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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 · «PREV / NEXT»
Isabel
Isabel


Known Hero
Dragonblessed
posted June 07, 2008 05:57 AM

Agree, like cerberus, they usually kill a good number of enemies then die to shooters or tier sevens.
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WarLore
WarLore


Famous Hero
servant of urgash
posted June 07, 2008 10:21 AM

like i have said before,in the early and mid games wind dancers,in the late game,it doesnt matter both die fast so i would take war dancers to deal more dmg before they die
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arxur
arxur


Adventuring Hero
posted June 07, 2008 03:33 PM

Does anyone know anything about Falkenstein?

He disappeared.
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Elvin
Elvin


Admirable
Omnipresent Hero
Tastes like chicken
posted June 07, 2008 03:49 PM

No worries he comes and goes Busy guy.
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carcity
carcity


Supreme Hero
Blind Sage
posted June 07, 2008 04:10 PM

my usual hero build.

ok I want to do something good for a change so i will post my standard might hero and his build.

hero: wyngaal.

skill 1: attack (a must for might heroes), abilities: tactics (can't live without them.), battle frenzy (the damage bonus is really good in late-game with big army), and finally retribution (if you choose leadership it is really good).

skill 2: leadership (guess you didn't see that coming did you), abilities: recruitment (i know it doesn't give that good boost but you need it for better skills), battle commander (it is really good if you get this skill late in the game), aura of swiftness (the +1 bonus in speed can be very important in a hard battle)

skill 3: luck (a must for elves.) abilities: resourcefulness (it is pretty good), soldiers luck (it helps a lot), elven luck (the 25 % bonus is HUGE in large armies.

skill 4: defense (like attack it is a must for might heroes) abilities: vitality (it is a pretty good skill), stand your ground (it is good for me because i often let the enemy reach me first), preparation (this skill is really good).

skill 5: war machines (if you can get it take it) abilities: ballista (the ballista is really good with this skill), triple ballista (the ballista get's even better), imbue ballista (imagine this with tripl ballista and ring of machine affichancy).


this is what i usually use. if you think i should change it then i will take your advices (and to all moderators out there: i osted this to help falkenstien with his guide.)
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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted June 07, 2008 09:21 PM bonus applied by Elvin on 09 Jun 2008.

Finished "Let's see what we have..."

Sylvan

Units

Pixie: I like the Pixies: Enormous speed, high initiative and the flying ability, make Pixies a grea creeping units (Although I don't like to creep). Pixies are the best units given to early-game schouts due to their fastness (a trait almost every othe Sylvan unti has). It's offencive capacities aren't spectacular though. 1 defence and Attack and the average Lvl 1 dammage (1-2). They only are durable enough because of the no enemy retaliation ability, but still pixies and their upgrades will fall easily under the enemies' ranged fire. Protect them well... If they survive the first turns of a battle, they can be devastating... It's only sad fact that they are rather rare too

Sprite: A nice and typically Sylvan upgrade, Sprites are the nemesis of other first level creatures. Their casing of wasp swarm can eradicate the low level rather quickly, while Cleansing in allways usefull to have. Not much things change statistically, (save the minor increase in Att and Dam) the only mentionworthy thing in their gargantuan initiative, which supports their reputation as Princesses of Early-Game.

Dryad: A lot less polyvalent than the Sprite but a bit more powerfull, Dryads are particulairly usefull in the End-game, where the presence of Treants enables their speciality. Though a minor bonus, it's surely is usefull, as Dryads will be targeted early in battle. They are statistically equal to the Sprite save their slightly lower Initiative and slightly greater Damage. The extrat Dammage may seem small, but can make a difference when the Dryads are in high numbers.

Which should you choose: Sprites are obviously Early-Midgame units, whle the Dryads overpower them in the Endgame.

Vs Haven: Sprite: An obvious choice: Sprites are the best weapons vs low Hp-units like peasants and Archers. Also the higher initiative will help against slow Haven.

Inferno: Dryad: I prefer Dryads vs Inferno. Why ? Dryads have a bit higher dammage, which really can help versus offence-oriented Inferno. In addition they can ressurect themselves when Treants are present, which is allways usefull agains a faction that charges you.

Stronghold: Sprite: I'd pick Sprties here. The Orkish Bloodrage is priority number one to get rid off, and the rest is very easy. Sprites can help with this: Their Wasp Swarm can stop Slayers, Mauler of centaur from getting Blood Rage levels (thus obliterating their bonuses). Their Cleansing a nice counter for the Slow/Haste of the Shamans.

Academy: Dryad: This one was though. I eventually picked Dryads because their Wasp Swarm doesn't work on half of the units and because Wizards are more likely to take Destructive or Summoning, the two schools that can't be cleansed.

Fortress:
Sprite: Again a difficult choice, as I'm not aquainted with Fortress. I believe that the Sprite's Wasp Swarm can help to get rid of Defenders and Spearwielders. Dryads would work here as well

Sylvan: Sprite: A nice weapon vs Hunters (who have low hp). the Sprites initiatve is 15 the highest (save from the War Dancer's), which is always usefull vs a fast faction as Sylvan.

Dungeon: Dryad: the Sprites Cleansing/Wasp Swarm is of no use vs the Warlocks. Descrutive can't be cleansed and the HPs of most units are so high that Wasp Swarm won't be able to kill them. Moreover, the Dryad's additional Dammage is more usefull than the Sprite's speed in this case. To top it all Symbiosis can replenish the fallen Dryads/Treants in your army, and that can be vital when playing vs. Dungeon.

Necropolis: Dryad: This choice seems easier than it is. The sprites Wasp Swarm is useless, but the also have Cleansing, which is the best Dark Magic counter. However, they are only able to cast it once which is not enough to make a difference in battle. The Dryads extra dammage can kill more units and again, their numbers are replenishable, which is a luxury when fighting Necropolis.


Blade Dancer: This creature has above average statts, their attack and dammage are outstanding. However, they suffer from a disturbing lack of specials. Blade Dancer are, like most Sylvans, fast and deadly, and are somewhat difficult to kill, with their high HPs. The second best Lvl 2 IMO.

War Dancer: One of my favourite specials is owned by these tattooed forresters: the War Dance Combo, which allows to attack all surrounding enemies. Due to this special, War Dancers are able to deal a lot of dammage. The statts of a War Dancer are superior to the Blade Dancer's, but War Dancer hve one weak spot: their low HPs...

Wind Dancer: As many persons will agree with this, the Wind Dancer is superior to the War Dancer: better statts and an IMBA Special, which compensates the still low HPs. Agility makes sure your Wind Dancer are very hard to kill (and with Gilraen, Wind Dancer are getting more dangerous than Arcane Archers).

Which to pick: In this case the upgrades aren't equal: Wind Dancers are far better than War Dancers. I'd pick Wind Dancers when fighting a random opponent. If I know who my opponent is, I might still pick War Dancers.

Haven: War Dancer: Haven untis will usually be oacked together in tight bunces, so in this case War Dancers can have the advantage to Wind Dancers. Just move them near the peasent (who usually stand next to the Archers) and charge. Watch out if the enemy has Vindicator's though: They are able to kill your War Dancers before you can say "Findan is Gay".

Inferno: Wind Dancer: The Wind Dancers agility is the counters versus the raw attack power of Inferno. I don't think any further explanation is needed, but War Dancer are fine too.

Stronghold: War Dancer: As I already said with the Sprites, eliminating the Blood Rage effect is priority numero 1 when fighting Stronghold. War Dancers are more usefull in this than Wind Dancers as the former can hit multiple untis, while the latter can't. If the Goblins are standing near other units (like Centaurs or Maulers) they should be targeted. Otherwise, attack the Untamed Cyclopses, who will hopefully kill some of his allies in his retaliation.

Necropolis: War Dancer: Why War Dancers ? The Necropolis's weak offencive power doesn't need a counter like a Wind Dancer. In fact, in order to weaken/eliminate them quickly, a War Dancer is the best weapo, to to this. This advantage is onlt slight, Wind Dancers will work fine as well (But I would pick Wind Dancers here)

Sylvan:
Wind Dancer: Obvious choice; I would let Arcane Archers mow my Dancers down that difficultly. Anyway, the War Dance Combo doesn't have much effect on Sylvan units, so I prefer the higher statts and speed in this case

Fortress: Wind Dancer: Quite the same reason here as with Sylvan. War Dance combo is very effective vs Fortress creatures, and Wind Dancers (with their high Defence) will easily survive the Defence-oriented attacks of Fortress.

