Yeah. This doesn't make sense to me. I don't follow a lot of the news with the game, but the youngest of the magic races gets cataclysm spells, but the ancient races and Tzeench don't? Are there plans to give cataclysm spells to the older races?
Would love to see a doomstack vs doomstack Tzeentch vs Gelt. But because of the access to cataclysm spells, I think Gelt gets the advantage. It's just a little OP here. The advantages of Tzeentch would be beefier combatants and speed that could match the pegasi with Chaos Sorcerers on Discs, then if you're using the Changeling, some transformation forms could be pretty devastating.
Great to see this video. I was the one to submit this and wanted to explain my thoughts on this. Something Legend didn´t explain is the op magic items that the golden order gets now. These allow for some 1 WoM cost spells like spirit leech, overcasted regrowth and overcasted Penumbral Pendulum and overcasted Comet of Cassandora this is also why their cost wasn´t the same for everyone. The army-wide barrier comes form the campain ability for light wizards and isn´t permanent just like the cataclysm spells. You don´t really need to fly around and do complicated stuff with this army you can just land somewhere and then kill them with the magic. The 5 live wizards are also there because each of them gives +10% healing cap fort he army (there is also the magic item for them that increases it by further 20%), while the celestial wizards give campaign movement. Them killing the empire captain also isn´t really a problem since you can just blob up all your wizards and heal a ton so he just won´t die. The empire captain is also there to give 15% physical resistance to every nearby hero or lord thats why he was in there. It is also possible to get about 1000+ WoM capacity (on campaign) if you max this army out. Thanks for making a video on this, Legend!
I gotta question the inclusion of the Empire Captain here, unless you give him an item that gives him stalk. Not every map has a forest to hide in, and in a map like this, if a unit wanders close to his hiding spot, he'll be spotted. That's a major weakness. Plus, 15% physical resistance for nearby lords and heroes is useless when your lords and heroes aren't close by, which they won't be in this doomstack. A witch-hunter with stalk and snipe is a much better choice in my opinion.
very nice work and super strong doomstack! yes, all this flying around is just optional. click forbidden rods for instant mana boosts, fly in, buff your blob and unleash hell with your vortex and bombardment spells. wood elves were one of the hardest ai challenge to this stack, but even they just melt away. single entity stacks seem to be dangerous, but even without kiting you have enough debuffs to bring their dmg output so low, that you can outheal and spirit leach/flock of doom/final transmute them. a stalk witch hunter might be better for the kite approach, but there is nothing in this game the ai throws at you, you cannot brute force with this stack. so the faithful empire captian is not a bug, it's your lure to blob enemies together faster and kill them with your magic!
That empire captain… best job ever in the entire empire ! can do some botanical studies in the woods while the others are slaughtering everything, if I must be reincarnated into warhammer, I want to be this captain lol 😂 GG nice one, I love spellcaster doomstacks, specially with Gelt, even better these days.
FYI this stack does not need to fly around and keep Captain hidden. Spell intensity also affects buffs/debuffs parameters so you can just throw them into melee get some aoe debuffs from beast and heaven lore going and basically never take damage while everything is blobbed around you. Curse of midnight wind is AoE -48 melee attack, you can also use beastlore debuffs and overcast final transmutation on top of a blob around you and all the other aoe spells. Also that puts to work items like helm of discord and other trickster shard
I think Legend doesn't rate lore of heavens as highly as he should some great buffs/debuffs and it is the ONLY lore with 3 big aoe nukes in it which can be chained together in quick succession for devastating impact.
@@Lones555 yeah but those aoe nukes are usually dodged by AI. Unlike final transmutation or flock of doom which the AI doesn't move out of. Still, curse of the midnight wind is a great debuff spell and very spammable.
The celestial Wizards are really good, because you can use them to move get movement back, allowing you just tear through multiple settlements and armies in a single turn. Life wizards can heal your entire army to full. Light wizards give barrier, metal gives money, shadow gives 100% ambush. Fire allows you to destroy walls before battle. Death damages all enemy armies in the same region. Beast gives an army ability.
@@noahmcd3134I hope they get a rework in the next dlc. The slann and legendary characters really didn't carry over well from tabletop and lore. I hope we get Chakax as a LH or free LL too.
Teclis: The student has truly become the teach... Wait, what...Where did you get that? *Pointing at unlimited magic and cataclysm spells* Gelt: Oh, the dev gave them to me in patch 5.0 Teclis: ah... Of course they did Gelt: I think I completely dominate with Magic now. Teclis: Ah.... Of course you did.... Can you teach me?
Maybe it's too much graphically for the game, but I would like to see Final Transmutation actually turn units into Golden statues when they die from it, or become frozen solid from certain Ice Magic, burnt and charred from Fire etc...as apposed to the regular death animations we get now. It would be much more immersive.
This is much easier to get than a Thunderbarge doomstack. You get arcane essays thrown at you in Gelt's campaign, getting a 20 stack of wizards before turn 20 is trivial. It's bonkers how powerful this is. It's a lot of fun, but it really makes the campaign easy.
Even early on you’re getting a whole wizard every battle plus the Zhao Ming dilemmas. I was saving mine for the Metal cost reduction and I still had enough for like 7 wizards along the way.
You can refill your army action points with a celestial wizard. The college mechanic also boons unique mechanics based on the wizards you have. He used like 5000 books to boon all those cataclysm spells and stuff that last for 5-7 turns. To be fair, I'm not sure what your late game booking income is
It's not realistic to always have every cataclysm spell. However you don't need it. Hell, you don't need gelts permanent one by this point. Gelt and the boys are plenty for almost any situation. I took out an entire 200% vampire crisis stack with this stack alone. Though, I DID spend tomes for the cataclysm spells.
