I'm not sure if this is lag, or just henchmen doing what they do best, failing to be able to comply with orders that even a PUG could follow. Is this happening to anyone else?

Darmikau
Antheus
Big_Daddy
willypiggy
Darmikau
Originally Posted by Antheus
I presume they stop just out of range of a spirit that the patrol put down?
If so, then yes, it's a somewhat recent AI change, where AI will refuse to move past a spirit. Either kill the spirit (agros the patrol), or let it expire. |
Crom The Pale
Darmikau
Darmikau
MrSlayer
Tarkin
Age
~ Dan ~
Vamis Threen
Antheus
I've notice this with Olias recently, he hangs back using spells on his minions rather than moving forward into battle. Several times I've aggroed expecting the undead cavalry to swamp the enemy when Olias and his chums are at least an aggro circle behind me and my squishy caster h/hs. However I put this down to my recently changing his build rather than Anet changing his AI. |
Vamis Threen
Originally Posted by Antheus
This is the problem with minion bomber build, and reason why I dislike death nova. Depending on the rate with which your minions die/spawn, he may be way too busy putting death nova on them, and won't follow.
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free_fall
Batou of Nine
Originally Posted by Darmikau
On the topic of aggro, are we ever going to get AI that avoids engaging non-engaged enemies? i.e. moving out of the damn way when there's a patrol coming.
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Originally Posted by MrSlayer
I was having this problem. Coupled with the problem that sometimes, clicking the Flag Button fails, I have bound the Flag All key to F5. If I have any problem, I hit F5 and force the hench to run ahead.
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pamelf
Aera Lure
Kyp Jade
strcpy
Kusandaa
Cebe
Originally Posted by Darmikau
I don't have to kill the spirit, they'll still walk past it, it's just like they don't want to. You said it's an AI change, so is this purposeful or an unintended side effect that Heroes and Henchmen cower in fear before the terrible might of...Quicksand?
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Lord Sojar
thetechx
Originally Posted by Antheus
I presume they stop just out of range of a spirit that the patrol put down?
If so, then yes, it's a somewhat recent AI change, where AI will refuse to move past a spirit. Either kill the spirit (agros the patrol), or let it expire. |
Coridan
pkodyssey
Originally Posted by Crom The Pale
I have seen this a few times recently, and not just with spirits.
It seams the AI is trying to avoid agro by not following my into agro range. This is great when I use my war, not so great on any of my casters....... |
Esan
Originally Posted by Kyp Jade
Dont take an MM, they fail, your better off with a well of darkness hexer.
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Sha Noran
Harmless
Originally Posted by strcpy
...... - as mentioned minion bombers or a MM with Jagged Bones are especially bad about doing that. Basically they kinda get hung up trying to keep one or two spells up at all times, the monks can also get kinda stranded trying to keep minions alive, standing around spamming Orision. .....
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Kyp Jade
Originally Posted by Esan
Not bringing an MM is bad advice for Joko's and Poisoned Outcrops. I vanquished Elona with h/h, and in my experience the best way to deal with large numbers of undead is to body block with minion bombs, and rip them to shreds with holy damage. Hexing is a bad idea because the Dune Carvers will be untargetable, and the Thought Leeches have Hex Eater Vortex which they will use to quickly penetrate your minion wall.
A Splinter Weapon barrager with someone (a hero, preferably a mesmer signet build) to cast Judge's Insight works wonders. You'll lose the occasional corpse to the Defilers, but you should be killing too fast for them. Other tips are: never fight in open areas, pull mobs to Junundu where possible (but beware of Gale locking Effigies), and refresh minions after every battle. |
pumpkin pie
Originally Posted by Darmikau
Ugh, There's no way I'm going to be able to vanquish this. There's too many Acolytes/Cavaliers so it's impossible to get them down before one gets resurrected back up, the necromancers use vocal minority, so my healing skills become completely unavailable due to one single non-elite skill, and if I try to lure them to the edge of the sand where my henchmen are waiting in Junundu, they just leave the Junundu when they see me. Failed AI.
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Bryant Again
arcady
Originally Posted by Darmikau
On the topic of aggro, are we ever going to get AI that avoids engaging non-engaged enemies? i.e. moving out of the damn way when there's a patrol coming.
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Tiny Killer
Esan
Originally Posted by Kyp Jade
...
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strcpy
Originally Posted by Harmless
If you are in an area that works well with an mm, I've found this works best for me:
I use two necro/mesmers and one monk as my heroes. One necro is the mm, the other is the mm assistant. The assistant has death nova and jagged bones as well as other assistant skills. The monk hero in the group will focus on the 2 necros. I make it a point to not need the monk for my own healing. I haven't had a problem with them lagging behind using that team setup. |