Just plain Ballistas are the best damage/time/AP cost for walls.
Treb do more damage per hit but are slow regarding DPS.
Treb is mainly used for longer hit range, "volley" over walls or hit a big pile of enemies who doesn't move for...some reason.
20 Ballistas (not fire) are the best DPS on walls.
On enemies, oil, meatbags and fire Ballistas are the best. However, Treb is good for its range and one shot capability. Note: Sieges scales of your health. Boost health and you splat more things!
On getting hit. You can block and/or roll dodge everything.
Moving away from the BIG RED CIRCLE, works too...
vortexman11 wrote: »Just plain Ballistas are the best damage/time/AP cost for walls.
Treb do more damage per hit but are slow regarding DPS.
Treb is mainly used for longer hit range, "volley" over walls or hit a big pile of enemies who doesn't move for...some reason.
20 Ballistas (not fire) are the best DPS on walls.
On enemies, oil, meatbags and fire Ballistas are the best. However, Treb is good for its range and one shot capability. Note: Sieges scales of your health. Boost health and you splat more things!
On getting hit. You can block and/or roll dodge everything.
Moving away from the BIG RED CIRCLE, works too...
They even said when they made the changes to siege that stone trebs now do higher DPS to walls compared to ballistas, hold on while I find the quote
Just plain Ballistas are the best damage/time/AP cost for walls.
Treb do more damage per hit but are slow regarding DPS.
Treb is mainly used for longer hit range, "volley" over walls or hit a big pile of enemies who doesn't move for...some reason.
20 Ballistas (not fire) are the best DPS on walls.
On enemies, oil, meatbags and fire Ballistas are the best. However, Treb is good for its range and one shot capability. Note: Sieges scales of your health. Boost health and you splat more things!
On getting hit. You can block and/or roll dodge everything.
Moving away from the BIG RED CIRCLE, works too...
Just plain Ballistas are the best damage/time/AP cost for walls.
Treb do more damage per hit but are slow regarding DPS.
Treb is mainly used for longer hit range, "volley" over walls or hit a big pile of enemies who doesn't move for...some reason.
20 Ballistas (not fire) are the best DPS on walls.
On enemies, oil, meatbags and fire Ballistas are the best. However, Treb is good for its range and one shot capability. Note: Sieges scales of your health. Boost health and you splat more things!
On getting hit. You can block and/or roll dodge everything.
Moving away from the BIG RED CIRCLE, works too...
Awesome post and my thoughts exactly, the other two posters aren't aware of this and I don't think many new players do either, since beta it's been known that DPS is what matters on walls.
Some things though,
1. I agree trebs have a better BURST capability but they still can not one shot (unless there was someone weaker than me with no health in cloth) one purge and a bubble, no dot dmg either.
2. Trebs don't have longer range the only advantage is situational because of the arc you can fire over walls. But I DO agree that they SHOULD have a much longer range and I forgot to point this out in the original.
3. Thanks I did not know the health thing! No wonder mine weren't hitting for hardly anything!
vortexman11 wrote: »Just plain Ballistas are the best damage/time/AP cost for walls.
Treb do more damage per hit but are slow regarding DPS.
Treb is mainly used for longer hit range, "volley" over walls or hit a big pile of enemies who doesn't move for...some reason.
20 Ballistas (not fire) are the best DPS on walls.
On enemies, oil, meatbags and fire Ballistas are the best. However, Treb is good for its range and one shot capability. Note: Sieges scales of your health. Boost health and you splat more things!
On getting hit. You can block and/or roll dodge everything.
Moving away from the BIG RED CIRCLE, works too...
They even said when they made the changes to siege that stone trebs now do higher DPS to walls compared to ballistas, hold on while I find the quote
EDIT: I didn't find an exact quote, but I found the stats... Trebs have a 13.8 second reload time and do 4000 damage which is about 290 DPS on a wall. Ballistas have a 7 second reload time and do 2000 damage which is about 285 DPS.
Trebuchets also have more health which is a bonus. But...I guess a whole 5 DPS isn't that great of a bonus when it comes to damage...
vortexman11 wrote: »Just plain Ballistas are the best damage/time/AP cost for walls.
Treb do more damage per hit but are slow regarding DPS.
Treb is mainly used for longer hit range, "volley" over walls or hit a big pile of enemies who doesn't move for...some reason.
20 Ballistas (not fire) are the best DPS on walls.
On enemies, oil, meatbags and fire Ballistas are the best. However, Treb is good for its range and one shot capability. Note: Sieges scales of your health. Boost health and you splat more things!
On getting hit. You can block and/or roll dodge everything.
Moving away from the BIG RED CIRCLE, works too...
They even said when they made the changes to siege that stone trebs now do higher DPS to walls compared to ballistas, hold on while I find the quote
EDIT: I didn't find an exact quote, but I found the stats... Trebs have a 13.8 second reload time and do 4000 damage which is about 290 DPS on a wall. Ballistas have a 7 second reload time and do 2000 damage which is about 285 DPS.
