Quote: This guide, for the time being, will remain a work in progress. There is much information here regarding the use of heroes, and how the hero AI will react to certain situations and skill use. If anyone has additional information they would like to share please don’t hesitate to post here, and I’ll update this guide just as soon as I can. Please see section 9 for more information. 1. Article Contents1. Article Contents 2. Introduction 3. General Tips on Controlling Heroes3a. Flagging 3b. Pulling 3c. Micro Skill Management 4. Modding Up Heroes (Runes and Weaponry) 5. Hero Behaviour 6. How to Create a Good Hero Build 7. Hero Synergy 8. Hero & AI - F.A.Q."What build should I give my Monk Hero?" "Which Elites are good to unlock for Heroes?" "How can I find out how many Hero Skillpoints I have left?" "How do I upgrade my Hero's armour?" 9. End Notes
2. Introduction
Heroes are basically advanced Henchmen. The main, key difference between the two is that you can completely customise your Heroes, including their build, runes and weapons. Heroes react in a very set, predictable way to certain environmental effects, and with the skills you give them. This guide will attempt to explain how Heroes work and how you can create a successful Hero build.
3. General Tips on Controlling Heroes
This section will attempt to outline some of the simple methods a user can employ in order to have the Heroes behave in the required way.
3a. Flagging
Flagging Heroes is a great way of having them move where you want them to. Flagging heroes is simple, and is achieved by clicking the “flag” icons around the compass. “1”, “2” and “3” buttons referring to hero numbers 1, 2 and 3 respectively, and the 4th button allows you to control all the heroes and henchmen under your control. On clicking the button you will then have a “flag” which you can place on the ground where you want your hero to stand. Your hero should then move to that point.
To cancel a flag, simply click the corresponding icon around the compass.
Flagging has several benefits:Spreading heroes out. In some instances it can be well worth spending time flagging the heroes and the henchmen apart in order to protect as many of them as possible from Area of Effect spells from powerful caster bosses and the like. To allow pulling. In a hero/hench party, where you may be the only human, it is often necessary to “pull” groups of foes toward you to make sure you don’t “over aggro”. This can be achieved by clicking the “all flag” button around the compass, and setting it down on the ground out of harms way. The henchmen should then stay put while you use a longbow or flatbow to pull the enemy group you want to kill. To split the team. Some occasions it may be beneficial to split up your team. One such example is the quest G.O.L.E.M.. In order to hero/hench this mission it can be beneficial to use the “All” flag to flag the henchmen next to one kiln, and flagging each of your heroes separately using flags “1”, “2” and “3”, with you, by the other kiln. In order to be able to split a team well, you must be confident with your use of flags, as well as the ability of your sub-teams. To move heroes in an emergency. Sometimes heroes will just stand in AoE, and especially in Hard Mode where more powerful Area of Effect spells may be stacked on a party, flagging heroes to move them out of AoE may save the party.
3b. Pulling
It is possible to use a hero to pull foes for you. This may be necessary in missions such as Dasha Vestibule, where an NPC follows you around who is not allowed to die. This NPC may follow you when you try to pull foes if you only have hero and henchmen with you, and end up dead. In order to have a hero pull a group (often best results with a Ranger hero), simply flag a hero forward little by little, until their weapon is in range of the group. You can then force the hero to attack a target by clicking the “Target” button on the Hero-Control bar. If the hero is close enough they will attack, and you can then place their flag back with the rest of the group to drag the foes toward your party.
3c. Micro Skill Management
A further bonus of using heroes is the Hero Control panel. This panel gives you access to their skill bar to allow you to stop the use of certain skills, and force the use of others, when the need arises.In order to disable a skill, hold “Shift” and Left-Click in the skill you want to disable.
In order to force the use of a skill you can simply click on it on the bar.
In order to force the hero to use a skill against a certain foe, click on the foe, use the “Target” button on the hero control panel, and click the skill you want them to use.
There is also an alternate way of forcing a hero to use a skill, which can often be easier if you have specifically set up a team build, and want an easier way of controlling your heroes. This is achieved by binding hero skillslots to keyboard keys.
