Mordheim: City of the Damned

Mordheim: City of the Damned

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kingts Jan 27, 2017 @ 8:45pm
Rank the Spells
In your opinion what is the most powerful spells that work in conjunction with a skill for each faction. Your top 5 list?
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Showing 1-7 of 7 comments
Ishan451 Jan 27, 2017 @ 9:37pm 
I don't quite understand what you mean with "that work in a conjunction with a skill", so i'll just list the spells i always pick.

Skaven Sorcerer - Gaze of the Hornet Rat and Musk of Courage
Skaven Doomweaver - Idol of Pestilence
Skaven Necromancer - Idol of Death

Chaos Magister - Vision of Torment
Chaos Doomweaver - Idol of Pestilence
Chaos Necromancer - Idol of Death

Undead Necromancer - Call of Vanhel
Undead Doomweaver - Idol of Pestilence

Sisters Matriarch - Healing Circle
Sisters Purifier - Healing Circle
Sisters Maiden - Sigmar's Might
Sisters Warrior Priest - Deny the Heretic
Sisters Wolfpriest - Wildpack

Merc Warlock - Dread of Aramar
Merc Warrior Priest - Healing Hand
Merc Wolfpriest - Wildpack

Witchhunter Warrior Priest - Healing Hand
Witchhunter Wolfpriest - Wildpack


Think that is all.
Karond Jan 28, 2017 @ 1:09am 
Mercenaries: Armor of lead and Lightning strike. Lightning strike is probably the best damage spell in the game, and armor of lead takes away crucial movement and dodge on an Area of effect. This means that while the enemy is advancing, you can buy yourself more time to shoot/magic down targets.

Sisters of Sigmar: Comet of Sigmar and Sinful speech. Great damage spell, and a great utility spell against enemy spellcasters. Sigmar's might is also good, but clumping up too much isn't that great in PvP. Sinful speech however can drastically reduce an enemy's offensive powers, while the comet is always dangerous. Comet spamming is a real thing, and a nightmare to face.

Witch Hunters: Deny the heretic. It's still not fixed, and one of the most brutal spells in the game. Here's the inside scope: You can't save against it. There is a save mind you in the log, but if you succeed or fail you still get the full negative effect and what an effect it is; -15% hit chance really hurts their offensive powers, and it takes away red pills in an area of effect. Since this spell costs 3 red pills, if you hit 3 enemies it's paying for itself.

Ulric priest: Snowking's Decree. This spell is a monster to face for melee characters, able to dish out more damage than anything else in the game when targetting melee characters. Sometimes in PvP people just end up not attacking when targetted. It even works on counter-attacking. Stacking this with trial of pain is evil.

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Cult: Weapons of destruction and chains of chaos. Chains to limit impressives and heroes obviously, which it does fairly well. It's better against shield users than twohanders or dualwielders, since shield users lose 50% of their attacks, while a dualwielder or twohander only lose 33%. Weapons of destruction is the best damage buff in the game. Additional damage at a high 40%, plus taking away 20% of armor is a wicked combination on anything that hits hard. Like a blood offering character.

Skaven: Enshrouding mist is king. Since it only targets non-skaven, it's safe to use and provides quite a bit to the skaven fighting style. It's one round effect is beneficial too, since you can time your shooting to happen right before or after its effect, before it comes back up again where its needed. Warp lightning has potential against people that clump up, but I like wither. It empowers the skaven's speed advantage by widening the gap even further. Plus, it helps for all those daredevil+black hunger builds you've in your arsenal.

Undead: Idol of death and call of vanhel. The idol works really well for a mostly melee warband, that is sure to outnumber the enemy somewhere. Plus, you're likely stacking the pshychological effects and their respective runes somewhere, just empowering it further against some enemies. I would look at call of vanhel as an offensive nerf to an enemy when thrown on a zombie, rather than a buff. It can make them stay "alive" and tarpit something far longer than usual, but the movement is neat on occassion. The initiative boost on others can potentially give them 2 rounds of attacks without retaliation against the right target, which has strategic potential. Plus it's really cheap.

