Feedback:Bug reports/AI bugs

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Image:Info-Logo.png Note: This page is not a discussion page; it is for users reporting AI bugs and ArenaNet responding.
This page is designed to house AI issues observed by players in-game.
Please sign your comments.

How to report AI bugs

Use the following form:

{{AI issues
| Area and status = 
| Name = 
| Issue = 
| Fix = 
| Additional info = 
}} ~~~~
Example
{{AI issues
| Area and status = Hero
| Name = Dunkoro
| Issue = When attacked by a lot of enemies, he does not attempt to flee.
| Fix =  Make him run away when he is under attack.
| Additional info = None.}}
Creates

Hero -- Dunkoro

Issue: When attacked by a lot of enemies, he does not attempt to flee.
How to fix: Make him run away when he is under attack.
Additional info: None.

  • Comments from the QA team:
    • Yes - The problem has been corrected.
    • Reported - The problem has been reported.
    • No - It was determined not to be a problem.


Please view the current issues and check if your issue is already listed. If not, click here to post a new text issue.

Contents


[edit] Current AI issues

[edit] Control panel issues

[edit] Flagging and movement issues

vizunah square (local quarter) -- all henchie party from foreign quarter - all 8 of them

Issue: after the rendezvouz between Togo & Mhenlo the foreign quarter henchies kept running towards the north west of the plaza. Even after the rest of the team moved out to continue the mission the henchies wouldn't follow.
How to fix: hire decent AI programmers. j/k - restart mission.
Additional info: none

[edit] Skill usage issues

Reported"Forked Arrow" -- Any Hero

Issue: Heroes will use Forked Arrow while enchanted or hexed, which uses energy without gaining anything from it.
How to fix: Give Forked Arrow minimum priority while under an enchantment or hex.
Additional info: none

Thanks for the report! I have submitted it. Joey Knight 22:43, 3 November 2009 (UTC)

No"Rodgort's Invocation" -- Any Hero

Issue: Heroes will not use Rodgort's Invocation, even while they have a plethora of energy - such as while under the effects of Lyssa's Aura and Fire Attunement. They only seem to cast it when the target is at around 10% life or less.
How to fix: Add some priority to Rodgort's Invocation that makes it more valuable than an auto attack to the AI. If possible, please also increase its priority when the caster has a lot of energy.
Additional info: none

Thanks for the report, but after testing this I found Heroes to be using the skill quite often and intelligently. Joey Knight 23:05, 3 November 2009 (UTC)
They'll use it on one target when it's at 10% health or whenever they can hit multiple opponents with it. For the AI, I think there is indeed little room for improvement. --Draikin 21:06, 5 November 2009 (UTC)

No"Energy Drain" -- Any Hero

Issue: Heroes will use Energy Drain even when they are nearly full on energy, wasting the skill's recharge time.
How to fix: Require at least around 50% of the user's energy pool be empty before giving Energy Drain priority.
Additional info: none

Thanks for the report, but this is working as intended. Energy Drain has a dual function of not only giving the caster back energy, but also to cause energy drain on the target. Therefore, you'll want to drain the target on recharge to get the full effect. Its an added bonus that this is also keeping your own energy pool topped off. Joey Knight 23:52, 3 November 2009 (UTC)
I disagree - in both PvP or PvE it's closer to ideal to use it on recharge when a chunk of the energy gain can be used. Considering that the energy gain is larger by a factor of 2 or 3, isn't the energy burn the bonus effect? -- 22:29, 9 November 2009 (UTC)

NoElite Zaishen Challenges -- Master of Whispers, Livia, Olias

Issue: They don't use Death Nova whatever their Combat Modes.
How to fix: Give higher priority to Death Nova or make them use it on allies that are below 25% health.
Additional info: none

Thanks for the report, but I have tested Death Nova with and without minions and Heroes are using the skill correctly and intelligently. I'd also mention that having a Hero set up with minion skills using Death Nova with Feast for the Dead and Taste of Death is super fun! :) Joey Knight 05:02, 4 November 2009 (UTC)

