u/Xvim22

1 post karma · 21.1k comment karma · joined Jan 2017

Xvim22

If Thrall isn't in Silithus or the Chamber of the Heart (the portal on the ground next to the sword) to start a quest, you may need step 1 to meet up with him.

If that is the case, you might see a quest scroll with an ! in Orgrimmar. I think it is near the Embassy (41.6, 75.7). That's the prelude chain Khadgar's Summons. I don't know if it would set you back that far, but it may pop up again if you do it.

Xvim22

I have alternated between playing far too much and taking full expansions off. After going through that cycle a bit, I find it's much easier for me to set much more reasonable limits. If grinding something is too tedious, I'll probably end up skipping it or it will burn me out.

The only things that really drive me to collect them are the warlock pet and druid shapeshift customization options (given that there are so few of them).

I don't often swap mounts once I find the ones I like for a given character (usually horse sized so it can go through doors without manually dismounting and not too much sway like some beetles have).

I do sometimes work for an outfit, but there are quite a few pieces to choose from that look decent, so it's not a compulsion to do it (outside of getting the tier sets).

Edit:
I also try to get teleports. That was the only reason I went to do mythic +10s.

Xvim22

It's highly unlikely they would make a damage profile for a door defense target single entity units harder than multi-entity units. While this could happen, it means that a giant would be easier to kill than marauder run ram. Or does it kill the ram model instead of the marauders?

While a horse or foot lord dropping a door doesn't make much sense, it does seem like actual monster units wouldn't be as easily beaten.

Perhaps if "siege attacker" as a trait was more impactful once the battle was joined it would solve the lord issue without penalizing the monsters.

Xvim22

So it doesn't make sense that Character vampires are 38-40 speed when Gotrek is speed 40, but it makes sense that non-character vampires are speed 36 when non-character slayers are also speed 40?

I was agreeing with you that making them faster should be fine, but giving a harder range set for speed than "at least a 10ish speed increase." That implies that you would prefer even faster, but I don't think beyond that range is starting to be a little excessive.

Xvim22

Multiplayer.

In all seriousness, I think 45-50 speed would be fine.

It should also be clarified that the slowest vampire character is 38, Depth Guard are 36.

Xvim22

Thanks for the clarification. That definitely seems like a bug.

Xvim22

Cultist summons should have normal spells, but all real greater daemon spells should be Bound Spells.

My Tzeentch campaign was before they swapped to Bound Spells, but that is how GUO and KoS function.

Xvim22

In the case of a bombardment like that, you will probably need to look at Active Time (7 seconds for Comet).

That will also include the time the bolts rain down in other bombardments like Piercing Bolts of Burning.

Xvim22

You can look them up the cast times on twwstats.com. They are all 1-5 seconds.

Wind spells also have a note in their column for Vortex Delay (such as Blossom Wind being visible for 3 seconds before it moves forward).

Xvim22

The trait does not say that the caster needs to have it.

When two or more units in the same army share this attribute, (Master of the Elemental Winds) intensity increases the power of spells cast.

It does not say "by this unit." I didn't think it would work until I tried it either.

Xvim22

That is not true, I just finished a Slaanesh campaign and saw the exact opposite happen.

For the trait to become active, it does require 2 instances of the trait within the army.

It pumps spells of both N'kari and the Alluress (neither have that trait).

Xvim22

Thank you, that explains it.

Xvim22

I recall it being able to wipe out the first 2 units very easily and by the end of the length, the units in the line had almost no damage taken, but it seems I was misremembering.

Xvim22

Vangheist's Revenge is a more balanced spell. It is extremely effective for 1.5 units out from the origin, then significantly drops off.

Xvim22

In theory you could. You have a base campaign max of 100 reserves +20 starting pool. At 40 WoM per double cast, you could do 3 double overcasts even without cost reduction points.

It was also stated Vampire Counts have tech for increased reserves.

I think that alternating casts would be a better use of WoM, though (for the extra uptime on Curse of Undeath.

Honestly even doing 1 WoD and a followup Vanhel's Danse Macabre might be more worthwhile.

Xvim22

A base cast did 24 AP damage (x2 for the bug = 48 damage per model).

An overcast added 48 Base damage (x2 for the bug = 96 Base damage).

If your target had 100 armor, (75% average mitigation), you would be doing 24 from the Base damage + 48 from the AP portion for a total of 72 damage per model.

Even with 25% magic resistance, you were doing 54 average damage per model (over 1/2 of the HP of Ironbreakers).

Xvim22

In WH2, there were 2 Wind spells that did not behave in the same way as every other wind spell in that they multi-hit models.

  • Burning Head hit 3 times per model. When this was fixed for WH3, they increased the damage by 50% to compensate.
  • Wind of Death hit 2 times per model. The damage in WH3 is the same, but the WoM cost is decreased by 5 / 7 to compensate.

In a worst case if you want it to one shot everything, you can try to ally with Cathay and get 4x Wu Xing War Compass to give you 60% intensity.

  • The text (and effect) is if 2 instances or more of Master of the Elemental Winds are in an army, every caster has +15% intensity for each not on them.
    • It does not require the caster themselves to have the trait.
Xvim22

They have pretty significantly different stats on different spawn too.

A +/-8 MA / MD is a massive difference.

From basic Chaos Spawn:

  • Slaanesh: -8 MA (22% decrease), +8 MD (29% increase)
    • Contact effect: Soporific Musk
    • Devastating Flanker
  • Khorne: +4 MA (11% increase), -4 MD (14% decrease), +30 WS (19% increase), +12 CB (40% increase)
    • Ramapge
  • Tzeentch: -8 MA (22% decrease), +8 MD (29% increase), -30 WS (19% decrease)
    • Contact effect: Sunder Armor
    • Barrier
  • Nurgle: -30 WS (19% decrease)
    • Contact effect: Poison
    • Cloud of Flies: +9 MD in combat (32% conditional increase)

Same is true for the Soul Grinders.

  • -13 MA for Tzeentch / Nurgle is a 24% decrease in MA.
  • 25 BvL for Slaanesh is effectively a 45% increase in MA if it is hunting monsters / cavalry.
Xvim22

Watch that again.

They slowly scrolled the short and long campaign conditions. They quickly scrolled by the domination conditions.

The only one that was 'stopped on' was Puppets of Misrule because it was at the top of the window when they hit the bottom of the scroll bar.

Xvim22

they chose which lord and which screen to show very deliberately.

It was revealed as part of the world domination objectives that have every other major faction as a required kill, so the lord selection bit wouldn't matter.

They could have omitted that option, but it seems just as likely that it was an accident while trying to say "look at how much you will have to do" to the people who like map painting.

Xvim22

His gnawing majesty has not yet earned the title Great.

Xvim22

That would be extremely helpful.

Xvim22

It seems like Slaanesh will at least benefit from their champion, though they are the ones that need it least (for cults).

Azazel starting in the middle of Norsca should make getting at least 1-2 vassals pretty easy and the CoC vassals spread their aligned corruption.

Add to this Morathi spreading Slaanesh corruption and it looks like there may be an early advantage there.

Xvim22

I agree there would be no need to nerf armor.

It's effectively more a nerf to their MD because they if the model is bigger, it can be in contact with more infantry and all flank / rear attacks have penalties to MD.

While this may be lessened in case of Warriors or Chosen (as they are full infantry blocks), it would hurt Heroes / Lords more.

Xvim22

It's quite possible Be'lakor will only be playable on the IE map (having him on the RoC one would conflict with the entire narrative drive).

In IE, yes, you would have access through Be'lakor.