Talk:Hero/Archive 2
Seven heroes, why not?
- → moved from User talk:Gaile Gray
Seriously, why? It wouldn't be unbalanced at all to have seven (unlike what it say in the gaile/frog talk). Everything you can do with heroes you can do better with players (PvE skills). There are already caps on how many you can bring into HA and in GvG you have to have more than one guild member in your party anyway. Having just three heroes doesn't make it so that those of us who refuse to PuG will PuG, either. I can't see any reason to not have seven besides having to write a few lines of code. So, if there is a huge oppressing issue keeping us from having seven, would you mind telling us? — Teh Uber Pwnzer 06:07, 4 January 2008 (UTC)
- I have addressed this numerous times, on behalf of the team. Please check the major fan forums or this wiki itself for responses. I will not respond again, having provided what is honestly the latest and most recent word from the designers. -- Gaile 06:28, 4 January 2008 (UTC)
- The way I see it (correct me if I'm wrong Gaile), Anet simply wants to encourage you to play with other people even if that means putting limitations on solo play. They've made it clear that they don't intend to remove those limitations because they fear it will discourage you from playing with other people. A lot of people disagree with that kind of reasoning (myself included), which is why this topic constantly reappears on forums and the wiki here. At this point I've given up trying to convince them otherwise, everything regarding this topic has been said and there's simply nothing more the community can do at this point. The only thing we can do, from time to time, is ask them if they reconsidered. --Draikin 15:39, 4 January 2008 (UTC)
- I'd just like to point out that there are also people who would disagree with this. Myself included. No point in refering to your own opinion as the voice of the whole community because it's naturally not true. The way I see it, having a full party of heroes with the perfect builds would just greatly unbalance the whole game. It would also like said above, not encourage new players who don't have these advantages yet, to play at all. There is nothing I dislike more than an online game that disencourages new players. GW doesn't even have a monthly fee(which would imho not be that bad either, it would certainly raise the bar/quality of players and behaviour) so GW relies on recruiting new players and the online shop to keep things rolling. I don't intend to discuss this further, just pointing out that not everyone agrees to this either. - nian 16:07, 4 January 2008 (UTC)
- After searching around and looking at a few threads, I've found only two stated reasons why there aren't seven heroes. They are:
- A) because the limitation is "built to (gently) encourage playing with other people" and
- B) because we don't absolutely need them.
- Now, let me ask you, do incredibly powerful PvE skills, bad hero AI and consumables not (greatly) encourage playing with other people? Also, although we usually don't absolutely need seven, adding more would put more strategy and depth into the game by allowing you to customize and synergize your entire AI team. Something I, and likely tens of thousands of people enjoy. — Teh Uber Pwnzer 16:25, 4 January 2008 (UTC)
- Nian, how does having seven heroes give new players a disadvantage? They would get the heroes, too. There are also people who like to PuG because of the social aspect. Also, how does allowing seven heroes unbalance the game when there are PvE only skills that only real players can use making real players more powerful? Anyways, have to go to school and will continue this later. — Teh Uber Pwnzer 16:58, 4 January 2008 (UTC)
- The way I see it, allowing more than three heroes reduces the difficulty of the game (as far as that still exists, as almost everything can already be played with Heroes and henchies) to a nonexisting level. There is only a handful of areas where even very experienced players will have trouble playing with henchies and heroes. It is areas like that that keep the game fun, interesting and challenging. Allowing full hero parties would completely remove that from the game, which I would find a very bad thing.
- On the other hand, allowing it would give many players a chance of completing those hard areas by themselves without having to struggle to find a competent team (if they even find a team in the first place). However, I would rather spend a few days trying to find a team than completely removing all difficulty from the game.