Doomweaver: Boon of ruin is a pseudo-snow king's decree, and its decent, but most pick doomweaver for the totems of change and pestilence. Change obviously to combat magic heavy warbands, such as the sisters or mercenaries, that use offensive spells a lot. Pestilence for any combat situation that's becoming crowded. It's even worth it for a duel, reducing stun chance for those headshots, or critical resistance for those vital shots and so on. The reduction in dodge is and toughness are also significant. You really don't want to be close to a totem.
kingts Jan 28, 2017 @ 5:38pm 
Some list. I simply meant list the best spell w each faction and which skill works best w that spell.😃
kingts Jan 28, 2017 @ 5:49pm 
Impressive list those guys
Ishan451 Jan 28, 2017 @ 6:31pm 
Originally posted by kingts:
I simply meant list the best spell w each faction and which skill works best w that spell.😃

None of the spells i listed need a skill to work.
Rodfather Jan 28, 2017 @ 8:34pm 
Surprised I have not seen the Doom spell from the Necrmancer listed...I dont play casters too much but that radius is magnificient and no friendly fire is sweet. Also I have a hankering for the Wolfpriest's Winters Chill, a nice defensive spell to help an ally in a bind.
Lampros Jan 28, 2017 @ 9:18pm 
Originally posted by Karond:
Mercenaries: Armor of lead and Lightning strike. Lightning strike is probably the best damage spell in the game, and armor of lead takes away crucial movement and dodge on an Area of effect. This means that while the enemy is advancing, you can buy yourself more time to shoot/magic down targets.

Sisters of Sigmar: Comet of Sigmar and Sinful speech. Great damage spell, and a great utility spell against enemy spellcasters. Sigmar's might is also good, but clumping up too much isn't that great in PvP. Sinful speech however can drastically reduce an enemy's offensive powers, while the comet is always dangerous. Comet spamming is a real thing, and a nightmare to face.

Witch Hunters: Deny the heretic. It's still not fixed, and one of the most brutal spells in the game. Here's the inside scope: You can't save against it. There is a save mind you in the log, but if you succeed or fail you still get the full negative effect and what an effect it is; -15% hit chance really hurts their offensive powers, and it takes away red pills in an area of effect. Since this spell costs 3 red pills, if you hit 3 enemies it's paying for itself.

Ulric priest: Snowking's Decree. This spell is a monster to face for melee characters, able to dish out more damage than anything else in the game when targetting melee characters. Sometimes in PvP people just end up not attacking when targetted. It even works on counter-attacking. Stacking this with trial of pain is evil.

-------------

Cult: Weapons of destruction and chains of chaos. Chains to limit impressives and heroes obviously, which it does fairly well. It's better against shield users than twohanders or dualwielders, since shield users lose 50% of their attacks, while a dualwielder or twohander only lose 33%. Weapons of destruction is the best damage buff in the game. Additional damage at a high 40%, plus taking away 20% of armor is a wicked combination on anything that hits hard. Like a blood offering character.

Skaven: Enshrouding mist is king. Since it only targets non-skaven, it's safe to use and provides quite a bit to the skaven fighting style. It's one round effect is beneficial too, since you can time your shooting to happen right before or after its effect, before it comes back up again where its needed. Warp lightning has potential against people that clump up, but I like wither. It empowers the skaven's speed advantage by widening the gap even further. Plus, it helps for all those daredevil+black hunger builds you've in your arsenal.

Undead: Idol of death and call of vanhel. The idol works really well for a mostly melee warband, that is sure to outnumber the enemy somewhere. Plus, you're likely stacking the pshychological effects and their respective runes somewhere, just empowering it further against some enemies. I would look at call of vanhel as an offensive nerf to an enemy when thrown on a zombie, rather than a buff. It can make them stay "alive" and tarpit something far longer than usual, but the movement is neat on occassion. The initiative boost on others can potentially give them 2 rounds of attacks without retaliation against the right target, which has strategic potential. Plus it's really cheap.

Doomweaver: Boon of ruin is a pseudo-snow king's decree, and its decent, but most pick doomweaver for the totems of change and pestilence. Change obviously to combat magic heavy warbands, such as the sisters or mercenaries, that use offensive spells a lot. Pestilence for any combat situation that's becoming crowded. It's even worth it for a duel, reducing stun chance for those headshots, or critical resistance for those vital shots and so on. The reduction in dodge is and toughness are also significant. You really don't want to be close to a totem.

Amazing, amazing resource. Thank you so much!

But did you miss the various healing spells? ;)
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Date Posted: Jan 27, 2017 @ 8:45pm
Posts: 7