Hero Weapons: Dance with Death vs. Strength and Honor

Improvavel

Desert Nomad

Join Date: Apr 2007

Heroes are generally good at keeping flail up unless they can't get adrenaline, so its a solid choice too.

15^50, 15% while in stance and even 15% while enchanted if you have someone with strength and honor or orders will work.

The most important mod really is the +30 health.

Sundering is an ok choice for heroes since they can't swap weapons but playing with vampiric weapons will do more damage in the long run. Degeneration can be annoying but if you have skills like [[there's nothing to fear], [[protective was kaolai] or [[life] it won't matter much.

Just make sure they have max damage weapons with +30(or close) health and customize them.

P.S.: The only warrior hero I would bother though is hammer ([[Earth Shaker]), since melee heroes have dodgy AI.

Shayne Hawke

Shayne Hawke

Departed from Tyria

Join Date: May 2007

Clan Dethryche [dth]

R/

If you don't use the melee heroes, and I don't see why anyone would, then you'd probably be better off selling the mods for their weapons and buying upgrades and stuff for the heroes that do actually see the light of day.

distilledwill

distilledwill

Forge Runner

Join Date: Sep 2006

Blighty

The Legion of the Blue Blade

R/Mo

Mantra of Strength and Honor:
"If you're below 50% health enough for it to be a problem, you're doing it wrong."

Boneyard Spleeneater

Boneyard Spleeneater

Frost Gate Guardian

Join Date: Aug 2007

Seattle

Immortal Corruptors [GWAR]

Me/N

Yeah, I can't imagine giving a vampiric weapon to a hero.

I intend to give my hammer heroes perfect +30, cos hammer mods don't sell for crap. The Sword and Axe will probably end up with +29 and 19(20), since I can actually make a few bucks off of perfect sword and axe mods.

As for how often I use my heroes, well, there are those few missions where they are indispensable (or necessary). Also, I have so damned many weapons clogging up my mules that I got stuff to burn.

I actually made a spreadsheet with my inventory, and I got stupid amounts of stuff that I need to get rid of. Stuff I thought was hard to come by that I actually have a half dozen of, simply because when I mule it, I forget about it. I figure its time to equip all my heroes and toons, then I can merch everything that isn't saleable.

Silverwarp

Ascalonian Squire

Join Date: Apr 2005

San Francisco, California

R/Mo

I'm curious though, would you substitute a +5 Defense mod for a +30 or +29 HP Health Mod on heroes? I have way too many Defense mods and not enough health mods.

One good thing to use the heroes for is holding your alternate weapons for your PvE character.

Boneyard Spleeneater

Boneyard Spleeneater

Frost Gate Guardian

Join Date: Aug 2007

Seattle

Immortal Corruptors [GWAR]

Me/N

I only have one PVE W, and she is mostly an Axe W. I use a sword occasionally, and am developping sets for that. I figure a few sets is all I need. At most I will need one sword and one axe set for her, and ditch everything else.

Seriously, I have four mules on two account, plus two mules on my main account full of crap, plus all my main toons with little room to spare. I am getting ready to go through in the next couple of weeks and clear house. Most of it is worthless, so I figure on equipping my heroes (which after making the spreadsheet, I have found are woefully underequipped), and merching most of the rest. Whatever else is worthwhile I may keep, or else spam trade. If I make more toons in the future, I will just buy/farm stuff for them.

I would guess a Defense mod is ok. +29 mods are great for heroes too. Anything that isn't perfect is ok for heroes, since you can't really sell them.

Paul Dawg

Krytan Explorer

Join Date: Apr 2008

House of Myrthe (HoMe)

W/

Great answer here--covers everything you need to know.

One thing heroes tend to do pretty well is maintain enchantments, so if you have a hero who is using them (such as a dervish), the +15% while enchanted may be your best bet.

I know everyone likes sundering, but I'm not at all afraid to give a hero a vamp weapon; when you're not in combat, your healers should be able to keep his bar up, and when you are in combat, the fighter will do vicious damage with vamp. But I tend not to use physical heroes because they're generally less useful, and if I have a ranger or something, I find zealous is often the only viable choice.

Quote:
Originally Posted by Improvavel
View Post
Heroes are generally good at keeping flail up unless they can't get adrenaline, so its a solid choice too.

15^50, 15% while in stance and even 15% while enchanted if you have someone with strength and honor or orders will work.

The most important mod really is the +30 health.

Sundering is an ok choice for heroes since they can't swap weapons but playing with vampiric weapons will do more damage in the long run. Degeneration can be annoying but if you have skills like [[there's nothing to fear], [[protective was kaolai] or [[life] it won't matter much.

Just make sure they have max damage weapons with +30(or close) health and customize them.

P.S.: The only warrior hero I would bother though is hammer ([[Earth Shaker]), since melee heroes have dodgy AI.

Super Igor

Banned

Join Date: Mar 2008

why should you kno? Oo

A/W

I would use stance stuff, it is cheaper and theyre in a stance all the time anyway. :P

Elephantaliste

Krytan Explorer

Join Date: Nov 2008

adblockplus.or

vampiric mods for heroes = no natural regen
might burn monk energy between fights

Elephantaliste

Krytan Explorer

Join Date: Nov 2008

adblockplus.or

vampiric mods for heroes = no natural regen
might burn monk energy between fights

Elephantaliste

Krytan Explorer

Join Date: Nov 2008

adblockplus.or

vampiric mods for heroes = no natural regen
might burn monk energy between fights