Guild Wars Forums - GW Guru
 
 

Go Back   Guild Wars Forums - GW Guru > The Inner Circle > Sardelac Sanitarium

Notices

Reply
 
Thread Tools Display Modes
Old Nov 04, 2009, 05:12 AM // 05:12   #1
Frost Gate Guardian
 
Join Date: Oct 2007
Location: Canada!
Guild: none atm
Profession: R/A
Advertisement

Disable Ads
Default Magehunter Henchman (GvG)

Okay, so this is a simple suggestion about the Magehunter Henchman in the guild hall. A recent change to the way henchmen and heroes use shadowstep skills, especially Death's Charge, has caused a problem with the way they use it in PvP (and somewhat PvE). They currently use it to initiate combat, which I suppose is alright for PvE, but in PvE, the idea of a teleport/shadowstep on a frontline is the extra element of surprise, so your opponent doesn't have the ability to preprot as well as if they saw you run up to a teammate. Instead I propose that henchmen (in PvP) use shadowsteps soon after you ping a target to simulate a stronger spike while using this henchman.


Thanks,


Crip
Crippie its Tom is offline   Reply With Quote
Old Nov 04, 2009, 06:20 AM // 06:20   #2
Ascalonian Squire
 
David Atkinson's Avatar
 
Join Date: Oct 2009
Guild: Dragon Of Sunset
Profession: W/
Default

Quote:
Originally Posted by Crippie its Tom View Post
Okay, so this is a simple suggestion about the Magehunter Henchman in the guild hall. A recent change to the way henchmen and heroes use shadowstep skills, especially Death's Charge, has caused a problem with the way they use it in PvP (and somewhat PvE). They currently use it to initiate combat, which I suppose is alright for PvE, but in PvE, the idea of a teleport/shadowstep on a frontline is the extra element of surprise, so your opponent doesn't have the ability to preprot as well as if they saw you run up to a teammate. Instead I propose that henchmen (in PvP) use shadowsteps soon after you ping a target to simulate a stronger spike while using this henchman.


Thanks,


Crip
One of many, many flaws you will start to see with pvp henchmen trying to use meta game builds meant for human players to use in specific combat situations.

Don't look for a fix on this anytime soon.
David Atkinson is offline   Reply With Quote
Old Nov 04, 2009, 06:44 AM // 06:44   #3
Desert Nomad
 
Axel Zinfandel's Avatar
 
Join Date: Sep 2007
Location: Northeastern Ohio
Guild: LaZy
Profession: P/W
Default

What your suggesting is apparent for most PvP henchmen. the entire thing was pretty fail, but I doubt anything will be done to it. AI Is not able to match human intelligence.
Axel Zinfandel is offline   Reply With Quote
Old Nov 04, 2009, 06:45 AM // 06:45   #4
Furnace Stoker
 
Join Date: Apr 2006
Guild: Amazon Basin [AB]
Profession: Mo/Me
Default

The way they use it now is fairly ideal with the AI confines, actually. The first teleport of a battle will be wasted, but after that they use it when switching to a far-away target. Makes them much better at converging than any other henchmen.

The AI runs the hammer henchies about as well as you could expect AI too. They only flail against KD'd targets, they save bash for after magehunter is used, the cancel into enraged as soon as they can. The horrible positioning, not knowing when to spike etc, of course remains a weakness and probably won't be solved, but I think this particular henchie is adequate for the intended purposes.

Now the wastrel's sin that can't even complete his chain on a stationary, unprotected target 9 out of 10 times... that's something else.
FoxBat is offline   Reply With Quote
Old Nov 04, 2009, 03:04 PM // 15:04   #5
Atra esternĂ­ ono thelduin
 
Eragon Zarroc's Avatar
 
Join Date: Jan 2008
Location: Madness Incarnate
Guild: [Duo]
Profession: W/P
Default

Feedback:AI

go here to make your suggestion ;-)
Eragon Zarroc is offline   Reply With Quote
Reply

Share This Forum!  
 
 
           

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 08:18 AM // 08:18.


Powered by: vBulletin
Copyright ©2000 - 2016, Jelsoft Enterprises Ltd.
jQuery(document).ready(checkAds()); function checkAds(){if (document.getElementById('adsense')!=undefined){document.write("_gaq.push(['_trackEvent', 'Adblock', 'Unblocked', 'false',,true]);");}else{document.write("