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Post by mottdon on Dec 18, 2017 21:19:23 GMT
Okay, so this is a rather huge list. That's why I added 5 options. It'd be good to know what people like, dread facing, and just simply prefer. I know that this is a very broad topic and depends on what army you're taking and how you build your lists, but what do you prefer? What have you found to be the most entertaining and/or useful? Discuss.
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Post by Deleted on Dec 18, 2017 21:24:29 GMT
Probably should differentiate between High (Lizardmen) and High (High Elves) as the Lore attribute is very idfferent between the two.
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Post by mottdon on Dec 18, 2017 21:30:55 GMT
I voted for Life, High, Shadow, Beasts and Vampires in that order.
I think Life can be one of the most powerful simply because of Throne of Vines. While mostly defensive in nature (pun intended), Dwellers Below is a good offensive punch that can't be ignored. If it had a good, medium-powered magic missile, I think it'd be taken all the time.
High is simply awesome. It has a little bit of everything. And depending on which army you're talking about, the Lore attributes can be significant as well.
Shadow, is simply scary for your opponent. While it doesn't do much for your own troops, it can seriously hamstring your opponent.
Beasts has the best Signature Spell in the game. You're always guaranteed to have something useful. It also has other good spells that are powerful as well.
Vampires is simply scary. I hate facing Vampire magic. It can be extremely frustrating as well. You can spend 2-3 turns trying to destroy a huge block, only to have them come right back.
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Post by Deleted on Dec 18, 2017 21:35:08 GMT
Death and Shadow are my #1 and #2 respectively.
Death simply because Purple Sun exists; it's the sole spell that people use to justify how "broken" the magic system is in 8th edition. I'm partially inclined to agree with them, however I think that if people are going to take a low I army and play it the same way they would if that spell didn't exist (death star basically) then they deserve what's coming to them. They'll counter that if a single spell makes you change up your list and play differently then that spell is too OP. I say that they need to git gud.
Shadow because it has a lot of good general use spells that work across a large variety of armies.
I also chose life HOWEVER it's only good for a lvl 4 as they can get access to enough spells that they're almost guaranteed throne of vines which is needed to make that lore REALLY shine. Dwellers is another spell that people use to claim how OP magic is in this game. Their gripes are largely countered if you just allow for a LoS! against the hit and/or magic resistance against the damage.
Those are the big 3; my other choices were Dark Magic and High Magic. Both of those lores have some truly nasty combinations with either their lore attribute (ward saves for the unit the mage is bunkered in is nasty) or combination of spells/augments available to them. Dark Magic has some nasty nasty hexes in it and being on the receving end of either of those magic lores when you either have no lvl4 or have burned all your DD and they have 6-8 dice left is a truly hopeless feeling.
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Post by mottdon on Dec 18, 2017 21:37:51 GMT
Probably should differentiate between High (Lizardmen) and High (High Elves) as the Lore attribute is very idfferent between the two. I don't think I can change it now. They are all rather similar as far as usefulness for each of those armies. But for those wondering, Lizardmen can swap out spells (once cast) for spells from the main 8 lores. High Elves get to add +1 to the ward save of the unit the wizard is with (up to 3++ and works awesome with Phoenix Guard.) until the caster's next magic phase. Wood Elves add one token to the caster or his unit each time a spell is successfully cast and use it as an additional wound.
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Post by strutsagget on Dec 18, 2017 21:54:08 GMT
As my knowledge is so far insufficient and only consist of a few lores, my thoughts might lack bearing . I liked life with my Wood Elves. Have not tried anything else there yet and dont think I have even managed a single dwellers... Struggling with Tzeentch with WoC to make it count but have potential but veeeeeery random. I like fireball on a level one as it's such a flexible no matter numbering of dice you get. And of course, spamming purple sun is pretty good with death . Nurgle I am a little bit mixed about so far need to try it more. Don't know the name of the Skaven lores and OnG but they both feel pretty strong. But it might be my opponents knowledge of his lores always been higher than my understanding of the lore I bring.
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Post by mottdon on Dec 18, 2017 22:28:10 GMT
That can be a tricky thing with magic. It can always seem MUCH stronger when it's being used against you. When you try to use it..."This sucks!" When I was starting out, I was just sure my opponent was cheating by twisting the rules somehow. Lol! It's just that it was being used against me!
That being said, there are some really good spells out there. Fireball is one of the best magic missiles in the game (as it should be!) and can cause almost as much damage as a nuke spell if you use the ultimate boosted version. But, hey, you are always guaranteed of getting it if you take the Lore of Fire! I didn't vote for the Lore of Fire, because I feel like it could be so much better than it is, but I have to admit, I have had some great fun when I've taken that Lore before! One of my favorite ways to use it (with my Empire) is to mount a wizard on a horse and stick him in a unit of 5-6 vanilla knights. Take two units of Pistoliers/Outriders and let them screen/redirect for him. Their combined firepower is quite impressive! If the Pistoliers/Outriders are removed, then he can leave his unit and the knights can step up. All the while he's casting Fireballs and giving Flaming Swords to whoever needs them!
