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Ok. I want to get Chaos Eaters end game, and combine them every now and again to Balors for fun.
I never played with Chaos Eaters before and was thinking of them when I thought of this build.
That made me think, I'd really like to screw around with the lower Tier mages too but never really have.
So, I need a build that gives me enough Fire Tombs too but also gives my mages lots of goodies.
Tome of Scrying and Amplification are pretty mandatory for the enchants/transforms they give.
Tome Evocation could buff their dps a but
tome teleportation could give them phase though that is better on a support then a battle mage.
Tome of artificing gives them siege magic that gives a flat 10% damage boost.
These are just things of the top of my head, i am sure there is more.
Thank you. Will all these buff also help Chaos Eaters?
No they wont but for a battle mage build i would not focus on chaos eaters as to get the most out of them they would need their own build centered on them not on battle mages in general.
Ok. How does one build around Chaos Eaters?
I got quite interested in the concept, chaos isn't normally what I play with and like people have pointed out, chaos eaters are not your average battle mage. They have 3 range, very solid hp/defenses, an ability that makes them obnoxious to attack and can cast in melee.
So keep in mind my build take on this is to really lean into that aspect. They won't be the hardest hitting Chaos Eaters you can get, but they should be pretty disgusting to actually try and kill while applying a ton of debuffs, both when attacked and while attacking, to fuel their chaos eating ability for some big damage numbers there.
I'd go with primal culture, probably arctic mammoth specifically, for freeze, which is a debuff we won't be getting from books. Mystic/high are both viable alternatives though. _Tome affinities will need 3 astral and 3 chaos for tier III tomes_ and you will have to pick one of each of those up from society traits or leader signature skill, your call there. I'd suggest ritual cannibals, since it will give both the corpse eating ability and an extra source of mana income to upkeep all the eaters, and mana channelers for +1 rank and much the same reason. They're not meta picks but they fit and work very well here for the strategy.
I'll also note that shadow empire skills give magic origin unit upkeep reduction so you can probably field a quite large amount of these.
Tomes are a little weird, since you'd mostly be picking them for 1-2 abilities and the rest will be more or less useless, there's some dead research here, but if we're all in on battle mages, that kind of can't be avoided given how spread out their buffs are. Unless specifically stated, all the extra research from them you want is pretty much up to you/game state.
Tier 1: -Evocation (lightning focus for electrify and evoker, probably start with this, for earlier astral empire affinity generation,)
-Necromancy (necrotic magic for decaying and to start generating souls from combats)
Tier 2: -Mayhem (infectious insanity is powerful, mark of misfortune for misfortune)
-Souls (soulbinders for soulbound and +20% dmg, soul overflow to give the eaters even more hp and remove debuffs)
Tier 3: -Pandemonium (eaters obviously, note that eaters have built in havoc magic so won't benefit from the havoc magic enchantment)
-Amplification (frenzying focus, giving strengthened on attacks and the always good research boost)
Now it gets a little weird and depends on how set you are on the idea of having them fight each other. I think if you're investing that much into them, you shouldn't do that and instead just summon balors from tier V tome if you want them. So my line would instead be.
Tier 4: Chaos Channeling (for demonic focus, to give them hp whenever anything dies and fan the inferno to inflict burning, another debuff for the eaters to eat)
Then you can either take the other chaos book and sacrifice these absolute units or if you want to stick with making them even stronger there's tier 2 artificing (siege magic for +10% dmg and destroying obstacles/obstructions with attacks, no more cover for them!)
or tome of dragons (if you get really annoyed about their lack of range, dragons gives battle mages a range 6 aoe ability that always hits)
Finally, Tier V: Chaos lord (because all of this is so much more funny when you can also give them killing momentum and haste, but mainly affinities are a pain here and there are no real options)
That gives you Chaos Eaters with multiple % dmg increases, applying havoc (random debuffs), electrified, decaying, misfortune and potentially frozen. All of them in a combat also get 5 temp hp whenever something dies, alongside strengthened, which is applied on every attack they make too. They come with 110 hp and 4/4 def as recruits, which goes up to 130 with soul overflow, and then it's 180 at legend (+2 status resist ignore, so they debuff even more.) Slap a support hero in there for extra hp and defenses (and upkeep reduction, really, damn tier 4s) then watch your enemies cry as they debuff themselves to death trying to kill these things, of which you could potentially get a lot of.
https://minionsart.github.io/aow4db/HTML/FactionCreator.html?u=47:48:20,2b,2d,5a,55,50,d8,94:ae:93:b4:b2:ad:90:b1:bd:a1:a2:af,000000
Again Inquisitors with their stun as frontline for the Chaos Eaters, because most tome enchantments will effect skirmish units in addition to Battle Mages and Support units.
Racial Traits: Stuff to make your Inquisitors talkier. Hardy, Tough, Defensive Tactics, Elusive (although for skirmish units it's only useful vs. enemy retaliation attacks which we will be tripping away from them with conditions), Keen Senses for better skirmisher accuracy possibly, Resistant.
Use Tome of Evolution for early summons with slip away. This faction build can go the evolve route too with both tome of Evolution + Dragons.
Cannibals trait for a chaos affinity point. the mana generation on killing units + corpse eating for a free action point heal. Mana Channelers for cheaper summons and the astral affinity unlock + one astral tome for Amplification Tome unlock.
Notable Enchantments and Transformations you have access to for mid/endgame Chaos Eater/Inquisitor stacks:
- Draconic Vitality transformation (tome of Evolution. Minor Transformation): Target race is imbued with Dragon-like vitality, granting them. +3 Hit Points per Unit Rank.
