User talk:Infinite

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Personal to-do-maybe-probably-not list[edit]

Armor sets to complete and add to HoM for completionist's sake[edit]

Other HoM things for completionist's sake[edit]

None of these will happen any time soon, especially not the PvP parts. Some of the armor sets are best of the worst scenarios. - Infinite - talk 22:34, 7 July 2017 (UTC)

Wiki to-do list[edit]

  • Finish updating lists of skills to improved DPL calls.
  • Sort out Skills quick reference (this article was doomed from the start, considering how [one of] Misery made it).
  • Overhaul some articles up for a rewrite.
  • Remove every single instance of 'you' from the wiki's main space.

More added later. - Infinite - talk 08:10, 19 October 2017 (UTC)

Ooo, so formal. And just so you're aware, the number of main space pages with "you" being used outside of skills is in the thousands. Not to stop you, but perhaps give you some perspective ; ). G R E E N E R 19:10, 19 October 2017 (UTC)

Guild Wars Legends (I Agree With Your Mind Actually)[edit]

I have a sneaking suspicion that Arenanet might indeed release this game as a standalone RPG provided they are forced to shut its servers down in the future. Or, at the very least, NCSoft would order them to do it as a way to further profit from Guild Wars. Soldier198 (talk) 23:52, 3 September 2019 (UTC)

I was always enamoured by the original cinematics for the games, where they featured the main cast. Like with Prophecies, but even more so Factions. It always sucked how these stories were never included in the actual game (except for lore and dialogue). Those were the stories I was really looking forward to and if anything, make for an exceptional single player game if using mechanics along the lines of Dragon Age. Imagine taking control of those characters and controlling them all plus switching at will (AI running the others), while going through their heroic tale. That's what I want, especially now that the online aspect has been reduced to what it is today. - Infinite - talk 14:36, 4 September 2019 (UTC)
Guild Wars Age: Inquisition. Control your four man party with ten professions, over 1000 skills, and a groundbreaking new and unique feature (that will not be explored in its sequel) of DUAL PROFESSIONS. Order today! Soldier198 (talk) 16:09, 4 September 2019 (UTC)

Factions henchmen, the biggest culprits of original gameplay gone sour[edit]

So currently I am doing one of my chronological runs on a Mesmer (hurray for extremely overpowered professions) and as per usual I am struggling to set up a party of seven henchmen in Factions. I have always gotten by by carrying the team with my own character, but the start of the Kaineng City storyline brings me to the most infuriating aspect of that campaign: the henchmen suck. Like, not even a little bit. They suck big time.

The first hurdle[edit]

The content ahead is actually quite challenging compared to the rest of Factions (with the exceptions of Eternal Grove and Imperial Sanctum). When a Prophecies character on a chronological run arrives in Cantha, they'll be in Kaineng Center. The first problem we encounter there is the selection of henchmen. Drastically smaller and worse than in most of mainland Cantha. Some of the better/best Kaineng henchmen are not available here, such as Chiyo and Cynn, leaving you to pick from a vast lineup of clearly not very well designed options:

  • Warrior Devona
    • wields a hammer but has no IAS skills,
    • has Healing Signet equipped, which she will use whenever she takes more than 10% damage,
    • has Yeti Smash, which effectively makes her useless as an adrenaline Warrior,
    • lacks any sort of defensive skills other than Balanced Stance which is hardly relevant in Kaineng except against Dragon's Stomp.
  • Warrior Talon
    • has Healing Signet equipped, which he will use whenever he takes more than 10% damage,
    • cannot keep up his IAS,
    • cannot block and has no defensive skills.
  • Ranger Zho
    • lacks an IAS skill,
    • has no defensive stances or skills,
    • has Troll Unguent equipped,
    • lacks energy management,
    • is a bow ranger.
  • Ranger Aidan
    • lacks energy management,
    • has Troll Unguent equipped,
    • is a bow ranger.
  • Monk Sister Tai
    • is a monk without energy management,
    • is a monk without energy management,
    • is a monk without energy management,
    • uses Blessed Light and Healing Breeze on recharge to boot.
  • Elementalist Kai Ying
    • has low damage output,
    • relies solely on enchantments for energy management,
    • has Ward Against Melee, which AI loves to ignore and kite out of.