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Post by knoffles on Dec 18, 2017 22:46:35 GMT
I just put life, death and shadow. Shadow as it’s the one I love to use (and for that reason am now refusing to take it to force myself to use something else). I’ve had death and life used against me loads and have learnt to loath them. Although, honestly, Life isn’t too bad to face as long as you always dispel ToV.
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Post by NIGHTBRINGER on Dec 19, 2017 2:08:31 GMT
My top five choices were as follows (in no particular order): - Lore of Life - great defensive spells, miscast protection, great lore attribute, Dwellers
- Lore of Light - mainly chose this with Lizardmen in mind, it's not as great for some other armies (still good but for Lizardmen it is game winning).
- Lore of Death - So many great spells, awesome lore attribute, Purple sun
- Lore of Shadow - a great selection of amazing hex spells
- Lore of High Magic - amazing versatility, includes a bit of everything, movement spell is great, destroying magic items is fun
Another amazing lore (at a glance, I don't have a lot of actual experience with it) is the Lore of Hashut (Chaos Dwarfs). Their number 4 spell, Ash Storm, has got to be the most versatile spell I have ever seen. It pretty much does everything.
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Post by gjnoronh on Dec 19, 2017 2:46:08 GMT
I think it depends on role in a particular list and the army it is supporting. Shadow is very good with ASF dark elves and their ability to roll as many dice as they wish to ensure they get off the mindrazor. With say witch elves or spear elves you can easily delete entire units (most other Big six spells cause massive damage but won’t take the unit off the table.). The lack of direct damage by and large wasn’t an issue in a list with lots of missive weapons and mobile units.
On the other hand for my chaos warriors I found death and fire most useful as they gave the list some ability to project force.
Life with a cold blooded stubborn templeguard unit was good.
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Post by grandmasterwang on Dec 20, 2017 1:25:16 GMT
My top five choices were as follows (in no particular order): - Lore of Life - great defensive spells, miscast protection, great lore attribute, Dwellers
- Lore of Light - mainly chose this with Lizardmen in mind, it's not as great for some other armies (still good but for Lizardmen it is game winning).
- Lore of Death - So many great spells, awesome lore attribute, Purple sun
- Lore of Shadow - a great selection of amazing hex spells
- Lore of High Magic - amazing versatility, includes a bit of everything, movement spell is great, destroying magic items is fun
Another amazing lore (at a glance, I don't have a lot of actual experience with it) is the Lore of Hashut (Chaos Dwarfs). Their number 4 spell, Ash Storm, has got to be the most versatile spell I have ever seen. It pretty much does everything.
Confirming that the Lore of Hashut is an amazing lore and Ash Storm is ridiculous. I'd use the Lore of Hashut 90% of the time on my Prophet over the other lores on offer. Ash Storm is one of the very best/most OP spells in the game. I tabled a Tomb Kings tournament army basically off that spell back in the day. The overall Legion of Azgorth isn't very powerful (broken Destroyer and Magma Cannon aside) but Ash Storm makes them incredibly fearsome. Shuts down magical opposition also if you can get it off and the flammable rule is brutal in conjunction with their other abilities and spells. Overall I'd say Shadow and Death for me are the two most feared lores for reasons mentioned earlier. Mostly I play low initiative armies though............ As for most OP... it's got to be the Lore of the Little Waagh. Just overpowering!! I don't know anyone who doesn't tremble at the thought of facing the mightiest and sneakiest of lores.
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Post by mottdon on Dec 20, 2017 13:37:22 GMT
I did include a "Other" option for something that I might have missed like the Lore of Hashut. You can vote for it there if you want. Lore of the Little Waaagh and overpowering......not to words/phrases that are often seen in the same sentence. Lol!
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Post by Deleted on Dec 20, 2017 18:35:13 GMT
That lore attribute for little Waagh is annoying.
I don't enjoy facing it as I worry that if I choose not to dispel pretty soon I won't have any dice left with which to dispel.
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Post by gregwarhamsters on Dec 23, 2017 12:28:29 GMT
Personally I think you should have kept it to the main 8 lores. Why? 'cos as you say other armies can select a varied amout of decks and access can only be sought by those that play them. For example I play TK so have access to light and death. Brets, Life, beasts and heavens and Lizardmen all of them.
In brief, I prefer light when playing TK, Brets I prefer beasts (life can be a huge let down and I get ward saves so don't need regen. Anyone can hurt you on a 6 so T7 knights don't mean squat, if you don't have ToV then it isn't worth it) As for Liazards I don't think the Slann with 4 spells is worth the points so you go with signatures all round or loremaster of high. Plus of course I don't have a clue to whats the best lore to take with them.
Greg
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