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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 29 pages long: 1 2 3 4 5 ... 10 20 ... 25 26 27 28 29 · «PREV / NEXT»
pinkspear
pinkspear


Known Hero
Crazy like a fool
posted October 16, 2007 11:31 PM

As I said, I have tried Ranger with dest. magic and imbuing.

I had an awesome hero because I was offered war machines and dest. magic early. On week 4 I had exp war machines with triple ballista, deadeye shot, and also exp. destr. magic besides wyngaal's basic skills (attack+avenger). I had only 3 spellpower, but I had 7 knowledge, and some cheesy spells such as deep freeze and circle of winter. All I had to do in battles was to channel 7 spellpower with high druids, and then imbue the spellls, which resulted in that my hero dealt about 450 damage to anything with an imbued deep freeze, which took out the most troublesome creature in enemy's army, and I finished it with arcane archers and unicorns. Then on the lvl-up I got... IMBUE BALLISTA!!! After that it was a piece of cake to finish the whole map. If I remember well, my ballista alone took out 7 emerald dragons with the help of deep freeze. Of course I was very lucky to get both war machines and dest. magic, but I think this stategy also works when you get only 1 of them. I highly recommend defense with sylvan now because the enemy manages to kill your fragile units(arcane archers& high druids), you'll be in deep trouble. Perhaps skipping treants and go for dragons asap is the best way, 'cause they'll keep the enemy entertained while you tear his/her army into pieces with your shooters, and imbued rain of arrow strikes. I also suggest having silver unicorns since their magic-protective aura can help a lot, while the pristine's spec. is quite useless with this tactic.

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ba
ba

Tavern Dweller
posted October 20, 2007 09:50 PM

Hi.
I got stuck with the sylvans last time, it was in the mission when i needed to hold the capital and every week 1-2 necro heros come and attack me, i cant leave with main hero, but if i dont go out in the begining than the other towns will have too many stufff and i cant take them out. ( cant give the name of the manp because my profile got deleted) What can you do there? Thx for the help

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guarder
guarder


Supreme Hero
posted October 20, 2007 10:19 PM

Tjis should go at the Sylvan campaign help, but i give you some tips: Hire another hero at the capital and leave your army there. Don't remember more so if you want more help:Click here
____________

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Duncan
Duncan


Famous Hero
The Pathfinder
posted October 20, 2007 10:20 PM

Have you checked here?
____________
But now I have come to believe that the whole world is an enigma, a harmless enigma that is made terrible by our own mad attempt to interpret it.

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Ba
Ba

Tavern Dweller
posted October 21, 2007 11:48 PM

Well, i havent checked this site entirely, it was a bit late when i found it with google, sow, no i havent checked anything else there

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elmek
elmek


Adventuring Hero
posted October 31, 2007 12:13 PM

So far from my experience with Sylvan in TotE I can say, that coupled with Wyngaal, they are ultra fast. On any decent sized map having ~lots lvl7, battles are decided usually in the first turn as I can move almost all of my units before the opponent and all (except treants as I must have power of speed or boots of speed and tactics advantage) hit the enemy.
Preferred units:
Dryad - for symbiosis with Treants, but they usually stay at home as I tend to split archers
Wind dancer - agility is great for saving them and he's faster than the other cousin
Arcane archer usually, if I have the bow negating range penalty Master Hunters are way better
Elder druids for early creeping, later High druids are better as lightning is not so useful then
Silver unicorns for blind
Savage treant cuz looks better
Emerald dragons as acid breath is way better for me as predictable and allows me to plan the attack better.

Skill choices are also great for the Natures luck path. If possible I go for Retribution too, otherwise defense.

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Arxur
Arxur


Adventuring Hero
posted October 31, 2007 03:02 PM

Quote:
Skill choices are also great for the Natures luck path.


I don't agree with that. Every other faction has a better change in learning the ultimate ability. (Warlock now needs desruitoin magic, Wizards don't have to learn Summoning magic, which is a waste after they get their ultimaty ability...)

