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Old Jun 13, 2005, 11:14 AM // 11:14   #21
Ascalonian Squire
 
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Join Date: Feb 2005
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Guild: Nocturnal Expressions (NoX)
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Quote:
Originally Posted by Shadowmagi
Hehe considering that stupider isn't a word, heh i like to point out that sometimes i prefer henchies to ppl, ppl dont listen and go off and do rambo dumb**** stuff. Kudos to the devs for the updates with the henchies... And man, its "more stupid" . (yes it is acceptable to start a sentence with and )
Actually, it is a word, it's just not considered good grammar.

stu-pid

adj. stu-pid-er, stu-pid-est

Slow to learn or understand; obtuse.
Tending to make poor decisions or careless mistakes.
Marked by a lack of intelligence or care; foolish or careless: a stupid mistake.
Dazed, stunned, or stupefied.
Pointless; worthless: a stupid job.
n.
A stupid or foolish person.

--------------------------------------------------------------------------
[Latin stupidus, from stupre, to be stunned.]
--------------------------------------------------------------------------

stupidly adv.
stupidness n.

Source: The American Heritage® Dictionary of the English Language, Fourth Edition
Copyright © 2000 by Houghton Mifflin Company.
Published by Houghton Mifflin Company. All rights reserved.
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Old Jun 13, 2005, 12:41 PM // 12:41   #22
Ascalonian Squire
 
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Default Morons?

Don't know about you all, but my W/Mo did the ENTIRE last mission with only henchmen. That's ONLY henchmen. Killed the undead you know who, and the big nasty you know who, and even the armageddon who's a whatzitz for the bonus.

I think you just need to learn how to control your henchmen. Early on though I will agree they play very poorly, but near the end they pull out all the stops.

Lament
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Old Jun 13, 2005, 07:27 PM // 19:27   #23
Lion's Arch Merchant
 
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I also have to admit that Alesia is much more suicidal now... though the rest of them are better in general...
Alesia tend to stay right in front of me, not heal when needed, rush into the battle totally forgetting about her duties.
Just recently (2 days ago) I used henches in the Blood and Smoke quest and she died almost in every mob encounter.
I would never ever use Orion as he is attacking right after a battle is over...my usual pick is Stefan, Thom, Durhan, Cultist (what-is-her-name) and, yes, Alesia.
What I would love to see is some kind of control over them like Attack, Defend, Hold as it was discussed on many occasions in many forums.

Last edited by Eli Rela; Jun 13, 2005 at 07:36 PM // 19:36..
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Old Jun 13, 2005, 08:14 PM // 20:14   #24
Ascalonian Squire
 
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PieXags wrote: "The only things that made me mad before were them running off to the last guy we fought at respawn getting stuck in the ground. And they fixed that, so I've no more problems."

Talking about getting stuck in the ground I fell into an invisible hole on a bridge last night. My henchmen helped me fight off 2 hordes of creatures that included Sand elementals but I never got out of the hole and had to warp back to town.
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Old Jun 13, 2005, 09:46 PM // 21:46   #25
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Since the patch Alesia will rez in mid battle way more often. While I was mowing my way through Snake Dance, she kept rezzing me as soon as I dropped... so the other henchmen kept dying more, and I often got killed as soon as she rezzed me, just so she could try to rez me again. She's a bit itchy to rez That, and I noticed when we all revive, she starts trying to rez someone even through they're alive, lol.

I definatly had 60 DP at the end of the trip.
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Old Jun 13, 2005, 10:13 PM // 22:13   #26
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I've noticed since the last patch that the henchmen have a more distinct formation around my characters. I hate the new formation since it puts most of them in front of my character. I die more often now when soloing with henchmen.

I've tried to get in front of the henchmen, but as soon as I get even with them, they move to get in front of me.

And I agree about Alesia. She is always right up there with the tanks. I just don't understand her plan.
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Old Jun 13, 2005, 10:21 PM // 22:21   #27
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I'm glad they fixed the hencmans running away after getting revived but when your exploring and you target a monster and then change, some times they will run off even though your heading another direction and they only follow back if you change target to another monster. Well I guess this isn't a huge problem but can be annoying in some places.

I really would like to see a feature where you can command your henchmans to attack while you stay back, this is especially good for long-range damagers because most of the time my ranger has to get in the sight of the enemy and target them before the henchies atk but that sometimes makes you the first priority target for the monster enemies.

Still henchmans are quite good overall, I've done 98% of the quests (not missions) with henchmans and used them for the dragons lair mission and they were extremely good in the mission, there wasn't a single moment that seemed like we were ever in trouble or struggling a little bit, it was cakewalk. The only I couldn't do with them was kill Glint.
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Old Jun 14, 2005, 12:53 AM // 00:53   #28
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Having features allowing more contol of NPCs would definately be a welcome feature. Being able to make them ALL run away from a slaughter wqould be nice. The henchmen DO stay with me better since patch but I still lose at least one straggler who refuses to retreat almost everytime I get in a bind and have to bail.
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Old Jun 14, 2005, 05:05 AM // 05:05   #29
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The henchmen aren't the worst AI I've ever seen, but they're a long way from the best. The new formation thing is very annoying, and I just sit there staring in disbelief every time Alesia flings herself at a bunch of enemies. Funny thing: enemy groups with healers and mages don't do this kind of thing, or at least I've never seen it. They "know" how to form up. Their casters stay back. I don't see what's so hard about making the hench casters behave at least as sensibly as the enemy casters. I have my hands full with the monsters. I don't need to fight my henches.
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Old Jun 14, 2005, 05:52 AM // 05:52   #30
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I use henchmen for everything but missions and I have only found a couple problems:

