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Does AIM work for throwables, meele-area skills?
I have just learned that you can have more than one generic skills. So I added Aim to my harpooneer and it is especially fun with this week's weapon. I wonder if it is worth to give Aim to my strategist as well, tossing flammables accross the whole battlefield would add much value to that item. Far more than a single valor point it costs.

And just out of fun, would it increase meele weapons range such as Lucilla's Revenge as well? It says it is for shooting attacks, but you don't shoot javelins either (unless you get hwatcha, but that siege engine is not in the game).

I enjoy this game a lot!
Originally posted by Jack's selective insomnia:
from what i have seen it works with all projectile weapons thrown or shot and if you have extra gold it is even worth giving aim to melee mercs for if they use a spear laying around the battle field or something because it can be used on that to.
The only concern i have is the ranger knife throw 'passive' ability because in theory that would cancel it out by using it on the passive before you can use it on anything else (unless i am missing something). So hopefully it doesn't work on that or it would break Aim on any ranger running that passive, turning it into a 1 VP 8m knife throw on them instead of what aim is supposed to be.
Oh and no it doesn't work on melee AOE's i tried that has to be a projectile of some sort.
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The author of this thread has indicated that this post answers the original topic.
from what i have seen it works with all projectile weapons thrown or shot and if you have extra gold it is even worth giving aim to melee mercs for if they use a spear laying around the battle field or something because it can be used on that to.
The only concern i have is the ranger knife throw 'passive' ability because in theory that would cancel it out by using it on the passive before you can use it on anything else (unless i am missing something). So hopefully it doesn't work on that or it would break Aim on any ranger running that passive, turning it into a 1 VP 8m knife throw on them instead of what aim is supposed to be.
Oh and no it doesn't work on melee AOE's i tried that has to be a projectile of some sort.
Last edited by Jack's selective insomnia; Sep 14, 2022 @ 4:26am
Bluetail Zacky Sep 14, 2022 @ 5:02am 
Originally posted by Keyser Soze:
The only concern i have is the ranger knife throw 'passive' ability because in theory that would cancel it out by using it on the passive before you can use it on anything else (unless i am missing something). So hopefully it doesn't work on that or it would break Aim on any ranger running that passive, turning it into a 1 VP 8m knife throw on them instead of what aim is supposed to be.
Yes, Aim does trigger the knife throw passive, and will consume the buff by doing so :D

The only usage i could find for melee merc is exactly what Keyser has mentioned above, spear merc.

And for offhands, i would recommend you to switch to torch, as torch swings do trigger the oil's effect on mainhand weapon, and extremely cost effective.
Krel Backstabba Sep 14, 2022 @ 5:21am 
Originally posted by Bluetail Zacky:
Originally posted by Keyser Soze:
The only concern i have is the ranger knife throw 'passive' ability because in theory that would cancel it out by using it on the passive before you can use it on anything else (unless i am missing something). So hopefully it doesn't work on that or it would break Aim on any ranger running that passive, turning it into a 1 VP 8m knife throw on them instead of what aim is supposed to be.
Yes, Aim does trigger the knife throw passive, and will consume the buff by doing so :D

The only usage i could find for melee merc is exactly what Keyser has mentioned above, spear merc.

And for offhands, i would recommend you to switch to torch, as torch swings do trigger the oil's effect on mainhand weapon, and extremely cost effective.

I use torch quite frequently, but when raiding hideouts, I am usually outnumbered 5 to 1. Using fire is essential to winning that.
Originally posted by Lhutel the Headless:
Originally posted by Bluetail Zacky:
Yes, Aim does trigger the knife throw passive, and will consume the buff by doing so :D

The only usage i could find for melee merc is exactly what Keyser has mentioned above, spear merc.

And for offhands, i would recommend you to switch to torch, as torch swings do trigger the oil's effect on mainhand weapon, and extremely cost effective.

