Talk:Hero behavior

Some things are wrong in this article.... Im such a moron when I say Heros WILL infact overwrite weapon spells, altough early in the article it says otherwise 24.141.45.72 19:59, 18 November 2007 (UTC)
 * If it's wrong, change it for the better. Backsword 20:01, 18 November 2007 (UTC)
 * It says "Heroes will overwrite weapon spells with other weapon spells.", and has said so for months. -- Gordon Ecker 23:09, 18 November 2007 (UTC)
 * Oh, you're referring to the detection note. I'm fairly sure that, if someone has a specific weapon spell on them, heroes will not overwrite it with another copy of the same weapon spell. I've only seen them overwrite weapon spells with different weapon spells. If you know the note is wrong, you can correct the mistake, and if you think the note is unclear, you can rephrase it. -- Gordon Ecker 23:15, 18 November 2007 (UTC)
 * heros only referesh weapon spells upon the event of the weapon spell running out ,but if the moment calls, they will use a different weapon spell to override a current one (the same as an enchantment or item spell) they wait fo rthe full duration otherwise

Can you order heroes to attempt to manually maintain an enchantment they will not automatically cast?
 * Yes, just disble (shift-click) that skill and use it manually, the hero will not re-cast or remove it on his own. 81.183.145.46 15:39, 8 February 2008 (UTC)

Hero Shadowsteps
I've never been able to force a shadowstep (clicking on the skill icon while targeting and enemy). Skills tried: Shadow Prison [e], Dark Prison, Death's Charge, Aura of Displacement [e], Beguiling Haze [e], Shadow Fang. Is this just a normal thing or an AI bug? --Risus 23:35, 31 January 2008 (UTC)

New Behavior Bug
Heroes when using certain skills with cast and cancel the skill until there energy has reached 0 making them almost useless at times. Tenri 16:07, 8 August 2008 (UTC)

Skill ordering
Is it true that heroes' use of skills depends on their order in the skill bar? Can someone point me to a page that explains how it works? 64.202.165.132 10:07, 14 August 2008 (UTC)

it is true, same with doppleganger too, if u set a dagger attack chain in the wrong order they will not use it correctly, if u put self heals at the top of their bar, they will sit there and use them while in combat Annoying And Deadly 17:46, 24 August 2008 (UTC)

Spiteful Spirit
Does anyone know what the actual AI triggers are for SS? I personally use it at all costs, no matter what. Olias seems to be a little less generous with it and only seems to use it when there are four or five mosters grouped together closely, (a rare occurrence). I cast it on one target, especially healers and/or fighters that will change position to a place where it suddenly works like a charm!!! :) Why don't the heroes use it as liberally? --The preceding unsigned comment was added by User:90.216.131.140 (talk).

Endure Pain
I am going to remove the part about endure pain, unless I'm told not to. I have Jora, and she uses it whenever she drops low in health. --Unendingfear 01:24, 6 January 2009 (UTC)

I'm removing it tommorow. If anyone doesn't wantt me to, let me know quickly.--Unendingfear 02:18, 7 January 2009 (UTC)
 * You know, you can do basically whatever you want. If someone thinks you're full of it they'll just revert it.  --Jette 02:19, 7 January 2009 (UTC)

Glyph of Lesser Energy - blocking low energy spells?
When I watched my Vekk today, I recognised that whenever he was under the effects of Glyph of Lesser Energy, he did not use any spells at all, he just attacked the called target. I switched to Zhed, he was fire ele, and it was just the same - except that he did use meteor shower when affected by the glyph. Was there an update that changed the heroes' behavior on the Glyph? If you can witness the same behavior, the line concerning the energy glyphs should be changed.
 * I completely agree. Whenever I give a hero GoLE whenever I see it under effect it is always fading out, due to non-use. [[Image:User Frvwfr2 signature.jpg|User:Frvwfr2]] frvwfr2  (talk · contributions) 01:47, 25 January 2009 (UTC)
 * Perhaps there was an AI change that makes Heroes not use spells when they're under GoLE, unless the spell's energy cost is big enough to benefit from it? Personally speaking, this seems to be 5-cost spells. Sousuke used to freely use Fireball, Liquid Flame and Rodgort's Invocation while under GoLE, but he would not touch Mind Blast at all. When I changed his build to use Glyph of Power instead, he then started using Mind Blast again, and frequently. (It's possible that the AI views Mind Blast as an energy management skill and does not use it unless they are running low on energy though...) More research is needed for this, I believe. - Zaxares 02:15, 14 February 2009 (UTC)

