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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»
Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted June 22, 2008 08:38 PM
Edited by Warmonger at 21:19, 22 Jun 2008.

It depends on the units position, not the luck.

It seems that you're 10-25% skilled player

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted June 22, 2008 09:48 PM

No it is indeed random and as for the chances they are pretty good for me. Could be that I am lucky.
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Isabel
Isabel


Known Hero
Dragonblessed
posted June 23, 2008 04:30 AM

The chance is not low itself, but the point is you have to arrange your attacking position in order to damage multiple enemies.
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Zwok
Zwok


Adventuring Hero
posted June 23, 2008 08:30 AM

Not sure if it was posted here or my contribution would help, I want to share some tactics which I used while playing with Sylvan.

#1 Preparation + Ancient Ents = great tactic. First of all when an Ancient Ent uses defend it has +50% bonus to defense, which increases to +100% with Stand Your Ground. Also you would have unlimited retaliation. With Stone Skin your Ent would have 110+ defense and huge reduction to damage + it will hit before AND after if a creature with no retaliation attacks. Preparation is also useful for fast units with splash damage like Sprite’s and the Blade dancers(?). You move into “enemy territory” (Luckily you can slip between enemy shooters) and click defend (Lets hope you have some good morale/initiative not to die before you can defend) there you go, not only do you block enemy shooters but also receive a heavy boost to defense and deal splash damage at the same time.

#2  Because you already have tactics (Since you need it for preparation) its wise to get Aura of Swiftness and/or Familiar Ground. This helps all you’re melee units to get into place and defend.

#3 Get as much Knowledge as you can, each Elder Druid can add up to +2 Spell Power but no more then your Knowledge. Lets say you have 8 Druids and 16 Knowledge = a free boost of 16 Spell Power which will increase your damage a lot!

#4 Sar Issus set is very powerful for Sylvan because you have several spell casting units. With it one Druid would do 51 damage with his lightning plus he will consume only 50% mana while using it. This can be very useful in early game or for a 2nd hero that would just run around with a pack of druids killing weak neutrals (Or enemy scout heroes).

#5 In TotE Avenger now works on all creature upgrades. Make use of this, Avenger will now guarantee that you will have 3 enemy units on your Avenger list! (4 with pendant of mastery)

#6 When you get a lot of Knowledge and some Elder Druids, start pumping Destruction Magic (Personally I like Master of Storms, to decrease enemy initiative) add a Triple Flaming Ballista + Imbue Arrow + Rain of Arrows to this. My level 28 Ranger could obliterate the whole enemy army with an Imbued Chain Lightning Rain of Arrows.

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Isabel
Isabel


Known Hero
Dragonblessed
posted June 23, 2008 10:31 AM
Edited by Isabel at 10:39, 23 Jun 2008.

Quote:
Preparation is also useful for fast units with splash damage like Sprite’s and the Blade dancers(?). You move into “enemy territory?(Luckily you can slip between enemy shooters) and click defend (Lets hope you have some good morale/initiative not to die before you can defend)


Are you sure you can do that? War dancer and sprites defending next to shooters? I think you can only do that when you overpower your enemy a lot. And in addition, why not simply attack the shooters?


Quote:
My level 28 Ranger could obliterate the whole enemy army with an Imbued Chain Lightning Rain of Arrows.


I am sure this will hurt both you and your opponent a lot


Quote:
#2  Because you already have tactics (Since you need it for preparation) its wise to get Aura of Swiftness and/or Familiar Ground. This helps all you’re melee units to get into place and defend.


And, Sylvan is a charging faction, why would you want to get your units into place and DEFEND?

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted June 23, 2008 10:45 AM

Preparation is a powerhouse with Treants, especially supported with regeneration and teleport if nessessary. Using it with fast, agressive units is at least bizarre

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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted June 23, 2008 11:19 AM

While the general skill defend is a good tactic against another assult oriented town like Inferno, generally you are not going to hit defend very much.  Now if you could somehow get preperation early it could help creeping I guess.

