Every time I hear Lore of Metal I can't help but imagine Gelt wity sunglasses firing a machine gun. Lore of Metal is one of my favorite lores of magic, and Tariff is one of the reasons why.
I think in my time playing Lore of Metal has become my favorite, it’s a very simple line of spells but those simple spells are great in most situations.
I like the synergy between Glittering Robe and Transmutation of Lead. Using both at the same time on the front line can give a sort of equalization effect between your low tier units and the enemies high tier units, allowing them to punch way above their weight for about a minute.
That's a shit ton of magic for what boils down to a 1v1 exchange though. These kinds of ideas always sound good in your head, but the actual math never supports them on paper or in practice. It's always more cost effective to blow them up with searing doom.
Honestly these 2 are among the best spells to support big monsters (outside of healing of course), at the same time the lore of beast support spells are pretty much right behind them and, as far as i remember, in the most common spell lore across the races.
I like that you highlight the buffs and debuffs and specifically when overcasting seems worth it. I usually spam dps and didnt overcast because spooky self dmg.
Metal is fantastic for chaff armies. Plague of rust is basically 20% or 40% more damage for your non-AP units. Searing doom is indiscriminate but does good damage. Transmutation of Lead is good to keep your lord or win conditions alive. Final Transmutation snipes their elites. It's all pretty great. Searing Doom can also be used to stop enemy charges since it's a relatively cheap and quick bombardment. They'll try to dodge and give you a few seconds to counter their charge.
When I looked up a guide for Lore of Metal, it basically decreed it as useless, so I'm glad Zerk was here to take a second look and provide a bit more insight
Good video, appreciate the focus on when it's a good idea to overcast, and liked seeing the combo of Plague and Rust and Norsca Javelins, which carried my last Norsca campaign!
That -24 matk on transmutation of lead pronlbably deserves more attention. The way the accuracy calculation works means that, in fights between units of similar strength it can absolutely destroy something's damage output (base hit chance is 35% + matk - mdef. When matk and mdef are equal, it takes the hit chance from 35 to 11%, so damage output drops by 2/3rds). But if the fight is very uneven it won't make nearly as large of an impact. Being very case-by-case probably justifies a whole video just for the matk/matk modifying spells.
I was thinking this as well. Glittering robe seems like its value will be higher on more uneven fights, and TransLead seems like it would carry more weight when the units are relatively evenly matched, cranking the damage potential a lot more.
Yes! If it was described as "Makes your enemies miss 66% of the time", people would be all over it. It's much more situational though, and the net effects are harder to evaluate
@@maevrik and spells like Fists of Gork (+40 matk) basically say "that units of Black Orcs does double damage." (Hit chances go from 40 or so to 80). Hysterical Frenzy does that AND increases weapon strength by 50% on top of that, so it says "target unit of exalted daemonettes deals *triple* damage"
This is a great time to refresh a lot of the videos that introduced me to your channel, now that warhammer 3 is so filled out. Re release the different faction army guides with all the current updated stats and units. Best TWWH youtuber for long time. You make us all better players thank you Zerk!
Bonus use for Golden Hounds and other randomly moving vortexes, as well as wind spells: If you've got an enemy unit that is sandwiched between city walls and buildings, you can get a lot of use out of that kind of spell because they actually bounce off walls, meaning they can bounce right back into the unit it just went through.
Look when you like playing the perfect golden man himself it doesn’t matter if lore of metal is good or bad you’re gonna get good at using it. a great video that would’ve helped me during my time of struggle in warhammer 2
I actually think Gelt is one of the bigger reasons the lore is underestimated. Gelt has obscene buffs to his spells, that when you move away from, makes the lore seem underpowered. It's a process of learning how to ride with the glorious golden training wheels removed that I think puts some people in the camp of "Great on Gelt, ignore it everywhere else"
Enjoyed the info on this lore of spells. Looking forward to the other lores. Put hundreds of hours into this game and still barely touched some spells at all.
You can also target a unit with final transmutation and the area will follow that unit. Can be beneficial or detrimental depending on the situation but useful to know.
