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Old May 10, 2008, 03:34 PM // 15:34   #41
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This thread is heavily polluted by people that consider a hero not using the skill due to recharge or energy problems an incapability of using said skill.
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Old May 10, 2008, 04:46 PM // 16:46   #42
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Quote:
Originally Posted by Draikin
Both are used correctly: the AI will in fact ignore their target lock/called target when using Signet of Rage and instead use it on the target (in range of course) that has the most adrenal skills on their skill bar.
I still see them using Signet of Rage on a caster when a warrior is close by when set on guard. I would have been surprised if the AI actually "peers" into each of the skills held by nearby foes and decides who has the most adrenaline skills, that would have been alot of work just to support 1 skill. Besides human players would not be able to look into enemy skill bars although they can have fore knowledge of the skills that will be used by the enemies.

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Signet of Toxic Shock is only used on targets suffering from Poison, I don't see how they can use it more effectively than that.
This appears to be fixed after the recent hero AI update they now use Signet of Toxic Shock correctly. They also seem to use Purge Signet much better now to remove hexes and conditions rather than just using it on party members with multiple conditions.

Good News is my Gwen's combo works well now: [Signet of Midnight][Iron Palm][Entangling Asp][Signet of Toxic Shock]

Bad News is I have never ever seen her use [[Sadist's Signet]

Last edited by DarkSpirit; May 10, 2008 at 05:40 PM // 17:40..
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Old May 10, 2008, 05:55 PM // 17:55   #43
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Quote:
Originally Posted by DarkSpirit
I still see them using Signet of Rage on a caster when a warrior is close by when set on guard.
I'll try to test this skill again later. The impression I got was that they ignored their target lock on a caster and used it on warriors instead, perhaps it was a coincidence and they actually use it randomly.

Quote:
Originally Posted by DarkSpirit
I would have been surprised if the AI actually "peers" into each of the skills held by nearby foes and decides who has the most adrenaline skills, that would have been alot of work just to support 1 skill.
Possibly, but they can in fact see the skill bars their opponents are using (and I'm reasonably certain they can also see how much energy their opponents have left).

Quote:
Originally Posted by DarkSpirit
This appears to be fixed after the recent hero AI update they now use Signet of Toxic Shock correctly. They also seem to use Purge Signet much better now to remove hexes and conditions rather than just using it on party members with multiple conditions.
The AI for Signet of Toxic Shock and Purge Signet was never changed as far as I know. They still spam Purge Signet as if it's Mend Ailment.

Quote:
Originally Posted by DarkSpirit
Bad News is I have never ever seen her use Sadist's Signet
They'll use it when they need the heal and the opponent is suffering from one or more conditions. I'd have to check but I don't think they'll use it when the opponent is only suffering from one condition.

Last edited by Draikin; May 10, 2008 at 06:04 PM // 18:04..
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Old May 10, 2008, 08:18 PM // 20:18   #44
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Quote:
Originally Posted by Draikin
The AI for Signet of Toxic Shock and Purge Signet was never changed as far as I know. They still spam Purge Signet as if it's Mend Ailment.
No I am quite sure there is an improvement in Purge Signet. Before the recent hero update the behavior is like what is described on the wiki:

Quote:
Originally Posted by guildwiki
Heroes seem to only use this skill when multiple conditions are on an ally.
http://guildwars.wikia.com/wiki/Purge_Signet

Now they know how to use it for single condition and hexes too. I just saw her using it on my character who was inflicted with 1 hex but 0 condition.

Too bad [[Signet of Shadows] still sucks. They use it before blinding the target for the pathetic 29 damage in HM. Otherwise my Gwen's combo would work even better with a total of 80 damage from that signet instead.

Last edited by DarkSpirit; May 10, 2008 at 08:25 PM // 20:25..
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Old May 10, 2008, 08:50 PM // 20:50   #45
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[signet of lost souls] won't be used while in passive mode. This is annoying for my N/Rt healer. I despise having to put a backline healer in anything but passive.

