Total War: WARHAMMER

Total War: WARHAMMER

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VicRummy Feb 5, 2017 @ 6:33pm
How to direct the vortex?
How do you point the direction of vortex? Cuz I always find that when I cast for example a flaming head, it 70% of the time would float to empty space after initial burning done to the enemy, well that wasn't worthy for 11 magic reserve.
Thanks for your help.
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Showing 1-13 of 13 comments
chef Feb 5, 2017 @ 6:37pm 
Yeah that's the issue with vortexs there uncontrollable and expensive. They need to ether make them cheaper or really limit there movement. Unless they make a clearer way to find out where there going.
ArchaicReaper Feb 5, 2017 @ 6:37pm 
They move randomly so you want to try to drop it in the middle of the enemy army to maximize the potential damage.
VicRummy Feb 5, 2017 @ 6:49pm 
Originally posted by chef:
Yeah that's the issue with vortexs there uncontrollable and expensive. They need to ether make them cheaper or really limit there movement. Unless they make a clearer way to find out where there going.
So do you ever use vortex or just the buffs and debuffs? Or the missle spells?
VicRummy Feb 5, 2017 @ 6:51pm 
Originally posted by ArchaicReaper:
They move randomly so you want to try to drop it in the middle of the enemy army to maximize the potential damage.
Thx, I got another question, is there a way set up hotkeys for spells? It feels so lame to click and cast, especially when you were an warcraft 3 player...XD
Krakenmeister Feb 5, 2017 @ 7:27pm 
Originally posted by VicRummy:
Thx, I got another question, is there a way set up hotkeys for spells? It feels so lame to click and cast, especially when you were an warcraft 3 player...XD
I think it's alt+F1 or alt+1. It's in the controls menu under special ability 1-6.
VicRummy Feb 5, 2017 @ 7:28pm 
Originally posted by EgyptFalcon:
Originally posted by VicRummy:
Thx, I got another question, is there a way set up hotkeys for spells? It feels so lame to click and cast, especially when you were an warcraft 3 player...XD
I think it's alt+F1 or alt+1. It's in the controls menu under special ability 1-6.
Thx very much
Araragi Feb 5, 2017 @ 7:31pm 
Originally posted by VicRummy:
Originally posted by chef:
Yeah that's the issue with vortexs there uncontrollable and expensive. They need to ether make them cheaper or really limit there movement. Unless they make a clearer way to find out where there going.
So do you ever use vortex or just the buffs and debuffs? Or the missle spells?

In mp, buffs and debuffs since they are more efficient and can easily boosts half of your army, but in campaign, I tend to use everything just for the luls.
VicRummy Feb 5, 2017 @ 7:56pm 
Originally posted by Shiroe:
Originally posted by VicRummy:
So do you ever use vortex or just the buffs and debuffs? Or the missle spells?

In mp, buffs and debuffs since they are more efficient and can easily boosts half of your army, but in campaign, I tend to use everything just for the luls.

Thank you it helps a lot.
Sultschiem Feb 5, 2017 @ 8:08pm 
The main point of these vortex spells is to disrupt the formations and make them "unpredictable" so its hard to counters.

The best way to use them is to use them inside big piles of enemies that are engaged with cheap infantry where you don't care about them.

One of the lore of shadow-vortexes is immobile, it just stays where it is.

Then there are...."line"-spells like the pendulum (lore of shadows) or wind of death (Death Magic) which will move in a straight line.

But yeah, the easiest to use magic are buffs and debuffs as well as single-unit spells such as Rune of Smiting and Soul Leech.
VicRummy Feb 5, 2017 @ 8:10pm 
Originally posted by Sultschiem:
The main point of these vortex spells is to disrupt the formations and make them "unpredictable" so its hard to counters.

The best way to use them is to use them inside big piles of enemies that are engaged with cheap infantry where you don't care about them.

One of the lore of shadow-vortexes is immobile, it just stays where it is.

Then there are...."line"-spells like the pendulum (lore of shadows) or wind of death (Death Magic) which will move in a straight line.

But yeah, the easiest to use magic are buffs and debuffs as well as single-unit spells such as Rune of Smiting and Soul Leech.

