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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»
Elvin
Elvin


Admirable
Omnipresent Hero
Tastes like chicken
posted June 09, 2009 01:13 AM

It ranges from weak to powerful but usually spellpower is just medium. Can't reach dungeon or necro's without getting good spellpower arties but it is possible. As for their units it depends on artificer, if you hit 20+ knowledge and give each an artie with 2 properties they are not bad at all. Though if you take into account motw, high chance to get elemental boosters(since they also have artifact merchants in town), ability to get warlock's luck and elemental gargoyles that give elemental vulnerability to nearby targets they can be insane. Academy has many ways to make things work, one of the most adaptable factions.
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Quasitz
Quasitz

Tavern Dweller
posted June 09, 2009 04:58 PM

Hi all - am completely new to this forum (and game forums in general). Joined because I have tons of questions I'm lazy to figure out on my own - hope you guys can help. Just a couple of questions for now:

1) Is there a way to cancel the spell on imbue arrow (to save mana)?
2) Is aura of magic resistance cumulative - i.e. if I have a stack surrounded by several stacks of unicorns will each unicorn stack contribute to its magic resistance (and more generally are such "neighbor" effects like nightmare's demoralizer cumulative)?

I'd assumed the answer to 2 is no.. it seems too broken. But just to confirm.


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Elvin
Elvin


Admirable
Omnipresent Hero
Tastes like chicken
posted June 09, 2009 06:52 PM

1) Not that I know of but you can always imbue something that costs less.
2) Nope but extra resistance from artifacts stacks.
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Quasitz
Quasitz

Tavern Dweller
posted June 10, 2009 12:21 AM

Cool thanks.. seems like they should have implemented a feature for (1) though
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Seddy
Seddy


Known Hero
Spinner of delicious cupcakes
posted June 10, 2009 12:35 AM

Hmm, might be a bit off topis but since magic resistance was mentioned, is the stacking in simple terms of percentage measurements (aka: unicorns aura is 30%, plus an artifact giving an additional 10% resistance, would turn into 40%?) and how does it work with creatures that naturally have natrual resistance (like Earth Elementals, if I remember correctly).


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Elvin
Elvin


Admirable
Omnipresent Hero
Tastes like chicken
posted June 10, 2009 12:42 AM

That does stack but magic proof is a whole different story. Proof is magic dmg reduction, resistance a chance to avoid altogether.
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Seddy
Seddy


Known Hero
Spinner of delicious cupcakes
posted June 10, 2009 12:55 AM

Ah yes. Is there actually a creature that has natural magic resistance and not protection (except the unicorn)?

Also, I have not yet received the expansions (just ordered them) but I understand that the Dryad upgrade can be healed by treants? Would that give the Treants a special ability (as the treants and ancient treants lack active special abilities) or would it be through the Dryads turn?
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adecoy95
adecoy95

Tavern Dweller
posted June 10, 2009 05:07 AM
Edited by adecoy95 at 05:09, 10 Jun 2009.

i think the battle wizard have a similar ability to the unicorns

oh and about the dryads, its an ability called symbyosis, and it heals and ressurects treants AND dryads... its really good late game, it can bring an impressive amount of healing to the table. oh and its an ability only the dryads have, and its only once, its good to use at the last min.

the description :

Once per combat, this creature can heal and resurrect Treants, or be healed by them (activated ability).
The target stack receives 4 Hit Points per Dryad, and the Dryad stack is healed by 20 Hit Points per target in return.
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Elvin
Elvin


Admirable
Omnipresent Hero
Tastes like chicken
posted June 10, 2009 08:37 AM

Quote:
i think the battle wizard have a similar ability to the unicorns

Incorrect but let's not start explaining academy abilities in a sylvan thread. Let's keep this on topic.
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lumpor
lumpor


Adventuring Hero
posted June 21, 2009 12:30 PM
Edited by lumpor at 12:34, 21 Jun 2009.

I didnt see a build for Dirael. Can I post mine?

