Guild Wars Forums - GW Guru
 
 

Go Back   Guild Wars Forums - GW Guru > The Hall of Knowledge > The Campfire > Heroes & AI

Notices

Reply
 
Thread Tools Display Modes
Old Mar 16, 2012, 03:37 PM // 15:37   #41
Furnace Stoker
 
Daesu's Avatar
 
Join Date: Oct 2008
Advertisement

Disable Ads
Default

Quote:
Originally Posted by Gabs88 View Post
THIS! Fck yeah I've noticed this. And this is perhaps the biggest downside to bringing UA there is! I've often been completely shocked by how often my UA is targetted over other characters when I choose to bring it.
I think the HM monster AI gives a priority to killing monks and healers but that point has been argued over many times. Even if you change the elite to WoH I am sure your monk would be targeted.

Anyway if you do bring a res, you are not going to bring it on just one character.

Last edited by Daesu; Mar 16, 2012 at 03:56 PM // 15:56..
Daesu is offline   Reply With Quote
Old Mar 16, 2012, 04:15 PM // 16:15   #42
Wilds Pathfinder
 
Wenspire's Avatar
 
Join Date: Mar 2008
Location: USA - W.Coast
Guild: HiME
Profession: Mo/
Default

On my old group build, my monk and my oov necro had rez. They were always made into priority targets. On my new setup, my sos and same necro have rez and the enemies seem to ignore my monk and focus on the sos more than before.
Wenspire is offline   Reply With Quote
Old Mar 16, 2012, 04:23 PM // 16:23   #43
Furnace Stoker
 
Daesu's Avatar
 
Join Date: Oct 2008
Default

Quote:
Originally Posted by Wenspire View Post
On my old group build, my monk and my oov necro had rez. They were always made into priority targets. On my new setup, my sos and same necro have rez and the enemies seem to ignore my monk and focus on the sos more than before.
Check their armor and health relative to your other party members, especially those with sac skills. Monsters also prioritize targets based on those factors.
Daesu is offline   Reply With Quote
Old Mar 16, 2012, 06:44 PM // 18:44   #44
Wilds Pathfinder
 
Wenspire's Avatar
 
Join Date: Mar 2008
Location: USA - W.Coast
Guild: HiME
Profession: Mo/
Default

All of my casters have the same ar rating with necro possibly having a bit more. Life, I know my monk has more life than my other casters as he only has a major rune vs superiors on the others.
Wenspire is offline   Reply With Quote
Old Mar 17, 2012, 02:07 AM // 02:07   #45
Furnace Stoker
 
Daesu's Avatar
 
Join Date: Oct 2008
Default

Quote:
Originally Posted by Wenspire View Post
All of my casters have the same ar rating with necro possibly having a bit more. Life, I know my monk has more life than my other casters as he only has a major rune vs superiors on the others.
They don't seem to be interested in my warrior even when he carries a res.
Daesu is offline   Reply With Quote
Old Mar 19, 2012, 12:23 PM // 12:23   #46
Krytan Explorer
 
agrios's Avatar
 
Join Date: May 2006
Location: South America
Guild: Naked Stalkers of America[Nude]
Profession: W/
Default

This my current setup (my main is a warrior).



With this I clearead Gloom, Foundry and Veil [NM] this weekend. It was very effective and safe. My only problem was the tendrils of the dreadspawn mawn. The beast of AAAAaaaarrrgh fell before I could notice.

on the AI priority..

When I had Talkora setup as UA/Prot she was always the first to drop, despite having higher HP than other casters.

On the other hand, when I had Pyre in my group, set as Splinter Barrage, he was always the last to fall.

So, by my experience, the AI priority is something like that:

Healers > Mesmers > Other casters > Melee > Rangers.

Or maybe, AI is afraid of charr (j/k)
agrios is offline   Reply With Quote
Old Mar 20, 2012, 09:05 PM // 21:05   #47
Desert Nomad
 
Krill's Avatar
 
Join Date: May 2005
Location: America
Default

This would be my favorite build for 98% of the game if there were not so many scenarios where three physical players and three melee in particular was a major disadvantage. You got barbs, SoH, and OoV. In theory +49 per hit. Also pretty simple to change the OoV necro to OoP + UA for better rezing.



As such I just play with this most of the time on war, knowing it's sub-optimal. Only thing I don't like is the spirits...kinda hard to cram something in there to heal off without SoS.


Last edited by Krill; Mar 20, 2012 at 09:20 PM // 21:20..
Krill is offline   Reply With Quote
Old Mar 21, 2012, 03:11 AM // 03:11   #48
Desert Nomad
 
Join Date: Jan 2011
Default

Lol, the first build is somewhat interesting. Actually liked it to some degree since I recently tested some JDF spammers vs master of damage and found them to deal about 80% of the damage a human player would, though they had this weird habit of dealing way less then a human the first seconds then stabilizing.

