army after the battle is done. It is so OP it is ridiculous. Awesome video, as always.
Mazda with his triceratops mount is the one i found after two years as stupidly broken. Some have known for eras, just many don't since few want to play as jabba the toad.
Hard to say tbh, depends on playstyle. Some generals are more focused on utility or buffs, whereas others like Kholek or Tyrion are pure melee tanks. My personal favorite is Gelt because of gunnery memes and killing potential once he hits level >20, but someone else might prefer someone like Orion. Really needs to be split into different focuses.
Very useful video. All my previous experimentation with magic in WH2 was basically trial and error. I found it shocking how gimped my Lizardmen armies were that contained a Beasts priest instead of a Heavens priest. Shocking difference in effectiveness, at least in my constant battles against undead/vampires.
I feel like magic is in a pretty good place right now. I know this is a top 5 list and I’d probably have the same top 5, if not top 8. Shadows, deep, death are great too - shadows and deep have the best vortexes in the game that don’t have an rng factor to them, death has purple sun and bjuna - two solid damaging spells - and all 3 of these lores have other great aoe buff/debuffs that are far more useful than the weaker spells in Light/Life (which are only as good as they are because heal/net is OP). Honorable mentions too to Lore of Beasts (more so in multiplayer than campaign) and Gelt with Metal.
Hmm, I really like the Lore of the Deep myself, that giant spell that makes writhing tentacles that kill and slow is just a fun trap on bunched up units. n.n
Concerning the lore of Fire i feel it's important to highlight the sniping potential of fireball and the situational but game changing flaming sword which can win games outright against certains factions.
Raise dead is also nice for vampires. it allows you to have a battle ahead of the main battle. ride Isabella ahead, summon zombols, empire troops pile up around them, their artillery blasts their own troops, ranged units wasting ammo, and when your zombols are about to die, finish with a nice wind of death.
To be honest this is super useful. Saves me time to hire different kinds in my own campaign and test them. Now I know what to get in factions that has those lore of magic available
I personally would include the lore of shadows, the fact that Pit of Shades is a Stationary vortex can make it much safer to utilize, and in siege battles it can be horrific
I watched this video like a year ago and now revesiting it, while i do agree with you for the cheese, playing as the tomb kings when orks and elves and lizards come for you with their elite units and giant monsters, the best friends you can have are Fate of Bjuna and Spirit Leech. Also Death has some pretty good debuffing spells and an "ok" vortex spell. Keep up the chees-gods work legend
I always go for healing spells and nothing else because I play SFO. No healing cap with SFO. Just keep healing your OP legendary lord and he will kill pretty much everything. No need for microing every single spell and ignoring your other units while doing it. This is why I think vamp and life lores are best. Keep healing Mannfred, Vlad, KF, Tyrion etc. and they will win every battle for you. Especially if you have sword of Khaine.
Lore of deeps is pretty good, i really like that vargheists revenge (idk if i spelled that right) spell where the ghost ship pops up and shoots its cannons, rips up frontlines pretty nicely, and being able to summon crabs is pretty rad too
I really like Piercing Bolts of Burning in the lore of fire spellbook. Does great damage when overcast with a large AoE. Can be cast on walls during siege battles and there's no risk of accidentally wiping out your own units.
Alariel with a wizard of metal and a box of phoenix guard can probably get the job done. Lore of metal can change the balance of a ton of units on the field in an instant.
so basically lizardmen have access to all but the vampire lore. imagine if every spell-caster had his own wind of magic and when casting any spell would only lower his. just terrifying.
I tthink the biggest strength of the Wind of Death is that you can actually control where it goes, vortex spells are a 50/50 you can manipulate it a bit to have the best possible start area but it can just go into your own guys or away from the fight whilst wind of death will always hit what you aim for.
Definitely agree on lore of vampires. I feel lore of shadows should have been on there, but I need to think about it to work out where. I also enjoy lore of beasts, but I agree it isn't the most effective overall on campaign.