Ineffective vs. Inconsistent (Specific spell notes) -> maybe Limited Use instead
I'm unsure about creating a new subsection for just one spell (Ancestor's Rage). The current note sounds to me as if heroes do not use the skill as intended; they fail to use a skill when it would be appropriate/effective to do so.

So, maybe there's another way to divide the skills up without spawning more subsections. I think clearly we need something like the first two categories:
 * There are certainly skills that heroes fail to use; Unused seems appropriate.
 * There are many skills that heroes just waste (e.g. trying to rot non-flesh); Misused fits.

The third category should be those skills that are not used to their full potential. When heroes use them, they are used advantageously. The problem with these skills is that heroes don't always use them when they should. So, maybe, Limited Use.

So, I've recombined the last few skills under a new, common subsection title with a single explanation &mdash; if we can, let's stick with the explanation, even though the name might need to evolve.

I also removed the note about unlike other skills as redundant (since that's the reason for the skill being in that section). I also rephrased the Ancestor's Rage note to emphasize the inconsistent behavior. Tennessee Ernie Ford 05:48, 12 March 2009 (UTC)


 * I think the description is too negative. Sometimes limited use is a good thing, for example heroes won't waste full party healing spells such as Light of Deliverance to heal a single party member. They will, however, use some other skills such as Healing Ribbon to heal a single party member, which I consider misuse. Also, I think the "do not use them in hero builds" advice for unused skills is excessive, they can still be ordered to manually use the skills, and heroes' use of Blood is Power is only problematic if the party contains a caster who needs energy and is wielding a martial weapon. -- [[Image:User Gordon Ecker sig.png]] Gordon Ecker (talk) 09:07, 12 March 2009 (UTC)


 * I've updated the Unused advice to consider carefully; I agree, never was too strong.


 * I guess I would consider your evaluation of Light of Deliverance to be full use; the skill is used efficiently, as a human player might do. I'm not sure I would include it in this Specific Skills section; I think of it as highlighting only problematic skills. I would agree that Healing Ribbon belongs in misuse.


 * re: description of Limited Use &mdash; again, maybe that isn't the best title to fit the explanation. Perhaps, Unintuitively Used. Or, Over-cautiously Used. Or, is the problem that there are really four categories to fit a section that would include any skill that heroes use differently from what human players expect? Those never used; those uncontroversially misused; those used with too much caution (more/less the current third category); and those used effectively, but differently from how players tend to use them.


 * I don't have a particularly strong opinion about the titles, advice/explanation, or which skills belong where. I did have an objection to the original presentation, a set of unsorted skills with sometimes ineffectively-worded issue-descriptions. My sort/division, based on that original list, was to make it easier to see the specific skills and their specific issues. I imagine that more skills belong here and a further re-organization would be more useful still. I would defer to your editorial instincts, as you have more experience with the game and with what works well on this wiki. Tennessee Ernie Ford 19:51, 12 March 2009 (UTC)

Stances that Cancel on Skill Use
From my experience, it seems that when the heroes activate a stance like Dwarven Battle Stance (which will end if you use a skill), they will liberally use another skill without regard to the stance.97.118.163.253 09:07, 22 March 2009 (UTC)

Behavior Concerning Weapon Type
Maybe someone who knows about this could add a section to describe how heroes behave depending on the type of weapon (melee or ranged) they are holding. Will they always avoid melee if they are holding a ranged weapon?97.118.163.253 09:10, 22 March 2009 (UTC)
 * Heroes will go into melee range if they are equipped with skills like Flame Burst or Throw Dirt, even if they are wielding a ranged weapon. But, they seem to misjudge the actual range of PBAoE skills, as they will often cast them just outside of the proper range. Vili [[Image:User Vili sig.jpg|User talk:Vili]] 09:13, 22 March 2009 (UTC)