Thank for an excellent guide. Please keep doing more. Can you comment on the passive of the Lore- 12% additional damage even for a few seconds could be very helpful.
Gehenna's golden hounds is pretty effectively used when you have a big horde of units comming your way and you get a chance to hit a few of them with one cast
I know Empire can't reasonably get more love for a long time now, and I love Elspeth and all the fun upgrades, but I did also love Gelt back when he was the natural choice for a heavy metal army. Gelt was never _that_ specialized, so I'd love to see something for him. Maybe some specializing in Luminarks, and/or some other aspects of the Empire roster that don't have fun campaign mechanics yet.
I mean now Gelt has spell intensity scaling. Just put 9 mages into his army and watch the enemies evaporate. Fate of Bijuna kills one unit per cast, -48 attack and/or defence for the debuff skills, put the two morale debuffs on pretty much any unit and it will rout or disintegrate. Not to mention the AoE spells.
@@etuanno Gelt used to be my favorite, now it's bleh. I don't enjoy cramming tons of wizards into a stack and having to choose from like 30 different spells with a limited mana pool. Oh well.
Might be the dirty martinis talking bit I truly appreciate your videos! I have enjoyed the content you bring. Not only have I enjoyed them, but it has helped me become a better TWWH3 player
Final Transmutation is one of the most misunderstood damage spells, I think. It’s optimized for damaging single-entities like lords, heroes, monstrous creatures and such, like a Spirit Leech that just happens to hit multiple targets. Most other AOE direct damage spells are optimized for killing standard many-entity troop units, by contrast.
I realized that moving Votexes are best in sieges. Because they will bounce back and forth along a wall. I usually point Burning Head AT a wall, so it runs through a unit hits the wall and bounces back into the unit again.
Bombardments are too. They can be cast on walls, and the AI is often lobotomized while on them, meaning getting dead hit after dead hit isn't uncommon. More notable for Heavens, where you can win a siege without ever making unit contact by erasing 3 or 4 units at a time with Comet.
A point you didn't cover in your comparison of glittering robe & transmutation of lead : ToL only impact melee damage, GR can totally mess up ranged damage input against non ap projectiles, explosions and spell damage...
You mention that you don't like randomly moving vortex spells, but I think they are more useful now than ever. Somewhere along the line, bombardment spells became less useful. The enemy is way too good at dodging them, a lot of them take a long time to cast. And they don't tend to clump up in melee as much these days. At least with vortex, you pop one into an advancing army, and they can't predict what it's going to do any more than you can.
While I don't think it's the best lore, I do think it's a solid choice for a generalist mage who doesn't have any specific goal in mind, who wants to be a little more offensively flexible than Life. Being generally good against Armor is great, since that's often what stops other lores from running away with kills. You have front line damage support, single target damage, and good buffs & debuffs. There's very often a lore that does whatever you're asking it better, but there's almost never a lore that feels useless as rarely as Metal, besides maybe Life. Being compared to Life is a strong compliment.
I personally like using Plague of Rust in combination with Searing Doom. Or when playing as Cathay Plague of Rust and the Flame wall. Let you delete enitre units in one go
i think you've explained it in some of your videos, but tbh, i'm too lazy to search them: What does the miscast-chance actually mean? is it the chance that the cast isnt going off at all? will it still drain wind fully? Thanks for helping!
There's a chance that any overcast spell will be miscasted, doing a fair bit of damage to the caster and stunning or knocking down the caster for a moment. Reducing miscast chance is good 👍
Gelt: let me show you lore of metal brings out a rattling-gun stolen from Ikit Searing doom! Searing doom and Final transmutation best spells for nuking heroes and monsters specially if you play Gelt, otherwise Life magic *cough* BTW forgot to talk about their passive ability when casting? i think is a pretty relevant trait
Jesus, you could literally have Gelt go around with a couple of metal wizards and have a holding line of halberds and spam transmutation of lead and watch the enemy forces melt before your very eyes
was wondering aboout that i was playing warhammer 3 lizardmen and they have like 12 different area's of magic so at least i understand the metal version at least.