Shadow lore - it has 2 great advantages. 1- the pits of shadow vortex doesnt move, do it "guaranteed" damage and no friendly fire. 2- it sucks enemies close and has great synergy with archers. As for damage - according to data.pack/db/battle_vortexes_tables/ it has double the radious of flame storm, shorter duration, more AP damage and quite the detonation force. It disrupts formations and can trap even large units. As for its wind - it deals AP damage unlike burning head or heavens wind. Its best "wind" late game spell. And heres is a super hint for ALL lore of magic - overcasting spells increases their BASE damage, not AP. Wind of death is burning head with a THIRD of shadows penumbral pendlum damage
once upon a time in PVP, one fire mage using burning sword on 3 squad of great sword just burn out 2 squads of my full health grave guards and 3/4 of a ror grave guard in its duration. You got the ideal of how good it is against vampires. And even in mutilplayer, wind of death can easily shred thought these greedy boyz going after your engine.
Lore of deeps is surprisingly good. From personal experience, I think Vangheist's revenge may be the only spell to rival wind of death, especially when targeting armored foes. The summon is also really good for absorbing charges, and breaking morale. The vortex spell is meh, and their fog debuff spell is great. Pepper in their passive which deals direct damage to everyone on the map, and you got yourself a contender for the top lore of magic :).
Spot 1 and 2 are both great lores but Heavens can be used by more factions so may be more useful for some. But for vamps there's no denying how strong it's magic is on the battlefield. I've had it win battles I would have never won without it. It's quite deadly for sure.
Pit of Shades is absolute garbage. Pop it on a unit of full life Swordsmen and it will not kill ONE man in the ENTIRE duration of the spell. It will bring the unit down to 50% of its health but without killing any models. Garbage spell really.
Lore of Heavens is by far the most versatile, I agree. Not only can you deal a ton of damage, but it looks amazing as well. Sure, the Comet is a bit too pricey, but damn if it desn't look impressive.
I use only life to the point that my whole armies revolve around that magic, winning every siege with ease with a couple of dragons or lords on dragons
on the topic of cheese it should be noted that most magics are balanced for large/huge unit size. if you REALLY wanna win a legendary campaign but don't wanna use skill or strategy, go to small unit sizes and laugh the night away with spells that 1-shot generals and bring your army from 1/2 hp to full in seconds. seriously nothing is more hilarious than an overcast final transmutation killing the enemy lord and the 5 units standing next to him from full HP
Lore of depths was an amazing wind of death type spell. You should do a top 5 strongest units in campaign. I once killed 3 full stack armies of chaos with a Morris engine.
@@aidenpons9584 It's still useful spell in some army compositions, with tons and tons of artillery and/or missile units. Being able to pin down enemy cavalry in groups and then shot them to pieces is viable thanks to this spell. I think it should has been at least mentioned in the video
*One little note on a mistake I made. The Light Battle Spell affects multiple units. I said it only affects one. My mistake*
Hey legend, been a follower for pretty much the entirety of your channel man. Love the shit. Hey would you wanna do 1212 for the Mongols? Burn and conquer the earth and salt their fields sounds right up your alley lol.
What do you think of other lores I wonder? Could you list these gems for others too? For example skaven lores etc.
How do you feel about the Comet spell vs Chain lightning?
Fab Elger lord kroaks biggest thing is the friendly units immune. Makes messy tangle ups where there aren’t good lines a breeze
@@9forMortalMen charge a tanky lord into the enemy and have them pile up. Launch a comet of Cassandora, then an overcast net of Amyntok. Profit.
That banishment spell though. You couldn't have chosen a better movement for that spell if you controlled it yourself! That was amazing.
He probably recorded 100 of those spells and chose the perfect one lul
@@Vince-tt1uj I think it was actually the opposite. He managed hit that perfect spell in a custom battle where it didn't matter at all, but in a real campaign battle where you really need that one perfect spell, it's just not happening.
I was just joking @@DevaXXL
@@Vince-tt1uj funny
That Banishment gave me a full chub
That included an embedded "top 2 perfectly behaved vortex spells" video, lol.
most of my vortex spells think they're straightforward moving spells and just run off into the horizon
Legend; *dropping a phat Wind of Death*
Me; a Dawi player; *zoning out from the rest of the video from sheer trauma*
Dude, you think you have problems. I play High Elves. I think my frontline is even more expensive than yours!