No"Brace Yourself" -- Any Hero

Issue: I built a hero for a support role in farming with my 55 hp Necro where it was just the two of us. Eventhough this spell cannot be cast on himself, no hero would cast it on me. I tried Morgahn, Dunkoro, and Tahlkora. When I clicked it, it just showed a green check mark. I had to click it again to remove the checkmark, target myself, then click the skill again. Farming level 28's with only 55 hp makes it very difficult to target myself every 10 seconds then click my hero's skill bar.
How to fix: If a foe in hard mode can interrupt my skill the instant I click it, it should be easy for a hero to use "Brace Yourself" the instant a knock-down skill is being used. Also, it would be great if the hero could realize that I'm the only other person in the party, so obviously I should be the target of the skill. For more people in the party, maybe AI could see who needs a kd counter? If multiple people need one, then prioritize by life?
Additional info: none

Thanks for the report. Unfortunately, this is the same issue with Aura of Stability and the AI just has no way to know when an ally is about to be knocked down. The best it can do is recognize that an ally has been knocked down and then use the skill to prevent a knock down chain. Joey Knight 19:56, 4 November 2009 (UTC)

ReportedPvP Henchman -- All paragons

Issue: Aggressive Refrain is not maintained outside of combat.
How to fix: Maintain it outside of combat, recast whenever resurrected or at start of match.
Additional info: None.

Thanks for the report. I have submitted it. Joey Knight 19:36, 4 November 2009 (UTC)

Misery 20:12, 6 October 2009 (UTC)

ReportedHero -- Vekk + Bsurge

Issue: He is very selective of who, and when, he uses Blinding Surge on while on 'Defend,' sometimes refusing to do so unless forced. When set to 'Attack' he spams in on any and every target.
How to fix: Having the hero use it on judge who is blinded and not blinded and use the skill accordingly while in Defend, using it on recharge seems like overkill in Attack because it does not check for the condition, just the mediocre damage.
Additional info: Even vs. all melee mobs he's selective of targets.

Thanks for the report. I have submitted it. Joey Knight 22:09, 4 November 2009 (UTC)

Paragon Heros -- Incoming / Fall Back.

Issue: They will use Incoming and Fall Back at the same time, even if on the same or separate paragons, even if eight paragon heros have it they will all use it at the same time, which is really funny to watch.
How to fix: Make them chain the skills and recognize when one or the other is up and use it accordingly.
Additional info: Heros recognize using Fall Back after battles (at least Morgahn does) and not during them, but if under Incoming and the battle ends, Fall Back is immediately used.

LunchboxOctober 02:23, 22 October 2009 (UTC)

They will also stack Charge with both of these skills. Misery 07:00, 22 October 2009 (UTC)

Priority of Death Nova on Necromancer heroes -- All 3 heroes

Issue: Death Nova will often be spammed to such an extent, that the hero will priortise it over raising minions, when there are defintely exploitable corpses in the area.
How to fix: Reduce the priority over raising mins in a MM build.
Additional info: [OAhjUwGaISTBlMLVoBVVSTUbbhA] is an example build. The only way around this seems to be to disable it and micro it, the consequence of this is often that the hero will then cast DN on him/herself.

Klefer 18:04, 23 October 2009 (UTC)
This could also be fixed by lowering the health percentage a subject must have to be considered a suiteable target for the spell. Often DN ist used on subjects that are about to, or are being healed simultaneously to full health, wasting the spell completely. --Golgarit Raven 04:00, 30 October 2009 (UTC)

Dodge, Zojun's Haste -- Heroes, Monsters

Issue: The AI continues to attack after using either skill, effectively wasting it. While monster AI seems to use it whenever it likes, Hero AI only uses it at low health, under high pressure - but still attacks through it. It is never used as a speed boost.
How to fix: The Heroes' choice of time to use it is better. However, perhaps kite behavior, as Heroes set to "Peace" do, would be appropriate until pressure lets off. When the AI is fleeing, or when Heroes are flagged across significant distance, perhaps they should use it then too (as they do Charge).
Additional info: A prime example of monsters who have this skill are Bone Dragons; observe a fight with them to see what I mean.

"Glyph of Swiftness" -- Any Hero

Issue: Heroes will use Glyph of Swiftness with no regard to the future - blowing it on skills with 2 second recharge times and the like.
How to fix: Prioritize using it with skills with longer recharge times.
Additional info: none

--The preceding unsigned comment was added by 75.104.16.78 (talk).