At the end of the day this leaves only six henchmen relatively worth taking, each with a note:

  • Necromancer Eve - Six skills other than Resurrection Signet, all single target except Deadly Swarm. At least has survivability.
  • Necromancer Su - Doesn't know what to do with corpses, but at least her animation skills are not quick to recharge. Does not have a Bloodstained insignia equipped.
  • Mesmer Lo Sha - Quite possibly the best henchman here.
  • Elementalist Headmaster Vhang - Ideally there would be less energy management on his bar, but it's much safer than the alternative.
  • Assassin Panaku - Viper's will temporarily remove him from his target, while he should be using that chain.
  • Ritualist Professor Gai - Energy management is very important to fuel his great skills.

And depending on needs, either:

  • Monk Sister Tai - Effectively useless without Eve after 10 seconds of combat.
  • Elementalist Kai Ying - Contributes almost nothing unless you get very lucky.

Which is problematic, because they're all low armour and high risk professions and keeping them safe is quite the feat, especially with healer henchmen that do not function very well.

The second hurdle[edit]

Most enemies in Kaineng will come in guns blazing with large amount of AoE damage and a vast collection of other detrimental effects. None of these henchmen are particularly well-versed against those things. This was probably much less notable way back when players still played together without heroes to substitude anyone not present, but when you don't (yet) have access to heroes, don't know how to make heroes stronger than henchmen, or actively attempt to play the game without heroes, henchmen should be able to pick up the slack any day. Since players cannot design the henchmen's builds, the skill bars should be much more effective at substituting players and/or heroes.

Even the better henchmen in Kaineng have shortcomings, usually very notable in harder fights. They don't need to be this weak. One of the problems is the self-imposed limit of only having seven skills on their skill bars. Sure, they technically often have eight, but the eighth skill is either a resurrect or just an empty slot. No party benefits from having seven (or worse, eight) allies that can resurrect another party member. I honestly don't understand who was ever responsible for these bars are thought they were good builds.


Some professions are literally better off never slotting a res at all. Every offensive physical henchman needs damage, increased attack rate, anti-shutdown, and energy management. Every offensive magical henchman needs damage, anti-shutdown, energy management. Every defensive henchman needs healing or protection or control, anti-shutdown, and energy management. Properly designed henchmen fall anywhere between those definitions. Heroes have the added benefit of being designed for team synergy, henchmen should limit this to avoid certain henchmen to never be used.

A few simple ways to make the above shortcomers more effective at being good party members, without creating massive amounts of henchmen synergy:

  • Warrior Devona - 12 Hammer Mastery, 12 Tactics
Enraged Smash.jpg
Enraged Smash
Balanced Stance.jpg
Balanced Stance
Counter Blow.jpg
Counter Blow
Healing Signet.jpg
Healing Signet
Staggering Blow.jpg
Staggering Blow
Yeti Smash.jpg
Yeti Smash
Resurrection Signet.jpg
Resurrection Signet
  • Devona has way too high an investment into Tactics, literally only affecting two skills: Balanced Stance and Healing Signet. She uses both of these skills terribly. The former only after an initial knockdown and the latter as soon as she takes even a little bit of damage.
  • Yeti Smash removes her built up adrenaline.
  • She lacks an IAS.
  • She doesn't need to carry a resurrect.
  • Another skill would be nice.

