I would've added a note about aiming any aoe direct damage, hex, regen, or augment that in order for a unit have the effect cast on them *you need to make sure the unit's banner is within the aoe.* Even if you get most of the models in a unit in the area of effect, if the banner is outside the zone, they don't get the effect.
Vortex spells are just perfect for clearing a blob of infantry off of your lord or single large entity units. Charge your lord in with your front line to tangle a unit. Enemy will charge him with a hero killer of some kind to take advantage only to engage in a duel after the vortex clears the infantry. He'll get the charge but you might have a cheeky reserve waiting.
Wind of Death is ALWAYS on my spell list. No other spell deletes entire lines of units like it does. I've seen it net me 400 kills with one cast more than a dozen times. Just be sure to always overcast it, and have multiple casters to replenish your power reserves
Ty for the tip. Thought of it as expensive, longer pendulum, never getting the hype. Seemed unnecessary to overcast something that should do good damage regardless. My necromancers that have been relegated to spamming zombies will be glad to hear they don't have to cast all the time doing nothing :D.
@@lief3414 With large enough power reserves, every Vampire spell can be pretty top tier. Winds of death properly applied can eradicate half an army with one cast, and Gaze of Nagash can snipe as well as other magic missiles. Fighting monstrous units as Vampires can be awful, Gaze of Nagash can save you in these situations. I found this out personally against Vampire Coast and Rotting Leviathans, with no Blood Knights and only Skeletons Spearmen for anti-large, I had Lore of Vampires to save me.
THANK YOU SO MUCH I have had SOOOOO much trouble looking for a good magic guide as a complete noob, this is exactly what I needed I would subscribe twice if i could
Stick at it, Magic is by far the most powerful aspect of any army and can lead to some very creative strategies both in the army builder and in the moment. Once you feel like you have a handle on the basics, check out 'Kamacho thunderbus spell stat cheat sheet'. It goes into huge detail on exactly what each spell does. There are quite few otherwise hidden differences between spells that can make a big difference if you know them. Focus on general use shown in this video first though, as not to get overwhelmed.
There are some key differences on Overcast: Banishment adds regular damage on OC, but not more AP. Flamestorm has similar AP and more damage, and lasts longer. Pit of Shades is all AP, Purple Sun does a mix and is terrible (OC adds no damage,) and Chain Lightning does all AP damage. Skullstorm does no AP, but its cheap. The important diffrence is knowing what does better on Overcast and what doesn't.
Yeah, I had about 100 hours in the game before I realized you actually have to click multiple times for overcast - never understood what the deal with overcast was before that...
Pit of Shades is probably my favorite spell. It's the only stationary vortex spell, making it great when enemy infantry blobs up against your elite line of defenders. I have a new found love of flame storm too.
A few tips and some more in-depth numbers can be found at KamachoThunderbus's magic guide drive.google.com/file/d/0B-_Swyh0Ifo8cTI4ZUxoVGtmVVk/view It hasn't been updated since ikit claw came out, but the numbers and concepts haven't changed tremendously since then. One particular one came to mind is how moving vortexs start facing in the same direction as the caster, and have a certain angle which they can change towards in one change, so its generally best to have your caster standing on the opposite side of where you want it to go. And another is implied from the name and your description, but direct damage spells ignore armour (but like other magic, it is affected by magic resistance). To my knowledge, all healing aoe's have a maximum of three units (including lords, heroes, and other single entities) at one time during that spell. And that there is a maximum amount of health each unit can recover during one battle. Another limit is that aside from a bastilodon with revivification crystal, invocation of nehek, and a few other undeady effects, there is no way of reviving entities from damaged units who died in that battle. Nor can you revive entities who weren't in the battle in the first place - you can't come out of a battle with a higher health unit than you came in with (unless its a single entity).
Wait, Burning Head have a random factor? In my 700 hours i ever think that was all my mistake.... And in the single player the best spells FOR ME are Wind of Dead and the Shadow lore vortex, when overcasted both of them melt 3 ou 4 elit units!
