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Thread: Sylvan Hero / Ultimate question | |
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Habadacus
Tavern Dweller
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posted June 28, 2006 11:23 PM |
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Sylvan Hero / Ultimate question
Hi All!
I am winding down the Dungeon campaign and getting ready to start the Sylvan one. This time, I'd like to make a go for the Ultimate Power, because every attack with a luck bonus and a luck bonus of +25% , on top of the bonus should the target be a favored enemy sounds like a darn spiffy combination.
I am aware that I will need to have my racial skill (Avenger) and four others (Attack, Defence, Luck, and Logistics). Although not all the skill picks I'll need to take are ideal, The four main skills are pretty much my favorites anyway.
My question for you all is this: What should I pick for my 6th skill?
I wanted to take War Machines, Imbue Ballista / Triple Shot sounds sweet, but I then realize I wouldn't have any spell schools under my belt, so I don't know what, if anything, I would be able to imbue them with.
I then thought sorcery might be a good choice, that would give me a mana boost and the 1st, 2nd, and 3rd level spells from all schools.
Looking for advice from anyone who has played through the campaign and gotten the ultimate, what do you recommend? Actually I'm looking for advice from anyone at all! Thanks in advance
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Nebuka
Promising
Supreme Hero
Save me Jebus!
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posted June 28, 2006 11:31 PM |
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To save you the trouble, you can't get to Ultimate ability with Findan. He starts with tactics, which take needed attack slot. Sorry. But in two scenarios you'll be able to play with heroes that have Nature's Luck.
As for campaign I'd recommend following skills:
Avenger
Attack
Logistics
Light Magic
Dark Magic
And for last...Luck, Defense, even Sorcery, all good choices.
As for why...
Avenger and Attack are already there. Logs are always helpful, and particulary in this campaign, as most maps are large. Light magic, extremly good buffs, and ressurection should be quite enough. Dark magic, honestly, used mostly mass slow, but other spells can be quite useful as well.
Would stay clear from summoning magic, and guess destructive and war machines could be quite nice combo. Would've replaced Dark Magic if I went that way.
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Habadacus
Tavern Dweller
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posted June 29, 2006 12:21 AM |
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Thanks for the quick reply, Nebuka
That is totally weak that a campaign hero in the camapign mission can't take his race's ultimate skill. But then judging from these threads I'm not the only one who takes exception to Nival's implementation of hero skills in this game.
Just thinking out loud, I think I might try:
Avenger
Attack
Logistics
War Machines
Destruction Magic
Sorcery
I would have liked to replace Attack with Luck, it seems like that and the +3 attack from the ammo cart of War Machines would more than make up for the loss for 20% damage to archers from Archery skill. Unfortunatley it sounds like Findan is railroaded into taking Attack with Tactics, which seems to be questionable skill for the range-heavy Sylvans anyway.
BTW how does Findans mana look as he levels up? Does he require sorcery or enlightement to be an effective caster?
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Gus
Known Hero
Not-So-Bright Crusader
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posted June 29, 2006 01:03 AM |
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If you're gonna use Destructive Magic in combination to Imbue Arrow and Imbue Ballista (as it looks), then don't get Sorcery, since you'll be attacking, not casting.
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If Pacman had affected us as kids we'd be running around in dark rooms, munching pills and listening to repetitive music.
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juventas
Adventuring Hero
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posted June 29, 2006 03:09 AM |
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Make sure you get war machines in the first mission. It will be the easiest map to restart. Or you can cheat and give yourself a bunch of levels to make sure you're going to be even offered war machines and then load again.
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Vicheron
Known Hero
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posted June 29, 2006 05:13 AM |
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You don't need Logistics for the campaign. In fact, you almost never need Logistics against the computer.
Light Magic is always good. Mass Haste is great for those high initiative Sylvan creatures. Mass Cleansing is good against the few opponents who use mass Confusion.
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silentbobus
Adventuring Hero
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posted June 29, 2006 02:59 PM |
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Well, virtually every Hero can benefit from Enlightenment, so that would be an easy choice for the last pick. You're right that the imbue Ballista trick is only really useful if you also get Destructive or Dark Magic.
However, Findan cannot get the Ultimate, since he starts with Tactics. However, one of the Heroes that you save actually starts with Nature's Luck.
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Habadacus
Tavern Dweller
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posted June 29, 2006 04:54 PM |
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Quote: Make sure you get war machines in the first mission. It will be the easiest map to restart. Or you can cheat and give yourself a bunch of levels to make sure you're going to be even offered war machines and then load again.