What about using skills off-target?
I know they are capable of using skills on enemies besides the called target, but I find it hard to believe that I have never seen any complaints about heroes that will not use skills off-target that should be used off-target (like any condition or hex when the target already has that condition or hex on them). Is it just that nobody has looked into it or are they pretty good at using skills off-target when they should? I've noticed my AoE eles will generally attack off-target if they can catch more enemies in the AoE by doing so. Necromas 04:16, 16 July 2009 (UTC)
 * If they aggressive, if no target is called, if they are not lockedon, and generally left alone to make decision at their own descretion, then yes they can and often will off-target as they see fit. However, most experienced players prefer heroes to ignore those in favor of following thier commands, likely due to the overwhelming necestity of concentrated firepower/efficient kill-ratios. --Falconeye 08:31, 22 February 2010 (UTC)

Maintainable enchantments, stances, preparations, rituals
I suppose that information about skills, which AI is able and prefer maintain indefinitely in and out of combat, is really important. I saw several times, when heroes refuse to use enchantments or stances which would give them real benefits, or they activate them only in battle, irregularly and with low priority. Current article doesn't contain the full list of such things and I think that need to spend some time observing the heroes behaviour and carrying out some tests; I will try to do this as possible. Because my current observations are seriously incompleted, I keep them here instead of main article until the list will become more or less representative. If you have something to add or fix, please feel free to do it. The expected table can contain: profession; enchantments, stances, rituals, signets and other skills; better in order of priority of usage. --Slavic 18:32, 9 April 2010 (UTC) Ranger Monk Mesmer Elementalist Ritualist Dervish
 * Apply Poison, Ignite Arrows, Kindle Arrows, Read the Wind, Melandru's Arrows, Natural Stride (while moving)
 * Frozen Soil, Quickening Zephyr, Famine
 * Poison Tip Signet
 * Blessed Aura, Divine Boon, Unyielding Aura, Mending
 * Mantra of Recall
 * Mantra of Earth, Mantra of Flame, Mantra of Frost, Mantra of Lightning, Mantra of Persistence, Hex Breaker
 * Air Attunement, Earth Attunement, Fire Attunement, Water Attunement, Aura of Restoration, Frigid Armor, Armor of Mist, Windborne Speed (on main character)
 * Anguished Was Lingwah, Mighty Was Vorizun
 * Soul Twisting
 * Vow of Silence, Faithful Intervention

Echo
I couldn't find anything mentioned about this in the article or in the talk, so I'm starting a new headline here in the talk.

I have not extensively tested this for all echoing skills or all heroes, but General Morgahn wastes alot of energy recasting Aggressive Refrain when it's running out, even though another shout/chant would refresh it before it expires.

This would be an example of unwanted behaviour. --85.226.213.71 16:53, 10 June 2010 (UTC)

Formatting changes
I've slightly reformatted the newest sections to be more consistent with other articles, e.g. removing some white space, replacing ":*" with "**", and making the headers consistent with the article. Since the TOC is so long, I moved it to the right. I kept nearly all the text the same, with these exceptions: Given the length of the article, I also added wikicode whitespace (e.g. around == headers ==) to make the article easier for folks to edit. I apologize in advance to the folks that prefer the condensed format (e.g. ==headers==). &mdash; Tennessee Ernie Ford ( TEF ) 21:36, 29 June 2010 (UTC)
 * condensed the update info at the top (no reason to repeat "Update from..." on each line) and removed the parentheses from the description;
 * slightly rephrased the introduction to Specific skills (and retitled); some of the skill use is detrimental and sometimes the article discusses types of skills (e.g. heroes use any available rez skills without checking to see whether anyone else is casting another rez).
 * moved the "Forced use" out of "specific skills," since it's parallel to the broad categories.

Combining "specific skills" with "unwanted behavior"
I think we should combine the two sections describing Hero AI use of skills.

Both the "specific skills" and the"unwanted behavior" sections describe oddities in hero skill use; both cover specific skills, groups of skills, and type of impact on the player. Both categorizations have their merits, but I think having two sections distracts from the point of the article (to make it easier to adjust playstyle to the AI).