Academy: Wind Dancer: Again, the sturdyness of the low-levels make the War Dance combo less effective.

Dungeon:  Wind Dancer: War Dance is even less effective here, as the Dungeons will usually don't stand in tight formations, which they don't need as sorely as Haven or Academy). The high Defence of the Wind Dancers is the best counter versus Maidens, Raiders and Minotaurs.

Hunter: The Hunter is a statistically weak (even weaker than the War Dancer in all stattas save dammage) mid-level shooter. Much good can't be said here. Both defence and Hp are bad, attack is average, so are speed and initiative. Howeer the point that makes the Hunter worthwile to have is his dammage, which is very high. 4-7 is a luxury for lvl 3's, but is only get's better: Double shot: sot thats 8-14 damage per attack. This is very dangerous. It's high dammage save the Hunter from being a weak lvl3. They are rare though...

Master Hunter: The Master upgrade used to be a critical upgrade as it adds 3 defence, something the Hunter lacked. Hp's are increased as well to a still-low 14. Dammage even has increased further, now having a 10-16 potential. In addition, they can stun the annoyingly fast opponents you'll undoubtably encounter...

Arcane Archer: From the initially poor Hunter, we meet the Arcane Archer, wich is undoubtebly the best lvl3 (including upgrades). Arcanes are imbalance itself, being able to do more dammage than Mages and Druids, but havinh a higher growth rate. Attack, and Defence are higher than the Master's, and are excellent for a Lvl 3 alternative Upg. The Arcane's sole weakness are their low HPs. Exploit it or you're toast...

Which to choose: A very easy question this time: Arcanes all the way: better statt's no range penaly, force arrow just own pwn qwn the Master Hunter! There's only one case inwhich the Master Hunters own the Arcane's: When attacking foe that are low of defence who stand only three tile away from you: No range penalty and the Force Arrow advantage are gone, and the Master Hunter does more dammage. This is only the exception to the great rule that Arcanes should be picked all the time. That why I won't give advice per opponent, as I would pick Arcanes in any case.

{Haven
Inferno
Sylvan
Necropolis
Fortress
Stronghold
Dungeon
Academy} Arcane Archer

Druid: An average mid-level unit, which has big problems in the attack/Defence/ area. However it's dammage is normal and the Druid's are made formidable foes, due to their Lightning bolts. for me, Druid are the most feared Neutrals (except the Druid Elders). Their health is also nice, 34 almost as high as a minotaur's and above average for lvl 4's.

Druid Elder: The Druid Elder's key to victory is (excluding it's spells) is it's dammage, the highest average of all lvl 4's. The Elder's attack and Defence have been raised too ,which was very needed. Oddly enough it's Hp's dropped by one, but that doesn't make much difference. It's speed however has decreased too, making Logistic a worthwile skill to have. Druid are certainly worth it though...

High Druid: Stattistically High Druids are almost equal to the Elders, the main difference between the two upgrades is the strategy you want to play . Do you want an offencive spellcaster as a unti or as a Hero ? Indeed High Druids are excellent combo's with Rangers Specialised in Destructive Magic. A hero with much mana, High Druids, Expert Destructive and light, Imbue Ballista, Tripple Ballista with Deep Freeze and Cold Death is simply undefeatable. Use the wisely as the SpP bonus vanished after the last druid dies. Evenso, the High's can boost the Defence of you Arcane's and Uni's a bit.

Which to choose: As I said above it depend on how you'll play. However it also depends on the enemy's faction:

Haven:
Druid Elder: In most cases, the Druid Elder's lightning bolt is very handy against the oncoming hordes of enemies. If the Elders are in high numbers, their ranged attack pwns all.

Inferno: Druid Elder: see Haven

Stronghold: Druid Elder: see Haven

Necropolis: Druid Elder: see Haven

Sylvan:
 Druid Elder: see Haven

Academy: High Druid: In the case of Academy, Dungeon and Fortress however, the units usually are resistant to magic (and lightning bolt). In addition is the Spellpower of these classes very high and they usually take Destructive, which is best to counter with other Destructive. This is enabled by the High Druids.

Dungeon: High Druid: Idem

Fortress: High Druid: Dito

Unicorn: Aah, the delicious Uni's. Fast and Deadly, these Horsy Tanks are able to do a lot of dammage. They are betrayed by the Attack/Defence ratings (both 12) which are a bit too low, which makes the Hell Charger, Rune Priest and the Slayer superior over the Unicorn. Hit points are average at 57. Overall a good melee Tank, sometihng Sylvan  sorely needs in order to compensate the Dancers' and Pixies' weaknesses...

Silver Unicorn : Having impoved in the weakspots of the Unicorn while maintaing it's sturdyness, makes the Silver Unicorn the third best lvl 5 Upgrade (Only passed by the Pristine's and the Hell Stallion). Magic of Aura resistance remains a pest for the enemy spell casters while Blinding Attack creates a lot of Offencive possibilities. A really worthy tank. The best part of the Silvers is their hit points: With a 77, one of the highest amounts. They are expensive though...

Pristine Unicorn: Statistically similar to their Silver brethren, it's the Child of Light special that makes the Unicorn the best lvl5. The only statistical difference that matters it the Large Dammage range. However more susceptible to Weakness, the Pristine has very high average dammage for a Lvl5. The Child of Light is perfect to compensate for the lower Defence/attack and the large dammage range. They also get Blinding attack, but lose Aura of Magic resistance, making them a lot more offencive than the Silver's...

Which to choose: Again this mostly depends on the town. However it's obvius that Siver should be used versus offencive spellcaster, and Pristine's versus defencive ones. You'll understand what I mean soon enough...

Haven: Pristine Unicorn: Obvious Choice. Knight are not as likely to go for Dar Magic as, for example, Necromancers or Demon Lords. In Addition, the Knight will sertainly try to boost their own troops (like Crossbowmen or Seraph, who are in sore need of Div. Strength). To top it all, their casters also have Light Magic as well.

Inferno: Silver Unicorn: Less likely to towards Light, and having access to the tow offencive magic schools, make the Silver's more usefull than the Pristines. In addition can the Silver's extra Defence make a difference between life and death when fighting Nightmare, to give an example.  

Sylvan: Pristine Unicorn: Definately. Ranger simply lack the spell power to go for Destructive and Dark isn't a good choice for Ranger (unless you actually posses a town with Dark Magic, like Necropolis). Enemy Rangers will turn towards Light instead, paving the way for the Pristines. (and actually not counting you own Light Magic strength )

Academy: Silver Unicorn: This choice is a lot thougher. Indeed, Wizards can turn toward Light, but are best with Destructive and Summoning rather than Light. Magic Resistance is more usefull than Child of Light here, especially when facing the Fireball casting Archmagi.

Stronghold: Pristine Unicorn : This is the opposite situation to the former post: No magic, no use for Magic Resistance. Child of Light can own the Orcs' Blood Rage.

Necropolis:  Silver Unicorn : Again the same comment as with Inferon applies here. Acces to offencive magic schools make Magic Resistance more prised than Child of Light.

Fortress: Silver Unicorn: I had to say one name, and the reason why I favour Silvers here is that the Runemages need Destrucitive and Summoning in order to get Absolute protection. Their spellpower is rather high too. Pristine's would work here too, as Runemages may turn to Light as well, but Silvers are the best choice here IMO.

Dungeon: Silver Unicorn: See Necropolis and Inferno Comments.


Treant: the über tank. Nothing can beat the Treants massive defencive power, exept it's upgrades and the Magma Dragon. Treant are purely defencive and should be used in that way; use them to block passageways for larger units and entangle any units which dare to come too close . The statts of a Treant are balanced; Attack and Damage are inferior to all other lvl6's, whilst Defence and Hit Points even leave some lvl 7 behind them. Threants have the highest growth potential (9) and are extremely cheap. A nice and welcome unit to the offencive Sylvan Faction.

Ancient Treant: No need to explain that if Treant was the Real Tank, than the Ancient Treants is the Dreadnought. Small increased in damage (which was needed) and in the already gargantuan Defence and hit points. Take roots even make the strategy I mentionned with the Treant even more worthwile. This creatures name should be renamed to Dreadnought or Leviathan.