The Hero Control panel can be found by going through Options and clicking on the Control tab. You can then specify which key is bound to each hero skillslot. You don't need to bind every skillslot, and also you must be wary of the keys you use, to make sure you don't accidentally "unbind" any keys already used for movement, the chat screen, inventory, etc.. This function allows you to be able to use a hero skill quickly, on demand, in conjunction with one of yours. An example could be to force a hero to use Epidemic just after you've applied a load of conditions, or to force a hero to use Splinter Weapon on you when you want it.Capturing Pets on Heroes
Microing skill use comes in very handy if you want your heroes to charm an animal. When you see an animal you want your hero to charm, you need to clear the area of enemies to ensure it is safe for your hero. When the area is safe, you need to use the “All” flag to flag all heroes and henchmen out of the way. This is because, on activating Charm Animal, the animal turns enemy, and attacks. If your other heroes or henchmen see this they will attack the animal, which will die in seconds. Now, use the numbered flag which corresponds with the hero you want to charm an animal with, and flag them well forwards, near the animal. Click on the animal, and click Charm Animal. After 10 seconds, your hero will have charmed a pet. This pet cannot be renamed. If you wish to change the pet, add the hero to your party, and visit an Pet Tamer.
4. Modding Up Heroes
Heroes can be modified in several different ways. Firstly through the runes and insignia you may wish to add to them. It is best to use all minor runes (exception being Vigor Runes), because heroes benefit greatly from additional health. Put the rune which corresponds with their weapon mastery (physicals) or main line of magic (casters) on their headpiece, so that they also gain an extra +1 attribute from the headpiece itself. Use a minor rune for their Primary Attribute elsewhere on their clothes, and a minor rune foe any secondary attribute lines they use. Give them either a Minor or a Major Vigor rune (Superiors are often too expensive to be worth the additional HP), and any other spare rune slots you can use a Vitae on.
As far as Insignia goes "Survivor" Insignia is a great all-round choice. If you want a more specialised insignia, choose a good +Armor one, for instance, "Blessed" on Elementalists and "Centurion's" on Paragons. There are a couple of Specialised Insgnia which should also be considered. Necromancer Heroes (especially Minion Masters) should use one Bloodstained Insignia, and Warrior Heroes (especially Hammer Warriors) should use one Stonefist Insignia.
Heroes also require weapons, as their starter weapons are often very basic. Hero weapons can be obtained freely, or very cheaply by using "/bonus" command weapons, max-damage drops from monsters and chests, cheap green weapons and Bonus Mission Pack weapons. As a rule, beginners should try to keep as much Health and Armor modifiers on your heroes as you can, as they do tend to have a habit of standing in AoE, and aggroing adjacent monsters. As you improve at the game, you could try swapping those HP mods for slightly more efficient ones. Your choice really.
If you wish to completely deck out your heroes' weapons, there really is no limit as to what you can do, but the following weapon modifiers would be reasonably optimal:
Casters:
staves either
HCT (20%) Inscription / +30 HP Staff Head / +30 HP Staff Wrapping
or
HCT (20%) Inscription / HCT (20%) Staff Head / +30 HP Staff Wrapping
or, if your heroes are massively trustworthy and you feel they can do without the additional HP, and you want them to have ultra-efficient weaponry:
HCT (20%) Inscription / HCT (20%) Staff Head / Enchantments last 20% Longer Staff Wrapping.
wands/offhands
HCT (20%) Inscription / HST (20%) Wand Wrapping + HSR (20%) Inscription / +30 HP Focus Core.
or, if your heroes are massively trustworthy and you feel they can do without the additional HP, and you want them to have ultra-efficient weaponry:
HCT (20%) Inscription / HST (20%) Wand Wrapping + HSR (20%) Inscription / HCT (20%) Focus Core.
or replace the wand with a Spear: Any Spear Head other than Vampiric or Zealous, HCT (10%) or Energy +5 Inscription, +30 HP Spear Grip.
or replace the focus with a Shield: +30 HP Shield Handle, -2 (Enchanted) Inscription, or an Armor +10 Inscription.
Physicals
grips, handles, pommels etc..
+30 HP Suffix, +20% enchantments may be useful for a small number of Dervish Builds, but you need to decide if it's really worth the HP Modifier.
hafts, tangs, hilts, snathes etc..
Just about any modifier is fine here so long as it compliments the build in some way. Condition Lengthening Modifiers are usually a bit of a waste however, with the exception of Silencing. Silencing is often good on Broad Head Arrow Rangers or Beguiling Haze Assassins, this is due to Daze being an expensive condition to apply in the first place. Dervishes often benefit greatly from an Ebon Scythe Snathe when playing Ebon Dust Aura builds, as this doesn't require them to bring a damage conversion skill. Assassins may also benefit greatly from a Zealous Tang.
shields
+30 HP Shield Handle.