Sylvan is pretty much about first strike, and keeping the pressure up.  They can do some mindboggling damage.  Attack, Logistics, and Luck should be main priorities imo.  Followed by light/summoning or light/destructive.  Destructive/summoning would depend a bit too much on luck I think.  Personally I'd go with Light/Destructive.

Ok lets talk war-machines and some unconventional theories.  If you get it early, go for first aid/balista/tripple ballista in that order.  Will help creeping a lot.  If you get it anyother time (IF you get it at all this more likely because of it's low percentage..) you MIGHT want to go Catapult, Balista, Tripple Balista.  I know..weird right?  No, because you want to take walls down to let your troops in quick if you are on the offensive.

Now I know everybody sort of likes the new savage treant, but there is one unit that has to hang back.  The Hunters/Arcane Archers (should really be AA's end game).  Something needs to block/assist them (and the druids ).  That is why I tend to take the defensive treants, and keep em back, hitting with everything else.  Except with obvious exceptions like Dungeon..hehe.  Then I tend to keep the uni's near em and go with savage treants.
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Cleave
Cleave


Promising
Famous Hero
Raging Blood
posted June 23, 2008 11:57 AM
Edited by Cleave at 11:59, 23 Jun 2008.

With Vinrael I'd go for Mentoring to train other Rangers so Battle Commander can be abused. There's something to be said about 500 Wind Dancers.

By the way against Dark Magic users I tend to prefer Defence. Frenzy on one of your stacks can be a real pain when all you have is Expert Luck and Expert Attack.

If you're lucky enough to get War Machines and Destructive, Imbue Ballista is just sick.
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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted June 23, 2008 11:59 AM

Indeed.  Generally though, most of your units move quick.  They should be mostly on the enemies side of the field where frenzy can be dangerous for the caster.  PM on the other hand..ugh.  That is why I normally go light magic for a cleans or magic immunity.
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Zwok
Zwok


Adventuring Hero
posted June 23, 2008 12:22 PM

I guess I wasn't very clear in my previous post, you attack the enemy shooter with the Sprite/Blade Dancer and on the next turn with those units you defend. If you won’t defend most likely your Sprite/Blade Dancer will be OHKo'd. I don't agree with Sylvan being utterly aggressive and rely only on first strike. Sylvan has very good defense and actually its damage compared to other fractions isn’t that high. If you would attack first with Sylvan VS Fortress (just an example) the Fortress creatures would just rune of Dragon/Berserk and kill any units that you sent for a sure death. In my opinion Sylvan’s role is to block enemy shooters (which I explained) and to defend your own shooters with Unicorns and Ancient Ents. On certain terrains it’s wiser to assault with the Ents though. Getting preparation is so important because this lets your large packs of weak units (Sprites) survive longer and deal more overall damage. Of course this entire “defending” tactic relies a lot on your hero. You must have high defense and good summoning/destruction/dark magic to cripple your enemies hero while defending.
Most likely my tactic is going to be flamed but it works great for me on both large maps and duels.

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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted June 23, 2008 12:29 PM

It is a sound strategy.  People have their own twist on things.  For instance, I like defense on Stronghold (most people think that is crazy).  Just about any skill can be useful in the right hands.
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Zwok
Zwok


Adventuring Hero
posted June 23, 2008 12:34 PM

Quote:
It is a sound strategy.  People have their own twist on things.  For instance, I like defense on Stronghold (most people think that is crazy).  Just about any skill can be useful in the right hands.


Thanks for being tolerant

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Isabel
Isabel


Known Hero
Dragonblessed
posted June 23, 2008 12:45 PM
Edited by Isabel at 12:46, 23 Jun 2008.

When playing Fortress nearly all my troops defend

But with Sylvan, I only defend with treants. Sprites and war dancers who have already rushed into the enemy lines should use their remaining time to attack at a good position. When you defend, a clever enemy can avoid being multi-hit. By the way, if it is me, your sprites and war dancer won't get a second turn

I am not saying that defend with preperation is wrong, however. They can be pretty useful sometimes, just not usually used by low tiers.

