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Posts from Discussion about Sylvan (Wood Elves).

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Well, on the old maps, almost always the one who reaches the island first wins:), I was talking about more interesting maps.
Белый и Пушистый! Иногда.....
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Well, on Former Friends, almost always the one who reaches the island first wins. I was talking about more interesting maps.
I understand. Then, give an example of an interesting map from your point of view, one that doesn't have huge guards, where upgrading archers is not profitable. With more specifics, it will be easier to discuss.
Nope. The Dragon bought at the Outpost helps a lot.
But that's bad, having to make such a detour through the sand. It's best to break through the guards right away, and then pick up everything with a rogue and transfer the artifacts. Or do you manage to conduct battles for the outpost and artifacts with different heroes, and have a third hero pick up the loot?
If you're lucky with the neutrals, it's a breeze. The Ranger carries them in auto-battle like children.
That's true. But battles for the Necropolis (and for the Tower) are long and require manual control.
The specifics of the battles are different.
But I agree with that. However, Kaspar is often banned.
I'm not against banning rushers, it's just a different game. But I always stand for the principle: if you ban a hero for your opponent, give them the right to ban one of yours. And it's hard without Ossir. But in principle, Gilraen and Dirael are quite adequate. It definitely doesn't involve the 3rd day, but taking the 7th outpost is quite realistic, maybe even faster, I haven't tested it much. And have you tried playing on Former Friends without Ossir? It's still interesting.
In reply to Fireball
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Fireball;166994
That's not good, making such a detour through the sand. It's best to take out the guard post right away, and then have a scout pick up everything and pass it on to the artillery. Or do you manage to have different heroes fight for the outpost and artillery, while a third one picks up the loot?

No, of course not. I just go to the Oasis, then take the Outpost, then go back through the Oasis. It's not that much of a loss – you have to go there anyway. And, of course, the scout passes on the artillery.

Fireball;166994
I'm not against banning rushers in general, it's just a different game. But I always believe in the principle: if you ban a hero from your opponent, give them the right to ban one of yours. But it's a bit tough without Ossir. But in principle, Gilraen and Dirael are quite decent. It's definitely not about day 3, but taking the outpost on day 7 is quite realistic, maybe even faster, I haven't tested it much. And have you tried playing without Ossir on Former Friends? It's still interesting.

I don't even know why people ban certain heroes. If you don't want to play against someone on a specific map, just don't play. It's just that on UBI, it's become a tradition that one hero is banned in each race. And for the Elves, it's definitely not Ossir. :)
Gilraen is strong, yes. But he's weaker than Ossir when it comes to clearing out monsters. And weaker than Dirael. She's a fun character. I leveled her up with Spell Weaving and Intelligence in Misty Veil. She didn't even notice what casters were. She just took out one stack, and the rest were destroyed by the army, because the enemy's initiative was lowered. But I haven't tried her on Former Friends yet – archers still give a fast start, and she'll only have 7 of them.
And in general, I'm just trying to seriously focus on the race I started with in 1.0. In 3.0, I only studied them superficially, and now I'm trying to do it seriously.
The main thing I've already understood is that early upgrading of archers wasn't as necessary before 3.0 as it is now, because Forest Archers are terrible damage dealers against armored creatures, and they are the key to fast and efficient monster clearing.
Я видел, как Небо окутала Тьма, и Небо смирилось с Судьбой,
Горящие реки сходили с ума, пытаясь остаться водой,
Земля пропустила коварный удар, раскрывшись на шаге вперёд,
Взлетел разъярённым драконом Огонь и понял, что тоже умрёт...
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No, of course not. I just go to the Oasis, then take the Outpost, then back through the Oasis again. Not that much is lost—you have to enter it anyway.
This all works as long as you start from the red respawn; others seemingly don't have outpost oases. And the red respawn itself is a huge advantage—you run without penalty and the well with the Tree are conveniently located. On such small maps, colors must definitely be distributed so that penalties are equal, except when playing against the mage, who already has it sweet in the center. So, if you're playing as an elf against a dwarf, undead, Inferno, or Academy, you might still try to get the red respawn (though they might not agree), but with others—definitely earth and lava.
And for Elves, it's not Ossir at all
Well, we are talking about rush maps. On those, it should be Ossir, not Wing. If anyone on the "Former" wants Wing, go ahead into the mines and put a wreath on the grave.
And in general—I'm just trying to seriously focus on the race I started with in 1.0. In 3.0 I only studied them superficially, and now I'm giving it a real try.
I would be very glad to hear an expert's opinion. Because even taking into account alt elves, regen, etc., starting as elves still causes some difficulties, as does the quick capture of key buildings like the Dragon Utopia and the mages' guild.
In reply to Fireball
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Fireball;167054
Well, we are talking about rush maps. On those, it should be Ossir, not Wing. If anyone wants Wing on the Former ones, go ahead into the mines and a wreath to the grave.