I use torch quite frequently, but when raiding hideouts, I am usually outnumbered 5 to 1. Using fire is essential to winning that.
i got a mission that explained the Skull system basically if you see someone roaming around with a skull they are tied to a hide out with skulls so killing them means less skulls on the hideout and there for less defenders so instead of it being 5-1 it is more like 1-1 or 2-1 depending on the hideout
Originally posted by Bluetail Zacky:
Originally posted by Keyser Soze:
The only concern i have is the ranger knife throw 'passive' ability because in theory that would cancel it out by using it on the passive before you can use it on anything else (unless i am missing something). So hopefully it doesn't work on that or it would break Aim on any ranger running that passive, turning it into a 1 VP 8m knife throw on them instead of what aim is supposed to be.
Yes, Aim does trigger the knife throw passive, and will consume the buff by doing so :D

The only usage i could find for melee merc is exactly what Keyser has mentioned above, spear merc.

And for offhands, i would recommend you to switch to torch, as torch swings do trigger the oil's effect on mainhand weapon, and extremely cost effective.
not just the spear merc like the spears sticking out on the battle field that you run up to work the same as an off hand when you are on their tile so all melee mercs can use it just obliviously spear men and rangers are probably going to get more out of it then swordsmen warriors or brutes will if you are having cash flow problems only give it to dedicated range units like archers, harpooners, assassins, poisoners, ect but if you have more gold then you know what to do with it is worth giving it to everyone even if they only use the skill once. like it won't be useless on pure melee mercs just not a big deal for them but a nice option to have open to you.
and damn that is sad can't take knife throw passive + aim lol that is the one thing they should make an exception for
Krel Backstabba Sep 14, 2022 @ 10:55am 
Originally posted by Keyser Soze:
Originally posted by Lhutel the Headless:

I use torch quite frequently, but when raiding hideouts, I am usually outnumbered 5 to 1. Using fire is essential to winning that.
i got a mission that explained the Skull system basically if you see someone roaming around with a skull they are tied to a hide out with skulls so killing them means less skulls on the hideout and there for less defenders so instead of it being 5-1 it is more like 1-1 or 2-1 depending on the hideout
I understand, but my group is strong enough to fight the hideouts right away and it is far more fun. It is also cheaper as I get my armor destroyed only once for the whole quest as well as bonus loot that the hideouts have.

Thanks for the tip anyway.
Originally posted by Lhutel the Headless:
Originally posted by Keyser Soze:
i got a mission that explained the Skull system basically if you see someone roaming around with a skull they are tied to a hide out with skulls so killing them means less skulls on the hideout and there for less defenders so instead of it being 5-1 it is more like 1-1 or 2-1 depending on the hideout
I understand, but my group is strong enough to fight the hideouts right away and it is far more fun. It is also cheaper as I get my armor destroyed only once for the whole quest as well as bonus loot that the hideouts have.

Thanks for the tip anyway.
yea no problem just thought if you ever were struggling with the numbers it is nice to know that is how to lower them like i had no idea how it worked till i got the quest explaining the Skull system
Krel Backstabba Sep 14, 2022 @ 12:22pm 
Originally posted by Keyser Soze:
yea no problem just thought if you ever were struggling with the numbers it is nice to know that is how to lower them like i had no idea how it worked till i got the quest explaining the Skull system

There is a pop up for when you first click on the hideout, so its pretty clear. But my group is very capable in these fights especially with the last week's spear. So I got two hunters, javelineer who is basically ranged a protector and a destroyer to tank up and a strategist who has ranged fire. So far I won two such fights and it was alright, although infantryman would have come in handy instead of a hunter.
Originally posted by Lhutel the Headless:
Originally posted by Keyser Soze:
yea no problem just thought if you ever were struggling with the numbers it is nice to know that is how to lower them like i had no idea how it worked till i got the quest explaining the Skull system