I think it is worth mentioning extra magic reserves from Arcane conduit disappear after its duration. So it does improve power recharge in general, and after you completely deplete your reserves, you might get some extra magic from Arcane conduit, but it is limited. It really isn’t explained well in game.
watched the whole vid, just one thing that irked me... burning head does a fairly strong leadership debuff. it also doesnt have an entity cap which is the most game changing aspect of mastering the schools of magic. so something like your elite infantry with 100 armor are holding back a horde of plague monks or what have you, its usually not even an issue if burning head dips into your troops as you already said its not armor piercing dmg + the leadership is generally higher on heavily armored infantry. its also unique as it can do heavy damage to low armor infantry and then applies burning as well, meaning the enemy takes the massive leadership penalties for dropping HP quick and then another straight leadership debuff as well. its also verrryy cheap and the overcast only makes the line go longer.
Yeah, I noticed a lot of the finer details that make the otherwise similar spells distinct from one another were missed out. Though I think that was intended as this seemed to be aimed at the more experienced. There was already a lot here and going into finer detail could have been overwhelming.
@@Nadz203 yeah he's probably going to go into detail when he goes over each school for their own videos, but most newbs are going to take these little suggestions to heart and skip out on very solid spells.
Man, since the last DLC I don’t feel like the melee and archer lords for high elves have any place in my forces. An mage lord just brings so much more to a battle. At both high and low level
@@tulkdog Melee and ranged lords are so much better than melee and ranged heroes for the WE. But the there isn't really a difference between lord casters and hero casters for WE
Damo2690 The WE campaign is so underwhelming I haven’t played one in ages. I am super excited for the upcoming WE DLC as the first WE DLC was the only DLC I wanted when I first bought TW Warhammer 1. My comment is aimed at the recent High Elf DLC and how much better the Mage Lords are than the ranged and melee lords in most situations.
Still playing Warhammer 1, hopefully all of this still applies to that. Thanks for this, I didn't understand how Power Resereve and Rate works before this.
Your beginner’s guides are so good. A good friend recommended you to me because I’ve just started my very first WH2 campaign after playing M2TW exclusively for ages.
Your choices will differ greatly between campaign (where you'll likely get most spells as a matter of experience) and multi. Knock the gates open in a siege and you'll have no regrets about casting Banishment and watching the end of everyone. Just don't use it when the streets are empty and the enemy have all gone to the pub. It has minimal effect. Nice vid as always, Zerk. Can't wait for the next one.
Finally bit the bullet, overcame my fear of being hopelessly crap at RTS games and am playing Mortal Empires, Empire campaign. Best decision I ever made.
Can you make a list of the cost effectiveness of spells. I feel like magic missles are some of the worst cost to value. While some of the vortexes are very effective for their cost like foot of gork. Or nets and heals and a must bring while alot of hexs are bleh
Given, i'm new to using magic, but i've noticed that hexes and buffs are VERY situational. You need to know what WILL and IS happening to use them effectively. Being that they have a short window they need to be applied exactly when they are needed, too soon, they will be mostly over or done already when the intended engagement happens, too late, and they aren't present long enough to make a difference. Also stack hexes and abilities, drop their defenses while augmenting your offence brings noticeable results.
Nice video ! It"s a bit sad I did not have that kind of video when I started WTT. As you say it's fun to experiment with spells. I saw that some magic missiles such as amber spear can be really good against stacked infantries units because of the penetration (low cost, good damage, but you need a good angle/situation to get the most out of it).
In german you dont say „a scheisse Ton of...“ But rather „a scheiss Ton of...“ no e ;) „Oh Scheisse...“ is correct though. Love all your vids and thanks alot!
All I remember is that making the jump from traditional Total War games and into Total War Warhammer I / II, was that solid battle lines was good, but in Warhammer, that got you nuked. That was a huge change to adapt to. Magic changed it. Not even artillery in RTW I & II, Medieval I & II, nor the artillery pieces of Empire and Napoleon TW had the catastrophic effect Magic does in Warhammer I & II. I remember my first game lining my army just like I would a Roman Legion or Pike Phalanx, and was just destroyed by Magic LOL My first Warhammer campaign were Vampire Counts. I didn't understand Magic and I just relied on regular combat methods. I was told that Vampire Counts had some awesome magic and I was basically fighting with 1 arm tied behind my back by not using it.
a few healing magic to keep my elite stay in the fight and a wing magic with high ap dmg to wipe enemy put augment for cheap frontline units so they die slower or for strong elites so they kill faster hex for strong enemy so they kill slower
This was great! I almost wish you could release every video ever at once so I can just have all the info! One question about this, though: you say magic missiles and direct damage are best used against monsters and lords, but some of them say they are weak against a single opponent. Which is it?