Savage Treant: I like the way Nival opened up a lot of new uses for the Treant. Savage Treants can be used both offencively and Defencively, making them alot more verstile than Ancients. However, is Rage of the Forest Preferable to Take Roots ? It depends, but keep in mind that Attack only increased by 13, while the low damage stays low. However, the + 5 initiantve is worth takling, I suppose...

Which should you take: When facing offencive opponents both Treants will do fine (but the Ancients are slightly better). When playing against defencive factions (like Fortress) you should take Savages

Haven: Ancient Treant: A maybe unorthodx choice, but pinning down the Griffins, Paladins and Angels of the opponent is the best thing you can do. Make sure you have expert Haste/Slow, in order to be able to rod these creatures of their speed advantage (or lure them to you Pixies/Dancers)

Inferno: Ancient Treant: Obvious choice: With overall fast and offencive units the Ancient Treant's Block and take roots tactic has the best effect. Beware DS

Necropolis: Savage Treant: This is the best choice: Immunity to slow, and lower Damage range and higher attack make the Savage treant better opponenst vs Necropolis, even without Rage of the Forests. Since the Highest initiative in Necropolis is the Nosferatu's 12, the Savages will become very fast as well, if they use this lethal ability (initiative = 12)

Sylvan: Ancient Treant: Yes, as with Inferno, Ancients are the best counter to fast offencively-oriented troops.

Stronghold: Ancient Treant: Here the same as with Inferon and Sylvan

Academy: Savage Treant: HereSavages seem the best. Ancients will do as well, but I prefer Savages. Personally I want to keep my aremy fast vs the average speeded Academy. Every bit of higher initiative helps.

Fortress: Savage Treant: The easiest choice of all. The only units who would come close are the Thanes, whilst the real danger in Fortress lies in the Throngs of Defenders, Spearwielders and Rune Priests. Offencive might is needed to counter units like the Magma Dragon, the Shield Guard or the Black Bear Rider.  

Dungeon: Savage Treant: See Fortress.

Green Dragon: The Green Dragon is a slightly below Average Lvl7, which can be very lethal due to their blazing speed/initiative. Their hit points are high too (200), which is nessecairy to hide their defect in Defence. Acid breath and Flyer add up to it's extreme versatility. It's is also available very early due to it's extremely cheap dwelling; and thier price in below the average too.

Emerald Dragon: The Emerald is a needed, but expensive upgrade to the Green Dragon. While Attack and Damage are the exact average (and defence and hit points are a bit to low), the saving grace for the Emerald is (again) it's speed and initiative (9 and 14 respectively). Immunity to earth make the Emeralds a nice weapen versus Warlocks as Meteor Shower, Stone Spikes and Implosion can't hurt them. Overall a good lvl 7 upgrade.

Chrystal Dragon: Christal Dragon are slightly weaker stattistically than their Emerald brethren, but it's Prismatic Breath that make a great difference, which is nice versus the more defencive and slower factions like Haven and Fortress. Make sure you have the luck skill at your disposal before using them (but as that is a must for Sylvan, that can't be a great problem). If you are without luck however, the Chrystals are inferior to the Emeralds, so I'd take the latter in that case.

Which should you choose ? Though Choice as both Dragons require the same strategy. It depends on your hero’s Skills and Perks, rather than your Foes, but I’ll give the Foe-report anyway.

Haven: Chrystal Dragon: Easy choice: Slow units standing in close formations, with the Ranger imminent Luck Skill, the Peasonts are turned into toast before you can say "Look there, Tha' Dragon is beautifull, ain't he ?"

Inferno: Either: Both work: Inferno troops not likely to stand in close formation, waitng for your Chrystal  Dragons to toast them. Emerald however, with their higher dammage have a rather useless ability here (Immunity to Earth) that almost won'thave any effect on the battlefield. (how high are the chances that the Demon Lord has a powerfull Implosion ?). Inferno is not a good town to fight with Emerald/Chrystal Dragons...

Necropolis: Chrystal Dragon:  Obvious; like Haven: Slow creatures, Close Formation and Toasted Skellies are the effect. Beware of Deirdre and Raven however; It's better to have Emerald Dragons when fighting against them...

Sylvan: Chrystal Dragon: Again a case inwhich the Dragon's lack of versatility is underlined: However, unlike with Inferno, Chrystals are more interesting her as you can have close formations here, that just can't wait to be incinerated (Treant-Hunter-Druid block)

Stronghold: Chrystal Dragon: It completey ridiculous to use Emeralds against Stronghold; You'd better have Green Dragon fighting them. Chrystals also have an additional advantage. Prismatic breath can significantly lower the Blood Rage of the Orcs...

Academy: Emerald Dragon: I'm inclined to take Emerald's here... Why ? Because Academy is very likely to take Destructive and I don't want to take any risks in this case. But again, Chrystals work here as well, but the Djinn Vizier makes me choose for Emeralds (along woth the former explanation).

Fortress: Either: Same answer as with Inferno, but for the opposite reason. Both Emeralds (high likelyness for Destructive Magic) and Chrystals (Slow, thight formation) are nice counters to the Tankfaction. Just pick the one you like the most

Dungeon: Emerald Dragon: Emeralds are the best versus Dungeon. They can direct their Implosion to someone else . But again, Chrystalse are good as well, but I'd prefer Emeralds here.




Finished at last! Now comments please ! I hope I didn't write too much stupidities
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Elvin
Elvin


Admirable
Omnipresent Hero
Tastes like chicken
posted June 07, 2008 10:29 PM
Edited by Elvin at 16:37, 09 Jun 2008.

I'll make it a bit simpler, use dryads after week 3 Even against dark it is not worth it because the dispel will be harder against a powerful hero - small margin of success. As for bloodragerage wasp swarm is totally useless, only time to use it is in earlygame where a sprite does 12 damage. If 150 sprites do pathetic wasp damage.

High druids depend on your build and how late it is in the game. If you have light with word of light it's a must vs unholy races. In any case no matter which school you have after some point high druids are better. The elders' lightning decreases linearly so unless you have a might build without magic schools I see no reason why to pick them. A boosted phoenix, resurrection, meteor or puppet makes sylvan an equally might and magic faction.

Emerald Dragons are no better than crystals vs academy. Choosing a destructive build that will be effective beyond week 4 is rare, very rare. They kill you faster than you can fry them.

Edit: Qp applied for the lengthy analysis flawed though it may be. That must have taken some effort.

Falkenstein will receive his after the guide is done

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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted June 12, 2008 09:36 PM
Edited by Lexxan at 18:43, 19 Jun 2008.

Skills of Sylvan.

Yup, Skills will be needed too to win a game. I'll do a full Skill research of Sylvan as well.

Default Skill: Luck By all means, Luck IS the skill every Sylvan Hero should and must have. It's very Imoportant, as it provides the IMBa perks Warlock's Luck and Elven Luck

Before I commence with the full Skill view, I'll line up the Possible Skills in order of importance to get (As I see it)

1) Luck (15%)
2) Attack (6%)
3) Logistics (15%)
4) Enlightement (10%)
5) Light Magic (8%)
6) Defence (10%)
7) Dark Magic (2%)
8) Leadership (8%)
9) War Machines (2%)
10) Destructive Magic (8%)
11) Sorcery (4%)
12) Summoning Magic (2%)

Now one by one in the above sequency:

1) Luck : Vital Without a doubt the best secondairy skill for the Elves. As I already said in this post, it can provide them with very usefull and powerfull perks. Not to mention that the Ultimate Sylvan Skill is based on it too. Luck is wonderfull if paired with Crystal Dragons.

Perks

Soldier's Luck: a skill that isn't too handy with Sylvan, as only the upgrades Unicorns and the upgrades Huntersprofit from it. (and you can't have both upgrades at the same time, making the skill very average in the hand of Sylvan). However, it leads to Warlock's Luck and Elven Luck, the two of the most powerfull perks in the game. I'd pick it nontheless.

Resourcefullness: A skill that is very usefull in Sylvan hands, as they need a lot of rare rescources (especially chrytal can cause some problems). Resourcefullness and Logistics are a great pair. It is also needed for Elven Luck. I'd take it.

Magic Resistance: Again an overall usefull perk, and really nice if combined with Silver Unicorns. However, the fact that it isn't needed for absolute Luck ,makes it a sad and third choice. Take it if you face a very dangerous spellcasting foe, otherwise, I'd go for the two other perks instead.

