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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»
Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted July 01, 2008 10:43 AM

Just one note Winter, and a very minor one.  Druid Elders Mana feed can be very helpful with creeping (source of almost endless mana for hero).  But you are right, at the end of the day High Druids are better.
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winterfate
winterfate


Supreme Hero
Water-marked Champion!
posted July 01, 2008 10:46 AM

That is true. Then again, with all of the Knowledge Rangers tend to get, you shouldn't need Mana Feed.

It's a fun ability though.
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If you supposedly care about someone, then don't push them out of your life. Acting like you're not doing it doesn't exempt you from what I just said. - Winterfate

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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted July 01, 2008 12:09 PM

As soon as the Elder's Lightning Bolt does less than half damage than their Ranged attack (or more if they don't have a range penalty) you should upgrade them to Wilds. Not doing this is a grave error !

@ Winterfate: Prismatic breath allows the Dragon to attack multiple targets in a fan-shaped breath. It is Luck-dependant though, and you must beware of players with acces to Dark Magic, who are able to shower your Dragons with Expert Sorrow.
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xerius
xerius

Tavern Dweller
posted July 01, 2008 04:58 PM

I cant decide one thing, when playing vs inferno. Its not really a good thing to keep druids and hunters close together protected by treants is it? I mean its good if he gates his units close to my shooters but then his ballista (improved with deleb) can annihilate them or his meteor shower with that pre last unit. or maybe I should I leave unicorns behind for magic resistance but then I might lack offensive power. cant really decide. should I try and destroy his ballista right away? but then I might get smashed by his huge stacks while wasting time on killing ballista.

and can anyone tell me why wind dancers are so good? Im keeping them in castle since the start cause I read somewhere they are good when in numbers so I got around 200 now.

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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted July 01, 2008 05:32 PM
Edited by Mytical at 17:34, 01 Jul 2008.

Against Deleb it is important to take out her balista as soon as possible.  As for the wind dancers, they are nasty critters..especially after moving.  200 would seriously do some damage to inferno.

Now as for the archers, druid, treant, uni situation.  Meteor shower will hurt a little, but send the uni's with the others.  Then they should only be able to reach the sturdier druids.  Once they hit him, and get tangled by the treants, that is where they are staying.  (Treants have a ton of hp, just defend with them and that stack they tangled is NOT moving anytime soon).  Depending on what unit that is, either target it with AA or target something more dangerous.  If needed let the druids absorb some damage.  (Even from gated units).  Rain of arrows + imbue arrows should hurt them plenty.

Since MR is not a nessesity go with pristine and cast regen on your druids (which will hit the unis also) if you have it.  (You should).  That will keep them around longer, giving your AA's more time to deal some insane damage.  I'd go destructive vs inferno and use high druids to boost sp so you can do some major damage with imbue arrow.  It will deffinately be a battle of attrition.  Your dragons (if you have them, should focus on the balista probably)

Of course all this is just theorycrafting, and a dozen things can go wrong in the fight

Edit : Oh and if you have summons and exorcism you can do some thrashing on any summoned units.
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kermit
kermit


Known Hero
Soul hunter
posted July 01, 2008 06:08 PM

wind dancers can reach the other side of the battlefield in one turn and  can do some major damage.

Silver unicorns are better vs inferno's dark magic, chances are your treants will get frenzied/PM and then your AAs will go bye bye.

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winterfate
winterfate


Supreme Hero
Water-marked Champion!
posted July 02, 2008 01:14 AM

@Lexxan: Ah, I see. Thanks!

@Xerius: Agility.

Agility: For each tile traveled by the stack, it gains +2 Defense until its next action

Seeing as how Wind Dancers have 8 Speed, it is as kermit and Mytical say...they are very dangerous. Assuming you move all 8 spaces, +16 defense is nothing to laugh at, especially with a Ranger's already high Defense stat.