Let's solve it:

  • Warrior Devona - 11 Hammer Mastery, 10 Strength, 10 Tactics
Enraged Smash.jpg
Enraged Smash
Counter Blow.jpg
Counter Blow
Staggering Blow.jpg
Staggering Blow
Auspicious Blow.jpg
Auspicious Blow
Mighty Blow.jpg
Mighty Blow
Irresistible Blow.jpg
Irresistible Blow
Tiger Stance.jpg
Tiger Stance
Balanced Stance.jpg
Balanced Stance
  • Dropped Healing Signet, Yeti Smash, and Resurrection Signet which all directly impair Devona's use.
  • Dropped Tactics to 10, losing only a couple of seconds of Balanced Stance.
  • Raised Strength to 10, for extra damage output.
  • Added Auspicious Blow, Mighty Blow, Irrisistable Blow, and Tiger Stance.
  • Auspicious Blow and Enraged Smash were made for each other and gives Devona energy management. The weakness from Staggering Blow allows Auspicious Blow to be unblockable, as well.
  • Mighty Blow is a straightforward damage skill for the moments where no other skills are available. Big damage.
  • Irrisistable Blow counters blocking targets. There are a lot of these. The new energy management allows reliable use of it, too.
  • Tiger's Stance is the only IAS in Factions/Core that doesn't suck as hard. Manly henchmen would rock Frenzy.
  • In Raisu Palace and Imperial Sanctum, Sword of Storms replaces Mighty Blow.

These changes make Devona very much worth bringing to the party, which her major drawbacks being generic Warrior cons (blind, adrenaline shutdown, melee range) and single target damage.

  • Ranger Zho - Based on assumption: 12 Marksmanship, 12 Wilderness Survival
Melandru's Shot.jpg
Melandru's Shot
Determined Shot.jpg
Determined Shot
Dual Shot.jpg
Dual Shot
Kindle Arrows.jpg
Kindle Arrows
Savage Shot.jpg
Savage Shot
Troll Unguent.jpg
Troll Unguent
Resurrection Signet.jpg
Resurrection Signet
  • Every single skill other than her Elite is a Core skill.
  • Does not have a way to increase her attack speed, which is vital on a Ranger.
  • Cannot defend herself and comes with a "selfheal" skill that makes her do nothing for a long time.
  • Lacks all kind of energy management and does not seem to have any points invested in Expertise (could be very wrong on this).

Let's solve it:

  • Ranger Zho - 11 Marksmanship, 10 Expertise, 10 Wilderness Survival
Melandru's Shot.jpg
Melandru's Shot
Sundering Attack.jpg
Sundering Attack
Dual Shot.jpg
Dual Shot
Savage Shot.jpg
Savage Shot
Determined Shot.jpg
Determined Shot
Lightning Reflexes.jpg
Lightning Reflexes
Kindle Arrows.jpg
Kindle Arrows
Resurrection Signet.jpg
Resurrection Signet
  • Dropped Troll Unguent.
  • Dropped Wilderness Survival to 10, losing only a bit of damage on Kindle Arrows. I contemplated removing the preparation altogether, as they are all terrible in Factions.
  • Raised Expertise to 10, for reduced energy pressure. Rangers in Core + Factions do not have energy management skills.
  • Added Sundering Attack and Lightning Reflexes.
  • Sundering Attack is a bow attack with an activation time, allowing for higher damage output. It also penetrates some armour.
  • Lightning Reflexes is one of the best Ranger stances in the game, even if it only lasts for 9 seconds.
  • In Raisu Palace and Imperial Sanctum, Celestial Stance replaces Kindle Arrows.

These changes make Zho considerably more potent, improving her damage output significantly by reducing her downtime from Kindle Arrows and Troll Unguent. She will still lack energy management.

Sister Tai[edit]
  • Monk Sister Tai - 12 Divine Favor, 12 Healing Prayers
Blessed Light.jpg
Blessed Light
Divine Intervention.jpg
Divine Intervention
Healing Breeze.jpg
Healing Breeze
Heaven's Delight.jpg
Heaven's Delight
Jamei's Gaze.jpg
Jamei's Gaze
Orison of Healing.jpg
Orison of Healing
Signet of Rejuvenation.jpg
Signet of Rejuvenation
Resurrection Chant.jpg
Resurrection Chant
  • Monks without energy management, where to even begin.
  • Monks with multiple 10e spells, does this not end.
  • Monks with a non-disabled resurrect, ... STOP.