- With proper builds and some strategy, a player can play almost everything with H/H, except for elite missions and possible Eternal Grove (so far always needed 2 players for that) However: that does not mean it is easy to do so! (and that's a good thing)
- Like Nian, I am only posting my point of view to show that not everyone is a supporter of the seven heroes suggestion. Zophar 17:21, 4 January 2008 (UTC)
- In my experience, heroes are far, far more reliable than human players (in most cases anyway). If I were to choose between seven heroes or seven players (with PvE-only skills), I'd always take the heroes. Which is exactly what shouldn't happen. Zophar 17:21, 4 January 2008 (UTC)
- You forgot C) because heroes are stronger than henchmen, and allows you complete control over which builds they bring and how and when they use given skills. Thus it would unbalance the game. They would have to compensate by nerfing the heroes, which would bring about a whole lot of other design issues. They'd also have to add in 4 flags and 4 hero panels to the already crowded interface. Alaris 17:24, 4 January 2008 (UTC)
- If it would be imbalanced for 1 human player + 7 heros then it would also be imbalanced for a party of 8 well coordinated human players ? Or am I missing a precision in the statement above ? However I find the current limitation to be coherent with the multiplayers game concept. Yseron
- Find eight well coordinated players in the same amount of time it takes you to click on the "add hero" menu seven times, and you might be right. Oh, and it's an online game, it's meant to be played with other people. Lord Belar 19:08, 4 January 2008 (UTC)
- As for online game being meant to be played with other people, I prefer ANet's stance of "gently encouraging while not forcing". I'm collecting titles, and honestly, there isn't much you can't do using H&H if you play well. I've vanquished Cantha, and I have mastered many missions in HM using only H&H's. Heroes are needed, but 7 heroes would be overkill. Alaris 19:33, 4 January 2008 (UTC)
- Find eight well coordinated players in the same amount of time it takes you to click on the "add hero" menu seven times, and you might be right. Oh, and it's an online game, it's meant to be played with other people. Lord Belar 19:08, 4 January 2008 (UTC)
- If it would be imbalanced for 1 human player + 7 heros then it would also be imbalanced for a party of 8 well coordinated human players ? Or am I missing a precision in the statement above ? However I find the current limitation to be coherent with the multiplayers game concept. Yseron
- You forgot C) because heroes are stronger than henchmen, and allows you complete control over which builds they bring and how and when they use given skills. Thus it would unbalance the game. They would have to compensate by nerfing the heroes, which would bring about a whole lot of other design issues. They'd also have to add in 4 flags and 4 hero panels to the already crowded interface. Alaris 17:24, 4 January 2008 (UTC)
- Nian, how does having seven heroes give new players a disadvantage? They would get the heroes, too. There are also people who like to PuG because of the social aspect. Also, how does allowing seven heroes unbalance the game when there are PvE only skills that only real players can use making real players more powerful? Anyways, have to go to school and will continue this later. — Teh Uber Pwnzer 16:58, 4 January 2008 (UTC)
- The way I see it (correct me if I'm wrong Gaile), Anet simply wants to encourage you to play with other people even if that means putting limitations on solo play. They've made it clear that they don't intend to remove those limitations because they fear it will discourage you from playing with other people. A lot of people disagree with that kind of reasoning (myself included), which is why this topic constantly reappears on forums and the wiki here. At this point I've given up trying to convince them otherwise, everything regarding this topic has been said and there's simply nothing more the community can do at this point. The only thing we can do, from time to time, is ask them if they reconsidered. --Draikin 15:39, 4 January 2008 (UTC)
(ri)Since this is not a conversation with Gaile, who has already provided her input, perhaps people might take this to Talk:Hero? (Aiiane - talk - contribs) 19:39, 4 January 2008 (UTC)
- Yes, move it. Lord Belar 20:03, 4 January 2008 (UTC)
- Nian, I never said my opinion is "the voice of the community" nor did I mean to imply that everyone thinks we should have 7 heroes. I also purposely didn't say why I disagree with Anet on this matter to avoid starting this entire debate again but apparently that wasn't enough. There's nothing being said in all the replies above that hasn't been said already and none of the replies that follow this one will have anything new to add either. At least we can agree on one thing, I don't intend to discuss this further either. --Draikin 20:02, 4 January 2008 (UTC)
Someone care to explain to me what one human and seven heroes can do that eight humans (or, far more likely, two or three humans and a handful of heroes) can't? Granted, one human, three heroes, and four henchies is weaker than one human and seven heroes, but I can only think of a single henchman I'd ever actually want to take. I do indeed h/h things (almost all the time, in fact; the limitation isn't "gently guiding" me towards pugging at all), and let me tell you, the heroes are just as dumb as the henchies. (Not to mention that wasting our time questioning the balance of heroes in PvE is just sad... there's a lot more out there that could use balance attention a lot more urgently.)