Found a cheat-sheet for magic which kinda explained why some vortex spells are better than others. Gelt’s Hounds of Gehenna does 14 damage and 7 AP damage per tick, Banishment does 7 AP + 7 regular damage when overcharged, and Chain Lightning does 11 AP damage. Also, while it is “random” generally a vortex spell will move away from it’s caster. Rarely-to-almost-never will they spin right around and go barreling through your own lines.
That was very informative and entertaining! Especially that everything was shown with ingame examples! I might say, you created a video and filled it with watchers
Wow, I have nearly 1,000 hours with the game and I did NOT know that holding Alt would help with positioning buff and debuff spells so it doesn’t snap to units. Thanks!
currently having a run with dark elves. the exiles of nehek frequently lose 500+ units in a single fiery vortex. If there's a thick clutter of enemies (especially the melee heavy factions do this) a vortex spell isn't as risky since you either hit 1 of your own troops, or 5 of theirs. Did learn stuff about aoe buffs, the use of alt and a good use of augments though. So thanks. Ps: the fire lore's wind/vortex do more damage against armor than you might expect, because there's a fire weakness after casting. Because of this I prefer to get 'in your face' before smacking a fireball at someone, since a fireball can fly a heck of a long time and it's free vulnerability (also nice if you manage to micro it with hydra/dragon breath).
I'm new at this, but if I were to choose, I would get at least one spell that is I could use a lot and one situational powerful spell. That way I can bind my time for the right moment but still be useful while doing so.
It's gotten a lot better of the years and can easily be a guarantee for about 1.5 units before the curve off can go either their way (for a bonus) or your way (for some unfortunate friendly fire and temp leadership debuff). There is always some sort of gamble with the magic in Warhammer. At least it's not as bad as in Table Top where a single misscast could see your expensive Wizard outright kill itself.
@@rogerr.8507 Yeh at launch it would to curve off almost immediatly and at much sharper angels that it does now. Check out 'kamacho thunderbus' spell stat cheat sheet' it goes into full detail on exactly what each spell does.
So I was like wtf is even overcast and then you explained what it was... So all this time I used every spell's 1st level form? I thought upgrading them made it I use the better version automatically lol. Really overcast is one worst mechanics that so many beginners like me would miss. Thanks a lot for the heads-up and the overall video!
Great vid ! It'd be nice, as you make more detailed video about each lore, to insist on the strategies (both in multi and campaign, depending also on the different races) and on the synergies between the spells of the same lore. I say this because I watched the available guides on youtube and most of them just read the description of the spells, providing little strategic hints. Again, great vid, keep it up !
Question about Miscast Chance. What happens if it is rolled? Say, I make the 50% Roll: - does the spell still go off? - does the spell fail and go on cooldown, but I keep the mana? - is it purely about taking some HP damage on the caster, as a sort of extra cost?
Miss the days when most people weren't clued up on Winds of Death and it was possible to wipe an entire front line with a single overcast :D Saw so many games won with Manny and a single cast.
You dont know true power until you use Ol' Manny in campaign with all his magic cost and regen buffs and a n overcasted wind of death that kills 1000 dwarfs
oh my. Came here to chill and read some noob comments of gratefulness, only for the massive facepalm to come out of nowhere at 21:22. In a total of 2.5K hours of whipping the AI at legendary, i easily wasted 2 hours trying to find a brief empty micro-spot within a blob just to get that perfect AOE hex only for my pointer to hop back to a unit the moment i pressed click just because some random skelly boy, or perhaps a wimpy skaven slave "decided" to move right where my pointer was, completely ruining my circle's alignment and hopes for a mass rout. A huge thank you, boss, coming from a titanic noob.
I had been playing this game for years until I took advantage of magic. Just never seemed that useful at first...until I watched some of these vids on how to use it properly and *woosh!* away goes more than half an army with one well placed spell! I also had no idea about overcasting. Now I try to never enter a battle without decent magic.
Damn.... i always thought that Reserves just gradually decreases as you gain Winds of Magic "thought" them. And speed of reserves decrease is depend on amount of WoM you have compared to the max(30). So depleting all you WoM in one go is harmful. Dunno where i got this from. Just constantly hear "try to stay at 30 before casting spells".