So overall... * weak against armor-piercing units, * Defensive domination against non-armor percing ones, * Able to increase the damage you deal to armored elite units * Some cheap but slightly unreliable AoE damage which can hurt your own troops, better to use wisely * Supports well your non-armor piercing damage, and your low armor defense. Feels like this magic can help support an army with a cheap but weaker side, allowing you to spare expenses elsewhere.
I do wonder about the most effective way to use spells like plague of rust that reduce armor. My assumption is that when dealing with non-armor piercing units it's still more effective to cast it on enemies with relatively low armor. I feel like you'll see significantly more effect by reducing a unit that has 30 armor to 0, rather than reducing a unit that has 100 armor down to 70, but maybe I'm wrong. Either way, with spells like this that cause your units to do more damage, you *do* have to weigh the damage you get per winds of magic vs something like just casting searing doom or final transmutation, which tend to be much more up-front about the damage you get from them.
I hope that you continue all lores
definately, I've been playing for long enough to have a good idea but there's little gems that I hadn't thought of
Agreed, Zerkovich might actually be my favorite channel for tactics & game mechanics, and I sub to a LOT of Total War / Warhammer channels.
He has other videos already updated if u havent see them!
Every time I hear Lore of Metal I can't help but imagine Gelt wity sunglasses firing a machine gun. Lore of Metal is one of my favorite lores of magic, and Tariff is one of the reasons why.
I think in my time playing Lore of Metal has become my favorite, it’s a very simple line of spells but those simple spells are great in most situations.
"LOOOORE OF METAL!"
fortunate son starts playing, Gelt blasting his machine gun.
Spamming Searing Doom for 1 winds each as Gelt never gets old!
Does that include Yuan Bo's defeat trait? I don't play empire very often
@Rich50v without, the college perks+technology+Gelts own skills reduce metal magic to 1 for searing doom, overcasted plague of rust for 3,and so on
500+ kills per battle
I love battle mage doom stack literaly invincible
I like the synergy between Glittering Robe and Transmutation of Lead. Using both at the same time on the front line can give a sort of equalization effect between your low tier units and the enemies high tier units, allowing them to punch way above their weight for about a minute.
Or just spam searing doom. 😂
That's a shit ton of magic for what boils down to a 1v1 exchange though. These kinds of ideas always sound good in your head, but the actual math never supports them on paper or in practice.
It's always more cost effective to blow them up with searing doom.
Honestly these 2 are among the best spells to support big monsters (outside of healing of course), at the same time the lore of beast support spells are pretty much right behind them and, as far as i remember, in the most common spell lore across the races.
I like that you highlight the buffs and debuffs and specifically when overcasting seems worth it. I usually spam dps and didnt overcast because spooky self dmg.
Most casters have skills that reduce the chance for your overcasts to backfire, and any with Barrier can use that to absorb misfires.
@@13g0man barrier? i smell heresy!
@@thecursed01 Nah bro, light wizards enjoy a bit of barrier now and again.
...call a witch hunter though, let's pay them a little visit.
Damm this is good! We need more videos about magic use and tips, great work Zerkovič!
Please continue all SPELLS GUIDE..... this is so needed
Metal is fantastic for chaff armies. Plague of rust is basically 20% or 40% more damage for your non-AP units. Searing doom is indiscriminate but does good damage. Transmutation of Lead is good to keep your lord or win conditions alive. Final Transmutation snipes their elites.
It's all pretty great. Searing Doom can also be used to stop enemy charges since it's a relatively cheap and quick bombardment. They'll try to dodge and give you a few seconds to counter their charge.
Or to fire off one more round of ammunition from line gunpowder troops, very much so since the enemy shields are now facing the wrong way.
I loved it when Gelt shouted LORE OF METAL and shot his dual assault rifles all over the place.
When I looked up a guide for Lore of Metal, it basically decreed it as useless, so I'm glad Zerk was here to take a second look and provide a bit more insight
A lot of that is for high difficulties. Where enemies units get so many melee buffs, the game turns into ranged tower defense.