THX A LOT
chef Feb 5, 2017 @ 8:59pm 
Originally posted by VicRummy:
Originally posted by chef:
Yeah that's the issue with vortexs there uncontrollable and expensive. They need to ether make them cheaper or really limit there movement. Unless they make a clearer way to find out where there going.
So do you ever use vortex or just the buffs and debuffs? Or the missle spells?
Yes but I play steelfaithmod so magic is stronger and winds of magic are much higher so its not an issue
Sultschiem Feb 5, 2017 @ 9:39pm 
Oh and there are "cone"-spells that are cone-formed but they are also mainly used for "disrupting formations".

However they do not deal much damage but instead throw them around a lot. The exception is a special ring the dwarven lords can get, for a fire/magic cone that deals severe damage.

"Disrupting formation" or "breaking formation" means that a unit is spread out.

The whole point of "disrupting formations" is spreading them out so more of your units can attack them, which increases the damage they take and they break easier.

If you break a unit's formation BEFORE charging them, they cannot defend against the charge, resulting in more damage done to them without your charging unit getting much damage.

Charges also take into account the speed and the mass of the unit charging against the mass and the formation of the enemy.

A "light unit" gets heavier impact damage from a "heavy" charging unit, while a "light unit" deals little impact-damage to a "heavy" defending unit.

Wolf Riders have little "mass", while boar riders have a lot of them. So if Wolf Riders charge a group of Boar Boys, they do little impact damage, but the boar riders will do a lot to the wolf riders.

The mass is also impacted by the formation. A "Tight formation" takes charges better than a spread formation.

So, lets say you have a unit of Ironbreakers in a tight formation. If you let your Black Orks charge them, the ironbreakers will throw their explosive charges which will throw the black-orks around, severely destroying their charge-bonuses and formation. The battle will be long and your Black orks might lose.

However if you use the Big-Waaagh Explosion spell in the middle of the ironbreakers before your black orks get into range of their explosives, the explosion will deal very little damage BUT they will be thrown around, have to get up and cannot throw explosives OR defend against the black-ork charge. The Black Orks will destroy the Ironbreakers in that scenario.



In short: there are spells that are ment to deal a lot of damage and there are spells that are supposed to break formations and ofc those that are in between.

The unpredictable vortex spells are a "gamble", they should be cheaper because of that in my opinion since they can backfire hard.
VicRummy Feb 5, 2017 @ 9:56pm 
Originally posted by Sultschiem:
Oh and there are "cone"-spells that are cone-formed but they are also mainly used for "disrupting formations".

However they do not deal much damage but instead throw them around a lot. The exception is a special ring the dwarven lords can get, for a fire/magic cone that deals severe damage.

"Disrupting formation" or "breaking formation" means that a unit is spread out.

The whole point of "disrupting formations" is spreading them out so more of your units can attack them, which increases the damage they take and they break easier.

If you break a unit's formation BEFORE charging them, they cannot defend against the charge, resulting in more damage done to them without your charging unit getting much damage.

Charges also take into account the speed and the mass of the unit charging against the mass and the formation of the enemy.

A "light unit" gets heavier impact damage from a "heavy" charging unit, while a "light unit" deals little impact-damage to a "heavy" defending unit.

Wolf Riders have little "mass", while boar riders have a lot of them. So if Wolf Riders charge a group of Boar Boys, they do little impact damage, but the boar riders will do a lot to the wolf riders.

The mass is also impacted by the formation. A "Tight formation" takes charges better than a spread formation.

So, lets say you have a unit of Ironbreakers in a tight formation. If you let your Black Orks charge them, the ironbreakers will throw their explosive charges which will throw the black-orks around, severely destroying their charge-bonuses and formation. The battle will be long and your Black orks might lose.

However if you use the Big-Waaagh Explosion spell in the middle of the ironbreakers before your black orks get into range of their explosives, the explosion will deal very little damage BUT they will be thrown around, have to get up and cannot throw explosives OR defend against the black-ork charge. The Black Orks will destroy the Ironbreakers in that scenario.



In short: there are spells that are ment to deal a lot of damage and there are spells that are supposed to break formations and ofc those that are in between.

The unpredictable vortex spells are a "gamble", they should be cheaper because of that in my opinion since they can backfire hard.

Thanks A LOT
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Date Posted: Feb 5, 2017 @ 6:33pm
Posts: 13