Total War: WARHAMMER II

Total War: WARHAMMER II

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Gungnir Apr 25, 2020 @ 1:03am
Which slann mage priest is better?
I originally recruited a high magic one although I think I should've gone for the fire priest. Which ones are good and which arent?
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Showing 1-15 of 19 comments
Darklordnj Apr 25, 2020 @ 1:10am 
All are good, but the best two, imo, are life and fire. Life can make a dino army near unkillable (but works well with any army really) and fire works really well with salamanders and the laser bastiladons
wrought82 Apr 25, 2020 @ 1:14am 
i played around with all of thm but eventually really started missing life mostly because skink priests can give you most of the spelltypes but not the group healing spells of life, so once you start relying more on heroes and starchambers life become clerly the better magic type imo
Gungnir Apr 25, 2020 @ 1:24am 
ah ok, this is my first real playthrough as LM and im still learning how to build their armies and use the faction. I figured that the slann would be uber powerful destruction spell lords but the high magic one i got looks like he only has spells that buff units
Xarko Apr 25, 2020 @ 1:25am 
Life is the default "best" pick.
David McMurdo Apr 25, 2020 @ 1:29am 
The fattest slann is always the bestestest slann.
wrought82 Apr 25, 2020 @ 1:29am 
Originally posted by TFB Gungnir:
ah ok, this is my first real playthrough as LM and im still learning how to build their armies and use the faction. I figured that the slann would be uber powerful destruction spell lords but the high magic one i got looks like he only has spells that buff units
it also depends on what turn and armies etc. life is best with single targets ie heroes and monsters, if youre still at the point when you have few of those high magic should serve you at least as well.
The main benefit of slann is the starchamber. recruiting level 40 lords is quite decent. until you have a bunch of starchambers id say its debatable whether slann are worth it
Last edited by wrought82; Apr 25, 2020 @ 1:29am
Darklordnj Apr 25, 2020 @ 1:31am 
Originally posted by TFB Gungnir:
ah ok, this is my first real playthrough as LM and im still learning how to build their armies and use the faction. I figured that the slann would be uber powerful destruction spell lords but the high magic one i got looks like he only has spells that buff units
They are. They get lotsa Winds of Magic and require less points to put into spells, and unit buffs are still great for Lizardmen, since they have amazing infantry and dinos
Gungnir Apr 25, 2020 @ 1:38am 
Originally posted by Darklordnj:
Originally posted by TFB Gungnir:
ah ok, this is my first real playthrough as LM and im still learning how to build their armies and use the faction. I figured that the slann would be uber powerful destruction spell lords but the high magic one i got looks like he only has spells that buff units
They are. They get lotsa Winds of Magic and require less points to put into spells, and unit buffs are still great for Lizardmen, since they have amazing infantry and dinos
Ok, ive never really utilized spells that buff units for other factions before such as empire or Helves, since the destruction magic always seemed to me to give more bang for your buck.
Wyvern Apr 25, 2020 @ 1:40am 
Any of the slaan can be good, but i think high is the worst for campaign. Its a lore of niche and single target spells, which is generally not ideal for campaign where battles can be massive. Arcane unforging is too expensive for too little damage, tempest is incredibly situational, soul quench is just lackluster, fiery convo is actually really good, but its unfortunately the only respectable, consistent AOE the lore delivers. That said, both hand of glory and apotheosis are good for their low WOM cost, and synergize really well with your passive(spamming your cheap spells to get 11% ward save map wide can be good). End result is that high is just generally the weakest lore option.. Thats not to say its a bad lore, just not as easily abusable as some of the aoe oriented lores.

As for the rest of your lores, it depends on what youre expecting the slaan to do, what your other units are etc. Life gives heals but the damage and buff component is relatively lackluster, and you can no longer just blob heal all your units since theres a max affected limit. Its also less useful if you arent cheesing with all sems since it doesnt resurrect models. That said, heals are always useful, if not always as spectacular or absolutely the most powerful option, and the lore passive heals everything map wide a little bit which is nice.

Fire is an excellent lore for raw damage, easily the best you have available for that function, with great spells for sieging, blob countering, single entities and even some buffs to boost your troops. Lacks debuffs though, but the lore passive can boost both the lors own damage and your own troops if you use flaming sword.

Heavens has excellent buffs/debuffs and solid damage output, albeit not up to snuff with the lore of fire for that latter function. That said it is a very good all around lore, main downside is a very situational passive, and the fact that you can have a skink priest of heavens, so you might want to use your toad on a lore you cant acquire otherwise.(derp, forgot this is MP only)


Lore of light is a weird one. A great all around lore but one that has a weird mix of crappy and stellar features. The passive is practically worthless for lizards, and some of the spells are kinda crap for campaign(light of battle is just crap in general) That said the aoe buffs are insanely good, net is situational but can be excellent for gooning key targets, and banishment allows you to eradicate enemy blobs with ease. A great all around lore, probably the best you can get as lizardmen in campaign.
Last edited by Wyvern; Apr 25, 2020 @ 2:12am
zefyris Apr 25, 2020 @ 1:56am 
Depends.

