Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Once you start using Shadow magic you'll see how much superior it is to Death or Dark. And against armored troops Shadow is better then Fire.
Purple Sun's a way more expensive flamestorm that lasts less time but is I think better against armor or more damaging. It's kinda like chain lightning and banishment.
also for elite cav units like dragon princes for example spirit leech is "arguibly" better as it will actually KILL models instead of spreading the damage and since races like high elves and empire have abundant acess to healing killing models is arguibly more important as you cant heal whats already dead "unless your a undead race but thats a exception"
45 also seems high to me. Spirit Leech tends to overkill against individual low-hp models, meaning that you end up doing less damage than expected.
Basically it's 132 damage per tick on large setting, you wanna be using it up against whatever has at least 3 models and if you want it killing stuff the health per model must be under 132. So using it on some very low hp cheap cav is bad, but pop it against dragon princes and you'll take 7 models a cast.
Honestly feels kinda lacking when I put it like that, where in a best case scenario it takes out 7 models of a unit, or around 15% of them, guess it does mean that over time if you cast it like 7 times or so you'll kill one squad that's more valuable than the caster, but the opportunity cost of what those winds of magic could have done seems too great.
One of the combos I like in multi as empire is Markus and a shadow caster with pendulum. Just see some expensive cav try and charge some line, net them in place, the pendulum comes down, and there goes over half the HP on two or more units. Net or mass locking combos with wind spells I find pretty effective even in multi, and otherwise I find buffs paired up with the right units can be worth a lot more than direct damage spells.
Like for example if I'm playing tomb kings and have a casket and give it smiting the additional damage that provides over the duration of the cast is more than a spirit leech, or if I'm in a melee fight timewarp, death frenzy, flaming sword, etc, not to mention debuffs like brittlebones and whatnot can leave elite enemy troops with zeroed out melee stats while my units mulch through them. I've been finding it hard to justify direct damage spells in my loadouts, direct damage abilities or items are fine though.
But in Single Player, where you're running around with the most cost efficient (aka crappiest but still winnable) army you can field, direct damage spells are the way to go.
'Cuz when you're fielding swordsmen against Black Orks or skeletons against Saurii, it's not like buffing them is gonna help.
If I'm doing single player though then I'm just gonna be using wind and vortex spells rather than direct damage since the AI's not that great at dodging those.
Also I tend to like my armies to be a lot of crappy stuff but with a handful of elites or specialists, keeps the cost down and the effectiveness up. That said, debuffing would be what you do vs elite troops, they're not so scary without their armor, melee attack, or melee defense, once again assuming I'm not just hitting them with a pendulum or something the moment they engage with my line.