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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»
scythesong
scythesong


Adventuring Hero
posted February 11, 2009 07:22 PM
Edited by scythesong at 19:34, 11 Feb 2009.

Note: Some points may be repeated. I may have missed a few paragraphs from the last 7 pages.

Why not take both Druid Elders and High Druids? You only need to invest in enough High Druids to maximize your Knowledge, and it will be a while before Lightning Bolt starts losing its edge. (unless you're using Vinrael).

Its still gonna be a while before you fill up those sixth/seventh slots anyway.

The reason I like Tactics so much has little to do with the reaching the opponents first, since that's not so much an issue for Sylvans. Tactics allows me to cover my Ranged units, keeping them away from Large Creatures. Its one of the key perks that will keep your Hunters, Master Hunters and Arcane Archer alive late game.

I prefer Master Hunters to Arcane Archers late game, unless I have to make do with a low level hero with little offensive artifacts. Or unless you're fighting a heavily defensive player (very rare).

I prefer the heroes Dirael (Wasp Swarm keeps losses to a minimal, while Fire Warriors makes for a solid elemental support while you start molding her for late game), Vinrael (he can end up being a late game hero very, very early) and Wynggal(sp?) just because he looks cool (I never seem to notice his initiative bonus that much).

Edit: I just realized this thread was supposed to have died and I'm very sorry for resurrecting it.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted February 11, 2009 07:47 PM

Of course not, any comments on the topic are welcome About using both druids I disagree unless you mean in creeping. Suppose you don't build treants, the remaining slot is better to use for the hunters as chances are that the map has a tier 3 dwelling. Reason is that if you want high druids you want them to last as long as possible - while it's true that you don't need too many high druids to get max spellpower it's unlikely that they will survive for long. However if you keep a small stack of elders for +12 endurance that's quite a deal.

About master hunters if you do the math there is no reason to use them at all. Only case might be if you have unicorn horn bow and even then arcanes are likely to do more damage, 50% def reduction is broken.
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scythesong
scythesong


Adventuring Hero
posted February 18, 2009 03:51 AM
Edited by scythesong at 03:52, 18 Feb 2009.

Thanks .
About the High Druids I was thinking a bit more on the lines that you get to have Druids and their upgrades very early, so having both Druid Elders and High Druids is great investment. As far as large armies go though I agree this can be impractical, except in some cases. One of the biggest downsides of the Sylvan faction I think is the over-reliance on wood and gem resources.

I tend to choose Master Hunters more because they have twice as much chance to score a Lucky shot than the Arcane.
I'd also like to think they have a bigger chance to score a Warding Arrow shot, but I'm not really sure.
I use Arcane Archers almost exclusively early-mid game though. I only start using Master Hunters when the Large and fast-moving creatures start coming to play (between items and spells and almost everyone seeming to take skills/perks that increase either movement speed or initiative, the Arcane starts to lose its charm real quick).
It's all gamble tho, other people I play with stick to Arcanes because they still do more damage if they score a Lucky shot.

 

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Duncan
Duncan


Famous Hero
The Pathfinder
posted February 18, 2009 10:51 AM

Quote:
One of the biggest downsides of the Sylvan faction I think is the over-reliance on wood and gem resources.


Tell me about it. Got me to a point where it's so sick. I played against Demon Lord, 2nd week enemy already got Devil while I was still struggling to get Treant.

Quote:
I tend to choose Master Hunters more because they have twice as much chance to score a Lucky shot than the Arcane.


But at half range. Just in case you haven't checked here, broadstrong's post, great overview. Elvin has also pointed out re. the Horn Bow.

Quote:
I'd also like to think they have a bigger chance to score a Warding Arrow shot, but I'm not really sure.


The same thing applies to Force Arrow. So no difference here.

Quote:
I use Arcane Archers almost exclusively early-mid game though. I only start using Master Hunters when the Large and fast-moving creatures start coming to play (between items and spells and almost everyone seeming to take skills/perks that increase either movement speed or initiative, the Arcane starts to lose its charm real quick).


I lost you here. When your Sylvan starts having large and fast units, you in fact tend to corner your opponent more and try to not letting them approaching. In such a case, half-range shot is very disadvantageous.
 
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But now I have come to believe that the whole world is an enigma, a harmless enigma that is made terrible by our own mad attempt to interpret it.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted February 18, 2009 11:18 AM

First off don't build treants With some luck you can build dragons and castle week 2, what could treants possibly offer you in return? As for sylvan's back line it's pretty vulnerable as only treants are meant to stay in the back since the others are busy carving their way through the opponent's lines. But if let's say a small stack of cerberi blocks your arcanes you don't care because all of sylvan's units are working together to bring the rest of the lineup down. Only case I have kept my units behind is against a destructive necromancer where I depended on the unicorns' resistance for druids and arcanes.
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Duncan
Duncan


Famous Hero
The Pathfinder
posted February 18, 2009 11:50 AM
Edited by Duncan at 13:09, 18 Feb 2009.

Quote:
First off don't build treants With some luck you can build dragons and castle week 2, what could treants possibly offer you in return?


With only 1 wood and 1 gem mines available, and not many can be crept out (Key to Victory), it's such a veeery... tall order to build dragons and/or castle  But I was talking in general, Elvin. Sure if I can build dragon I'd skip treant. But if the gems requirement is impossible to manage? I can still use them in week 2 for creeping range units, enough with tent and imbue eldritch to avoid losses.

Quote:
As for sylvan's back line it's pretty vulnerable as only treants are meant to stay in the back since the others are busy carving their way through the opponent's lines.


