Hero behavior

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[edit] Modes

  • Heroes' pets will use the same combat mode as their heroes.

[edit] Fight

When an enemy is selected, the hero will attack as soon as in range, and will separate from the party if necessary.

[edit] Guard

  • If ordered to use a skill on a foe out of range, heroes will move out of the guarded area.

[edit] Avoid Combat

  • Heroes generally will not use skills which directly target foes, including skills which have no negative effect on the target, such as Signet of Lost Souls.
  • Heroes will not use Point Blank Area of Effect skills which affect foes.
  • Heroes generally will use damaging skills which target allies, such as Smite Hex and Balthazar's Aura.
  • Heroes will use ward spells and well spells which inflict detrimental effects on foes.
  • Heroes will use Traps.
  • Heroes will use minion animation skills, and will summon spirits which attack.
  • Heroes will activate and drop the urns from damaging item spells.
  • Heroes will still use any skill if they are ordered to and given a valid target.
  • Heroes will kite.

[edit] Detection

  • As would be expected, heroes can "read" health bars, and can detect the presence of hexes, conditions and enchantments.
  • Heroes appear to be able to detect all buffs and debuffs, as they will not try to apply an enchantment, hex, condition or weapon spell on someone who is already affected by the same enchantment, hex, condition or weapon spell.
  • Heroes appear to be able to detect party members' energy, as they will not use skills such as Blood Ritual on characters with full energy pools.
  • Heroes can detect enemy skill activation, and will only use interrupts which are appropriate to the skill type, however they cannot prioritize high-threat skills, and sometimes fail to interrupt skills with short activation times.

[edit] Formation

  • Heroes (as well as henchmen) will always line up with melee characters in front and ranged characters in the back.
  • Heroes will change formation when the player changes from a melee weapon to a ranged or a ranged weapon to a melee.

[edit] Healing

  • Heroes will pick the ally with the least health as target.
  • Heroes are unable to tell when battle is about to start and will thus protect allies far from combat.
  • Heroes (and henchmen) are able to tell which dead allies have usable resurrection skills, and prioritize them when resurrecting an ally.

[edit] Skills

[edit] Forced skill use

  • Heroes can be ordered to execute skills by clicking on the appropriate skill on the hero skill bar.
  • When a hero is ordered to execute a skill during the activation of another skill, the hero will cancel the activation of that skill and proceed with the ordered skill.

[edit] Spells

  • Reusable resurrection skills are activated regardless of whether or not other party members are already resurrecting the same ally.
  • Heroes will run into combat to activate PBAoE spells, including ones designed for self defense, such as Whirlwind

[edit] Enchantments

  • Maintained enchantments are generally only used during combat and are dismissed outside of combat, and heroes will quickly dismiss any maintained enchantment they are ordered to activate unless that skill is set to deactivated. The only exceptions are Blessed Aura, Divine Boon and Mending.
  • If a maintained enchantment is disabled, the hero will neither cast nor dismiss that enchantment, so a player can order the hero to cast the enchantment on a selected target and it will not be dismissed.

[edit] Item spells

  • If an urn causes an effect when dropped, heroes will drop the urn when the opportunity presents itself, otherwise, they will hold the urn for the spell's entire duration.

[edit] Weapon spells

  • Heroes will cast offensive weapon spells such as Guided Weapon and Splinter Weapon on passive characters and characters holding bundles.
  • Heroes will overwrite weapon spells with other weapon spells.

[edit] Touch skills

  • Heroes will run into combat to activate touch skills.

[edit] Specific skills

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