Another use for fireballs is against artillery. Most artillery pieces will die from a single direct hit from a fireball. Breaking even one cannon/mortar severely limits the unit's damage output, and fireball is a sufficiently cheap and spammable spell that a single fire mage can easily break an entire artillery unit over the course of a minute or two.
Fire cloak is actually very bad if they are non-AP already, as it only buffs the AP portion. This video seems to imply it is good on units without armor piercing (note that foresaken do have an OK AP ratio), really this is best put on units like greatswords, bloodletters, and other glass cannon units, as even against non-armored foes you still get the biggest damage increase and it just makes your elite units overall last longer. Remember that +24 melee defense could halve the melee damage you are taking depending on what the melee attack of the other unit is.
But you also gotta remember that's its duration is only 19 seconds. Low effect on attack, not aoe, moderately good defensive buff, very short duration.
It's good on things like monstrous cavalry if you can swing it or on a lord as a dueling steroid. Good enough to be worth using over other spells in the lore? Hard to say, but it is dirt cheap.
@@spellbound1875 yes for its cost it can be effective when used on powerful high AP units like monstrous units, heavy cav when they charge (just before impact), and of course elite inf. as he said, its damage bonus is useless on low AP units...so for maximum effect, avoid those.
Remember buffs like that are more about hitting damage breakpoints. If a model has 100 health, there's no difference between dealing 100 damage and dealing 1,000 damage, both will kill it in one hit. So sometimes buffing the damage of a unit that already has a high damage output can be redundant and a waste of Magic.
Good companion to the other video talking about stacking Kindleflame and flaming damage weakness. Remember, Kindleflame is basically a 20% damage boost for 15 seconds for every unit in your army that does flaming damage, so it's very strong for factions like Tzeentch that have a bunch of units that have flaming attacks. Flaming Sword of Rhuin is a great choice to pair with Kindleflame, too. You can have Kindleflame up a lot of the time because how cheap and spammable the spells are. The Lore of Fire also has great utility against factions that have a lot of healing, including anyone with the Lore of Nurgle, Lore of Life, or Lore of Vampires. Being hit with a flaming attack in Warhammer 3 cuts healing in half, where it didn't do this in Warhammer 2.
The thing is, even if Burning head or Flamestorm veer off to nowhere, just initial hit that you can reasonably guarantee is going to be cost effective compared to other lores. And a good cast of either is absolutely devastating. Being useless vs single entities is a feature: means you can clump enemies on your heroes/lords safely.
I remember seeing fire cloack used in tournaments in monster vs monster fights and it was pretty good when timed right, maybe even in lord vs lord combat sometimes. As for burning head, in PVP the fast cast proved to be its best quality; as much as i like the piercing bolts, they are pretty slow and, against an human opponent, fairly easy to dodge in most cases. That said, great video as always :)
I love the flaming sword of rhuin, maybe my favourite spell except the domain of little waaagh and the amber spear sword of rhuin is crazy with ogres against chaos factions
I am a complete noon but I do want to propose that the cloak may be better used on single elite units, such as high tier shock cavalry, due to the percentage buff on armour piercing. Might make a heftey charge devastating?
Fire cloak is great on offensive units that could use a bit of defence, while it also ups their damage. Archaon exceeding 100 meele defence (including stand your ground) getting his sword to almost 1K dmg 3 shots Sniktch. I had him Win against Sniktch and assasin loosing maybe a 1k hp. Put it on dragon ogres, especially ror ones and they walk with 74 meele defence. its so nice to see them kill dedicated elite antilarge stuff while suffering minimal casualities. It costs 2/3 of enfeebling foe and while yes, it does less, its more spammable. Easy and cheap "you win the fight" card. Overall I'd say its top 3 spells in that lore, alongside burning head and fireball. Tornado is mech, burning shards are expensive and quite dodgable and useless against mass (non cost effective is what i mean). On 4th place is burning sword for me. its a nice spell.
@@user-lq5yx1ke5k Yeah, the only things he may not win against are kholek, kroq-gar and in tw3 Nkari and Bloodthirsters (Thought it would be brutal fight that would depend a bit on rng and in case of nkari he would 1st shower him in fireballs to make it easier)
Try to focus on your favourite faction and when you don't find how to deal with a specific match-up, try to play the MU as the faction that seems OP. Often there is a weak point you didn't see !