In short, does anyone have a reasoned, sensible argument why one human and seven heroes is any more imbalanced than the intended solution of eight humans playing in a group? My plan is to determine the advantages and disadvantages and weigh them against each other. Armond 09:28, 5 January 2008 (UTC)
- Hero's interrupts are 1337, therefore overpowered. Tbh, I don't give a bit if i stays on 3 Heroes max or goes to 7 Heroes. You don't need 7 Heroes in PvE imo. If you do...
- I see this area is a bit dated but as I'm having problems ingame atm I went out looking for this topic. Personally I don't see the problem. Usually when I go PvE I find *one* guildie and we bring 6 heroes, unless we're going to do an area as a guild I prefer the 2/6 mix. But honestly, I'd prefer 1/7 because then I don't need to wait for people to do something..... right now I'm trying to get a green drop for my para in the Domain of Fear. It's painful. I'd like to run something besides sabway, discord, etc. I run the same three heroes.. with the same three builds over 95% of the time. I'd like to use some variety but it always seems to boil down to me and Zhed for DPS, Livia for a minion wall, and Norgu to interrupt. If I have a hard time I swap out Zhed for Olias to complete the sabway setup. It gets boring. I even did Urgoz HM with 3 people and 9 heroes. (Basically two sabways and DPS) It took a lot longer but it sure beat the hour wait to get a PuG grp together.
- There would still be a need to have other players. You can't build any team you want with the heroes available. If you need 5 assassins you still have to get a group together. Certain teams and strategies will only work with normal players. And working with people is fun..... sometimes. So I don't see that stopping. Also the interface doesn't need to change. The 5th-8th slot could be the equivalent of a henchman except a hero could be placed in there as well. That means they don't get panes, they can't be micro-managed, and the only flag they respond to is the group flag. They would use whatever armor, weapons, skills, and attack mode that was last set. 97.81.35.89 22:03, 10 November 2009 (UTC)
- But, removing them from PvP is something that I would love to see. They just never felt right in PvP, and heroes have some advantages over human PvP players (Tainted Flesh, Interrupts, Bull's Strike never misses, etc). Yes I know, they also have downsides, like (not) using Signet of Devotion, using prots for Divine Favor heals and using Magebane to interrupt an action (instead of a skill), but people know that and adjust their Heroes to that. BlazeRick 12:06, 5 January 2008 (UTC)
Hey well it looks like we are getting 7 heros soon :D check the bottom of the infopage :D Imstaller 16:53, 24 October 2010 (UTC)
Flagging Heroes
I've noticed there are no articles dedicated to the art of flagging so this seems to be the next best place to mention this. Why don't heroes (and henchies for that matter) stay at the flag when you direct them to be at a certain spot? I don't know how many times I flag a safe area for my heroes to stand while I run out to look around or to try and pull a few foes, and when I turn around all my heroes are following me and aggroing other foes I was trying to avoid. Even if I have my heroes set on fight or guard, instead of avoid combat, shouldn't the flagging command supersede these settings? I hate to have to set every single one of the heroes to avoid combat every time I flag them somewhere, then have to reset them to fight or guard after I pull a few foes our way. Any advice on what I'm doing wrong?--Worldly Tutor 03:48, 20 January 2008 (UTC)
- The heroes have a certain area around the flag that they consider as attack range, so if any enemies enter this area they will attack. That's how it should work, but the big problem with this system is that the area has been made far too large, forcing you to either flag your heroes very very very far when you pull, causing them to be out of battle for a long time, or to make them all passive and then defensive/aggressive again. I've hoped for a fix for a long time, but I guess it's not gonna happen anytime soon. -- (gem / talk) 21:40, 19 January 2008 (UTC)
Hero customization
Hi! Haven't looked at this issue properly, but made a note in the article in hopes that someone with access to all the heroes can check it out, and, if the basic idea is correct, express the point more clearly.
I'm fairly sure that, at least in relation to the jeweled chalice + 12 that Gwen **initially** holds and the staff that Ogden **initially** holds, and at least on my computer:
(1) you can't simply drag the item into your inventory or storage chest and leave the hero holding nothing; (2) it's possible, however, to swap or replace the object, by dragging another item on top of it; the hero's object then appears in inventory or storage chest; (3) however, if moved to the storage chest, it can't then be moved to other slots in storage chest, either by dragging or by the swap/replace method.
