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===Lore of High Magic (High Elves, Lizardmen, Wood Elves)=== Summary of Strengths: Was a solid, but unspectacular swiss army knife lore with an awesome air snare and mediocre damage/healing/buff spells in WH2. Immortal empires turned everything around, the air snare only slows flying units but the fiery convocation got buffed into the stratosphere (see below). :'''Passive - ''Shield of Saphery''''': A 11% Ward Save graces all your units whenever you cast spells from this discipline. :'''Passive (Wood Elves) - ''Ancients' Protection''''': A slightly worse version of the Shield of Saphery, this only grants a 10% ''Physical'' Resistance buff, meaning it'll do nothing against magic damage/missiles. Still, it works well enough for Wood Elves since they have a reasonable amount of innate physical resist already and can be further supplemented by physical resistance spells from other disciplines. *'''Hand of Glory''': A relatively cheap buff for a single allied unit that grants them increased reload skill and melee attack for 29 seconds. Reload skill and melee attack don't exactly go hand in hand as far as complimentary buffs go, but it does give it a bit more potential application across your entire army compared to other more specialized buffs. You'll want to use this on high value units like Sisters of Avelorn who can put out more damage than a fireball if they get an extra 2-3 volleys in. *'''Apotheosis''': A single unit heal that also imbues the allied target with Fear for its 10 second duration. It doesn't provide as much single target healing as invocation of nehek or affect multiple targets like earth blood, but it's still a solid healing spell. The addition of Fear does help push through the squishier, meeker chaff units that might simply be trying to tie you down. However, the lore of life exists and all factions with high magic have access to life magic. Never overcast it unless you really need the range. *'''Soul Quench''': A magic missile with artillery levels of range that explodes for quite reasonable damage against groups of infantry. While it's reasonably effective and cost efficient, you'll likely want to reserve your Winds of Magic for more utilitarian purposes and leave the job of long-range bombardment to your actual artillery units, Wood Elves lack artillery they *might* get more use out of this. Keep in mind it has bad armor piercing, use it like fireball pretty much. If you use it at all. *'''Tempest''': A snare that deals damage and hits flying units with a -60% speed debuff in a slow moving vortex. This is a very useful tool for dealing with (Legendary) Lords on flying mounts or flying Monsters like Dragons. While they take impressive damage from the Tempest itself, you should always have some other units on hand to take advantage of their immobility. In general though, this is worse than the Net of Amyntok if your goal is to snare enemy units in place. Great in multiplayer, crap in single player. *'''Fiery Convocation''': The best wind spell in the game as of Immortal Empires. For a 15 mana cost, fiery convocation deals 35 damage per second of pure AP magic flaming damage in a straight line. In comparison, Wind of Death has an identical mana cost, smaller straight line AOE, and only deals 24 AP damage per second. Still, while it may be the most damaging wind spell, it's loooonnnggg (but awesome-looking) startup means that it's a much more risky cast. If you aren't using it on units that are solidly pinned down and have any mobility at all, they're going to dodge, and you'll have wasted a ton of magic reserves. *'''Arcane Unforging''': A very powerful single-entity spell that deals substantial damage to the target while increasing their ability cooldowns by a considerable amount. This is a very valuable spell against enemy Heroes and Lords due to their ability to completely shut them down. Overcasting increases the ability cooldown reset to a whopping 45 seconds which, if used at just the right moment, can utterly ruin an opponent's strategy and cost them the field. Obviously less useful against battering ram-type characters who just charge into battle, but hey. Can't have everything. Higher damage but less efficient than other spells of its kind. Spirit leech, final transmutation and soul stealer are honestly better because their AoE capabilities (or higher efficiency in spirit leech's case). Still, not a bad spell though, especially for Lizardmen who lack access to the aforementioned alternatives. Pick your targets well and only overcast against extremely high priority characters with powerful abilities.
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