Warlock's Luck: This IMBA speciality is no longer IMBA in the hands of weak Destructive casters like Rangers. Being one of, if not, the best perk in the game, Warlock's Luck makes you regrett the fact that you can't kill heroes in battle. However, there is only one cast forwhich I'd take Warlocks luck (as it needs Sorcery as well): Vinrael, the only Hero that can acces high spellpower early enough to make all worthwile. In all other case I'd recommend Elven Luck instead.

Tear of Asha Vision: as this perk only has a limited amount of uses, I wouldn't use it at all, even on a TOA-map. It's one of the weakest perks in the game. You may already heard this but odn't take this skill on a map without the TOA. If you're playing on such a map, think carefully about it; it's a sacrefice that can kill you hero.

Spoils of War: Another skill that is great if you couple it with Logistics (especially with War Path), but it's isn't that important. Although good, I wouldn't use it here

Elven Luck: WooHoo! IMBA continues! Elven Luck is a needed and very lethal skill, that every Sylvan should consider if he wants it or not. For me personally, Six out of eight Rangers should get this skill (Exceptions are Vinrael, as I stated with Warlock's Luck, and Ossir, who starts with Resistance).

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2) Attack: Very Important I marked this skill second because of two main reasons: the Sylvan Army is a faction that needs to charge, rather than defend and stand ground. The second reason is because of it's perks. Attack works extremely well with Arcane Archers, all Dragons and War Dancers.

Perks

Tactics: Aha! A nice perk, that exploits the Speed advantage of the Sylvans very well. A bit too well maybe. Wind Dancers now can reach you army in one turn, Dragons now can have an immense movement rangen so do unicorn. Tactics is actuallt a one-time speed bonus, but one that can become very handy in battle and during creeping. However as skill like aura of Swiftness is worth more IMO (though it's less accesible). I depends on my army and the hero, whether I'd take this perk.

Battle Frenzy: The least "usefull" perk of the basic Attack perks, because  of the already high damage in the lower levels. However, it has very interesting side effects. It makes War Dancers have the same damage as the Windies, and Arcane Archer's average damage equals the average damage of all lvl4's. I'd take it, knowing that it leads to Power of Speed and Nature's Wrath, and thus more IMBA.

Archery: Yay! With Creatures like Hunters and Druids, Archery is a logical choice for Sylvan. However don't judge too soon. It leads to Flaming Arrow, which is a weak perk without War Machins (which, as we all know only has 2% chance to appear. If you wish to sacrefice PoS or NW (only one of them) for Archery, go for it, as I certainly would do

Cold Steel: Very interesting ability, it's a kind of fiery wrath, but the with cold damage. One catch though. It needs Destructive Magic and Master of Ice, which aren't good skills ofor a Ranger. To the only real Sylvan Magic Hero, Vinrael, this can be very usefull, but for all the others, I'd take one of the other perks.

Retribution: Another very powerfull perk, but I think it has the big proble that it needs both Battle Commander and Aura of Swiftness, two skill that are nice, but not ideally Sylvan (this is just my opinion). Is it wagerworthy ? It is, but requires some sacrefice to better skills and perks. You choice, but I wouldn't risk it.

Power of Speed: Nice Perk for two reasons. It enhances the gargantuan Sylvan initiative and provides Mass haste (nice is nice when got Divine Strenght from the Mage guild. It's a worthy substitute for Light, but if you have Expert Light, don't bother with PoS and take NW instead.

Nature's Wrath: This is, like PoS, nice when you got Divine Strenght from the Mage guild. However, if you didn't get it widens the damage range, which increases the effect of Basic/Advance weakness. However, if you are playing a long scenario, this can't be a great criterium, as the Dark skill level of Demon Lords/ Necromancers will already be at expert. It's a skill I'd certainly take and I prefer this to PoS.


Flaming Arrows: I'd give this skill to only two out of eight Rangers, Dirael and Ossir, and I'll later explain why. Flame Arrows is a bit flimsy without War Machines, let alone the Ballista perk. It's narrow, but if you can get your hands on WM, it's certainly worth it. But as the chences of WM are very slim, I wouldn't risk it.

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3) Logistics: Rather Imortant: The Logistics skill is a skill that provides very import perks to Sylvan. As you units don't affect the Movement points of a Hero (Unlike the Manual says), you don't need to fear slower units as Druids and Hunters. However, the real idea behond Sylvan is to have a verstila and Fast army, which is enabled by this skill. Moreover, Sylvan has NO terrain bonusses, so you can compensate that penalty with Logistics. It's needed for Absolute Luck and has a high chance of appearing (15%), which marks their spot as third best Sylvan skill. Not necessairy, like Luck is, but very important nontheless.

Perks

Scouting: To the fast Sylvan armies this perk can come in handy, especially to scouts, who have PiXies or (even better) Wind Dancers in their army. It leads to swift mind, which is a very usefull perk. However the overall effectiveness of Scouting is poor, and if you haven't got a reason to take Swift Mind, don't bother with Scouting.

Pathfinding: By far the most usefull basic perk of Logistics, as Sylvan doesn't have any bonus on any kind of rough terrain (unlike all the others except Haven). To add up with the high overall effective comes the fact that's a prequisite of Absolute Luck and definately worth wagering. Take it.

Navigation: Like Tear of Asha Visison, Navigation doesn't have the versatile usefullness of perks like Pathfinding, Ballista or Resoucefullness. It's only usefull on maps with water, and even in these case I wouldn't take it, as it leads to no other perks. By far the weakest perk in the game. Avoid it.

Silent Stalker: As most maps in H5 are Multiplayer, Silent Stalker's efficiency is higher than it usually should have been. In single player though this perk is above average as it's overall usefullness is halved. Nontheless combining this skill with diplomacy is a very good idea. Too bad that disguising you army doesn't work on the AI. It's a prequisite of Absolute Luck, so if you're working towards AL, you should take it. it's also neede for familiar ground, another very usefull perk.  

Swift Mind: One of the best perks in the game. This perk is "Wyngaal for heroes." Despite the fact is requires Scouting and excludes Absolute Luck, it's a must when facing Sylvan (with Wnygaal) and Inferno (casting spells like Mass Haste/Slow when facing a legion of Familiars is a really usefull advantage). It's worthwile to take it, but remember that the Ranger's spellpower usually isn't high enough to exploit this perk ot it's best.

War Path: A perk that works extremely well with Spoils of War. 350 points seems much, but is in fact a rather small bonus, just enough to move a bit further, which sometimes can be an advatage, but in most cases doesn't have much use. I'd take when I have Spoils of War, otherwise, I recommend that you ignore it.

Death March: Very usefull perk, that is excellent if you manage to get the Brimstone Rain perk (War Machines) and the Aura of Swiftness perk (Leadership). However, if play on a map with much towns, the perk isn't that good, though it's very strong in the end-game, as you need to get inside the enemy castle's as quickly as possible. Heavenly if you got Haste and Ressurrection. Usually I wouldn't take it however, but in this case I'll let you make thre desicion.  

Snatch: the Snatch-Resoucefullness combo is one of the best in the game, as you'll get more rescources and lose no points, but if you haven't got resoucefullness (the chances are low, but still), Snatch is a lot less powerfull. If you don't want to get Absolute Luck/Familiat Ground, than you should go for either Snatch or Swift Mind, and I'd take the latter in this case.

Familiar Ground: IMBA agian takes over the Sylvan skill wheel. +2 Speed if you fight on Grassland, do you know what that means ? If you combine this with Aura of Swiftness and Tactics, even tanks like treants can reach the other side of the battlefield in one turn! This skill is very powerfull (Do you see the IMBA-meter aproaching ?) and even leads to Absolute Luck. Take it, unless you prefer Snatch or Swift Mind, but this perk is best kept for your main hero, as this can means an enormous bonus, if you can fight on grassland, that is.

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4) Enlightement: Interesting: The only skill that can transform the Rangers from might to semi-magic. Perks as Wizard's reward and Graduate, give very welcome Spellpower/Knowledge boni, and Enlightement is very usefull to increase you hero's statts. Extra expirience is a usefull bonus, especially on small maps.

