BEST and WORST Mages for Gelt, Colleges of Magic - Total War: Warhammer 3 Immortal Empires
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- Опубліковано 9 тра 2024
- Ranking the Colleges of Magic heroes and their abilities for Balthasar's Gelt Campaign.
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Forgot to cover Death Mage College abilities as I should have: Campaign Ability does damage and useful to use in a pinch to defend a settlement or when attacking. Cataclysm Spell does decent level of dmg in battle.
Light magic's cataclysm spell prevents all enemies from moving for 45 seconds so actually has very good synergy with empire battle strategies
I was about to type that up with a gunline at the right moment it will destroy the enemy :)
Basically, wait for Chaos to step into range, time stop and set guns ablaze without any risk. Get those outriders closer or just get firing from the line. 45 seconds is enough for a whole stack dead (strong heroes take 15-25 secs to die to a firing line)
You’re putting out a lot of work recently, thanks for all the videos! I really enjoy them
i really love amber wizards: jade griffin + beast lore that i love + manticore and hawk summoning, that escalate quickly (and damn incarnates !)
combined with magic mastery from unique starting settlement make all speels at 200% efficiency if you have 8+ mages in armies
=> also, funny to play elspeth to confederate balthasar and get the samle building to make 200% efficient her death magic ^^
+ each mage improves heavily local income, 7 wizards can get around +80% local income ^^
Based guide, recently started playing Gelt so this is perfect timing.
The Celestial ability to restore movement helped me finally catch Snikch.
Love the Death mage with unlimited winds regen unique item. Goes so well in any army, esp w/ Gelt
I really like your channel Costin, thank you for all the content.
Oh and this may sounds dumb but, any chance we can get a video detailing how you usually set up your dwarf characters with the forge items? but anyways great content.
White wizard with item is super good for its shield as it is the best decoy you can get vs. missiles
Do you think the new dlc make nurgle relevant now?
Life wizards are extremely useful in a stack designed to make use of it. If you have an army that consists mainly of single entity units (heroes, Arch lector or Imperial general, Steam tanks, Land ship etc) or if you capture Nuln and get the upgraded ability of Knights of the Black rose (no models die unless unit is below 50% health). With that item the Regrowth is basically half cost and you have a +30% battle healing cap (I think there are more sources of +healing cap that you can get, but I'm not sure).
Gold wizards are also extremely useful for emergency crapstacks. Their ultimate spell is not very useful if you have gunpowder units. But if you have swordsmen/spears/archers then -30 armor on everything (for the entire battle!) is super powerful. Between the gold wizards cheap damage spells and that it means that your crapstack goes from "meh" to being able to take on chaos warriors.
Thanks for this - I've been confused over the Mages/range of magic available. So would these ratings be just as relevant from the start of a campaign?
Well at the very start get a celestial first for movement range. But after that ye.
@@Costin_Gaming cheers
So what mages would you suggest having in an army? One of each? Or maybe just 3 or 4 going down the list?
When you say the cataclysm spells are single use, do you mean per battle or single use ever?? I’m about to start a gelt legendary campaign
It's per army, per battle.
I know there's probably no hard and fast rule, but how many mages were you running in each army on average?
3 I'd say so far.
look at time ammock again. It covers the whole battlefield as it's AoE. Freeze the enemy when they are in range of your guns and you get 45 seconds of shooting while they can;t move. it murders melee armies if it is timed well. It's a bit situational, it the enemy have good archers it;s not great but against say chaos or vampire it's a very hard counter. the buff to speed and charge is ok for cav but the hard stop the whole enemy army is killer. Think of an ogre charge halted in range of a unit of nuln ironsides. as Balthazar gelt says, "they will never move again."
I love your content but in this case I totally disagree, for me is like this:
Jade wizard (core, healer)
Celestial wizard (movement)
Gold wizard (damage dealer+ single entities)
Bright wizard (mass control)
Death wizard (single entities+elite units)
Shadow wizard (mass control elite troops)
Amber wizard (invocations)
Light wizard (not very useful)
I almost only do 8-10 characters armies, no troops
VH/H
They need to introduce female character models for the Colleges.