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Old Mar 01, 2011, 12:04 PM // 12:04   #1
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Default Skills heroes don't use properly

With the 7 hero update coming, I thought it'd be nice to start a thread here that lists skills that heroes don't use properly. I created a similar topic on another forum a long time ago so I'm posting one here as well.

As of Update - Monday, February 28, 2011

Assassin's Promise (Assassin)
It seems like heroes won't use this skill on a target with more than 25% HP. This may sound OK on paper but in actual testing, it doesn't work. Majority of the time, the hero can't use this when the target is exactly at 25% HP since it'll be doing something else. By the time the hero starts using this skill, the enemy is near death. This leads to the enemy dying before this skill is successfully cast. While testing this on several HM missions, I've yet to see a hero successfully cast this spell with the exception of special boss like enemies.

It would be more resonable to have a hero cast this on enemies at 50% HP. In addition, this should be the priority skill to use when this requirement is met.

Off-Hand attack and Dual attack chains (Assassin)
Heroes will often spend a lot of time just using regular attacks before using the next skill in the chain (so after using a lead attack, the hero could spend 5 seconds just doing nothing but auto attacks). Even when the heroes don't need to use any defensive skills and the target is standing still in front of them, heroes make no rush to complete their dagger chains.

Aggressive Refrain (Paragon)
When this skill is no longer recharging, heroes will use this skill even if they're still under the effects of this skill from a previous use. Heroes should only use this skill when they're currently not under the effects of this skill.

Glyph of Energy (Elementalist)
Heroes will use this skill then use a low energy cost skill that doesn't cause exhaustion. Heroes should only use exhaustion based skills after using this skill. In addition to the above fix, heroes should only use this skill if an exhaustion based skill is recharged and ready to use. Otherwise, heroes could use this skill and not cast anything until the Exhaustion based skill recharges (skills like Meteor Shower have a 60 second recharge).

Offensive spirits (Ritualist)
If a hero created specific spirits during a previous battle and the next battle takes place within (defensive) spirit range of the previous spirits but too far for the previously created spirits to attack the new enemies, the hero will not recast these spirits in the new fight. The old spirits are too far from where the current battle takes place and the heroes will not create these spirits again until the old spirits are out of spirit range or expire. This often leads to these spirits going to waste.

It would be better to change the AI so that when an offensive spirit is no longer within shout range of the caster, the hero recasts this offensive spirit.
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Old Mar 01, 2011, 12:25 PM // 12:25   #2
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You mean like on wiki?
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Old Mar 01, 2011, 01:29 PM // 13:29   #3
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Jeez - if you had to list them all would guru`s database crash coz theres a damn amount of skills that could be listed.I hate heros when they have mm and death nova and they spend 3/4 of the vq behind everyone else coz they HAVE to cast dn on each minion.
The actual list would or could possibly be around 1/4 - 1/3 of all gw skills - hero dervs hated using mystic regen , necros will cast dn if your hp drops to 90% (or close to ) .I dont think its the actual skills themselves but the damn ai and how they are programmed to react .I dont even want to think how hero dervs are doing with new builds tho ive not seen or heard anyone complaining about derv skills an derv ai.
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Old Mar 01, 2011, 03:48 PM // 15:48   #4
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disable Death Nova on your hero until you're approaching bad guys
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Old Mar 01, 2011, 04:02 PM // 16:02   #5
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Non aggressive Weapon Spells; namely Spirit Light Weapon. The AI typically reserves weapon spells for martial professions and those with a martial weapon in their hand - they're seldom used on casters.

Energy management interrupts - Power Drain, Leech Signet, Tease. These are used as interrupts and not energy management. The same is true of a lot of stuff in Inspiration.

Blood Ritual (and BiP) - the AI will never use this on a martial profession with a non-caster weapon, even if it's a good idea; think Rangers. They're a little overzealous with it on casters I think, especially when they have a martial weapon.

Skills that boost an attribute - Awaken the Blood, Masochism, Aura of the Lich, ...
If these can be maintained, then they should be. Heroes wait for enchantments and skills to end before reapplying and in the case of these skills, that's detrimental.


Yeah... there's a fair bit of stupid or merely non-ideal use of skills. The wiki has a fairly long, if not always fully explained list.
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Old Mar 01, 2011, 04:04 PM // 16:04   #6
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Quote:
Originally Posted by Roen View Post
disable Death Nova on your hero until you're approaching bad guys
Saying that would also mean you can sort every hero skill out by disabling it.
What im saying is that its annoying how hero ai can be so stupid.
I actually thought earlier why anet never had the idea of making heros like bots - but you actually "train" the heros how to use their skills.
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Old Mar 01, 2011, 04:14 PM // 16:14   #7
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Quote:
Originally Posted by Spiritz View Post
Saying that would also mean you can sort every hero skill out by disabling it.
What im saying is that its annoying how hero ai can be so stupid.
I actually thought earlier why anet never had the idea of making heros like bots - but you actually "train" the heros how to use their skills.
Well, to be fair, a lot of hero issues can be resolved by effective micro-ing. But some skills they use so badly it's just not worth it. I'd love it if you could essentially train your heroes as you say.
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Old Mar 01, 2011, 04:47 PM // 16:47   #8
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Heroes are also bad with skills that effect other targets within a certain range from your target. For example, Epidemic, you would see heroes casting it on the last surviving monster sometimes just to waste their time and energy.
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Old Mar 01, 2011, 05:47 PM // 17:47   #9
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Heroes regularly use Signet of Creation when there aren't any spirits in earshot.



(rt/x soul twisting, shelter, union, boon of creation, signet of creation, armor of unfeeling, pure was li ming, flesh of my flesh = my new prot monk)
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Old Mar 01, 2011, 11:25 PM // 23:25   #10
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heal as one, dont use it as a damage buff
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Old Mar 02, 2011, 07:41 AM // 07:41   #11
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Hehe, lately I see Razah using Spirit Siphon when no spirit is out, the group isn't fighting, we are just standing there and Razah keeps spamming Siphon as soon as it's recharged - pathetic.
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Old Mar 02, 2011, 10:03 AM // 10:03   #12
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What they fail to see is the threath level, for instance if I just zoned and an animal is nearby I will kill it for my MM. As soon as I even start to attack it Xandra has her spirits in place :/. Ok I can disable it but i dont want to feel like a babysitter.
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Old Mar 02, 2011, 12:15 PM // 12:15   #13
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Off the top of my head (haven't given this much thought), but it'd be great if heroes knew not to put reactive hexes like Spiteful Spirit, Mistrust, etc on a target that's being focus fired.

Also it'd be great if heroes knew how to play ER Infuse.

And they know not to use Death Nova on themselves when they are low on health, instead concentrate on kiting ...

And they know not to use Blood Ritual / Blood Is Power when the target has energy management skills active or ready to use (e.g. Ether Renewal, GoLE, AP, Power Drain) ...

Last edited by Jeydra; Mar 02, 2011 at 12:22 PM // 12:22..
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Old Mar 02, 2011, 12:18 PM // 12:18   #14
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Quote:
Originally Posted by Daesu View Post
Heroes are also bad with skills that effect other targets within a certain range from your target. For example, Epidemic, you would see heroes casting it on the last surviving monster sometimes just to waste their time and energy.
Yeah or Panic when there is only 1 enemy.
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