Basic Guide to Using Heroes
Marty Silverblade
They've used it perfectly well when I've run it, have you tried it in more than one area or just that dungeon?
Illoyon
tried it...you are right...gwen used it perfectly. maybe she was low on energy in the dungeon because my build was bad.
Paul Dawg
To be honest, I didn't really like the ele hero that you went on to create in this section because so many of his skills had huge recharge times. But the main point I'd like to make is that I'd add another important rule of thumb. I'd say something like this:
Above all, when creating a hero build, think about things that heroes do better than humans and things they do worse. Why are heroes better MM's than humans? Why are they killer at [discord (pve)]? Because they have much faster reaction times. Why are they hopeless as dagger sins? Because they can't comprehend the strategy and sequencing necessary to pull off deadly skill chains. So you want to load your heroes' bars with fast, spammable, low-cost/quick-recharge skills where reaction-time comes at a premium, and where overcasting doesn't hurt you much (like [word of healing]). You DON'T want to load them with slow, high-cost/long-recharge skills, and above all not with skills that have to be cast situationally, and where overcasting gimps the build (like [assassin's promise]).
Quote:
Originally Posted by Cebe
Above all, when creating a hero build, think about things that heroes do better than humans and things they do worse. Why are heroes better MM's than humans? Why are they killer at [discord (pve)]? Because they have much faster reaction times. Why are they hopeless as dagger sins? Because they can't comprehend the strategy and sequencing necessary to pull off deadly skill chains. So you want to load your heroes' bars with fast, spammable, low-cost/quick-recharge skills where reaction-time comes at a premium, and where overcasting doesn't hurt you much (like [word of healing]). You DON'T want to load them with slow, high-cost/long-recharge skills, and above all not with skills that have to be cast situationally, and where overcasting gimps the build (like [assassin's promise]).
Quote:
Ok, so we’ve taken a look at how to control heroes, how they behave, and how they use some of the key skills. Next I’m going to try to outline some of the considerations you need to take into account when considering a work-able hero build.
It is usually best, when creating a build, to keep these few general “rules” in mind:
We will take the example of an Elementalist for the purposes of providing a working example.
Cebe
The Elementalist build still stands for the purposes of illustration, not to mention that whilst it may appear slow and cumbersome, it performs rather well, and the AI use it well. Enfeebling Blood is very spammable, which makes the condition on the conditional skills very easily met. I have extensively used builds similar to it in Hard Mode, and sailed through.
I do like your emboldened statement, however, and agree it is probably a point which could be stressed. I will work on including this in the near future.
I do like your emboldened statement, however, and agree it is probably a point which could be stressed. I will work on including this in the near future.
Gforce
Nice guide
I have two things to add, first is a minor typo in the creating a build section:
Quote:
(For the purposes of this example, Fire Attunement is used to create a Earth Magic build. Please change the attunement depending on the element you wish to use.)
Second is something with the monk skill behaviour, you recommend setting the hero to passive (which is smart) but also recommend power drain (which is a good skill) but heroes in passive don't use interupts, maybe you can make a note on that ^^
I have two things to add, first is a minor typo in the creating a build section:
Quote:
Cebe
Thanks Gforce, I'll make sure I make those amendments in an upcoming edit.
Gigashadow
This may not be important enough to mention, but the slot in which a skill is placed on a hero's bar makes no difference to priority. I tested this by creating an elementalist with [Fire Attunement][Air Attunement][Earth Attunement][Water Attunement] all with attribute level 9, and zoned in and out, and he cast them in a random order each time. That is, when there is no reason to cast one skill over another, position on your bar is NOT a tie breaker. However, if I brought [Elemental Attunement] he always cast that first, because the AI prioritizes elites.
Field
Awesome guide.
Must have taken a while to collect all that info.
Must have taken a while to collect all that info.
Mortis the Smiter
awesome guide! something to add in Monk Hero behavior, in regards to maintainable skills. Monk Heroes will cast and maintain Unyielding Aura in and out of battle, and as soon as there is an available fallen party member in range, will immediately stop maintaining in order to trigger a res. Depending on energy management they may take time to re-cast it, but it seems to be pretty consistent.
Also, I've gotten into the habit of using the Earth Prayers skill Conviction on all my monk heroes since the recent PvE buff to the skill, and have noticed that they will only activate and maintain the stance during combat.
Also, I've gotten into the habit of using the Earth Prayers skill Conviction on all my monk heroes since the recent PvE buff to the skill, and have noticed that they will only activate and maintain the stance during combat.
juventas
I'm having a problem with maintainable enchantments. I disabled Strength of Honor on my hero's bar, but she will stop maintaining it on occasion and I can't figure out why. The only consistent thing I've noticed is that the bond will stop if I shadow step. I stopped doing that, and it is more consistent, but it will still stop frequently. Is an enemy dispelling it and I'm not noticing?
Marty Silverblade
If you've disabled SoH they won't drop it. It must be getting stripped. Perhaps it's an enchant strip that doesn't necessarily target you like Well of the Profane or Chilblains. Check wiki to see the skill bars of the foes you've been fighting and see if that gives you your answer. Alternatively, you might be going out of range (the hero needs to be within your compass range).
I Perma Mobs
Noticed something.
Boon of creation. Will be used before entering combat.
That is wrong They maintain it up as long as they can. Just like every other player based enchantment that provides a buff (masochism, for starters) and (might be exagerating a bit here) has no downside on being active while not in combat.
Examples are, like you said also:
Life
Recovery (thats another spirit that works like Life)
Preservation (not 100% sure on this one, long time ago)
Masochism, Boon of creation, Channeling, Protective was Kaolai, AoTL (not sure bout this one), all those nasty mesmer stances you mentioned, Symbolic Celerity, Infuse Condition, Explosive Growth, Ghostly Haste, etc
There are a whole bunch of them ^^
Boon of creation. Will be used before entering combat.
That is wrong They maintain it up as long as they can. Just like every other player based enchantment that provides a buff (masochism, for starters) and (might be exagerating a bit here) has no downside on being active while not in combat.
Examples are, like you said also:
Life
Recovery (thats another spirit that works like Life)
Preservation (not 100% sure on this one, long time ago)
Masochism, Boon of creation, Channeling, Protective was Kaolai, AoTL (not sure bout this one), all those nasty mesmer stances you mentioned, Symbolic Celerity, Infuse Condition, Explosive Growth, Ghostly Haste, etc
There are a whole bunch of them ^^