Agreed. Wing's start will be worse than that of a whole number of heroes.
Ossir - because of starting archers
Dirael - because of the Swarm
Talanar - Ballista. Even without the skill, it helps. Plus, a fast path to Haste Aura.
Ilfina - Unicorn and tent.
Fireball;167054
I would be very glad to hear an expert's opinion. Because even taking into account alt elves, regen, etc., for now the start for elves causes some difficulties, as does the quick capture of key buildings like the Dragon Utopia and the Mages' Guild.

Well, "expert" is too much. I don't consider myself one. I'm just trying to get to the heart of the race and testing various development options for both the hero and the city.

By the way, capturing the Dragon Utopia is much easier than the Treasury. In the Dragon Utopia, you can block flying units with a cover and shoot them down with Foresters using partial ignore. Fortunately, the Dryads' initiative allows you to stand in the right place in time. And BDP will rule there.
But as for the Treasury - I honestly don't know what to do. I don't want to take casts on the chin, and they are bound to happen. Unless it's Dirael with Veil and OU and Foresters in 2 stacks? Then Fen might be...

P.S. In general, it wildly irritates me - why does Nival dislike Elves so much? The perks in various skills inherent only to Elves are kind of pathetic. And why wasn't the Ranger given Surprise Attack? Now Gilraen would have some fun...
Я видел, как Небо окутала Тьма, и Небо смирилось с Судьбой,
Горящие реки сходили с ума, пытаясь остаться водой,
Земля пропустила коварный удар, раскрывшись на шаге вперёд,
Взлетел разъярённым драконом Огонь и понял, что тоже умрёт...
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.....If you take Talanar as the main hero and immediately level up his Enthusiasm skill, you'll get a decent start with a small stack of archers. And if Osia also appears in the second week from the tavern, the start should be very good, plus you'll have a ballista, as Mdance already mentioned.
.....I tested the strategy "Strong archer stack + Enthusiasm + Quick Mind + Mass Haste." The effect of this strategy is noticeable around level 14 and before the ultimate skill, and it also makes clearing neutral creatures very easy. It's good at the start, but there's no stable/early way to get Leadership......and it's not very good in the late game either. If the enemy takes Quick Mind or finds good initiative items, everything falls apart.....

And indeed, why didn't they give Surprise Attack to the Elven Archers?....
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Those who have patch 3.1 and a lot of free time :), and of course, hardcore Sylvan players :) Please write here about any new features you've noticed in the game for the Sylvan faction. From the changelog, I only understood that you can no longer rain down attacks on invisible assassins (sad, now we can only rely on "Sharp Mind"). I didn't find anything about fixing the bug with the 4% chance of Light magic items dropping, but I really hope it's been fixed. If anyone knows for sure (and there will definitely be some), please write it here. I don't have much time to play during the week, but I'll slowly look for new features.
Белый и Пушистый! Иногда.....
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by the way, druids are friends of animals, so why are they wearing deer hide?
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KJIoN
by the way, druids are friends of animals, so why are they wearing deer hide?
Well, because it's the hide of animals that have already been killed. It shows those who don't know that he is a forest dweller. And why are they friends of animals? They probably command them.


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This issue was raised about two years ago. And frankly, who cares why the Druids are wearing deer hides? The main thing is that they aren't running around naked.
Белый и Пушистый! Иногда.....
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With the release of patch 3.1, one of the drawbacks I've noticed is that when generating maps, there are a lot of artifacts, and the most powerful ones (like the ring of +20% initiative, the staff that reduces initiative, etc.) appear in the 2nd, 3rd, or even 4th copy :(( What's the point when everyone has a trump card ring???

Also, with the introduction of combined mine guards or diplomacy artifacts, diplomacy seems almost irrelevant. Maybe I'm wrong??!

Could you tell me, in the map generator, there's an option for the number of mines (it seems) and experience on a scale from one to five - what does this essentially mean???

And also, if you have a bow and a unicorn horn, who is better to take - archers of the 1st upgrade or the 2nd?!

I would be grateful for any comments and recommendations in advance.
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I would take archers if there were bows. Two shots without penalty, with increased luck and stunning, is very tempting.
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Two shots without penalty, with increased luck and stunning, is very tempting.
Don't they have stunning? :confused: I think it's Altgreid that has stunning, and they shoot with one arrow, and without a bow, they have 100% range, as far as I know.


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I meant the Slowing Arrows, which shift the target on the initiative scale.
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And tell me, is the "Path of War" skill useful? What does it actually give? Does the hero really move further on the map after each victory?
And here's another thing, does morale really affect the recruitment of neutral units, i.e., the troops standing on the map, or is it predetermined for each specific map, i.e., some can't be recruited at all, others only for money, and a third group, for example, is even willing to join without diplomacy:0

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