Imagine how many kills that would have got if Dawi didn't get 25% magic resist.
you fools shouldve had an insider working at CA like we do, and maybe blackmail some modders too
"Lore of Fire is the best lore in the game for burning" - LegendofTotalWar 2019 You dont say :P
Ever since Piercing Bolts of Burning got that huge buff, I think the lore of fire deserves the #2 spot.
@@Aredel i was wondering why he didn't mention it when i had tried it like a week ago and it just nuked what it hit.
IKR overcasting that spell can two-shot a Dread Saurian. Lore of fire is definitely my favorite.
@@robertharris6092 In fact, I use it more than the fire storm in sieges. Specially on sieges that have a lot of missile units in the walls, it literally destroy them.
If there is a lot of infantry blobbing behind the door, sure, the storm is better. But sometimes they have cavalry deep in the castle, in the plaza with the walls, and the infantry is on the walls. Piercing Bolts can be cast on the walls, and that's great
Top 5 most cost-effective units
A Morris engine is expensive but it can single handily kill 400+ chosen
@@capttelush539 If you can hold the line long enough.
goblins!
1. dwarf warriors
2. probably more dawi
3. you gettin the picture yet?
#1 Yari ashigaru, try to top it.
"The spell Flesh to Stone is just a little bit meh" said nobody using it in the tabletop game.
Said nobody who plays D&D.
#5: 0:20 - Lore of Life
#4 1:58 - Lore of Light
#3 5:13 - Lore of Fire
#2 8:04 - Lore of Heavens
#1 10:20 - Lore of Vampires
ty
I think you underplayed the importance of Invoc of Nehek a little... for the vamps and vamp coast, you can completely regenerate your elite infantry and cav (depth guard and blood knights) while it also regenerates the combatant count of each unit. Plus you can insta-support your units with raise dead and catch skirmish armies with the withering. It is THE most versatile law in the game.
He could spend all the winds of magic in invocation and raise the dead and i think he would lose after 2 days :). A perfect wind of death pretty much wins the battle against infantry based armies every time, tho i agree with the versatility its my favorite too
@@alexanderthompson7164 Buffing skeletons isnt as optimal as buffing blood knights. Plus there are better ways to kill as VC (direct damage spells, monsters and cav/chariots). VC infantry kills slowly and their use is to hold as the better units do the heavy lifting. The only spell i ever use on infantry is invocation just to hold a little longer
You are right, but depth guard are pretty bad, just one of their worst cost efficient units tbh. You're better off with mournguls or crabs.
Invocation and raise dead are godscent for Coast.
But for Counts it's all about the wind.
While lore of vampires is the best it is not the most versatile. Heavens has far more variety although it is not as proficient as vampires
This one was actually more interesting than usual ones.
other factions: multiple strong spells adapted to every situation
skaven: plague, take it or leave it
To be fair, with Skaven you really don’t need lots of magical gimmicks if you brought enough Ratling Guns and artillery. You just need _more Skaven._
Plague is really good though. It's cheap and demolishes infantry.
"And that kiddo, is how uncle Von made nearly 4.000 dwarves run away in abject terror"
@The Impaler the meaning is actually "of" or "from". noble family names are often regions.
same for french the prefix for noble family names "de" means "of" or "from".
whereas Mc is just a fancy prefix with no real meaning.
@@qgqsrg1 Even more actually, mc means son, as in son of.
@@ToHundreProsent I stand corrected then, didn't know it meant "son" in Gaelic.
Although it s different as it's not a sign of nobility, as anyone could have Mc or Mac in their surnames. Even that local populations would often take he name of the new chief when conquered, to stay alive.
in short "de" or "von" were (nobles are not actual rulers anymore) to show you're the lord of a region, while Mc or Mac are to show your relation or affiliation to someone and sometimes a clan.