Good video, appreciate the focus on when it's a good idea to overcast, and liked seeing the combo of Plague and Rust and Norsca Javelins, which carried my last Norsca campaign!
It will be awesome to see more lore magic guides!
You don't understand how much I love your videos every thing you learn in this game really adds up makes you a more fluent player 🎉
LORE OF METAL!
**Bring out Machine Gun and start blasting**
Yep, I've been using final transformation as a single target spell for characters this whole time. 😅
That -24 matk on transmutation of lead pronlbably deserves more attention. The way the accuracy calculation works means that, in fights between units of similar strength it can absolutely destroy something's damage output (base hit chance is 35% + matk - mdef. When matk and mdef are equal, it takes the hit chance from 35 to 11%, so damage output drops by 2/3rds). But if the fight is very uneven it won't make nearly as large of an impact.
Being very case-by-case probably justifies a whole video just for the matk/matk modifying spells.
I was thinking this as well. Glittering robe seems like its value will be higher on more uneven fights, and TransLead seems like it would carry more weight when the units are relatively evenly matched, cranking the damage potential a lot more.
Yes! If it was described as "Makes your enemies miss 66% of the time", people would be all over it. It's much more situational though, and the net effects are harder to evaluate
@@maevrik and spells like Fists of Gork (+40 matk) basically say "that units of Black Orcs does double damage." (Hit chances go from 40 or so to 80). Hysterical Frenzy does that AND increases weapon strength by 50% on top of that, so it says "target unit of exalted daemonettes deals *triple* damage"
WELCOME TO ESTALIA GENTLEMEN!
This is a great time to refresh a lot of the videos that introduced me to your channel, now that warhammer 3 is so filled out.
Re release the different faction army guides with all the current updated stats and units. Best TWWH youtuber for long time. You make us all better players thank you Zerk!
Yay, new magic vid!
Bonus use for Golden Hounds and other randomly moving vortexes, as well as wind spells: If you've got an enemy unit that is sandwiched between city walls and buildings, you can get a lot of use out of that kind of spell because they actually bounce off walls, meaning they can bounce right back into the unit it just went through.
Look when you like playing the perfect golden man himself it doesn’t matter if lore of metal is good or bad you’re gonna get good at using it. a great video that would’ve helped me during my time of struggle in warhammer 2
I actually think Gelt is one of the bigger reasons the lore is underestimated.
Gelt has obscene buffs to his spells, that when you move away from, makes the lore seem underpowered. It's a process of learning how to ride with the glorious golden training wheels removed that I think puts some people in the camp of "Great on Gelt, ignore it everywhere else"
Enjoyed the info on this lore of spells.
Looking forward to the other lores.
Put hundreds of hours into this game and still barely touched some spells at all.
What about the passive?
For some reason I thought final transmutation did damage proportional to the number of targets it was damaging. I’ve been playing wrong lol.
Hope you continue this into a full series. Cheers man :)
Lore of Metal definitely a good one to show us early, I'd love to see Lore of Heavens next
Good ol Zerk info videos! Have been missing these for some time. Some crappy copies can be found in web but not this quality stuff!!
Thank you for this video I’d love to see them all 😊
Yes! I’ve longed for detailed magic lore exploration for a while!
You can also target a unit with final transmutation and the area will follow that unit. Can be beneficial or detrimental depending on the situation but useful to know.
Thank for an excellent guide. Please keep doing more. Can you comment on the passive of the Lore- 12% additional damage even for a few seconds could be very helpful.
I missed these videos, they are awesome. I hope one day when you successfully branch out that you keep the same format for this new game
Gehenna's golden hounds are amazing when you use single entities, like lords or heroes, to bog up a large portion of their force.
That plague of rust test was eye-opening. I didn't know it was so effective against low armoured units too!
Gehenna's golden hounds is pretty effectively used when you have a big horde of units comming your way and you get a chance to hit a few of them with one cast
I really like this because I want to use all the spells in my playbook for variety's sake.
You should do a whole series on how to use the spells.
