Are Doomseekers Any Good in Patch 5.0? - Dwarf Unit Focus
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- Опубликовано: 18 май 2024
- My first attempt to take footage for this unit went poorly. I learned about this unit's strengths and weaknesses and come back to you wiser, better informed, and seeking doom for my foes, not just for my Slayers! I hope this helps you out because I confirmed one theory about how to use them, but the other discovery was completely accidental! Eureka!
#totalwar #warhammer #tww3 #offtobattle
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The Off to Battle unit focus format uses combat demonstrations from Skirmish vs. AI, background music and voice commentary, including:
- Intro
- Stat breakdown including hidden stats
- Common lord/ tech tree buffs applicable factionwide
- Tips, tricks, advice, maybe a secret or two!
- Bonus footage, playing out the battle once the voiceover is done so you can enjoy the sights and the music
Today's BGM: Running Errands by TrackTribe (RUclips Audio Library)
Total War Warhammer 3 Immortal Empires, Thrones of Decay DLC Patch 5.0! - Игры
I fought a siege battle that made me actually impressed with them, they melt units if you put them on top of a wall, 1 unit had like 300+ kills at the end of the battle and still had half or more entities alive
Ah, interesting, because since they "still count as infantry" you can put them on walls...
@@OffToBattle if I'm not mistaken their spin move can be used on walls too but I am not 100% sure
I also use them as some kind of small size monster infantry that work best when mix in other group of (preferable high armor and tight formation)infantry and they will add good dps in frontline while not dying too fast(unless there are a lot of arrow)...and IF use that way in Ungrim army....it will take significanly long time before they start to drop below 50%
Ungrim's going to be interesting to cover. I'm putting together Felix and Ulrika videos first, and then I think I'm getting around to Dragon Slayer... one of those "S-tier hero because Replenish Troops, oh yeah they kinda do other stuff too..." situations.
They cant push alliest like trolls, so they are very bad blob unit.
I still think that for campain its just better to pay for 2 pirate slayers instead. They get the same buffs as the doomseekers so the end product is not that far apart in terms of stats as one might think.
On top of that you can get loads of missile buffs for them on top of the whole slayer boosts, tech +20% range, loads of ammo from engineer etc.
They are quite easily replaced as well and tripple as missile unit, frontline and skyrmisher.
Everyone sleeps on pirates and i dont really get why
If it's cost, the pirates will win, certainly.
My pirates are at over 60 melee attack and about 55 defence mid game, and 80 missile strength so far, super good
@@lukeherbst7931 I'm wondering where the extra missile strength comes from...
@@OffToBattle malakaissons buffs slayer pirates missile strength if I'm not mistaken, should be research for all ranged gunpowder units early on plus master engineers
A great way to use these slayers is to have a character engage a top tier unit. As soon as the unit moves to surround that character, crash these boys into them then after about 5-10 seconds, pull them out. The enemy will then consolidate around the character again and then you can hit them again.
Interesting tactic.
@@OffToBattle Gortrek and Felix do this perfectly.
ho, i was wrong thinking that their capacity did friendly damage, and error i will not redo
Glad I could help in little ways.
@@OffToBattle and i thank you
Btw do you have a video on the Empire units "knights of the blazing sun"? asking cause I can't find one on your channel and if not then I hope you can make one in the near future cause I just started using them and curious how to utilize them even further
It was one of the few times I used a batch. Empire Melee Cavalry was the video, let me link it... but they deserve a fresh one for 5.0, thanks for reminding me!
ruclips.net/video/6UFC5HSbvBg/видео.html
I do really like their chain axe animations. Kinda makes me think about how cool it would be if they added a skullgrinder unit in a future khorne DLC
I'm not familiar but it sounds... meaty.
What mod are you using to get those expanded stats?
I never mind people asking, but it's not a mod, it's an external site, Total War Warhammer Stats, google it. I freely praise the site for its contributions to the entire community.
@@OffToBattle just checked out the site. Some awesome info on there! Some stuff is inaccurate but almost everything I saw was great. Thanks!