Trebuchets also have more health which is a bonus. But...I guess a whole 5 DPS isn't that great of a bonus when it comes to damage...
Your right, Trebs do the same dmg over time. But, they need more place and often you do not got the place. I think a mixed strategy is the best. Near the wall starts with trebs and siege inner and all other siege with ballistas the outer.
mike.gaziotisb16_ESO wrote: »A loooooot of misinformation in this thread.
1) Trebs don't take more space than ballista or catas. That was changed. You can put 3 trebs on top of a tower no probs.
2) Siege damage is flat. It is is not boosted by HP or Combat Prayer or anything else bar the Emperor passive and that only works against walls not people.
3) The only thing that mitigates siege damage is the 5-piece heavy PvP set. Not blocking, not spell res, not phys res, nothing.
4) Catapults have shorter range than ballistas, but higher burst and they can hit items higher up. That is exactly how it was on medieval times and not at all counter intuitive. Catapults throw heavier objects in a higher arc therefore ofc it has less range than ballist, duh!
5) Catapults have double the HP than ballistas making them more efficent when there is counter siege. They also allow you to step off and block/heal/purge for longer. They only have fractionally more DPS than ballistas and in case of stealth sieges ballistas can be packed a lot quicker after last shot (if you are interested in packing)
mike.gaziotisb16_ESO wrote: »A loooooot of misinformation in this thread.
1) Trebs don't take more space than ballista or catas. That was changed. You can put 3 trebs on top of a tower no probs.
2) Siege damage is flat. It is is not boosted by HP or Combat Prayer or anything else bar the Emperor passive and that only works against walls not people.
3) The only thing that mitigates siege damage is the 5-piece heavy PvP set. Not blocking, not spell res, not phys res, nothing.
4) Catapults have shorter range than ballistas, but higher burst and they can hit items higher up. That is exactly how it was on medieval times and not at all counter intuitive. Catapults throw heavier objects in a higher arc therefore ofc it has less range than ballist, duh!
5) Catapults have double the HP than ballistas making them more efficent when there is counter siege. They also allow you to step off and block/heal/purge for longer. They only have fractionally more DPS than ballistas and in case of stealth sieges ballistas can be packed a lot quicker after last shot (if you are interested in packing)
mike.gaziotisb16_ESO wrote: »A loooooot of misinformation in this thread.
1) Trebs don't take more space than ballista or catas. That was changed. You can put 3 trebs on top of a tower no probs.
2) Siege damage is flat. It is is not boosted by HP or Combat Prayer or anything else bar the Emperor passive and that only works against walls not people.
3) The only thing that mitigates siege damage is the 5-piece heavy PvP set. Not blocking, not spell res, not phys res, nothing.
4) Catapults have shorter range than ballistas, but higher burst and they can hit items higher up. That is exactly how it was on medieval times and not at all counter intuitive. Catapults throw heavier objects in a higher arc therefore ofc it has less range than ballist, duh!
5) Catapults have double the HP than ballistas making them more efficent when there is counter siege. They also allow you to step off and block/heal/purge for longer. They only have fractionally more DPS than ballistas and in case of stealth sieges ballistas can be packed a lot quicker after last shot (if you are interested in packing)
No one was even comparing catapults to ballistas, the counterintuitive part is that trebs have the exact same range as ballistas.
Also there are several things that boost siege damage this was admited by the lead PvP designer here although it is not intended, once it is "fixed" siege will be nerfed even further and they are still kinda weak as is.
Soo, when I nailed you with a ballista the other day.....my damage was low and you suck?
mike.gaziotisb16_ESO wrote: »
Soo, when I nailed you with a ballista the other day.....my damage was low and you suck?
When you hit me with a ballista your damage was not low, it was the same as everyone else.
And yes I die to siege from time to time when I'm fighting people and someone puts up siege in the background. If that makes me suck so be it
mike.gaziotisb16_ESO wrote: »mike.gaziotisb16_ESO wrote: »A loooooot of misinformation in this thread.
1) Trebs don't take more space than ballista or catas. That was changed. You can put 3 trebs on top of a tower no probs.
2) Siege damage is flat. It is is not boosted by HP or Combat Prayer or anything else bar the Emperor passive and that only works against walls not people.
3) The only thing that mitigates siege damage is the 5-piece heavy PvP set. Not blocking, not spell res, not phys res, nothing.
4) Catapults have shorter range than ballistas, but higher burst and they can hit items higher up. That is exactly how it was on medieval times and not at all counter intuitive. Catapults throw heavier objects in a higher arc therefore ofc it has less range than ballist, duh!
5) Catapults have double the HP than ballistas making them more efficent when there is counter siege. They also allow you to step off and block/heal/purge for longer. They only have fractionally more DPS than ballistas and in case of stealth sieges ballistas can be packed a lot quicker after last shot (if you are interested in packing)
No one was even comparing catapults to ballistas, the counterintuitive part is that trebs have the exact same range as ballistas.
Also there are several things that boost siege damage this was admited by the lead PvP designer here although it is not intended, once it is "fixed" siege will be nerfed even further and they are still kinda weak as is.