@kermit: I see what you mean, but I wouldn't PM Treants, unless you want them to stay in place (which could be a good thing, I admit) for the next 32 unit turns.
PMing Arcanes, on the other hand, is a sick strategy (saw it in a recent replay) and definitely something I wouldn't want to see happen.
The Arcanes under enemy control proceeded to shoot their own allied Emerald Dragons (24 hit/24 killed! )

@Misty: Theorycrafting as it is...it's some good advice.
Of course, Imbue Arrow/Rain of Arrows with Cold Death and Ice Bolt is pretty powerful as well, especially against the higher tier units.
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If you supposedly care about someone, then don't push them out of your life. Acting like you're not doing it doesn't exempt you from what I just said. - Winterfate

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espen15
espen15


Famous Hero
posted July 02, 2008 09:04 AM

sylvan against inferno- tough match but if deleb is inferno hero then sylvan gets problems with ballista, best choice is vinrael in my opinion, because of its fast developing maby you get warmachines then inferno gets problems.

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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted July 02, 2008 09:18 AM

That is another way to go Kermit.  Of course Sylvan has a good chance of getting cleansing for that.  Frenzy has an equal chance of having them go after the druids (who are just as close) also.  With PM Winter is correct, they are going to do nothing for quite awhile.
Now if their sp is going to be high enough to counter the frenzy/pm is another matter (if not..hope they get magic immunity!)

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kermit
kermit


Known Hero
Soul hunter
posted July 02, 2008 12:18 PM

Ok I'll elaborate a little, indeed frenzy on treants isn't the best option but you get the idea (it's really situation dependent)

1: Arcane Archers can be frenzied, in this case they'll either hit the treants and get killed by retaliation or the druids (for lesser casualties). Frenzy can be cleansed but it lasts 2 turns anyway:

2: Treants get Pupeted, in this case nearby ranged units can't shoot and have to move out, furthermore PM can not be cleansed in TotE.

Still my personnall favorite is to start with mass confusion: unless sylvain has silver unicorns archers will be most probably disabled for the battle duration (cleansing will work in 50% of the cases only).

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted July 02, 2008 12:23 PM

PM can't be cleansed? I think that's only for frenzy.
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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted July 02, 2008 12:23 PM
Edited by Mytical at 12:24, 02 Jul 2008.

Indeed.  Though a lot of the times the Arcanes go before you can cast.  Regardless, yes, you can leave back the MR unicorns for just such a reason without much harm.  They will want to take out your AA's at all cost (they hurt...bad) and will do what it takes to make it happen.  
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kermit
kermit


Known Hero
Soul hunter
posted July 02, 2008 02:18 PM

Quote:
PM can't be cleansed? I think that's only for frenzy.

Indeed, I always mix up which of frenzy/PM can be cleansed and which can be cured by tent/lay hands ...

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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted July 02, 2008 04:29 PM

Sorry that I kept you waiting, but now I have some unfinished business to attend t

Ylthin



Speciality: Definately one of the stronger Rangers, and her specialty really makes it worthwile. Unicorns have slight above average Att/Def parameters, so a little boost is always welcome for them. Ylthins startings skills and First Aid tent boost the survivability of her unicorns, especially the one she brings with her once hired. A really good Ranger overall.

Skills:Light Magic - Master of Blessings - Master of Abjuration - Eternal Light
         Luck - Soldier's Luck - Resourcefullness - Elven Luck
         Logistics - Scouting - Swift Mind - Silent Stalker OR Pathfinding
         Enlightement - Intelligence - Scholar - Mentoring

Ylthin start with Light Magic, which is THE Skill that must be combined with her strong unicorns. It provides you with strong Haste and Divine Strength, but also powerfull Mass Cleansing, Magic Immunity, Regeneration, Teleport and of course: DIVINE VENGEANCE. However, she starts with MoB, which isn't a strong perk. What I would do is take MoA , the another basic perk ofr a strong low-level Light Magic basis. Eternal Light is a slight must for Ylthin, and works splendidly with Pristine Unicorns. If you have both Haste and Righteous Might however, you might consider Master of Wrath, but I advice you; Don't do this. Eternal Light is too important to slip through your fingers.
Luck is the default/must skill for every Ranger, nuff' said. I suggest you take the usual built: Soldier's Luck and Rescourcefullness to get Elven Luck. This time, Soldier's Luck is more usefull than in other cases. An increasement in Magic Resistance and/or Blinding attack is always usefull.
Nothing is better than to start the combat with a powerfull Light buff (like Mass Haste or Mass Divine Strenght). Swift Mind is the best way to do this; Just take Logistics, then Scouting and then the blessed Swift Mind perk. I suggest you don't take aonther perk here and focus on your other skills. However, if you must choose, pick either Pathfinding or Silent Stalker (whichever you like), but I think you don't need a guid to tell you not to pick Navigation
Finally, Enlightement is a good choice for Ylthin, who is most cases will turn out to be a Magic Hero. For me, it's clear what perks you should take; Intelligence is an obvious choice  (you can NEVER have too much mana), and in this case I would work towards Mentoring, which means you'll need to get Scholar as well. Nothing more can be said about this, only that you need to get Enlightement as quickly as possible in order to make it effective.

