Quote:
Originally Posted by Jabilo
But on the whole, hench are very good, in the way that you can actually do all the missions and quests with them with a little care, this is great for the people that do not always wish to play with other humans.
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Yeah, the main reason I bought GW over some other online game is that I'd read that you could use henchmen. If that hadn't been an option, I wouldn't have been interested. I like that the game offers the choice--that way it appeals to all types of players. Those that like to group all the time, those that like to group on occasion, and those that like to game with henchmen.
With my mesmer, I grouped quite a bit during the later missions. Occasionally it was fun, but more often than not, it was a pain in the backside. There are good players out there, but you really can't tell who they are, and since it was my first time through, I wasn't in a position to lead. With my warrior, I've henched it all the way to the desert (and successfully henched Thirsty last night), except for taking pity on a group at Frontier Gate that wanted a tank for Frontier Gate Fugitives. Big mistake. The party consisted of my warrior, a monk, a mesmer, and one other player I've forgotten (he didn't stay long).
First attempt: the mesmer ran ahead and talked to the footman without telling anyone--we were still a ways back fighting devourers. On his way back to us with the footman, the footman died. Back into town--reset.
Second attempt: This time, mezzie stays with us and talks to the footman (the mezzie was the party leader--what a joke). Halfway back to Frontier Gate, mezzie goes afk unannounced. Footman won't follow anyone else. Fourth party member I can't remembers says f-it and drops. Can't say I blame him. I come up with the idea of leading a devourer to mezzie and allowing it to kill him. It works, and the footman now follows us back. So now it's just me, a monk, and a dead, absent mezzie. Me and the monk decide to carry on (I danced on mezzie's body when we passed it) and managed to complete the mission, though the monk was useless--did almost no healing. At the end, he thanked me for doing all the work--at least he had the grace to admit it. Useless mezzie also got to complete the mission, but I didn't care at that point. Monk said goodbye, and I backtracked alone to the Temple of Serenity, which I hadn't reached yet. Mezzie dropped a few minutes before I reached it. With henchies, Frontier Gate Fugitives is a joke, so I wasted oodles of time grouping, kicked myself, and decided to stick to my original plan of always henching.
I'm also actively playing a ranger, elementalist, and monk. So far, they've exclusively henched. They may group later, but I haven't yet seen the need to. Most missions are much easier with a good PUG. The problem is getting into a good PUG, and I've wasted far too much time in bad PUGs to want to roll the dice unless I have to.
ETA: Oh yeah, the one other time I grouped with my warrior was to pick up the bonus for Gates of Kryta (I'd already completed the mission and was about level 16). There were two other useless warriors in the group who died almost instantly when the first group of smoke phantoms appeared. Two other party members go down, so it's just me and a n/mo who had changed her skills to monk. So it's me taking on three smoke phantoms, basically. I managed it, barely. I have no idea what the heck the n/mo was thinking, but all she kept casting on me were weak protection spells. The other party members were yelling "Heal her, Heal her!" and she kept saying, "I am," but she wasn't. Anyway, afterwards, when everyone was rezzed and we'd completed the bonus (the other two groups of smoke phantoms went better), one of the warriros said, "It's a good job I have this cool sword." I wanted to say, "Yeah, it's really helpful when you're dead," but bit my tongue. So yeah, those are the only two times my warrior has grouped. Can't blame her for henching it.