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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»
JoonasTo
JoonasTo


Responsible
Undefeatable Hero
What if Elvin was female?
posted June 19, 2008 03:41 PM

Quote:
Lightning spells are just too Spellpower-dependant, which makes them less interesting than Ice or Fire.


Fire is just as spellpower dependant as lightning is. Lightning bolt and fireball have exactly same damage formula.

Very good work with the skills so far.

It seems you like IMBA:



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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted June 19, 2008 03:43 PM

As if sylvan cannot get insane spellpower through high druids.
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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted June 19, 2008 03:45 PM

Quote:
As if sylvan cannot get insane spellpower through high druids.

Oh, yes it can, but the Spellpower I talk about is the one they get from Level-ups and Skills. I tell about the skill as if High Druids didn't exist. But yes, High Druids enable a completely other style
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted June 19, 2008 04:20 PM

It's a huge factor to skip. That makes for an impractical paper-only guide.
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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted June 19, 2008 04:32 PM
Edited by Lexxan at 18:24, 19 Jun 2008.

Well you should always keep Highs in mind, but that part is about the skills only. (but you are right, so I'll chage it as soon as I finished Summoning (and the Skill part)).

Quote:
Fire is just as spellpower dependant as lightning is. Lightning bolt and fireball have exactly same damage formula.


Correct, but Lightning depends more from Spellpower than Fire does. That makes Fire slightly (but only slightly better thna lightning.
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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted June 19, 2008 06:45 PM

Finished! It took a lot of time and I hope I didn't write too much nonsense. At least I enjoyed it (that's why I did it in the first place.

And now I move on, to the next project!
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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted June 19, 2008 06:56 PM

haven't been here for a while, but I'm glad to see people are still doing the good old analyzing. Mind if I add my two cents?



Quote:
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.


Tactics is paradoxically chosen mostly to disable the tactics of your opponent.. Especially if playing against Sylvan. You may be sure that anyone with easy tactics access will take it when playing against sylvan. So while not a wasted point, the fact that it will just cancel out each other hurts as it did in h3 ^^

Quote:
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.


I find it very good for sylvan, it greatly enhances the damage of sprites, and the effect gets tripled due to their triple attack. just because of it, I find it very useful. Besides, you can further amplify it with nature's wrath if you wish.

Quote:
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


I wouldn't. Even though arcane archers are impressive units, there is no point of taking a skill just to slightly boost ONE stack. Arcane archers are good as they are anyway, they don't need further empowering. I think this perk is a bit worthless for Sylvan. Druids are poor attackers, btw.

Quote:
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.


Aura of swiftness is the most "sylvan" perk there is, I'd say, the one that makes this faction so powerful in the endgame. Battle commander is abusive (with menthoring. Not a common tactic, but still..) and extra dancers are neat. Retribution itself is great for any melee army.

Quote:
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.



All resource picking should be done by your henchmen (secondary heroes that follow your main one picking resources, flagging objects etc) therefore this perk is utterly useless. If you don't use henchmen, you will fail versus an opponent who uses them for obvious reason: His exploration speed will be much higher than yours.

Quote:
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.


Enlightenment should be always picked if possible. With all the power leveling, the stat bonus is simply too big to ignore.

Quote:
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).


To be honest you don't need any magic at all with this faction. The only need is if you are afraid of a powerful and likely to have swift mind perk darkmage, for cleansing, but even then, with so many offensive stacks, you can afford having one puppeted or frenzied. Sylvan depends on first strike a lot, and first strike occurs before your hero has actually a chance to cast hist magic. In other words, light magic, while useful, doesn't provide the kind of benefits you want the most: first turn attack empowerment, and is imho optional.

Quote:
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.


Refined Mana only works with units and it has little impact on the game since the fight will most likely end before your druids run out of mana.

Quote:
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 ?


Not bad, just redundant. With most of the points going in DEF and enlightenment, rangers are as tough as they need to be, besides, elder druids can cast expert endurance on a stack that needs it (and on pristine unicorns at the same time, if you have them). It's better to focus on other things.

