Been absent a month or so from GW. Want to continue now as before with Hero & Hench party. I'm a W/Mo, level 20 and stuck at Sanctum Cay main mission. This was as far as I got in a previous game when I quit. I desperately want to get through this point into new Prophecy territory.
What is different now is that I have four Heroes to pick from: Mo 16 Tahlkora, W 16 Koss, Mo 15 Dunkoro, and D 16 Melonni. I picked these up from either the opening up of Factions or Nightfall--I don't remember which now. For some strange reason, although I met up with Devona, Cynn, Aidan, and Mhenlo, none were offered up into my Heroes party to pick from.
What are your best recommendations for a Hero/Hench party to continue with now? For the Sanctum Cay mission party I can add 5. Are the Heroes I picked up adequate or do I need to Devona and Mhenlo for instance?
If what I have is fine to pick from then what ones plus the hench would you recommend at this point in the game? W Koss, Mo Tahlkora, D Melonni, plus hench W Stefan and W Little Thom?
However it seems like the party should have more then 1 healer? Actually I wish I could get 8 in the party! LOL.
Should I drop W 15 Stefan for Mo 15 Alesia or?
Should I use Mo 16 Tahlkora or Mo 15 Dunkoro?
Thank you... I'm looking forward to your input.
Continuing On With Hero/Hench At Sanctum Cay Mission?
Ratsneve
bilateralrope
Heroes are only in nightfall so far, but the entire factions and prophesies campaigns can be done with henchmen alone. As for using heroes or henches, that depends on if you have enough skills unlocked to give them decent builds (heroes can use any skill you have unlocked for PvP). If so, go check the monk forum for suitable builds, if not use the henchmen.
Dusk_
As bad as this may sound, the problem lies in how you play. Sanctum Cay, if I may say so, was an extremely easy Mission just by henching, especially if you're level 20 (and especially if you don't bother with the bonus). The only issues are knowing how to pick your targets and that you didn't overexert your team. Deal with the biggest problems first, and don't try attacking too many groups at once.
With 3 heroes, though, the mission shouldn't cause any problem at all. Take any of them that you'd like, really, just give them a decent skill list. Early missions like these are made jokes when you bring Heroes along.
As for Devona, Mhenlo and the group, they aren't Heroes. If you want a full list of the heroes you can get, you can check out gamewikis or other sites.
With 3 heroes, though, the mission shouldn't cause any problem at all. Take any of them that you'd like, really, just give them a decent skill list. Early missions like these are made jokes when you bring Heroes along.
As for Devona, Mhenlo and the group, they aren't Heroes. If you want a full list of the heroes you can get, you can check out gamewikis or other sites.
Ratsneve
Well...We made it at last to Amnoon Oasis. So far one answer seems to be to keep trying and you'll get lucky I guess.
0moikane
Congrats on making it through Sanctum Cay on your own. The end of that mission can sometimes be tough for someone's first time through.
Hard Mode was added to the game last week. It is only available after you've passed the last mission of the campaign so you have a ways to go before you are even able to access it. The only thing you should take note of is that if you get yourself into a PUG (grouping with other players) you'll want to make sure that they are playing in Normal Mode and not Hard Mode.
And some of this has been said already but as for heroes - yes, in most cases they are better than henchmen. But it's helpful to have enough skills unlocked in the hero's profession to give them a decent build. Heroes start with a small selection of skills and are also able to use any skills that you have already unlocked on your character. But if you don't have other skills of their profession unlocked then they may be at a disadvantage even sometimes compared to henchmen. So in some cases taking henchmen may be a better choice than taking heroes until you unlock skills for professions other than your own. That being said, as you are a W/Mo you should have a good selection of skill choices to outfit Koss, Dunkoro, and Tahlkora with. Something else to consider is your heroes' level. Now that you are in the desert the henchmen will be level 17 and your heroes might still be a level or two below that. This is another case where it may be more beneficial to take henchmen over your heroes. Of course it's helpful to take the heroes out anyway because that way they will gain experience and levels through combat. However, heroes also benefit from the experience you get from quest rewards. So one way to help level them up is to add them to your party before you accept a quest reward. In that way you could use the higher level henchmen to do quests with but still gain experience for the heroes by adding them into your party before accepting the reward (assuming the reward NPC is in an outpost).
In the desert you're still stuck with a party size of 6. You will probably find that bringing along 2 monks will make things easier for you. Rather than having 2 healers it is common and generally a good idea to have one focus on healing and the other on protection. And even if you went with 2 monks your party is still a little melee heavy. Because you don't have any spellcaster heroes or skills unlocked you could consider bringing along a henchmen like Claude (Necro) or Orion (Elementalist).
Hard Mode was added to the game last week. It is only available after you've passed the last mission of the campaign so you have a ways to go before you are even able to access it. The only thing you should take note of is that if you get yourself into a PUG (grouping with other players) you'll want to make sure that they are playing in Normal Mode and not Hard Mode.
And some of this has been said already but as for heroes - yes, in most cases they are better than henchmen. But it's helpful to have enough skills unlocked in the hero's profession to give them a decent build. Heroes start with a small selection of skills and are also able to use any skills that you have already unlocked on your character. But if you don't have other skills of their profession unlocked then they may be at a disadvantage even sometimes compared to henchmen. So in some cases taking henchmen may be a better choice than taking heroes until you unlock skills for professions other than your own. That being said, as you are a W/Mo you should have a good selection of skill choices to outfit Koss, Dunkoro, and Tahlkora with. Something else to consider is your heroes' level. Now that you are in the desert the henchmen will be level 17 and your heroes might still be a level or two below that. This is another case where it may be more beneficial to take henchmen over your heroes. Of course it's helpful to take the heroes out anyway because that way they will gain experience and levels through combat. However, heroes also benefit from the experience you get from quest rewards. So one way to help level them up is to add them to your party before you accept a quest reward. In that way you could use the higher level henchmen to do quests with but still gain experience for the heroes by adding them into your party before accepting the reward (assuming the reward NPC is in an outpost).
In the desert you're still stuck with a party size of 6. You will probably find that bringing along 2 monks will make things easier for you. Rather than having 2 healers it is common and generally a good idea to have one focus on healing and the other on protection. And even if you went with 2 monks your party is still a little melee heavy. Because you don't have any spellcaster heroes or skills unlocked you could consider bringing along a henchmen like Claude (Necro) or Orion (Elementalist).