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Old Oct 07, 2005, 01:11 PM // 13:11   #21
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She always had healing breezee - but for some reason it was "last resort" spell for her. Also, I don't think she runs that close to use touch, it's just general AI behavior "stay close to character that takes the lead/player"
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Old Oct 07, 2005, 01:26 PM // 13:26   #22
ozz
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Originally Posted by Jenosavel
I wonder where this "near limitless energy" thing comes from. I hear it all the time, but back when I still had a PvE mesmer (before I beat the game with her and started a PvP character in her place) I used to energy deny some select enemies who were annoying (particularly those dual monk boss combos) with no trouble.

They seemed to run out of energy under my denial spells as quickly as any player in PvP. The real difference was that unlike players, they were somewhat lacking on the energy management and so your denial meant more... I will admit though, that this was before the patch allowing you to see the purple numbers of the energy so I used how much I was getting back from my steals as a gauge.

I agree, the notion of unlimited energy is a myth. Granted they have far more than we players do but it is not unlimited. They also have the unique ability, depending upon class, to steal energy quite well particularly the Wind Riders and their derivatives because they tend to be the one class most capable, namely the Mesmer.

I am certain of this as well since I have a LvL18 Mesmer in the Desert now and used my E/Me (replacd by my second monk [ yeah for smiting]) for gaining Ether and do recall draining mobs in the Hell Fire Chain until Energy Tap produced only 5 Ether instead of 15. Also, a great combo against Rangers and Warriors is Empathy, Spirit Shackles, and Energy Burn plus Sympathetic Visage No Energy --
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Old Oct 07, 2005, 04:25 PM // 16:25   #23
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Originally Posted by Numa Pompilius
Bosses have special "rules" - hexes cast on them have half duration, and I'd not be surprised if they have double energy regeneration compared to other mobs.
It's not like it's hard to drain them dry if you try, though.

The main difference in AI that I've seen is that a) mobs wont chase you as long any more (e.g. you can't round up griffons & leave the rockshots behind by using sprint any more), and that b) the henches have grown a lot dumber, notably wotshisname the necro and Alesia. The necro will spend all his time giving blood ritual to the warriors, and Alesia will always try to resurrect fallen henches in the midst of battle, which usually means the entire team dies (because 8 seconds of no healing in a hard fight just to get Dunham back on his feet = bad idea).
On the up-side at least Alesia doesn't tank as much since they replaced healing touch with healing breeze in her skill-list, but the necro is now as useless as Dunham used to be (he's somewhat useful now, since he will now cast other spells than just Ethereal Burden).
Claude's always used Blood Ritual on the warriors in preference of others. Depending on your particular play style at the moment, he's more or less likely to do it, but it's definitely not a new flaw. It's the primary reason I avoid using him as long as I can, but being that I play primarily with henchmen, he ends up in my party far more often than I'd like.

Also, Dunham's always cast other spells besides Ethereal Burden as well. ...I won't say he's every been useful, but he's never limited himself to only one spell. I think, generally, he'll cast 2 or 3 different things per battle, and occaisionally you'll see another one.
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Old Oct 07, 2005, 04:53 PM // 16:53   #24
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Originally Posted by Jenosavel
I didn't say anything in my last post, but I can't hold back any longer. The skills you use are the same ones the enemies use, subject to the same exact balance changes. Recharge times are the same for you and enemies, even if it might feel like enemies get things back faster (the grass is always greener on the other side). The only thing which makes bosses special is that hexes cast on them only last half the duration they would on anything else.

Yeah I've noticed basically the same, what I'd add though is its possible they CAN have multiple of the SAME skill on their bar. ie they still may be limited to 8, but some mobs with 3-4 skills might have a some duplicates.. I think this was evidenced by a mesmer nabbing enemy skills (thievery etc) yet seeing the enemy continue to do their thing

(of course that might have been limited to special abilities like claim resource)
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Old Oct 07, 2005, 04:55 PM // 16:55   #25
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If enemies are doing better vs area effects, backfire, etc IT'D SURE BE NICE TO BUFF THE HENCHIES SIMILIARLY AS WELL, NO? :b
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Old Oct 07, 2005, 06:32 PM // 18:32   #26
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Originally Posted by CKaz
If enemies are doing better vs area effects, backfire, etc IT'D SURE BE NICE TO BUFF THE HENCHIES SIMILIARLY AS WELL, NO? :b
Before you get too excited, I think you should do some serious testing of the suspected mechanics changes. I've seen enemies run out of AOE or away from a Mark of Pained enemy for a long, long time. It wasn't a part of their coding, no, but it would still happen. There are numerous reasons for AI to move about, and sometimes those reasons just happen to work in the enemies favor. Until someone tests for it while taking into account all the other reasons that the AI moves about, I'm not going to give the observation too much weight.
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