Quote:
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).


In this game you want to be faster, not tougher. Sure, toughness is fun, but not if your I-win-or-lose depends solely on your first strike and early turns. There is no time and place for tanking.

Quote:
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.


Your typical darkmage swims in mana and he will most likely pursue you early with spells like CoTN or a big vampirised stack which you can't fend off properly, so this type of defending against him is a waste of time imho.

Quote:
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.


I disagree. This perk is very useful for a player that isn't good enough to face tougher creeps without loses. And loses are bad. Hindered creeping is bad too. The tent, while near impossible to get with Rangers, enables you to deal with both of those problems at once.


Quote:
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.


I find destructive quite good with the druids as a counter rush strategy on small maps. You are pretty much hopeless without this skill if you're not at least twice as good as your opponent on a rush map.

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted June 19, 2008 07:03 PM
Edited by Asheera at 19:03, 19 Jun 2008.

Quote:
All resource picking should be done by your henchmen (secondary heroes that follow your main one picking resources, flagging objects etc) therefore this perk is utterly useless.

I find Snatch very useful on maps with Seas because you won't use the whole day to get in/out of the boat. Saves a lot of movement points
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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted June 19, 2008 07:08 PM
Edited by Lexxan at 20:00, 19 Jun 2008.

Yeah, it's a matter of taste, you musn't forget that I'm actually giving my oppinion here, like you just did. After all ,it's FALKENSTEIN and no one else who decides what he'll put in his guide.

You've got, your point and I got mine and thanks for reacting anyway. (it's a proof that someone takes time to read these long, boring posts by Ol' Newb Lexxan)

Where IS Falkenstein btw ?
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arxur
arxur


Adventuring Hero
posted June 19, 2008 08:20 PM

Quote:

Where IS Falkenstein btw ?


Maybe some dark elf kidnapped him, to prevent him not to make an ultimate sylvan guide which would make the battle between them more difficult...
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forest001
forest001


Known Hero
posted June 20, 2008 11:02 AM

Quote:

I find destructive quite good with the druids as a counter rush strategy on small maps. You are pretty much hopeless without this skill if you're not at least twice as good as your opponent on a rush map.



that's about all that sylvan can do against rush.
some high druids few trees and all the knowledge you can find.
if you can bomb your opponent faster than he can you you win.
using this strat you can amass a lot of sp very fast.
best skills for it is enlightenment + dest magic.
but it'll be hard anyway.

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destiny
destiny

Tavern Dweller
posted June 21, 2008 04:03 PM

One thing about chousing the upgrade of hunter. If you have unicorn horn bow than better take master hunter than arcane archer becose you get two no range penalty shoots insted of one
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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted June 21, 2008 04:59 PM
Edited by Lexxan at 17:10, 21 Jun 2008.

Vinrael



Speciality: a good speciality as it is multiple with Enlightement. Example: Vinrael has Advanced Enlightement and level 5 and gains 1000 expirience from battle. Adv. Enlightement add 10%, so he has 1100. Then he gains an additional 10% (2%/level) from this amount, so that he gains 1210 experience in total. This Experience bonus can be vital on small maps and early game, so exploit it well

Skills: Enlightement - Intelligence - Wizard's Reward - Graduate
         Luck - Soldier's Luck - Warlock's Luck
         Destructive Magic - Master of Fire - Secrets of Destruction - Ignite
         Sorcery - Magic Insight - Arcane Brilliance - Distract  