[protective spirit] is always used poorly, like in the cases of health degen, etc. It's never worth bringing unless you disable it and micromanage it yourself.

[signet of judgment] seems like they'll use it once, then for the rest of the fight never touch it again unless all their other skills are recharging.

[splinter weapon] and [vengeful weapon] get cast on my mesmer and ele quite a bit, and i'm almost NEVER wanding.

[fall back!] isn't used well. They want to use it as a heal, but normally no one is moving during the fight. I dunno, I've always seen it as a running skill or an after the fight skill to save time on bringing people back up to health.
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Old May 10, 2008, 09:25 PM // 21:25   #46
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Warrior heroes use adrenaline skills poorly. They behave as if they are energy skills, and thus try to use them conservatively, rather than murdering face on recharge.
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Old May 10, 2008, 10:25 PM // 22:25   #47
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Quote:
Originally Posted by toastgodsupreme
[protective spirit] is always used poorly, like in the cases of health degen, etc. It's never worth bringing unless you disable it and micromanage it yourself.
If your health is already low from the degen, I suppose the hero is trying to prevent a death from the next attack by casting PS on you.

Quote:
[signet of judgment] seems like they'll use it once, then for the rest of the fight never touch it again unless all their other skills are recharging.
Not true at all. My Me/Mo hero casts it very often throughout the battle, unless you have set yours to passive.

Last edited by DarkSpirit; May 10, 2008 at 10:27 PM // 22:27..
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Old May 11, 2008, 12:18 AM // 00:18   #48
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Quote:
Originally Posted by DarkSpirit
http://guildwars.wikia.com/wiki/Purge_Signet

Now they know how to use it for single condition and hexes too.
Why would you want them to use Purge Signet to remove a single condition/hex when the skill has a 2 second cast time and costs at least 10 energy?
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Old May 11, 2008, 12:24 AM // 00:24   #49
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Quote:
Originally Posted by Draikin
Why would you want them to use Purge Signet to remove a single condition/hex when the skill has a 2 second cast time and costs at least 10 energy?
Because my artificer Me/Mo hero doesn't need much energy. She even carries a shield and has 89 armor. The only non-signet skill on her bar is [[Mantra of Inscriptions] which lasts the entire length of most battles with some investment in inspiration. With FC, Purge Signet is about 1.5 seconds cast time for her.

http://www.guildwarsguru.com/forum/s...10&postcount=3

By the way, all the hexes and conditions are removed before your energy is deducted so even if you have 0 energy, Purge Signet would still remove all hexes and conditions from your target ally.

Last edited by DarkSpirit; May 11, 2008 at 05:33 PM // 17:33..
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Old May 11, 2008, 08:36 PM // 20:36   #50
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Assassin's Promise is only useful if you're in a group that lacks damage. Otherwise you'll kill the target as the hero decides to cast it.
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Old May 11, 2008, 10:18 PM // 22:18   #51
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Quote:
Originally Posted by DarkSpirit
If your health is already low from the degen, I suppose the hero is trying to prevent a death from the next attack by casting PS on you.



Not true at all. My Me/Mo hero casts it very often throughout the battle, unless you have set yours to passive.
I roll with 3 smite monks sometimes depending on what area i'm in and who i'm with (destroyers fall to them quite fast) and as far as [signet of judgment], they don't use it as often as i think they should. i do keep my 3 hero windows open and it seems like they'll use all other smite skills first before using soj. and even then, i've seen them wanding targets, with all but soj recharging, and they won't use it.

i don't know if this is just the ai in general being wonky, or the ai having some sort of moment where it doesn't like soj, but yeah, it does happen pretty frequently.

luckily i keep keys bound to micro my heroes so i can force them to cast it when need be.
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Old May 11, 2008, 10:33 PM // 22:33   #52
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Quote:
Originally Posted by toastgodsupreme
i don't know if this is just the ai in general being wonky, or the ai having some sort of moment where it doesn't like soj, but yeah, it does happen pretty frequently.

luckily i keep keys bound to micro my heroes so i can force them to cast it when need be.
I would agree that they dont necessarily cast it as soon as it refreshes because they take turns to use other skills as well. But they do cast it quite often. I am positive that they use it multiple times throughout a battle as I have been observing my hero throughout the entire battle. Maybe it is your skill bar?
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Old May 12, 2008, 01:27 AM // 01:27   #53
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Quote:
Originally Posted by Marverick
That's because everything is burning nearly all the time.