Got +650 kills with two well placed Burning Head spells today (with obvious help from idiotic AI unit blobbing) but hey, this spell literally saved my campaign lol
Didn't know the burning head bounced off hard objects. Looking forward to a future workshop mod that exploits this for all kinds of pinball inspired siege map fun.
I never understand what I am doing wrong. The second, and I mean it, the literal second I place any spell on the AI it moves any unit out of the way. The only reasonable targets I can ever damage with magic are those that are engaged in melee, but then I basically beg the game for friendly fire. Most magic I use are direct shots like fireball or buffs, heals and debuffs that the AI cannot dodge.
That's part of the game. Gunlines are less likely to move if they're actively firing, but mostly you want to predict the movement on units in motion or just go for ones that are engaged. In the last game the AI was extremely bad at dodging and it made Wind spells utterly degenerate as a result.
I don't know if it's bugger or I'm doing something wrong, but in WH3 the burning head does literally nothing you can send it over a group of basic tier 1 units, hit them for the entire length of the unit, and not a single model will die. their healthbar is not gonna move an inch. it seems incredibly weak now, much, much weaker than in wh2
Zerk do you know you can help aim/control where spells go right? Esp the flaming head and burning storm and fireball. Also you didn't mention kindleflame or how there are many units like in Tzeetchs army that can set enemies on fire or debuff units to fire. Why Fire magic is one of the deadliest is that you can stack fire damage easier then many other types of damage. Also fire cloak is great for dropping on your fire wizard/hero and running them in to blob the enemy then dropping the fire ontop of them. since its only 4 magic you can use that. run in and drop vortex spell for cheap.
I know people complain that AI dodging was already enough to make Burning Head balanced without the stat changes, but that ignores that even among wind spells it was too much. Any campaign with access to Lore of Fire turns into Burning Head spam so hard you can practically hear the skull singing Tennessee Ford Williams' 'Sixteen Tons' as it goes.
xD AFTER OVER 300 HOURS PLAYING THIS GAME I NEVER REALIZED THE FIRE HEAD BOUNCES xD THIS GAME IS REALLY HARD TO MASTER GUYS BUT GOD IS VERY ENJOYABLE TO PLAY
... And in the next DLC : Chaos Dwarves ! 40% fire resist accross the board !!! ;7
Tzeench and Khorne won't like that.
*weeps in Tzeentch*
I can see that. I can also see them having magic resistance and weakness to physical attacks
We can hope
@@lockedon8953 probably less of a magic resistance since they both actively use magic and are more changed by chaos vs their chad untainted brethren.
Another use for fireballs is against artillery. Most artillery pieces will die from a single direct hit from a fireball. Breaking even one cannon/mortar severely limits the unit's damage output, and fireball is a sufficiently cheap and spammable spell that a single fire mage can easily break an entire artillery unit over the course of a minute or two.
there is cavalry for that bro
@@sionbarzad5371 Nobody asked you bro
@@sionbarzad5371yeah lemme charge my Calvary around the entire enemy army with their own Calvary and ranged units yeah great idea buddy
Fire cloak is actually very bad if they are non-AP already, as it only buffs the AP portion. This video seems to imply it is good on units without armor piercing (note that foresaken do have an OK AP ratio), really this is best put on units like greatswords, bloodletters, and other glass cannon units, as even against non-armored foes you still get the biggest damage increase and it just makes your elite units overall last longer. Remember that +24 melee defense could halve the melee damage you are taking depending on what the melee attack of the other unit is.
But you also gotta remember that's its duration is only 19 seconds. Low effect on attack, not aoe, moderately good defensive buff, very short duration.
It's good on things like monstrous cavalry if you can swing it or on a lord as a dueling steroid. Good enough to be worth using over other spells in the lore? Hard to say, but it is dirt cheap.
@@Shero1337
its cheap and can help high AP low defense units. a bit similar to harmonic convergence but less flexible.
@@spellbound1875
yes for its cost it can be effective when used on powerful high AP units like monstrous units, heavy cav when they charge (just before impact), and of course elite inf.
as he said, its damage bonus is useless on low AP units...so for maximum effect, avoid those.