But if you want to have nature luck you have to choose the luck skill wich will be totally useless after u hace the Ultimate skill...

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elmek
elmek


Adventuring Hero
posted October 31, 2007 03:49 PM
Edited by elmek at 15:51, 31 Oct 2007.

Quote:
Quote:
Skill choices are also great for the Natures luck path.


I don't agree with that. Every other faction has a better change in learning the ultimate ability. (Warlock now needs desruitoin magic, Wizards don't have to learn Summoning magic, which is a waste after they get their ultimaty ability...)

But if you want to have nature luck you have to choose the luck skill wich will be totally useless after u hace the Ultimate skill...

I do not consider luck worthless heliping you all the way to ultimate and having 2 great perks: soldiers luck and elven luck.
What I'd change is only light magic perks and that crapy silent stalker from logistics. Also resourcefullness to resistance.

As for the crappy ultimate requirements, the worst one goes for runemages imo, favoring summoning over light.

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arxur
arxur


Adventuring Hero
posted October 31, 2007 04:08 PM

Quote:

I do not consider luck worthless heliping you all the way to ultimate and having 2 great perks: soldiers luck and elven luck.
.


Soldiers luck is still useful, but elven luck?

Elven luck isn't useful after you have Nature luck. That means you wasted 5 skills for the ultimate ability. (basic>advanced>expert luck, resoursfullness and elven luck)

Light magic is still the best megic school for rangers, because of the low magic power.

Logistics... Well I hate logisticks...

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Nirual
Nirual


Famous Hero
Imbued Ballista
posted October 31, 2007 04:12 PM

Quote:
Quote:
Skill choices are also great for the Natures luck path.


I don't agree with that. Every other faction has a better change in learning the ultimate ability. (Warlock now needs desruitoin magic, Wizards don't have to learn Summoning magic, which is a waste after they get their ultimaty ability...)

But if you want to have nature luck you have to choose the luck skill wich will be totally useless after u hace the Ultimate skill...


Yeah, except no. A wizard going for the ultimate is totally helpless magic-wise until they reach it, and they can't rely on the Ballista either.

And Luck a total waste for Nature's Luck? I think you forgot about Elven Luck, which now comes in effect 100% of the time rather than the 30-50% it did before with Expert Luck, aswell as Soldiers Luck, which is pretty handy for Rangers.
The only downsides is that you can't have Warpath or Snatch, the best adventure log skills, and the limitations on Mass-casting Light spells. But then again, all Ultimate paths seem to be designed to sacrifice some good perks for it.
____________
In ur base killing ur doods... and raising them as undeads.

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arxur
arxur


Adventuring Hero
posted October 31, 2007 04:25 PM

To mention a good thing about the new skill system (), finally you can have refined mana, which is great for druid elders. (2 more lighting bolts)

Finally you have much more chance to learn attack. I guess this is one of the best skills for Rangers. And now you can learn Stand Your Ground much more easyly...

So in ToE My best Ranger would look like something like this:

1. Expert Luck: Elven Luck, Sodier Luck, Resoursfulness
2. Expert Attack: Archery, Frenzy, Nature's Wraith
3. Expert Defence: Vitality, Stand Your Ground, and somthing...
4. Epert Light Magic: Master of all.
5. Expert Sorcery: Arcana Training, Arcana Excellence, Mana Regeneration

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elmek
elmek


Adventuring Hero
posted October 31, 2007 04:51 PM

Quote:

So in ToE My best Ranger would look like something like this:

1. Expert Luck: Elven Luck, Sodier Luck, Resoursfulness
2. Expert Attack: Archery, Frenzy, Nature's Wraith
3. Expert Defence: Vitality, Stand Your Ground, and somthing...
4. Epert Light Magic: Master of all.
5. Expert Sorcery: Arcana Training, Arcana Excellence, Mana Regeneration

Can you tell me what is so great about Stand your ground? Sylvan is made to attack quickly and deal the fatal blow instantly, not turtling like the Fortress. I almost never use the Defend command with my troops.
Also Sorcery? I do not get it. The spellpower is crappy anyway. You want to spam light buffs all the time?