Look at essence strike; it's spammed when there's no spirit. Shock Arrow, spammed randomly on foes. Mind Blast; just spammed on recharge. Same with Glowing Gaze, except the condition is nearly always satisfied so it doesn't really matter too much.
Glowing Gaze has 2 effects, and the idea is to set it up to were you can use both of them at the same time.

Heroes will prioritize burning targets over non-burning ones with Glowing Gaze, which means they use it fairly well. I've seen my hero wait on casting it till something was burning as well. (Chose another skill down the line instead of GG).

The idea with any skill, is a hero will tend to use them in a priority order, depending on what skills you have and how you order them. If the AI says "Use skill X in X situation", it will be used over a skill further up on your bar. It ultimately weights the situation to figure out what skill it should use (conditions on targets, condition of target, condition of self, skills on bar and recharge status). They don't take equipment, other ally's skills, or some secondary (or even primary) combinations into account.

Learning to manipulate that is good. [[glowing gaze] will work poorly on anyone who's not set up to cause burning, and works better if you're set up to constantly cause burning as a team or an individual. However, it will still cause damage, which means it has some function even outside of E-management, and that's why the AI will use it even if the target isn't burning, if he has no better alternatives at the time (according to the AI).

Expecting anything less is an exercise in stupidity.
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Old May 13, 2008, 03:27 AM // 03:27   #54
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3 words. Mighty was Vorizun.
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Old May 13, 2008, 10:16 AM // 10:16   #55
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Quote:
Originally Posted by toastgodsupreme
I roll with 3 smite monks sometimes depending on what area i'm in and who i'm with (destroyers fall to them quite fast) and as far as [signet of judgment], they don't use it as often as i think they should.
Maybe they wait for two or more foes standing close to meet the AoE-Condition?
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Old May 13, 2008, 10:20 AM // 10:20   #56
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I have no problem with heroes using Mighty was Vorizun, however I have a problem with mighty was vorizun.
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Old May 14, 2008, 09:42 AM // 09:42   #57
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Quote:
Originally Posted by zling
I'm surprised nobody mentioned [skill]reversal of fortune[/skill] yet...
it's the no. 1 skill heroes completely FAIL at!
well 95% of the pve monks fail with that skill too so ..
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Old May 14, 2008, 03:08 PM // 15:08   #58
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[frenzy] because....

they cant mantain [mending]....
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Old May 19, 2008, 12:49 AM // 00:49   #59
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Quote:
Originally Posted by Bront
Oh, I've had problems with [Energetic Was Lee Sa]. Heroes don't like to cast it if they have another item, and they drop it immedately after they do cast it for the immediate effect.
Only Xandra is bad with Energetic. She'll drop it once her energy reaches max I think. Razah will use it to it's full duration. I've never found out what's so bad about RoF on a hero. Stick it on a necro and it'll be no problem with SR. I had my kahmu run it with a d/n order derv to maintain his energy. Just waiting or you to finish laughing now...Done? Good. Even through long fights, Kahmu's energy stayed near max and we weren't dying. We only had two healers too.

Last edited by mistokibbles; May 19, 2008 at 12:58 AM // 00:58..
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Old May 22, 2008, 03:59 AM // 03:59   #60
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One skill that heroes seem to use perfectly is [healer's boon]. It's one of the first things they'll cast and they keep it up indefinitely if they can.
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