Perks

Arcane Intuītion: Though the perk itself is not the best , it is much better than its predecessor, Eagle Eye. Not only can this hero copy spells, but he can also see the inventory of the enemy hero, which is a narrow, but usefull bonus. It leads to know you Enemy a perk that increases you Avenger Skill. As Enlightement has many usefull perks, I'll let you to decide which path you take, but if you have Anwen, do give her this.

Intelligence: Although the Knowledge of the Elves is enmourmous, you might think it doesn't need doubling. That's wrong. Imbuement and high mana costs in Light and Dark make this speciality worthwile, and it's usefullness i increades by the Ranger's high Knowledge (the higher the mana, the higher the bonus). It also leads to Graduate and Reward, which both increase the Ranger's casting capacities. Really nice if you wan to go for Magic with Rangers instead of Might.

Scholar: Between usefull skills like Intuītion and Intelligence stands the weak perk of Scholar. But don't let us underestimate it; it leads to Arcane Exaltation and Mentoring, tow perks that allways come in handy. On it's own however, scholar is mediocre to the last degree and should be avoided in favour of Intelligence and Intuītion.

Know Your Enemy: This skill should be given to Anwen at all costs; 10% bonus to Avenger, is like she gained 10 levels. To all the others Ranger's however, this isn't that interesting, but I'll leave the choice to you if you wish to sacrefice Reward or Exellence for it. However, the fact that it is a unique skill made me mark it green.

Graduate: +2 Knowledge. Ok, that isn't much, but don't forget that Intelligence is a prequisite, so it's + 30 mana. A nice and all-round good perk, ideal in the early game. Combine it with Reward to get an even nicer result.

Wizard's Reward: A Ranger needs either this perk or Excellence to increase their puny Spellpower. If you have High Druids, you won't need this perk as much as normally, but I'd take it anyway... Better to have too much Spellpower (if that's possible) that too few.

Arcane Exaltation: Slightly weaker than Wizard's Reward and needs Scholar. Two reasons not to take this perk, but the Ranger's dire need for Spellpower makezs this perk very powerfull. Pick it, but beware! You'll need Scholar for this and you may miss other perks like Graduate or Mentoring.

Mentoring: Overall a very good perk that isn't nessecairy for the Rangers, as I would go ofr Reward/Excellenc instead. However the perk isn't completely worthless in Sylvan hands (far from it). If you have a mighty hero, you can give him this perk and he can increase the level of all your garisonned heroes. (a hero of level 5 is far more powerfull than one with level 1). Wager ti if you like bu beware: it requires Scholar and Intelligence, and you'll have to miss the Spellpower Boni that make Enlightement so fundamental. Choose wisely.

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5) Light Magic: Important: A Skill that really can buff the fast and Deadly Sylvan Army. It contains the best spells for the Sylvan faction, like Haste, Magical Immunity, Regeneration and of course Divine Vengeance. It's the kind of Magic that should be chosen by Rangers, as you can manage to cast effective Light spell with low spellpower (you don't need more than 5 Spellpower).

Perks

Master of Abjuration: Mass Endurance and Mass Deflect missile aren't the best spells you can give to a Ranger, but in some situations both come in handy. Imagine a high-leveled Gilraen with Expert Defence, Wind Dancers and Mass Endurance: a very though opponent. Nevertheless Master of Abjuration excludes AL, so if you go for that, don't take it. As with all master skills, it depends on you mage guild spells, and O wouldn't take this perk before you have a lvl3 Mage guild. This perk does lead to other powerfull perks.

Master of Blessings: Mass Divine Strength and most importantly: Mass Cleansing. A very nice weapon versus Undead or Demon Lords, but if you haven't got cleansing in you mage guild don't bother with it and take MoW or MoA instead. A weak perk for Sylvan, atwhich the fact it leads to nowhere only adds up.

Master of Wrath: Very interesting Perk. Additional Attack from RM (which has very nice effects on Arcanes, Treants and Dancers especially) and Mass Haste that has it's highest effect on Sylvan units. The Haste Spell works best with Sylvan, and if you have the spell don't hesitate; take this perk at once!

Eternal Light: At Cleansing counter, so beware if face foes that can both specialise in Dark and Light (like Knights and Wizards), and extremely usefull when facing foes like Necropolis and Inferno. Cast eternal mass Haste before the opponent does, and smash him/her. A must if you picked MoA

Fire Resistance: Less interesting than the above post, but when facing Dungeon, Fortress or Academy, who can wield powerfull fire magicks, especially Fortress (with Mark of Fire). When not facing any of these Factions don't bother with this skill at all.

Surpress Light: Another usefull trick , this time versus Light Magic casters. Of all three perks coming from MoA, this one is the weakest. Still, it can be a pain in the neck for opponents like Haven and Fortress, who don't get that much Knowledge.

Storm Wind: Again a nuce perk, but again one that isn't very versatile. To be effective, you must face flyers, so it is only usefull versus Necropolis (3 flyers), Sylvan (2) and Haven (2), in that sequency. If it weren't a requirement for Refined Mana and AL, I would neglect this, but it is a requirement for these perks, so do bother and take it when you have MoW.

Refined Mana: One of the best perks in the game, Refined Mana is a must for all who works towards AL. Evenso, it is very lethal, when combined with the Ring of Sar-Issus and with units like Inquistors, Zealots, Druid (Elder)s, Archmagi and Shadow Matriarchs/Mistresses. Overall very usefull to Sylvan. Take it as soon as possible.

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6) Defence: Versatile: I sometimes hear people saying that Defence is a bad skill for Sylvan, but I cannot accept that. I just can't. I mean can melee damage redutcion between 10-30% be that bad ? Of course it isn't, but we all know that Sylvan is a lot more offencive that defencive, so Attack is more important. That's why I put Attack as second and Defence as Sixth. Don't underestimated the skill though; it can be a great help throughout the game.

Perks

Vitality: A good perk overall, at it can really help boosting the HPs of Pixies, Dancers and Hunters, as all three of the suffer from low to average HPs. Vitality is also interesting as it leads to Stand Your Ground, PoE and of course, the mighty Preparation. I'd recommend it dearly.

Protection: Average. 15% damage reduction isn't that large, but if you can combine it with Silver Unicorns and Magic Resistance, it can be real pain in the neck (especially versus Dungeon and Fortress). It goes without saying that you should avoid this perk when playing versus Stronghold.

Evasion: This skill is like an additional Advanced Defence, but thiss time for ranged attack instead of melee ones. Again it depends a lot who your opponent is when this skill is usefull or not. Take it when playing against Sylvan, Fortress, Haven or Academy; avoid it when playing against Dungeon, Stronghold, Necropolis (in late game) or Inferno.

Stand Your Ground: Overall a nice perk, but is it worth taking ? I doubt that you, as a Sylvan player, will use the "Defend" command a lot. You'll rather want to wait or charge. It's sad but that perk ,despite the fact that it can double the Defence bonus, is a bit useless with Sylvan. However, if you have Ancients you can take it as the Giant Trees benefit enourmously from this perk. I'd recommend it if you play agianst Sylvan, Stronghold or Inferno (the three charge-factions).

Power of Endurance: Already extra Defence from Defence (the skill) but now as well from PoE. Interessting skill and worth taking. It has two  defects though. Don't take it when you already have MoA (which can be possible, see above), and don't forget that Druids can cast Endurance too (Elders at Exp, Highs at Adv mastery), but both defect are small, and can't really spoil the perk's greatness. I'd take it.

Resistance: Extremely Weak perk ! Unneeded and definately avoidable.

Last Stand: I've heard of the Pristine Unicorn-Regeneration-Last Stand-Combo and yes, it can have very interesting effects on Higher level creatures (like Treants and Dragons). The perk itself isn't that great early-game, but from the moment you have multiple lvl6-7's, you can start using that skill to a high maximum effect. It's the best Naadir counter you can have. Best used with First Aid or Regeneration (or both).

Preparation: This perk is initially be best Defence-perk, but, just with Stand your ground, it's not that good with Sylvan, who mainly need to charge and be swift. However, like with SYD, the Ancients have an extreme benefit to this perk. Only take it when you have them, you're better off with PoE.

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7) Dark Magic: Worthy Dark Magic works very well with Rangers, as it doesn't need much spellpower. But there are some problems: The chance of getting it without visiting a Witch hut are tiny-tiny (2%) and even if you get it offered, you'd better ignore it, unless you have a town at your disposal that provides dark magic (Haven, Necropolis or Inferno). I'd pick it if you have one of these as you opponent (especially Inferno and Haven). If you have Decay or Vulnerability, it will make Dark Magic a worthwile skill tto have, for reason I will state below. Mass Spell that can be imbued are Vulnerability and Decay. Higher levels (without Mass) are Blind, Frenzy and Puppet Master, if you can get your hands on them.