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WarLore
WarLore


Famous Hero
servant of urgash
posted June 23, 2008 12:49 PM
Edited by WarLore at 12:50, 23 Jun 2008.

Quote:
It depends on the units position, not the luck.

It seems that you're 10-25% skilled player


i always attack creatures wich are very close each others.in it des,there no read "depends players skill".It just dont want hit more than one creature.
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destiny
destiny

Tavern Dweller
posted June 24, 2008 12:32 PM

I usualy let my enemys come at me and then i finish them with my force
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Zwok
Zwok


Adventuring Hero
posted June 24, 2008 06:29 PM

Quote:
I usualy let my enemys come at me and then i finish them with my force


No offense but, do you play multiplayer?

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destiny
destiny

Tavern Dweller
posted June 30, 2008 12:31 PM

Yeah
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted June 30, 2008 12:35 PM

Apparently not online and not with good players. Regardless let's keep the thread on topic, unrelated replies will be deleted.
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winterfate
winterfate


Supreme Hero
Water-marked Champion!
posted June 30, 2008 10:33 PM
Edited by winterfate at 22:38, 30 Jun 2008.

Quote:
Now I know everybody sort of likes the new savage treant...


@Misty: I don't!

The whole idea of an offensive Treant is kinda silly, at least in my opinion. Besides, Rage of the Forest causes them to lose their Entangling Roots!

Well, I'd like to add my two cents, now that I'm here.
(NOTE: I may be repeating what others have said already. In fact, I'd be surprised if I wasn't. )

Best Heroes to play with as Sylvan:

Wyngaal - Well...he's IMBA incarnate with his special. Enough said. He's even banned in most Tournament of Honor games. Starting initiative is a big deal, and a 20% (at level 20) boost on the ATB bar is ridiculous.

Ossir - Definitely. He starts with at least 9 Hunters if I'm not mistaken, and he boosts their Attack and Defense stats as he levels up as well. The perfect hero for a player of any experience level. Just make sure you keep those Hunters alive!

Ylthin - I'll admit it. I love Wood Elves (I have ever since HOMM2). I find it hard to NOT choose Ossir, because Arcane Archers are just too darn effective in battle. But, Ylthin is a neat alternative. She starts with Light Magic proficiency and a Unicorn (woot! ), not to mention her specialty is Unicorns. Get Pristines ASAP!

Vinrael - Haven't used him much in TotE, but he used to be one of my favorite heroes back in Hammers of Fate. The extra battle experience is nothing to laugh at, especially when a level 10 or so Vinrael defeats a Swarm of Steel Golems (or some other huge stack of neutrals).

Gilraen - Blade Dancer specialty. I'm not a fan of Dancers myself, even though Wind Dancer's Agility is a very neat and potentially powerful ability. I guess that his Dancers would be rather dangerous, but I could never bring myself to use him as my main.

Skills I like to pick with Sylvan:

War Machines - But, only if I'm at a low level. If I'm lucky enough to get offered War Machines, I take it for the deliciously overpowered Triple Flaming Ballista of Icy Death (Triple Ballista + Flaming Arrows + Imbue Arrow [Ice Bolt] + Cold Death + Cold Steel). I've managed to create that siege weapon once. As you can imagine, it's not easy. But, it sure is a lot of fun!

Destructive Magic (or Light Magic) - Whichever magic school I get first, I take. This decision of course then affects my skill allocation for the rest of the game, so I try to get my guild to at least level 3 (to see what spells I'll be working with) before I'm forced to take either one of these.

Luck - Well, Ossir starts with it, and for those that don't, it's a good investment. Elven Luck is much harder to reach in Tribes of the East than Hammers of Fate, so plan your build accordingly if you really want it. Then again, with the bonus for Favored Enemy plus your regular Luck roll, you may not need the extra 25%.