Haven't tested whether you can equip other people with an item the hero was initially holding. And haven't tested whether the same is true, not only of held objects, but also of armor (presumably it is).
Is this bug just me? Is the information inaccurate? Was this already a known issue or is it mentioned in the article elsewhere? Should it be mentioned anywhere, or is it just common sense? --The preceding unsigned comment was added by 203.110.145.13 (talk).
- Perhaps a bug. I seem to remember having that type of problem as well, where I'd have trouble swapping items. I think it should be stated as a bug if you can get it to do this behavior repeatedly. It's not a feature as there's no reason for this to be intended, and there are ways around it anyway. -- Alaris 17:36, 25 January 2008 (UTC)
The behaviour repeats consistently, and also for armor. I'm not sure of the correct format -- could someone edit the article to list this as a bug? I've also notified the ArenaNet developers. And there are other strange things. For instance, it's possible to equip another person with the item, but once you do you can't swap the item out of that person's hands with an item from the storage chest -- only with an item from the inventory. And if, in this scenario, where it's passed through someone else holding it, you do swap the item into your inventory, you can't then swap it directly from inventory into storage chest -- you must return it to the hero who first had it to get it there. --The preceding unsigned comment was added by 220.245.178.132 (talk).
- Sounds like a bug. I stopped using my Sousuke for the longest time because I accidentally unequipped his wand and forgot to give him an hourglass staff, but now that I think about it, I may have left him with an offhand. Didn't stop him complaining that he didn't have a weapon, though. -- Armond Warblade 10:20, 26 January 2008 (UTC)
Not entirely happy with the current version of this section. Can't be bothered changing it though. Current version says something about "some or all of heroes' default items cannot be placed into storage". In fact, a similar message is given in each of the respective hero's entries. However, it *is* possible to place these items into storage. It's just convoluted. You have to: (1) give the item back to the hero; and (2) drag an item from storage on top of the hero's item. The hero's item then gets swapped into storage. --The preceding unsigned comment was added by 220.245.178.141 (talk).
- I dunno, but I am able to move weapons and such to and from storage in a normal way, just like a regular character. No quirky methods needed. Or am I missing something here? 85.19.140.9 17:58, 8 January 2010 (UTC)
Once you select a second profession the drop down menu only shows primary/secondary profession list and the "sole" primary is gone. Was just wondering that if you give a second profession to a hero how could you take away the second profession leaving him with just primary so you can swap out different skills for different situations?--MagpieGrumpyPants 15:48, 8 February 2009 (UTC)
Hero Skill Unlocks
- → moved from User talk:Gaile Gray
According to the wikis and websites I've read, all heros on all characters on an account should have access to all skills unlocked on that account. This WAS the case with mine, but suddenly I'm noticing Elites going missing on my heros and sometimes, normal skills, too.