That's exactly my point. With most of the battles are on the enemy line, arcane owns. But I don't see we're disagreeing on this  Just trying to convince scythe.
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But now I have come to believe that the whole world is an enigma, a harmless enigma that is made terrible by our own mad attempt to interpret it.

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razor5
razor5


Famous Hero
Freezing...
posted February 18, 2009 03:06 PM

Quote:
With only 1 wood and 1 gem mines available, and not many can be crept out (Key to Victory), it's such a veeery... tall order to build dragons and/or castle   But I was talking in general, Elvin. Sure if I can build dragon I'd skip treant. But if the gems requirement is impossible to manage? I can still use them in week 2 for creeping range units, enough with tent and imbue eldritch to avoid losses.



Gems are hard to manage (agree with Duncan),but however when creeping you should have more than 3-4 this mines (gems,crystal,sulfur - imporatant resources),and sacrificed creatures when fighting with the neutral guardians,keeping them from distance is a good strategy,istead of capturing the sawmills,or collecting the gold chests from where you can gain experience and go to a new level of your hero and select a skill or ability.
Talking about treants,I find them (and their upgrade) an reasonabile creature for a tier 6 one,compared to Paladins,Pit Lords etc.

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scythesong
scythesong


Adventuring Hero
posted February 20, 2009 02:21 AM

Don't worry I understand your point, I just tend to play more defensively I guess. My main goal in my games is to always have the least amount of losses possible.

As an aside Sylvans also require some amount of crystals for their faster units. Every other map or so my unicorns/dragons can get delayed more so than the treant. I imagine this can be very bad if you're playing against factions who can survive with as little rare resources as possible.

Sylvan boasts superior ranged firepower against alot of other factions which is why it's not too hard to imagine the scenario of a Dragon coming up just 1 square short of frying certain ranged units in an attempt to reach it asap. At this point I just love it when the Master Hunters pummel it silly. I rarely have the Hunters focus on creatures that stay on the back because these usually have enough trouble to worry about anyway. My exception would be the Pit Lord, I just hate those things when I'm not using them.

I guess I need to clarify my interpretation of mid-game since in other multiplayers people are already at each other's throats before the end of week 2. My mid-game would be when you have built all the necessary buildings while you're halfway through building the treant building, assuming you only 1 sawmill.
Some multiplayers will probably not last that long.

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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted February 20, 2009 01:50 PM

I don't really get the point of the Rescource Problem?

Sylvan has both a Rescource Silo, a Market Place and the Mystic Pond. That's really all you need to get your resources. (and the more, the merrier ofc)
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ra9
ra9

Tavern Dweller
posted February 22, 2009 10:45 AM

And how much and what resources do you get from the Mystic Pond? I always thought it's not worth the cost.

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razor5
razor5


Famous Hero
Freezing...
posted February 22, 2009 02:51 PM

Ra,it creates several random resources

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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted February 22, 2009 06:59 PM

Quote:
And how much and what resources do you get from the Mystic Pond? I always thought it's not worth the cost.

It creates 4-8 Random Rescources at the Start of Each Week. Really helpfull if you're low on Crystal and Sulphur in particular.
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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted February 22, 2009 10:09 PM

Unless you get some Ore or Mercury with it
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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted February 22, 2009 10:11 PM

Quote:
Unless you get some Ore or Mercury with it


Well, in that case, you've at least regained it's cost
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Coincidence? I think not!!!!

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ra9
ra9

Tavern Dweller
posted February 23, 2009 06:34 PM

Quote:
Quote:
Unless you get some Ore or Mercury with it


Well, in that case, you've at least regained it's cost


I don't think you can call getting even 8 of Mercury or Ore a 'regained cost' for the 5 gems you have to spend to buy the pond. So considering how Sylvans are short on gems I'd rather build something else.

Thanks for the info on the amount of resources.

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ra9
ra9

Tavern Dweller
posted March 04, 2009 07:34 PM
Edited by ra9 at 19:38, 04 Mar 2009.

I have another question concerning Prismatic Breath. I believe some people say it's too unreliable so they prefere emerald dragon with its acid breath. Is it really so? Generally I would agree, cause I remember maybe twice to score triple hit with prismatic, some doubles but mainly it is jus a single target despite being some more enemies behind. But maybe I missuse it. What's your experience?

WIth the formula:
Quote:
1+(random(1;10)+Luck)/2


Assuming that average random from 1 to 10 (it is range 1 to 10, isn't it?) would be about 5 and in most cases sylvan hero is going to have luck of 3 the result should be 5 (which is also the max value). Shouldn't an average of 5 tiles covered with a single attack provide some massive multi hits?

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted March 04, 2009 08:29 PM

Not really because the tiles it will hit (even if they will be 5 in number) are random, so your dragon may hit in a direction no enemy units are.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted March 04, 2009 08:36 PM

That would explain why you can sometimes hit a unit that was not adjacent. The breath does its own pattern and if something happens to be in the way so much the better.
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ra9
ra9

Tavern Dweller
posted March 05, 2009 05:59 PM

Thanks for the explanation. So it seems it would be wise to attack with prismatic breath groups of small creatures. Or at least if there is a big and a small creature you can attack, choose as initial target the small one (as the big ones can consume up to 4 tiles of the area of attack). Tricky things these cristal dragons.

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted March 05, 2009 09:18 PM

Agreed, but it's not just attacking small creatures, but also attacking a zone cluttered with a lot of stacks - that would increase the chance of hitting a lot of targets considerably.
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