> Forest of True Sight > Questions & Answers Reload this Page Hero Behavior.
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Old Jan 28, 2012, 02:44 PM // 14:44   #1
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Default Hero Behavior.

Is there anyway to make it so the Hero's default behavior is to NOT mimic my charactor and always select the same target I do... I know its handy against really powerful bosses, but generally its a terrible (and damn annoying) waste of killing power, and I personally find I spend way to much time retargeting the fool.
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Old Jan 28, 2012, 03:03 PM // 15:03   #2
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Yes, you can order them to attack one target and micro their skills.

Hero control panel allows you to set the hero to attack marked target, use skills you order to use, forbid him using some skills automatically.


Having a look at wiki wouldn't hurt. - Hero - Monitoring and controlling

Last edited by Sagittario; Jan 28, 2012 at 03:07 PM // 15:07..
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Old Jan 28, 2012, 04:02 PM // 16:02   #3
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Yea,
Thankyou really, I knew that (except about the forbidding skills thats cool) but my problem is kind of the Opposite, I don't want to Micro him; but unless he's tanking a really big boss he locks onto my target; and I have to Micro him; or if he reaches my target before his own, he pitches in; its a waste of killing power; The one thing my toon does really well is kill; and while he's (pointlessly) 'Helping' some horrid thing is chasing poor Aleshia all over hells creation, because god forbid chumply do something useful like help a toon in trouble. (Real shame you can't flag a (N)PC vs a piece relestate and effectively say; Guard her; that would be useful.

I suppose it's a matter of Design Philosopy, but I dont want to sit back, Manage my fighters and take credit for what they do... (what do I look like Mitt) I prefer to fight right down in the kitchen, but the heros are nearly as bad as the Henchmen sometimes. No I in the AI; if you know what I mean.

Seriously is there no way to set the fault behavoir to Next Target Vs my Target! Oh and thanks much for the Link.

Last edited by Blackbirdx61; Jan 28, 2012 at 04:11 PM // 16:11..
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Old Jan 28, 2012, 04:11 PM // 16:11   #4
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It's annoying that there is no keybind for "Lock hero target" because I use two melee heroes and they keep kiting when I'd rather they train one target. gogo implement!
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Old Jan 28, 2012, 04:20 PM // 16:20   #5
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Your right about the Key Bind Vs the Mouse, Definately would be better!!

I suppose I am going to have to get better with the flags, vs Hero's but as I said it would require alot less Mirco Managing if one could set Target Next to the Default.

Last edited by Blackbirdx61; Jan 28, 2012 at 04:27 PM // 16:27..
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Old Jan 28, 2012, 08:07 PM // 20:07   #6
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I ctrl+space when I attack a target, "calling it". Then my heroes will attack the same target. The exceptions being my mesmers or necros, shutting down the mob's support team.
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Old Jan 31, 2012, 05:06 PM // 17:06   #7
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Thanks for the Hint, It might help if I think quick go to next target.
As I am trying to achieve something of the opposite effect; not waste killing power my whole team overwhelming one mob; while others are doing mischief.

Did trying using Flags, but the poor hero often enough spends half the encounter pulled between the flag and my target. Seems the design of the game/AI allows for no possiblity that someone might not stick to the forumla.

Overwhelm A
Overwhelm B
Overwhelm C.

and move through the mobs one at a time like a big saw.
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Old Jan 31, 2012, 06:34 PM // 18:34   #8
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I see nothing bad in taking each foe out before engaging another, but if you feel it's bad and you don't wanna waste time giving each a target you could maybe try to call a target for everybody and than attack another foe yourself. It still won't make everyone attack a different target but at least this way they're not attacking yours.
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Old Jan 31, 2012, 08:49 PM // 20:49   #9
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I don't feel its bad (per se) but as a long time Tactical Wargamer, I'm just trying to apply the basic principle of 'Economy of Force' to my play; as best I can -

I'm really not trying to dis anyones style of play here; just tweek a little more tactical flexablity out of an interface that honestly, seems pretty rigid in its programming; with very little allowance for the possiblity that the player
might choose not to play to the expected formula. Blessings, BB.

Last edited by Blackbirdx61; Jan 31, 2012 at 09:49 PM // 21:49..
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Old Feb 01, 2012, 12:21 AM // 00:21   #10
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Heroes won't strictly target the enemy you're attacking, but usually the best tactic is to all gang up on one target at a time. 7 enemies with full health is better than 8 half-dead enemies. This would only cause a problem if you took a lot of melee heroes as melee AI is really dumb.
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Old Feb 01, 2012, 01:12 AM // 01:12   #11
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Yeah, h/h don't play pressure all that well. You're best off going for a spike build, or a mixed build that applies moderate pressure with spike capability. There are cases where you will need to spike targets or get annoyed trying to kill them. Factions (2 rits,1 monk groups) and those dead guys in the desolation spring to mind.
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Old Feb 01, 2012, 03:16 AM // 03:16   #12
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Quote:
Originally Posted by Savio View Post
Heroes won't strictly target the enemy you're attacking, but usually the best tactic is to all gang up on one target at a time. 7 enemies with full health is better than 8 half-dead enemies. This would only cause a problem if you took a lot of melee heroes as melee AI is really dumb.
I know thats the general wisdom in MMOs, but that really depends on how long it takes to get the 8 baddies, the other half dead. Or 4 Baddies, or 2.

Like I said, just trying to tweek a little more Economy of Force out of the system, still learning it; when you Tank a Big Boss, so you can clean up his supports; The Tank is performing an Economy of Force Mission, hes tying down a bigger force, so you can chop up the rest. So its not an alien concept; everyone does that one, just trying to work a little more finesse into the tactical part of the game than I've managed so far.

Not trying to be difficult I do genuinely appreicate the responses and food for thought. : ) BB.
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Old Feb 03, 2012, 03:56 PM // 15:56   #13
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One way to apply more "Economy of Force" as you say is to abuse the fact that most enemy groups ball up. Let them ball up or pull and ball them up and engage with AoE skills. AoE damage and rupt skills can make most of the game pretty easy. You'll still be focusing on your primary target but collateral damage will take out several others at the same time.
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Old Feb 03, 2012, 05:51 PM // 17:51   #14
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Quote:
Originally Posted by Jk Arrow View Post
One way to apply more "Economy of Force" as you say is to abuse the fact that most enemy groups ball up. Let them ball up or pull and ball them up and engage with AoE skills. AoE damage and rupt skills can make most of the game pretty easy. You'll still be focusing on your primary target but collateral damage will take out several others at the same time.
Oh yes,
Pretty good at that with my Ranger Elm, I start off with distance stuff work her in and abuse Lava Fonts; using what seems to be a defense spell offensively well so far she's been very effective/efficient so far. I'm sure I'll have to make adjustments as I progress through the content but I'm happy with 'Claudia' to this point. 'Pandora' Warrior Monk however is proving much more of a challange to work efficiently; but looks Soooooo sharp in her Shing Jea armor its worth the extra challange. : )

Honestly for me the art is the biggest plus in the game, LA is So Gorgeous dressed up for new years, no? LA, Shiver Peaks, Even parts the more prosperious parts of Cantha soo beautifal.

Thanks for the suggestions. Everyone.

Oh BTW, 'Economy of Force' is a real term and a basic military principle; I was a Minitures/ Wargaming nerd (and real life Tanker) long before I plugged into Fantasy.
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