4.000 is 4. Only 4 damn dawi ran? :(
@@seb2750 yes. Only four stunties ran forward.
"now you gotta be careful with votex spells, if they move the wrong way they can hurt your own units"(casts)
"But if you're lucky yo-..... Goddammit."
hahaha twwh2 in a nutshell
"You wont be able to auto resolve all those settlement battles"
Nakai the wanderer: "Excuse me, biatch"
Top 5 useless buildings, top 5 cost-ineffective units
The fucking building that gives gendarmes to france. Now for france it wprks(not really) but WHY DOES SPAIN GET IT. It gives no bonuses to anything and spain cant recruit gendarmes. The first time i play spain i built this building expecting to get the awesome looking gendarmes(since they are only viable in cp), and what igot was a useless building for half my goddamn playthrough. Completely pointless.
Shogun 2 siege workshop
@@Ks-bz3cx It is fucking hillarious that Gendarmes cost more than Chivalric Knights and are worse.
1# dread saurian. Too expensive
Those vortex spells, especially that Banishment, couldn't have gone any better in terms of a demonstration.
Honestly, Fire and Heavens are pretty tied IMO. It just depends on who you're facing.
Several units especially from Vampire Counts and Wood Elves have weaknesses to fire damage and anything with the "Regeneration" trait such as Ice trolls, have their regeneration broken if hit with fire damage. This is where the Flaming Sword of Rhuin comes into play. It's a massive area buff that gives everyone affected fire damage added to their attacks. It's as good of a buff as Curse of the Midnight Wind is a debuff, but it gets way better if what you're using it against is vulnerable to fire, especially when the fire weakness bonus from the Bright Wizard is factored in. Obviously buff and debuff spells always have that added benefit that they dont need to be aimed to be effective. Vortex and Wind spells are fundamentally dependent on opponent positioning and not hitting your own troops. Buff spells like the Flaming Sword are pretty much guaranteed to always provide value.
Also Piercing Bolts of Burning is good vs walls/settlements like the Comet of Cassandora is. Fireball is cheap and is useful vs single target units if your opponent is rolling with a lot of them and you can't take advantage of your big AoE spells.
Fire doesn't have any weak spells, neither does Heavens. They're pretty equal lores.
For me fire lore was and probably still is the worst lore in the game. I always have better choice than this but heavens is indeed broken
@@szymonhutnik185 then you clearly have not vsed undead factions/skaven 1 good burning head "a dirt cheap spell btw" will destroy chaff that would otherwise take forever to cleave through
@@szymonhutnik185 How so?
A level 3 wizard (with 1 point in Flame Skull) can singlehandedly win low tier battles at the begining of a campaign.
It's one of the best lores for damage, and it's also incredibly good for buffing, as Flaming Sword of Rhuin is way better than it looks like in the tooltip, because of Kindle Flame passive, which is a multiplicative effect.
For me aside the op vampire lore (it has to be op because the vampires depend on it a lot), the lore of light is also very strong, the ability of sending an enemy unit to sit at the corner shouldn't be underestimated.
I was surprised that flaming sword of Rhiun wasn't mentioned. I've used to completely turn battles. That and flaming skull makes even a five point fire lore wizard viable, and dominates in early game.
I have a hard time keeping track of all the different lores so this was quite useful for me. Thanks man
Tfw the custom battle spells do what you want and in the campaign it does what ever it wants
"Now is the season of our discontent"
Shakespeare has competition
i did not even know you could overcharge, wtf
I have over 600 hours in both war 1 & 2 and have just learned this now as well hahaha
Yeah, I remember that feeling when after hundred of hours, I suddenly discovered "wait, you can overcast your spells? I have been living my life wrong this whole time."
Yeah, i didn't even know this either. Did the game ever tell us about that? The nrrator pops up like every 5 mins in early campaign telling us mostly wothless stuff, but did he mention about that?
@@TheWhiteStar666 the game is terrible at explaining you how to play it. It's what turns off a lot of people, it's just that they don't know how to play properly. Total War is full of gotchas and tips that you are forced to learn yourself over the long run. CA should really do a better job at explaining how their games work.
