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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Heroes 5 Strategy: Playing Sylvan Faction
Thread: Heroes 5 Strategy: Playing Sylvan Faction [ This thread is 28 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 (21) 22 23 24 25 26 27 28 ]
Elvin
Elvin

Hero of Order
Stillness within Movement
posted February 25, 2010 06:10 PM

Don't try sorcery, doesn't work with rain of arrows. Destructive can be good but better to prefer light in long maps.
____________
I gotta say I'm starting to feel
a bit elitist now that the qp
starts to sink into my
subconscius.
- Veco

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Ake11
Ake11


Hired Hero
posted February 26, 2010 04:41 AM

Okey thanks alot, seen you other answer so I think what I should use.

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Cleave
Cleave


Promising
Famous Hero
Raging Blood
posted February 27, 2010 05:49 AM

Battle Commander is cool with Mentoring since with some luck you can train new Rangers to get some massive reinforcement.

Destructive is great if you can get Imbue Ballista but it is so rare to get War Machines so it's a much safer bet to go for Light Magic instead.
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Hethrir
Hethrir

Tavern Dweller
posted April 27, 2010 04:11 AM

Dear all,

I'm quite new in experiencing the elven. I like their play style though.

I was wondering what you would recommend in skills in version 3.0 for Wyngaal or Ossir ?
Why?:

I saw that Ossir couldn't have Nature luck :-( Ok, it's very rare to have it but still
He doesnt have access to Elven luck as well.
BUT : he can have archery and retribution, which seems to rules for me in terms of PURE damage on hunters for example.

On the other hand, Wyngaal can access Elven and Natures luck, but starting with tactic, you can only choose either :
archery, or retribution.
Archery increase damage on 20% for ranged attacks while Retribution can provide you 25% dps on ALL units.

That's why I was wondering which skill choice "experienced" player of the Sylv used to choose :-)

I'm not really sure that LeaderShip is a strong skill for Sylvans?

Moreover, we have to choose 5 main skills for heroes (6 in total but starting with one...).

I thought about :
- Luck
- Attack
- Logistic
- Light
- ?
I'm really unsure about the last : LeaderShip for Retribution? Or Enlightment for more Mana (for mass blessing/cleaning) and hero stats?


Thanks a lot for your input :-)






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Elvin
Elvin

Hero of Order
Stillness within Movement
posted April 27, 2010 04:22 AM

The million dollar question is against who, on what map and what week you expect to fight. Light is good but destructive is a pretty good option as well, dark even better vs most factions and summoning.. a lot of fun actually. That is assuming you go for high druids.

Typically I prefer to have aura of swiftness against fragile factions like dungeon and defense against powerful might factions. Basic guideline though is always pick luck/logistics and a magic skill. Enlightenment is also a strong addition since it greatly boosts your defense and knowledge.
____________
I gotta say I'm starting to feel
a bit elitist now that the qp
starts to sink into my
subconscius.
- Veco

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Hethrir
Hethrir

Tavern Dweller
posted April 27, 2010 05:12 AM

Thanks I have no idea for the timeline of the game.
Most likely, on a Large map considering the number of players (4).

Probably 1 or 2 necromancers that will try to make the game last foreever ().

I guess I maybe underestimated Knowledge :-)

Thanks!
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Elvin
Elvin

Hero of Order
Stillness within Movement
posted April 27, 2010 07:16 AM

Then a typical build would be luck->resistance, logs, light->stormwind, enlightenment and according to how many levels you expect to get or personal taste you could add attack, leadership or defense. Leadership not so much for morale - in a long game you can expect to have many artifact/adventure locations that give morale - but because of aura of swiftness. From attack I'd keep an eye out for tactics and battle frenzy, maybe power of speed if you missed haste. From light stormwind is a good bet because it's easy to get either haste or righteous might and since necro has 3 flying units it's pretty effective. Master of blessings for mass cleansing is another lovely thing to have if possible.
____________
I gotta say I'm starting to feel
a bit elitist now that the qp
starts to sink into my
subconscius.
- Veco

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Hethrir
Hethrir

Tavern Dweller
posted April 27, 2010 07:36 AM

Hum, I can say that you are really experienced
I took time to read many threads on this forum about sylvan, and your experience is gold !

Thank you for all those information and shared knowledge :-)

I must admit I'm tempted to replace Light by Destructive following your High druid choice advise. But that might be tricky against a Necro that will most likely use mass Dark Magic.

That's why I thought Light was necessary for Cleansing.