Specialization: Swarm queen. Her wasp swarm deals more damage and pushes the enemy further back in the atb bar. At level 20 damage of wasp swarm is increased by 100% and with expert summoning magic atb value s pushed back by 0.68 (it's usually 0.60 without the specialization). I do not know whether this affects the wasp swarm from summon hive, since the swarms from the hive do use the hero's spell power and mana, so it's a possibility (need someone to confirm).

Dirael is probably the only ranger who uses summoning magic, but summoning magic is good. Rain of arrows imbued with expert fire traps will fill the enemies side with mines everywhere.

Skills:

Summoning magic-Master of conjuration-Fire warriors-Master of earthblood

She starts with summoning magic and master of conjuration, and that is by no means bad. I would have taken summoning magic anyway. Wasp swarm is boosted of course.

From that point on there are a few choices. Master of life is useless for any faction except necropolis. Excorcism is only good if you also have destruction magic, which I prefer not to have with this specific hero.

Fire warriors is just plain good, and it's more or less the only way to take advantage of master on conjuration, since it's quite hard to get summon elementals or conjure phoenix otherwise (conquer a dungeon/academy/necropolis town). It also ensures you to get one of the best elementals when using the spell. After that there's nothing really interesting. I think (am not sure) that the elementals from elemental balance replace your summoned ones, so that's a no-no, and summon elementals isn't that widely used (or summoning magic at all). Banish deals pathetic damage. Level 20 with expert summoning, and you deal 230 damage. And that is only if there is a summoned creature on the field. That leaves master of earthblood, which is kinda good. Fire traps is funny at the least (especially at expert level with rain of arrows), but prioritize other skills before it.

You can get master of earthblood + fog veil if you want to, but without fire warriors you can forget the summon elemental spells (even if you get it, it'll be unpredictable and weaker) and there will be better ways to take care of ranged attackers.

Enlightment-Intelligence-Scholar-Mentoring
OR if mentoring is banned
Intelligence-Wizard's reward-Graduate
OR
Intelligance-Arcane intuition-Know your enemy

Enlightment is more or less a must for all heroes because of the big primary stat boosts. The question is which abilities to choose

Mentoring is very powerful, so get it unless it's banned or you want more challenge. Wizard's reward and graduate give some good stat boosts, and know your enemy increases damage done vs favored enemies.

You won't need spellpower too much, since it doesn't enhance the atb pushback of wasp swarm. However, it's good for summon elementals, and now and then fire traps, and the knowledge from graduation increases ballista damage.

If you are fighting mid-end game, you may want to take know your enemy, since you'll probably have enough mana to rarely run out, and the damage of your spells won't do much.

War machines-Ballista-Triple ballista-Imbue ballista

See a big stack of crossbowmen? Cast three simultaneous wasp swarms and push him way back in the atb bar (unless wasp swarm works in a way that it kills accumulated initiative in which case the 2 last wasp swarms won't push him back anymore, but I doubt it works that way). With the ballista you will not only damage a chosen enemy alot, but also make it take ages for him to get his turn.

Also, if you imbue fire trap and fire three times at an enemy standing in mid-field, he will be surrounded by fire traps


Attack-Archery-Flaming arrows-Tactics
OR
Any other combination (involving battle frenzy, archery, tactics, flaming arrows, nature's wrath and power of speed)

Attack isn't as clear whether to have for her as others, but what's a ballista without flaming arrows? And archery will effectively increase number of elementals summoned from summon elementals by 20%, and thee are also other good abilities like tactics or power of speed.

Tactics:Simply a good skill. Easier to protect your archers, easier to charge (despite what I said above it may sometimes be important to charge) and negates opponents tactics advantage.

Battle frenzy: Never been too fond of this, but it's good I guess, and it's a prerequisite for power of speed

Archery:Increases damage of AAs, druids (unless they are elders who use spells) and not to forget, fire elementals. Very good.

Power of speed: Haste is one of the best buffs. This is a good skill. Dirael will basically only have access to level 1-3 summoning spells + summon elementals and sometimes none of them fit the situation, she won't have that many options. Another spell to cast (and a good one at that) is very nice.

Nature's wrath: Would not take this over archery, tactics or power of speed, but that's just me.

