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Old Feb 01, 2006, 10:49 AM // 10:49   #1
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Default Henchmen do not have runes

Henchmen do not have runes.I was playing around with my Monk and noticed that when use orisons I heal for a 50/26 and then I saw Alesia use hers and she was healing for 43/26.The way I discoved this is I changed my armor with no runes on and was healing orisons for the same amount.This means the No Henchmen have runes as I read somewhere and I believe it was on these boards .I guess that may be the case they don't perform as well we do.

The 26 being the devine favor bonus.
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Old Feb 01, 2006, 11:01 AM // 11:01   #2
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Wonder what the henchies do with all the gold rune drops they get then >:| Maybe they are selling them for gold, and then ebaying that same gold :O Ban henchies now!

Henchies don't perform (most of the time) better than players (sane human players) because they are stupid, and prioritise things a little funny. Sure, adding runes to their armor might make their doings more 'effective', but they'd still have the same AI

This post is no way ment to be an offense to henchies, that still keep outperforming most of less sane human players
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Old Feb 01, 2006, 11:04 AM // 11:04   #3
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Doesnt sound right, if they were a specific build, they should have 16 in that attribute. Needs fixing I say, along with Cynn and thingo using Firestorm all the time
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Old Feb 01, 2006, 11:07 AM // 11:07   #4
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Quote:
Originally Posted by talon
Doesnt sound right, if they were a specific build, they should have 16 in that attribute. Needs fixing I say, along with Cynn and thingo using Firestorm all the time
I dunno

Human players can really use that maxed out 16 points, so that the -75 dosnt matter.

Henchies cant really do that, id rather they stuck with full health they need it.

It is strange they dont have minor runes though.
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Old Feb 01, 2006, 12:46 PM // 12:46   #5
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they have only 5 skill also
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Old Feb 01, 2006, 01:00 PM // 13:00   #6
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I agree aron, but it should be changed so Alesia/Mhenlo is more like this:

Atts:
Healing Prayers: 16
Divine Favor: 12

Items:
Sup Vigor, Sup Heal, Minor Divine, Insightful Holy Staff of Fortitude


Of course, different versions would exist earlier in the game, but the endgame Henchmen should be like that. Not the crappy versions they are
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Old Feb 01, 2006, 01:39 PM // 13:39   #7
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In a perfect GW, henchmen builds would be much like an actual players, for example, the setting of attributes and actual use of 8 skills...

Then again, I also want all the monsters to have 8 skills too...
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Old Feb 01, 2006, 01:48 PM // 13:48   #8
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Quote:
Originally Posted by talon
I agree aron, but it should be changed so Alesia/Mhenlo is more like this:

Atts:
Healing Prayers: 16
Divine Favor: 12

Items:
Sup Vigor, Sup Heal, Minor Divine, Insightful Holy Staff of Fortitude
I agree with this. I would use henchman more if they had this, some missions are almost impossible with henchies and sometimes real players don't work together *cough cough* thunderhead keep *cough*
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Old Feb 01, 2006, 03:02 PM // 15:02   #9
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Henchmen are great in the absence of good team playing real players. But its too bad there is not more variety in the skills that they use. For example an elementalist that was something other than fire would be interesting.

A funny thing is that with the current AI, its actually far easier for me to use henchies if I am the only human in the party instead of a mixture of 2 to 5 humans and the rest henchies. I noticed this in particular in the new UW. If I am the only human, I have pretty much full control over who the henchies target and how entangled in a battle they should get before I get them to back off in sticky situations. If I stop targetting and retreat, or target a foe near to me, the henchies will usually stop what they are doing and come to me. This is really difficult to do correctly with more humans in the group, because as long as one human is still targetting some foe up ahead in the middle of everything, the henchies won't back off. Result: dead henchies that are also maybe difficult to resurrect.

You would think that the opposite were true: for example a party of 4 humans plus two warrior henchies plus two monk henchies should be stronger than a party of one human plus 2 warrior henchies plus 2 monk henchies plus 3 other henchies. But this is not necessarily the case because of the control problem I mentioned above. With the 4 humans in the party the henchy warriors are more likely to run into a mob and die, followed by suicide monk henchies trying to resurrect them.
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Old Feb 01, 2006, 03:25 PM // 15:25   #10
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Quote:
Originally Posted by coolsti
A funny thing is that with the current AI, its actually far easier for me to use henchies if I am the only human in the party instead of a mixture of 2 to 5 humans and the rest henchies.
Same deal here. It's so frustrating when you and a friend just grab some henchies to explore, and you think to yourself "Man, if I had [random henchmen here] instead of [friend's name], I'd be doing so much better." And it's not that [friend's name] sucks or anything, there's just a lot less control when there's more than one person. >.<
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Old Feb 01, 2006, 03:25 PM // 15:25   #11
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Quote:
Originally Posted by talon
I agree aron, but it should be changed so Alesia/Mhenlo is more like this:

Atts:
Healing Prayers: 16
Divine Favor: 12

Items:
Sup Vigor, Sup Heal, Minor Divine, Insightful Holy Staff of Fortitude


Of course, different versions would exist earlier in the game, but the endgame Henchmen should be like that. Not the crappy versions they are
Of course, super vigour slipped my mind, if they dont have minor runes id bet money they dont have vigour.

As to having 8 skills the problem with that is scripting it. Give them 5 skills and theres only so many things they can do, whilst this limits them, it also means its easier to make them use the skills in the correct order / situation.

Im guessing that the hench AI is controlled at least partly by the server, so that also may be a factor in making there skills small.
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Old Feb 01, 2006, 04:36 PM // 16:36   #12
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I find that most times it's actually easier to have a party of henchies with 2 people rather then one. My fiance and I almost always use henchies... we very rarely use a PUG.

We have developed a technique where I run around in circles or like a mad woman and he goes and pulls... I hate calling shots so he always does and because we are on Skype he can tell me to fall back and we fall back together.

I do have to say that I have noticed that the henchies do seem more aggressive lately. My Hunny Bunny and I can be standing around in a safe spot discussing what to do/where to go next but off go the henchmen to aggro a mob of baddies and then we all end up dead saying "what the hell?"

Now I could understand this aggression if there were baddies anywhere near our area of detection but it's not. I swear that the programmers gave Little Thom the noob feat of blood lust. If I wanted my warrior to run off and aggro everything I would advertise for a noob before I left for my mission/quest!

*hugs and kisses*
~Andi
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Old Feb 01, 2006, 07:21 PM // 19:21   #13
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Odd if they don't have minor runes. I wouldn't want to put any health penalty runes on henchies though.

And 5 skills is plenty to heal in PvE; you really don't need all 8 to do a great job. Besides, it's probably a lot easier to program a hench with 5 skills than one with 8 skills.
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Old Feb 01, 2006, 07:29 PM // 19:29   #14
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As much as Alesia likes to get in there and duke it out mano a mano with the mobs, I think she needs runes of Absorption, Tactics, and Rod Mastery. Hell give her a shield too.

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