@@bawzzzz It's not just that the game doesn't explain shit but most stats are actually secret. Even pro players don't know how much damage any unit deals exactly. Charge damage, impact damage, collision damage, spell damage, ability damage. No one except CA knows how this shit works. It took the commuinity years of testing just to figure out basic armour reduction.
'Now is the season of our discontent' - Yes, thats what I say when I get murdered with Winds Of Death...
well, i guess the vampires compensate lack of artillery and archers with winds of death
Skaven magic is the best, yes yes?
Top 5 best looking but somewhat useless units.
gothic knights
Medieval 2 early Gunpowder infantry. They're fucking full-plate warriors in shining armor with huge handguns. They're also complete shit.
Arcanii in Rome TW - Rome's ninjas, with black hoods and masks, and two swords! Awesome but pointless.
Man i really wan to see this in a top 5 videos
holemmo ramieres royal Hippogriffs
Lore of Heavens was also really good on the table top. I loved my Skink Priests.
Lore of Vampires was also pretty powerful. If you're playing Vampire Counts and aren't spamming curse of years, Danse Macabre and Invocation of Nehek, you aren't doing it right.
Top 5 Deathballs / Doomstacks!
Also if we're talking just campaign, Gelt's Lore of Metal is absolutely bonkers with his dirt cheap Golden Hounds, plus Final Transmutation to snipe out the lord... mmm...
yes please!
Had it gotten buffed then? Haven't played Empire since super early Warhammer 2 but back then Lore of Metal was trash
@@IronFreakV Lore of Metal is pretty good, and especially when Gelt uses it (he has some stuff to reduce cooldowns and costs) it gets really nutty. I've gotten over a thousand kills a couple of times against non-skaven factions with him, in addition to killing their lord almost single-handedly.
Gelt is a beast with his magic once upgraded, by far the most useful Empire lord in the campaign as time progresses, he easily gets 500-1000 kills.
@@AurioDK It helps that Metal is the Lore of Armor Piercing.
Oh hell yeah. i always awaited the moment when legend would do a bandicam 2019 02 28 08 58 57 437 related video.
I always find Fire to be the best lore for pure damage.
The AI tends to field a lot of unarmoured archers, and the burning head will rip through them on a low cooldown and cost.
You can use it so many times to just clear their archers or infantry.
Great vs the spam factions like the skaven and greenskins.
I have faced off against massive greenskin waaagh armies and ended up with over 2000 kills on my mage by just using burning head.
Cheap, low cooldown, and you aim it yourself. Wind spells are just great. Vortex spells can be great, but i have had bad experiences with them.
You get two fire mages and then just burn your way through the early game.
Late game you have the vortex if you really need it, but burning head is still just great vs archers. You put two onto their archer group and they are out of the fight.
Then you can have free reign with your archers.
I also just like burning greenskins.
Why can't they just stop shouting on the campaign map. Same with elves. I honestly think that is why i exterminate them so often.
You might have to release a revamped version when Nagash's Lore of Undeath comes out if it's anywhere near as ludicrous as it was during the End Times.
wow this really gives new insight to how powerful magic can be in total war Warhammer :O
Did you forget about lore of the deep? Tidecall is a cheap wind blast like spell, Denizens of the deep can summon rothing prometheans, fog of the damned -26 attack debuf, vangheist's revenge is like wind of death, perhaps even stronger. and kraken's pull a powerful stationary vortex spell.
The problem I found with Vangheist's is that, while incredibly strong, it has such an absurdly long windup time between cast and effect that even the AI can often just wiggle its way out of it pretty easily.
It does look cool as hell though.
Lore of Shadow has to be the most underrated. Shadow, deeps and beast are all also very good!
You’ll never convince legend that beasts is anything but trash...
SFO nerfs invocation of Nehek with a -Melee attack debuff during effect. But it also makes regen cap unlimited, so...
They're pretty fun in sfo.
