Ballistics: Difference between revisions
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'''Heroes with Ballistics as a starting skill:''' | '''Heroes with Ballistics as a starting skill:''' | ||
* {{Hn|Olema}} | * {{Hn|Olema|Heretic}} (basic) | ||
* {{Hn|Theodorus}} | * {{Hn|Theodorus|Wizard}} (basic) | ||
* {{Hn|Uland}} | * {{Hn|Uland|Druid}} (basic) | ||
* {{Hn|Yog}} | * {{Hn|Yog|Barbarian}} (basic) | ||
== Discussion == | == Discussion == |
Revision as of 04:30, 6 June 2017
Ballistics is secondary skill, that gives the player manual control over the catapult and increses the damage of the boulder. Additionally, at advanced and expert level of Ballistics catapults fires twice instead of just once.
Level | Shots | Chance to hit
intended wall |
Chance for
maximum damage |
Chance to hit Arrow Towers or
Drawbridge before all walls destroyed |
---|---|---|---|---|
None | 1 | ? | ? | ? |
Basic | 1 | 60% | 50% | <60% |
Advanced | 2 | 60% | 50% | <60% |
Expert | 2 | 75% | ? | <75% |
Heroes with Ballistics as a starting skill:
- Olema the Heretic (basic)
- Theodorus the Wizard (basic)
- Uland the Druid (basic)
- Yog the Barbarian (basic)
Discussion
Quite useful, since it gives you first chance to cast spells in sieges (provided that the defending hero doesn't have Artillery).
Recommended for: Heroes with walker-heavy armies
Further discussion: While useful for breaking open the gate quickly, one also has to care to consider that it is the only battle-skill that in non-siege battle situations has absolutely no impact. Therefore, in a multiplayer game it may be better to select a more multi-situation skill upon which to invest. In single-player games, more useful, but also situational, as the AI tends to charge out of the castle if an army demonstrates any significant long-range damage abilities. It is very rare that the AI stays in the castle entirely, and that this skill is entirely necessary. I would take this if I had walker armies, and were offered an alternative skill considerably less useful (ie. eagle eye, learning).