1. Pathfinding. Henchmen get stuck on things and you can't get auto-ressed.

2. Caster AI is bad. The Mesmer uses Imagined Burden (WTF?), if he ever casts at all. The Necro needs to use Blood Ritual a lot more and shouldn't use sacrifices when he's getting hammered. The Monk AI is pretty good, except for the fact that Alesia sometimes gets way too close. I think that maybe she's trying to use Healing Touch on the tanks. Lina is a goddess. A GODDESS. Going back to earlier missions, I feel a big difference because she isn't there. I'm actually pleasantly surprised at how good the AI is in this game, compared to other games that I've played, especially FPS games (they have to compensate for the complete lack of intelligence with godly aim). Henchmen are actually very effective in GW.
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Old Jun 14, 2005, 06:28 AM // 06:28   #31
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Quote:
Originally Posted by Alderman Sweet
The henchmen aren't the worst AI I've ever seen, but they're a long way from the best. The new formation thing is very annoying, and I just sit there staring in disbelief every time Alesia flings herself at a bunch of enemies. Funny thing: enemy groups with healers and mages don't do this kind of thing, or at least I've never seen it. They "know" how to form up. Their casters stay back. I don't see what's so hard about making the hench casters behave at least as sensibly as the enemy casters. I have my hands full with the monsters. I don't need to fight my henches.
Like theclam said, I think she's trying to use healing touch too. LOL. Playing a monk, I find Alesia quite alright....as long as I keep her alive...can be quite a challenge sometimes, she does an ok job.

I notice the monsters always try to target the weakest character...so it's usually poor Orion or Claude or Alesia who get beaten up first.
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Old Jun 14, 2005, 06:21 PM // 18:21   #32
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Quote:
Originally Posted by Danica Kalmar
the henchies are now all a bit suicidal, they often run ahead of me, and i usually don't have Stefan of Thom with me and Alesia always runs in front of me when I try to pull a group, resulting in her swift death because all of the mobs and not only half of them attack her.
What if you run backwards?
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Old Jun 15, 2005, 03:12 AM // 03:12   #33
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Quote:
Originally Posted by theclam
Lina is a goddess. A GODDESS.

Agree 100%. She's definitely my favorite hench.
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Old Jun 15, 2005, 09:52 PM // 21:52   #34
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Quote:
Originally Posted by Cap'n Hoek
What if you run backwards?
Tried that. Doesn't work.
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Old Jun 16, 2005, 07:34 AM // 07:34   #35
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I solo a lot of stuff so adding henches isn't like adding a crutch with which to get through the mission, its more like taking a bunch of low lvl guildies through a mission as a high lvl person. They get in the way, they die, and they do stupid stuff, but as long as they take at least a little heat off your back, you can save them later. Also, i believe the henchmen should be worse than people. This way, people actually go to other people to do missions instead of just grabing henchmen. However, with the new influx of people that are, shall we say, "suspiciously unexperianced bordering on mischeviousness" since the end of the beta events, henchmen are once again a viable option. An example of said persons would be a W/Mo that dies in a 1v1 to a fire imp 5 lvls less than him and blames the groups monk, because of course everyone knows that W/Mo's have the least survivability ever and are totally hopless and shouldn't be expected to take multiple creatures several lvls higher than themselves with good results. And yes i saw that happen. Since many of you are not from the betas, in the betas you would almost expect an elem to solo 2 executioners without breaking a sweat, so much so that if the elem lost, it was because the group monk assumed that you would win and wasn't watching you, or at least all the groups I was in had these and similar attributes.
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Old Jun 16, 2005, 01:05 PM // 13:05   #36
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Default Henchies problems

A couple weeks ago I ran across a post statign that the henchmen arrange themsleves according to the order you pick them.
Ever since I read that post I always pick Stefan and Thom first, my mages next and my healers last.
When I stop the fighters are in front of me, the mages are either besiode me or behond me, and the healres are clear in the back.

I have never had Alesia take off after a bad guy. Sometimes the bad guys run past everyone, including me, to get at her but most of teh time she manages to hang on long enough for help to come to her rescue.

I also watch what I'm running into. If it looks as if I need to do some planning- more often than not I need to do some healing- I stop far enough away that Stefan and Thom don't take off on me to start the fight.

Whenever I engage in battle I always call the first target adn that is the one the henchies attack. If it looks like I'm abouttoget myu hat handed to me I "call the target" as the one attacking me and they drop off from their individual fights and come to my rescue.

I always watch my overhead for any critters coming from the sides. Several times my henchies got too close and started to chase the critter; I call myself as the target and they come running back. I think if the henchies are not actually engaged in a fight they always come back.

What I really hate is when one of them gets hung up on something.
Alesia innparticular likes the view from the first catapult in the Seers mission. I just can't seem to get her off it


I forgot to add:
When I got my armor infused it seems to have also infused the armor of all the henchies and their armor continues to be infused after completeing that mission.

Last edited by Odai; Jun 16, 2005 at 01:09 PM // 13:09.. Reason: added some additional information
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