And for the most part, I like the hench and find them consistent and transparent. With real people, you have no idea what you are getting. The hench are kind enough to wear their builds proudly like name tags. But, I tend to like different henchies for different situations.
For example, if you were going to do the unwaking waters mission without a spirit henchman and at least one interrupter, well, you'd be flat out nuts. Shelter and interrupts are a must.
I cannot think of any reason to put more than 1 of the necro hench into your party. I like one there for their superior blood rit ESP (after all, its not like sister tai tells anyone when she needs energy). Bringing along a second one just doesn't seem justified. A 2-3 henchie spike? C'mon, be serious. As far as priorities go, that doesn't even hit the list.
While I might agree that the illusion mes isn't wonderful, I really do like the domination mes henchie. The impact of the area interrupt from cry of frustration should not be underestimated. If you are facing a tough group of casters, this can be a real life saver.
The warrior henchie and the assassin henchies can cause some aggro problems. I try to only take 1 from both these categories in almost every party. While I do like the dazing skill that the sin uses, he tends to really make a mess of things fast as he attracts every known monster to your party.
If I am not mistaken, the earth henchie has a nice group disrupt, as well as a nice ward. I find this to be a decent henchie. The shock henchie is just mediocre ... as are the fire henchies.
Interrupt ranger henchie is leet, better than most humans. Broad Head....mmmm....
I dont mind the healer henchies so much, I think people that hench simply need to self heal in order to take pressure off the hench monk. I do have a problem with the prot henchie tho. Rebirth in battle? Are you kidding...wtf? o.O
Does anyone know if the full skill set of these henchies are listed someplace?
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