Flaming arrows: She already has triple ballista, so this skill reaches it's full potential. And ballistas are cool! Maybe not so useful at end-game (especialy the fire damage)

Retribution:You'll need to have leadershipfor this, otherwise you can't even get it. It grants you alot of damage (if you have 10 morale it's 50%!), and is certainly an option.

The top one is what I would take (archery, flaming arrows and tactics), but all are great.


There's one more slot, and that is debatable.

Luck-Soldier's luck-Resourcefullness-Elven luck

More damage, yay! Also affects the ballista. An imbued flaming elven lucky triple ballista most certainly deserves the name "8th unit".
Resourcefullness will keep the economy up too, so you won't do the same mistake as the Sovjets. Soldiers luck will make force arrow and blind trigger more often. Very good skill.

Light magic-Master of wrath-Storm wind-Master of abjuration
OR
Master of abjuration-Eternal light-Master of wrath

Light magic is good, and is supported by the sylvan faction. You might imbue your ballista and arrows with divine vengeance, which is an imbalanced spell. Against a unit who has killed 5001 pixies, 2000 blade dancers and 333 hunters, an expert divine vengeance with 25 spellpower will deal 21000 damage. And then you cast it three times with triple ballista for 63000 damage. Quite devastating. And even if the unit has killed only 60 pixies and 20 blade dancers and you only have 10 spellpower, expert divine vengeance will still deal 1200 damage. In just the first few weeks, you could rain of arrow that and obliterate the opponents army (that would kill for example 36 djinns or 6 and a third titans, per cast). An expert implosion with that spellpower would deal 440 damage.

And then the buffs: Mass haste, mass righteous might, mass endurance, mass deflect missiles, ressurection... What can I say? It's great. After getting the two best masters, you can choose between storm wind or eternal light. Eternal light is probably more vs human players, and stormwind more for the AI.

Leadership-Recruitment-Battle commander-Aura of swiftness
OR
Diplomacy-Empathy-Estates/Diplomacy

This allows you to get retribution, but that'll both prohibit you from getting flaming arrows and luck, and either archery or tactics. The +2 attack form battle commander will also increase ballista damage.Aura of swiftness is a very good skill to have and increases your units flexibility, and allows easier charging and blocking, and especially winddancers benefit from it.

Otherwise you can choose empathy, which will allow Dirael to act more often, but that leaves out both aura of swiftness and battle commander (and maybe retribution). Choose wisely.



So unless you choose light magic or conquer a summoning-using castle, Dirael will have wasp swarm, summon elementals, either earthquake or phantom forces, and hopefully fire traps and arcane crystal (fist of wrath and raise dead are both kinda useless). She will be able to se rain of arrows with wasp swarm, killing alot of initiative, and at level 20+ wasp swarm will deal more damage than ice bolt and circle of winter at expert level. At level 30, the damage will be higher than lightning bolt, meteor shower etc, and with these numbers I mean with infinite spell power. With low spell power, wasp swarm will be even better than the others. If Dirael is level 40, and has 5 spell power, an expert wasp swarm and an expert implosion deal the same damage ()

If you get phantom forces, you will use it alot, but then you'll just be a mainstream summoning magic user

Fire traps has alot of potential. If you get 4 traps to be stepped on, it will do more damage than expert implosion, and that is possible especially with large creatures.

Your ballista will be able to cast triple wasp swarm, pushing that scary unit long back into a comfortable spot in the atb bar. Arcane crystal is situational, but useful nonetheless. If you get earthquake, it'll be boosted by master of earthblood (although according to Heroesofightandmagic.com, it is not affected by spellpower, only mastery). Blade barrier is fun!

If you're lucky you may acquire the summon hive spell. You may want to summon a hive, and use sprites. Rain of arrows + ballista + hive + sprites will be alot of wasp swarms

...

No, bad idea, use dryads. (Although I wonder what mastery the sprite's wasp swarm is on. Maybe the initiative killing part of the spell can be useful, even though the damage sucks?)

If you're lucky you may also get conjure phoenix, and that'll spice things up a bit. Arcane armor can help those fragile dryads too.

Be sure to use high druids, you need that spell power.

And again, could someone confirm if summoned hive is affected by swarm queen?

