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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Sylvan Guide
Thread: Sylvan Guide This thread is 10 pages long: 1 2 3 4 5 6 7 8 9 10 · NEXT»
Falkenstein
Falkenstein


Hired Hero
posted May 31, 2008 10:20 PM bonus applied by Elvin on 05 Jul 2008.

Sylvan Guide

Hi, I´m not even sure whether this is the right place for this thread, as this project is not a mod - it´s a guide. A complex guide for playing Sylvan faction. I´ve been working on it for about half a year and it´s in version 0.2. Right now, it has 89 pages. I couldn´t work on it properly till now, because I was studying hardly. Now, when my school leaving exam is over, I feel the guide should be completed. And that is why I´m making this thread - I need help, because I realized I´m unable to finish it by myself. There´s still too much to do and I just don´t have enough time for it. I beg for help of the pros and theoreticians here, on HC

Here is what the guide already contains:
1. Complete overview of all feats (their rating, comments about their usefulness)
2. Complete overview of all Sylvan units (and suggestions how to play them, how to improve them...)
3. Magic (incomplete - I´ve only done Light and Destructive and they still need some tweaking)
4. Creeping (complete list of all ingame creatures and tips how to creepn them, which formations to use...)
5. Graphs - maths is my hobby and it´s reflected in the guide. I´ve only done few graphs this far, but I´ll do many more. The graphs are about comparison of creature damage, effectivness of different spells,  mathematical comparison of Sorcery and Imbue Arrow...
6. Heroes builds (far from beeing complete)

Here are the things I would need to help with in the first phase:
- Town building section (which buildings to build first etc.)
- Fighting other factions (how to adjust strategy against a certain faction)
- Some graphics (it´s pretty pale now, I´ve almost no experience with graphics)
- comments on everything (my own oppinions are often wrong, I know people will wish me to hell for my defensive approach)

If anyone of you would be kind and wished to participate, write in the thread or HCM me, whichever you prefer. I´ll mail you the recent version of the guide (0.2). Sadly, I usually have a lot of work to do outside, so it might take a while before I react But I´ll try to be online as often as I can.

I thank to Elvin, who already has earned his place in credits - he made first proofreading long ago. Thanks to him I realized working on the guide isn´t a waste of time

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VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted May 31, 2008 10:28 PM
Edited by VokialBG at 00:20, 01 Jun 2008.

Hi there. This forum is dedicated to Hearoes 5 Modding. Even if your guide if some sort of programm, its place in the Temple of Ashan. But don't worry, thread was moved
____________

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted May 31, 2008 10:33 PM

Thanks Vokial. I was wondering when that guide would show up I'll be glad to help and still have some free time.
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H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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Falkenstein
Falkenstein


Hired Hero
posted May 31, 2008 10:34 PM

Thanks, I relly didn´t know which forum was the right one

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Isabel
Isabel


Known Hero
Dragonblessed
posted June 01, 2008 08:21 AM

Can you write about specific strategies and builds for each ranger hero ? Coz I really want to know what Dirael'ss Wasp queen is for.

And choice of alternative upgrades?
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Griffin eternal!

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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted June 01, 2008 09:46 AM

Well as for choice for upgrades, that varies with people.  However, the new upgrades are very potent.

Dryads - With their ability to heal from Treants, they can get nasty.  Treants have a lot of hp to spare, meaning you can cut down losses of them dramatically, and no hp loss with Symbosis unlike Resurrection.

Wind Dancers - One word for these guys.  Nasty.  IMO they are a lot better then the other upgrade.

Arcane Archer - Two attacks is nice with Master Hunters, but this one attack is downright scary.  When facing neutral enemies guarding a mine (or such) I'd rather face Master Hunters any day then these guys.

The druids both have their uses, depending how you are going with your hero.  The +sp druids are much better if you are going to imbue.

Unicorns - I still like the magic resistant ones, but if you are facing a town that casts a lot of light magic spells...deffinately go with the other.  Or if you are going for non-mass light magic casting. Like a free perminate MOTW for light magic spells

Treants.  Well I like the anger ones myself, for more offense.  However, if you have to defend in your town, go with the traditional upgrade.  One is more offensive, the other more deffensive.  Depends on which you need for your army.

Dragons - Not really sure to be honest.  Heard the new one is a lot stronger.  Rarely get a chance to get out dragons in Multiplayer.
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Message received.