I know Empire can't reasonably get more love for a long time now, and I love Elspeth and all the fun upgrades, but I did also love Gelt back when he was the natural choice for a heavy metal army. Gelt was never _that_ specialized, so I'd love to see something for him. Maybe some specializing in Luminarks, and/or some other aspects of the Empire roster that don't have fun campaign mechanics yet.
I mean now Gelt has spell intensity scaling. Just put 9 mages into his army and watch the enemies evaporate.
Fate of Bijuna kills one unit per cast, -48 attack and/or defence for the debuff skills, put the two morale debuffs on pretty much any unit and it will rout or disintegrate.
Not to mention the AoE spells.
@@etuanno Gelt used to be my favorite, now it's bleh. I don't enjoy cramming tons of wizards into a stack and having to choose from like 30 different spells with a limited mana pool. Oh well.
Might be the dirty martinis talking bit I truly appreciate your videos! I have enjoyed the content you bring. Not only have I enjoyed them, but it has helped me become a better TWWH3 player
Only fools drink alcohol. Don’t drink it’ll only bring you ruin no matter how small the amount.
Please please please make a series of all the lores
Final Transmutation is one of the most misunderstood damage spells, I think. It’s optimized for damaging single-entities like lords, heroes, monstrous creatures and such, like a Spirit Leech that just happens to hit multiple targets. Most other AOE direct damage spells are optimized for killing standard many-entity troop units, by contrast.
Not letting Balthasar Gelt shouting "Lore of Metal!" whenever these words are said in the video? Sad...
"LOOOORE OF METAL!"
fortunate son starts playing, Gelt blasting his machine gun.
I realized that moving Votexes are best in sieges. Because they will bounce back and forth along a wall. I usually point Burning Head AT a wall, so it runs through a unit hits the wall and bounces back into the unit again.
Bombardments are too. They can be cast on walls, and the AI is often lobotomized while on them, meaning getting dead hit after dead hit isn't uncommon. More notable for Heavens, where you can win a siege without ever making unit contact by erasing 3 or 4 units at a time with Comet.
Ghenna’s Golden Hounds overcast increases radius to 10m from 7m. 6:30
I wish buff spells were more popular than spamming every lore's small AoE damage spell until the bigger one is available.
I generally like to cast any spells into bottlenecks where the enemy is clumbed together.
Wonderful chaos ensues, it´s a joy XD
Just on time, just started a campaign with a wizard who was using this book!
Thanks!
Welcome to Estalia, gentlemen .
Step one: visit Estalia
more of this please!
Hope the same for specific lores (those of Vampire Coast, Greenskin or Skaven)
PS: An idea maybe for next campaign challenge: Only High Elves chariots
A point you didn't cover in your comparison of glittering robe & transmutation of lead : ToL only impact melee damage, GR can totally mess up ranged damage input against non ap projectiles, explosions and spell damage...
Please do all Lores of Magic
Favorite lore of magic on any faction I can use them
Please do all lores. Dying to see Light and High Magic specifically
You mention that you don't like randomly moving vortex spells, but I think they are more useful now than ever. Somewhere along the line, bombardment spells became less useful. The enemy is way too good at dodging them, a lot of them take a long time to cast. And they don't tend to clump up in melee as much these days. At least with vortex, you pop one into an advancing army, and they can't predict what it's going to do any more than you can.
Thank you! But what about the passives?
Gelt can cast hounds for a meager 2 winds of magic in campaign once you lvl him!
Please make like all of these
Make more videos of the other spells please!
While I don't think it's the best lore, I do think it's a solid choice for a generalist mage who doesn't have any specific goal in mind, who wants to be a little more offensively flexible than Life.
Being generally good against Armor is great, since that's often what stops other lores from running away with kills. You have front line damage support, single target damage, and good buffs & debuffs. There's very often a lore that does whatever you're asking it better, but there's almost never a lore that feels useless as rarely as Metal, besides maybe Life. Being compared to Life is a strong compliment.
Lore of Tzeentch or lore of Slaanesh plz. I need a chaos magic guide asap
I personally like using Plague of Rust in combination with Searing Doom. Or when playing as Cathay Plague of Rust and the Flame wall. Let you delete enitre units in one go
LORE OF METAL !!!
