About: GuildWars Wikia:Request assistance/Archive 8   Sponge Permalink

An Entity of Type : owl:Thing, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

How do I ensure that heroes deliver the final blow to knock off an enemy? For example, after knocking down an enemy healer, MOX will be 1-2 hits away from shuffling them off their mortal coil, so I'll change my target (e.g. using a skill after a left-click or next target via keyboard). Unfortunately, MOX seems to think that I'm making a called shot...and he starts shuffling towards the new target (and the healer restores herself to full health during the confusion). Although I am far from UAS, I will try to remove his long casts. (Rez isn't the problem; remember, Ogden dies first.)

AttributesValues
rdfs:label
  • GuildWars Wikia:Request assistance/Archive 8
rdfs:comment
  • How do I ensure that heroes deliver the final blow to knock off an enemy? For example, after knocking down an enemy healer, MOX will be 1-2 hits away from shuffling them off their mortal coil, so I'll change my target (e.g. using a skill after a left-click or next target via keyboard). Unfortunately, MOX seems to think that I'm making a called shot...and he starts shuffling towards the new target (and the healer restores herself to full health during the confusion). Although I am far from UAS, I will try to remove his long casts. (Rez isn't the problem; remember, Ogden dies first.)
dbkwik:guildwars/p...iPageUsesTemplate
abstract
  • How do I ensure that heroes deliver the final blow to knock off an enemy? For example, after knocking down an enemy healer, MOX will be 1-2 hits away from shuffling them off their mortal coil, so I'll change my target (e.g. using a skill after a left-click or next target via keyboard). Unfortunately, MOX seems to think that I'm making a called shot...and he starts shuffling towards the new target (and the healer restores herself to full health during the confusion). And, mostly unrelated (I think), is there any way to keep Ogden from sacrificing himself? He seems pathologically determined to stand next to the deadliest attacker while using skills with the longest warm-up times. I've tried leaving him without combat skills, without touch-based skills, and setting him to "Avoid," but he just keeps jumping in. He also has a related tendency to stand next to the party member who is receiving the brunt of AoE damage (not necessarily the player char). I realize that the AI will target healers, but does he have to meet them halfway? (He easily has 75% of the total /deaths in the party and seems to enjoy living with a 20-25% DP.) Any/all suggestions would be appreciated. Feel free to assume that I'm missing something obvious (or doing something st00p1d). And thanks! — Tennessee Ernie Ford (TEF) 18:18, 20 March 2009 (UTC) Lock their targets by bringing up the Hero-menu-with-the-skill-bar, and click the reticule. If you don't want your monks to go /wrists, start off by giving them more Health. This makes them less of a target, and as such the most dangerous attackers don't crawl up on them (I have only seen ranged heroes crawl up close by on rare occasions, or when I'm being an idiot again by doing something that requires a brain). I suggest never using any Major or Superior attribute rune on heroes, unless you use "special case" builds like and such as the Smite hero for a 600/smite setup. Enemies always target opportunity foes; low armor and low health (by racking up DP by being a target). A semi-unrelated matter: I'd avoid anything with >1 sec cast time on Healers unless it's Aegis/Life/Preservation. Yes, even resses. --- Image:VipermagiSig.JPG -- (contribs) (talk) 18:34, 20 March 2009 (UTC) Henchmen and heroes will target whatever you're attacking if you don't do something to override it. This is usually a good thing; try only casting and not attacking and they'll scatter their damage, making it take far longer for mobs to start dying. If you call a target (ctrl+spacebar, maybe? I don't recall.), then henchmen and heroes will target that instead of what you're attacking. You can lock the target of a particular hero, but that's for more specialized uses, when you want one hero to focus on one mob while most of the group focuses on something else. As for Ogden dying, it sounds like you've probably given him a suicide build. If you're going with henchmen and heroes, the most fragile party members (and hence the ones that die the most) should nearly always be henchmen. If you're trotting Ogden out there with 405 max HP and 60 armor, then of course he's going to die a lot because it barely takes any damage to kill him. Give him 540 HP and 70-80 armor and he takes maybe 70% more hits before he dies without healing--and healing is more effective, too. That's enough that he'll survive a lot better if mobs are going after him--and mobs often will leave him alone precisely because of that. Quizzical 19:19, 20 March 2009 (UTC) It would help to know (1) what exact build you are using, (2) what equipment the heroes have, and (3) what you are fighting (some monsters behave unusually). Image:Entropy Sig.jpg (T/C) 22:50, 20 March 2009 (UTC) (re-indent) OK, I was trotting everyone (incl. my char) out with unadorned max armor, meaning hero minimums for HP and AR. So, spent the plats for upgrades, but haven't gone out with the newly minted pieces. Still, improved survivability can't hurt. I note that Gwen, equally unadorned, stays far from the enemy and lives to fight another day. Ogden runs up to the attackers before he starts his warm up. Also, while getting pounded, he'll still start another spell instead of moving away first and then casting. So, sure, he might be targeted by the opposition, but he actively maneuvers himself to assist their efforts. RE: composition & builds. No hench. Main char is Me/El as Fast, Fiery. Gwen as Interrupting Crippler. MOX, shadow stepping tank. And Ogden: Although I am far from UAS, I will try to remove his long casts. (Rez isn't the problem; remember, Ogden dies first.) RE: enemies: This has been consistent behavior across all enemies. Crystal Desert, Lornar's Pass, Kessex Peak, The Falls, ... The team can survive his behavior most of the time. Sometimes, it's almost easier to take down nasties w/o him, e.g. it's less trouble for same Me/El build to solo to take down 3-4 Hill Giants. RE: call targets. Apparently, [ctrl]+[shift]+... allows calling target w/o also attacking. I'll give that a shot. I'm seriously considering spending on a mouse that has programmables - I love my trackball, but it only has the standard buttons. Thanks, all, for the help — this gives me good stuff to try. — Tennessee Ernie Ford (TEF) 16:23, 21 March 2009 (UTC) Dump Smiting and the Necro skills. Good skills to consider: Glyph of Lesser Energy, Aegis, Power Drain, Heaven's Delight, Divine Healing, Guardian. --- Image:VipermagiSig.JPG -- (contribs) (talk) 20:42, 21 March 2009 (UTC) Yea, ogden's probably running into melee range to use symbol of wrath. Remove hex is a better choice for hex removal on a hero than holy veil. As your skill choices for him seem somewhat limited, you may want to try something like this: Also, make sure he has a wand or staff equipped (his default weapon is a staff, that works). If you give him a melee weapon he'll move into range to use it. ¬ Wizårdbõÿ777(talk) 00:20, 22 March 2009 (UTC)
Alternative Linked Data Views: ODE     Raw Data in: CXML | CSV | RDF ( N-Triples N3/Turtle JSON XML ) | OData ( Atom JSON ) | Microdata ( JSON HTML) | JSON-LD    About   
This material is Open Knowledge   W3C Semantic Web Technology [RDF Data] Valid XHTML + RDFa
OpenLink Virtuoso version 07.20.3217, on Linux (x86_64-pc-linux-gnu), Standard Edition
Data on this page belongs to its respective rights holders.
Virtuoso Faceted Browser Copyright © 2009-2012 OpenLink Software