Yeah honestly once you have a full stack you don't really need more. I mean to be honest like one of each school plus yelt plus melee heroes and you just kill everything. If you've got melee heroes that have high enough defenses that they don't just yet deleted then you can have one wizard just dropping a defensive buff on them every once in awhile and then just AOE down entire armies in like two abilities, if people are clumped up some of the initial spells can delete entire squads when they have 200% damage, like an overcast metal wizard bombardment just kills things spirit leech fireball literally all of these abilities just delete entire squads, and for some reason they made it so that the melee heroes can equip the auxiliaries that add winds of power so you don't actually lose out all that much for switching out some extra wizards for melee heroes but you do gain some focal points for the enemy to attack against which massively increases their blobbing potential. In my main army I have like three warrior priests and three captains with as high a defensive options as I can possibly get and they just circle around them and then it's just one or two spells and everything around them is dead
@@JW-452I think a small group of melee heroes could've gone along way here but maybe 2-3 at most the issue because besides bruckner you can't get many melee heroes
the amethyst wizard has 1 winds for spirit leech from the item you get from the campaign mechanic for death wizards, it gives up to 80% recharge rate and up to .10 reserves per second scaling with kills, for infinite winds.
the 1 wom spirit leech is probably from the unique item from death magic school EDIT I guess celestrial wizard are for ambush defence chance since ambush might be gg for this doomstack as the captain won't survive long enough.
You can still land with the wizards and annhilate the first ambusher army with ease. There are alot of area of effect spells that make the wizards vastly more powerful in melee and vastly more survivable.
So some of the things that was missed: 1. You actually have unlimited magic without spamming spirit leach. Every college of magic has a super item that can only be equipped on their respective wizard. The death wizard one give you 160% WoM regeneration and 0.1 winds per second FOREVER as long as you kill a certain number of units with that wizard. It is also the same reason one wizard was casting spells cheaper. A couple of purple suns would have given legend the same result as casting a hundred spirit leaches, which sadly didn't happen. 2. The celestial wizard can be targeted by a faction ability that resets your movement within a turn. Nuff said! 😂 3. You can actually have more barrier than this by another faction ability. 4. The reason every spell was so cheap was because every college has another single use but permanent ability to reduce all required WoM by 20%. Add it to all the other reduction effects and you get what you see. I don't think it's actually oversight. It is clearly intended. 5. You are basically immune to ambush and can ambush with 100% success with this stack. Not that it needs it! 😂 6. The super item for the celestial wizard gives you a 55 range aura that reflects all projectiles back to the attacker. You don't need to get away from archers and cannons AND THUNDERBARGES. You need to get close! 😂 7. Clump enemy units, combined with the 45 second map-wide freeze of a cataclysm spell and every bombardment spell you have, best being flaming bolts of burning at 200 percent intensity for fun and profits and barbecue time. EVERYTHING MELTS! 😂 Yeah this stack is insane! 😂
Yeah, I thought that Legend was overly conservative in his gameplay here, but laid out like this - this should have taken like, five minutes. No need for all that flying around eeking-squeezing single digits WoMs while worrying about barrier regen. Fly in, drop AoE debuff, drop a regen spell, bonk-bonk-bonk go the damage spells.
@@Someguy4321 Even if he wanted to be extra unnecessarily safe and not go in melee, he pointed out that there was unit summons available. Why not bait the enemy into grouping up with those?
@@Someguy4321 I just expected someone with a lot of game time to be able to make decisions better than me who has under 500 hrs in all 3 games combined, especially since I haven't even played the empire before lol
Chaos before seeing this: "The Empire is a land of weaklings, they stand no chance" Chaos after seeing this: "Flee, flee to Norsca and may the Gods save us"
28:16 I'm fairly sure the Celestial Wizard is here so that he can use the college of magic effect that allows you to fully refresh the movement range of any army with a Celestial wizard in it.
The death wizard can get a unique item that gives him reserves per second based on amount of kills, so with just a couple purple suns you have passive infinite winds. I think this stack would be better with 1 of each wizard, 2 grey wizards (1 that hides in a corner, one that flies with the group for overcasting pendulum/pit), and the rest beast wizards for Melee Potential (which lets enemies blob up on the ground as well). You can add in a couple extra death/life for a bit more winds/regen but honestly its not needed.
Final transmutation is currently bugged. It's meant to do 66-133 but it does 16-33. The overcast does the correct amount of damage but the regular version does this bugged amount.
Unless I'm missing late game unlocks, it should be noted that some of the effects are sourced by faction abilities that only last 2-3 turns with a cooldown of roughly 8 turns iirc. Examples include all the cataclysm spells and army-wide barrier (Gelt and 1 light wizard can get permanent barrier for themselves). I think it remains powerful, but partial reliance on temporary buffs with a cooldown would rank it a bit lower compared to more consistent doomstacks imo. Also, those buffs can only be cast on an army that contains the appropriate type of wizard (need light wizard for barrier for example), so that explains the "need" to have at least one of each.
Honestly, past early-mid game, those cooldown buffs are just... equivalent of a victory lap. With stackable buffs/debuffs from skilltrees, and with that much WoM, you really don't need to rely on the barrier to survive, or on Cataclysm spells to do intense amounts of damage.
This battle was a little risky because there was the chance of Orion leading one of the armies. Which, if he had the skill, would've meant he would've been able to see the Captain. Which is another point in favor of using a stalking Grey Wizard instead. His skill only works on foes hiding in the forest, not ones that Stalk in other ways.
an alternative to the captain or a grounded shadow wizard is a witch hunter, they also get stalk as an option together with snipe while being a bit more sturdy than a wizard if they are found.