Question - is there any benefit to your winds of magic if you bring two casters (in multiplayer)? Assuming nobody has a magic reserve ability - does the caster himself bring extra magic reserves?
I don't know much about the lore, but there is a distinct lack of anti-magic spells. Spells that counter or remove negative effects. Should that be a thing?
say, if a spell deal AP damage (like the Pendulum), what kind of resistance will reduce that damage? is it magic resistance (ie, common sense) or physical resistance (since it's AP)? also, many spells have both damage and AP damage (according to Thunderbus's spell stat). Is that "damage" magical, or just normal, non AP damage (like those deal by weapon)?
13:00 Is that really true? As far as I know, the healing value of Earth Blood gets divided among all units in its AOE. So the less units you target with Earth Blood the more healing you receive on every individual unit.
And then there's Kroak, who just points at a clump of corpse applicants.
20:50 You can... turn spells... that changes so much!
I always moved my Spellcasters to the side to "flank" with AoE magic attacks like the Pendulum.
Nice to know I wasn't the only retard. 1300 hours and never knew that
Idem
I feel so dumb, freaking never knew this was possible
Turning spells was impossible in Warhammer 1
I heard the high ground gets better reception.
If you were able to make a lucky hit, it doesn't mean your tactics is ok.
@@dmitryd8036 you underestimate my power...
@@anakinskywalker5286 actually I just said Obi-Wan should not be so proud of himself about that lucky hit. Dark side makes you take things wrong...
Depends how windy it is up there ;)
Don't try it...
I would've added a note about aiming any aoe direct damage, hex, regen, or augment that in order for a unit have the effect cast on them *you need to make sure the unit's banner is within the aoe.* Even if you get most of the models in a unit in the area of effect, if the banner is outside the zone, they don't get the effect.
Is this true? Have you tested it?
@@Einhauser Yes and yes.
Goated comment
Never in my life have I needed something so badly and never known until I received it
King vegeta
Team Four Star made a wonderful line applicable to almost anything. Also, all hail princess Trunks
Ahhhh intercourse. I remember my first time fondly too! Well done, Kevin!
@@ninjapirate47 My first thought, too 😆
The net of Amyntok is one of the best 'you can't go wrong' spells out there. Whoever Amyntok is should've a statue - or even a town named after him.
Vortex spells are just perfect for clearing a blob of infantry off of your lord or single large entity units.
Charge your lord in with your front line to tangle a unit. Enemy will charge him with a hero killer of some kind to take advantage only to engage in a duel after the vortex clears the infantry. He'll get the charge but you might have a cheeky reserve waiting.
yeah I just love to use them oh no my lord is stuck in the middle of ablob what am I gonna do?
vortex spell on the hotbar: MY TIME HAS COME!
Every time the "Winds of Magic" are mentioned i remember that Tauren Spirit Walker line from WarCraft 3.
Yes, the one with the farting.
Let me introduce the High Elf Phoenix units for all your bathroom needs lol
@@widdershins5383 Ah yes, that burning tweety will be an enrichment while i´m dealing with digestion gases...
Wind of Death is ALWAYS on my spell list. No other spell deletes entire lines of units like it does. I've seen it net me 400 kills with one cast more than a dozen times. Just be sure to always overcast it, and have multiple casters to replenish your power reserves
Ty for the tip. Thought of it as expensive, longer pendulum, never getting the hype. Seemed unnecessary to overcast something that should do good damage regardless. My necromancers that have been relegated to spamming zombies will be glad to hear they don't have to cast all the time doing nothing :D.
@@lief3414 With large enough power reserves, every Vampire spell can be pretty top tier. Winds of death properly applied can eradicate half an army with one cast, and Gaze of Nagash can snipe as well as other magic missiles. Fighting monstrous units as Vampires can be awful, Gaze of Nagash can save you in these situations. I found this out personally against Vampire Coast and Rotting Leviathans, with no Blood Knights and only Skeletons Spearmen for anti-large, I had Lore of Vampires to save me.
Those crypt horrors weren't having that net.
I know, right?
"Trap spells trap a unit in place"...
As the "trapped" unit continues to charge down the hill and engage the front line of infantry.
*sees that* Wait that's illegal.
I know this is completely random, but I swear the three elven witches in the intro reminded me of the Power Puff girls.
"Magic is mostly just common sense" :D
Frog go boom.
Makes sense to me.
Common sense in this day and age is like magic. And everything blows but the winds.