"vortex spell could backfire on your own troops"
process to descimate 3 entire unit with 1 spell
Number 1 vampires invocation of nehek ... gets nerf ed
Top 5 Total War glitches you can exploit
Wow , I didn't expect the vampires to be this good
My favourite use for Raise Dead is to summon them as a flanking force and watch the enemy (figuratively) crumble.
I personally feel like Shadows is better than Fire, Pit of Shades is fantastic and if overcharged will destroy an entire unit of the most elite infantry in the game (Chosen/P Guards etc), plus the AoE spell that gives +40% Weapon damage and AP is just amazing.
What's wrong with all these guys praising Pit of Shades IT'S UTTER SHIT. Play on Huge unit scale you'll see PoS can't even kill a single model from a full life low tier unit.
@@jean-edouardahmedozzi6120 It's also not meant to be used againsst a low tier unit. Try again with some high armor elite unit that has some amount of mass.
Some spell notes from campaign:
Regrowth and Earth Blood are downright broken on Small or even Normal unit scale: one Earth Blood will give you 1/5th of your lord / noble / anything's health back. Cast it 5 times and bam, full health.
Also, you missed the bonus of Pha's Protection and Birona's Timewarp: it turns units with only 15 MD/MA into 50 MA/MD, which is an absurd increase: it's what I use as TK to make my skellies into killing machines. Casting it on units with 40 MA/MD off the bat is less effective (but still by no means a waste).
Overcast Burning Head is better against armor than you think.
You also missed the blatant combination of Curse of the Midnight Wind + Wind Blast. Curse lowers armor. Wind Blast is bad against armor. See a solution here? :P This is what makes Kroq-Gar's campaign an absolute joke, as he starts with a Skink Priest of Heavens.
Thunderbolt gets an honourable mention for SFO: Maz's -2 spell cost means Thunderbolt ends up costing 2 WoM. It's absolutely broken in the earlygame where fights are only 10v10, and the ability to nuke a unit out of existence (Normal unit size!) sends the balance of power wildly in your favour.
"The vampire lore of magic and the next top 4 lores of magic".
Invocation of Nehek is the best spell in the game. You could have pointed out the cheeseyness of bringing back to life your army after the battle is done. It is so OP it is ridiculous.
Awesome video, as always.
Top 5 generals/heroes in total war.
Mazda with his triceratops mount is the one i found after two years as stupidly broken. Some have known for eras, just many don't since few want to play as jabba the toad.
Hard to say tbh, depends on playstyle. Some generals are more focused on utility or buffs, whereas others like Kholek or Tyrion are pure melee tanks. My personal favorite is Gelt because of gunnery memes and killing potential once he hits level >20, but someone else might prefer someone like Orion. Really needs to be split into different focuses.
Spanish Inquisition tyrion, assuming you mean in campaign as well. If not probably kholek
Literally yesterday i thougt: "wouldnt it be nice if Legend made a Best spell books Video."
Very useful video. All my previous experimentation with magic in WH2 was basically trial and error. I found it shocking how gimped my Lizardmen armies were that contained a Beasts priest instead of a Heavens priest. Shocking difference in effectiveness, at least in my constant battles against undead/vampires.
I feel like magic is in a pretty good place right now. I know this is a top 5 list and I’d probably have the same top 5, if not top 8. Shadows, deep, death are great too - shadows and deep have the best vortexes in the game that don’t have an rng factor to them, death has purple sun and bjuna - two solid damaging spells - and all 3 of these lores have other great aoe buff/debuffs that are far more useful than the weaker spells in Light/Life (which are only as good as they are because heal/net is OP). Honorable mentions too to Lore of Beasts (more so in multiplayer than campaign) and Gelt with Metal.
Top 5 most O.P. units
Herculiani Seniores from TW Attila has to be the number 1
He's already done this.
Ancient Stegadon. A glass cannon made of concrete.
Horse archers. They where beyond broken in the early TW games
Kholek. Big, fast, infinite mass, max ward save. Can fight a Sword-of-Khaine wielder head-to-head when geared up.
I was kind of bummed that shadow want on here! It's my personal favorite, but I do ago that it's not always the most handy.
