Vai al lettorePassa al contenuto principale
  • 14 ore fa
Un video sull'uso della magia in battaglia per Total War: Warhammer.
Trascrizione
00:00www.totalwarwarhammer.com
00:15Hello and welcome to the Battle Magic Spotlight for Total War Warhammer.
00:19In this video, we'll explain how the magic system works in Total War Warhammer
00:24and how you can use it to your advantage
00:25to best the many enemies you will encounter in the Old World.
00:31On the battlefield, characters use power from their wings of magic to cast their spells.
00:36Power is represented by the large glass orb in the bottom right of the screen.
00:40The smaller bar to the right of the orb is the power reserve.
00:44The power reserve does not recharge.
00:46However, depending on how you've uploaded certain magic users,
00:49they can use abilities that give a small boost to the power reserve,
00:52giving you just that little extra bit to get off a spell in a time of need.
01:02Magic on the battlefield has large tactical implications if used correctly.
01:06A light wizard, for example, can cast the Net of Anantop in an area
01:10to momentarily paralyse enemy movements.
01:12Then, the light wizard could cast Banishment, an 18 second vortex spell
01:17that can tear through those bogged down enemies,
01:19disrupting their formations and causing large magical damage to all in its path.
01:25This type of one-two combo is perfect for enemies coming through tight spaces
01:29such as breaking down walls or streets.
01:31However, combining spells such as these doesn't come cheap,
01:35and spending the majority of your wings of magic in large lump sums is always risky,
01:39as spells such as vortexes are unpredictable and have the potential to backfire.
01:44Some spells can be used to completely catch your enemy off guard.
01:47Can't quite chase down that pistolier cavalry that keeps shooting you from a distance?
01:51With the lure of vampires, you could cast Raise Dead,
01:54reanimating a unit of zombies behind them.
01:56Now they won't know where to turn to avoid close-quarters combat.
02:00Similarly, defenders of tight streets, gates or walls
02:03can be neatly exposed to a fresh unit of zombies climbing out of the ground
02:07to wreak havoc from behind, causing fear and panic to the defenders.
02:17The Winds of Magic isn't all about who has the bigger spell.
02:20Rather, it rewards those with the deepest knowledge of units on the battlefield.
02:25Each lure has a variety of hexes and buffs that can be cast on individual units,
02:29or in large areas.
02:31If your particular army or unit is vulnerable to something,
02:34you can usually counter it with some sort of spell.
02:37Walk or Fix It from the law of the Little War causes a minus 24% to speed
02:42and a minus 18% to charge bonus in a 30 metre radius.
02:46This is a perfect example of a charge defence spell.
02:49Best used when a cavalry charge is incoming,
02:52the enemy cavalry will count for nothing as they travel through the area of the hex
02:56and have a flavourless, exhausted impact when it's hit the front line.
03:00It's also imperative that you learn your lore through and through,
03:03as spell categories have their own variations in behaviour.
03:06Taking Vortexes, for example, Chain Lightning is a strong damage-dealing spell.
03:11The Purple Sun of Zerus does less damage, but is more of a disruptor,
03:15pulling units out of formation and hurling them around the battlefield.
03:19Wind of Death is a straight-line vortex that will ricochet off walls, giving it a large damage spread.
03:25These variations in behaviour can have a huge impact on the battlefield,
03:29so studying the lore you're using is key to victory.
03:38Not all races in Total War Warhammer access the Winds of Magic in the same way.
03:42The Dwarfs, for instance, have a natural resistance to magic and a mistrustful of the dark arts.
03:47They rely instead on Runesmiths who bind the Winds of Magic to create powerful runes,
03:52which can be activated during a battle.
03:55Unlike the Winds of Magic, these runes never lose their power during a battle
03:59and can be activated after a small and brief cooldown period,
04:02making Runesmiths an incredibly powerful and effective foe on the battlefield.
04:14The Winds of Magic in a province change the availability of magic in any battle fought there.
04:19Strong winds hand an advantage in battle to any units that cast spells.
04:24The Winds of Magic always blow, but they can blow at different strengths in different places on the map,
04:29and the strength varies over time.
04:32The strength of the Winds of Magic at the location of a selected army
04:35is shown on the army panel and prior to battle on the pre-battle panel.
04:41The strength of the Winds of Magic in any province may be increased or decreased by certain stance or heroic
04:47actions.
04:52There are a variety of magic users in Total War Warhammer,
04:55each with their own tech tree that allows you to choose and upgrade the spells you want to unlock for
04:59that particular character.
05:00These unique lords, heroes and units have access to different laws of magic.
05:05A bright wizard, for example, has access to the law of fire,
05:08while a celestial wizard has access to the law of heavens.
05:12Each law of magic has six unique spells to choose from, some of which can be overcast.
05:17Overcasting allows for greater power and duration of spells for an increased Winds of Magic cost.
05:22However, overcasting also comes with a 50% miscast chance, meaning your spellcaster could potentially harm themselves.
05:34That's all for our battle magic spotlight in Total War Warhammer.
05:37Subscribe for more Total War Warhammer videos and connect with us on social media to get the latest news and
05:42exclusive content.
05:43We'll see you next week.
05:46I'm done.
05:50We'll see you next week.
05:52Bye bye.
05:56Bye bye, bye bye.
Commenti

Consigliato