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Old Nov 06, 2007, 12:05 PM // 12:05   #1
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Default suggestion :non moving order for heroes

Since the heroes seem to like to run around regardless of their current order, and regardless of a flag (even one with their name on it). Its taxing to see your heroes flee into other non fighting mobs, and escalating the battle.

I feel forced to suggest a ai order/toggle that makes the hero/henchie stand still , it can be used at the same time as its other order. that is flag + aggressive +nonmove (good for ranger hero with bow, perhaps..)

(I can see it move when player character moves & no flag is present)
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Old Nov 06, 2007, 12:35 PM // 12:35   #2
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Yea this would be useful.
I remember using gwen as a pd mesmer, whilst running against a ranger spike in HA. Its very annoying when gwen ventures out of her safe flagged zone, out into spiking range.
I also regularly trap the zaishen elite with heroes. I would like to do it with 2 trappers and 2 elementalists, but trapping with your hero is so damn difficult, cos they don't always run right up to the flag, and have a tendency to wander around...so i do it with a slightly less effective version with 1 trapper/3 ele's.
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Old Nov 06, 2007, 02:27 PM // 14:27   #3
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Would be useful against the Djinn in SF as well.

/signed
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Old Nov 06, 2007, 02:32 PM // 14:32   #4
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/Signed maybe in the form of a skill

Pindown for rangers and a new one for hammer warriors ("nail the damn hero foot" - cripples your own hero for 10seconds if he moves while flagged )
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Old Nov 06, 2007, 02:59 PM // 14:59   #5
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Absolutely love this idea. You have no idea how many times my heroes will kite right into a nasty situation, especially if I have them strategically positioned.
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Old Nov 06, 2007, 03:14 PM // 15:14   #6
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click the avoid combat button + flag them away from the agro circle, they'll stay put.
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Old Nov 06, 2007, 03:40 PM // 15:40   #7
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Quote:
Originally Posted by pumpkin pie
click the avoid combat button + flag them away from the agro circle, they'll stay put.
What the OP is saying is when he is fighting a Mob one of his hero's breaks off and attacks a different target not in the Mob he is fighting which makes more monsters to kill. I know how he feels I have a special zhed who thinks he is a toucher and loves to try and tank.
The Avoid combat works great for your healers. not so much for the attackers
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Old Nov 06, 2007, 04:12 PM // 16:12   #8
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/signed

Could also be used to try to make a hero Ranger pull a group. Flag him as aggressive/non-moving, and inch him closer until he fires at a group. As soon as he looses, pull him back as you drag the enemies to you.
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Old Nov 07, 2007, 05:06 AM // 05:06   #9
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Quote:
Originally Posted by IslandHermet
What the OP is saying is when he is fighting a Mob one of his hero's breaks off and attacks a different target not in the Mob he is fighting which makes more monsters to kill. I know how he feels I have a special zhed who thinks he is a toucher and loves to try and tank.
The Avoid combat works great for your healers. not so much for the attackers
what I observe in battle with heros is, they will run away to fight other monsters only when

1) I did not pull one group of mob to a safer location before starting the battle, becasue the heros /AI/Henchmen, will fight the next closest target. so if you want them not to run and hit another target before you can do number 2, pull the mob away.
2) I did not make sure that they are hitting the same target (that is tab, spacebar (many times if need be, which reminds me, to not hit the keyboard too hard, no money to buy new keyboard now :P) they will stay on target if you do that
3) casters and more often monks AI will kite away when they are under attack, this can be solved if you do number 1

there really isn't a need for them to stay put, in which case, {there will be people complaining, why is the heros stupid and not run away when they are attack, ANET should make them run away even if the "stay put" command is activated... bla bla,) unless you want the heros to be bait, in a situation where you want to cast, say meteor shower on a mob that's attacking, say your monk, and the monk keep running away and wasted your energy in casting meteor shower only to have the mob run away because your caster has kite away. But then again, if you are using skills like meteor shower, you can always make the mob "stuck" in a corner, always use corner to your advantage. mob tends to cluster at corner if you know how to pull them, if there's no corner, use a big rock, lol, look at your map before an aggro. good to use spiteful spirit and mark of pain too.

anyway... hope you get what you want, i certainly won't be using that, more dangerous than good in my opinion to have your heros stay put.

Last edited by pumpkin pie; Nov 07, 2007 at 05:10 AM // 05:10..
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Old Nov 07, 2007, 06:44 PM // 18:44   #10
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Quote:
Originally Posted by pumpkin pie
what I observe in battle with heros is, they will run away to fight other monsters only when

1) I did not pull one group of mob to a safer location before starting the battle, becasue the heros /AI/Henchmen, will fight the next closest target. so if you want them not to run and hit another target before you can do number 2, pull the mob away.
2) I did not make sure that they are hitting the same target (that is tab, spacebar (many times if need be, which reminds me, to not hit the keyboard too hard, no money to buy new keyboard now :P) they will stay on target if you do that
3) casters and more often monks AI will kite away when they are under attack, this can be solved if you do number 1

there really isn't a need for them to stay put, in which case, {there will be people complaining, why is the heros stupid and not run away when they are attack, ANET should make them run away even if the "stay put" command is activated... bla bla,) unless you want the heros to be bait, in a situation where you want to cast, say meteor shower on a mob that's attacking, say your monk, and the monk keep running away and wasted your energy in casting meteor shower only to have the mob run away because your caster has kite away. But then again, if you are using skills like meteor shower, you can always make the mob "stuck" in a corner, always use corner to your advantage. mob tends to cluster at corner if you know how to pull them, if there's no corner, use a big rock, lol, look at your map before an aggro. good to use spiteful spirit and mark of pain too.

anyway... hope you get what you want, i certainly won't be using that, more dangerous than good in my opinion to have your heros stay put.
When you flag Koss and have him pull the monsters around a corner, then he runs around the monsters to attack something and the monsters have a field day with your backline, it kind of defeats the point of pulling in the first place, no?
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Old Nov 07, 2007, 07:51 PM // 19:51   #11
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I have pinged the closest target to me and Watched Zhed run 3 to 4 agros in the oppsite direction Attack 1 target with 1 skill Turn and run to me??? how do you explain that, it happens alot my zhed is really special he does what he wants, I can Ping a target many times and zhed will still stop attacking and run agros away to attack some random monster 1 time and run back. you should see it when im unflag the entire party they run a few argos the wrong way than run to me lol. if I could bring a somethin to hit zhed with I would.
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Old Nov 07, 2007, 08:18 PM // 20:18   #12
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Quote:
Originally Posted by IslandHermet
I know how he feels I have a special zhed who thinks he is a toucher and loves to try and tank.
Mine usually moves out of the flag and aggro mobs who are away from the aggro bubble... Especially in the Door of Torment...
/signed
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Old Nov 07, 2007, 11:49 PM // 23:49   #13
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/signed

Finally someone comes up with a decent idea that doesn't call for make everything easy for us and gemme gemme gemme free free free. Good idea though it will make things easier this is one easy thing that is worth my signing.
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