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Old Sep 07, 2012, 11:37 PM // 23:37   #1
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Default Best henchmen for a solo M/Me? (Prophecies)

I have two thoughts on this and am hoping to get some insight from more experienced players?

As fixtures I am including the fighter and healer henchmen; my question is regarding the third henchman.

Should I go with the ranged attacker or the mage? Having played neither the ranger nor the mage this question, I believe, boils down to two aspects - raw damage and the ability to hit moving targets.

I know the ranger is good at hitting single targets on the move, and the mage seems to be good at hitting large groups that are stationary. Based on my fixtures and M/Me abilities (speccing into illusion and healing), which henchman would be the optimal third?

Thanks! I am heading to work for the next day, so I will be unable to respond immediately. However, I appreciate any insight you guys may have, and will respond Saturday evening (Pacific Time).
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Old Sep 07, 2012, 11:49 PM // 23:49   #2
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If you're already playing a monk taking the healer hench is a bad idea. Not having enough offense is just as bad as not having enough defense. Learn to do your job and you'll support a 4 man group just fine.
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Old Sep 08, 2012, 09:16 AM // 09:16   #3
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Really depends on your playstyle. If you use an offensive build, bring healer hench, otherwise as a healer you should be able to keep your party alone. Usually prot and damage mitigation tends to go better than just plain heals. Mixing offence and defence in a build would not be good, usually best to specialize in one
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Old Sep 09, 2012, 11:07 PM // 23:07   #4
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I suppose that I am going for a more damaging role, with the option to heal should my healing henchman fall. But as I read both of your replies I got the impression that this may be foolish. Is the Monk and Mesmer combination better suited toward healing with the ability to repel attacks on me until my party deals with them?
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Old Sep 10, 2012, 01:07 PM // 13:07   #5
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If you don't have heroes and don't want to call targets constantly, I strongly suggest you stick to a damage build. You lose too much from AIs who do not know what to target when. Even just putting strength of honor on melees can do wonders.

Usually I like the warrior proph henchies even if they are brain-dead melees. Unlike other classes their autoattack does damage at least.
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Old Sep 10, 2012, 09:55 PM // 21:55   #6
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I also find it challenging as a dedicated healer playing solo. Target calling & pulling is a strain on the multitasking while watching red bars and managing hench/heros. It definitely takes practice. Accrdingly I prefer being a damage dealer & bringing a self heal. As a Mo primary you get the added benefit of using your self heal to also heal party members & you can always bring an extra heal on your bar for the added red bar boost in an emergency. The only thing that becomes tricky is the energy management because with spec in illusion + divine favor + heal or prot there's little room for a place to regain energy. Still the illusion line is very effective in the early parts of the game, latter on when the foes have more HP, Illusion/degen becomes less effective & the illusion punishment skills start to shine (but they are energy intensive).
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Old Sep 19, 2012, 12:32 AM // 00:32   #7
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I would play the role as intended to get a feel for the role and you don't need to bring Alesia she will just slow you down.What Marty said is true just be the healer/protect and flag your henchies and secondary really don't matter.

You could also see if anyone need to do Althea's Ashes which is a good way to practice.I did this several time to improve on my skill lvl.

It would make it much more challenging if they had the Monk isn GW2.

Last edited by Age; Sep 19, 2012 at 12:35 AM // 00:35..
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