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Old Apr 01, 2006, 11:43 PM // 23:43   #1
Wilds Pathfinder
 
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Default Customizable Henchmen

Simple - the henchmen builds are worst than the average newb with 15 skills unlocked.

Problem - experienced players hate going through the game again unless they have a PvE steady guild.

Reason - going through PvE again will lead to frustration beyond reason of the sub-par builds and playing skill of some of your groups.

Solution - make the henchmen builds customizable, even if you don't give them a second class.

Some things to note -
1. In order to make this work you would have to give the henchies prebuilds or the option to make a custom build with skills unlocked.
2. Make it so the group uses the leader's custom henchies if more than one player in the group but they bring a hench or two.
3. The programming is already there, simple apply the same program used in the doppleganger to a custom henchy (comparable to a custom player's doppleganger).

I just think this is something that should have been done a long time ago given the programming is there and it would be so simple to integrate.

The programming doesn't have to be perfect.. I mean you bring healing breeze versus doppleganger he thinks its a good luck charm on his skill bar. Oh well, that will make it all the more fun to customize them in a way that works.

Last edited by TadaceAce; Apr 02, 2006 at 12:02 AM // 00:02..
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Old Apr 02, 2006, 03:27 AM // 03:27   #2
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I thought of this once, it would lead to actually good builds rather than uninteresting, sub-templates. But it might overpower them too.
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Old Apr 02, 2006, 12:13 PM // 12:13   #3
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This suggestion has been made over and over on nearly every website, but I support it every time. Customizable hench are something that more experienced players desperately need! To keep things balanced though, the henchmen may only have 6 or 7 skill slots, with a rez spell locked into the last slot for all henchies. Also, I think it would be great to have one multi-class hench in every party. How useful would it be to have a non-leeroy W/Mo playing super-tank, or a Me/Mo rezmer?
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Old Apr 02, 2006, 12:32 PM // 12:32   #4
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One thing that really bugs me about the elementalist henchmen is the fact that they still have fire storm even though it is now farily pointless after the nerf. It just scares the enemies away. If we could change the skills like you said, it would be great. Nice idea
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Old Apr 02, 2006, 04:39 PM // 16:39   #5
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Um. I posted this before.
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Old Apr 02, 2006, 04:58 PM // 16:58   #6
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I beat all missions and bonuses nearly flawlessly with my Me/Mo and all henchmen from Thunderhead Keep and beyond. I actually prefer henchmen to people because they're faster to get together into a group and don't go AFK or anythinng and will hang around for hours and actually kill stuff for me while I go eat dinner.
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Old Apr 02, 2006, 07:12 PM // 19:12   #7
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I say this would be a very good addtion to Guild Wars and i vote it yes all the way but thers only 1 thing, if you creat a dual build, that would make for more dual builds, there are to many in the first place, i have 5 of my own and having customizable henchmen would just make more, people are to rich anyway.
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Old Apr 02, 2006, 07:31 PM // 19:31   #8
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As has been said, this is a repeat idea. Customizable henchmen, as well as the general idea of better henchmen and henchmen controls has been suggested many many times. While this might be a (tiny) variation of one of the previously suggested ideas, we still can't have so many threads requesting customizable henchmen open. Please read the guidelines for this forum section, and follow them best you can.

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