Flail -- Any Hero

Issue: Heroes will seemingly only use Flail when the target has been knocked down. This makes sense in PvP, where kiting is common, but not so much in PvE where monsters rarely kite.
How to fix: Change the AI in PvE mode to use Flail more often.
Additional info:

Hong 14:57, 4 November 2009 (UTC)
As stated in my previous ticket, the previous behaviour was perfect for PvE, terrible for PvP. Now it's perfect for PvP, terrible for PvE. Misery 15:03, 4 November 2009 (UTC)
I agree that it used to be terrible only in PvP, but now it's actually terrible for both PvE and PvP in my opinion. --Draikin 21:11, 5 November 2009 (UTC)
Full Ack. Afaik Ai can determine if an enemy is under the effects of a speed bonus, so it should use Flail as long as the enemy does not have one. On second thought, maybe conditional usage would help here. As per the check: "I just hit someone twice and did damage doing so. He doesn't have a speed bonus. Let's use Flail to hit him harder." That way Ai would also conserve the skill, not wasting it while being blind or hitting someone using Shadow Form or similar - and not wasting it on fast runners, for which Enraging Charge would be the wiser choice. To follow my usual tactical way of thinking, take a look at [OQASEZKPGW+qQRwcYBM4xAD]. Run up, hit it, use Flail to inflict some damage. Use CS to stick with the target or EC to pursue, canceling Flail. --Golgarit Raven 22:05, 5 November 2009 (UTC)
The main problem I have with the current implementation is that the AI seems reluctant to cancel Flail when the target is running away from them, and that the skill has become useless on non-melee heroes/henches. What currently happens with hammer warriors hench/heroes is that they KD the target, activate Flail and (hopefully) use Crushing Blow or other attack skills. That's all fine. The problem is that when their target gets up and runs away from them they don't immediately cancel Flail with other stances. There should be an additional check for the AI to cancel Flail when their target is not adjacent to them, in the same way they cancel Frenzy when low on health. This would actually make the skill somewhat viable, whereas now it's doing more harm than good. Additionally, if a hero/hench is wielding a ranged martial weapon, they should activate Flail as long as they're within range of their target. --Draikin 23:20, 5 November 2009 (UTC)

Hero skill usage -- Renewing Smash Renewing Smash

Issue: Heroes will use this skill on recharge regardless of having a recharging stance at the moment or not. This is not obviously the desired behavior for this attack skill since it has a mediocre damage, high energy cost and long recharge.
How to fix: Make the AI only use this skill when they have a warrior stance recharging.
Additional info:

--FunnyUsername 20:02, 4 November 2009 (UTC)

"They're on Fire!" -- Tested on Hayda

Issue: Used with no regard. It is activated constantly in combat even if the team has no capability of burning anyone.
How to fix: Prefer it is activated just after mobs are burning, or when hero notices an action from a team member that will directly result in burning (i.e. Searing Flames as opposed to Mark of Rodgort + Firestorm)
Additional info: None.

Nadenh 12:42, 11 November 2009 (UTC)

Blazing Finale -- Tested on Hayda

Issue: Not used on minions... better put, it is not used on all allies. I did not test this on a pet.
How to fix: I'm not sure if heroes know the skills of other heroes but perhaps after another party member uses a shout/chant that effects allies or the hero w/ Blazing Finale has a shout that affects allies any ally should be a potential target not just party members. Prefer it be activated preemptively on the ally the hero sees has most mobs around it.... including if "most" meant one mob.
Additional info: This was tested in Old Ascalon in normal mode traveling from Ascalon to the interior the scorpion cave to the south with myself, Livia, Hayda and Olias. Templates were set so that Livia only produced low level minions, Olias only healed and Hayda was the only attacker (excluding minions). It did not matter if a short chant/shout was used on all allies or a long one ("Go for the Eyes!" and Song of Concentration, respectively) Hayda would not cast Burning Finale preemptively or while the the minions were affected by a longer chant while they were attacking the devourer mobs.

Nadenh 12:42, 11 November 2009 (UTC)

Signet of Lost Souls -- Tested on Livia

Issue: Used when mobs has < 50% health..... even if necro hero has full health and energy.
How to fix: Perhaps waiting until the necro had a decreased in health/energy >= 50% of the return from the signet (perhaps 50% for health, 75% for energy).
Additional info: None.