PROs: unwanted behavior
 * divides by relative impact (misuse vs limited use)
 * with name change to "unexpected behavior," allows for AI oddities that benefit the player
 * only 3-4 categories makes for a compact display

PROs: specific skills
 * divides by type of skill &mdash; easier to maintain and more aligned with how most players already think of skills
 * more flexible categorization

If we combine them, which style suits the article better? &mdash; Tennessee Ernie Ford ( TEF ) 21:47, 29 June 2010 (UTC)
 * Well, I'm tired and drunk and it seems I can't make enough effort to properly understand your question. But it seems to me that whichever answer justifies your edit of the page must be the right one cause I managed to understand that even in my current state and it looks really good =P - VileLasagna 22:12, 29 June 2010 (UTC)
 * LOL - thanks! And have another beer :-)
 * The idea is to do a more substantial edit that would combine what is currently Section 7 (specific skills) and Section 8 (unwanted behavior). The first divides skills by skill type (spell, ritual, ...), the second by how the AI handles it (misused, used limited, ...). Hope that helps. &mdash; Tennessee Ernie Ford ( TEF ) 01:01, 30 June 2010 (UTC)

Dismiss condition

 * "Heroes will use Dismiss Condition more for the healing than the condition removal, and will spam it."

I removed the above note because, as described, that doesn't sound like a terrible use of the skill. It might be less than 100% efficient, but I don't want the heroes to wait for the ideal scenario before using a skill; it's good for healers to heal. Of course, if they spam it too often, I can see that they might run out of energy keeping redbars above 75%; they need enough bluebar to heal serious wounds and remove conditions. In that case, the problem isn't Dismiss Condition misuse, it's poor energy management &mdash; DC becomes one more tragic example of a known, but generic issue.

This page starts to become less useful if we list every occurrence of heroes behaving badly, because it means that it will be too hard to see the skills with which heroes have the worst trouble. If I've misunderstood the issue, please discuss it here and/or add it back to the article with the altered phrasing. Thanks! &mdash; Tennessee Ernie Ford ( TEF ) 00:08, 18 October 2010 (UTC)
 * I see that note was added back to the article. As many times as I stare at my heroes' refusal to use the skill on their own to heal someone, even if they have plenty of energy and that person will die from degen if they're not healed, I know that it's not even true; they do not use it as a heal (though, I kept wishing they would).  I have never seen them use it as anything other than a condition removal skill.  Has anyone aside from the person who added that note in twice ever seen the heroes use it as a heal?  If not, I think the note should be removed again.--Res 05:05, 20 February 2011 (UTC)
 * I've removed it. Tested and I couldn't get the hero to use Dismiss Condition to heal my character even when he was enchanted and about to die. --Silver Edge 05:59, 20 February 2011 (UTC)


 * Maybe your hero had a falling out with your character and didn't care if you lived ;-) (More seriously: thanks for testing.) — Tennessee Ernie Ford ( TEF ) 06:02, 20 February 2011 (UTC)

Different AIs?
I'm not perfectly sure about this, but I've noticed that each hero seems to have a differnt method of using skills assuming you give each hero the exact same skill set and equipment. for example, dunkoro seems to prioritize using healing magic over prot while tahlkora prefers prot. olias uses curses more than death, livia prefers blood, etc. anyone else want to test this or am i just being crazy?Nibelhim 15:06, 6 December 2010 (UTC)


 * I've seen this theory before, but I've yet to find any evidence supporting it. Here are some of the reasons that heroes can appear to behave differently:
 * Are they really set up identically?
 * Are they really identically kitted out? Commonly, people will provide slightly different runes/insignias or different placement of those (e.g. Survivor on legs instead of boots).
 * Are they identically skilled? There is some evidence that the AI prioritizes from left to right, so #1 slot might get used more often than #2 slot, all things being equal.
 * Assuming identical setups, do they really have the same tasks?
 * One hero will always be closer to a target (enemy/ally) than the other; the AI prioritizes proximity over many other things.
 * Two identical heroes in the same party will end up performing different tasks. The easiest way to see this is during resurrections: hero A starts the rez a beat ahead of hero B; when the rez finishes, B has 3/4s free (no aftercast) to start something else. Now, both heroes are out of synch, so if e.g. hero B started on healing, then hero A is free to handle prots.
 * Finally, we humans tend to remember supporting evidence of a theory and often miss contrary evidence. For example, we remember every time famous people die in threes, but very rarely notice when a fourth dies shortly after or remember two weeks later that the count stopped at two.


