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Old May 18, 2006, 08:41 AM // 08:41   #1
Frost Gate Guardian
 
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Default Churning Earth & Henchmen

I've run into some serious problems with henchmen...and I reckon it needs to be fixed.

Anet have made enemies more aware of AoE spells, making them run away from the radius...but have they made henchmen stupider towards them? I've been running about in places like Morostav Trail for ages, trying to cap Elites, only to get to the Warrior boss and find my party of henchies being decimated by a single spell: Churning Earth. I've noticed the henchies don't run away...or atleast, not until the spell has finished. Coupled with Lukas' unique ability to run through a group of enemies and aggro the ones behind, this makes getting this Warrior Elite near nigh impossible...

Either I'm tired and am doing something wrong, or henchies need to be less crap. I would love to get a group of real people, but as there is never anyone in the southern Forest (And if there is, they're certainly not interested in capping an Elite with me)....
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Old May 18, 2006, 09:46 AM // 09:46   #2
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Yes, i've noticed this too. The hench are just too vulnerable to AoE spells, they don't walk out untill the spell finishes >
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Old May 18, 2006, 12:00 PM // 12:00   #3
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They're suckers for cyclone axe + triple chop too. 4 Jade Knights make short work of bunched up henchmen!

Churning earth is a spell I have a lot of respect for and I try to drag the henchmen around a bit to avoid it. They really aught to get the hell out of there though, they shouldn't get hit by more than 2-3 ticks if they had mob-like AoE awareness.
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Old May 18, 2006, 12:03 PM // 12:03   #4
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Hi

The problem with churning earth is i htink the additional affect.

Especially if you have devona in your group, upon being hit by churning earth, she will yell "charge", causing everyone to move at above normal speed, which in turn causes everyone to get kded by the churning earth. This then means they cant get out the way. As this (and unsteady ground which will also kd the henchies who attack) are the only aoes ive noticed while playing i think its more to do with this factor.

oljomo
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Old May 18, 2006, 12:25 PM // 12:25   #5
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the kd effect is from unsteady ground not churning earth. they do just stand in it tho. to the op the key to defeating that grouping of clusters is to pick them off. take out the group in front of the one you want, and dont aggro the one with the boss and earth warden. if you notice it is kind of a loop. come around the back side there will be a two patrols i believe and then another cluster that pops up with an assassin boss that has beguiling haze (note to a-net some elites appear two or three times to cap, but where the heck are assassin's promise and ferocious strike?) then the group you really want to kill should be completely alone. when you aggro that group stand just our of the aggro circle and send in the henches targeted at the earth warden. you'll still probably lose a few since the boss hits for over 150 on casters, but in the end the fight will be yours.
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Old May 18, 2006, 12:35 PM // 12:35   #6
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My grp is myself (rt) the spirit spammer, 2 monks, a domination and 3 necros. All spell casters essentially. I do this becuase melee henchmen dont have any kinda of respect for aggro circles.

However, upon meeting 3 of those lvl 24 elementalist wardens it suddenly became clear that my grp of soft targets had its disadvantages. 3 dhurning earths hit at the same time, and took down all but myself and the 2 monks.

Worse still is the Elementalist boss with double dragon and earthquake, who can rip though a team in seconds with a 300dmg+EQ (or should i say dragons stomp)

Finally, that stupid healer on the kurzick side sucks so hard. I watched our prot die as she sat there, and had to rezone after she managed to survive, only not to rez anybody.
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Old May 18, 2006, 03:10 PM // 15:10   #7
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offtopic, which skill were u capping? Primal Rage or whateer it was? for that you could just exit out thru unwaking waters, the boss used to be near the exit i think
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Old May 18, 2006, 04:22 PM // 16:22   #8
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The problem is that the henchmen become retarded once they're being attacked with enemy aoe spells. The casters stay bunched in together and stand there and aoe spells just dismantles them. For example, maelstorm, churning earth, meteor shower, dragon stomp, breathing fire, and etc. Another issue with henchmen is when they follow you. It's good when the casters are in the back following you. While other times, the casters seem like they want to take the lead and follow you but are going ahead of you instead. Especially the monks. In result, they get targeted first by the enemy. Ressing is also another issue with henchmen. This is why I miss Alesia. Yes, she would res in the middle of a battle but she was quick to response when to res unlike these new henchmen.
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Old May 18, 2006, 05:13 PM // 17:13   #9
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I don't have a suggestion on how to get henchies to not stand in Churning Earth. However, I do know that if you bring the Domination Mesmer henchman you can avoid quite a few Churning Earth casts. He's very good a stopping the eles that cast it. In fact, adding him to my group of henchies was how I beat the Wardens on the March quest.

Last edited by MelechRic; May 18, 2006 at 06:08 PM // 18:08..
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Old May 18, 2006, 05:33 PM // 17:33   #10
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All i have to say to the ele bosses is, domination and interrupt henchies FTW!

Last edited by gabrial heart; May 18, 2006 at 05:58 PM // 17:58..
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