Mordheim: City of the Damned

Mordheim: City of the Damned

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NanShagger69 Dec 29, 2016 @ 2:20pm
Is the Warlock worth it?
I'm starting a rank 5 merc warband with an ogre.That leaves 2 hero slots. Should I go for warlock and 1 hero marksman or something like 2 hero marksmen?
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Showing 1-15 of 17 comments
MrPyro Dec 29, 2016 @ 2:25pm 
The Warlock is very good once he has gained a few levels and got some extra spells and some Curse resistance to stop him blowing himself up with his own magic, but until he gets that he's not great. You can use him as an OK archer until his magic kicks in, or you can wait for a bit and get a higher level Hired Sword when you have the cash, as then you can start him with better skills/spells.
NanShagger69 Dec 29, 2016 @ 2:27pm 
Originally posted by MrPyro:
The Warlock is very good once he has gained a few levels and got some extra spells and some Curse resistance to stop him blowing himself up with his own magic, but until he gets that he's not great. You can use him as an OK archer until his magic kicks in, or you can wait for a bit and get a higher level Hired Sword when you have the cash, as then you can start him with better skills/spells.
What type of spells are the best for him? I've been looking at fireball, lightning strike and dread of aramar.
kingts Dec 29, 2016 @ 2:42pm 
Sure why not...:) all in fun, Got all the DLC's now...hope they come out with some more before the developement stops and they go Mordheim 2..ha:steamhappy:
uddhava Dec 29, 2016 @ 2:46pm 
Originally posted by Tesco NanShagger69:
Originally posted by MrPyro:
The Warlock is very good once he has gained a few levels and got some extra spells and some Curse resistance to stop him blowing himself up with his own magic, but until he gets that he's not great. You can use him as an OK archer until his magic kicks in, or you can wait for a bit and get a higher level Hired Sword when you have the cash, as then you can start him with better skills/spells.
What type of spells are the best for him? I've been looking at fireball, lightning strike and dread of aramar.
Dread of Aramar kinda requires him to get up close and personal which is generaly where you dont want him to be.
Fireball is okay but too expensive for the damage it does.
Lightning bolt (imo) is king. When mastered and with the right skill set/curse reduction thats about 150-180 damage per turn. That will leave a dent in most things and is also very effective for finishing off units in hth.
Castor Dec 29, 2016 @ 2:59pm 
I like the Rust spell that lowers armor myself. LGT Marksmen everywhere agree.
MrPyro Dec 29, 2016 @ 3:18pm 
Uddhava and Castor have picked my 2 favourite spells.

To add to Uddhava's comment on damage, bear in mind that all spell damage ignores Armour Absorb as well, so that 150-180 is the same vs a guy in white cloth and a guy in purple heavy. Great for focusing down a single hard target.

Rust is great for spreading the pain out a bit more; good when the combat has devolved into a brawl and you have multiple enemy targets you'd like to weaken so that your melee or ranged units can finish them off.

Armour of Lead is a fairly good debuff as well vs dodgy enemies; quite good against Skaven, for instance.
Prince Kaine Dec 29, 2016 @ 5:27pm 
Just the best dps in the game. 2 warlocks on a grouped deployement can deal 250 AOE damages T1 before the opponent even moved. Imagine more than half your warband down to a third of it's HP before moving.
happy Dec 29, 2016 @ 5:48pm 
just know that the guy who beats the crap out of every pvp player in this game does it with

a single warlock.
Trueseeing Dec 30, 2016 @ 5:40am 
Warlocks are amazing and people fear them. Lightning strike maxed, it's your bread and butter. Armour of lead maxed (allows you to daredevil on your melee heroes without the downside, and cripples enemies mobility), your choice between fireball and curse of rust. Both are situationally great.

Dread of Aramar is a trap. You don't want to be anywhere near the enemy, at least 60-70m away and out of sight at the end of your turn, if you are close enough to use Aramar you are close enough for the enemy to kill him next turn.
They are usually my all stars in PvP
I run mine like so:
Rush Warlock [www.pyrospace.co.uk]

2 Warlocks + Ogre is very viable, especially with an order commander to get more out of that ogre. When you unlock them warrior priests work great too.
Last edited by Trueseeing; Dec 30, 2016 @ 6:07am
uddhava Dec 30, 2016 @ 5:59am 
EDIT: Fixed
Last edited by uddhava; Dec 30, 2016 @ 6:14am
Trueseeing Dec 30, 2016 @ 6:08am 
Originally posted by uddhava:
Link isnt working
Thanks, hopefully fixed now.
Jhones Dec 30, 2016 @ 6:39am 
Well this thread has sorted my New Years Project out then :)

Would do you recommend on the enchantment front?
uddhava Dec 30, 2016 @ 6:42am 
Originally posted by Jhones:
Well this thread has sorted my New Years Project out then :)

Would do you recommend on the enchantment front?
Personally I'd go for as much cursereduction as possible. You can get it so a third cast has under 10% curse chance.
Trueseeing Dec 30, 2016 @ 6:53am 
Originally posted by Jhones:
Well this thread has sorted my New Years Project out then :)

Would do you recommend on the enchantment front?
Uddhava is correct, Lower curse on the quarterstaff, lower curse on the amulet, +4 Agi (or whatever really) on the clothes. You -could- choose to increase cast chance with the amulet, but warlocks can do that already if you are concerned, and with 3 or 4 casts of lightning per turn you really need to do everything you can to lower curse. They have so much range already that they don't need extra cast range.

Jhones Dec 30, 2016 @ 7:07am 
Cheers guys, that was quick & concise :)
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Date Posted: Dec 29, 2016 @ 2:20pm
Posts: 17