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BeyondHeavens
BeyondHeavens

Tavern Dweller
posted November 13, 2009 11:21 PM

Hi everyone, im new to this forum, actually, i have read it for a long time, but havent participated . I like playing sylvan and always got raped by my friend who plays fortress, the map we usually play is "rise to power", heroic difficult, he uses Ingvar as his main hero, and this hero seems to be undefeatable at the end of month 3( when we usually meet up). Plz give me some advices .

p/s: english is not my native language, correct me if i have any problem.
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BeyondHeavens
BeyondHeavens

Tavern Dweller
posted November 14, 2009 12:37 AM
Edited by BeyondHeavens at 00:38, 14 Nov 2009.

Ya, thank for ur reply .
I usually choose wyngaal and as rise to power is a large map, i aim for nature's luck + leadership or enlightment or warmachine(if they appear). In 1st week, as we set our turn to 2 mins, i usually fight sawmill by all cost and get sawmill in day 2nd, as him, he can use only his shieldguards and inbalanced runes for creeping =(. Well, at heroic lvl, i cant even get close to his castle with no major loss to creeps on the ways during early weeks (before month 3). I just cant stand his rune patriarch fire walls, and 600+ shieldguards with Ingvar... (even i got nearly full set of dragon, and 20% ini ring + wyngaal lvl25) O_o
Plz tell me how to do at the start and how to combat against them.
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SKPRIMUS
SKPRIMUS


Promising
Supreme Hero
The One and the Prime
posted November 14, 2009 01:10 AM
Edited by SKPRIMUS at 01:13, 14 Nov 2009.

Quote:
...I usually choose wyngaal and as rise to power is a large map, i aim for nature's luck + leadership or enlightment or warmachine(if they appear)...(even i got nearly full set of dragon, and 20% ini ring + wyngaal lvl25)...
wow no wonder u are frustrated, I am not expert but can only say I never bother with ultimate skills as other skills during early & mid levels are MUCH more important for creeping...which magic skill do you use?  what spells were in your spell guild in your last game...I like mass light spells - haste/RM/cleansing with a certain perk are (together with def/PoE)
Also heroic early means worst is first 2 weeks & thus best hero at beginning is Ossir...try to get sawmill on first day by hiring an additional hero from tavern too.
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Hope defeats despair - "a blatant clue"
too many idiots in VW
"to lose is to win, and he who wins shall lose"
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BeyondHeavens
BeyondHeavens

Tavern Dweller
posted November 14, 2009 01:57 AM
Edited by BeyondHeavens at 01:58, 14 Nov 2009.

So, what skills should i choose (or tell me what skill do u choose)?, bcuz a turn is set only in 2 mins, so take sawmill in day 1 is impossible, i have tried to do it faster, but combat faster mean bigger loss or even loss a hero (with ossir + additional hero). I like light magic too, i usually get expert light asap .

Last game i play, at lvl5 magic guild, i have haste(as always) and luckily resurection)
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SKPRIMUS
SKPRIMUS


Promising
Supreme Hero
The One and the Prime
posted November 14, 2009 02:29 AM
Edited by SKPRIMUS at 02:38, 14 Nov 2009.

Light is great!

oh sorry, that 2min limit (which includes battle time?) sux & I have no experience of that... also modify what I said about Ossir - I would mainly want his beginning hunters but not use him as main hero against dwarves due to you-know-what...
Light is great, even better if you have haste in guild.

On heroic, you may even think about taking initial bonus as resource rather than random artifact.

On skills I can't tell you as I have not played sylvan v dwarf against another person in Elvin's Duel Map yet (but you can look at some Elvin Duel Map replays anyway)  But for lvl25, you already said light & enlightenment...[but don't go for expert light asap unless you have regen]

If you feel logistics helps you gather more artifacts than opponent & get significantly more gold/resources/creatures faster, then you'd take it I suppose & get swift mind eventually...