They're a fun specialty unit but don't really add much overall to the dwarf roster IMO but are fun to use. I had much greater success embedding a runesmith with vanguard deployment with my 1-2 units of doomseekers. Using runic magic to give them 60 armor or 40 ward save and having a hero to soak some of the damage helped a lot. Try and stack some other AoE buffs/debuffs on the runesmith with equipment too, something like helm of discord. I think it's cool to have units a little bit outside of the dwarf archetypes if you want a change from fairly standard artillery based ranged armies
Oh I think changes to style are great, but this may nonetheless land with people as a luxury unit. That's fine... it's one of the best hounds destroyer backline protector you can have, funnily enough...
I feel like they're just too expensive for what they can do.1350 is a lot of gold putting into a unit .And if you want magical attacks to deal with demons, hammerers actually can do a good job now .In fact, if you want armor piercing, a cheap alternative, it's just long beards and they gave loads of bonus to your rest of your army. So they are perfectly to doing what you do with the Doom Seekers and mixing them in with other infantry units.I personally cannot find A use for them that I can't find other dwarf warriors that can do that. Cheaper and just as efficient .Both in multiplayer and in campaign.They probably needs a little bit of a buff .In my opinion. But it's always great video. Keep up the great work I almost feel like I need to put this in since I always seem to disagreeing with some of your takes XD
almost everything you said relates to multiplayer. they're fine in campaign because of the sheer multitude of buffs available to slayers both for dwarfs as a faction and especially for ungrim's unique abilities. doomseekers are extremely good for ungrim.
I have footage for hammerers so that's a planned video in the near future, nothing bad to say about them.
Thanks for giving us the skinny on the multiplayer scene, I don't have time to scout it out myself very well as a rule.
@@wesjanson6979 Those are some good points.
i have my gripe for this unit, cause it just dosnt compete very well whether that is due to unit size or lack of defensive stats, but i find pike and shot tactics to be far superior with just regular slayers cuase they pushing above thier weight more often. they should have some resistance in my opinion
They get more oomph with the specific lords that buff slayers, certainly... but doomslayers x2 like I accidentally discovered making this video... overloading the zone with splash attack whirling axes can do amazing things.
They seem like a good unit to have one or two of, but not something you want to make a whole army of... which is nice, actually.
Oh I tried four of them against some Khorne dual axe Chaos Warrior units and they got slaughtered soooo badly. Doomstacking them seems unlikely to work, though overloading small spaces with them does lead to interesting results.
Doomseekers feel like a weird contradiction. Their abilities and lore *seem* to indicate that they're best placed in the thick of a fight, similar to Aspiring Champions. But it takes so long for the abilities that *make* them best used for that to work that you're better off hiding them away for a bit. But doomseekers shouldn't need to be hiding among their friends, nor would that be smart considering they're axe maniacs.
Well as the general you make sure they're joined by good friends.
Am I the only one that's bothered and a bit off-put how large they are compared to other dwarf infantry units?
They still count as infantry no matter how stocky (which I 'mentioned' in the on-screen text about how two Doomseeker units fit together a lot more nicely than one standing alone against a massed infantry horde and soaking up all the damage by itself).
Yeah visually this game can be very messy and inconsistent.
8 foot tall human lords.
Hopping giant dwarfs.
Biggest entity in the game not being able to break walls
@@loowick4074 This is true.
I was just going to comment about this. Their models are huge.
@@loowick4074 The lords and heroes of EVERY race are intentionally sized up to make them stand out from the regular infantry. I never liked it, but it was something they did to improve battlefield clarity because people wouldn't be able to locate their characters among the sea of models. It's not just humans, it's literally every faction has their characters scales up because of that.
As for Doomseekers, it isn't that bad because Dwarfs are actually massive. It's noted in many books how stocky they are and Warhammer Dwarfs have never been small. It does stick out, but it isn't against the setting or anything.
Wallbreaker should be spread around more for the larger entities. But I think its fine if they hand it out sparingly.
The unfortunate fact is that physical resistance is pretty worthless past the mid-game but CA doesn't seem to have caught on to this. Most of the buffs all the slayer units gets are phys with just a small amount of ward save and missile resistance, which would actually be useful
It's nice to have for instances where it's useful, but you make a good point.