Perks

Master of Curses: Bad Perk. None of the ) spells that benefit from this perk are imbueable in mass effect, and that's not something that is in the Ranger's favour. The perk leads to Dark Renewal however, so if you want to have that, you must take this skill. but is Dark Renewal really worth such a bad perk ?

Master of Mind: Better than the former perk, because the overall usability of Confusion and Slow, who obth are very powerfull at Expert level. Neither of the spells can be imbued, which still remains a major defect. However don't despair, the Mass spells themselves are fine and it perk itslef leads to usefull perks as well.

Master of Pain: If you get your hands on Vulnerability and/or Decay, this perk is a must. You have a chance of 50% to get one of them (instead of 25 or 20%) and both have an AoE (Area of Effect) mass capability. Must in you can get it. It leads to corrupted soil, which is the most powerfull Dark Magic Perk after Master of Mind.

Dark Renewal: a Perk which is extremely usefull in long battles of when fighting Fortress or Stronghold (who both may have Magic resistance). The usefullness or Dark Renewal in other cases remains shrouded... I'm not that familiat with that perk, so I'll let you decide whether to pick it or not. Do remember that it requires MoC, which is a weak perk.

Seal of Darkness: Is actually Surpress Light, but with Dark Magic. Very usefull versus the typical Dark Magic casters ad Necropolis and Inferno (and maybe Haven and Academy). A Combination with this perk and Eternal Light means a very sudden death to almost every Necro/Inferno hero (except Graal, Deleb, Naadir and Vladimir). However having both Light and Dark is unulikely for Sylvan, and very uninteresting as it almost automatically leads to the skipping of a better skill (like Luck, Logistics, Attack or Defence). Still, I'd risk it, if you don't have Vulnerability/Decay in your spellbook.

Shrug Darkness: Again a killer for all Dark caster and a must if you have Seal of Darkness or Eternal Light (and preferably both). Again the combo of these three skill provides Sylvan with IMBA. In fact, it's very difficult to avoid IMBA with this faction. Now back to the perk: 50% Spellpower penalty for enemy Dark Magic isn't that great, unless your enemy has (and will use) Frenzy, Curse of the Netherworld or Puppetmaster. Take it after you've gotten Seal of Darkness, but not before it. You might miss SoD, and that really would be a waste.

Corrupt Soil: This perk can be compared to Wyngaal. Weak at the beginning, but IMBA in the endgame. This perk will easily give you (Human) opponent a headaches from here to Tokyo. However beware: Flyers are never affected by this perks, so don't use it versus factions like Necropolis, Sylvan or Haven. To weaken the Flyers, you could (not should) combine this with Storm Wind, so you'll penalise both Walkers and Flyers. However, watch and see how armies like Stronghold will fall at 75 damage per move (at level 25).  

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8) Leadership: Addsworthy: Leadership was an overall good skill in the HoMM series, but in H5, it's more like Luck's weaker brother. Nevertheless can it be very usefull, especially to fast factions like Sylvan. The Leadership perks are overall very good, but we musn't forget that Sylvan's priorities lie elsewhere. with a chance of 8%, Leadership has a good chance to pop up a level-gainages. Choosing between the Leadership perks is a very though choice.

Perks

Diplomacy: A good perk, but because you can't controll which stack joins you (it could be War Dancer, but it could be Zombies too), Diplomacy is quite a liability. However, epsecially during a week which you creature growth is doubled (Like the week of  Hunter), Diplomacy is more a blessing than a curse. It's a requirement for Empathy, which is one of the game's best perks. I recommed you take it, but only, if you're not after Retribution.

Estates: 250 gp a day is narrow, but can be very handy if aquired early. Certainly wagersworthy on both Big and Small maps, but because it leads to nowhere and the other basic perks do, Estates won't be picked often ,something I sadly must agree with.

Recruitement: Weak, weak, weak perk, but it has, like most perks, it's uses. To Sylvan and especially Dungeon, this perks is much more usefull than to Haven or Fortress. However, when it isn't given to a garrisson Hero, this perk is a total waste, if it weren't for the perks it leads to. If you wan to have perks like Aura of Swiftness, Retribution or Divine Guidance, you should head this way.

Battle Commander: Very usefull during creeping, but how longer you wait with it, the more War Dancers will join you. These War Dancers can be a problem though: you might have upgraded you Blade Dancers in to Wind Dancers and now you'll have to run back to your city to re-upgrade them. Just a peice of Advice: don't upgrade you Blades if you want to have Winds and a perks that comes from Battle Commander (like Divine Guidance, for instance)

Aura of Swiftness: If you manage to combine this perk with Tactics and Familiar ground, you can get a speed bonus of 4. Ever imagined Treans with Speed 10, Dragons with speed 14, Wind Dancers with speed 12? It's possible with this combo. As for the perk itself, it's by far the best way to make your units faster without arties or spells. It's very powerfull and allways works unlike perks like Navigation, Familiar Ground and Master of Wrath. Unless you want Guidance/Retribution and allready have recruitement, make this perk you main objective.

Empathy: One of the best perks in the game, but a bit less powerfull with Sylvan as they aren't real spellcasters. However, with High Druids and/or Destructive/Dark, you'll find Empathy very interesting as you can never cease casting spells like Ice Bolt and Vulnerability. If you have Diplomacy, you should take it. The really frustrating fact about Empathy however is that you'll have to sacrefice some very good (Aura of Swiftness) and unique (Battle Commander) perks in order to get it, but you can't have everything. Your choice, your gain, but also your pain. I advice you not to take it unless you have Imbueable (aka Harmfull) spells.

Divine Guidance: Very Nice Perk. An ATB value increase of 0.33 it allways very interesting, but don't forget, that is has more effect on slower units like Zombies and Peasants. Sylvan however possesses unitst that have slow (Treant) to average (Hunters, Druids) initiative, towhich Div. Guidance works fine. Div. Guidance + Arcane Archers is a very Lethal combo, especially with Ossir. If you wxan to get Retribution/Swiftness, don't pick it, but on any other case, picking Div. Guidance shall be... rather rewarding.

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9) War Machines: Above Average: Yes, War Machines is only ninth, and that's because it's very, very rare and because you will depend too much on the Ballista. However, if you're able to get it, get it, it isn't a bad skill, not at all, but because of the rarety and lack of versatility, you may need to pass it in favour of one of the above skills. Rangers don't need it as much as others, anyway...

Perks

Ballista:
Yes, this perk is a MUST for every Ranger that can get his hand on. No doubt, this perk already saved my @$$ a coulp;e of times, no joking. I don't need to say much more, it leads to two strong perks. Take it or feel the pain.

Catapult: Ok perk, one extra shot is always usefull. A great perk, if you manage to combine it with Death March and Aura of Swiftness. It also ressurrects you Ammo Cart, which can be usefull for a Sylvan Army.

First Aid: Although a bit below average, this perk can be extremely usefull for Sylvan. It provides the tent with ressurrection of both itself and other units, but nothing more. However this is usefull in early-game, it's very slight in mid- and end-game, an the fact that it leads to nowhere doesn't add up either.

Triple Ballista:
 A very good perk, which really should be combined with Flaming Arrows and Fiery Wrath to become lethalty itself. When you face an enemy with this perk, whether a Ranger or someone else, elimination of the Ballista is task number one. Wonderfull perk.

Imbue Ballista: IMBA strikes again. When Playing Sylvan you should really take this perk because: 1) It's unique 2) It's IMBA, when used correctly. Imagine Divine Vengeance, Triple and Imbue Ballista and Ring of Machine affinity ? Your enemy will be dead before they'll know it. It works exquisitly well with Destructive. Add Triple Ballista if you wish to use Destructive or Vulernabilty, don't add it if you wish to use other Dark Magic or Cleansing/Divine Vengeance. A wonderfull perk yet again. Take it!