Thanks anyway I guess I will have to see which skills luck offer me at level's up !
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Arcax
Arcax


Promising
Famous Hero
Its quite hot inside...
posted April 27, 2010 07:50 AM

Druid Powered Meteor Shower/Fireball/Ignite with Imbued Rain of Arrows and sometmies necro troops have nothing left so you dont bother about cleansing curses.

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Elvin
Elvin

Hero of Order
Stillness within Movement
posted April 27, 2010 07:51 AM

That's pretty much how it goes, can't plan everything in H5. If you do go destructive aim for rain of arrows and imbue arrow with empathy. Maybe even imbued ballista though it's the rarest of skills. You can start the game with a triple cast of meteor shower that will hurt everything multiple times if they are packed close and an imbued ballista will add 3 meteors on her turn.

Just a hint, if ballista acts before hero and druids then make it wait so that its imbued spells come with druid-boosted spellpower. Also you should know that when the imbued ballista shoots your hero turn is reset so your only hope for both hero and ballista to act in the same turn is empathy. Sorcery won't work with rain of arrows so avoid. Luck will also not be very useful in this build but defense certainly will.

Of course it is possible that the necromancer will frenzy the druids the moment the game begins and you are stuck with your low spellpower But if they are next to silver unicorns there's a high chance they will resist so it might be worth a gamble.  Not that light is risk-free, if you keep playing before the necromancer he'll be able to counter your blesses in every turn. But if you play after him then you've got the upper hand.
____________
I gotta say I'm starting to feel
a bit elitist now that the qp
starts to sink into my
subconscius.
- Veco

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Arcax
Arcax


Promising
Famous Hero
Its quite hot inside...
posted April 27, 2010 08:15 AM

In my last game with Zen I noticed that if you re-imbue the spell your atb is reseted as well.

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Hethrir
Hethrir

Tavern Dweller
posted April 27, 2010 08:16 AM

Thanks :-)

Hopefully, fights are never made, or it wouldn't be funny

About druids, I onlysee :
This creature can increase the hero's Spell Power by its own Spell Power value, but not greater than the hero's Knowledge. The effect lasts until the end of the combat or until the creature dies, and is not cumulative (activated ability).

Hopefully, it's capped but I was wonderinng how calculating Druids SpellPower? It's the number of creatures? (it would be quite too much, even if capped at Heros Knowledge).

Well anyway, thanks for the information.
I find the Sylv funnier to play than most, just because the units are more interesting to use (like Donjon).
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necromance
necromance


Hired Hero
Town Pillager
posted May 11, 2010 08:55 PM

personaly

i personaly like rangers better.

the best unit of sylvan is the MAsTer HuNTErs.

these archers will double shoot the enemy.


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xelaris
xelaris

Tavern Dweller
posted May 14, 2010 09:07 AM

hi

I am very new to this game,i have read what i could from the strategy with sylvan.
My problem is: i get beaten by normal computer on a 196x196 random map no water no subteran,enemy is random.
It is clear that i am missing something.
What hero should i go with and what skills should i take with him on this kind of map?
What hero should i leave behind in castle?
Thank you in advance


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Cleave
Cleave


Promising
Famous Hero
Raging Blood
posted May 17, 2010 08:18 AM
Edited by Cleave at 08:19, 17 May 2010.

Quote:
I am very new to this game,i have read what i could from the strategy with sylvan.
My problem is: i get beaten by normal computer on a 196x196 random map no water no subteran,enemy is random.
It is clear that i am missing something.
What hero should i go with and what skills should i take with him on this kind of map?
What hero should i leave behind in castle?
Thank you in advance




It depends on the map and your resources. If you get beaten by the AI on normal then I'd suggest working on honing your creeping skills and your town development.

It also depends on the number of enemies. Sylvan troops are great but some of them are really fragile. You have to protect them.

Don't overlook the usefulness of tier one creatures they can attack several stacks with no retaliation and they have a good initiative.

The early game can be a bit daunting if you don't get enough wood. Freeing wood and ore should be a priority. Once you get a decent hunter stack and some druids creeping should become very easy.

Later on it depends on the enemy you're facing. There are many options available.

A good build for a defensive hero is a Ranger with Destructive and cold death. The hero can destroy machines and kill phoenix and the like, depending on the attacking troops, if you manage to destroy the balista and the chariot enemy shooters will be less of a threat. Enemy flyers will have a hard time killing your Treants (a perfect defensive unit especially if your hero has Defense) and your walls should prevent non flyers from teaming up against your Treants.

