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I have no experience with Vision of Torment, or what its stun chance is.. But that sounds like an amazing initiate skill, given your characters high initiative he could stun a couple enemies (the stun breaks on damage) which would cancel stances and let your Heroes land easy Mighty Charges on them.
He gets a passive skill to gain more spell points right? I'd take that, lets you master another spell.
Since spells cost OP i'd skip Order considering you'll be spending red points at range already. On a melee leader i took it because sometimes i cant reach an enemy, but a caster can always find something to throw a spell at.
People resist spells TOO often, mastering it will nullify the resistance of most units entirely.
Active skills that spend your SP will be useful, especially from far away.
I was wondering about Veil of Torment as well. The wording of the description confused me, it says you either stun (unless they resist), or apply a debuff that lowers melee/ranged resistance. I was wondering if that means they are sequential (you always get the chance to stun and if they resist THEN they get the debuff) or if they were mutually exclusive (you either get the stun chance or the debuff). Either way, I'll consider it since an early stun could really swing the odds in my favor.
14/14 Agil, 9/12 Tough
16/18 Lead, 19/19 Int
12/12 Weap, 10/15 Acc
Warcry (M), Insult (M), Sidestep
Channeling (M), Improved Casting (M), Expert Casting, Avoid, Blood Sacrifice (M)
Weapons of Destruction (M), Acid Breath (M), Chains of Chaos (M)
My reasoning:
Max Int to deal maximum damage with Acid Breath if in mage-mode.
Max Agil, Avoid and Sidestep for dodge tanking.
Max Weap for resist + Blood Sacrifice
Warcry, Insult, Weapons of Destruction to support heroes / henchmen.
Chains of Chaos to shutdown enemy impressives / heroes.
Unit profile: Magister
Attributes:
===========
Strength: 3
Toughness: 9
Agility: 14
Leadership: 12
Intelligence: 15
Alertness: 15
Weapon Skill: 12
Ballistic Skill: 5
Accuracy: 10
Skills:
=======
Blood Sacrifice Basic, Defensive Stance Mastery, Channeling Mastery, Improved Casting Mastery, Awareness Mastery, Shield Specialist Mastery
Spells:
=======
Weapons of Destruction Mastery, Chains of Chaos Mastery, Veil of Torment Mastery
Veil of torment is realy nice when you get the stun effect, but will also affect your units, so if anyone gets crown of bones let them partner up.
Cause it can kick ass, and think mastery make chance for stun higher, no prof just a hunch. Dont let your teammates in the field of torment if they have low stun resist easy as pie :)
phy : 3/15/11 (book of training + physical)
men : 8/16(20 with rune)/18
mar : 12//4/10
Passives:
Defensive stance mastery, awareness basic, shield specialist mastery (best defensive trio for me on nearly everything except maybe merc leaders and SoS leader)
Iimproved casting mastery (you WANT your spell to go through anything)
Knowledge Mordheim mastery (my warband is very VERY quick as I have warguards for henchmen and claw feet heroes, but if you try this build with standards cop team i d recomend heavy armour mastery instead)
Adrenaline rush mastery (3OP+9OP=12OP ..... 3 4 pills spells, that's perfect that's the tag on my spell list)
Spells:
Weapon of destruction basic (f*** buffing, he IS the freaking damage dealer)
Word of Pain mastery (your bread and butter skill. with the correct rune settings you will easily deal 70 dmg/spell. if they gang up 5 on you it's 350 dmg/spell, so 1050 a turn, or 700+an insane debuff that will ALSO protect you)
Chain of chaos mastery (protects your dude against the VERY big hitters, should only be used on main threats as it impairs strongly your dps)
Runes are +4 int on leather armor, spellbinding on a dagger (init purpose mainly, you WANT this guy to go 1st), heroism on the shield (price of the low morale and the necessity to be alone vs the enemy), true grit on the helmet.
CARRY POULTICE THEY WILL SAVE YOUR A**
+ of this build : your magister deals retarded dmg, has a decent defense ergo a good survivability, can do very VERY funny things if the Mordheim curse goes your way, and if the guy still goes OOA, well, he is not that impactant on your warband morale.
- of this build : PVE only (unless you can find a human retarded enough to gang up on a human time bomb), very weak curse resist(but is this really a drawback, not so sure when you see how this build handles it), very vulnerable to lost arm/concussion that will spell you are fire if they happen.
Funny to play, not quite able to solo a lvl 10 AI warband (could only do it with the merc leader), but at least able to blow up half of his warrior solo and walk away to let the crazies finish the job.
One thing I was wondering about was the merits of Defensive Stance over Sidestep or Web of Steel? With high base stats and master Awareness + Shield Specialist you can get Melee Resistance up into the 80s, and it doesn't have an activation limit (unlike Sidestep or Web). However, you could have a decent Melee Resistance AND one of those other stances which gives you a 2nd chance to avoid damage (first they have to hit, then you get a 100% chance to dodge)... so I am conflicted!
1 on 1 sidestep works realy well but you need high dodge, more than 100 cause every point in accuracy bypass your dodge chanse with 2. So impressive with 20 will make your 100 to 60, if its a maiden who is using dagger there you drop another 15 so know you are down to 45. But that is extrem case :)
Usually henchmen only have around 10 and heros around 15 in accuracy so think around 120 would be enuff if you wanto use dodge and melee resistance.
Parry works great against foes you can parry against cause give you cheap counter attacks on successful parry, but cant parry against units with armbands and bracers, Here strenght is your skill dropper, workes like accuracy.
Spear is pretty bad against both dodge and parry by the way :)
So advantage would be that you have one defensiv skill against all units that work against infinit attacks,
Example: You can build lower initiative glass cannons with low hit with the idea of higher initiative characters either crit stunning or straight stunning targets for your glass cannons, which means your glass cannons hit automatically because the target is stunned. Players build tanks around crit resistance and don't commonly build around stun resistance. Which makes straight stun checks very valuable.
There are warbands out there where a big strategy is to bunch up and defend/grind down. A classic warband that uses this is sisters. All warbands can use this strategy but sisters do it best. In MP a common sister build is a moving brick built to outlast you and grind you down. Its a very strong build and hard to break. Veil of Torment/Acid Breath/Word of Pain/Curse of Chaos/Fireball/Blinding Light/Dread of Aramar/Warp lightening/Warp mists/enshrouding mists are there to help crack that brick.
Building your warband around the same initiative order can be a very very strong strategy and allows you to set up pretty devasting combo's without being worried of interruption. At Least be aware of initiative orders importance. To get the most out of Veil you want your magister to be 1st or 2nd in initiative warband order. Be close enough that most of your lower initiative damage doers can engage the group. Run magister either into combat directly or just outside the brick so you can get max spell effect. Cast Veil of Torment. Ideally your warband is higher initiative then the opponent.
Veil of Torment Is a Can Opening/Shock spell and seems to me to not be used as a sustained combat situation. Again you see the importance of this spell in MP and not so much in SP.
Warbands grouping in MP is extremely common. Obviously the AI doesn't play like other players.
If I get another one with good mutations (i.e. not on the left arm) I'd definitely build him Defensive Stance... and I would pretty much apply the same thinking to the Magister. However, that's if you really want to build a melee resist Magister - I build mine as a pure caster/supporter personally (casts WoD and Chains, uses Order on the Spawn basically) Without a shield you can probably drop the idea of Defensive Stance as melee resist is a stat that only gets really useful if you get at least 55-60% of it.