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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Sylvan superiority
Thread: Sylvan superiority This thread is 2 pages long: 1 2 · NEXT»
silentQ
silentQ


Hired Hero
umm... yeah.... got milk?
posted November 02, 2007 01:13 AM

Sylvan superiority

This is more of a complaint and abuse of a faction not a thread to defend lol..

i mean sylvan is a strong faction as is. Now looking at the alternative updates - inho it's overpowered.
wind dancer are frking awesome now... +2 def for every tile.. like sylvan ever had problems with defence.
crystal dragon, arcane shooters... horrible. (in a good way who plays sylvan)...

i had a hard time in HoF with Inferno to beat Sylvan... now with Haven will be even tougher with alt updates...

Haven's alternatives aren't as great as Sylvan's... but yeah what am i complaining about.. Heroes always had overpowered features in every patch... they update lowering the exploit... the overpower something else...


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Rip
Rip

Tavern Dweller
posted November 02, 2007 04:49 AM

i like all alternatives except the treant(i like take roots... if it comes to it) , and one thing i did not expect is the druid ability to give spellpower to the hero(it gives a lot of spellpower),

i see no weak creatures in this castle, in the other castles there is at least one creature i see uselles (not totaly... just horrible )
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Legendary_Hero
Legendary_Hero


Known Hero
Stronghold Warchief
posted November 02, 2007 07:59 AM

What do you mean a lot,4 spellpower isn't so bad but it isnt good as well.And the Elder Druids are far more powerful.With mana feed your hero will never run out of mana when your creeping.And his spells makes him a killing machine agains high defence creatures.

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elmek
elmek


Adventuring Hero
posted November 02, 2007 08:25 AM

Quote:
What do you mean a lot,4 spellpower isn't so bad but it isnt good as well.And the Elder Druids are far more powerful.With mana feed your hero will never run out of mana when your creeping.And his spells makes him a killing machine agains high defence creatures.

Once when I used channeling, druids gave me 12 spellpower, so my ranger ended up with 26 or so. I do not remember the stack size though...

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Nirual
Nirual


Famous Hero
Imbued Ballista
posted November 02, 2007 08:45 AM

Quote:
What do you mean a lot,4 spellpower isn't so bad but it isnt good as well.And the Elder Druids are far more powerful.With mana feed your hero will never run out of mana when your creeping.And his spells makes him a killing machine agains high defence creatures.


actually, the spellpower isn't fixed on 4. The amount depends on the stack size, and given the low spellpower, it's quite a powerful ability combined with Imbue Arrow.
As a matter of fact, it's pretty much the only way a Ranger could compete with more magic-inclined heroes. Not with Warlocks or Wizards, but at least with Runemages and Necromancers.
____________
In ur base killing ur doods... and raising them as undeads.

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silentQ
silentQ


Hired Hero
umm... yeah.... got milk?
posted November 02, 2007 03:19 PM

so then as far as i can see it'll be pretty tough to beat sylvan with haven... any other suggestions?

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted November 02, 2007 05:59 PM

as I've described in my topic, Sylvan is mad at duels.

Plus, as I stated there, their alternatives are so much better than original units it's almost unfair.

Dryads.. well if you have bloody claw, battle frenzy.. +1 speed artie or familiar ground.. and they get luck or avenger.. tbey can kill three stacks in first blow, or seriously damage them. Compare that to conscripts lol.

Wind dancers.. you don't have to be a specialist to get them to 45 def. Just cross the whole map with them and cast expert endurance of elder druids. With rangers' natural def, you should reach 40+ right away.. now imagine specialist with some def arties and maybe enlightment... 60 defense level 2 units? hahah cmon. Ridiculous.

Arcane Archers.. two words: wicked sick. They usually ohko every stack, much like the 1.00 paladins did, if ossir leads them. Best used at high def units since their special halves def.

Druids.. Elders are better imho. Free expert endurance is great - and since corns get it casted on them, too.. Lightning bolt is good at counterrushing. They also restore mana when your hero creeps.

Corns.. both are good, but against light-orientated enemy i'd pick pristine obviously.

Treants.. Savage ones serve as excelent force at late battle. After activating their special, they are 12 initative 45 att units (!) with 180 hp (!). Their damage is somewhat good after activating the special, and they are still extremely durable. Serve well against warlocks.

Crystal drags - if luck triggers, half of your army is dead at first turn. Clearly the best level7 unit, costly, though.

every unit at sylvan army is strong and has a role of his own.. sylvan, if it manages to spare level 1-3 units in earlygame, can deal a lot damage with every stack type. That makes them so strong - they don't have "key" stacks, so they are less susceptible to puppet master, atb reduction and such.

Finally, are they imba? I think not, unless the game takes too long. On rush maps, they don't pose too much of a threat - they don't have spells or warmachines, they have little to counter a rush.


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PaleMaster
PaleMaster


Hired Hero
posted November 02, 2007 09:51 PM

sylvan is imba imho
i had a match against my friend today (he was haven) and he didnt have time to make even 1 turn
u cant defend ur shooters against crystal dragons, no matter how u place them, they are dead in first round of the fight
arcane archers: i thought that master hunters were a bit imba, but sylvan had problems in creeping, against rushes and so on, so it was ok for them to have a very good unit, but today, common, master hunters are nothing compared to arcane archers, with ossir i can defeat level7 units in first week
wind dancer is much better than war dancer
both sprites, druids and unicorns have their uses

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phoenixreborn
phoenixreborn


Promising
Legendary Hero
Unicorn
posted November 03, 2007 02:38 AM

Why doesn't imbue arrow take any initiative?