Buut, then comes the second. And I have to say straight out, I think it's craptastic. There isn't a single one of those bars I like for a physical player. In fact I think every single bar there is crap.

So IMO you should think about adding some proper hex removal on the first build (1 skill for 3 players is not near enough) and a soul twister and maybe you'll get some decent results.

Or just scrap it and play something with way less necros.
Gabs88 is offline   Reply With Quote
Old Mar 21, 2012, 04:47 AM // 04:47   #49
Desert Nomad
 
Krill's Avatar
 
Join Date: May 2005
Location: America
Default

Well I'm not the biggest fan of generic discord builds or SF, but there are a couple issues I see filling out any general build that focuses on offense. One, invoke heroes no longer work, two the problems with reliance on physical damage. If you want to load up on buffs it only makes sense to have multiple physicals. However, ranged physical heroes suck (let's be honest melee heroes are not the best either), and since melee heroes are usually adjacent, water, illusion, and other AoE effect anti-physical rapes your damage output. Nobody wants to micro hex removal for every single mob in areas with lots of water in particular.

The only goal for any general build should be to kill everything on the screen as quickly as possible and be ready to fb! to the next mob.
Krill is offline   Reply With Quote
Old Mar 21, 2012, 11:37 AM // 11:37   #50
Desert Nomad
 
aspi's Avatar
 
Join Date: Jan 2010
Guild: eeew
Profession: N/Rt
Default

The first build looks like lol, i'd change the (vampire)necro to an Orders necro though. And some more protting might be a good thing unless you think it is enough for 3 melees?
And I would also get rid of weapon of warding it "overwrites" splinter weapon.

I havent thought about getting some more melee in my war team so I'll go and try it out
aspi is offline   Reply With Quote
Old Mar 21, 2012, 02:31 PM // 14:31   #51
Academy Page
 
Join Date: May 2008
Location: UK
Guild: LF slightly hardcore UK/euro guild
Default

If you're going to use physicals with MoP, I've found AP/MoP quite usable on a hero since the AI update.
Morte66 is offline   Reply With Quote
Old Mar 21, 2012, 05:21 PM // 17:21   #52
Pew
Academy Page
 
Pew's Avatar
 
Join Date: Jul 2011
Profession: R/
Default

Quote:
Originally Posted by Krill View Post
This would be my favorite build for 98% of the game if there were not so many scenarios where three physical players and three melee in particular was a major disadvantage. You got barbs, SoH, and OoV. In theory +49 per hit.
A man after my own heart!

I've started running this on my assassin personally, and it's very similar to your first build posted!


Slight differences are I've forgone the curses necro for a mesmer and the ST rit instead of a MM as I'm running squishier Assassins over the Warrior heros.

I ran Assassins purely because they could take extra copies of "FB!" to zoom around the map, and because I had already decided I'd use a ST rit, their lower AR didn't really matter.

A dedicated Curses hero didn't appeal to me, partly as you can easily fit the important skills (MoP, Enfeebling Blood, Weaken Armour) on the Resto Necro, albeit with a lower spec (12 compared to 16), and partly because their Elites are useless.
I found Barbs was too slow to take advantage of, as with the 2s cast, by the time it's on a target, it's already dead.

I don't have nearly as many problems with all of the anti-melee around thanks to the mesmer (who could also take Panic instead of PI) interrupting everything and taking another hex removal in Shatter Hex.
And on top of that, taking Ascan makes all (non-damaging) anti-melee purely fuel for Shatter Hex damage!

If there's no hexes in a particular area, a second copy of Ancestors' Rage can replace Shatter Hex on the Mesmer and Smite Hex is easily replaced on the OotV Necro.

I don't have MoP in my build as I wanted to keep a high spec in Soul Reaping for Icy Veins, and 10+1+2 Curses with an 8+1 SR would mean using PoD, which I think is awful, although I'm considering running it anyway.
I have stuck a second copy of Splinter Weapon in there though, which is definitely noticeable at the speed that Dagger Spam gets through them.

I've not had many problems with this build, and it's pretty much as general use as it gets. Been helping allies with random missions with it, VQing, so it's pretty reliable.
Pew is offline   Reply With Quote
Old Mar 21, 2012, 09:56 PM // 21:56   #53
Desert Nomad
 
Krill's Avatar
 
Join Date: May 2005
Location: America
Default

^ That's a pretty solid improvement. I guess at some point with my PvE adventures, I'll have to accept that ST > minions. If I were more serious maybe something like this...

Krill 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 04:37 AM // 04:37.


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("