Just so people who haven't tried this understand, this isn't a constant doomstack. This particular doomstack has all of those cataclysm spells activated for this fight (as well as some of the special buffs like the barrier on all units), and they'll last on this army for 2 turns, but then there's a 7 turn cooldown before you can use them again. And you can only have that on one army at a time, and it's based on which wizards are available in that army. So if you don't want the big spells or buffs available for any other army, the player could be this OP for 2 turns every once in a while. That said, you don't really need the cataclysm spells or buffs like barrier for this to still be a strong stack, it's just not quite as OP all the time as this video indicates.
The biggest winner of Gelt's mechanics is actually Elspeth, she can cast purple sun for 2 winds of magic (And she gets 2.5 back from life leeching). This is without Yuan Bo's defeat trait also
Hey Legend, playing a no defeat, hero only campaign with Gelt. You get so much arcane that you can have your full stack in a few turns (put's you in the negative early on with like 6k upkeep, but who cares). No matter what I fight I just land everything in a blob and use comet of cassandora etc to instantly delete the enemy army. It is actually an extremely easy army to use. Select the closest enemy on triple speed, wait for the blob. Select all spells at the same time and vaporize the enemy army. The empire captain gives a nice 15% physical resist to the blob. With the 200% debuff spells nothing is going to harm you while the blob builds. I generally dislike doomstacks..... but wizards are just so satisfying to watch. For shits and giggles I also tried to farm the +2 melee attack, so the beast griffons actually do damage :D
If use that cataclysm spell call of the wild to spawn the elemental for the whole battle you don't even need the empire captain you can just start the battle, spawn the elemental, then keep respawning him when he dies while casting on them grouping up around him.
You can also stack stat boosting spells to fight in melee. With 2 light wizards, 4 amber wizards, 2 bright wizards, 2 shadow wizards and 1 extra gold wizard you can easily cycle aoe buffs to boost your wizards into death machines. Ive hit 380 armor, 80-90s matk and mdef, and 900 weapon strength and you can cycle the spells for like, nearly endlesslessly. Great vs melee heavy armies. Fight to stack them up, then aoe/vortex em down.
I usually find the idea of doomstacks boring and so I formulate my armies with just a few powerful units and I enjoy challenging myself to win without OP stacks but this looks hella fun and I am totally going to play a gelt campaign just to try something like this out.
The only thing that might show up that could scratch this army is if you get caught by multiple howling warp gales in front of a double stack of skaven weapon teams. That could kill/wound a few wizards before the counter battery of spells deletes everything.
Heavens and Shadow Wizards are probably there for campaign map effects. Celestials for extra movement and to get extra turns, and shadow for ambushes and breaking leadership. Still, Gelt's Wizard Doomstack is broken, and doubly so if you use Ulrika as your ground based hero since you can give her stalk and snipe with an item from what I recall 😂
One of the best anti single entity (anti everyting, actually) spells with high intensity is (overcast) final transmutation, it's like 4k damage to everything in the area and gelt can do it quite cheaply.
I think in a human vs human match I might give the edge to a thunderbarge doomstack. Those thunderbarge harpoons can focus down a solid amount of wizards at a distance and then the barges can focus fire on particular mages from there. Both sides would want to hunt down whatever heroes are on the ground. There's also a lot more micro needed with all the wizards to cast all their spells. Malakai in the army also gives the potential to have one more super barge in the fight. If the strategy boiled down to "find the ground hero" as a win condition, I think the barges have enough health to track down the ground unit and harpoon it to kill it quickly. Immobilizing the barges and using specifically anti-flying spells on them might be the only real way for the wizards to come out on top. Sending them all into melee with lots of spell buffs on their damage and debuffs on the enemy could also be quite helpful for them. I still give the edge to the barges though since they can take out something like 5-8 wizards before the fight even properly begins and they each have a lot of hp to grind through (+ emergency repairs to boost them up after that). And if even 10 barges are left standing 2 minutes after the first harpoon waves, that's likely another 3-4 guaranteed dead wizards at that point (possibly many more if the harpoons are sent after various low health wizards. I'd be interested in seeing these two types of armies go head to head in pvp if all purchase limits on the army you can field were removed. I think either type of doomstack controlled by a human could beat the opposite type controlled by the AI without too much difficulty, if it were possible for the AI to come up with either type of army on its own in a standard game, though the wizards would have to put in much more work to do so (although immediately gunning for Malakai and any other heroes in the thunderbarge doomstack and killing them with strong single-character spells seems like a good win condition). Getting Malakai stalk somehow so he can be hiding just about anywhere seems like it'd be helpful in that scenario.
There is a flaw in your logic. The wizards can land if you kill the ground hero. Probably also only 1 could land and be the new ground hero. Can the thunderbarges land or are they screwed if the ground hero dies? Also the wizards are way faster than the barges, aren't they? Even if you could kill like 7-8 wizards and i really doubt it. The dwarven ground hero will die and then the barges are finished. Haven't play the new update yet but if the thunderbarges can't land, they could never win in a 1 human vs 1 human.
It would be interesting to see how fast 3 death wizards can hunt down 1 thunderbarge. Barges are not unbreakable, so you don't even need to kill it all the way down to the last sliver of health, but wizards are a bit more fragile, even with barrier and expanded heal cap.
Depends if the light wizard has his artifact. Send him in with the cluster and the thunderbarges will kill themselves. Also to be blunt. Spear of Grungni is a relatively slow projectile compared to how fast pegisi are, If the wizards are changing direction regularly a good portion will probably miss.
I wish the wizards got unique mounts as well. Beast Wizards out here pimped out with drip and Griffins and everyone else on their street legal Pegasus mount provided by the college driving school. There's gotta be good options out there.