I sent in a ticket to support and they said that they'd be looking into it as a fix for a known bug overall - but they did not answer my request to have my fixed while they're working on this (comon, who knows how long the overall fix will take). Is this anything you can help me with? — ( ɔ \ ʇ ) uɐɥʇıǝɹ 21:23, 25 February 2008 (UTC)
- I was not aware of this situation -- how interesting! I will say that this is definitely a Support issue, so I'm very glad that you've already submitted a ticket. I am sure a Support Team member will get back to you if they need any additional info. There is no way for us to amend this on an individual account basis, but it's good to know the overall fix is in the works! -- Gaile 22:56, 25 February 2008 (UTC)
- i am also getting this bug but i noticed a few missing normal and elite skills that i unlocked. I am also missing inscriptions such as Str and Honor , and Guide by Fate and other items on my PVP characters. This has occured to me more than once. I have submitted a ticket and got no useful help. Also on GW Guru this is being reported in the bugs sections and has being around for over 12 months.--58.107.47.95 23:52, 25 February 2008 (UTC)
- That's really discouraging. I was hoping to have my heros functional at some point. Now it sounds like I'll have to wait till GW2 to get rid of this issue (by not playing GW1 anymore). Gaile, can you possibly talk to someone and found out what the status of this issue is, and if individuals can get any satisfaction with fixing their accounts individually, even if the main issue hasn't been fixed yet? I'd like to do HvH, but having to re-unlock all my elites over and over is really eating into my Balth Faction gains.... — ( ɔ \ ʇ ) uɐɥʇıǝɹ 15:05, 26 February 2008 (UTC)
- Bump? — ( ɔ \ ʇ ) uɐɥʇıǝɹ 14:39, 29 February 2008 (UTC)
- As I have explained, we do not have the capacity to amend the problem on your personal account, while leaving everyone else's to wait for a general fix. Nor is it appropriate to request such individual service, to be perfectly frank. The QA team is not able to replicate this problem, which means that finding a fix will be challenging. However, I assume that there will eventually be a repair for the bug, and when there is, it will be put in place to benefit any and all of the individuals -- and they appear to be very few -- who have been affected by this bug. -- Gaile 07:39, 1 March 2008 (UTC)
- 3/4 people I've talked to have been affected... As to individual fixes, I was just thinking, since this has apparently gone without a general fix for over a year, that maybe they'd be better served to just find a stopgap account-fix version to throw at people when requested. Sorry for the idea. — ( ɔ \ ʇ ) uɐɥʇıǝɹ 09:07, 1 March 2008 (UTC)
- One factor in this is human error. People have a certain skill on one character and think they have it on another. I've done that myself: "Where's my elite skill?" And my first reaction is that somehow I've lost that skill, that there's a bug that took it away, until I realize that it's on another Ranger on one of my other accounts, and the Ranger I am currently playing never acquired it. :)
- If those people who have experienced the bug could submit a Support ticket, we might glean more information that allows the QA team to replicate the bug, which will then allow for a faster fix. So please do encourage those you know who have this issue to write to Support. Thanks. -- Gaile 19:29, 1 March 2008 (UTC)
- I only have ONE account and all the info I can find says heros should have skills unlocked from ALL characters on your account. So, either that info is wrong, or this is not my problem. Also, I have submitted 2 support tickets so far. — ( ɔ \ ʇ ) uɐɥʇıǝɹ 19:32, 1 March 2008 (UTC)
- Thank you for submitting those tickets. As I said, anyone who has experienced this problem should do the same. -- Gaile 19:40, 1 March 2008 (UTC)
- I only have ONE account and all the info I can find says heros should have skills unlocked from ALL characters on your account. So, either that info is wrong, or this is not my problem. Also, I have submitted 2 support tickets so far. — ( ɔ \ ʇ ) uɐɥʇıǝɹ 19:32, 1 March 2008 (UTC)
- 3/4 people I've talked to have been affected... As to individual fixes, I was just thinking, since this has apparently gone without a general fix for over a year, that maybe they'd be better served to just find a stopgap account-fix version to throw at people when requested. Sorry for the idea. — ( ɔ \ ʇ ) uɐɥʇıǝɹ 09:07, 1 March 2008 (UTC)
- As I have explained, we do not have the capacity to amend the problem on your personal account, while leaving everyone else's to wait for a general fix. Nor is it appropriate to request such individual service, to be perfectly frank. The QA team is not able to replicate this problem, which means that finding a fix will be challenging. However, I assume that there will eventually be a repair for the bug, and when there is, it will be put in place to benefit any and all of the individuals -- and they appear to be very few -- who have been affected by this bug. -- Gaile 07:39, 1 March 2008 (UTC)
- Bump? — ( ɔ \ ʇ ) uɐɥʇıǝɹ 14:39, 29 February 2008 (UTC)
(Reset indent) I don't want to just move this off my talk page into archives, because I don't think this matter of the Hero skill glitch has been resolved yet. I am going to move the discussion to the Hero Talk page, and perhaps one of you who has posted on MikeZ's page can inquire of him if there is an update. I will do so, as well, if I remember it. -- Gaile 00:59, 11 March 2008 (UTC)
Heroes going down the drain?
I don't know whether its just me, or are the heroes getting worse and worse? When nightfall just came out heroes did a fine job for me and got me trough the campaing fine, they where a huge upgrade from the henchmen nightmares. But nowdays, their AI seems to be getting worse by the update. A few examples of these are heroes just standing still with enemies next to them in zaishen challage ( Yes, they weren't on avoid combat. ), Heroes not using their skills even if they have full energy, Terrible prioritization and Refusing to use certain skills.