There is a pop up for when you first click on the hideout, so its pretty clear. But my group is very capable in these fights especially with the last week's spear. So I got two hunters, javelineer who is basically ranged a protector and a destroyer to tank up and a strategist who has ranged fire. So far I won two such fights and it was alright, although infantryman would have come in handy instead of a hunter.
hmmmm perhaps i missed it like it was very clear on the special one or maybe it was the 1st one i was willing to go mess with like i try to avoid those fights were it is like oh you can totally win just you might leave with less mercs then you came with lol while i was learning the game i ran into some very brutal encounters and was like ok 'overly cautious hero' mode activate(great anime btw)
but to be fair some were self inflicted like i think i had something like 2 spear men and 2 archers and a ranger with some swordsmen and the ranger and an npc are the only ones with torches in Arthes tomb lol and before that what is with this strange mist? (a few moments later) omg omg omg/run away run away!
BedlamBetty Sep 14, 2022 @ 2:02pm 
Originally posted by Keyser Soze:
Originally posted by Bluetail Zacky:
Yes, Aim does trigger the knife throw passive, and will consume the buff by doing so :D

The only usage i could find for melee merc is exactly what Keyser has mentioned above, spear merc.

And for offhands, i would recommend you to switch to torch, as torch swings do trigger the oil's effect on mainhand weapon, and extremely cost effective.
not just the spear merc like the spears sticking out on the battle field that you run up to work the same as an off hand when you are on their tile so all melee mercs can use it just obliviously spear men and rangers are probably going to get more out of it then swordsmen warriors or brutes will if you are having cash flow problems only give it to dedicated range units like archers, harpooners, assassins, poisoners, ect but if you have more gold then you know what to do with it is worth giving it to everyone even if they only use the skill once. like it won't be useless on pure melee mercs just not a big deal for them but a nice option to have open to you.

The battle spears, as I have said, scale off str, the unit with the most strength will throw them for the most dmg, regardless of his weapon
Originally posted by BedlamBetty:
Originally posted by Keyser Soze:
not just the spear merc like the spears sticking out on the battle field that you run up to work the same as an off hand when you are on their tile so all melee mercs can use it just obliviously spear men and rangers are probably going to get more out of it then swordsmen warriors or brutes will if you are having cash flow problems only give it to dedicated range units like archers, harpooners, assassins, poisoners, ect but if you have more gold then you know what to do with it is worth giving it to everyone even if they only use the skill once. like it won't be useless on pure melee mercs just not a big deal for them but a nice option to have open to you.

The battle spears, as I have said, scale off str, the unit with the most strength will throw them for the most dmg, regardless of his weapon
yea this is the guy who taught me about it:steamthis:
Krel Backstabba Sep 14, 2022 @ 11:00pm 
Originally posted by Keyser Soze:
but to be fair some were self inflicted like i think i had something like 2 spear men and 2 archers and a ranger with some swordsmen and the ranger and an npc are the only ones with torches in Arthes tomb lol and before that what is with this strange mist? (a few moments later) omg omg omg/run away run away!

Ye, this doesn't even sound like an effective group for tombs. But since you have a reanger, you can make it effective by throwing some fire around.
Originally posted by Lhutel the Headless:
Originally posted by Keyser Soze:
but to be fair some were self inflicted like i think i had something like 2 spear men and 2 archers and a ranger with some swordsmen and the ranger and an npc are the only ones with torches in Arthes tomb lol and before that what is with this strange mist? (a few moments later) omg omg omg/run away run away!

Ye, this doesn't even sound like an effective group for tombs. But since you have a reanger, you can make it effective by throwing some fire around.
now i like to go 1 of each one hander merc pretty easy to get their legendary weapons everyone can take a torch if needed small party so low upkeep and smaller scale battles i feel the two 2 hander mercs cause just as many if not more problems then they solve but i am tempted to add an archer to use the legendary bow but the spear eh, as for 2 handed swords maces and axes i have 0 interest in them
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Date Posted: Sep 13, 2022 @ 11:40pm
Posts: 17