 * It's possible that this theory is true, but I haven't experienced any issues by using the heroes interchangeably. If you want to test this yourself, setup e.g. Livia and Olias identically with necromancer builds and take them to the Isle of the Nameless. Flag one hero to solo one of the groups there; record the order of skills used. Wait for the dummies to recover and flag the other. If there are different AIs, you should be able to see a clear difference after repeating this 5 times. — Tennessee Ernie Ford ( TEF ) 17:39, 6 December 2010 (UTC)

I would like someone to test this since I haven't captured this skill yet
Signet of Illusions, do heros use them correctly if you give him arcane mimicry/inspired hex/arcane thievery or other spell stealing skills (as in use them after SoI if they link to non-illusion magic attribute and before SoI otherwise)? K61824 06:20, 24 January 2011 (UTC)
 * Copy/Echo/Mimic skills confuse hero AI; your better off using Keystone Signet/Symbols of Inspiration since its so simple a 5 year old can play it. ^_^ --Falconeye 10:40, 19 February 2011 (UTC)

Mend Ailment note

 * "Heroes will use Mend Ailment intelligently for condition removal and bonus healing."

I tested that statement out in the Isle of the Nameless. I took Tahlkora with all skills except Mend Ailment disabled and took Razah with my ritualist. Both my rit and Razah went as Rt/E with blank skill bars, no weapons, and no attribute points spent (just in case she favors anyone based on any of those things.) I moved my character between Burning and Bleeding and had Razah move between Cripple and Blind (to do this, I had to flag him between Cripple and Poison, but flag him back once he reached Blind but before Poison.)  She would use Mend Ailment on Razah, not on me. Then I had my rit and Razah switch roles so that I was running between Blind and Cripple and Razah was running between Bleeding and Burning. She then used the skill on me. Since neither Blind nor Cripple cause loss of life, the usage of that skill appears to be based on which conditions the AI considers worse, not whoever needs healing.

I did a few more tests to understand better how she chooses a target. I brought Xandra with me (same setup Razah and my rit had). I had Razah and Xandra stay stationary by different ailment students while my rit ran across multiple ones. If Razah or Xandra was standing on Blind or Deep Wound, it didn't matter to Tahlkora whether my rit was about to die to degen, she'd usually cure whichever one of them was suffering from Blind or Deep Wound, even if I ran over one of them and had that condition on top of the rest. Only once did she cure me while one of them was standing on Blind. Every other arrangement I tested that did not involve Blind or Deep Wound seemed to indicate that she favored curing me (I didn't test every single possibility, though.)

To see whether she favored removing Blind or Deep Wound more, I flagged Razah onto Blind and Xandra onto Deep Wound. She cured Xandra. I had Razah and Xandra swap, and Tahlkora cured Razah. So, she seems to prefer curing Deep Wound. I had my rit run back and forth from Blind to Deep Wound, and even when I had both, she still prefered curing the one who had just Deep Wound.

There are still tons of tests that can be run here, but it seems that the way the monks use condition removal is based more on which conditions the party's suffering from rather than, at least in this case, what triggers the conditional. Up to a point, anyway. It seems that some conditions aren't given much priority, so in that case, she seems to prefer curing whoever's suffering the most conditions. I have absolutely no idea why she behaved the way she did in the last sentence of the above paragraph, though.