It's more efficient to Overcast Final Transmutation in here, specially with gelt, way less than double the winds for more than double the damage. In fact Final transmutaiton Overcasted would do way more damage than spirit leach individually and to group of units, that would probably be the way to destroy a big army of single entities like the Thunderbarge stack (althouth of course overcasted Spirit Leach would have long range but mixing both would do massive damage to SEs).
Looks really fun, just didn't get how they were getting barrier. I havent played gelt so I'm not sure if it's something in his campaign. I can't wait to try this.
Witch Hunters get stalk, but they're relatively slow... Does Ulrika get stalk? Apart from that, Elspeth casting Purple Sun for 2 winds is also kinda insane. Some of the big casters should also get access to their respective cataclysm spells. Not all of them (since you're not playing as the Colleges of Magic - which should be the faction name now). Mazdamundi, Teclis, Kairos, Wurrzag, Morathi and maybe the Dragons.
It takes many, many turns to get these levels...that passive xp gain from the Empire Captain is definitely useful. But when the doomstack is done, he should be switched with a witch hunter or grey wizard.
I think the empire captain, with the buffs and debuffs, is meant to get the AI to blob up so you can just nuke them even harder. You can see how little damage you took when you landed the wizards with all of them, who just have *awful* melee stats.
Tzeench have been real quiet since this dropped.
No sense of right or wrong.
Yeah. This doesn't make sense to me. I don't follow a lot of the news with the game, but the youngest of the magic races gets cataclysm spells, but the ancient races and Tzeench don't? Are there plans to give cataclysm spells to the older races?
Gelt is a secret Champion of Tzeentch
Teclis is crying in his corner of the world.
All apart of the plan
That empire captain set up a muskoka chair, cracked a cask of bugmans brew, and had the best day of his career
Cushiest job in the Empire
*record scratch*
*freeze frame*
Yup, that's me. You're probably wondering how I got in this situation
*nuclear hellstorm in the background*
@@KKH808 Saw that exact scenario as a joke in Konosuba.
@@skeenerbug601 Gelt's Aide de Camp
They love casting spells
legalise cataclysm bombs
Shadow wizard money gang 💯💯💯🔊🔊🔥🔥🔥
Legalize Doom Rockets
Nuln makes cannons
@@jackcogswell7800
Warning : Dreadquakes are now legal, worldwide
It's kind of terrifying what Gelt can do when he takes the Altdorf College of Wizards on a field trip.
Tzeentch: i'm the best magic faction oriented.
Gelt: hold my golden 🍺🗿
Would love to see a doomstack vs doomstack Tzeentch vs Gelt. But because of the access to cataclysm spells, I think Gelt gets the advantage. It's just a little OP here. The advantages of Tzeentch would be beefier combatants and speed that could match the pegasi with Chaos Sorcerers on Discs, then if you're using the Changeling, some transformation forms could be pretty devastating.
Its so dumb how bad Gelt makes casters like Kairos and Mazdamundi look. Mazdamundi is supposed to the greatest caster on the planet.
@@lordsneek2660 for sure, mazdamundi at least same level of kairos. But prime lord Kroak > mazdamundi &others mages
@@changer_of_ways_999um... Have you *seen* the Lord of change doomstack?
Great to see this video. I was the one to submit this and wanted to explain my thoughts on this. Something Legend didn´t explain is the op magic items that the golden order gets now. These allow for some 1 WoM cost spells like spirit leech, overcasted regrowth and overcasted Penumbral Pendulum and overcasted Comet of Cassandora this is also why their cost wasn´t the same for everyone. The army-wide barrier comes form the campain ability for light wizards and isn´t permanent just like the cataclysm spells. You don´t really need to fly around and do complicated stuff with this army you can just land somewhere and then kill them with the magic. The 5 live wizards are also there because each of them gives +10% healing cap fort he army (there is also the magic item for them that increases it by further 20%), while the celestial wizards give campaign movement. Them killing the empire captain also isn´t really a problem since you can just blob up all your wizards and heal a ton so he just won´t die. The empire captain is also there to give 15% physical resistance to every nearby hero or lord thats why he was in there. It is also possible to get about 1000+ WoM capacity (on campaign) if you max this army out. Thanks for making a video on this, Legend!
I gotta question the inclusion of the Empire Captain here, unless you give him an item that gives him stalk. Not every map has a forest to hide in, and in a map like this, if a unit wanders close to his hiding spot, he'll be spotted. That's a major weakness. Plus, 15% physical resistance for nearby lords and heroes is useless when your lords and heroes aren't close by, which they won't be in this doomstack. A witch-hunter with stalk and snipe is a much better choice in my opinion.
@@arnehenkler8391 They just said "you dont really need to fly around" Just land by the captain and the 15% on everyone is nice.
@@arnehenkler8391 Did you read the man's comment? He clearly explained why he can keep the army blobbed up with no problem.
Underrated comment
very nice work and super strong doomstack!
yes, all this flying around is just optional.
click forbidden rods for instant mana boosts, fly in, buff your blob and unleash hell with your vortex and bombardment spells.
wood elves were one of the hardest ai challenge to this stack, but even they just melt away.
single entity stacks seem to be dangerous, but even without kiting you have enough debuffs to bring their dmg output so low, that you can outheal and spirit leach/flock of doom/final transmute them.
a stalk witch hunter might be better for the kite approach, but there is nothing in this game the ai throws at you, you cannot brute force with this stack.
so the faithful empire captian is not a bug, it's your lure to blob enemies together faster and kill them with your magic!
I AM SUPREME - Gelt the gigachad.
GigaGelt i guess?
Crime rates have gone up since the Wizards took over.
_”I’m going to build the Altdorf Colleges of Magic, and Cathay’s going to pay for it!”_
Despite making up only 13% of imperial population, wizards are responsible for more than 50% of chaos corruption
@@cripplingdepression2842best part is that this is probably lore accurate.
