Total War: WARHAMMER II

Total War: WARHAMMER II

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wolfiee Jan 27, 2021 @ 9:06pm
Slann mage priests?
What is the differences between the 4 of them please?
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Showing 1-6 of 6 comments
B Rad Mojad Jan 27, 2021 @ 11:13pm 
They each use a different lore of magic, other than that I think they're the same. They also receive a trait based on which generation of Slann they are from, with earlier generations being stronger.
fmalfeas Jan 28, 2021 @ 12:35am 
Life - Good spells are Earth Blood, Regrowth, Dwellers Below. Excellent support for dino armies. People overlook how nasty Dwellers really is, but the damage it puts out is way more than it seems. Clearly evident now that we have the damage meter. It's better at winning sieges for you than artillery or even Pit of Shades.

Heavens - I'm not a big fan of this lore, but it can do a serious number on flyer units.

Fire - Good spells are Fireball, Burning Head, Flame Storm. Piercing Bolts of Burning /would/ be good if it wasn't so easy to dodge. Excels in clearing out infantry, and fireball is great for sniping that low-health lord that's running away from being killed.

Light - Good spells are Shem's Burning Gaze (situational, but kinda like fireball except multiple weaker shots so less likely to be completely dodged, but also not fire damage), Net of Amyntok (pin them in place so you can catch them, get away from them, or shoot them), and Banishment (aoe infantry clearing).
wolfiee Jan 28, 2021 @ 2:56am 
yeh from what I read, life is for dino armies and slamanders, but for a normal army go Fire.
Namhaid Jan 28, 2021 @ 3:39am 
Originally posted by fmalfeas:
Life - Good spells are Earth Blood, Regrowth, Dwellers Below. Excellent support for dino armies. People overlook how nasty Dwellers really is, but the damage it puts out is way more than it seems. Clearly evident now that we have the damage meter. It's better at winning sieges for you than artillery or even Pit of Shades.
Totally agree, people always overlook the damage output of life mages because of it's usefulness healing, but it is actually very good. This is imo the best lore for slanns by far.

Originally posted by fmalfeas:
Heavens - I'm not a big fan of this lore, but it can do a serious number on flyer units.
They no longer get Heavens, they get High instead. High is also good for dino armies, as it also has some healing, but it's not as good as life imo.

Heavens you can get it with the skink and it's my fovourite lore. Chain Lightning is pretty good, but if you can get Comet of Casandora on an enemy blob it can be almost as good as one of Ikit's nukes.

Originally posted by fmalfeas:
Fire - Good spells are Fireball, Burning Head, Flame Storm. Piercing Bolts of Burning /would/ be good if it wasn't so easy to dodge. Excels in clearing out infantry, and fireball is great for sniping that low-health lord that's running away from being killed.
Fire is pretty good, and against early skaven armies is the most devastating, but later when you start fighting against high armor units it losses effectivness.

Originally posted by fmalfeas:
Light - Good spells are Shem's Burning Gaze (situational, but kinda like fireball except multiple weaker shots so less likely to be completely dodged, but also not fire damage), Net of Amyntok (pin them in place so you can catch them, get away from them, or shoot them), and Banishment (aoe infantry clearing).
Imo light is better for range heavy armies, but it can still be very useful, Net of Amyntok + Banishment is very deadly against infantry (but very expensive in wom too).
Saint Sanguine Jan 28, 2021 @ 5:49am 
while not about there abilities something neat i noticed they seem to have different colors and patterns based on the lore of magic they use as well.
valky (Banned) Jan 28, 2021 @ 6:20am 
Originally posted by Namhaid:
Fire is pretty good, and against early skaven armies is the most devastating, but later when you start fighting against high armor units it losses effectivness.

Fire is the most efficient lore in conquering walled settlements.....you can either heal the damage out or just kill it with fire; literally. I barely play with heal magic (exception: High magic). The only faction, that it's worthless against is *drum-roll* lizards for their spread formations.

But we all play the way we like it :P
Last edited by valky; Jan 28, 2021 @ 6:21am
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Date Posted: Jan 27, 2021 @ 9:06pm
Posts: 6