Nadenh 12:42, 11 November 2009 (UTC)

Splinter Weapon -- Tested on Livia

Issue: NEVER used on minions.
How to fix: Only because it is ... I think.. the only weapon spell that effects multiple targets from one attack I wouldn't mind a couple being throw on the minions. No need to cast it like Death Nova but for a MM with splinter it would be nice to see the minions use it.
Additional info: None

Nadenh 12:42, 11 November 2009 (UTC)

"Rit Item Spells" -- Any Hero

Issue: Most of the ritualist item spells will not auto cast prior to aggro. Only 3 out of 17, Energetic Was Lee Sa, Mighty Was Vorizun, and Protective Was Kaolai seem to work properly outside of combat. I can understand that the ones with relatively short durations compared to recharge would want to be saved for when they are needed, but the ones that can be easily maintained should be. I have a build in mind that Destructive Was Glaive would be useful for on a hero, but it won't even cast during combat until an enemy is actually adjacent.
How to fix: Make Anguished Was Lingwah, Blind Was Mingson, Cruel Was Daoshen, Defiant Was Xinrae, Destructive Was Glaive, Generous Was Tsungrai, Resilient Was Xiko, and Vocal Was Sogolon cast outside of combat as well.
Additional info: Tested on all 3 necromancers and both ritualists. I did do the official bug report through the NCsoft support site, if that has any bearing on me posting it here as well.

--The preceding unsigned comment was added by 153.104.19.195 (talk).
Though the general idea is good, I strongly oppose item spells being used out of combat as long as items are still considered melee weapons! This will still result in caster heroes being main targets for enemies. As for some of these, I must oppose the idea of them being used out of combat all together, since that would endanger the whole group if used outside combat: Lingwah will summon an attacking spirit on recast, drawing aggro while moving. Mingsong has no effect ooc, wasting energy. Daoshen, too. Xinrae, too - it's the Ritualists Protective Spirit, and that one shouldn't be used until needed either. Glaive would only waste energy on damage to non-existing targets, adding armor penetration to not used spells (because you're not in combat). Tsungrai would be okay, yet why add to max health and lose bonuses from carrying your staff altogether? I's prefer staff bonuses like a double +30 Health or hct/hrt when ooc. Xiko would be fine, if the condition is met in the first place. Sogolon too, if ooc-useable shouts or chants are present in the skillbar. That said, we have 2 of those skills left that would make sense out of combat, when their conditions are met. Xiko and Sogolon. --Golgarit Raven 12:52, 13 November 2009 (UTC)
Above all, Glaive needs fixed, because that isn't being cast at any point before, after, or during combat, unless something gets right up against you. I realize this is not a discussion page, but I feel your points are mostly invalid. On my ele hero, I have elemental attunement, fire attunement, and aura of restoration. None of those are being "used" while ooc, does that mean they my hero should wait until aggro to begin putting them up? I think the answer is a unanimous no. The point of holding an item is to serve in much the same way as a preparation for rangers or an enchantment or weapon spell on casters. Livia spams death nova ooc (which according to you would be a waste of energy) so that the instant enemy mobs engage, there is the potential for a massive aoe spike at the onset of battle. True, you do lose weapon bonuses, but why do you even want weapons when you have a good item? To quote the sabway page of pvx- "Weapons : Doesn't matter much as this hero will be carrying Kaolai the vast majority of the time." We all want our healer to be ready to give instant large partywide heal at a moments notice. This is also the fundamental reason your build is 100x more important than your weapon sets. If you have good skills, you want them to be used. I see your point on Lingwah. I would make so that rit doesn't drop the ashes, just allows the item spell to end, and recast. The idea behind the skill is having an instant spirit ready, so that you can have one on the ground the second you make aggro. Otherwise, it would just make more sense to cast the binding ritual Pain at a lower cost and higher level.--The preceding unsigned comment was added by 153.104.19.195 (talk).
Yeah but then again, the skill expiring (due to time, condition, death or recast) means dropping the item, making the spirit appear (or other respective effects). A casting time of 1 (with the proper weapon handy 0.5) second to fetch the item is short enough to use it in combat. If those skills had, like, 5 seconds casting time, you would have a point. Ele attunements are at 2 seconds, and used ooc, because they have no sideffect like putting out damage on recast. They can remain up and running because they don't block other skills. Just imagine a hero with like, 2 or 3 item spells, acting as you stated. he would cast a different one each 10 seconds, since all of them are marked "immediate use on reload", spamming them the whole time. That hero would move slower even than a minionmaster and always be on around 50% energy. It's just not practiceable. As for Glaive, its effect takes place "in the area" which is a predefined pretty small circle (about one third to half earshot), so dropping it while noone is near you would have no effect. --Golgarit Raven 12:41, 16 November 2009 (UTC)
As a point of information, the item skills are not SUPPOSE to activate when the duration ends. If you refer to http://wiki.guildwars.com/wiki/Item_spell you will see that "Most item spells will not drop when the duration specified ends. Instead, the item held will disappear. Items that are lost in this manner will not yield any benefits as though it were actually dropped." Yes, it is activated upon death, and since they won't be casting again while dead, I would kind of want the effect. And as for Glaive, I'm not asking that it is DROPPED when nobody is in the area. I'm only asking it is cast in advance so it CAN be dropped when somebody gets into the area. Or at the very least have Glaive cast during combat. I don't care so much that they cast it outside as much as they cast it at all!--The preceding unsigned comment was added by 153.104.19.195 (talk).
I don't know how well the AI is equipped to tell when important things are coming, such as enemies. You want them to cast spells that might be useful in a moment, before being in a battle? So difficult to predict the future ("When there's enemies nearby? What if the PC plans on running around them, which often happens, and a nice seconds-long cast time slows them down, drawing the enemy?"). Look at the way they cast Life right now--the bugger is dropped all over the place, wasted most of the time. If they had several skills they were supposed to cast before battles, they'd never move an inch. | 72 {U|T|C} 12:45, 19 November 2009 (UTC)
I believe you all have good points, but the problem is there are far too many topics being argued for a single report. If you have a problem with the way skills are being cast, make a separate report for each individual one.