If I get the chance, I'll try to run some tests to figure out how the AI ranks the conditions and with different condition removal skills. But until then, I removed the note I quoted above. Testing aside, it was a bit redundant considering what the article says under Status Effect Cleansing, anyway.--Res 19:50, 24 February 2011 (UTC)
 * You could also test whether heroes will still prioritize removing Deep Wound when one hero suffers from Deep Wound and another hero suffers from Blind while wielding a martial weapon, since AI tend to choose targets for certain skills based on what weapon they are wielding (see the Notes sections for Backfire and Throw Dirt). --Silver Edge 22:28, 24 February 2011 (UTC)
 * Haven't tested that as thoroughly as I could have yet, but I did a few tests (haven't gotten around to ranking the conditions yet, though). Took my rit (channeling weapon), Tahlkora (DF weapon, Dismiss Condition, Mend Ailment, Mend Condition on her bar; rotated which one was enabled), Dunkoro (healing weapon, same skill set-up as Tahlkora), and either Koss (scythe) or Goren (hammer).  My rit and whichever warrior I took swapped weapons for parts of the test.  Tahlkora always stood on Blind, and Dunkoro always stood on Deep Wound.


 * Test set 1: Blind: Koss, DW: my rit.   Regardless of whether Koss or my rit held the scythe, the monks always used DC on Koss, and MA/MC on someone suffering from DW (Dunkoro would always cure me, but running in and out of GToB sometimes made Tahlkora switch up whether she favored curing my rit or Dunkoro.  But once she picked who she preferred to cure, she stuck with that until I returned to GToB again.)


 * Test set 2: Blind: my rit, DW: Koss.  Regardless of who held the scythe, Tahlkora would always cure Dunkoro.  Dunkoro would always use DC on himself, but targeted Koss with MA and MC.


 * Test set 1* and 2*: Set up was the same as 1 and 2 above, except that my ritualist and Koss both had scythes, scythe builds, and points in scythe mastery (instead of just Koss). Results were the same as Test set 1 and 2.  Tried again with Koss and my rit both on Blind, and DC from both monks targeted Koss.  MA and MC from Tahlkora targeted Dunkoro, but Dunkoro used them on Koss.


 * Test set 3: Blind: Goren, DW: my rit. I wanted to see if taking a warrior with a warrior weapon changed anything.  It didn't.  Same result as Test set 1, just with Goren instead of Koss.


 * Test set 4: Blind: my rit, DW: Goren.  Mostly the same result as Test set 2, except that during one run, Dunkoro targeted Goren with DC instead of himself.  Changed back to using it on himself when I returned to GToB.


 * Results: Dismiss Condition seemed to favor curing blind on a warrior regardless of their weapon, and cured someone with DW otherwise.  Since they didn't cure blindness on my ritualist even when he held a melee weapon, had a scythe build, and had points in scythe mastery, it seems to be profession-based rather than weapon-, build-, or attribute point-based.  Mend Ailment and Mend Condition favored Deep Wound over Blindness, regardless of weapons, unless they had no "available" DW target (reason for the quotation marks is explained in the next paragraph), in which case, they targeted the warrior.


 * I noticed that even though Mend Ailment is not "target other ally," Dunkoro never used it on himself during the above tests, and always chose the same target for it that he chose for Mend Condition (which is "target other ally.") So, I left Dunkoro on DW and took my rit and my other heroes off and waited for the conditions to wear off everyone but Dunkoro.  I enabled Mend Ailment on him.  He cured the Student of Poison.  I moved Dunkoro from condition to condition to see if he'd cure himself, and he always cured the Student of Poison.  To see if he'd cure himself if he had no other targets around, I gave him a melee weapon and a couple healing skills and sent him to fight the Master of Axes alone.  When he got hit with Eviscerate, he would not cure Deep Wound.  I waited for him to get hit by it again, and had him return to me to see if he'd cure it when not being attacked, and he wouldn't.  He just waited for it to end.  To see if it was a typo in the skill description or a bug in the AI, I told him to use it on himself.  He did.  So, it seems the AI is incapable of using Mend Ailment on themselves unless forced to.  Their AI for it is the same as it is for Mend Condition.


