In order to make some of the henchmen contest builds more viable to the AI, I have a suggestion: buff flurry enough to replace frenzy and drop sprint from the warrior bars.
Since flurry only reduces base damage and not skill bonus damage, buff it to last 8-10 seconds. Even better put it in strength/tactics and let the attribute extend the length and reduce the amount of damage loss. But even without moving it, you'd have a simple skill the AI can use and it would still do most of its damage from the attack skills themselves (which wouldn't be reduced).
Buff Flurry
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i think the henches will be fine with frenzy, they shouldnt be used and when they are....i hope its on the other team..let the bad teams roll bad players(or in this case, bad ai).
also this would change the winning builds which might upset the wiki copie*caugh* i mean the contest winners.
flurry would also get abused by other professions if in tactics.
also this would change the winning builds which might upset the wiki copie*caugh* i mean the contest winners.
flurry would also get abused by other professions if in tactics.
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i think the henches will be fine with frenzy, they shouldnt be used and when they are....i hope its on the other team..let the bad teams roll bad players(or in this case, bad ai).
also this would change the winning builds which might upset the wiki copie*caugh* i mean the contest winners. flurry would also get abused by other professions if in tactics. |
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But even without moving it, you'd have a simple skill the AI can use and it would still do most of its damage from the attack skills themselves (which wouldn't be reduced).
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8 seconds and 15% damage reduction @13 str would probably be OK. Give wammo newbies something half-decent to play around with too.
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Originally Posted by Chrisworld
I abuse flurry enough on an IW mesmer even with no attribute, lol.
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Originally Posted by Winterclaw
In order to make some of the henchmen contest builds more viable to the AI, I have a suggestion: buff flurry enough to replace frenzy and drop sprint from the warrior bars.
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Originally Posted by Winterclaw
Since flurry only reduces base damage and not skill bonus damage, buff it to last 8-10 seconds. Even better put it in strength/tactics and let the attribute extend the length and reduce the amount of damage loss.
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Moving it to tactics and add +time and -reduction on damage would be great. With a 10 point att breakpoint maybe ? . About
Flurry 5e stance 10sec rech , Tactics :
For 2....8....12 secs you attack 25% faster but you deal 30%..... 20%.....15% less damage.
I dont know, gotta play with numbers a lil more.
Flurry 5e stance 10sec rech , Tactics :
For 2....8....12 secs you attack 25% faster but you deal 30%..... 20%.....15% less damage.
I dont know, gotta play with numbers a lil more.
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This would make Flurry more used, but it still wouldn't be particularly good. Henchmen don't belong in PvP anyway, so if people choose to use them then thay should take the negative with the positive - if they get reaction times of a millionth of a second (if any at all) then they should have builds they can stuff up.
/signed for PvE, perhaps.
/signed for PvE, perhaps.
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Another thought is to make special versions of all the skills hencmen will use. You know, give them their own manageable variations, which they'll not abuse.. or trip over. |
Now that's an interesting idea. Have a PvP/PvE split as well as a PvP Henchmen/PvP player skill split.
Say... just have the frenzy that the AI uses only cause 1.5x the damage instead of double (to counteract their crummy AI), but ONLY allow those henchmen to have that skill.
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Now that's an interesting idea. Have a PvP/PvE split as well as a PvP Henchmen/PvP player skill split.
Say... just have the frenzy that the AI uses only cause 1.5x the damage instead of double (to counteract their crummy AI), but ONLY allow those henchmen to have that skill. |
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