Boy you're right about this one, the game really doesn't want to give an Elf a shot at War Machines. But, I guess that what cheats are for
I also noticed that Findan's tactics prevent him from being able to get Flaming Arrows , which sort of hurts my support artillery approach with the Ballistae, but I would to have give up the awesome archery to get that anyway, so no big loss.
I decided to drop logistics for luck. Logistics is nice, but with the creative use of hired heroes, its just a luxury. I'd really like to take defense or enlightenment, but for this build I'd like to be able to have my imbued lightining bolts stun (Destruction -> Master of Storms). Also, the descriptions for imbue arrows and ballista both say that they drain the heros mana, so I'm guessing that the -20% casting cost of Sorcery->Arcane Training will apply to this. Between that and being able to get up to 3rd level spells in all schools, (Phantom image!) I can't see living without Sorcery.
Anyone know more about how imbue works? I'm sure I'll figure it out soon enough but I'm at work and curious - If I imbue with lightning bolt does it cost the same as if I cast the spell? Does it work off the heroes spell power stat? Same for the Ballista imbues?
Anyway thanks for all the great tips! I'll keep you guys posted on how the Artillery Ranger is working out
Avenger
Attack
Luck
War Machines
Destruction Magic
Sorcery
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silentbobus
Adventuring Hero
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posted June 29, 2006 05:01 PM |
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Quote:
Quote: Make sure you get war machines in the first mission. It will be the easiest map to restart. Or you can cheat and give yourself a bunch of levels to make sure you're going to be even offered war machines and then load again.
Boy you're right about this one, the game really doesn't want to give an Elf a shot at War Machines. But, I guess that what cheats are for
I also noticed that Findan's tactics prevent him from being able to get Flaming Arrows , which sort of hurts my support artillery approach with the Ballistae, but I would to have give up the awesome archery to get that anyway, so no big loss.
I decided to drop logistics for luck. Logistics is nice, but with the creative use of hired heroes, its just a luxury. I'd really like to take defense or enlightenment, but for this build I'd like to be able to have my imbued lightining bolts stun (Destruction -> Master of Storms). Also, the descriptions for imbue arrows and ballista both say that they drain the heros mana, so I'm guessing that the -20% casting cost of Sorcery->Arcane Training will apply to this. Between that and being able to get up to 3rd level spells in all schools, (Phantom image!) I can't see living without Sorcery.
Anyone know more about how imbue works? I'm sure I'll figure it out soon enough but I'm at work and curious - If I imbue with lightning bolt does it cost the same as if I cast the spell? Does it work off the heroes spell power stat? Same for the Ballista imbues?
Anyway thanks for all the great tips! I'll keep you guys posted on how the Artillery Ranger is working out
Avenger
Attack
Luck
War Machines
Destruction Magic
Sorcery
Logistics is never optional! It's easily the best skill in the game. The later you get to your opponent the larger an army they will have. Also, the last mission in the campaign is nearly impossible without Logisitcs and Pathfinding.
As for Imbue, it uses your mana and casts it using your magic power stat. If you get triple balista and Meteor shower/Implosion, you can get your ballista to deal 3 spells. If you pick the right racial enemies, and use Rain of Arrows, you can hit all of your favored enemies with the spell as well.
Here is what I took:
Avenger
Attack
Destructive Magic
War machines
Logistics
Enlighenment
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Habadacus
Tavern Dweller
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posted June 29, 2006 05:30 PM |
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Quote:
As for Imbue, it uses your mana and casts it using your magic power stat. If you get triple balista and Meteor shower/Implosion, you can get your ballista to deal 3 spells. If you pick the right racial enemies, and use Rain of Arrows, you can hit all of your favored enemies with the spell as well.
Here is what I took:
Avenger
Attack
Destructive Magic
War machines
Logistics
Enlighenment
Seeing as I can't cast from Magic Insight AND take advantage of Imbue Arrow on the same hero turn, I think I'll follow suit. As far as mana goes Enlightenment would be much better anyway, especially considering the Elven hero looks like he's gets a high knowledge stat. I also really like the look of "Know your Enemy" skill.
As far as logistics goes, I do love the skill, and recognize how it helps. But +3 luck all day, soldier's luck for the warding arrows/unicorn blinds, +25% luck damage bonus and -1 luck on enemies just looks too good for this build to pass up. I'll just have to hope for boots of swift journey to pop up.
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