For your main hero I strongly recommend going for Light so you can minimize losses (especially if the map has more than one enemy). Winning a battle against a foe with heavy losses is not a loss if you're the only one left but it certainly is bad if there are still 6 or 7 enemy towns.

As a rule I rarely pick Destructive for my main unless I'm lucky enough to get Imbue Ballista (which is just sick since with High Druids you will really go through the AI troops like butter).

Dark Magic is not a bad pick if the map allows you to get some spells later on. It's not that good against Necromancers though. Frenzy is certainly the spell that I find the most annoying when I play a Ranger, it can really mess with your plans so if there is a chance to get the shield that protects from Frenzy you should definitely try and get it.

I often play with Vinrael because he is tailored for Mentoring. Mentoring is absolutely great because it will allow you to focus on your main and still get a decent second hero. It also works quite well in order to get spells and extra troops (you can train other Rangers in the mid late game on larger maps to get reinforcements through Battle Commander). Besides if you're unscrupulous you could train a Warlock and send him on a suicide mission to weaken the AI's hero (not a very honourable tactic but still).

Don't overlook the usefulness of Logistics either. Being able to move around the map faster will yield more resources and more XP in the long run. It will also allow you to concentrate your forces if you feel confident that your hero will be able to move faster than the enemy.

The late game Sylvan is a juggernaut of destruction. Be careful not to send your troops on a suicide attack though. It's all too easy to lose Dragons or Unicorns if you're careless and let them be surrounded, you have to plan your attacks by looking ahead on the bar and find out how you can hit your enemy where it will hurt the most while preventing too many losses on your side. The Ranger has some very good ranged troops at his disposal so that is something you should take advantage of.

Don't forget about the Ranger special ability. Choosing the right favourite foes can make a large battle much easier.

Beating the AI shouldn't be a problem if you develop your town in a sensible manner. There are different ways to do this and it depends on the resources on the map. You need to focus on creature buildings and money buildings first then when you get your capital you should focus on defences (boosting troop production), upgrades and high tier units (there are exceptions, if you have enough wood go for the Hunter upgrade asap and high tier units shouldn't be delayed too much either).

One last advice, many beginners will take XP instead of gold when looting chests. Having a few more levels can make a difference but you should consider taking the gold if you need the money to build or recruit more creatures. The logic is simple, the more gold you have, the more troops you can recruit and the more foes you can defeat on the map hence allowing your character to level up. Taking a few levels to get started is not a bad idea but don't overdo it if you want to have a good town development (you know something is wrong if you can't build anything or if when you reach town level 15 you can't get your capital).

I don't expect everyone to agree with what I've just posted but it should help you win against the AI (winning against other players is a completely different matter).
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einomida
einomida


Known Hero
posted May 17, 2010 09:05 AM

Can I Puppet High Druids and channel my hero?
I doubt it, but wanted to make sure.

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Azagal
Azagal


Honorable
Undefeatable Hero
Smooth Snake
posted May 17, 2010 11:05 AM

It's a cool idea and would certainly be fun but unfortunately it doesn't work. If you puppet them you can't channel at all (so the enemy hero doesn't get the bonus either), it will say "no hero".
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"The superior man is modest in
his speech but exceeds in his
actions." Confucius

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cotillion
cotillion


Hired Hero
posted May 17, 2010 03:27 PM

Regarding imbue arrow/ballista:

Is it possible to "un-imbue" after you have chosen a spell? This means going back to your normal ranger attack.
Purpose is to conserve mana when an imbued attack is not necessary. Second reason is that an imbued area spell may be too dangerous to your own troops.

Sorry if this has been answered in this forum before, I did not find an answer in the fan manual.

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Buji
Buji


Known Hero
posted May 17, 2010 06:09 PM

Quote:
Regarding imbue arrow/ballista:

Is it possible to "un-imbue" after you have chosen a spell? This means going back to your normal ranger attack.
Purpose is to conserve mana when an imbued attack is not necessary. Second reason is that an imbued area spell may be too dangerous to your own troops.

Sorry if this has been answered in this forum before, I did not find an answer in the fan manual.



no, but you can at least try using the least expensive spell (for mana conservation)

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OnLy4DuNgEoN
OnLy4DuNgEoN


Adventuring Hero
Happy face
posted June 15, 2010 03:52 AM

Rangers have a lot of knoledge so you can use it at everything : mass spels , summon creatures , abilities ...
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