"But windWind of death has a smaller chance of having the right opportunity..." - Legend of Total War smiles menacingly... xD
DerSisch Zerkovich is more of a multiplayer player, MP is lactoseless in general.
@@ultimaratiostupidi MP also has a lot of cheese, corner-camping, draw-kiting, switching faction at the last second, etc
It's a lot more feasible against AI
use it after you flank them and battle in that side will end quickly
Yeah for PvP that makes sense but in PvE it's the best skill in the game and one of the most efficient.
21:21 I've played this game for years, and I NEVER knew about this
THANK YOU SO MUCH
I have had SOOOOO much trouble looking for a good magic guide as a complete noob, this is exactly what I needed
I would subscribe twice if i could
Stick at it, Magic is by far the most powerful aspect of any army and can lead to some very creative strategies both in the army builder and in the moment.
Once you feel like you have a handle on the basics, check out 'Kamacho thunderbus spell stat cheat sheet'.
It goes into huge detail on exactly what each spell does. There are quite few otherwise hidden differences between spells that can make a big difference if you know them. Focus on general use shown in this video first though, as not to get overwhelmed.
There are some key differences on Overcast: Banishment adds regular damage on OC, but not more AP. Flamestorm has similar AP and more damage, and lasts longer. Pit of Shades is all AP, Purple Sun does a mix and is terrible (OC adds no damage,) and Chain Lightning does all AP damage. Skullstorm does no AP, but its cheap.
The important diffrence is knowing what does better on Overcast and what doesn't.
Yeah, I had about 100 hours in the game before I realized you actually have to click multiple times for overcast - never understood what the deal with overcast was before that...
"tips for newer players" Me just sitting there, having discovered you can overcast spells and aim them over a thousand hours into the game....
Have fun melting away chaff with wind blast
Salty Saxon
And burning head
Yeah I used to position my caster for wind spells untill i saw legend do it. 700 hours in.
@@Ruthun92 I used to rotate my entire camera until I had the line exactly where I wanted it.
@@theovertaker40 yeah, same.
Pit of Shades is probably my favorite spell. It's the only stationary vortex spell, making it great when enemy infantry blobs up against your elite line of defenders. I have a new found love of flame storm too.
A few tips and some more in-depth numbers can be found at KamachoThunderbus's magic guide drive.google.com/file/d/0B-_Swyh0Ifo8cTI4ZUxoVGtmVVk/view
It hasn't been updated since ikit claw came out, but the numbers and concepts haven't changed tremendously since then.
One particular one came to mind is how moving vortexs start facing in the same direction as the caster, and have a certain angle which they can change towards in one change, so its generally best to have your caster standing on the opposite side of where you want it to go.
And another is implied from the name and your description, but direct damage spells ignore armour (but like other magic, it is affected by magic resistance).
To my knowledge, all healing aoe's have a maximum of three units (including lords, heroes, and other single entities) at one time during that spell. And that there is a maximum amount of health each unit can recover during one battle. Another limit is that aside from a bastilodon with revivification crystal, invocation of nehek, and a few other undeady effects, there is no way of reviving entities from damaged units who died in that battle. Nor can you revive entities who weren't in the battle in the first place - you can't come out of a battle with a higher health unit than you came in with (unless its a single entity).
not just for noobs. Good video my dude. Thank you for your work
Wait, Burning Head have a random factor? In my 700 hours i ever think that was all my mistake....
And in the single player the best spells FOR ME are Wind of Dead and the Shadow lore vortex, when overcasted both of them melt 3 ou 4 elit units!
'kamacho thunderbus' spell stat cheat sheet' - Study time!
This is essential viewing for every player. Now I just need to decide how to build my wizards
I think it is worth mentioning extra magic reserves from Arcane conduit disappear after its duration. So it does improve power recharge in general, and after you completely deplete your reserves, you might get some extra magic from Arcane conduit, but it is limited. It really isn’t explained well in game.
Thank god any video you don't make is another hour I spend trying to read tutorials and screaming
A little tip you can do that many dont thinking of, bombardment spells are really good at big single monster units. I mean reeeeally good!
watched the whole vid, just one thing that irked me...
burning head does a fairly strong leadership debuff. it also doesnt have an entity cap which is the most game changing aspect of mastering the schools of magic. so something like your elite infantry with 100 armor are holding back a horde of plague monks or what have you, its usually not even an issue if burning head dips into your troops as you already said its not armor piercing dmg + the leadership is generally higher on heavily armored infantry. its also unique as it can do heavy damage to low armor infantry and then applies burning as well, meaning the enemy takes the massive leadership penalties for dropping HP quick and then another straight leadership debuff as well. its also verrryy cheap and the overcast only makes the line go longer.