Brimstone Rain:
Dislike. Three shots for Catapult is too much, as you mostly need one or two shots to break to walls/towers/Gates. Besides, you'll have Luck, which will speed up the process. Believe me on this, you don't want to have your catapult destroy a wall in one attack and the fire two times at the same pile of rubble, wasting shots. I once had a Catapult with this perk and Ring of Machine affinity. It's berserking, but a real waste IMO

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10) Destructive Magic Average: Not the best skill to take for a faction like Sylvan. Rangers are low on spellpower, which can make Destructive a total waste. However, hope shines upon the Sylvan Magical Destruction capacities: with High Druids and Perks like Arcane Excaltation, Arcan Excellence, Wizard' Reward and Arcane Brilliance, you can increase your Spellpower to satisfactory levels. Make sure ytou have at least TWO of these perks  OR ONE perk with a large stack of High Druids is the minimum requirement for haing a powerfull Destructive. Destructive is very powerfull when imbued, so if you don't have Enlightement/Sorcery, but you have triple and Imbue Ballista, Destructive is also very worthwile. I personally take Destructive by default for Vinrael, and it depends on offered skills/Arties/Opponents, whether to take this or not.

Perks

Master of Fire: By far the basic perk that should be picked over MoI and MoS. Why ? With two out of three Fire-based Lvl3 spells the chance of getting a fire spell is very high. In addition, every Fire spell does AoE dammage, which is lethal if imbued. Again, if you pulled Circle of Winter out of the Magic Hat, this perk is rather worthless (nothing is flawless). Yet, it leads to the best secondairy and tertiary perks of Destructive Magic.

Master of Ice: This perk is, like MoF and MoS a very usefull one, but it all depends on the spells you get. Ice Spells usually do the most dammage early-midgame and don't require thatmuch spellpower than Lightning Bolt or Fire Wall. MoI is a logical choice for Rangers because of this, and is something I would take, unless you haven't access to Circle of Winter or Deep Freeze.

Master of Storms: though aboive Average, I wouldn't take this perk. Not with Rangers. Lightning spells are just too Spellpower-dependant, which makes them less interesting than Ice or Fire. Not to take at all.

Mana Burst: Very usefull when you have to face a lot of enemy spellcasters like Druid Elders and Archmagi. A perk that you should take versus Haven, Dungeon and Fortress, who have caster that have a 99% chance to cast spells in combat. It's wagersworthy against Necropolis, Academy and  Sylvan, but it depends on which upgrade these opponents will take. (if they take Battle Magi, High Druids or Lich Masters, do not take it.). Ignore this perks when plaing versus Inferno and Stronghold. The odd that their spellcaster will effectively cast a spell are very small. All depends on the opponent.

Secrets of Destruction: This perk is very interesting, but it's usefullness depends on the spells you already have. If you've gotten Eldritch Arrow, Ice Bolt and Fireball/Circle of Winter, you don't need this perk as much than when you've gotten Stone Spikes, Lightning Bolt and Fire Wall, which are weak Destructive spells. +2 Knowledge is ALWAYS comes in handy, and we musn't forget that this perk leads of Ingite and Fiery Wrath.

Cold Death: Despite the Ranger's puny Spellpower, rhis perk can make their spell rather deadly. This perk is wonderfull for games of early-medium duration, this perk is useless in longer games. However if you have Ice Spells this perk is very wagersworthy. I must say that Circle of Winter + COld Death is extremely Lethal. If you face Kaspar, Deleb, Vittorio or any Demon Lord/Barbarian, take this perk to get rid of their war Machines. In sieges you can save youself by killing the Catapult with you Ice Spells and the finishing off the Lvl 7's and 6's before your arrow towers destroy the rest.

Sap Magic: An average perk, and it basically does what it says, reduces the dammage of enemy Destructive by 20%. That's may not seem much, it is when you face a strong offencive spellcasting army (Dungeon, Fortress or Academy). This perk works wonderfully together with Magic Resistance and Protection.

Fiery Wrath: W00t! An extra 10% Fire Damage per strike ? Give it to us ! It is a must-have perk for large armies and long games, where you get these massive armies which will deal enormous damage to eachother. No here's the catch: If a creature is Fire-Immune, you can forget your extra 10%. Don't use this perk versus Fortress! The combination of Luck and Fiery Wrath is very strong (with luck attack the damage doubles, so the 10% bonus doubles too ). this perk is far superior to ignite in Might armies

Ignite: Though it is better with Magic Armies than Fiery Wrath, with Might Armies Ingnite must recognise it's superior in Fiery Wrath even now, with you Rangers as half-Might, Half-Magic, I'd still take the above perk to this one. I addition does ignite only work for Fire Spells, which is a liability. Invalueable for Warlocks, negligable for Rangers.

11) Sorcery:: Below Average: Although Sorcery provides powerfull and handy perks for you hero, it's a skill I wouldn't take with Rangers; In most cases Rangers will use their Avenger Skills anyway. However this perk is really usefull when combined with Destructive and Enlightement, though it should be picked after you have picked the former two. If you want to get Warlock's Luck, take Sorcery as well, I explain this below.

Perks

Mana Regeneration As Rangers will surely use a lot of Mana During long Combats (Imbueing and Spellcasting costs a lot of Mana after all), choosing Mana Regeneration isn't a bad choice for Sylvan. However, you should keep in mind that the Regeneration rate of 1 Mana/day is doubled, which means only 2 Mana/Day. This Perk leads to Counterspell and Erratic Mana

Arcane Training Again a perk that is very interesting with the Ranger's imbueing tactics, especially Imbue + Rain of Arrows. 20% Isn't high for low levels, but if you have a powerfull Light/Summoning/Dark/Destructive Spellcaster as a main hero (like Vinrael or Dirael), it can be a great help. You don't need this perk that much though, normally the Ranger's Mana Pool is high enough. It leads to Counterspell, which is great versus Spellcasting Factions.

Magic Insight Of all three basic Perks, it's Magic Insight, that should be picked by Rangers, becaus it's more interesting to them. Though you may lack the Mastery in Magic, You'll be able to gain a lot of spells due to this perk (and most of these spells are Imbueable). Combine it with Arcane Intuītion to maximise the effect of the perk. It leads to Distract and Warlock's Luck (with Soldier's Luck).

Erratic Mana Like with Arcane Training, this spell requires at least Advanced Mastery of one or more School in order to be effective. The Spell reduction up to 50% is unreliale due to the Errativity (Like the name says it) of the skill. However, if it doesn't work, it can't be bad, can it ?

Arcane Excellence  Oh Yes, Pass me the Spellpower ! If you're not able to get Enlightement, you can choose this perk or Brilliance as substitutes (it better to have both though). It also provides you with a +100 Mana Bonus (only temporarily), which is nice in early-midgame or in the endgame, when facing the dreaded Familiar/Vermin. It leads to nowhere though and, to be honest I would pick Brilliance instead.

Arcane Brilliance This perk is good when you have a strong spellcasting hero (in spe). Not only does this perk give you an extra spell, it also leads to Distract and Warlock's Luck. It's certainly worth taking. If you already had take Arcane Training though, I'd suggest you take Excellence or Counterspell instead.

Counterspell A wonderfull perk when playing versus Magic Factions like Fortress, Academy, Necropolis and, off course, Dungeon. I'd like to see you opponents face when you block his Implosion/Puppet Master while (s)he pays double the normal mana cost for it . This perk is a killer for all Dungeon/Necropolsi opponents and is overall better than Erratic Mana or Arcane Excellence.

Distract This perk is, unlike Counterspell, a perk that works fi ne versus every opponent, but it is slighly weaker than Counterspell, making the two perks balanced. I highly recommend that when you get Sorcery, you strive either to this perk or the former one. I suggest you take this perk when you are Magic-oriented, and Counterspell, when you are Might Oriented. This perk makes a wonderfull match with Warlock's Luck, Intelligence and Ignite.
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12) Summoning Magic:
Redundant: The least interesting skill for the Ranger (and maybe in the game), due to unbalanced spells during the levels and very weak perks. Summoning Magic is a liability especially for Sylvan, as the Summoning spell you can get can be either very strong or very pathetic. The Only Ranger who can use Summoning effectively is Dirael. Don't forget that Summonning is Spellpower dependant, so I suggest you take high Druids/Enlightement/Sorcery or two or three of them. If you have none of them, Summoning is a very though path indeed.

Perks

Exorcism: This perk needs Destructive Magic in order to be effective, and to be honest I can only recommend taking that path when you are an expirienced player (and in that case, you wouldn't listen to me anyway ). It's dangerous and rather weak. I'd avoid it.