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Nirual
Nirual


Famous Hero
Imbued Ballista
posted October 31, 2007 04:58 PM

Pretty obviously if he takes all masteries. And with that setup, he can cast Vengeance after casting the mass buffs, (unless he needs Cleansing vs Dark) which works great even with low spellpower.

____________
In ur base killing ur doods... and raising them as undeads.

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elmek
elmek


Adventuring Hero
posted October 31, 2007 05:02 PM

Quote:
Pretty obviously if he takes all masteries. And with that setup, he can cast Vengeance after casting the mass buffs, (unless he needs Cleansing vs Dark) which works great even with low spellpower.


Relying on Venegance means you automatically assume big losses on your side. Whereas with fast lucky attack with properly prepared favourite enemies list there is no need for that.

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arxur
arxur


Adventuring Hero
posted October 31, 2007 05:07 PM

Why to learn Stand Your Ground?

Answer: Ancient Treants and their Entangling Roots ability. It will allow them to live MUCH MORE LONGER, and do MUCH MORE damage.

Dark Magic is also a great choice. If it is paired up with light magic than you can win the battle in no time. While increasing your own statistics, you can decrease the enemy's.

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Nirual
Nirual


Famous Hero
Imbued Ballista
posted October 31, 2007 05:27 PM

Quote:
Quote:
Pretty obviously if he takes all masteries. And with that setup, he can cast Vengeance after casting the mass buffs, (unless he needs Cleansing vs Dark) which works great even with low spellpower.


Relying on Venegance means you automatically assume big losses on your side. Whereas with fast lucky attack with properly prepared favourite enemies list there is no need for that.


You will have big losses in a decisive battle. If not, you won't even get to the point where you'd start using Vengeance, rather, the fight will essentially or completely over once you finish mass-casting. Besides, you don't even need a lot of losses for Vengeance to start hurting, and the frags count even after the respective units have been ressurected. See where that leads with Treants and Dryads? Suppose you lost 30 Dryads and 2 Ancient Treants to a specific stack, 84 frags in total, with 3 spellpower: 715 damage.
Tell me another way to inflict that much damage with a single-target spells with such a pathetic spellpower.
____________
In ur base killing ur doods... and raising them as undeads.

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phoenixreborn
phoenixreborn


Promising
Legendary Hero
Unicorn
posted October 31, 2007 05:29 PM

So is Wyngaal still broken in ToE?

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Maurice
Maurice

Hero of Order
Part of the furniture
posted October 31, 2007 06:10 PM

You can also keep casting Divine Vengeance on a given stack; the frags do not get "used up" when you cast it on a stack.

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elmek
elmek


Adventuring Hero
posted October 31, 2007 06:43 PM

Still I prefer attack rather than dafending and casting venegance and resurrection with a pathetic spellpower. Especially when Wyngaal allows you to move all or most of of your units before the opponent and most of them can reach the enemy. What is the point in defending at that point?
Stand your ground may be good for treants, but nothing else. For that sole reason I do not consider it to be great and would pick retribution any day.
Having leadership->divine guideance and retribution, casting light magic and abovementioned divine guideance (hero usually moves after all of my units anyway) I find superior to staying in defence and spamming light buffs from sorcery coupled with venegance.


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Arxur
Arxur


Adventuring Hero
posted October 31, 2007 06:55 PM

That's right swiftness is the key with Sylvan, but what do you do after your first attack. Dancers and Pixies will most likely die after one single hit if you don't have defense...

Since enemy units can't move that much, I usually wait to come closer. I cast mass spells with my hero and I assault them afterwards...

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