Let's solve it:

  • Monk Sister Tai - 11 Divine Favor, 10 Healing Prayers, 10 Protection Prayers
Boon Signet.jpg
Boon Signet
Gift of Health.jpg
Gift of Health
Heaven's Delight.jpg
Heaven's Delight
Shielding Hands.jpg
Shielding Hands
Shield Guardian.jpg
Shield Guardian
Divine Intervention.jpg
Divine Intervention
Deny Hexes.jpg
Deny Hexes
Resurrection Chant.jpg
Resurrection Chant
  • Dropped Blessed Light, Healing Breeze, Jamei's Gaze, Orison of Healing, and Signet of Rejuvenation.
  • Dropped Healing Prayers to 10, since I'm removing most Healing Prayer skills.
  • Raised Protection Prayers to 10, to make better use of the available skills.
  • Added Boon Signet, Gift of Health, Shielding Hands, Shield Guardian, and Deny Hexes.
  • Boon Signet is a secondary choice. Healing Burst is already on Danika's skill bar. It is a solid Signet and its effect cannot be stripped. This elite boosts almost every other skill she has.
    • Redemptor Karl will have to swap his Boon Signet for Martyr or something, because I don't know what else to put on him if elite skills are unique to henchmen. Sister Tai needs this one more.
  • Gift of Health is a cheap and strong direct heal. This skill disables all other Healing Prayer skills briefly. Which is good because it disables Resurrection Chant.
  • Shielding Hands is a harrassment reducing skill. While not ideal, it does mitigate the direct need for healing after casting it.
  • Shield Guardian is not the best skill to put on a monk, but it is an earshot-wide party enchantment that triggers on every party member blocking an attack within those three seconds.
  • Deny Hexes is vital because most henchmen have no hex removal skills equipped anywhere.
  • In Raisu Palace and Imperial Sanctum, Star Shine replaces Shield Guardian.

These changes make Sister Tai much less energy intensive and allows her to do her monking job without too much interruption. The resurrect often being disabled briefly when a party member dies stops unwanted resurrecting instead of monking.

The third hurdle[edit]

The sheer size and diversity in content in Factions makes it exceptionally difficult to balance any skill bars for the areas they can be used in. As far as I know, henchmen have the same skill bars almost consistently throughout Cantha. Add the fact that although most Monk skills in Factions are decent to great, they have zero access to energy management. This is not an issue for the Ritualists, a profession that also received almost every great Ritualist skill in Factions, with the exceptions of Destructive Was Glaive and Xinrae's Weapon. It effectively means the Monk henchmen need a drastic overhaul to be relevant here.

Most of the Kaineng content involves Afflicted exploding upon death, which is not something that can be prevented. These explosions tend to quickly overwhelm the AI, causing them to waste time and energy healing back up. Considering how every henchmen apparently needed a self-heal of some sort, every henchman will attempt to heal itself, plus the monks and ritualists will also cast any AoE heal they might have as well. This significantly slows down the party. Any reworks to henchmen skill bars should done with that in mind.

Closing statement[edit]

I really dislike henchmen in Factions and I wish they would get updated even now. Just because heroes exist, doesn't mean all players will know how to make them better than henchmen. This is amplified if henchmen were much better than they are today. Of course, if henchmen had a secondary profession, a lot more options become available. Most imporantly; Monks need better elite skills in Factions.

All of the above is essentially a big rant and probably not theorycrafted enough to be any good. Feel free to point out some ideas of your own if my rant inspired any. - Infinite - talk 20:05, 23 October 2019 (UTC)