8:05
HEY YOU WITH THE PRETTY FACE
Hmm, I really like the Lore of the Deep myself, that giant spell that makes writhing tentacles that kill and slow is just a fun trap on bunched up units. n.n
Thank you so much for such a detailed video with examples in real fights!
The comet is the best looking spell in the game imho
Concerning the lore of Fire i feel it's important to highlight the sniping potential of fireball and the situational but game changing flaming sword which can win games outright against certains factions.
Raise dead is also nice for vampires. it allows you to have a battle ahead of the main battle. ride Isabella ahead, summon zombols, empire troops pile up around them, their artillery blasts their own troops, ranged units wasting ammo, and when your zombols are about to die, finish with a nice wind of death.
To be honest this is super useful. Saves me time to hire different kinds in my own campaign and test them. Now I know what to get in factions that has those lore of magic available
I personally would include the lore of shadows, the fact that Pit of Shades is a Stationary vortex can make it much safer to utilize, and in siege battles it can be horrific
Your vids are the reason i splurged on WH2 with DLCs. Keep up the great work.
I watched this video like a year ago and now revesiting it, while i do agree with you for the cheese, playing as the tomb kings when orks and elves and lizards come for you with their elite units and giant monsters, the best friends you can have are Fate of Bjuna and Spirit Leech. Also Death has some pretty good debuffing spells and an "ok" vortex spell. Keep up the chees-gods work legend
I always go for healing spells and nothing else because I play SFO. No healing cap with SFO. Just keep healing your OP legendary lord and he will kill pretty much everything. No need for microing every single spell and ignoring your other units while doing it. This is why I think vamp and life lores are best. Keep healing Mannfred, Vlad, KF, Tyrion etc. and they will win every battle for you. Especially if you have sword of Khaine.
Shoutout from 2021, got an updated tier list? It's tough to keep track of changes as a casual player.
Top 5 best total war soundtracks
He has already done that one
ruclips.net/video/m-_WW9V2oPo/видео.html
Very subjective though.
Totalwar Vietnam wins every time
Lore of deeps is pretty good, i really like that vargheists revenge (idk if i spelled that right) spell where the ghost ship pops up and shoots its cannons, rips up frontlines pretty nicely, and being able to summon crabs is pretty rad too
Wow! you've inspired me to retry a Heinrich Kemmler campaign, the only Warhammer campaign I've ever lost. Now I see I was doing it all wrong.
You also forgot you can bounce burning head in settlement battles, racking up tons of kills as it keeps passing through the same unit or units
was saying vampires before i even heard you confirm it haha
That was really good, I never knew which spells were best
That banishment was the most ridiculous thing I have ever seen. It's like it fucking followed the line of the enemy units perfectly.
Damn, your knowledge about this game is impressing!
Wait, you can reorient spells without moving your hero?! Why did no one tell me this
i love the shadow one, the pendulum is really good, and looks cool
I really like Piercing Bolts of Burning in the lore of fire spellbook. Does great damage when overcast with a large AoE. Can be cast on walls during siege battles and there's no risk of accidentally wiping out your own units.
2368 Kills with my Bright Wizard using Flame Storm - SFO campaign and Survival campaign MOD - Empire vs. Skaven
Alariel with a wizard of metal and a box of phoenix guard can probably get the job done. Lore of metal can change the balance of a ton of units on the field in an instant.
so basically lizardmen have access to all but the vampire lore.
imagine if every spell-caster had his own wind of magic and when casting any spell would only lower his. just terrifying.
I tthink the biggest strength of the Wind of Death is that you can actually control where it goes, vortex spells are a 50/50 you can manipulate it a bit to have the best possible start area but it can just go into your own guys or away from the fight whilst wind of death will always hit what you aim for.
Then there's recently added Skaven nukes. Who needs magic when you can nuke?
Top 5 Total War intros including expansions !
Definitely agree on lore of vampires. I feel lore of shadows should have been on there, but I need to think about it to work out where. I also enjoy lore of beasts, but I agree it isn't the most effective overall on campaign.