Yeah, I noticed a lot of the finer details that make the otherwise similar spells distinct from one another were missed out. Though I think that was intended as this seemed to be aimed at the more experienced. There was already a lot here and going into finer detail could have been overwhelming.
@@Nadz203 yeah he's probably going to go into detail when he goes over each school for their own videos, but most newbs are going to take these little suggestions to heart and skip out on very solid spells.
Man, since the last DLC I don’t feel like the melee and archer lords for high elves have any place in my forces. An mage lord just brings so much more to a battle. At both high and low level
Heroes?
Damo2690
I’m not sure I understand your question. I’m talking about army lords. I still use heroes as normal
@@tulkdog Melee and ranged lords are so much better than melee and ranged heroes for the WE. But the there isn't really a difference between lord casters and hero casters for WE
Damo2690
The WE campaign is so underwhelming I haven’t played one in ages. I am super excited for the upcoming WE DLC as the first WE DLC was the only DLC I wanted when I first bought TW Warhammer 1.
My comment is aimed at the recent High Elf DLC and how much better the Mage Lords are than the ranged and melee lords in most situations.
Still playing Warhammer 1, hopefully all of this still applies to that. Thanks for this, I didn't understand how Power Resereve and Rate works before this.
Your beginner’s guides are so good. A good friend recommended you to me because I’ve just started my very first WH2 campaign after playing M2TW exclusively for ages.
Ah, a new video! Let's see what it's abo...
[Sad Dwarf Noises]
so true, one of the main reason ive abadoned the stumpy shooty dawi
3800 hours into total war, no one ever told me you can hold alt to make spells not snap to a target
Your choices will differ greatly between campaign (where you'll likely get most spells as a matter of experience) and multi. Knock the gates open in a siege and you'll have no regrets about casting Banishment and watching the end of everyone.
Just don't use it when the streets are empty and the enemy have all gone to the pub. It has minimal effect.
Nice vid as always, Zerk. Can't wait for the next one.
Finally bit the bullet, overcame my fear of being hopelessly crap at RTS games and am playing Mortal Empires, Empire campaign. Best decision I ever made.
Double Toad Surprise got me :D
Can you make a list of the cost effectiveness of spells. I feel like magic missles are some of the worst cost to value. While some of the vortexes are very effective for their cost like foot of gork. Or nets and heals and a must bring while alot of hexs are bleh
Given, i'm new to using magic, but i've noticed that hexes and buffs are VERY situational. You need to know what WILL and IS happening to use them effectively. Being that they have a short window they need to be applied exactly when they are needed, too soon, they will be mostly over or done already when the intended engagement happens, too late, and they aren't present long enough to make a difference. Also stack hexes and abilities, drop their defenses while augmenting your offence brings noticeable results.
Nice video ! It"s a bit sad I did not have that kind of video when I started WTT.
As you say it's fun to experiment with spells. I saw that some magic missiles such as amber spear can be really good against stacked infantries units because of the penetration (low cost, good damage, but you need a good angle/situation to get the most out of it).
*Net of Amyntok*
Crypt Horrors: Nah
3:40 we are getting into levels of high IQ that have never before been seen.
Love when Z talks about nets using Manny and Cript Horrors; one can see how the C.H. walk away in the background.
I've been looking for this for forever!!!
Love the slowmotion toasted scaven at the end
In german you dont say „a scheisse Ton of...“ But rather „a scheiss Ton of...“ no e ;)
„Oh Scheisse...“ is correct though.
Love all your vids and thanks alot!
actually, if you want to be correct, it would be a "Scheißton of" in one word
All I remember is that making the jump from traditional Total War games and into Total War Warhammer I / II, was that solid battle lines was good, but in Warhammer, that got you nuked. That was a huge change to adapt to. Magic changed it. Not even artillery in RTW I & II, Medieval I & II, nor the artillery pieces of Empire and Napoleon TW had the catastrophic effect Magic does in Warhammer I & II.