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silentQ
silentQ


Hired Hero
umm... yeah.... got milk?
posted November 03, 2007 05:31 AM

well as long as seraphs survive the first attack, divine vengeance can do quite a bit of damage...
but overall, i agree with doomforge, faction is extremely overpowered...
especially in very late game...

i remember playing HoF with my friend... treants took forever to defeat.. those pines are the last to remain on the field along with unicorns... now treat alt upgrade is freaking sick...

well gotta find the way out lol...

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silentQ
silentQ


Hired Hero
umm... yeah.... got milk?
posted November 03, 2007 05:35 AM

btw did any one check vampirism + raise dead? if that worked that'd be kick ass

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roy-algriffin
roy-algriffin


Supreme Hero
Chocolate ice cream zealot
posted November 03, 2007 06:19 AM

I havent but shouldnt work.
Your creatures are converted back to living by the end of the battle.
____________
"Am i a demon? No im a priest of the light! THE BLOODY RED LIGHT"

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Maurice
Maurice

Hero of Order
Part of the furniture
posted November 03, 2007 10:29 AM

It works. Cast Vampirism, and your unit will be permanently brought back when Raise Dead is used on them. I did this when my vampiric Storm Titans didn't have enough enemies left to resurrect fully on their own

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ismail222
ismail222


Known Hero
The Cataclysm
posted November 03, 2007 10:52 AM
Edited by ismail222 at 10:55, 03 Nov 2007.

Quote:
common, master hunters are nothing compared to arcane archers,


I respectfully disagree.
Sure,arcane archers are very great and awesome for early game,but with unicorn horn bow,or just normal full arrow,master huters are a bilion times better,espically with archer's dream + morale + warding arrows,their turn simply never ends,and arcane archers are for sure better Vs def oriented factions,but Vs one that isn't like dungeon,master hunters are way better,and with unicorn horn bow,master hunters are always better ^_^
____________
Ppl griveing,Ppl
Deceving,Ppl lying,Ppl dying
One Word : Life

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exekutor
exekutor


Adventuring Hero
posted November 03, 2007 11:56 AM
Edited by exekutor at 11:57, 03 Nov 2007.

Quote:
It works. Cast Vampirism, and your unit will be permanently brought back when Raise Dead is used on them. I did this when my vampiric Storm Titans didn't have enough enemies left to resurrect fully on their own


Yes, Raise Dead is permanent on Vampirism units. That spell is really uber, think about a Sylvan Hero with always luck and some tier7 dragons ... ouch, those things are almost immortal lol
A pity it doesn't work on range attacks, Range Vampire Titans would rock

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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted November 03, 2007 12:09 PM

Yeah and imagine vampire Arcane Archers.  Talk about scary.  Of course there are a lot of scary thoughts with this.  Like Hydras.  That would mean that Arch Angels would also have the advantage over Seraphs.  Ressurect AND steal life.  Of course Word of Light would hurt them....  Some things to think about that is for sure.  Sorrow is another scary dark spell.  Had one of my people with -4 to morale and luck with it, how high can it get??
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Message received.

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Maurice
Maurice

Hero of Order
Part of the furniture
posted November 03, 2007 12:54 PM

Vampirism only works for melee attacks, not for ranged attacks.

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Nirual
Nirual


Famous Hero
Imbued Ballista
posted November 03, 2007 01:13 PM

Quote:
Why doesn't imbue arrow take any initiative?


Yeah, they kinda overdid that one. 0.5 for the old Imbue was a bit long especially in short battles, but no take at all? It's not even like you can't do anything else, you can even imbue and then cast something completely different (very useful for Imbue Ballista, obviously). I'd say 0.1 ATB taken and being forced to shot on the next turn (including Rain of Arrows) would be fair.
____________
In ur base killing ur doods... and raising them as undeads.

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Nemira
Nemira


Adventuring Hero
posted November 03, 2007 01:30 PM

Let sylvan be oped in 3.0, they had the short end of stick for all patches till now

I started to like ranger heroes more since I embrace englithenment with them and the high druids can add a lot of spell power which will make imbue arrow awesome even without favored enemy. As example I found scroll of blind on disrupted island, and was able to take it at start of week 2 With my initial spellpower and no dark magic specialisation, the spell would last 0.52 turns! But after druids buffed my hero blind lasted 2.58 turns! Which make him able to put 2 enemy stacks out of fight while dealing dmg to them as well!

-Nemi

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Legendary_hero
Legendary_hero


Known Hero
Stronghold Warchief
posted November 03, 2007 02:02 PM

Ok what's with the 'lot of spellpower' 31 High Druids add 4 spellpower(from the Ossir of the duel).Is that a lot i mean for 15 spellpower you will need about 160 druids.And you guys prefer them instead of the EldersOh and the Spellpower cannot be higher then your KNOWLEDGE and thats about dumb as you can imagine.Just with 16 elders(in 2 stacks with 8)you can creep almost the entire map without any problems for the Hero's mana.And the High druids have only ENDURANCE while the Elders have Lightning Bolt,Stone Spikes and Endruance which makes then also high level killers.So this alternative...isn't so great

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