You know what, I saw the archive edit on this page and wondered what was left... read most of that before realising the post was yesterday's.
Logged into gw1 for the first time in years (dear god, everything loads so fast!) to have a look at the henchmen in Kaineng. Sure enough they're got some ropey as heck builds. I'm melee builds.
My first choices were Warrior Talon, Elementalist Kai Ying, Elementalist Headmaster Vhang, Necromancer Su, Ranger Aidan, Monk Sister Tai, Ritualist Professor Gai
Went into Bukdek Byway... Gai dies twice on the first mob of afflicted. I'm a bit rusty.
My second choices were Warrior Talon, Elementalist Kai Ying, Mesmer Lo Sha, Necromancer Su, Ranger Aidan, Monk Sister Tai, Ritualist Professor Gai
Went into Bukdek Byway... Sister Tai dies twice on the first mob of afflicted. Someone else dies. I almost die too.
At this point I've remembered how to aggro properly, and stop being 100% forgetful idiot. Repeating same henchman composition, I get only the death of Talon. Turns out I'm the weak link.
My third choices were Warrior Devona, Elementalist Kai Ying, Mesmer Lo Sha, Necromancer Su, Ranger Aidan, Monk Sister Tai, Ritualist Professor Gai
Talon seemed to die too easily, so I switched in Devona. I really like Enraged Smash, before I brought Devona a couple of times melee afflicted assassins almost got away from me. Pretty sure she accidentally knocked some stuff down too. Balanced Stance eliminated critical hits which is useful I think. I'm not convinced an IAS is worth cancelling the damage reduction on a frontline henchman.
At this point I'm over-aggroing two groups and the only person dying is me... so i guess it's not the henchmen's fault after all.
I died again. This time its versus a boss group plus one other. I admit to cheating and confess even with Save Yourselves my positioning isn't worth shit.
I can't remember how much better the AI is in hard mode (this is all normal mode ;)) but the minions from Su seem to be preventing my backline being mauled (even if the henchmen waste their time healing them...). Likewise Kai Ying's earth ward. I point blank refuse to bring a blood necro henchman whose only benefit is Blood Ritual, but admittedly it would make the monk work properly. No idea why I'm bringing Aidan, but all the rest are worse :S -Chieftain Alex 19:07, 24 October 2019 (UTC)
Yep! This is exactly why I really dislike this part of my chronological runs. The all-casters-and-an-assassin setup worked best for me, but boy do they drop dead quickly when things go wrong. And yeah, henchmen AI goes wrong all the time. It's much easier once you reach the Luxon/Kurzick areas. Though by much easier I mean less ragequit inducing.
As for the idea of giving Devona two stances; IIRC AI does not activate Balanced Stance until hit by a knockdown and the full duration won't be necessary most of the time anyway. Though I could be wrong about this, as warrior henchmen or heroes never make the cut on my account. There have probably also been a few updates to AI since I last purposely used Balanced Stance on a hero (probably never, that is). - Infinite - talk 00:18, 25 October 2019 (UTC)
DMR has an excellent feedback proposal in regards to improving henchmen builds. As for Su's minions, that's why we all run MM hero... keeps our backline alive. --Falconeye (talk) 01:04, 25 October 2019 (UTC)
Thanks for linking that, I was not aware of it! After reading it I personally don't think their suggestions are effective enough to actually combat the issues with henchmen, but it is definitely interesting to see how others would tackle it. I think the main problem lies in the way campaigns are set up and how they should remain; skills restricted to core and the respective campaign/expansion. It doesn't allow much cleaning up the flaws in every henchman. Especially Rangers in Factions have this problem. - Infinite - talk 06:31, 25 October 2019 (UTC)
It's an old suggestion on mine and when I made it I stayed within the set henchmen skillbar conventions, them having Resurrection Signet and a self heal and only using skills from the campaign they are in. It's really restrictive and hard to make decent skillbars for certain professions for sure with those restrictions. Other than having an awkward AI, the next best thing you could do is give them skills from the previous campaign(s). Giving a Factions henchman acces to Prophecies skills and a Nightfall henchman acces to Prophecies and Factions skills. Da Mystic Reaper (talk) 12:06, 26 October 2019 (UTC)
Above I just removed the mandatory res and self-heal, but stuck to the core + campaign skills only rule. Seems to work on heroes pretending to be henchmen, so I think that's the ideal way to go. Cross-campaign (or including secondary) is also an option, but it would take a lot more thought to make something work for every henchman. - Infinite - talk 15:36, 26 October 2019 (UTC)

