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So, I can give specific advice depending on which kind of a Tank you might want, but I recommend getting at least 100 Stun Resistance (Unstoppable Mastery and Masterwork True Grit on Helmet goes a long way. Or Force of Will, if you can spare the Leadership) and Toughness 9 for Cauterize, so that he won´t kill r shelve himself constantly with Open Wounds.
Or, if you want less Tank and more Suicide Bomber, Toughness 12 for Exhaust Mastery and Addrenaline Rush Mastery, Int 15 for K:Mordheim Mastery and Introspection Mastery, Idol of Change Mastery and Wild Casting, and then just Yolo into the middle of enemy formation and, Tzeench willing, limp out of there afterwards unless he stunned himself.
The former Build can stand in the middle of enemy formation and never be hit (because causing Open Wounds). But one has to remember to Disengage him at some point to Cauterize.
The latter option needs more immediate support, but, due spam-Casting, tends to have a ton of stunned enemies around him.
Or just some hybrid support if you have a Necrmomancer. Cast Idol of Change with him, and have the Necromancer(s) spam Doom to their heart´s content. Especially if you make use of the Necromancer Default Skill, making Doom thus cost 2OP, making it Castable 5-7 times a turn.
Just one word of advice: Idol of Change is one of the few things in this game that does not stack with itself between Basic and Mastery, thus you can´t get -2OP to Spellcasting with 2 Doomies.
This irregularity is due to yours truly whining to the Devs that dualing Doomies casting 30+ times a turn until enemy has 10+ Open Wounds was broken ridiculous and immersion breaking. So now Idol of Change does not stack, thus at most -1OP cost reduction.
You have never had a Doomie support a Necromancer, I presume?
It is absolutely hilarious.
Really good against impressives, as they can not dissengage.
I like them to go through the enemy lines and start casting/opening wounds/stunning everything around them.
The idol of change is mandatory so they can cast 3 times the blood.
So I am for a Melee resist build and their main damage output must be the burning blood.
100% stun resist needed. Need the enchantment on the helmet for +20.
They work pretty good, and the only problem thay have is when they loose all the remaining op.
Against the suicide AI they are untouchable. They can even hold the line if you cast the idol behind them so, if they fail the all alone test they still stay there and can use the 4 SP for the +20 melee resist of the defensive stance.
They have more that 90% melee resist with the shield enchantment, +20 every time they give a open wounds to the enemy.
You dont need to care about your own open wounds as your damage output come from spells.
And with the wild casting you have a 80% at least chance of casting.
Be aware that they will play every 2 days, bacause of the open wounds after match.
And for the sinergy with undead, idol of change and spell damage dealer necromancer works pretty good.
Build:
http://www.pyrospace.co.uk/mordheim/#eyJwIjoiZG9vbXdlYXZlciIsImEiOnsicyI6MCwidCI6OSwiYWciOjksImwiOjUsImkiOjEwLCJhbCI6MCwidyI6MTQsImIiOjAsImFjIjoxfSwiZSI6eyJoIjp7Im4iOiJoZWxtZXQiLCJ2IjoibWFzdGVyd29yayJ9LCJiIjp7Im4iOiJsaWdodCIsInYiOiJtYXN0ZXJ3b3JrIn0sIm0iOnsibiI6ImZsYWlsIiwidiI6Im1hc3RlcndvcmsifSwibyI6eyJuIjoic2hpZWxkIiwidiI6Im1hc3RlcndvcmsifX0sInNrIjpbeyJuIjoiZmF2b3VyZWQiLCJ0IjowLCJ2IjowfSx7Im4iOiJkYXViX29mX29ic2N1cml0eSIsInQiOjAsInYiOjF9LHsibiI6ImltcHJvdmVkX2Nhc3RpbmciLCJ0IjowLCJ2IjoxfSx7Im4iOiJ3aWxkX2Nhc3RpbmciLCJ0IjoxLCJ2IjowfSx7Im4iOiJmb3JjZV9vZl93aWxsIiwidCI6MCwidiI6MH0seyJuIjoia25vd2xlZGdlX21vcmRoZWltIiwidCI6MCwidiI6MH0seyJuIjoiZGVmZW5zaXZlX3N0YW5jZSIsInQiOjEsInYiOjF9LHsibiI6ImV4aGF1c3Rpb24iLCJ0IjoxLCJ2IjoxfSx7Im4iOiJyaXR1YWxfb2Zfc2Nvcm4iLCJ0IjoxLCJ2IjowfV0sInNwIjpbeyJuIjoiYm9vbl9vZl9ydWluIiwidiI6MH0seyJuIjoiaWRvbF9vZl9jaGFuZ2UiLCJ2IjoxfSx7Im4iOiJidXJuaW5nX2Jsb29kIiwidiI6MX0seyJuIjoic3BpdGVmdWxfbWFuaWZlc3RhdGlvbiIsInYiOjF9XSwibSI6W10sImkiOltdLCJiIjpbInRvbWVfb2ZfYWJpbGl0aWVzIiwidG9tZV9vZl9tYWdpYyIsImJvb2tfb2Zfd2VhcG9uX3NraWxsIiwibWFydGlhbF9ncmltb2lyZSJdfQ%3D%3D
Why not Cauterize instead of Ritual of Scorn? You have the Toughness for it.