100% agree with Lore of Vampires. Also, Vampire counts are by far my favorite faction in the campaign. So fun!
it feels like you need "blood for the bloodgod dlc" to maximize the damage of blood magic xD
Shadow lore - it has 2 great advantages. 1- the pits of shadow vortex doesnt move, do it "guaranteed" damage and no friendly fire. 2- it sucks enemies close and has great synergy with archers. As for damage - according to data.pack/db/battle_vortexes_tables/ it has double the radious of flame storm, shorter duration, more AP damage and quite the detonation force. It disrupts formations and can trap even large units.
As for its wind - it deals AP damage unlike burning head or heavens wind. Its best "wind" late game spell.
And heres is a super hint for ALL lore of magic - overcasting spells increases their BASE damage, not AP. Wind of death is burning head with a THIRD of shadows penumbral pendlum damage
once upon a time in PVP, one fire mage using burning sword on 3 squad of great sword just burn out 2 squads of my full health grave guards and 3/4 of a ror grave guard in its duration. You got the ideal of how good it is against vampires.
And even in mutilplayer, wind of death can easily shred thought these greedy boyz going after your engine.
oh man that banishment was sooo perfect
After the last patch you should totally check the Piercing Bolts in fire lore. My god this thing can do SO MUCH against large beasts like dinos.
Lore of deeps is surprisingly good. From personal experience, I think Vangheist's revenge may be the only spell to rival wind of death, especially when targeting armored foes. The summon is also really good for absorbing charges, and breaking morale. The vortex spell is meh, and their fog debuff spell is great. Pepper in their passive which deals direct damage to everyone on the map, and you got yourself a contender for the top lore of magic :).
Spot 1 and 2 are both great lores but Heavens can be used by more factions so may be more useful for some. But for vamps there's no denying how strong it's magic is on the battlefield. I've had it win battles I would have never won without it. It's quite deadly for sure.
I don't like Vortexes... Too unpredictable...
The vortex in the Lore of Shadows doesn't, and it's gorgeous !
Pit of Shades is absolute garbage. Pop it on a unit of full life Swordsmen and it will not kill ONE man in the ENTIRE duration of the spell. It will bring the unit down to 50% of its health but without killing any models. Garbage spell really.
@@jean-edouardahmedozzi6120 but it can be used on walls
Lore of Heavens is by far the most versatile, I agree. Not only can you deal a ton of damage, but it looks amazing as well. Sure, the Comet is a bit too pricey, but damn if it desn't look impressive.
Top 5 CA cinematics, It can be from an announcement trailer, to ingame cutscenes, game and faction intros.
The greenskin spells is also useful. Like the mighty nuclear Foot of Work and the dastardly sneaky little Waagh spells.
I use only life to the point that my whole armies revolve around that magic, winning every siege with ease with a couple of dragons or lords on dragons
on the topic of cheese it should be noted that most magics are balanced for large/huge unit size. if you REALLY wanna win a legendary campaign but don't wanna use skill or strategy, go to small unit sizes and laugh the night away with spells that 1-shot generals and bring your army from 1/2 hp to full in seconds. seriously nothing is more hilarious than an overcast final transmutation killing the enemy lord and the 5 units standing next to him from full HP
Top five artillery units
that vampire battle was sweet
Lore of depths was an amazing wind of death type spell. You should do a top 5 strongest units in campaign. I once killed 3 full stack armies of chaos with a Morris engine.
please do, best/worst spell in each lore of magic
Yeah, I only know 1 spell
Warplightning
Lore of undeath got the first place
THANKS NAGASH
Overcasted Net of Amyntok is OP with longer duration and AoE effect
But expensive as heck... in campaign I find it easier for them to come to my lines and then murder them with spells.
@@aidenpons9584 It's still useful spell in some army compositions, with tons and tons of artillery and/or missile units. Being able to pin down enemy cavalry in groups and then shot them to pieces is viable thanks to this spell.
I think it should has been at least mentioned in the video
Best lore of magic? The Lore of Lord Kroak.
"Deliverance of Itzaaaaaaa Bitchez!"