Can you people not have your racist memes hang out of your headhole for a single fucking video?
Thanks to Gelt's Shadow Wizard Money Gang
That empire captain… best job ever in the entire empire !
can do some botanical studies in the woods while the others are slaughtering everything, if I must be reincarnated into warhammer, I want to be this captain lol 😂
GG nice one, I love spellcaster doomstacks, specially with Gelt, even better these days.
Assuming they dont find you...😅
@snikeduden2850 It's empire captain's (with horse) base speed 130? Easy to outrun almost everything
Gelt just casually taking out the colleges of magic professorate for a roadside picnic and some field studies.
FYI this stack does not need to fly around and keep Captain hidden. Spell intensity also affects buffs/debuffs parameters so you can just throw them into melee get some aoe debuffs from beast and heaven lore going and basically never take damage while everything is blobbed around you. Curse of midnight wind is AoE -48 melee attack, you can also use beastlore debuffs and overcast final transmutation on top of a blob around you and all the other aoe spells. Also that puts to work items like helm of discord and other trickster shard
A lot of players are fairly prejudiced against debuffs in SP, I think. But yes, with this much WoM, this makes sense.
@@Someguy4321 I mean, those are cheap to cast anyway with Gelt's faction. And blobbity blob just deletes 500+ units with one spell
@@Supply_Healer Yes. But habits die pretty hard, I imagine.
I think Legend doesn't rate lore of heavens as highly as he should some great buffs/debuffs and it is the ONLY lore with 3 big aoe nukes in it which can be chained together in quick succession for devastating impact.
@@Lones555 yeah but those aoe nukes are usually dodged by AI. Unlike final transmutation or flock of doom which the AI doesn't move out of. Still, curse of the midnight wind is a great debuff spell and very spammable.
The celestial Wizards are really good, because you can use them to move get movement back, allowing you just tear through multiple settlements and armies in a single turn. Life wizards can heal your entire army to full. Light wizards give barrier, metal gives money, shadow gives 100% ambush. Fire allows you to destroy walls before battle. Death damages all enemy armies in the same region. Beast gives an army ability.
Shadow Wizards also give Stalking stance so you can ambush like Skaven.
They what @@maxpower3990
It's actually a 125% healing cap, because every life wizard gives +10% to healing capacity to his army
I think they get a weapon that adds another 20% too, idk if he had it
Golden Wizard, Money Gang!!
They need to give the Slann, or at least Mazda, access to the giga spells. Purley bc it would fit the lore and also it would be very funny
They need to change Mazda's ruination as well. A bunch of random lines doesn't feel right, or work that well.
They need to give the slann their own old one themed big spells. That shit would be so cool
@@noahmcd3134I hope they get a rework in the next dlc. The slann and legendary characters really didn't carry over well from tabletop and lore. I hope we get Chakax as a LH or free LL too.
Giving Lord Kroak some form of his Ultimate Deliverance as a once-per-battle spell would be epic and lore accurate.
Teclis: The student has truly become the teach... Wait, what...Where did you get that? *Pointing at unlimited magic and cataclysm spells*
Gelt: Oh, the dev gave them to me in patch 5.0
Teclis: ah... Of course they did
Gelt: I think I completely dominate with Magic now.
Teclis: Ah.... Of course you did.... Can you teach me?
This is like that Tarriff shorts where Teclis gone to Alfdorf to learn his own book
Maybe it's too much graphically for the game, but I would like to see Final Transmutation actually turn units into Golden statues when they die from it, or become frozen solid from certain Ice Magic, burnt and charred from Fire etc...as apposed to the regular death animations we get now. It would be much more immersive.
Was thinking the same for that Golden Orb.
The icing on the cake would be if you looted some extra gold after the battle.
That would rock
Congrats you just added 100 Gig to the game
15:25 the wood elf cavalry charging in the very inconspicuous purple cloud of death and decay is pretty funny ngl
Behold! The Shadow-Wizard Money-Gang!
This is much easier to get than a Thunderbarge doomstack. You get arcane essays thrown at you in Gelt's campaign, getting a 20 stack of wizards before turn 20 is trivial. It's bonkers how powerful this is. It's a lot of fun, but it really makes the campaign easy.
Even early on you’re getting a whole wizard every battle plus the Zhao Ming dilemmas. I was saving mine for the Metal cost reduction and I still had enough for like 7 wizards along the way.
That one empire captain must feel pretty uselessly 😂
Every team needs a mascot
If you build him as a tank you can use him as bait and throw AoE spells on him.
It would almost be better getting some huntsman for stalk.
Yeah but all those wizards can buff him to Sigmar's level
he's there to bring snacks in case anyone gets hungry
This is why I lvoe this game so much.
The idea of 20 hardcore wizards wreckign shit is not that exiting UNTIL YOU SEE IT IN ACTION.
You can refill your army action points with a celestial wizard. The college mechanic also boons unique mechanics based on the wizards you have. He used like 5000 books to boon all those cataclysm spells and stuff that last for 5-7 turns. To be fair, I'm not sure what your late game booking income is
It's not realistic to always have every cataclysm spell. However you don't need it. Hell, you don't need gelts permanent one by this point. Gelt and the boys are plenty for almost any situation. I took out an entire 200% vampire crisis stack with this stack alone. Though, I DID spend tomes for the cataclysm spells.