The fire slaan's firepower (quite literally) is crazy.If you're not worried about heal this is an extremely good pick. Best way to take advantage of the crazy amount of wing of magic you will get. Fire is a hard carry that still has cheap very good supporting tools. Like said above it also goes very very well with salamenders, ancient salamenders, and bastilladons with solar engine.
If your troops aren't that great fire is amazing.

Life is very useful support, but is only better if having a lot of single entity units. ImO when you have a lot of replenishment already it's not that necessary. Tehenhauin for example is under perma +15% which is added to everythingelse lizardmen have including many +5% followers on heroes and lord, so even if your troops are mid health by the end of the fight honestly most of the time it doesnt matter. If your troops are very good life will keep them safe while they're doing the work.

High is a mid range between the two above. Its passive while casting is absurdly good, it has a heal, and plenty of powerful tools including the dreaded arcane unforging. It is never a bad pick especially with lots of power reserve. Especially great if your army include some skink chameleon and if you're fighting against an enemy that has flyers.


Light is not that good compared to the other 3. Its vortex spell is already available to you through bound spell anyway so you lose in versatility, its passive is the worst of the 4 as well (especially if you run around with lots of stuff that cause fear /terror).
Net of amyntok is crazy good but not that much for lizardmen armies that don't really worry about protecting their backline and don't have a lot of fire power to punish the immobilized unit.
Light of battle again is not that useful when most of your troops never flee anyway and enrage to fight to the end or almost.
It just pales in comparison of the other three in most situations, as it's by far the pick that has the less synergy with LM armies.


@Wyvern there is not heavens slaan.
Last edited by zefyris; Apr 25, 2020 @ 1:58am
Wyvern Apr 25, 2020 @ 2:09am 
Originally posted by zefyris:
Depends.

The fire slaan's firepower (quite literally) is crazy.If you're not worried about heal this is an extremely good pick. Best way to take advantage of the crazy amount of wing of magic you will get. Fire is a hard carry that still has cheap very good supporting tools. Like said above it also goes very very well with salamenders, ancient salamenders, and bastilladons with solar engine.
If your troops aren't that great fire is amazing.

Life is very useful support, but is only better if having a lot of single entity units. ImO when you have a lot of replenishment already it's not that necessary. Tehenhauin for example is under perma +15% which is added to everythingelse lizardmen have including many +5% followers on heroes and lord, so even if your troops are mid health by the end of the fight honestly most of the time it doesnt matter. If your troops are very good life will keep them safe while they're doing the work.

High is a mid range between the two above. Its passive while casting is absurdly good, it has a heal, and plenty of powerful tools including the dreaded arcane unforging. It is never a bad pick especially with lots of power reserve. Especially great if your army include some skink chameleon and if you're fighting against an enemy that has flyers.


Light is not that good compared to the other 3. Its vortex spell is already available to you through bound spell anyway so you lose in versatility, its passive is the worst of the 4 as well (especially if you run around with lots of stuff that cause fear /terror).
Net of amyntok is crazy good but not that much for lizardmen armies that don't really worry about protecting their backline and don't have a lot of fire power to punish the immobilized unit.
Light of battle again is not that useful when most of your troops never flee anyway and enrage to fight to the end or almost.
It just pales in comparison of the other three in most situations, as it's by far the pick that has the less synergy with LM armies.


@Wyvern there is not heavens slaan.
There is in MP, just forgot there isn't in campaign, muh bad haha
DaBo81 Apr 25, 2020 @ 2:19am 
Life mages are the best if you plan to use lots of dinos in an army, if you're planning to use their non-dino units then pick whichever.
Gungnir Apr 25, 2020 @ 4:15am 
should i be focusing on all big dino armies? i figured id use saurus till the end game pretty much since im playing as gor rok and he buffs them pretty well. as it stands now my army is primarily saurus with 4 salamander hunting packs, and im trying to get the bastilidon with the beam here shortly, and a couple of DS economy willing :D
RCMidas (Banned) Apr 25, 2020 @ 4:19am 
Only when your economy can support it. Dino armies are very expensive and it's easy to forget that just because you can roll over any army with one, doesn't mean you can defend your entire empire with just one - because just one army is all you can afford.

ALWAYS have a second and ideally even a third stack of more regular forces if you are going to go full dino at any point.
Gungnir Apr 25, 2020 @ 4:25am 
oh yeah i know that, i have a lil over 1k hours in the game, im just not sure which units are worth recruiting and whats not since this is my first attempt at the lizard bois
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Date Posted: Apr 25, 2020 @ 1:03am
Posts: 19