I like the Lore of Heavens too, Chain lighting, Hard Wind and the basic spell are very potent. All lores have a good power level, which is a good thing IMO. The game is turned upside down, and inside out. And everybody has to completely rethink their strategies. The Hunted
I think my favorite spell from heavens has to be the wind spell. I am thinking of running a flying skink priest with Tepok, so 50/50 shot at rolling the wind spell. Imagine flying around and being able to push enemy units in front of one another... that's a spell that can win you games. Comet is better than ever, not being a remains in play anymore. Chain lightning seems like it could be utterly broken. The reroll 1's and reroll 6's spells are nice blanket buffs, useful in any situation. The reroll 6's spell will really cut down on killing blow and poison coming through, to make them almost a non-issue. The blizzard one is good for us against gunlines, especially all warmachines needing 4+. All flyers taking an extra D6 str 4 from heavens means you can really devastate enemy flyers. All in all, probably my favorite lore. Although pulling lore of life and going all VC sounds pretty fun too. Not to mention that #6 spell is a real big-block killer...
Assuming my Oldblood on Carnosaur isn't completely gimped this ed, I am thinking about running him with: Armor of Destiny Golden Seal Sword Potion of Strength Obsidian Pendant And a shield This works out to a 1+ armor save, 4+ ward, 3+ ward vs magic, Int 10 for striking before most things, and lastly the bonus 3 or d3 (depending on source) str to crack something open, hopefully before it can fight back. What do people think? A tank-like Oldblood is a bit of a departure from the previous mass S5 attack version.