Remember buffs like that are more about hitting damage breakpoints. If a model has 100 health, there's no difference between dealing 100 damage and dealing 1,000 damage, both will kill it in one hit. So sometimes buffing the damage of a unit that already has a high damage output can be redundant and a waste of Magic.
Please keep doing these, I love seeing them and I feel that there isn’t very many vids going through the spell books. Love to see you do every lore
The 24 melee defence is such a huge buff. Not having models die because they do not get it means more models that are swinging their sword.
Magic lore guides? Excellent idea for some easy content. And very useful info too.
Good companion to the other video talking about stacking Kindleflame and flaming damage weakness. Remember, Kindleflame is basically a 20% damage boost for 15 seconds for every unit in your army that does flaming damage, so it's very strong for factions like Tzeentch that have a bunch of units that have flaming attacks. Flaming Sword of Rhuin is a great choice to pair with Kindleflame, too. You can have Kindleflame up a lot of the time because how cheap and spammable the spells are.
The Lore of Fire also has great utility against factions that have a lot of healing, including anyone with the Lore of Nurgle, Lore of Life, or Lore of Vampires. Being hit with a flaming attack in Warhammer 3 cuts healing in half, where it didn't do this in Warhammer 2.
The thing is, even if Burning head or Flamestorm veer off to nowhere, just initial hit that you can reasonably guarantee is going to be cost effective compared to other lores. And a good cast of either is absolutely devastating. Being useless vs single entities is a feature: means you can clump enemies on your heroes/lords safely.
I remember seeing fire cloack used in tournaments in monster vs monster fights and it was pretty good when timed right, maybe even in lord vs lord combat sometimes.
As for burning head, in PVP the fast cast proved to be its best quality; as much as i like the piercing bolts, they are pretty slow and, against an human opponent, fairly easy to dodge in most cases.
That said, great video as always :)
it's used often to make the Kindleflame proc.. The 2 have good synergy since it so cheap.
I used this lore in one of your multiplayer battle videos. Me as Warriors of Chaos vs Vampire Count. It is so good vs Undead.
I love the flaming sword of rhuin, maybe my favourite spell except the domain of little waaagh and the amber spear
sword of rhuin is crazy with ogres against chaos factions
It's also handy for impromptu disco parties. Burn, baby burn~
It makes sense that the lore of fire has a lot of unpredictable effects, fire is chaotic and changes rapidly
I am a complete noon but I do want to propose that the cloak may be better used on single elite units, such as high tier shock cavalry, due to the percentage buff on armour piercing. Might make a heftey charge devastating?
cascading fire cloak is quite decent in duels buffing your lord or hero fighting against another SE
Great video mate. Looking forward to the other lore books!
You got a like the second you used The German word “SCHEISE”
forsaken, spawn and cultist with flaming sword and items is one hell of a combo
Fire cloak is great on offensive units that could use a bit of defence, while it also ups their damage. Archaon exceeding 100 meele defence (including stand your ground) getting his sword to almost 1K dmg 3 shots Sniktch. I had him Win against Sniktch and assasin loosing maybe a 1k hp. Put it on dragon ogres, especially ror ones and they walk with 74 meele defence. its so nice to see them kill dedicated elite antilarge stuff while suffering minimal casualities.
It costs 2/3 of enfeebling foe and while yes, it does less, its more spammable. Easy and cheap "you win the fight" card. Overall I'd say its top 3 spells in that lore, alongside burning head and fireball. Tornado is mech, burning shards are expensive and quite dodgable and useless against mass (non cost effective is what i mean). On 4th place is burning sword for me. its a nice spell.
+1 stacking MD buffs + Slayer of Kings on Archaon makes him dumpster basically every lord in the game
@@user-lq5yx1ke5k Yeah, the only things he may not win against are kholek, kroq-gar and in tw3 Nkari and Bloodthirsters (Thought it would be brutal fight that would depend a bit on rng and in case of nkari he would 1st shower him in fireballs to make it easier)
Can't wait for lore of light guide
Fire cloak is good because it's easily spammable, good if you have a fire damage heavy army.