Examples of urgency[edit]

Vizunah Square (Foreign Quarter)[edit]

Henchmen available:

  • Warrior Devona
  • Ranger Aidan
  • Monk Jamei
  • Necromancer Eve
  • Elementalist Cynn
  • Elementalist Headmaster Vhang
  • Assassin Emi
  • Ritualist Chiyu

Where Kaineng Center was limited, this mission takes the cake. The positive thing is that the other side will have the other henchmen. Unfortunately Foreign Quarter takes Eve, which leaves the Local Quarter with abysmal energy management. Not only that, Foreign Quarter has better offense, defense, and healing compared to the Local Quarter. If you get very lucky, you run into another player here, but it is very much possible to Master this mission without one. It is also very much possible that the other AI party will have wiped even before you get to them. Fun times!

The main problem you'll be running into is being overrun. Careful aggroing is out in this mission; you have two NPCs to keep alive and they do *not* understand personal safety (-cue Mhenlo and Togo memes-). Without being able to flag individual henchmen, you're left to fight along with the AI's positioning. This can be subtly nudged in the right direction via the henchmen grid:

   o o o
   o x o
   o o

Henchmen spawn next to the player according to their respective position on the party menu. I recommend treating the idling positions as tactical positions. Henchmen will spawn according to profession, from the "top left" to the "bottom right" slot in reading order. We can use this information tactically: in front of the player will count as the frontline, alongside the player there's the midline, and behind the player we have a backline. This is the only way to organise henchmen and a very important point of note when ignoring heroes altogether.

In the frontline, you'll want to use the most resistant henchmen. For Foreign Quarter there are four options. I recommend picking three and foregoing the fourth. The four candidates for the frontline in order or taking priority in the slots are Warrior Devona, Assassin Emi, Ranger Aidan, and Ritualist Chiyu. That last one may seem strange, but the other henchmen are all 60 AR caster professions. Chiyu will cast and attempt to maintain Protective Was Kaolai, which comes with a +10 AR bonus while holding the ashes. This makes her more durable than the rest. The reason why she's included is because I always leave Devona behind here. Devona does not have a shield and has a selfheal with an armour penalty; she will die quickly once she starts taking damage, which is all the time in melee. Chiyu also brings Signet of Spirits and is actually more valuable than Devona as a result. Because of the odd grid configuration, we'll have to slot in the third frontliner last.

   Assassin Ranger Ritualist
   Any Unknown Any
   Any Any

Aidan is in position three of the party menu (added second) because he is the most durable against ranged damage and will be closest to the enemies. Rangers have innate bonus armour against elemental damage after all, plus a respectable 70 base AR. Chiyu takes slot two (added first), because of the backline limitations and for min-maxing purposes. Emi will be in slot eight (added last). All professions have different priorities, so we cannot reorder them for better positioning.

The midline is effectively the rest of the ranged damage. There are two squishy backliners, either way, so what else are we meant to do here. Cynn and Vhang bring fire and lightning respectively. These henchmen are added third and fourth, and then occupy spots four and five as a result. Other than Eve being added after these two, which one goes where matters too little to bother with. Vhang brings more debilitating spells that can turn a battle around, so he can be away from Chiyu's side for an extra level of precaution, as that side is where the spirits will be soaking up damage.

   Assassin Ranger Ritualist
   Elementalist Unknown Elementalist
   Any Any

Slots six and seven The last two slots are occupied by the frailest and most co-dependent backlines I have ever seen; Eve and Jamei. Eve brings Blood Ritual for that sweet energy regeneration, which AI should never cast on martial professions unless those martial professions are carrying caster weapons. This means Eve won't run into combat. Good, because Jamei needs that energy regeneration really, *really* bad. Throwing out ten energy spells left and right, with low recharges and inefficient use. At least we have Chiyu to make Jamei's job a little less pressing. Of course the safest place for Jamei is on the farthest removed position of the grid, slot six, lining up with Chiyu and Vhang for the strongest sideline I could think of. Avoid aggro from the left, you say? You're in for a shock. but unfortunately Monks have the lowest priority and end up in the most bottom right possible slot.