Yeah honestly once you have a full stack you don't really need more. I mean to be honest like one of each school plus yelt plus melee heroes and you just kill everything. If you've got melee heroes that have high enough defenses that they don't just yet deleted then you can have one wizard just dropping a defensive buff on them every once in awhile and then just AOE down entire armies in like two abilities, if people are clumped up some of the initial spells can delete entire squads when they have 200% damage, like an overcast metal wizard bombardment just kills things spirit leech fireball literally all of these abilities just delete entire squads, and for some reason they made it so that the melee heroes can equip the auxiliaries that add winds of power so you don't actually lose out all that much for switching out some extra wizards for melee heroes but you do gain some focal points for the enemy to attack against which massively increases their blobbing potential. In my main army I have like three warrior priests and three captains with as high a defensive options as I can possibly get and they just circle around them and then it's just one or two spells and everything around them is dead
@@JW-452I think a small group of melee heroes could've gone along way here but maybe 2-3 at most the issue because besides bruckner you can't get many melee heroes
@@Weberkooks both captains, and warrior prests work
That thunb nail is fucking metal.
Pun somewhat intended.
the amethyst wizard has 1 winds for spirit leech from the item you get from the campaign mechanic for death wizards, it gives up to 80% recharge rate and up to .10 reserves per second scaling with kills, for infinite winds.
the 1 wom spirit leech is probably from the unique item from death magic school
EDIT I guess celestrial wizard are for ambush defence chance since ambush might be gg for this doomstack as the captain won't survive long enough.
In a pinch you just order your fliers to land so you don’t auto-lose, even if they cap your cap’n.
You can still land with the wizards and annhilate the first ambusher army with ease. There are alot of area of effect spells that make the wizards vastly more powerful in melee and vastly more survivable.
Eh, I think 3 Elemental Incarnates, 4 Hawks and 4 Manticores will provide decent cover for a while, in addition to all the buff and healing spells.
Celestial wizard if for the renew movement range ability from colleges of magic. You can cast it on any army that has a celestial wizard in it.
"Is there a lore of magic we don't have?!" Rune Magic, Legend. Rune magic.
Invocation of Nehek ☠️☠️☠️
LORE OF EVERYTHING!!!
(c) Gelt, probably
So some of the things that was missed:
1. You actually have unlimited magic without spamming spirit leach. Every college of magic has a super item that can only be equipped on their respective wizard. The death wizard one give you 160% WoM regeneration and 0.1 winds per second FOREVER as long as you kill a certain number of units with that wizard. It is also the same reason one wizard was casting spells cheaper. A couple of purple suns would have given legend the same result as casting a hundred spirit leaches, which sadly didn't happen.
2. The celestial wizard can be targeted by a faction ability that resets your movement within a turn. Nuff said! 😂
3. You can actually have more barrier than this by another faction ability.
4. The reason every spell was so cheap was because every college has another single use but permanent ability to reduce all required WoM by 20%. Add it to all the other reduction effects and you get what you see. I don't think it's actually oversight. It is clearly intended.
5. You are basically immune to ambush and can ambush with 100% success with this stack. Not that it needs it! 😂
6. The super item for the celestial wizard gives you a 55 range aura that reflects all projectiles back to the attacker. You don't need to get away from archers and cannons AND THUNDERBARGES. You need to get close! 😂
7. Clump enemy units, combined with the 45 second map-wide freeze of a cataclysm spell and every bombardment spell you have, best being flaming bolts of burning at 200 percent intensity for fun and profits and barbecue time. EVERYTHING MELTS! 😂
Yeah this stack is insane! 😂
Yeah, I thought that Legend was overly conservative in his gameplay here, but laid out like this - this should have taken like, five minutes. No need for all that flying around eeking-squeezing single digits WoMs while worrying about barrier regen. Fly in, drop AoE debuff, drop a regen spell, bonk-bonk-bonk go the damage spells.
@@Someguy4321 Even if he wanted to be extra unnecessarily safe and not go in melee, he pointed out that there was unit summons available. Why not bait the enemy into grouping up with those?
@@0MissPhoenix FWIW, he run a stream where he built approximation of this stack on his own. He was -not- overly cautious with that one.
@@Someguy4321 I just expected someone with a lot of game time to be able to make decisions better than me who has under 500 hrs in all 3 games combined, especially since I haven't even played the empire before lol
Tbh, i find it weird that Gelt is the only one with cataclysmic spells. What's about Teclis or Kairos.
Its kinda sad because some of Cryswar's Legendary Lords have cataclysm spells and they're a lot of fun, too.
Or kroak, or morathi
because Gelt is 𝓼 𝓾 𝓹 𝓻 𝓮 𝓶 𝓮
Teclis especially, with how screwed over he is in his starting position he deserves some magic
release date diff
that empire captain is getting paid a fief's worth of cash just for birdwatching
It's so good they're finally getting those cataclysm spells and applying them to immortal empires, instead of the obnoxious chaos realms.
Yeah the fact that we’ve had this many awesome spells and they could only be used in ROC and by the blue scribes was some real BS
Chaos before seeing this: "The Empire is a land of weaklings, they stand no chance"
Chaos after seeing this: "Flee, flee to Norsca and may the Gods save us"
I think theres a wizards apprentice that gives even more wizards when attached to hero’s ancillary.
The way they all jumped that wizard at 7:00 got me weak 😅
😂
Teclis wish he was this Supreme
Hell yeah, I've been waiting for a Gelt doomstack
Pretty sure you can replenish your movement with the celestial wizard, so they kinda important
What a fun army. You've got a spell for any situation
3:33 to 3:44 ahahaha 😂😂 hilarious interaction from Legend as a commentator.
28:16 I'm fairly sure the Celestial Wizard is here so that he can use the college of magic effect that allows you to fully refresh the movement range of any army with a Celestial wizard in it.
The death wizard can get a unique item that gives him reserves per second based on amount of kills, so with just a couple purple suns you have passive infinite winds.