Attack - If you have managed to get War Machines by the time the game offers you Attack, then it's obvious where you should go:

Basic Attack -> Archery -> Advanced Attack -> Flaming Arrows



Even if you don't get War Machines, Archery is pretty effective and Battle Frenzy will do wonders with your Sprites/Dryads and Dancers (thanks to No Retaliation as well).

Defense - Uh...erm...despite the insane Defense stat Rangers get, this is actually a bad skill to take with them. Like several people have already said in this thread...what are you doing staying BACK? But, if you must, I suppose that Protection/Evasion are almost mandatory (to keep your AA's alive longer).

Unit Upgrade Choices:

Tier 1 - Dryad

Wasp Swarm damage by Sprites is a joke and you won't need it if you creep with Ossir. Even if you don't, Sprites are only an early-game solution. Once you get Treants, Symbiosis does wonders to reduce your Dryad/Treant casualties in neutral battles, even if you don't use it in the final battle.

Tier 2 - Wind Dancers

I've never liked War Dancers to be honest. The War Dance has the potential to be quite painful, but I don't think too many people are going to let you set it up.
Wind Dancers, on the other hand, just rock with Agility (and are a pain to fight as neutrals for the same reason). +2 Defense per step taken is no joke; it adds up fast.

Tier 3 - Arcane Archers

AA's hands down! The only way Master Hunters will be more effective than Arcanes is if:

A. You have the Unicorn Horn Bow (for No Range Penalty)
B. You have Master of Fire/Vulnerability (for defense reduction)
C. Victim of the attack has low'ish defense to begin with.

Even though Arcanes only shoot once, they do horrendous damage. You can't fully appreciate the magnitude of their damage until you've shot a stack of Ancient Treants and still managed to kill 6 in one shot, despite the fact that Rangers tend to have low Attack.

Tier 4 - High Druids

Channeling is a pretty awesome (or IMBA, depending on what side of the battle you're on. ) ability that allows your High Druids to add their Spellpower to your hero's Spellpower, capped at your Hero's Knowledge. Seeing as how Ranger have a lot of Knowledge, this equals a large boost in Spellpower, which is just plain cheap if you've invested in Summoning/Destructive magic, and still quite effective if you have Dark or Light magic proficiencies.

Druid Elders are ok, and Mana Feed is a decent ability, but Channeling vastly outstrips it late game.

Tier 5 - Pristine Unicorns

I'll admit that this is also a matter of taste. Silver Unicorns can still be quite effective, thanks to their Aura of Magic Resistance.

However, what isn't cool about receiving the effects of Light Magic spells (beneficial ones only) cast by any caster on the battlefield with the Pristine Unicorns?

Keep in mind that Pristines can still be Resurrected by their Child of Light ability even if all of them are dead (found that out the hard way).

Tier 6 - Ancient Treants

Like I told Misty up at the beginning of this post, what's the point of an offensive Treant?

Besides, Take Roots is an extremely powerful ability. Creeping has never been easier. Use the following:

Ancient Treants (deploy only the AT's)
Regeneration
Source of external damage (Ballista, or your hero)

With the insane HP that Ancient Treants have, you should be able to outlast most neutrals using this strategy, with only a relatively minor drain on your mana pool.

Tier 7 - Emerald Dragons

I don't understand how Prismatic Breath (for Crystal Dragons) works.
Even if I did, Immunity to Earth is an ability that does wonders every once in a while (frequently enough for me to choose them instead of the Crystals).

Need to get rid of some stacks of guys your Dragon is engaging? Sure, use Meteor Shower. Your Emeralds take no damage.
That also makes them immune to Implosion and Decay.

Well, there's my two cents. I hope you all enjoyed them. Feedback/critiques are always welcome.
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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted July 01, 2008 10:31 AM

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


Calling one of the best abilities in the game a disappointment is simply wrong. Red dragon's incinerate isn't very useful btw.

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