Often heroes just stand still when you attack a target, requiring multiple calls before engaging combat. And they tend to just stay in AoE damage even when they're at critical HP. They will spam all their skills against a target using shadowform losing all their energy. And worst of all, my monk heroes will often use no skill when someone is at a critical state when they have maximum energy. SniperFox 14:24, 2 March 2008 (UTC)
- I can't personally say heroes are "getting worse", cuz I got Nightfall a bit late, and I don't know the heroes well from the beginning. But I can say that heroes have pretty bad AI, and as many skills I try to use with them, as many times they fail. A lot of people already know that Echo and Arcane Echo are totally useless on a hero. My necromancer hero still uses Icy Veins only when the foe is at veeery low hp while Icy Veins could actually kill it even with higher hp. My Tahlkora totally refuses to use ZB on me, even if I am at critical HP (under 50% which would trigger the ZB bonus energy, so this has to make a hero cast it) which is very annoying in places like Minister Cho's Estate (as it is the current ZQuest) in Hard Mode, because you simply have to fight higher level foes in bigger groups than your 4-man team and your monk refuses to use his only healing skill (as I use a Prot Monk for my main Monk and ZB is the only skill that heals, simple heal, nothing special).— Ciborg 07:12, 23 August 2009 (UTC)
Hero Drops
Noticed a funny thing today when I resigned with a party of heroes. Olias dropped something, anyone able to confirm this behaviour? It instantly disappeared, but the gold trail and the item hit the ground. Misery 23:20, 29 March 2008 (UTC)
It was most likely Olias dropping a Ritualist item... --The preceding unsigned comment was added by 69.243.230.119 (talk).
Signet of Devotion
They won't use it unless you command them to, which kinda sucks. ~ Jack Rex 21:06, 23 May 2008 (UTC)
Order of Heroes listed in party window (etc.)
Does anyone have any ideas on if there's any logic or sense for the way that heroes are listed in the drop down menu from party window, or when doing a party search. It's not chronological, alphabetical, or by class. The best I could see is maybe by which game or expansion they are in, but that's still not accurate since I have Razah after Zenmai and Olias. My order is: Norgu, Goren,Tahlkora,Master of Whispers, Acolyte Jin, Koss, Dunkoro, Acolyte Sousuke, Melonni, Zhed, General Morgahn, Margrid, Zenmai, Olias, Razah, Jora, Pyre, Anton, Livia, Hayda, Kahmu, Gwen, Xandra, Vekk, Ogden. Yukiko 00:21, 11 June 2008 (UTC)
- The best solution would be setting the most frequently used heroes on top of the list. Another common way is an alphabetical sorting by profession or name (it's a common interface principle for long drop-down lists). However, none of this is realised in current version... --Slavic 15:48, 22 December 2008 (UTC)
- The order is fixed for all players, displaying (obviously) those heroes you have unlocked. For example, Gwen will appear first if you just started EotN and Koss will appear ahead of her when you start Nightfall. I'm guessing that the order is tied to an internal pointer, perhaps Norgu is 001 and Tahlkora is 003 (which would allow Dunkoro to be 007; go figure). I agree with Slavic: it's fairly standard to offer multiple sorts in these types of windows; it's not clear why ANet chose not to here. — Tennessee Ernie Ford (TEF) 08:06, 23 August 2009 (UTC)
Unlocking Master of Whisper
I unlocked Master of Whisper using Balthazar factions. But I don't have him for any of my characters. Do I need to have a pure nightfall character to get Master of Whisper. Or there is some other codes or command I need to have him. In the Balthazar Menu I mean Priest of Balthazar List , Master of Whisper is shown unlocked. But I don't have him. --The preceding unsigned comment was added by 220.245.178.137 (talk).