Hero -- Ritualist Heroes

Issue: Heroes do not use boon of creation. I have heard that they use it when low on energy, but I haven't even observed that behavior. For me it seems like they simply don't use it.
How to fix: Almost identical function like attunements. Should be maintained as such.
Additional info: None.

--Thc 18:14, 21 November 2009 (UTC)

[edit] Combat and behaviour issues

Necromancer heroes "danger" awareness -- All 3 heroes

Issue: The awareness of "danger" needs to be increased on Necro heroes. Often they stand right next to a melee opponent attempting to cast, especially a MM. This is, not seldom, suicidal.
How to fix: Increase awareness for heroes in the range of "dangerous" foes.
Additional info: none

Klefer 18:04, 23 October 2009 (UTC)

[edit] Independent NPC issues

Vizunah Square -- Master Togo (Discussion)

Issue: Gets stuck at the Second Open Gate near bridge
How to fix: Exit the mission and restart
Additional info: none

Fort Aspenwood -- Luxon Priest

Issue: Only uses Protective Spirit on injured players within range, despite having Healing Breeze.
How to fix: Make them use Healing Breeze in addition to Protective Spirit on injured players within range.
Additional info: The only reason I know they have Healing Breeze is because it's on the Luxon Priest page.

Arborstone mission -- Danika

Issue: If you've already killed the foes at the end of the mission, she runs straight through the cathedral, including all the monsters, rather than following players through the safe path.
How to fix: Make her follow players until she is actually at the end of the mission, rather than programming her to run to the end no matter what after the Stone Soul dies.
Additional info:

Arachni's Haunt (dungeon) -- Burning Spirits

Issue: They just patrol, but they don't agro or attack. They either get bodyblocked or try to keep patroling.
How to fix: Make them get agroed and use their spells.
Additional info: They are quite inoffensive at the moment...

[edit] General and miscellaneous issues

Hero/Henchman fighting Abbadon -- Any

Issue: Heroes and henchman do not attack Abbadon when he is bound; they must be locked on target.
How to fix: Cause them to automatically attack Abbadon when he is bound.
Additional info: I am not aware whether calling the target will cause them to attack; I did not think to do it at the time.