 * So, it seems that if you want the monks to be able to cure conditions on themselves, or if you want them to favor curing blindness on a warrior (might also be true for other martial-weapon using professions, but I haven't tested yet), take Dismiss Condition over Mend Ailment.  Mend Ailment isn't a skill I have my monk heroes use all that often, though, so if anyone else has actually seen them use MA on themselves, it'd be great to know.  Otherwise, I'll add a note to MA's page and to this one that they won't target themselves with it (what section would that go under, anyway?  Status-effect Cleansing/Condition Removal or Limited-Use?).  And, when I get around to testing some other martial weapons (especially ranged) and professions, if they turn out the same as the tests with Koss and Goren, I'll make a note about the usage of DC vs. MA and MC.--Res 17:54, 25 February 2011 (UTC)


 * Awesome testing. I'm summarizing your results below; User:Res has permission to edit any misunderstandings:
 * Monk heroes never use Mend Ailment on themselves. (incorrect behavior)
 * Monk heroes prioritize using healing Deep Wound & Poison over Blind, regardless of skill (somewhat expected)
 * They never use MA on casters (pending other results, this is incorrect behavior), regardless of skills or weapons.


 * I've used monk heroes since you tested using Dunk and it's possible (although unlikely) that a NeMo might behave differently. Points (1) and (3) strike me as worth nothing on this page as part of the exception section (towards the end) and on MA's page; point (2) seems more general and worth noting towards the top of this article (but not on the skill's page). — Tennessee Ernie Ford ( TEF ) 18:32, 25 February 2011 (UTC)
 * I was going to strikeout 2 and 3, but I can't figure out what the wiki code is for doing it. :/  Dismiss Condition preferred curing Blind if Koss or Goren was suffering from it, but cured DW otherwise.  MA and MC always cured DW.  The tests also didn't show much of anything regarding poison, except that of the students they could target, they preferred curing the poison student.  The blind student is an enemy, so they can't cure that one.  I tried enabling all of Dunky's and Tahl's condition removal to see the order they'd cure the students (the conditions aren't always immediately reapplied), and it went in order of Poison, Cripple, Burning, Bleeding, Deep Wound (in other words, students as they went from left to right/south to north.)  I don't think this means it's the order they normally prefer to cure the conditions, though, since Deep Wound is the last one on the right, but it got priority in several cases involving party members.  So maybe they have a different way of determining who to target when it comes to non-party members.  For #3, they did sometimes use it on casters.  Test set 1, for example, has Dunkoro using it on my ritualist, and Tahlkora sometimes using it on Dunkoro, and sometimes on my rit.


 * So, the list would be more like:
 * Monk heroes never use Mend Ailment on themselves. The AI for it appears to be the same as for Mend Condition.
 * Dismiss Condition prioritizes curing Blindness over Deep Wound if a warrior (and possibly any martial class, but I haven't tested that yet) is suffering from it, regardless of weapon, and cures Deep Wound otherwise. Mend Condition and Mend Ailment prioritize Deep Wound over Blindness, regardless of who's suffering from each one.


 * For the NeMo, I wasn't sure if you meant N/Mo or Me/Mo, so I tested both with the students and with the Master of Axes. They used Mend Ailment the same way the monks did.--Res 20:53, 25 February 2011 (UTC)

Split?
Should Use of specific types of skills be moved to Hero behavior/Use of specific types of skills? --Falconeye 03:11, 27 May 2011 (UTC)


 * I don't think that's the most useful split we could make. On the whole, this article has lots of data but it's very hard to feel informed after reading it; it would be better IMO to divide into (a) generalized predictable behavior, (b) unusual (but still predictable) behavior, and (c) unusual behavior that doesn't fall into one of the patterns. There are specific skills that would be examples of each of those.


 * However, until that happens, I would be happy to see that most of the specific skill usage is moved out of the primary article so that it is easy to see the main patterns of hero AI. — Tennessee Ernie Ford ( TEF ) 04:49, 27 May 2011 (UTC)

Pious Renewal
in response to the dervish changes, i'd like to report that hero dervishes properly spam pious renewal in between enchantment stripping attacks with a few exceptions. they wont put up pious renewal before using an enchantment stripping stance (pious fury, pious haste) and VERY rarely miss it when activating adrenal skills, likely due to PR's cooldown. have yet to test skills that use enchantments being up without stripping them (aura slicer). --The preceding unsigned comment was added by 72.128.88.51 (talk &bull; contribs) at 11:08, 10 June 2011 (UTC).