Enlightement is the most usefull skill Vinrael could have and he starts with it. That's just brilliant ! Enlightement enables Vinrael to gain enormous boni on Knowledge and Defence. His spellpower will remain low is much cases, and I recommend you not to hesitate to take Wizard's Reward, which gives the wonderfull spellpower bonus every Ranger sorely needs. Taking Graduate as well, is a prudent and good choice. I'd make a spellcaster from Vinrael, so I suggest you get all skills and perks needed to transform Vinrael into a small Warlock: Destructive Magic is very nice, I'd suggest you'd go for Master of Fire - Secrets of Destruction - Ignite, because, when you follow my suggested strategy, you'll have a spellcaster powerfull enough to create a lot of havoc. (if you don't have much Fire Spell, take Fiery Wrath instead). Also strive for Luck, as you'll need it nontheless. As Vinrael will be a powerfull spellcaster, I suggest you go for Warlock's Luck, which is a very powerfull perk. (imagine the combo Warlock's Luck - Ignite ). You'll need Soldier's Luck to get that. As a third perk, I let you decide between Resistance and Resourcefullness. Of course, when you go for Warlock's Luck, you'll need Sorcery as well. The chances for Sorcery are low (4%), but you usually will get it offered once per game. When it does appear, take it immedeately. It may be your only chance to get it. Take these perks for Sorcery: Magic Insight, Arcane Brilliance (+2 Spellpower) and Distract, which is very usefull when facing an enemy spellcasting army.

Extra Skills: Attack - Battle Frenzy - Power of Speed - Nature's Wrath
                           Leadership - Diplomacy - Empathy
                           War Machines - Ballista - Triple Ballista - Imbue Ballista
                           

As Vinrael usually will have high Def/Kno ratings, and Spellpower will be passable, his Attack will be the thing that will suffer from this aproach. Choosing attack, Battle Frenzy and the two following options, Vinrael will have enough attacking power.

Leadership and Empathy is also very usefull for Vinrael, as it enables him to cast more spells, making him more dangerous.

Tiny as the chance may be, we musn't let out War Machines. Triple Ballista and Imbue Ballista is definately to barbeque your enemies before they can do you much harm (however remember that the Ballista has an initiative of 10 and will easily fall in large battles)

I suggest you take one of them as you last skill (but pick them after you have got the four former ones)

Army:
Druid Elders/ High Druids should be picked for Vinrael to boost his needed Spellpower. Arcanes/Masters should be picked too, for obvious reasons.
It matters to all the others who your opponent is (see my post with the units)


BTW: Skill = 4 skills (including starting skills, excluding Avenger) you should take as soon as they pop up.


Extra Skills = Lucrative options for the sixth and final skill.

Army = Units that the Hero should take, judigng his speciality and recommended skills only. If I write nothing, it depends on your opponent more than on your skills.

Note: Give comment after this, as I'll do all heroes separately and I hate triple posting.

Ps: I hope I didn't write too much nonsense. If so please report it.

Next: Gilraen
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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted June 21, 2008 05:58 PM
Edited by Lexxan at 17:59, 21 Jun 2008.

Gilraen



Speciality: Specialization in Dancers, who don't really need additional att/def (unlike Hunters and Uni's), but still a veru usefull hero, especially early game.

Skills: Defence - Protection - Vitalty - Power of Endurance
       Luck - Soldier's Luck - Resourcefullness - Nature's Luck
       Attack - Battle Frenzy - Power of Speed - Retribution
       Leadership - Recruitement -Battle Commander - Aura of Swiftness  

As Gilraen starts with Defence, which is a good but unnessecairy skill, I suggest you transform him into a real warlord. Attack will be reallt helpfull to boost the efficiency of his Dancers, and Battle Frenzy is needed to increase their low damage, and I suggest you go for Retribution in order to increase this even further and Power of Speed to increase the gargauntuan initiative by 20% (+3, so 18 for the Dancers)

Another obivious skill for Gilraen is Leadership, not only does it provide him with additional Dancers (battle Commander through Recruitement), it is one of the prequisites for Retribution, whcih I suggested earlier on. A nice Idea to get as well, is Aura of Swiftness, which is more usefull to the Dancers than Divine Guidance.

As Vinrael is a Ranger, he should also have Luck at his disposal. I suggest you follow the normal way here: Elven Luck through Resourcefullness and Soldier's Luck.

Finally, we get to Gilraen's starting skill, Defence. Protection isn't the most usefull perk to start with, as it may take a while before you encounter offencive spellcasters. I implore that you ignore Resistance (a very, very weak perk for Sylvan) and take Vitality instead. If you have that, I suggest you take Power of Endurance to buff the Dancers even further.

