Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Its very good against units with health regen since fire damage halves their regen rate. Then we also have the fact that fire vulnerability is a thing (Your fire lore passive even makes enemies vulnerable to fire for a bit). It also has a bonus damage to buildings, but that that is even more situational and rarely makes a difference.
Compare that to other lores of magic, there is no death/ice/shadow/light/beasts/etc damage channel, thus no vulnerability effect for them in the game, those other lores don't effect health regen, etc.
Off course fire admittedly also has the downside of fire resistance being a thing.
Flaming head deletes chaff, great at hitting archer lines.
Piercing bolts has perfect coverage for hitting single units with high armor, can also do good damage against large SEMs.
Flamestorm is a blob killer, although my least used.
And ultimately your goal is to kill opossition troops as fast as possible , with minimal losses to trigger army loss penalty.
Lore of fire with baiting AI to blob up might be the best for that.
But depends on how you use magic, life magic might be still better overall with how strong single entities can get in this game.
All depends on your army, opposong army, your playstyle and experience.
Healing Archeon with nurgle sorcerer is all you need to kill the whole world for example.
Because no one but Vamps gets Lore of Vampires and as such don't get the: Let me just delete your entire army Wind of Death, so people make do with Lore of Fire, because it's... The best they got.
That's not to say it's "the best".. It's circumstantial as heck.
Lore of Light is great for pure ranged armies
Tzeenth can delete armies as well - quite cheap even..
Nurgle (if you can get them in a nice big blop) can delete armies.
Lore of Life is great if you got single entities
Lore of Hazhut is like Nurgle on Steroids.
So mmm... Really depends how you use them.
There's also potential interactions with fire damage that can make it a bit better for some armies/factions.
Lore of High M actually has the better wind-spell....could be argued with, but I like the higher damage and the much faster wind-speed.
I actually wanna see, how your preferred wind-spell deletes an entire army of lizards in one cast :)
Might work against Skinks, but saurus have such a stupid loose formation, that your wind-spell does next to nothing. And my dinosaurs laugh at your attempt to damage them ^^
anyway, @topic:
I think it is situational and depends on ones preference.
Some like to heal their armies to death, while other like to damage them instead.
And fire has at least one very powerful utility spell as well: Flaming Sword of Ruin!
Fire is usually my most fancied Lore with Norsca + Empire, but I usually switch in between metal+fire. Depends on my mood and how my army is designed around it.
Also: decent wind, vortex & bombardment, hard to find that in any other lore.
It's like using Lore of Beasts for any other faction then Beastmen. For them it really works fine with literally any single spell and the debuffs are basically tailor-made.
Dwellers Below is still the best AoE damage spell due to its large radius, zero random movement which fire flame storm suffers badly from, and it does a lot of AP dmg.
Its really only rivaled by Skaven plague aoe, which is also one of the strongest aoe spell.
Ofc, heals, buffs etc.
Fire is highly unreliable. Burning head likes to detour, low AP dmg meh.
Fire is very overrated.
Pit of Shades :)
As I said, players have their preferences in how they use their preferred lore. It actually has to fit with your playstyle too.
Gave other 'recommended' Lores in various games a try, but most often it is just *meh* and I find me lacking something, that am used to. Not that they are bad, but it's just not complete. (hard to describe)
Good example is my Khalida-campaign; I was used to Nehekara-lore and liked it, but with so many changes done to their starting positions and enemies I adapted Lore of Light *yay*
[also: fire was the most abusive lore, when you could scam sieges with cheap bombardment spells ^^ and of course: WARP LIGHTENING.
If the AI positioned themselves behind the gate in a serious long line, so you bounce off burning head at least once! twice the damage = twice the fun]
Oh, and while the AI dodges certain spells: it does NOT dodge wind spell *wicked laugh*
Then they realize their trolls/undead/spawns/Louen died for seemingly no reason at all, because that's what happens when halberders or handgunners suddently thrust or shoots pure fire at you.
!
It became so powerful with the introduction of Drycha, WoC and units, that have an init phys-res..
It targets AoE without overcast! Can be applied to literal any unit and just works....
Lore of Shadows has to overcast for the AoE, but has other very powerful utility spells, specially against Lords. With 'magical attacks' in mind and it does only boost melee.
Ah, okay; I didn't consider the passive ability of the casters. So I guess it's good if you bring a lot of fire damage units? I do realize that it's good against regenerating enemies.
Yeah, I just noticed that Flaming Head is only good for un-armored trash. I've heard people praise it to skies, and I was wondering why it was doing jack against Chaos Warriors! ;)
Life is indeed my favorite magic lore. But I was thinking of diversifying - especially given that I am an Empire main, and my Lords/Heroes are often not damage sponges with monstrous amount of HPs.
Low cost is a good point. I don't always sweat economics (just like in real-life), but I should (just like in real-life!).
I see. I don't play Norsca, but I guess I will experiment a lot more with Empire and Fire magic. Perhaps I can run a full Stirland crossbow line-up, with other fire damage units as well.
But can you explain why Gold lore is good with Empire outside of Gelt? I've never recruited a non-Gelt Gold user. And what spells specifically?
Hmm, I haven't read people praise Heavens much. Any particular races good with them? Or is Heavens a universally good lore?
If playing as empire the wizard also gets a passive that boosts the movement range which is always nice.
It actually pairs well with fire magic as flaming sword and burning head cover a few things that heavens does not have.
Other than that: healing is nice.
Anything else is mainly roleplay.