- When you unlock a hero using Balth points, it becomes available for PvP use only. If you want to use it on a PvE character, you need to unlock it with that character, through the quests. More details on the page. -- Alaris 15:02, 11 June 2008 (UTC)
Quick Question on sacrifice skill
Should heroes really be using sacrifice skill like Order of Pain, Dark Pact and Spirit Light when they are low on health, some boss well stop using sacrifice skill when they get low on health, this one comes to mind, even player stop using sac skills when they get low enough, should we expect that from hero, cause i notice my necro hero will use Order of the Vampire when they are very low and i have see them kill them self with that, so i was wondering shouldn't this be fixed --The preceding unsigned comment was added by User:Metal Sazz (talk).
- I've heard that certain heroes are set for certain attributes. I'm assuming this is especially true with Necromancers. Olias has a Death magic build when you first get him, Master has a Curses build with him, and Livia has a Blood build with her. I try to keep them in those attributes, so if the AI is tuned differently, they're "in their element". Do you know which hero did it? Olias and Masters may be more likely to sac to death with OoV if my guess is close to correct. 71.127.159.233 06:08, 25 August 2008 (UTC)
- There seems to be some kind of limit for heroes as well. They don't seem to sacrifice themselves to death unless ordered to. Zoldark won't stop using sacrifice skills until his health's pretty low, if heroes have the same health percentage sacrifice limit, it would be far more noticeable on them due to their lower health total. -- Gordon Ecker 07:34, 25 August 2008 (UTC)
Kiting
Would anyone besides me like a button that turns off hero kiting? I'm tired of Ogden taking huge damage because he starts running away and gets hit in the back with a critical kill-shot. And it's annoying to watch Herta drop a WAM only to have everyone scatter out of it.Krelus Derian 16:47, 14 July 2008 (UTC)
Party Search Sort
Is there any recognizeable assortment on the heroes tab in the "P" window? They really need to be sorted. Something either by name or class. Preferably class. So, I guess you coulds say I have two questions here:
- Is there any pattern of assortment?
- If not, where can I go (or who, rather) to recommend my idea?
On a minor note, I did add a small tip on the "cheap equipment ideas" section on the Heroes, I hope noone minds.- Vanguard 15:32, 10 October 2008 (UTC)
- Eye of the North heroes are after Nightfall heroes, and M.O.X. is after both of them. -- Gordon Ecker 02:18, 11 October 2008 (UTC)
- Okay that is a little useful. I still think they should be sorted by profession >_> - Vanguard 02:23, 11 October 2008 (UTC)
At Least 3 Heroes of Each Profession. Why Not?
I was wondering, why are there 4 ranger heroes, 2 assassin/paragon/mesmer/ritualist heroes and 3 heroes of other professions? Is there anyway that there can be at least 3 heroes of each profession? I've had quite a few build strategies and ideas that would call for 4 people of the same profession even if it were 1 human and 3 heroes. I'm sure other people have had similar strategies they wanted to try out with 3 heroes that were the same profession as their character. Anyway, I was just curious and I would really love to have another mesmer/assassin/paragon/ritualist added to the mix of heroes so we can play with 3 heroes that are the same profession. And another thing, why 4 rangers?? You can only have 3 heroes unless u have another human player with u that has heroes. This doesn't make sense, can someone please explain the logic behind this?---in game name(s) Syko Death, Syko Avatar, Syko Azriel, Syko Deluge, Syko Guardian, Syko Enslaver, Syko Maya, Syko Predator, Syko Titan, Syko Fang, Syko Mystic, Syko Akasha---Guild Name Psychotic Saints [SYKO]------thanks in advance for the answer(s).
oops, let me correct myself, there are not 4 ranger heroes, only 3, sorry about that---Syko Death --The preceding unsigned comment was added by 71.68.37.79 (talk).
- We are not ArenaNet. Try searching around for speculative answers. You can also read the current first section at the top of this page. -- ab.er.rant 03:13, 6 November 2008 (UTC)
target lock
Lately the target lock hasnt been working right for me. I lock a certain hero on a monk so i can presure another and they just end up attacking and casting spells on same target as i.--Justice 07:40, 28 November 2008 (UTC)
No Maintained Enchantments?
I'm not sure if it's just me but I can't get heroes to maintain enchants at all, like, vital blessing, mending etc...is it just me? And I want to try 600 smiter, but oh well... Meh. Hylas 19:44, 25 December 2008 (UTC)
- See the hero behavior article for details. -- Gordon Ecker (talk) 22:46, 25 December 2008 (UTC)