Other skills depends on what spells you have in the guild & your opponent - I feel the hero should develop skills to cover for what the 1st & 2nd level light spells can't do...I always want mass haste somehow & I like mass endurance
...the remaining choices may be for example leadership/luck/defence or attack/leadership/defence or leadership/attack/luck but don't take my words as gospel
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Hope defeats despair - "a blatant clue"
too many idiots in VW
"to lose is to win, and he who wins shall lose"
bashing orcus

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BeyondHeavens
BeyondHeavens

Tavern Dweller
posted November 14, 2009 06:35 AM
Edited by BeyondHeavens at 06:35, 14 Nov 2009.

Thank ya, but i also have tried like your post several times, but he can still own me, what could i say, imbalanced fortress ?. I would love to hear about fortress weaknesses from fortress users too .
But i really like ur posts, it makes me feel a bit confident about defeating fortress .
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SKPRIMUS
SKPRIMUS


Promising
Supreme Hero
The One and the Prime
posted November 14, 2009 11:09 AM
Edited by SKPRIMUS at 11:39, 14 Nov 2009.

Quote:
...but he can still own me, what could i say, imbalanced fortress ?. I would love to hear about fortress weaknesses from fortress users too...
Thanks but you haven't said anything about what your opponent does, level comparison between heroes & what skills/perks he takes with what spells & what exact skills/perks you pick with what spells etc?  How about comparing your army to your opponent's?  hehe, how about a replay?  So we truly do not know the whole situation & can only guess?  The real answer could lie elsewhere to what's been written like fighting before month 3 with an army & hero level advantage or a specific non-battle/battle perk(s)?

The 2min limit may work against you as Sylvan should be able to creep better & do more than Fortress especially in first 2 weeks but all those first battles take time/planning/thought...

But there are also many non-combat, non-skill/perk choosing factors like efficiency of main hero movement, secondary heroes & chaining & town building order to maximise creeping/creature growth with limited gold/resources, planning to counter enemy strategy etc... H5 is much more than creeping & skill/perk choices...
like 6th post here!
and the logistics thread here!

If you have problems creeping before reaching enemy, perhaps you could try improving your creeping skills (many threads around) or not taking logistics & take more helpful combat skill instead but again, this is only a guess without all information which only you have...

Sorry if it seems vague but there is no detailed prescriptive solution & every game is different [but GOOD LUCK!]

oh & formal welcome to HC & hope you participate more
____________
Hope defeats despair - "a blatant clue"
too many idiots in VW
"to lose is to win, and he who wins shall lose"
bashing orcus

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Wolfsburg
Wolfsburg


Promising
Known Hero
... the Vampire Doc
posted November 17, 2009 10:17 PM

Morale X Luck

I've been facing Sylvan a lot this days on multiplayer and I simply cannot deny they work great with high morale.

I do understand how luck is an important skill for sylvan and I certainly dont underestimate it, but once my opponent gets some luck arties and luck boosting map objects, he has more than enough luck to do his thing without the skill itself.

Besides, with leadership, he has access to goodies like aura of swiftness, empathy and retribution, which can be killers if used correctly. On top of that all, a high-ini faction such as Sylvan can become a real pain in the ass when their units keep getting high-morale.

IMHO, he has archieved quite impressive and sometimes better results by relying on leadership based strategies than on luck itself. Summing it up, I have learned to fear late-game retribution-Talanar much more than late-game lucky-shot-Ossir.

Any thoughts on that one?

Wolfs.

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Elvin
Elvin


Admirable
Omnipresent Hero
Tastes like chicken
posted November 17, 2009 10:24 PM

It's alive Welcome back Wolfie.

Quite true though you cannot always bet on maxed luck without the skill. If artifacts are not enough and you depend on locations the opponent always sends secondaries to attack your main so that you lose temporary bonuses, annoying Plus luck makes crystal dragons crazier, soldier's luck adds to blind and so on.

That is not to say I'd shun retribution but luck plus aura of swiftness can have lovely results all the same. Attack is nice to have but I don't always pick it, I also like to have defense/light/enlightenment and there is not room for everything.
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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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Wolfsburg
Wolfsburg


Promising
Known Hero
... the Vampire Doc
posted November 17, 2009 10:41 PM

Hehehe, Yup, more like undead, as usual!

Thanks for the insight, Elvin!

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