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arxur
arxur


Adventuring Hero
posted June 01, 2008 02:39 PM

I really want to help.
I have lots of tips for how the develop each sylvan hero. The problem is, I'm might do some grammar mistake, since I'm from Hungary.

But believe me, you don't want to leave me.
____________
For my Heroes 5 maps and other game stuff visit
projectarxur.wordpress.com

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Darkshadow
Darkshadow


Legendary Hero
Cerise Princess
posted June 01, 2008 02:51 PM
Edited by Darkshadow at 14:56, 01 Jun 2008.

I have to ask, why everyone makes sylvan guide?Why not a guide for more challenging factions?EDIT: On a deeper thought, maybe Ill make necropolis 101...
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Falkenstein
Falkenstein


Hired Hero
posted June 01, 2008 07:13 PM

I´m sorry for reacting a bit late, I had to do some masonry and haymaking

@Darkshadow: Well, I know about two other published Sylvan guides, never heard of any more. Besides, I seriously doupt everyone makes about 100 pages long Sylvan guide
If you´re going to make a Necropolis guide and want to have easier job, just HCM me your email and I´ll gladly mail you mine Sylvan guide. You´d only need to change the comments and some pictures, you wouldn´t have to do all the work from scratch.

@Arxur & Mytical: Thanks, any kind of help will be greatly appreciated

@Isabel: We´re working on it

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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted June 01, 2008 07:18 PM

I'll add some of my thought too, if you don't mind. I'm an average player, but I'm good with Sylvan.
____________
Coincidence? I think not!!!!

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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted June 01, 2008 09:39 PM
Edited by Lexxan at 21:20, 07 Jun 2008.

Let's see what we have...

Removed to somewhere further in the thread...

Lexxan
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Coincidence? I think not!!!!

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Darkshadow
Darkshadow


Legendary Hero
Cerise Princess
posted June 01, 2008 09:45 PM

Wind dancers counter the raw power of inferno?I don't think so, 2 of their units are able to act before your wind dancers, wich means they will be gone, however with war dancers you can counter both of those at same time.But am no sylvan expert, just saying from infernos view.
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Isabel
Isabel


Known Hero
Dragonblessed
posted June 02, 2008 05:03 PM

Hmm... Wind dancers have full defense (assuming walked full distance) at the start of the battle, so it doesn't matter if two enemy stacks act first, I think.
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Griffin eternal!

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Darkshadow
Darkshadow


Legendary Hero
Cerise Princess
posted June 02, 2008 05:35 PM

I said, they act before the wind dancers, the dancers won't be able to walk anywhere.
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Thanatos
Thanatos


Known Hero
posted June 02, 2008 06:32 PM

Quote:
Wind dancers counter the raw power of inferno?I don't think so, 2 of their units are able to act before your wind dancers, wich means they will be gone, however with war dancers you can counter both of those at same time.But am no sylvan expert, just saying from infernos view.


Eh? War and wind dancers have the same initiative (both 15), the only inferno unit that will be able to often move before them is the nightmare. So yes, wind dancers are far better vs inferno.

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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted June 02, 2008 06:42 PM

In addition, I would place the Wind dancer in such way, the nightmare can't reach them, but need to head to the Treants or Uni's Then the Wind Dancer can come and attack the Mares, by detour

I'll soon edit my post
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Coincidence? I think not!!!!

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Nikita
Nikita


Famous Hero
Meepo is underrated
posted June 02, 2008 07:53 PM

If i was playing against Inferno(with Sylvan),I would use War Dancers instead of Wind Dancers.Because of their high initiative they would probably walk before any other enemy creature(except Nightmare,if chosen)so i would attack any creature with low defense(lets say Cerberus)EX: have 90 War Dancers and enemy has 80 Cerberus.I would deal 414 damage to them and 207 to every other adjacent creature .And who would want to attack my War Dancers?

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted June 02, 2008 08:11 PM

That's best to debate over the playing sylvan faction thread. Let's wait for Falkenstein to finish before flooding the thread with hints and tips.
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted June 06, 2008 08:53 PM

I've added treants.
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Coincidence? I think not!!!!

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WarLore
WarLore


Famous Hero
servant of urgash
posted June 06, 2008 09:02 PM

Quote:
Hmm... Wind dancers have full defense (assuming walked full distance) at the start of the battle, so it doesn't matter if two enemy stacks act first, I think.
it doesnt matter any cases in faction battles in late game,you can do fatal blow against enemy and then say good bye,because in 90% my games against human player or big AI hero they die after their first attack against enemy.
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A Nightmare from below.A hero from Within

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