I think this stack would be better with 1 of each wizard, 2 grey wizards (1 that hides in a corner, one that flies with the group for overcasting pendulum/pit), and the rest beast wizards for Melee Potential (which lets enemies blob up on the ground as well). You can add in a couple extra death/life for a bit more winds/regen but honestly its not needed.
Empire captain: What is my purpose?
Gelt: To report back to franz and that geriatric on his wheelchair and scare the living sh*t out of them.
“A wizard is never late, nor is he early, he arrives precisely when he means to”
The items and buffs you can buy from the school are also insane. You only need one death wizard and a single cast of purple sun for infinite winds.
End Times lore accurate Gelt
Gotta love the line "on foot!" when the caster is flying on his fucking pegasus. :D
if you don't want to risk (and i use that term lightly) your wizards you also have the great beast incarnate as a summon to blob up the army
The Magical Military Industrial Complex is a dangerous, dangerous thing
legend of total war here...
armies quake at his battle cry
Final transmutation is currently bugged. It's meant to do 66-133 but it does 16-33. The overcast does the correct amount of damage but the regular version does this bugged amount.
Unless I'm missing late game unlocks, it should be noted that some of the effects are sourced by faction abilities that only last 2-3 turns with a cooldown of roughly 8 turns iirc. Examples include all the cataclysm spells and army-wide barrier (Gelt and 1 light wizard can get permanent barrier for themselves).
I think it remains powerful, but partial reliance on temporary buffs with a cooldown would rank it a bit lower compared to more consistent doomstacks imo.
Also, those buffs can only be cast on an army that contains the appropriate type of wizard (need light wizard for barrier for example), so that explains the "need" to have at least one of each.
Honestly, past early-mid game, those cooldown buffs are just... equivalent of a victory lap. With stackable buffs/debuffs from skilltrees, and with that much WoM, you really don't need to rely on the barrier to survive, or on Cataclysm spells to do intense amounts of damage.
This battle was a little risky because there was the chance of Orion leading one of the armies. Which, if he had the skill, would've meant he would've been able to see the Captain. Which is another point in favor of using a stalking Grey Wizard instead. His skill only works on foes hiding in the forest, not ones that Stalk in other ways.
an alternative to the captain or a grounded shadow wizard is a witch hunter, they also get stalk as an option together with snipe while being a bit more sturdy than a wizard if they are found.
"The enemy are using magic"
Just so people who haven't tried this understand, this isn't a constant doomstack. This particular doomstack has all of those cataclysm spells activated for this fight (as well as some of the special buffs like the barrier on all units), and they'll last on this army for 2 turns, but then there's a 7 turn cooldown before you can use them again. And you can only have that on one army at a time, and it's based on which wizards are available in that army. So if you don't want the big spells or buffs available for any other army, the player could be this OP for 2 turns every once in a while. That said, you don't really need the cataclysm spells or buffs like barrier for this to still be a strong stack, it's just not quite as OP all the time as this video indicates.
Isabella has really changed a lot huh, even rolling with mere humans.
When Legend realized the life wizard increased battle healing cap, it sounded like he was creaming himself. Understandable.
The biggest winner of Gelt's mechanics is actually Elspeth, she can cast purple sun for 2 winds of magic (And she gets 2.5 back from life leeching).
This is without Yuan Bo's defeat trait also
Lmfao the no micro doom stack was hilarious 😂
Playing Gelt right now, its SO much fun. What a great patch/DLC! Empire became awesome!
Hey Legend, playing a no defeat, hero only campaign with Gelt. You get so much arcane that you can have your full stack in a few turns (put's you in the negative early on with like 6k upkeep, but who cares). No matter what I fight I just land everything in a blob and use comet of cassandora etc to instantly delete the enemy army. It is actually an extremely easy army to use. Select the closest enemy on triple speed, wait for the blob. Select all spells at the same time and vaporize the enemy army. The empire captain gives a nice 15% physical resist to the blob. With the 200% debuff spells nothing is going to harm you while the blob builds. I generally dislike doomstacks..... but wizards are just so satisfying to watch. For shits and giggles I also tried to farm the +2 melee attack, so the beast griffons actually do damage :D
+2 melle attack?
Where can you farm that?
1 Wizard was bad enough... an entire army of them? Yeah, the other side isn't going to live to tell the tale.
If use that cataclysm spell call of the wild to spawn the elemental for the whole battle you don't even need the empire captain you can just start the battle, spawn the elemental, then keep respawning him when he dies while casting on them grouping up around him.
I started cry laughing when all 20 wizards starting beating the absolute grass out of the eagle LMAO
tanya the evil and her squad of mages
15:22 This looks like what would happen if an ar.y tried to attack Nagash by himself.
You can also stack stat boosting spells to fight in melee.
With 2 light wizards, 4 amber wizards, 2 bright wizards, 2 shadow wizards and 1 extra gold wizard you can easily cycle aoe buffs to boost your wizards into death machines.
Ive hit 380 armor, 80-90s matk and mdef, and 900 weapon strength and you can cycle the spells for like, nearly endlesslessly. Great vs melee heavy armies. Fight to stack them up, then aoe/vortex em down.
Tried out Gelt yesterday, it’s crazy just how fast it ramps out of control, like less than 20 turns and it’s just busted.
I usually find the idea of doomstacks boring and so I formulate my armies with just a few powerful units and I enjoy challenging myself to win without OP stacks but this looks hella fun and I am totally going to play a gelt campaign just to try something like this out.
There is also an item you can give to a death wizard that generates unlimited Winds of Magic reserves when he gets kills.
This is a glorious doomstack! Death is pouring from the above and below the ground!
Here we see that Gelt is part of the shadow wizard money gang
That single empire knight and his grey beard can't fool me
This is a cool army
The only thing that might show up that could scratch this army is if you get caught by multiple howling warp gales in front of a double stack of skaven weapon teams. That could kill/wound a few wizards before the counter battery of spells deletes everything.