   Assassin Ranger Ritualist
   Elementalist Unknown Elementalist
   Necromancer Monk

Now that the henchmen are positioned, we can start the mission. Let's assume for a moment that you're in there with only henchmen on both sides:

We just built a party with a strong orientation and the most important sideline is on the left. Well, guess where most of your aggro is going to be at. Yup. To succeed with just henchmen, it's pretty important to position your party properly to put the most damage on the right side of your party. We either turn around or fight sideways. Certain areas make it very clear what the correct approach is. Since we cannot strongly influence the henchmen and their position, keep in mind that your party is strongest on its right. This is where the least amount of vulnerabilities are. Position yourself and your henchmen accordingly.

This mission is a clear indicator that henchmen need (or have been needing) immediate attention. A simple flagging henchmen individually option would already help immensely. In retrospect there was virtually no time between the lull of cooperating players and the introduction of heroes, so in a way I understand why they were hardly bothered with, but honestly. I can tell that this type of game design is putting off new players following the story from start to finish. I even struggle with it and I have been playing this game fanatically since before the official wiki existed. A mission like this cannot possibly depend on the natural talents of a new player; it's way too early into Factions for that. Especially if a player were to make a new character for every campaign to go through all the tutorials. The skills that can be unlocked early on don't even come close to offsetting the henchmen. Not a lot of elite skills available, either, if players even realise these can be obtained after a different quest. Nothing is very clear. Though if gone out of the way for Signets of Capture, there are some solid options to get at this point for most professions (unless you're a ranger of course, but it should be common knowledge to never use a bow in PvE except for pulling. Run Triple Chop or something, you're pretty screwed at this point).

Anyway, yeah, just wanted to report another anecdote and miniguide for the henchmen issue. It's such a mean mission, lol. Don't be like me, just don't do it to yourself. - Infinite - talk 12:28, 31 October 2019 (UTC)

Small addition: henchmen aren't actually sticking to their grid. Their position seems somehow related to which henchmen are added to the party. Chiyu in the above party will always be in slot eight. I am going to run some tests. - Infinite - talk 13:05, 31 October 2019 (UTC)
All of this is regardless of when a henchman is added to the party: Devona always takes slot two ("top left"), likely because she is a warrior. Emi takes the next possible slot, or slot two if Devona is not present. Aidan takes the next available slot, Chiyu after that, the Elementalists and Necromancer will slot according to the order they were added in, Jamei is always in the slot directly behind the player. This means I have been getting lucky until I couldn't get Chiyu to go in slot one. I never actually noticed she wasn't there. The above is only applicable in this particular composition, if Chiyu and Emi are swapped.
So, tl;dr: Warrior > Assassin > Ranger > Ritualist > Elementalist = Necromancer = Mesmer > Monk from top left to bottom right. Also note that this is not true for Professor Gai, who is equal to Elementalists, Necromancers, and Mesmers. - Infinite - talk 13:27, 31 October 2019 (UTC)

You should implement this miniguide into the Vizunah Square article. Would really help the newbies. --Falconeye (talk) 14:33, 31 October 2019 (UTC)

Once I have figured out how henchmen are positioned, I will try my best to write a proper guide for it. This turned out to be a messy bit of the game without much consistency. - Infinite - talk 14:44, 31 October 2019 (UTC)


Sadly that isn't going to remove the abusefilter's block-sprees from the Recent Changes, it just hides the button which allows me to accidentally block the abusefilter. -Chieftain Alex 22:52, 19 February 2020 (UTC)

I figured! There's really no way to hide it through custom css, is there? Or maybe we can hide it from all non-admin users in the MediaWiki settings somewhere? Great that the filters are working well, but the spam is a bit much these days. - Infinite - talk 22:55, 19 February 2020 (UTC)