Extra Skills: Dark Magic - Master of Mind - Master of Pain - Corrupted Soil
            Logistics - Pathfinding - Silent Stalker - Familiar Ground
           

For the sixth skill I can only suggest two of them. The first is Dark Magic, which is a quite onorthodox and rare choice, but it gave really good result is the past, so I've been combining Gilraen with Dark Ever since. It's really nice to cast mass Slow (Master of Mind), then Mass Confusion and then rain of Arrows with Mass Vulnerability and/or Decay (Master of Pain). Corrupted Soil is real pain in the opponents @$$ @$ well. However, if you don't face foes that have acces to this magic school , I suggest you leave it as it is.

Another intersting choice is Logistics, as you can strive towards Familiar ground (though Silent Stalker and Pathfinding). I really think that can be very usefull. However, when doing so, you make Gilraen a might hero, with a weak magic mastermy level. Reconsider it wisely.

Army:
As for Gilraen is suggest you take War Dancers/Wind Dancers, who shall become walking fortresses of IMBA with this skill choice. Again , Arcanes/Masters should be picked for rather obvious reasons.  It depends on your opponent for the rest of your army.

Next: Wyngaal
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Coincidence? I think not!!!!

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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted June 21, 2008 09:47 PM

Wyngaal

http://i303.photobucket.com/albums/nn151/Lexxan_bm/Heroes/Wyngaal.jpg

Speciality: This already has been said lots of times. Weak early-game and IMBA late-game. It would have been better that the increase in initiative as decreased per level (EG: + 2.5% at level one and -0.5% per every five levels => +2.5% lvl 1-4, +2% lvl 5-9, +1.5% lvl 10-14, +1% lvl 15-19 and after lvl 19 a constant increase of 0.5%). This is all hypothetical however and Wyngaal now has a constant increase of 2%. We need to increase this as fast as possible, so that we can gain the upper hand quickly.

Skills: Attack - Tactics - Battle Frenzy - Nature's Wrath
        Luck - Soldier's Luck - Resourcefullness - Elven Luck
        Enlightement - Intelligence - Scholar - Mentoring
        Leadership - Recruitement - Diplomacy - Aura of Swiftness OR Empathy

Wyngaal's starting skill is Attack ,which is a real help with his speciality. He gains Tactics for free as well, which is again vital to reach the enemy on time. Reaching the target isn't enough though, so I say you'd get Battle Frenzy and Nature's Wrath as well, to increase your units' damage.

Wyngaal inferiority to Heroes like Gilraen and Ossir in early-game is almost contradictory to his superiority in the end-game. To increase the effectiveness of his speciality (something I'll suggest with Anwen too) you should take Enlightenment to spped up the level gainage-system. Wyngaal doesn't really need any of the perks, but I suggest you go for Mentoring, so that he can increase the level of your Garissoned Heroes. Mentoring requires Intelligence and Scholar Btw.

As he is a Ranger, Luck should be present too. a Ranger without Luck is rather weak (unless you are a very good player, but in that case you don't need a guide). This skill helps Wyngaal in disposing of his enemies quickly, and that's what he should do; if you can't (partially) destroy your enemies in round 1, your army will be weaker than Ossir's or Ylthin's. Elven Luck is another vital perk for completing your speciality's mission (you get it through Soldier's Luck and Resourcefullness)

Leadership should be your fifth skill; it gives you acces to Aura of Swiftness and Empathy, two perks ofwhich Wyngaal extremely benefits. It's obvious that you should take one of them ,but I personally can't choose. I usually take Recruitement and Diplomacy and then pick the first one (Aura or Empathy) that pops up.

Extra Skill: Light Magic - Master of Wrath - Master of Abjuration - Master of Blessings.
              Logistics - Pathfinding - Silent Stalker - Familiar Ground
             
Light Magic is a very usefull skill for Wyngaal. It can increase the dammage, hasten them, enhance them, cleanse them, etc... None of the perks is that intersting though, so I suggest you take all three Master options.