Heavens and Shadow Wizards are probably there for campaign map effects. Celestials for extra movement and to get extra turns, and shadow for ambushes and breaking leadership.
Still, Gelt's Wizard Doomstack is broken, and doubly so if you use Ulrika as your ground based hero since you can give her stalk and snipe with an item from what I recall 😂
One of the best anti single entity (anti everyting, actually) spells with high intensity is (overcast) final transmutation, it's like 4k damage to everything in the area and gelt can do it quite cheaply.
I think in a human vs human match I might give the edge to a thunderbarge doomstack. Those thunderbarge harpoons can focus down a solid amount of wizards at a distance and then the barges can focus fire on particular mages from there. Both sides would want to hunt down whatever heroes are on the ground. There's also a lot more micro needed with all the wizards to cast all their spells. Malakai in the army also gives the potential to have one more super barge in the fight.
If the strategy boiled down to "find the ground hero" as a win condition, I think the barges have enough health to track down the ground unit and harpoon it to kill it quickly.
Immobilizing the barges and using specifically anti-flying spells on them might be the only real way for the wizards to come out on top. Sending them all into melee with lots of spell buffs on their damage and debuffs on the enemy could also be quite helpful for them. I still give the edge to the barges though since they can take out something like 5-8 wizards before the fight even properly begins and they each have a lot of hp to grind through (+ emergency repairs to boost them up after that). And if even 10 barges are left standing 2 minutes after the first harpoon waves, that's likely another 3-4 guaranteed dead wizards at that point (possibly many more if the harpoons are sent after various low health wizards.
I'd be interested in seeing these two types of armies go head to head in pvp if all purchase limits on the army you can field were removed.
I think either type of doomstack controlled by a human could beat the opposite type controlled by the AI without too much difficulty, if it were possible for the AI to come up with either type of army on its own in a standard game, though the wizards would have to put in much more work to do so (although immediately gunning for Malakai and any other heroes in the thunderbarge doomstack and killing them with strong single-character spells seems like a good win condition). Getting Malakai stalk somehow so he can be hiding just about anywhere seems like it'd be helpful in that scenario.
No man, try and repent
There is a flaw in your logic. The wizards can land if you kill the ground hero. Probably also only 1 could land and be the new ground hero. Can the thunderbarges land or are they screwed if the ground hero dies?
Also the wizards are way faster than the barges, aren't they?
Even if you could kill like 7-8 wizards and i really doubt it. The dwarven ground hero will die and then the barges are finished.
Haven't play the new update yet but if the thunderbarges can't land, they could never win in a 1 human vs 1 human.
It would be interesting to see how fast 3 death wizards can hunt down 1 thunderbarge. Barges are not unbreakable, so you don't even need to kill it all the way down to the last sliver of health, but wizards are a bit more fragile, even with barrier and expanded heal cap.
Depends if the light wizard has his artifact. Send him in with the cluster and the thunderbarges will kill themselves. Also to be blunt. Spear of Grungni is a relatively slow projectile compared to how fast pegisi are, If the wizards are changing direction regularly a good portion will probably miss.
I wish the wizards got unique mounts as well. Beast Wizards out here pimped out with drip and Griffins and everyone else on their street legal Pegasus mount provided by the college driving school. There's gotta be good options out there.
It's more efficient to Overcast Final Transmutation in here, specially with gelt, way less than double the winds for more than double the damage. In fact Final transmutaiton Overcasted would do way more damage than spirit leach individually and to group of units, that would probably be the way to destroy a big army of single entities like the Thunderbarge stack (althouth of course overcasted Spirit Leach would have long range but mixing both would do massive damage to SEs).
That legally fighting jet with unlimited rocket there !
It looks pretty fun when you can cast a lot of spells. I'd like to see that be a more common thing.
The power creep in this DLC is outlandish. Gelt is now stupidly powerful. And I haven't even tried Elspeth or Franz since it dopped.
Would be interesting to see this going against Thunderbarges. Legend you may consider that as new types of videos!
gelt and the boys rolling up to arby's at 2 am:
Looks really fun, just didn't get how they were getting barrier. I havent played gelt so I'm not sure if it's something in his campaign. I can't wait to try this.
Witch Hunters get stalk, but they're relatively slow... Does Ulrika get stalk?
Apart from that, Elspeth casting Purple Sun for 2 winds is also kinda insane.
Some of the big casters should also get access to their respective cataclysm spells. Not all of them (since you're not playing as the Colleges of Magic - which should be the faction name now). Mazdamundi, Teclis, Kairos, Wurrzag, Morathi and maybe the Dragons.
This looks like amazing fun, hope CA doesn't change it
Empire captain doesn't matter, this army can melee the entire battle just cycle buff/debuff spell and have massive stat diff
Spells are fun cos visually they look great. I mean I get thunderbatges shoot but the spellcasting is something else.
"On foot" says the flying caster.
It takes many, many turns to get these levels...that passive xp gain from the Empire Captain is definitely useful. But when the doomstack is done, he should be switched with a witch hunter or grey wizard.
Just a sparky gang living their best lives.
"Oh man, how i miss when everything was just increased winds when channeling instead of increased capacity" - said no one ever
Kemmler flying along too and issuing commands😆
I think the empire captain, with the buffs and debuffs, is meant to get the AI to blob up so you can just nuke them even harder. You can see how little damage you took when you landed the wizards with all of them, who just have *awful* melee stats.
I hope they give cataclysm spells to Teclis Faction as well. The boy literally taught the Empire magic
Reminds me of teclis' sfo campaign. special research give you buffed normal spells as army ability. Could be pretty wild once you got a few.
feels like the most micro intensive doomstack ever