Lore of metal!!!!!
please do a Beasts video, I feel like I'm never taking full advantage of those spells
Good video, nice :) now go do more ;) with spells against elves ;)
I have only one question . When will the dark elves gain lore of metal? Witches really need their bikini armor . Its cold in Naggarond you know .
Colder than a witch's titty, as they say
i think you've explained it in some of your videos, but tbh, i'm too lazy to search them:
What does the miscast-chance actually mean? is it the chance that the cast isnt going off at all? will it still drain wind fully?
Thanks for helping!
There's a chance that any overcast spell will be miscasted, doing a fair bit of damage to the caster and stunning or knocking down the caster for a moment.
Reducing miscast chance is good 👍
G-henna
Lmao
Nice! 👍
Gelt: let me show you lore of metal brings out a rattling-gun stolen from Ikit Searing doom!
Searing doom and Final transmutation best spells for nuking heroes and monsters specially if you play Gelt, otherwise Life magic *cough*
BTW forgot to talk about their passive ability when casting? i think is a pretty relevant trait
Jesus, you could literally have Gelt go around with a couple of metal wizards and have a holding line of halberds and spam transmutation of lead and watch the enemy forces melt before your very eyes
Me: oh I already know the lore of metal, I bet I won't learn anything new.
5 min in: oh shit I didn't think about that...
Do Lore of Beasts pls I beg. I want to know how to effectively use it with big fat peg-legged men
I'm not very good at managing wizards, especially lores with mostly buffs and debuffs. This is good stuff though.
was wondering aboout that i was playing warhammer 3 lizardmen and they have like 12 different area's of magic so at least i understand the metal version at least.
Yeh but how do I transmute gold
The Supreme Lore
So overall...
* weak against armor-piercing units,
* Defensive domination against non-armor percing ones,
* Able to increase the damage you deal to armored elite units
* Some cheap but slightly unreliable AoE damage which can hurt your own troops, better to use wisely
* Supports well your non-armor piercing damage, and your low armor defense.
Feels like this magic can help support an army with a cheap but weaker side, allowing you to spare expenses elsewhere.
Great for emergency spellcaster lords as the starting spell (Searing doom) is great in defensive battles.
lore of metal is easily my favourite. buffing and debuffing to noticeable differences is fun
HE IS SUPREME!
Me - over 1k hours I can learn no more.
Zerk - My arrogant man-thing senses are tingling! Time to educate these nerds.
The first thing to do in Lore of Metal is to crank it up.
TUUURN UP, THE RADIO
you spelt and mispronounced "GOOOLD MAGIC!!!" wrong, you won't be welcomed to Estalia Zerk...
The way to use the lore of metal is to use it to destroy your enemies.
How to use lore of metal spells:
1) Click spell
2) Find target.
3) Click target.
Cataclysm spell?
Zerkovich, look up How to play the High Elves from Yrridian..Ithink you would play them the same xD BRING ME BATTLE
*LORE OF METAL*
dakka dakka dakka
This is so metal!🤓
Lore of metal means lore of gun😂, you know it if you know
Pegasus drive by intensifies
Welcome to the ESTALIA gentleman
Pull the trigger.
LORE OF MENTAL !!!
My favorite lore when playing as Elspeth, lore of gunpowder
I do wonder about the most effective way to use spells like plague of rust that reduce armor. My assumption is that when dealing with non-armor piercing units it's still more effective to cast it on enemies with relatively low armor. I feel like you'll see significantly more effect by reducing a unit that has 30 armor to 0, rather than reducing a unit that has 100 armor down to 70, but maybe I'm wrong.
Either way, with spells like this that cause your units to do more damage, you *do* have to weigh the damage you get per winds of magic vs something like just casting searing doom or final transmutation, which tend to be much more up-front about the damage you get from them.
9/10 not enough dead elves
The'll know SEARING DOOM!
They'll never move again!
No elf died in this video. I am disappointed. :(
Lore of Metal is played out.. when are we getting Lore of Jazz?
Lore of Yacht Rock.