- Legion of Zeal (Tome of Zeal. For Skirmishers being your Inquisitor units): Zeal, which makes base attacks deal extra Spirit Damage. 2 damage and 4 if target is condemned. Twice as much damage with single attacks (Inquisitors will do about 8 damage on their stunning ranged attack. Condemn lowers Status Effect Resist by -3 until the end of combat.
- Mark of Misfortune (Tome of Mayhem. For Skirmishers, Battle Mages and Support): Makes base attacks of enchanted units Inflict Misfortune. (+15% to Fumble and take 8 physical damage on fumble stacks 3 times).
- Vessel of Chaos (Tome of Pandemonium. Minor Transformation for your Skirmisher racial units and support): +10% damage for each of the target's negative status effects. Stacks up to 3 times.
- Havok Magic (Tome of Pandemonium. Support and Battle Mage enchant): Base 60% chance of inflicting a random negative status effect.
- Flame Magic (Tome of Dragons. Battle Mages enchant): Fire Bomb, a Magic attack that deals damage in an area. 10 phys and 10 fire damage. 50% of damage to adjacents
- Draconian Transformation (Tome of Dragons. Major transformation): Turn target race into Draconians, which grants them:
Dragon unit type (Do +30% damage at -60% health).
Natural Regeneration, which makes the unit regain health faster. (10% health regained at end of combat turn. +10 regeneration on world map).
- Supreme Magic (Tome of Supremacy. Support and Battle Mages enchant: Grants Zeal, which makes base attacks deal extra Spirit Damage. Makes killing a unit cause it to explode, dealing 20 Spirit Damage to adjacent enemy units.
- Demonic Focus (Chaos Channelling Tome. Support and Battle Mage enchant): Whenever another unit dies in battle, grants enchanted units:
+1 Strengthened
+5 Temporary Hit Points
- Scions of Flame (Chaos Channelling Tome. Minor Transformation for support/skirmishers): Makes the target race the embodiment of fire, granting them:
4 Fire Resistance.
Vengeful Flames, which damages Melee attackers.
Fiery Wake, which ignites flammable terrain such as Flora Obstacles.
Immunity to Burning.
- Focus of Devastation (Devastation Tome. For Support and Battle Mages): Grants Magic attacks of enchanted units:
Demolisher, which allows them to destroy Fortified obstacles.
A base 60% chance of canceling Defense Modes.
- Flameburst Weapons (Devastation Tome. Skirmisher enchant): +20% Critical Hit chance. Whenever this unit kills another unit:The killed unit explodes, dealing 20 Fire Damage to adjacent enemy units.
- Guided Projectiles (Scrying Tome. For skirmishers, support and Battle Mages): Ignore accuracy penalties from the Obscuring condition caused by units that are in the way and certain terrain.
- Amplified Arrows (Amplification Tome. For Skirmishers): Makes base Physical Ranged attacks of enchanted units deal:
+2 Lightning Damage.
-1 Physical Damage.
30% of their damage to another target within 3 hexes.
- Frenzying Focus (Amplification Tome. For Support and Mages): Grants enchanted units: Frenzy, which increases damage dealt when they attack.
- Astral Blood (Amplification Tome. Minor Transformation): Makes magic begin to flow through the veins of the target race, granting them: Attunement: Fortune, which increases Critical Hit chance when spells are cast.
Edit: As a small summary your entire stack has massive damage scaling including for each negative effect on eemies.,Skimrishers have bouncing attacks. All your stack kills will do some type of adjacent 20 Fire or 20 Spirit damage on death. Each death heals your support/battle mages by 5 temp hp +1 strengthened. All your units can eat bodies to heal themselves. Inquisitors can really soften up the enemy armies by getting close quickly, shooting a bouncing bolt stun that also does AoE and if it kills something, triggers a massive AoE fire explosion. Making it easier for your Chaos Eaters to come up and finish off more things with more explosions.
Thank you so much! It's just for skirmish but I want to play it strategically. Is it worth getting Watcher's from the Astral Tome for this?.
I ask because they are also a Mage unit that you can summon before you close the gap to Chaos Eaters, and they may benefit from some of the buffs.
Thank you so much. This is great.
Not only does this give an easy boost to Chaos Affinity, but Reavers lack a proper battlemage which you can then fill in with the Chaos Eater, a unit that can easily spread various debuffs, and also deal great damage(and heal itself) by exploiting those status effects.
It also means that you are more inclined to pick battlemage/support enchantments, which will help the Overseer.
The Reaver culture ability can increase your damage by up to +50% based on the number of Marks on the target.
In the Tome of Pandemonium(the same tome you get Chaos Eater), you can get an enchantment that increases damage by up to +30% per negative status effect on a target. Which means that the rest of your army(racial units) can get up to +80% damage boost.
You can then pick what ever damage channels(various tomes) you wish to add.
I don't know about worth, that's up to you, they are definitely a good possibility that synergises. Tomes aren't really very restrictive here, as long as you get the chaos ones for tier V. Otherwise you're just picking which Eater buff to drop to take something else so feel free to modify as you like :)
Unlike the other suggestion which is probably better for general gameplay and utilizes more research, my build is pretty much all in on the Chaos Eaters without any other unit considerations. If I did this (and I have started a game with it, lol), I would ignore pretty much everything and just spam Chaos Eaters, which with this setup should be very versatile as they have very good defenses, buff themselves, debuff the enemy and have built in healing. So far I can say the early game even on brutal is fine using shields, evokers and, most importantly, the _primal combat summon_. I expect this to easily carry me to tier 3 tomes where I can immediately pick up the Eater, thanks also to the 5 shadow affinity which is a good research boost.
That said, I probably strongly suggest Wizard King here to make this easier.
Yeah, I will definitely go Wizard King.