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Een vertaalprobleem melden
Lore of Shadows has good AoE damage capabilities and some debuffs. It has no good options for single entity damage.
Lore of Death has good single unit damage(cant be dodged) with either Fate of Bjuna(great against elite infantry and cavalry) or Spirit Leech(great vs single entities) and leadership debuffs. It has some options for AoE. Its passive also gives you a faster regen on Winds of Magic.
Lore of Vampires has good AoE damage(Wind of Death) and a decent magic missile(Gaze of Nagash) as well as various buffs and debuffs(and a healing spell).
So if you want to add more single target damage to snipe enemy lords, heroes and big monsters, or if you want to cause a chain-route through leadership debuffs, you go for Lore of Death.
If you find that you need a more precise damage tool than Wind of Death or Purple Sun, then Lore of Shadows can do well.
I just want to say that a well placed Wind of Death makes Pit of Shades/Pendulum obselete in 90% of the situations. It just obliterates half the enemy army.
The only time I see Pit of Shades be "truly worth it" is if several elite units have stacked on top of each other(so that you are hitting 2-3 units with it).
Edit: And Wind of Death has always been a Lore of Vampire thing. Never Lore of Death.
Further edit: For a faction lacking ranged damage options, single monsters, heroes and lords tend to be a larger issue, than enemy infantry and cavalry, as you have fewer options for focusing them down compared to ranged-heavy factions.
In addition, a faction that relies so heavily on lore of Vampires and spell casting in general, the increased WoM regen from the lore of Death passive is a nice boon to have(less opportunity cost for casting anything other than Lore of Vampires).
So more often than not, I go with the Lore of Death over Lore of Shadows when playing the Vampire Counts.
I think the main issue you are pointing to is that static AOE spells just more reliable at dealing that magic based AOE damage, Shadow lore has 2 spells that are 100% reliably accurate AOE, so it comes across as better at killing.
I would agree that death lore should be more reliable at that role, but I also think AOE magic in general mostly just does too much damage, for example one well placed pendulum will change the entire outcome of a fight.
Unlike Purple Sun of Xereus, Pit of Shades also works on walls. It doesn't move, has 100% armor piercing, larger radius, longer cast range, and seems to be much more disruptive to formations.
Besides getting Pendulum at level 3, among other things. So for "regular" factions like Beastmen, i'd always pick Shadows over Death.
Death is just great because of the WoM refund from Life Leeching. Works best with the cheaper spells, like Aspect of the Dread Knight or Soulblight.
Example when ascending Tzeentchian Chaos Lords and Heroes (WoC), going Death -> Metal and Fire -> Tzeentch is a reliable combo.
Likewise you would use the Shyish (Death) fragment on Kairos just for Life Leeching. Spells like Pink Fire are practically free at some point.
oh ye the passive is amazing but i feel theyre basically gimping the entire lore cost wise just because it has that passive instead of it being the low cost high dmg lore it really should be when its named lore of death. fate of bjuna ive found to be kinda meh its killing potential is a lil overhyped ive found the stat debuffs are nice but tbh id rather throw down 1 pit of shades and win than waste my time on frankly, kinda lame mediocre spells. im not sure what elite units people are casting on but best ive seen bjuna do is 60% on stuff like empire knights and they usually dont lose more than 5-10 ish models. not helped by the fact it takes like 90 seconds to even deal that dmg whilst you couldve been sniping the cav with melkoth. dmg wise i find only spirit leech worthwile in the death lineup.
It's useful with other kinds of leadership debuff stacking, such as heroes with a -4 leadership to enemy army trait. With certain races/factions you can stack it a ridiculous amount, so that lower tier infantry just instantly flee. Otherwise it's arguably the weakest form of magic in the game and highly situational.