Master of Life: This perks isn't strong with Sylvan; Your raised units won't stay for a long time and I must admit that there are better spells than Fist of Wrath to fight enemies. This perks is interesitng when you face Magical immune/Resistant foes, woh have a strong offence. Then your can ressurrect cannon fodder and sitting ducks, while you finish of Golems and Blackies with Fist of Wrath. But that still is rather narrow.

Master of Earth Blood: the spells this perk empowers aren't great, but both can be extremely usefull for Sylvan. Earthquake can be a great help as the chances for Sylvan to get WM-Catapult are rather small. Fire trap is excellent fro creeping and defencive tactics untill you can get Treants. It is worth the try.

Master of Conjuration: If you can get your hands on Phoenix and or Elementals (That shouldn't be too difficult as you can find the wasteband very easily) take this perk. Unfortunately it doesn't strengthen Wasp Swarm anymore, which really needed this perks (or Dirael) to be really effective. Evenso the Perk is worth the try.

Fog Veil: Yes. A great help for the Non-Wyngaal Ranger. A 10% decrease of initiative and dammage from all shooters is immense in large battles and can turn the tide (though its effect is puny in small games). Certainly worth taking.

Fire Warriors: It's a no-go. Fire Elementals are nice elementals, but they barely can keep up with the fast Sylvan army, even when hasted. It's a bad perk overall, I'd suggest you forget it.

Banish: the damage formula is [10*(lvl + Mastery], which can be enormous in the end-game. Now the bad points. Banish is a rather useless skill, as the chance of fighting Summoned/Gated creatures is small unless you play versus Inferno or Academy. Any how, I would ignore this perk and kill the real units, as they are the ones who need to be destroyed in order to win the battle.

Elemental Balance: Like the above perk, this is only usefull when fighting Summoning Magic caster. The only effective ones are Wizards and Necromancers (and maybe Runemages), and there is no guarantee that you opponent wil summon elementals, when he does, there is a chance that he summons Air Elementals .
No, no, I don't believ in the succesfullnes fo this skill... unless you opponents summons a horde of Earth Elementals...


Green: Excellent to Good skill/perk, to be taken.
Blue: Good to average skill/Perk, but not nessecairy.
Red: Average to Bad perk/skill, to be avoided.

Note: When needung Spellpower for Destructive/Summoning, I suggest you take High Druids, if you can't acces Enlightment/Sorcery.
____________
Coincidence? I think not!!!!

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Drunk_Lord
Drunk_Lord


Known Hero
very happy hero :)
posted June 13, 2008 02:36 PM
Edited by Drunk_Lord at 14:40, 13 Jun 2008.

Mmmm... the ranger can be very efficient spellcaster with them druids, especially Vinrael and Dirael. With destructive magic things are simple, u have access to most spells, and some perks work very good with a magic ranger(like rain of arrows and imbue arrow, not to mention what happens if u combine that with warlock's luck and aoe spells). With summoning things are harder cause of the lack of spells. But there are utopias, vaults, other town and stuff. Sylvan can be good with both might and magic.
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Kispagat
Kispagat


Famous Hero
posted June 13, 2008 02:49 PM

Quote:
I'll make it a bit simpler, use dryads after week 3 Even against dark it is not worth it because the dispel will be harder against a powerful hero - small margin of success. /quote]


If sylvan plays a map, where:

1. Ultimate is available (refined mana perk)
2. Opponent is a dark magic caster
3. For some reasons not all 7 type of creature is used

(Like in HG, where these above conditions are met, and treants are too expensive and take too much resource)

I would use sprites rather then dryads.

Its true that there is a small chance that cleansing will work, but:

1. no dryads nor sprites will decide the battle with their damage

2. cleansing can turn a battle aorund

3. because of lack all type of creatures you can split sprites, which doubles the chance of the cleansing, with refied mana 4 times (saving a turn to your hero!)

+1 with last stand perk you split them 2 and the rest, and you can cast 4 cleansing almost surely,

If one cleansing works, its is sure that your opponent will go mad  
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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted June 13, 2008 03:02 PM

Everyone has his opinion, and it's good that everyone gets a chance to express it. My posts are the things that I should do inthe case I discribe, nothing more. I can recommend my stategy to others, but no one needs to follow it.
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Coincidence? I think not!!!!

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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted June 14, 2008 07:53 PM
Edited by Lexxan at 20:00, 15 Jun 2008.

Thank you

Added Defence and Dark

EDIT: And Leadership
Now adding War Machines.

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arxur
arxur


Adventuring Hero
posted June 15, 2008 08:35 PM

I don't think we should rank the skills, sine my priority list begins with summoning or with destructive magic + leadership +empathy + rain arrows.

I never pick up luck anymore. So what I want to say is, that we should introduce already "finished" heroes, like:

1. A good playing strategy with Vinrael: (level 18)

Expert Avenger: imbue arrow, arrow rain
Expert Enlightenment: intelligence, wizard's reward
Expert Destructive: master of ice, cold death
Expert Leadership: Diplomacy, Empathy

Vinrael's experience bonus means usually 2 or 3 level more than enemy has, on balanced maps. The key is to have Druid Elders with high magic power bonus. Make sure you have at least 3 favored enemy to freeze every enemy to death with deep freeze, or with implosion. etc...
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For my Heroes 5 maps and other game stuff visit
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Elvin
Elvin


Admirable
Omnipresent Hero
Tastes like chicken
posted June 15, 2008 08:41 PM

That could work and silent stalker could make the best out of diplomacy It's just good to know the neutrals' mood before you attack.
____________
Being human is a roller coaster ride of emotions during rainstorms and sunshine, sprinkled with moments when you can almost reach the stars.

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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted June 15, 2008 08:48 PM

Quote:

1. A good playing strategy with Vinrael: (level 18)

Expert Avenger: imbue arrow, arrow rain
Expert Enlightenment: intelligence, wizard's reward
Expert Destructive: master of ice, cold death
Expert Leadership: Diplomacy, Empathy




Believe me or not, but that's exactly what I wanted to post about the skills Vinrael should take
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Coincidence? I think not!!!!

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Xerius
Xerius

Tavern Dweller
posted June 17, 2008 01:46 AM

big thanks Lexxan, now I have more knowledge about Sylvan

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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted June 18, 2008 08:19 PM

Added the Gargantuan "Destructive Magic" Skill
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Coincidence? I think not!!!!

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kermit
kermit


Known Hero
Soul hunter
posted June 19, 2008 11:27 AM
Edited by kermit at 11:43, 19 Jun 2008.

You sure can write lengthy posts Lex

Quote:

3) Logistics: Rather Imortant: The Logistics skill is a skill that provides very import perks to Sylvan. As the upgraded Druids will slow down your army Mid-Game, it's not stupid to take Logistics, even if you aren't interested in the perks. It's needed for Absolute Luck and has a high chance of appearing (15%), which marks their spot as third best Sylvan skill. Not necessairy, like Luck is, but very important nontheless.


A little mistake there it seems: In HOMM5 hero movement is not affected by creatures in the army unlike HOMM4.

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Elvin
Elvin


Admirable
Omnipresent Hero
Tastes like chicken
posted June 19, 2008 11:41 AM

I think it's longer than my heroes chronicles masterpost Where's falkenstein though?
____________
Being human is a roller coaster ride of emotions during rainstorms and sunshine, sprinkled with moments when you can almost reach the stars.

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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted June 19, 2008 11:48 AM
Edited by Lexxan at 12:47, 19 Jun 2008.

Quote:
You sure can write lengthy posts Lex

Quote:

3) Logistics: Rather Imortant: The Logistics skill is a skill that provides very import perks to Sylvan. As the upgraded Druids will slow down your army Mid-Game, it's not stupid to take Logistics, even if you aren't interested in the perks. It's needed for Absolute Luck and has a high chance of appearing (15%), which marks their spot as third best Sylvan skill. Not necessairy, like Luck is, but very important nontheless.


A little mistake there it seems: In HOMM5 hero movement is not affected by creatures in the army unlike HOMM4.


Is it ? Strange. I looked it up in the manual before I posted this... I'll play safe and look it up again. If you're right, I'll edit it.

Thanx

EDIT: Indeed, Kermit is right. I'm going to change it right away.
____________
Coincidence? I think not!!!!

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