I copy/paste my pvp tournament build, where you dont need to worry about post match.
So yes, I think thats a nice change for pve or long term pvp. 😀
Str : 3. Tough : 12. Agi : 17.
LD : 9. Int : 18. Alert : 4.
WS : 15. Acc : 4.
Active skills : Wild casting (M). Adrenaline rush (M).
Passive skills : Channeling (M). Imp. Casting (M). Unstoppable (B). Daub of hatred (M).
Spells : Boon of ruin (M). Idol of change (B) (Might wanna swap the mastery/basic around on those 2 if you play PvP). Spiteful manifestation (M). Burning blood (M).
I go for staff with curse reduction. Neck item with imp casting chance or damage increase. Body armour with +2 Int/agi.
Con's : You do as some have mentioned risk a chance that he will go on a vacation after a fight, as he is likely to wound himself. He is not immune to stun, but a decent 71% is acceptable.
Pro's : Long range and mass damage output, been some time since i played last but i belive a Burning blood if not resisted can go up around 80-90 wounds if the debuff gets through.
If enemy clusters spiteful manifestation is quite nice aoe dmg and will also apply a lovely debuff to help your none casters.
Personally im a fan of Overpower as well as Headshot, wich is why i go Boon of ruin (M), it really helps a DS land those in exchange for a minor dmg to himself.
No matter how many open wounds you suffer on yourself, you will not have a deminished damage output. (But it may be woth bringing a poultice on him anyways).
Mordheim: City of the Damned Character Planner Quick Summary
============================================================
Unit profile: Doomweaver
Attributes:
===========
Strength: 3
Toughness: 15
Agility: 17
Leadership: 9
Intelligence: 18
Alertness: 4
Weapon Skill: 15
Ballistic Skill: 3
Accuracy: 4
Skills:
=======
Favoured Basic, Daub of Hatred Mastery, Channeling Mastery, Improved Casting Mastery, Knowledge: Mordheim Mastery, Introspection Mastery, Adrenaline Rush Basic
Spells:
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Boon of Ruin Basic, Burning Blood Mastery, Spiteful Manifestation Mastery, Idol of Change Mastery
Books:
==========
Tome of Abilities, Tome of Magic, Book of Training: Toughness, Physical Grimore
Equipment:
==========
Amulet (masterwork), Light Armour (masterwork), Staff (masterwork)
I have had the most fun with this build. Idol of Change allows for x4 Burning Blood casts on turn 2, which can also support those Necromancers picking up wyrdstones and casting in the circle (free casting anyone??). Burning bloods do about 80 damage a pop, even better than lightning. The Spiteful Manifestation can help with armor bypass for the undead, since they do not get Weapons of Destruction like Chaos. I just play Doomies as casters since they are the best mage damage dealers in the game, and because they are so damn unreliable as combat 'bombs.' I usually just end up getting overload and doing absolutely nothing for a turn or skipping days healing from open wounds.