Could you do a video about the other lorebooks too? :)
I want a lot more of these videos
can you do a lore of magic's series. that would help me a lot and i'm sure i'm not the only one
i am interesting in starting playing online but i dont know where to start in term of builds i would love to see something of that
Try to focus on your favourite faction and when you don't find how to deal with a specific match-up, try to play the MU as the faction that seems OP. Often there is a weak point you didn't see !
kk- for some reason did not think flaming sword worked on missiles. wow, completely been ignoring that.
Got +650 kills with two well placed Burning Head spells today (with obvious help from idiotic AI unit blobbing) but hey, this spell literally saved my campaign lol
Didn't know the burning head bounced off hard objects. Looking forward to a future workshop mod that exploits this for all kinds of pinball inspired siege map fun.
I might have missed it, but I think you forgot to mention Kindel flame
Nice work
Which undead have a weakness to fire ? As far as I'm aware it's only the regen units and the TK lords
How do you adjust the angle of the flaming head spell?
You hold the mouse button before releasing the spell, yes its been two years since you left the comment, but I will reply nonetheless
Really interesting video, more like this please! The game does a terrible job of teaching magic but I think it's key to playing well.
Since when does the burning head bounce
The ending 😂
Shit, you can use fireballs well on infantry!?! Never even considered it
But +25% of not much AP damage is still not much AP dmg. Wouldn´t it be better to buff an AP heavy unit because the 25% buff is much more.
I never understand what I am doing wrong. The second, and I mean it, the literal second I place any spell on the AI it moves any unit out of the way. The only reasonable targets I can ever damage with magic are those that are engaged in melee, but then I basically beg the game for friendly fire. Most magic I use are direct shots like fireball or buffs, heals and debuffs that the AI cannot dodge.
That's part of the game. Gunlines are less likely to move if they're actively firing, but mostly you want to predict the movement on units in motion or just go for ones that are engaged. In the last game the AI was extremely bad at dodging and it made Wind spells utterly degenerate as a result.
I don't know if it's bugger or I'm doing something wrong, but in WH3 the burning head does literally nothing
you can send it over a group of basic tier 1 units, hit them for the entire length of the unit, and not a single model will die. their healthbar is not gonna move an inch. it seems incredibly weak now, much, much weaker than in wh2
lol
you know exactly where it will land
saying while a bolt falls far outside where the ui claimed
❤️ From the Fresh Coast
1:29 it did 545 damage not 68 and 1682 not 210
Zerk do you know you can help aim/control where spells go right? Esp the flaming head and burning storm and fireball. Also you didn't mention kindleflame or how there are many units like in Tzeetchs army that can set enemies on fire or debuff units to fire. Why Fire magic is one of the deadliest is that you can stack fire damage easier then many other types of damage.
Also fire cloak is great for dropping on your fire wizard/hero and running them in to blob the enemy then dropping the fire ontop of them. since its only 4 magic you can use that. run in and drop vortex spell for cheap.
He already has a video on fire debuff stacking.
So how do we control it?
Directing vortexes to go in the general direction you want them to be worked out of the game. They are now truly random.
Piercing Bolts takes out Artillery easy
2 casts or 3 casts??
@@ravinkrishnan3183 usually 1 per piece
I know people complain that AI dodging was already enough to make Burning Head balanced without the stat changes, but that ignores that even among wind spells it was too much. Any campaign with access to Lore of Fire turns into Burning Head spam so hard you can practically hear the skull singing Tennessee Ford Williams' 'Sixteen Tons' as it goes.
Fuck me I did not know that Burning Head bounces
man warhammer 3 must have some good content if you're covering a lore of magic that has been in the game since the first
QQ
Scheiße Ton of damage! Greetings from germany like Ur Videos 🤩
Probably should have mentioned Kindleflame just to say what it does.
bro the outro is so funny at 1.5 speed
xD AFTER OVER 300 HOURS PLAYING THIS GAME I NEVER REALIZED THE FIRE HEAD BOUNCES xD THIS GAME IS REALLY HARD TO MASTER GUYS BUT GOD IS VERY ENJOYABLE TO PLAY
Beat the SCHEISSE out of the spearmen xD
Guide to fire magic abridged:
Use burning head, it's great :)
Cuarto, i mean fourth. Great content
bump
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NIce work
NIce work
Nice work
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Third XD