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===Lore of Fire=== Important to note: All spells from the Lore deal Magical and Fire type damage. It counts as both and is resisted by both. Tree Spirits, Tomb Kings, and Nurgle demons have notable weaknesses to fire damage in particular. Summary of strengths: one of the best versus lightly armored infantry or anything with weakness to fire. Poor versus single entities and monsters usually. Not as good versus armored targets. Has one pretty good AoE buff, that got better with changes to magic resistance. The burning head is AMAZING. :'''Passive - ''Kindleflame''''': Whenever you cast a Lore of Fire spell, it imbues a map wide fire weakness to all enemy units as you cast. The benefits combined with this lore are obvious, and allows for great synergy when used with other units who deal fire damage. Combines nicely with Flaming Sword of Rhuin. *'''Fireball''': Inexpensive projectile that is found all over the goddamn place. High Elven Mages and Skink Priests can get 4 uses of them for free. It's... alright-ish. Like all projectiles, Fireballs strongly depend on the casters positioning and its damage is kinda meh. Can still be reliably used to snipe big monsters and Lords out of the sky, and its considerable range makes it a very attractive and cheap source of fire damage to be used against Ethereal units or Wood Elven Tree Spirits. The minor boost in damage provided by overcasting generally isn't worth the increased Wind cost, so in almost every circumstance you're better off just casting normally. Its AP is kind of low so it isn't very impressive versus armored targets, best used on lightly armored monsters or Lords/Heroes. *'''Flaming Sword of Rhuin''': Cheap (8/12) base/overcast buff for your troops that makes all of their attacks deal fire and magic damage, as well as increasing their damage output by 30% for 22/44 seconds. Don't forget that this can also be cast on ranged units, so have fun experimenting with that. With the upcoming changes to magic resistance set to only affect damage inflicted by spells, this is set to become a solid tool for enabling some of your heavier hitters to shoulder through units with high physical resistances. Just beware, flame resistance will still be able to shrug off the damage. *'''Cascading Fire Cloak''': Extremely cheap (only 5 winds of magic!) AoE buff that increases AP Damage of your melee troops by 24% and also gives them 25 Melee Defense for 19 seconds. Gives your frontline a bit more staying power and makes Greatswords, not to mention Har Garneth Executioners or Swordmasters of Hoeth downright terrifying. Important to keep in mind is that it won't do jack shit for units that bring no AP damage on their own, like Imperial Swordsmen. A 100% increase of 1 would still be 2. its single target only unfortunately and percentage based so maybe use on a monster or lord/hero for best results. *'''The Burning Head''': Oh sweet baby, yes! A medium prized (10 Winds of Magic) Wind Spell that deals an intimidating amount of damage and also terrifies people. ''This'' is the prime spell of the Lore of Fire. Tons of Fire Damage, but can also deviate a bit, although not as much as Vortex Spells would. It's cheap size relative to its effectiveness make it a very attractive spell to use, and is available in the campaign very early on. Keep in mind it does zero AP damage even when overcast, so it sucks vs armor. On the positive side, your armored forces can tank a stray blast if you cast it alongside/on top of them when they're in battle with chaff or unarmored infantry, making a great tool for front-line engagements. Maybe even better in WH 3 with the demon factions mostly having bad armor. *'''Piercing Bolts of Flame''': An expensive and semi-unreliable spell, this is your most effective anti-Armor option outside of Flamestorm spam. It deals a high amount of projectile damage as well, so it can deal respectable damage to monstrous infantry or even regular infantry if they clump up. In general though, you'll probably be better off prioritizing other, more potent/cost efficient spells and leave the dedicated anti-armor to other units in your army. *'''Flamestorm''': When you need to delete infantry whole-sale, this is your go-to spell. Compared to Burning Head, Flamestorm is less efficient and substantially less consistent, but Flamestorm has substantially higher utility against armored enemies and has the ''potential'' to do much more damage overall. Costs a moderate 13 winds but will utterly annihilate any models caught in its wake, armored or not. Overcasting bumps the WoM cost to 20, doubles the duration from 27 seconds to 54, increases base damage but does nothing for the AP values. Only overcast if you're confident the enemy is locked down and you don't mind it potentially rolling into your forces. Even then, just saving the extra winds for a follow up cast may be a more efficient choice.
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