Extra Skills: Leadership - Diplomacy - Empathy
                    Attack - Tactics - Battle Frenzy - Power of Speed OR Nature's wrath
                   

I personally see only two worthy candidates for the sixth and final of Ylthin's skills.
The first one Leadership, is a very good choice. How more often your units act, the better. As for the perks, I really like Empathy on Ylthin, which is gotten through Diplomacy. Empathy really helps her buffing her troops, and is a good alternative to Sorcery. It is also somewhat common, at 8%, so Leadership will definately pop-up once or twice (and probably more often).
Attack is the other skill suggestion; Tactics the obvious perk. If you use Pristines (and, believe me, you should, see below), you'll not use them to guard your troops; on the contrairy, you'll charge and attack you're enemy, hopingly blind them in the process. Unicorns don't need the damage bonus from Battle Frenzy, but your Pixies and Dancers still do and they should be left out. If you wish to increased the damage (range) even further,than Nature's Wrath is the most obvious perk here... However, if you don't have acces to Haste or don't have Master of Wrath, you are better of with Power of Speed, but only in the above mentionned circumstances!

Army: Again the usual: Arcanes/Masters should be picked. as for the Unicorns, if you used the above strategy, Pristines/Silvers are far better for Ylthin than their Pristine/Silver brethren. As for the others, it all depends on other factors (not on your skill choice)

hope you like it
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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted July 02, 2008 04:34 PM

BTW


Here's the Ranger's skillwheel
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forest001
forest001


Known Hero
posted July 02, 2008 04:57 PM

Quote:
Ok I'll elaborate a little, indeed frenzy on treants isn't the best option but you get the idea (it's really situation dependent)

1: Arcane Archers can be frenzied, in this case they'll either hit the treants and get killed by retaliation or the druids (for lesser casualties). Frenzy can be cleansed but it lasts 2 turns anyway:

2: Treants get Pupeted, in this case nearby ranged units can't shoot and have to move out, furthermore PM can not be cleansed in TotE.

Still my personnall favorite is to start with mass confusion: unless sylvain has silver unicorns archers will be most probably disabled for the battle duration (cleansing will work in 50% of the cases only).


@1 it's worth to remember that AA are not only scary unit in sylvan army, and use antimagic  rather than cleanse for frenzy

@2 pm can be cleansed no problem and ents are slooow

don't know why cleansing will work only 50% can you explain it to me?

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kermit
kermit


Known Hero
Soul hunter
posted July 02, 2008 05:25 PM

Quote:


@1 it's worth to remember that AA are not only scary unit in sylvan army, and use antimagic  rather than cleanse for frenzy

@2 pm can be cleansed no problem and ents are slooow

don't know why cleansing will work only 50% can you explain it to me?


1 Agreed but AAs are most damaging
2 50% would be for pixie cleansing or for a hero with no/basic expertise in light. If both heroes are of same level and sylvan has expert light I agree it would be more like 100%.

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xerius
xerius

Tavern Dweller
posted July 04, 2008 11:57 PM

guys, does the wind dancers ability to build up defence work on first move? I mean can I run around and build it up? or is there a cap? I mean if i move first turn only 4 tiles I get 8df and thats it?

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phoenixreborn
phoenixreborn


Promising
Legendary Hero
Unicorn
posted July 05, 2008 12:06 AM

Recalculated for each move of the wind dancer.

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xerius
xerius

Tavern Dweller
posted July 05, 2008 12:17 AM

Quote:
Recalculated for each move of the wind dancer.


and if I move attack will i still have it next turn without moving but attacking right away?

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