Use an inscription which best suits the type of build. For instance, enchanted Warriors, or Warriors using a stance such as Flail could benefit from -2 (while Enchanted) and -2 (while in a Stance) Inscriptions respectively. Armor +10 (vs. X) is also often good too, but you can't always guarantee you'll be fighting a foe with a certain damage type. Armor +10 (vs Fire), Armor +10 (vs Slashing) and Armor +10 (vs Piercing) are often all good simply due to many monsters using these damage types.
Heroes can be modified in several different ways. Firstly through the runes and insignia you may wish to add to them. It is best to use all minor runes (exception being Vigor Runes), because heroes benefit greatly from additional health. Put the rune which corresponds with their weapon mastery (physicals) or main line of magic (casters) on their headpiece, so that they also gain an extra +1 attribute from the headpiece itself. Use a minor rune for their Primary Attribute elsewhere on their clothes, and a minor rune foe any secondary attribute lines they use. Give them either a Minor or a Major Vigor rune (Superiors are often too expensive to be worth the additional HP), and any other spare rune slots you can use a Vitae on.
As far as Insignia goes "Survivor" Insignia is a great all-round choice. If you want a more specialised insignia, choose a good +Armor one, for instance, "Blessed" on Elementalists and "Centurion's" on Paragons. There are a couple of Specialised Insgnia which should also be considered. Necromancer Heroes (especially Minion Masters) should use one Bloodstained Insignia, and Warrior Heroes (especially Hammer Warriors) should use one Stonefist Insignia.
Heroes also require weapons, as their starter weapons are often very basic. Hero weapons can be obtained freely, or very cheaply by using "/bonus" command weapons, max-damage drops from monsters and chests, cheap green weapons and Bonus Mission Pack weapons. As a rule, beginners should try to keep as much Health and Armor modifiers on your heroes as you can, as they do tend to have a habit of standing in AoE, and aggroing adjacent monsters. As you improve at the game, you could try swapping those HP mods for slightly more efficient ones. Your choice really.
If you wish to completely deck out your heroes' weapons, there really is no limit as to what you can do, but the following weapon modifiers would be reasonably optimal:
Casters:
staves either
HCT (20%) Inscription / +30 HP Staff Head / +30 HP Staff Wrapping
or
HCT (20%) Inscription / HCT (20%) Staff Head / +30 HP Staff Wrapping
or, if your heroes are massively trustworthy and you feel they can do without the additional HP, and you want them to have ultra-efficient weaponry:
HCT (20%) Inscription / HCT (20%) Staff Head / Enchantments last 20% Longer Staff Wrapping.
wands/offhands
HCT (20%) Inscription / HST (20%) Wand Wrapping + HSR (20%) Inscription / +30 HP Focus Core.
or, if your heroes are massively trustworthy and you feel they can do without the additional HP, and you want them to have ultra-efficient weaponry:
HCT (20%) Inscription / HST (20%) Wand Wrapping + HSR (20%) Inscription / HCT (20%) Focus Core.
or replace the wand with a Spear: Any Spear Head other than Vampiric or Zealous, HCT (10%) or Energy +5 Inscription, +30 HP Spear Grip.
or replace the focus with a Shield: +30 HP Shield Handle, -2 (Enchanted) Inscription, or an Armor +10 Inscription.
Physicals
grips, handles, pommels etc..
+30 HP Suffix, +20% enchantments may be useful for a small number of Dervish Builds, but you need to decide if it's really worth the HP Modifier.
hafts, tangs, hilts, snathes etc..
Just about any modifier is fine here so long as it compliments the build in some way. Condition Lengthening Modifiers are usually a bit of a waste however, with the exception of Silencing. Silencing is often good on Broad Head Arrow Rangers or Beguiling Haze Assassins, this is due to Daze being an expensive condition to apply in the first place. Dervishes often benefit greatly from an Ebon Scythe Snathe when playing Ebon Dust Aura builds, as this doesn't require them to bring a damage conversion skill. Assassins may also benefit greatly from a Zealous Tang.
shields
+30 HP Shield Handle.
Use an inscription which best suits the type of build. For instance, enchanted Warriors, or Warriors using a stance such as Flail could benefit from -2 (while Enchanted) and -2 (while in a Stance) Inscriptions respectively. Armor +10 (vs. X) is also often good too, but you can't always guarantee you'll be fighting a foe with a certain damage type. Armor +10 (vs Fire), Armor +10 (vs Slashing) and Armor +10 (vs Piercing) are often all good simply due to many monsters using these damage types.


Quote:
"How do I upgrade my Hero's armour?"
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