I love their models and animations, and they're insanely good provided you actually know how to use them. But I hate hate HATE how big their models are...like did CA forget that they're dwarfs?
"All Dwarfs are short, but some Dwarfs are less short than others..." or something? I get it, reduced entities implies larger models but... ehh... yeah... Now, completely besides that, I looked back at the unit card before commenting to the first person mentioning that, and they ARE counted as infantry for "anti-infantry" trigger purposes!
I think that CA overthought this unit- with reduced model count and relatively low anti- infantry bonus- they should be doing at least 20-25 in bonus damage to compensate for their severely reduced unit size. Other anti-infantry units do the same bonus damage and have more models and much more armor. No wonder these guys are ultra niche and need super careful deployment, otherwise they get wrecked.
I think they are amazing. Very specific use case a key for a lock so to say. A lock which only they can open where other units have to break the lock open.
They have the highest anti infantry bonus, melee attack and some of the highest anti infantry weapon strength of any infantry in the game! Comparing BvI to BvL isn't equivalent. They have splash attacks, which makes their model killing suffer a bit, but they do a LOT of damage, especially on a charge.
They need careful deployment because of their non-existent armor, and I absolutely got wrecked the first time I tried using them, so I stopped trying to use them alone, even for the demo videos. The thing is, their melee range seems to be on the high end, so the splash comes into play frequently. If they're not completely overwhelmed - or like I did, you double up or mix them with armored units to prevent being overwhelmed - that's when they deliver you the goods. Fulfilling their oaths too early and no.
The other slayers have no anti-infantry at all, yeah.
Hmmm, I'm trying to think of the other contenders, but true, usually the sky-high anti-infantry bonuses are from charioteers..
The real problem with the unit is they pay a lot for 2 abilities that just are way to slow, the war save increase is absolutely stupid slow even when insend them intonfight nurglings in malakai's campaign they often dont even have time to get a sizeable percentage of there ward save, while there spin ability is basically worthless unless the unit us really healthy, so only really good if youve been fighting low teir chaff infsntry (which makes there AP worthless) for 90 seconds, which at that point, the battle is probably won, or your about to fight multiple enemy armies where melee infantry is objectively worse at killing the enemy them shooting them, I am really glad the dwarfs got anti infantry slayers, but they are pretty weak, if they want them to be good i think reduce the ability to 60 seconds at most, and change the ward save to come from gold damage value inflicted, so that the ability functions better, I would say Alternatively one thing slayers need innately is physical reistance, for all slayers, not just doomseekers, a 10 to 15 percent physical reistance would mean they can buy time for there ward save to kick in
Nurglings? That's a horrible matchup for the ability, you're fighting HP soaks with a low # of entities. Now, I'm not making any effort to disagree that the ability feels slow to charge. I will try to live with it when I resume Malakai's campaign tonight, but I wasn't at the point of being able to get multiple doomseekers easily. Just the starting one. And I admit I forgot it existed because I had it off to the side so often. But they can be a scalpel of sorts in the right situation.
@@OffToBattle the thing is that sure they have tons of HP, but they also have very little melee defense while the doomseekers have high damage and sure they'll accept a lot of damage, but the doomseekers are throwing out tons of damage, if I'm remembering right the obly other unit in the starting army thay counts as small is a different deamon unit, and if I have the right one up on total war stats, the other one has almost 50% more melee defense and 25 more leadership, which means they'll take a lot more damage from there leadership combine that with better melee attack and weapon strength and they'll also be dealing more damage to the doomseekers, yes nurglings aren't the best target, but they aren't really a bad one, since they won't lose weapon strength from the slayer tag that means they are happy to fight for a pretty long time, as the 2 most severe penalties getting tired does is lowering armor and weapon strength both of which are not issues for these guys, when I say the abylity is slow I mean after a battle where they get into melee with teir one units for most the duration of the melee with upgrades they still don't get it fast enough so that the battle isn't over before they get it
@@calebbarnhouse496 Oh I still agree the ability IS slow. You're not imagining it. It's ironic I had to learn methods to keep Slayers alive, but I was never, ever, ever a Slayers user as Dwarfs the few times I played them. But that was mostly in TWW1, see. THIS is the time to learn to use them right, I say.