That video back in March, all that stuff has been fixed.Read the patch notes since
On point 4) I was meant to saying trebuchet instead of catapult. My bad. It's perfectly reasonable that a Trebuchet will have smaller reach (which it does, tested) than a catapult or ballista. It's all in the ballistics. Heavier projectile and higher arc.
Note: The longer reach of the ballista compared to Treb is obvious when sieging from a high position. Sieging keeps from a resource tower is in many cases only possible with ballista as the treb won't reach.
mike.gaziotisb16_ESO wrote: »mike.gaziotisb16_ESO wrote: »A loooooot of misinformation in this thread.
1) Trebs don't take more space than ballista or catas. That was changed. You can put 3 trebs on top of a tower no probs.
2) Siege damage is flat. It is is not boosted by HP or Combat Prayer or anything else bar the Emperor passive and that only works against walls not people.
3) The only thing that mitigates siege damage is the 5-piece heavy PvP set. Not blocking, not spell res, not phys res, nothing.
4) Catapults have shorter range than ballistas, but higher burst and they can hit items higher up. That is exactly how it was on medieval times and not at all counter intuitive. Catapults throw heavier objects in a higher arc therefore ofc it has less range than ballist, duh!
5) Catapults have double the HP than ballistas making them more efficent when there is counter siege. They also allow you to step off and block/heal/purge for longer. They only have fractionally more DPS than ballistas and in case of stealth sieges ballistas can be packed a lot quicker after last shot (if you are interested in packing)
No one was even comparing catapults to ballistas, the counterintuitive part is that trebs have the exact same range as ballistas.
Also there are several things that boost siege damage this was admited by the lead PvP designer here although it is not intended, once it is "fixed" siege will be nerfed even further and they are still kinda weak as is.
That video back in March, all that stuff has been fixed.Read the patch notes since
On point 4) I was meant to saying trebuchet instead of catapult. My bad. It's perfectly reasonable that a Trebuchet will have smaller reach (which it does, tested) than a catapult or ballista. It's all in the ballistics. Heavier projectile and higher arc.
Note: The longer reach of the ballista compared to Treb is obvious when sieging from a high position. Sieging keeps from a resource tower is in many cases only possible with ballista as the treb won't reach.
Only treb does not go further than ballista.
Pixysticks wrote: »LET'S JUST MAKE A TREB THAT SHOOTS SORCS AT PEOPLE; THEY SURELY WON'T ASK THEM TO KEEP BUFFING THE SIEGE THEN.
mike.gaziotisb16_ESO wrote: »mike.gaziotisb16_ESO wrote: »A loooooot of misinformation in this thread.
1) Trebs don't take more space than ballista or catas. That was changed. You can put 3 trebs on top of a tower no probs.
2) Siege damage is flat. It is is not boosted by HP or Combat Prayer or anything else bar the Emperor passive and that only works against walls not people.
3) The only thing that mitigates siege damage is the 5-piece heavy PvP set. Not blocking, not spell res, not phys res, nothing.
4) Catapults have shorter range than ballistas, but higher burst and they can hit items higher up. That is exactly how it was on medieval times and not at all counter intuitive. Catapults throw heavier objects in a higher arc therefore ofc it has less range than ballist, duh!
5) Catapults have double the HP than ballistas making them more efficent when there is counter siege. They also allow you to step off and block/heal/purge for longer. They only have fractionally more DPS than ballistas and in case of stealth sieges ballistas can be packed a lot quicker after last shot (if you are interested in packing)
No one was even comparing catapults to ballistas, the counterintuitive part is that trebs have the exact same range as ballistas.
Also there are several things that boost siege damage this was admited by the lead PvP designer here although it is not intended, once it is "fixed" siege will be nerfed even further and they are still kinda weak as is.
That video back in March, all that stuff has been fixed.Read the patch notes since
On point 4) I was meant to saying trebuchet instead of catapult. My bad. It's perfectly reasonable that a Trebuchet will have smaller reach (which it does, tested) than a catapult or ballista. It's all in the ballistics. Heavier projectile and higher arc.
Note: The longer reach of the ballista compared to Treb is obvious when sieging from a high position. Sieging keeps from a resource tower is in many cases only possible with ballista as the treb won't reach.
Only treb does not go further than ballista.
AhPook_Is_Here wrote: »Actually I wish they'd put a build time on siege so you can't drop it instantly in open field. If it was within x meters of a keep hard-point then maybe it could still be deployed instantly. However, PVP is pretty bad in this game now and I hate to nitpick about little points like this that really won't make the game any good.
Make Oil Cata snare unpurgable, increase Meatbag healing Debuff, but do not make siege hit harder.
And all you people who say Trebs take up more space or ahve lower dps are plain wrong, I only use Ballistas when I can't hit the wall/gate with a Treb. Treb has more hp, same (or slightly higher) dps, and you can use up to 4 on cd.
Yesterday I sat on a wall firing a COLD FIRE BALISTA at a guy and he just jumped up and down as I directly hit him over and oever.....