I remember my first game lining my army just like I would a Roman Legion or Pike Phalanx, and was just destroyed by Magic LOL
My first Warhammer campaign were Vampire Counts. I didn't understand Magic and I just relied on regular combat methods. I was told that Vampire Counts had some awesome magic and I was basically fighting with 1 arm tied behind my back by not using it.
I have more than 500 hours on this game and i always still learning good stuff from our friend here thanks for ur work mate
a few healing magic to keep my elite stay in the fight and a wing magic with high ap dmg to wipe enemy put
augment for cheap frontline units so they die slower
or for strong elites so they kill faster
hex for strong enemy so they kill slower
This was great! I almost wish you could release every video ever at once so I can just have all the info!
One question about this, though: you say magic missiles and direct damage are best used against monsters and lords, but some of them say they are weak against a single opponent. Which is it?
*Laughs in Dwarfish*
20% magic resistance. Good stuff.
Found a cheat-sheet for magic which kinda explained why some vortex spells are better than others. Gelt’s Hounds of Gehenna does 14 damage and 7 AP damage per tick, Banishment does 7 AP + 7 regular damage when overcharged, and Chain Lightning does 11 AP damage.
Also, while it is “random” generally a vortex spell will move away from it’s caster. Rarely-to-almost-never will they spin right around and go barreling through your own lines.
I thought 800 hours in that I couldn't learn anything new about magic. Clicked just because. I'm pleasantly surprised.
man I'm so happy you made this video.
fax
That was very informative and entertaining! Especially that everything was shown with ingame examples!
I might say, you created a video and filled it with watchers
Have a spellsinger or branchwraith? Park them in the woods. Keeps them nicely topped up.
Wow, I have nearly 1,000 hours with the game and I did NOT know that holding Alt would help with positioning buff and debuff spells so it doesn’t snap to units. Thanks!
currently having a run with dark elves. the exiles of nehek frequently lose 500+ units in a single fiery vortex. If there's a thick clutter of enemies (especially the melee heavy factions do this) a vortex spell isn't as risky since you either hit 1 of your own troops, or 5 of theirs. Did learn stuff about aoe buffs, the use of alt and a good use of augments though. So thanks.
Ps: the fire lore's wind/vortex do more damage against armor than you might expect, because there's a fire weakness after casting. Because of this I prefer to get 'in your face' before smacking a fireball at someone, since a fireball can fly a heck of a long time and it's free vulnerability (also nice if you manage to micro it with hydra/dragon breath).
'kamacho thunderbus' spell stat cheat sheet' - Study time!
I Just love these videos! Each time i learn something new! Man thank you so much for that content! You are awesome!
I'm new at this, but if I were to choose, I would get at least one spell that is I could use a lot and one situational powerful spell. That way I can bind my time for the right moment but still be useful while doing so.
Burning Head: you say "slight randomness" I say Completely Uncontrollable!
It's gotten a lot better of the years and can easily be a guarantee for about 1.5 units before the curve off can go either their way (for a bonus) or your way (for some unfortunate friendly fire and temp leadership debuff). There is always some sort of gamble with the magic in Warhammer. At least it's not as bad as in Table Top where a single misscast could see your expensive Wizard outright kill itself.
@@Nadz203 well thats news to me, i havent dared cast one/invest a point into one since warhammer 1 maybe lol.
@@rogerr.8507 Yeh at launch it would to curve off almost immediatly and at much sharper angels that it does now.
Check out 'kamacho thunderbus' spell stat cheat sheet' it goes into full detail on exactly what each spell does.
Use it in sieges and it will bounce of the wall to go over enemies twice
Today is the future and I'm seeing this video. Zerk is always keeping his word!
Thank you so much for this video, its rly epic and helped me a lot.
So I was like wtf is even overcast and then you explained what it was... So all this time I used every spell's 1st level form? I thought upgrading them made it I use the better version automatically lol. Really overcast is one worst mechanics that so many beginners like me would miss. Thanks a lot for the heads-up and the overall video!
Your Gladius download is ready!
3:05 LOOKIN LIKE A DOUBLE TOAD SURPRISE. GAWWD DAYYUM.
Thanks for this video, simplifying magic like this is incredibly helpful.
It's really helpful, thank you for your beginner guide about magics in 'War hammer 2' :)
Damn I needed this video I've been playing this game so wrong for the last year!
direct damage and regeneration are basically the same, they just do the exact opposite from each other to the exact opposite target.
