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Light Wizards are probably the best, mostly because Net of Amyntok is absurdly good, and Banishment is a nice Vortex spell. Really though, it's mostly Net of Amyntok, it's just so good.
Celestial is actually my favorite, even though it's perhaps a little less ubiquitous. Still, Comet of Cassandora is a lot of fun if you use it right, Chain Lightning can be potent at times (especially if you have a Light Wizard dropping Net of Amyntok), and Urannion's Thunderbolt is just fantastic over all. Plus, the passive Roiling Skies is great if you want to weaken fliers, so bring a Celestial against Bretonnia. Also, it's arguably more lore-appropriate to give Karl Franz a Celestial Wizard.
Lore of Metal (Balthasar Gelt basically) is well suited for heavy armor and not much else, so Chaos and Dwarves. Emphasize Transmutation of Lead, Gehenna's Golden Hounds, I personally find those the most useful.
Fire is a very dependable, powerful staple, and Flaming Sword of Rhuin is glorius to use, expecially on artillery. Also easily the best for Wood Elves, Vampires, anything that regenerates, etc.
Life/Jade wizards are another excellent mainstay for just about any situation, just because the ability to replenish hit points is very good.
You already know just how strong Shadows can be with the Pendulum Spell. Well, Pit of Shades can be pretty awesome too.
Lore of Beasts I've never had a chance to use properly. I know that Flock of Doom is useful, and Amber Spear is insanely good (roughly on par with Shadow's pendulum). Not really sure who to use this against though.
One nice thing about beasts is that the default spell is a very worthwhile combat buff rather than the waste of power damage spells you get with life and light. So even a level 2 mage can be somewhat useful. I also think the amber spear is pretty good for a direct damage spell, and highly spammable, so you can rack up a couple of hundred kills with it; the best target is armoured infantry IMO. It's just that with the AI's current blobbing mentality you can do more with AoE damage spells, and flock is not as damaging as alternatives in other lores. The main selling point for the lore is summoning a manticore, which I'm still experimenting with, but I can see it's potentially a game changer.
Still, for now I'd say life and light are the key lores due to their battle defining spells that have no equivalent in other empire lores - heals and net. They also have solid defensive buffs and strong area of effect spells so really they're the complete package.
For pure magic, you usually want lores with a big, high damage vortex/direct damage to choose from, since you can bait most AI factions to surround your lord with their melee, then nuke them into oblivion with a vortex.
Heavens is good for Windblast and chainlightning, and the buffs arent terrible.
Jade is good for the two heals and dwellers below(though awakening of the wood is actually decent vs clumped up trash units in early game)
Metal on Gelt is actually pretty good, searing doom got its damage buffed, the buffs/debuffs are decent and transmutation of lead is still rather powerful.
Light has a cool net spell, which syncs wonderfully with shooting/cav heavy armies, some nice buffs and banishment. The main problem is that the missiles and unbreakable are both kinda bad.
Fire has some good damage spells, and vs AI all are functional, plus a lot of them apply the burnt debuff.
Shades has always been a bit of a jack of all trades lore, with all of the magics having a place but none quite as spectacular as what you can get with some individual spells in other lores.
Amber mages dont have any spectacular spells, but you can spawn 2 manticores, and mount your mage on a gryphon, and have solid buffs, and have flock of doom to beat up chaff infantry.
Vs humans its a bit different, but vs AI just about anything works, and it depends a lot on the flavor of your army.
Harmonic Convergence is always powerful. Urannon's Thunderbolt is great if you need armour-piercing damage. Curse of the MIdnight Wind is a potent debuff if you need to compensate for a lack of armor piercing on your units. And Roiling Skies can be a nice attribute if you're up against fliers. Wind blast a bit meh.
After you get to Evasion, pick up Earthing first since you want to overcast your existing spells. That's about all I can think of.