Wyngaal need to be fast and mobile in order to strike swiftly. Logistics can help him with that, that is, through Familiar Ground. All you melee troops will now be able to reach the enemies is their first turn, which is a major advantage. You'll need Silent Stalker and Pathfinding for this.


Army:

Arcanes/Hunters for obvious reasons and I would take Savage Treants/Ancient Treants as well. Their offensive potential is more usefull to Wyngaal than the Ancient's turtleness. Also the creatures with the most initiative benefit the most from Wyngaal. However the only case when the initiative between the upgrades is different, the Sprites/Dryads, is the case that matters the most on you opponents tactics. War Dancers/Wind Dancers is the best option is the Dancer area. In the case of the Unis, Dragons, Pixies and Druids, it depends on your opponent.

Next: Ylthin
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Coincidence? I think not!!!!

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Ebbafan
Ebbafan


Promising
Famous Hero
posted June 21, 2008 10:02 PM

don't know if this is the right thread for this, but i coined a few terms for some sylvan strategies that come up every now and then:

"elrath's herd" ylthin with split pristine unicorn stacks, + light spells(notably resurrection and regeneration)

"first strike" wyngaal with crystal dragons + initiative and speed boosters/opponent speed + initiative detractors

"meteor storm" wyngaal with emerald dragons + rain of arrows, meteor shower + emerald slippers

"dark destroyer" any sylvan hero with swift mind, rain of arrows + frenzy spell(from dark, scroll, or tome)

"suspended animation" dirael with swift mind, rain of arrows, archer's dream set and wasp swarm(does not work on non-living creatures)

"superman" vinrael with expert enlightenment + vestment of enlightenment

"forest of doom" ancient treants protecting arcane archers(defending with stand your ground perk and preparation, dryads flanking archers in the corner ofc)

"icy doom" swift mind, rain of arrows, deep freeze(preferably with icicle and cold death)

any others please enlighten

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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted June 21, 2008 11:18 PM
Edited by Lexxan at 23:20, 21 Jun 2008.

I really fancy this

Mass Expert Vulnerability + Imbue and Triple Ballista + Dragon Talon Crown.

Or what about this: Mass Expert Decay + Rain of Arrows + spellpower increasing arties...

It's a pity that "Rain of Arrow + Puppet Master" doesn't work
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destiny
destiny

Tavern Dweller
posted June 22, 2008 04:04 PM
Edited by destiny at 16:06, 22 Jun 2008.

An devlopment ieda for Dirael

Her specialatyWasp sawrm spell is more effective depending on heroes level.

Dmg is increased by 5% per level and targets atb vaule is decrised by (0.2/0.4/0.6) * (1+0.02*Heroes level/3)

Starting skills'
Baisc Avenger
Basic Summening Magic - Master of Conjuration

My ieda for skills
Luck - going to elven luck of curse
Summening Magic - MoC MoE/Maybe Firewarriors and Exorcism
Enlightenmets - Taking Intelligence and wizards reward and garduate for bonuse SP and KN
Destructive Magic' - Take Moi and Mof olso could Cold Death
Sorcery - go for distract with Brilliance and magic insight

Army
Take Druid eldaes/High druids so you can have evan more spellpower

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WarLore
WarLore


Famous Hero
servant of urgash
posted June 22, 2008 08:35 PM

i just noticed that prismatic breath sucks,i mean chance to hit more than one creature is really low.it is about 10-25% chance to more than one creature with luck 5 .Red dragons incinerate is waaaaaay better than prismatic breath and in most cases,just orginal fire/acid breath too..dissapointment after all
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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted June 22, 2008 08:37 PM

Quote:
i just noticed that prismatic breath sucks,i mean chance to hit more than one creature is really low.it is about 10-25% chance to more than one creature with luck 5 .Red dragons incinerate is waaaaaay better than prismatic breath and in most cases,just orginal fire/acid breath too..dissapointment after all

Actually it's a high chance with luck 5, but it goes in a random direction so sometimes it doesn't hit anything you want (it doesn't have a fixed pattern like acid/fire breath)
I agree sometimes it just sucks
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