Anyone knows the viva la dirt episode where they love to pronounce the word „magic“ a lot?
Great vid !
It'd be nice, as you make more detailed video about each lore, to insist on the strategies (both in multi and campaign, depending also on the different races) and on the synergies between the spells of the same lore. I say this because I watched the available guides on youtube and most of them just read the description of the spells, providing little strategic hints.
Again, great vid, keep it up !
Overcasted wind of death is always the right choice. A bunch of zombie summons will never match destroying 3-4+ enemy units in about 5 seconds.
So much info thank you so much sir.
Great video, thanks! I really wish comet of casendora didn't take 6 years to land though!
Question about Miscast Chance. What happens if it is rolled? Say, I make the 50% Roll:
- does the spell still go off?
- does the spell fail and go on cooldown, but I keep the mana?
- is it purely about taking some HP damage on the caster, as a sort of extra cost?
The third
Flame storm when attacking a Skaven city is hilarious tho
Miss the days when most people weren't clued up on Winds of Death and it was possible to wipe an entire front line with a single overcast :D
Saw so many games won with Manny and a single cast.
"It's just shapes, man!" 😃
Last time I was this early the WAAAAGH mechanic sucked
You dont know true power until you use Ol' Manny in campaign with all his magic cost and regen buffs and a n overcasted wind of death that kills 1000 dwarfs
oh my. Came here to chill and read some noob comments of gratefulness, only for the massive facepalm to come out of nowhere at 21:22. In a total of 2.5K hours of whipping the AI at legendary, i easily wasted 2 hours trying to find a brief empty micro-spot within a blob just to get that perfect AOE hex only for my pointer to hop back to a unit the moment i pressed click just because some random skelly boy, or perhaps a wimpy skaven slave "decided" to move right where my pointer was, completely ruining my circle's alignment and hopes for a mass rout.
A huge thank you, boss, coming from a titanic noob.
18:55 cracking open some cold ones with the boys
I had been playing this game for years until I took advantage of magic. Just never seemed that useful at first...until I watched some of these vids on how to use it properly and *woosh!* away goes more than half an army with one well placed spell! I also had no idea about overcasting. Now I try to never enter a battle without decent magic.
I got 600 kills with one Overcasted Wind of Death
Damn.... i always thought that Reserves just gradually decreases as you gain Winds of Magic "thought" them. And speed of reserves decrease is depend on amount of WoM you have compared to the max(30). So depleting all you WoM in one go is harmful. Dunno where i got this from. Just constantly hear "try to stay at 30 before casting spells".
Very helpful, thank you for posting!
Great video thanks
Sooo... when can we expect a Gladius - Relics of War video?
Thank you
This video is awsome thanks👍💪‼
Lore of Vampires is the best Lore by far
Wish the VCs Invocation of Nehek would just resurrect models without healing the "live" ones.
Is it generally better to invest heavily in one spell or put 1 skill point in a few different spells before leveling up the ones you like the most?
Question - is there any benefit to your winds of magic if you bring two casters (in multiplayer)? Assuming nobody has a magic reserve ability - does the caster himself bring extra magic reserves?
That Alarielle T pose in the beginning tho
love the fact that he says "scheiße"
Overcast fireball losses it's AP damage, if I target has more than 40 armour it's not worth overcasting fireball on, stick with plain fireball.
So funny to hear Zerkovich say "scheiße", pls keep talking german words in your vids ^^. It's like English is my mother language
it is
I don't know much about the lore, but there is a distinct lack of anti-magic spells. Spells that counter or remove negative effects. Should that be a thing?
Hard to put in the game
I just wanted to know how to train and use these at all
say, if a spell deal AP damage (like the Pendulum), what kind of resistance will reduce that damage? is it magic resistance (ie, common sense) or physical resistance (since it's AP)?
also, many spells have both damage and AP damage (according to Thunderbus's spell stat). Is that "damage" magical, or just normal, non AP damage (like those deal by weapon)?
Magic resistance and ward save. Physical resistance only blocks non-magical attack.
13:00
Is that really true? As far as I know, the healing value of Earth Blood gets divided among all units in its AOE. So the less units you target with Earth Blood the more healing you receive on every individual unit.
nah its value would be far too low to make it worthwhile if that was the case
man its been ages since ive seen vanilla spell stats, lol