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Posts from What are the advantages of Sylvan archers compared to Master Archers?

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17 years ago
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what are the differences between them, except that archmages make a second shot, while sylvan archers don't?:confused:
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17 years ago
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The new upgrade gives -75% to defense. If you want to fight creatures of level 5 or higher, take the new upgrade.
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17 years ago
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but the new upgrade doesn't have very good attack stats, unlike the 2nd one, and it also reduces speed.
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17 years ago
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Why do you care about their speed? Their job is to stand and shoot. What's better: high armor penetration (against some targets, -10 armor or more) or -1 to -3 to attack? And what about shooting without penalties? And what about better initiative? Because of which, you can more confidently attack neutral ranged units.
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17 years ago
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I've always encountered this problem, but I almost always get the new upgrade. If I'm playing against Necropolis, I take Master Archers; maybe I'll take them against Inferno too. I'm just curious, who will deal more damage if both shoot with a luck bonus, one twice and the other once?
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17 years ago
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If luck and the avenger's skill work together, the archers will deal simply insane damage.

However, elven archers must primarily focus on eliminating enemy archers, and shooting without penalties is their main advantage.
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16 years ago
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If you think about it, the damage output is the same. Two shots at a spellcasting enemy with luck can be quite effective, and you can even take down a Phantom if you really need to, or Ghosts if that's what you need to do. So, Masters also have decent damage and abilities... and the whole point of the Archer's Dream artifacts is in them!
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14 years ago
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Dark_Ildar
What are the differences between them? It seems like the Archer makes a second shot, but the Sylvan Archer doesn't:confused:
Compared to the new ones, the old ones seem "weak".
In reply to Мефалочка
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14 years ago
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Mephala
Compared to the new ones, the old ones seem "weak."
Initially, we take the old upgrade; it's better at dealing damage to creatures with low defense. Then, we switch to the new one because it performs better against high-level enemies. Against heroes with armies, I always choose the blue upgrade. But if there's an artifact for direct attacks, I sometimes keep the old upgrade.
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14 years ago
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Generally, I almost never take old-grade units, except perhaps with the Unicorn Bow. Maybe it’s actually more effective against low-level enemies, but I doubt it’s significantly so. However, it’s clear who to take against archers and high-level enemies, as they pose the greatest threat in terms of damage output. Theoretically, masters should be even better against fast creatures that rush to your troops on the first turn. First, masters will push them back with their attack value, and second, they will receive the same direct-hit bonus as the blue archers, since the enemy will be close.
In reply to Ment
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14 years ago
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Ment
Generally, I almost never take the first-tier upgrade, except perhaps with the Unicorn Bow. It might be more advantageous against low-level enemies, but I doubt it's significantly so. However, it's clear who to take against archers and high-level enemies, as they pose the greatest threat in terms of damage output. Theoretically, masters should be even better against fast creatures that rush to your troops on the first turn. First, masters will push them back with their attack bonus, and second, they will receive the direct shot bonus just like the blue archers, as the enemy will be close.
Usually, low-level creatures are not capable of getting very close on the first turn. Blue archers are preferable. I always take them initially if there's no opportunity to retrain. Even with the direct shot ability (with the artifact), the first-tier upgrade can sometimes be worse at high levels.
In reply to Dyrman
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14 years ago
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The upgrade for the first one is strong, but the second one has shooting without a penalty. I advise taking the second one. But the first one shoots twice. What to do? The answer is simple. If you have a unicorn horn bow, take the first one; if not, take the second one. With the unicorn horn bow, the Sylvan archers won't get any special bonus, but the masters will hit for 10-16. Go for it!
13 years ago
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I think everyone here has forgotten one important detail... Soldier's Luck! With this skill, archers push the enemy back on the initiative scale more often. Plus, there's a second point – the enemy. If the enemy is a Warrior, then it's often more important to prevent the enemy stack from taking its turn on time than to deal more damage. This is especially true if your hero also has a spell that pushes enemies back. Then you get a powerful combination: first, the archers push them back on the initiative scale, and then the hero does. For example, I only play as Dyraell, and her Wasp Swarm with the push-back ability often helps avoid damage, and combined with archers and unicorns, it's a great combination! After all, the Elves' strength lies in initiative, not damage. This is their main advantage. The hero's attack doesn't increase as quickly as it does for Demons, and not even as quickly as it does for Humans. Elves may be weaker in attack power, but they will never be outmatched in speed. I think we should use this to the maximum and simply prevent the enemy from moving. Just think about it. We attack the Humans: they have good defense and attack. But if we focus on speed and push-back, rather than damage, they will have a hard time, even with a crowd of Paladins. Unicorns and archers push them back, and so does the hero. We cast Wasp Swarm, choose Griffins, Archers, and Paladins as sworn enemies, and simply prevent them from moving properly. After all, peasants, swordsmen, and monks are not dangerous; they are essentially cannon fodder. And there is another stack capable of paralyzing the enemy's forces – Ents. Their function is not to deal damage, but simply to hold them in place with roots so that the unit cannot move. So, the Elves have three stacks that can hold the enemy. This is the Elves' strength, and this is the most effective use of initiative, which can be further enhanced by mass acceleration in the attack branch, empathy, and sharp mind. And we will still deal a lot of damage, especially if we manage to choose sworn enemies. Conclusion: archers are effective against Warriors.
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13 years ago
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But blue spells ignore 75% of defense, and that's pretty good. So, I only take archmages with the Unicorn Bow. But against Orcs, I always take archmages.
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13 years ago
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Yes, blue spells are also good against Warriors, especially if their defense is high. The higher the enemy's defense stat, the more effective blue spells are compared to other types.

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