Ballistics: Difference between revisions

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maximum damage
maximum damage
! Chance to hit [[Arrow Towers]] or  
! Chance to hit [[Arrow Towers]] or  
[[Drawbridge]] before all walls destroyed
Drawbridge before all walls destroyed
|-  
|-  
| None
| None

Revision as of 12:25, 9 September 2016

Secondary skills
 Air Magic
 Archery
 Armorer
 Artillery
 Ballistics
 Diplomacy
 Eagle Eye
 Earth Magic
 Estates
 Fire Magic
 First Aid
 Intelligence
 Interference Horn of the Abyss
 Leadership
 Learning
 Logistics
 Luck
 Mysticism
 Navigation
 Necromancy
 Offense
 Pathfinding
 Resistance
 Scholar
 Scouting
 Sorcery
 Tactics
 Water Magic
 Wisdom
Ballistics
Basic Ballistics: gives control of the catapult to the hero, allowing aimed shots with increased damage.
Advanced Ballistics: gives control of the catapult to the hero, allowing two aimed shots with increased damage.
Expert Ballistics: gives control of the catapult to the hero, allowing two aimed shots at maximum damage.

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:

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).