[edit] HA and GvG henchmen

PvP Henchman -- Warrior

Issue: Takes too much damage while using Frenzy and is easily spiked out. Frenzy is also used when the appropriate cancel stance is not available.
How to fix: This fix is not simple as proper Frenzy cancelling requires a certain level of situational awareness. Cancelling whenever any damage is taken removes all pressure being dealt by the warrior, but in the case of a spike build Frenzy needs to be almost immediately cancelled to prevent death. If it is possible to have Frenzy cancelled based upon the number of targetted packets of damage, that would be ideal. This would not really make the henchmen "too good" because frontline henchmen tend to output fairly pathetic pressure anyway and this change would only prevent them from instantly blowing up, monks would still have to catch the spike. Other situations where Frenzy should be cancelled include whenever melee classes converge upon the henchman. Simply cancelling when a damage threshhold is reached is not ideal as by then it is too late and monks will have to patch up the Frenzy damage. Frenzy should not be activated by a henchman when no cancel stance is available, i.e. Rush is not charged or almost charged.
Additional info: This exact issue also applies to Primal Rage. Frenzy and Primal Rage will never be used if Rush is active. Occasionally they will activate Frenzy while under pressure and immediately cancel it.

Misery 11:59, 6 October 2009 (UTC)

PvP Henchman -- Cripslash and Hundred Blades

Issue: Gash is not chained effectively with Sever Artery or Crippling Slash.
How to fix: Due to the prominence of condition removal in PvP, Gash should almost always immediately follow Crippling Slash, with the AI waiting until both skills are charged before unleashing. As Sever Artery is somewhat cheaper it should more or less be continuously spammed on any target that does not have bleeding as soon as it is charged, whether or not Gash is charged. Gash should be applied whenever charged on any bleeding target in range.
Additional info: The goal here is condition spam, which is the only reason anyone runs a sword.

Misery 11:59, 6 October 2009 (UTC)

PvP Henchman -- Death's Charge Hammer

Issue: As already reported generally here, Death's Charge is used as a heal rather than an offensive Shadow Step.
How to fix: For this bar Death's Charge should only be used when both Knockdowns are fully charged, preferably on a monk or healer, followed by the standard knockdown chain.
Additional info: If possible henchmen should not teleport across the map over extending out of range of their own monks to do this.

Misery 11:59, 6 October 2009 (UTC)

PvP Henchman -- All hammer bars

Issue: The correct knockdown combo is not used by AI with a hammer.
How to fix: The correct skill activation pattern is elite hammer attack followed by Flail if the knockdown was successful, followed by Crushing Blow, then a slight paused before activating heavy blow to quarterknock the target and prevent spell casting. If this is not done there is no reason to activate Flail ever as quarterknocking is the only purpose of an IAS that self snares on a hammer bar. If the slight break is not possible Crushing Blow needs to be followed by an autoattack.
Additional info: None.

Misery 11:59, 6 October 2009 (UTC)

PvP Henchman -- All hammer bars

Issue: Hammer Bash is used as soon as charged, removing all adrenaline so that the elite hammer attack is never used.
How to fix: Hammer Bash should only be used when the elite hammer attack is less than half charged, or immediately after Crushing Blow during a standard hammer knockdown chain.
Additional info: None.

Misery 11:59, 6 October 2009 (UTC)

PvP Henchman -- Primal Rage Axe

Issue: Disrupting Chop is only ever used at the start of skill activation meaning that only skills with a 2 second cast time or longer will ever be interrupted.
How to fix: Disrupting Chop is used as a predictive interrupt by many players, proper prediction may be difficult with a henchman, but perhaps a few additional rules such as attempting a d-chop on any monk below half health in the hope of hitting their attempt to save themselves and also activation on anyone knocked down as they stand up in an attempt to quarterknock would make this skill more useful without being overpowered.
Additional info: None.

Misery 11:59, 6 October 2009 (UTC)

PvP Henchman -- Shock Axe and Primal Rage Axe

Issue: Shock is spammed far too often and sometimes used on already knocked down targets for damage. Is always used as the opening move.
How to fix: Shock should probably only be used by henchmen when they have zero exhaustion as they cannot weapon swap to escape it. Perfect usage would include chaining it after Bull's Strike to quarterknock and using it as an interrupt for 1 second activation skills. Rather than using godlike reflexes, an attempt at prediction such as using it on ritualists and monks whenever they slip below half health may be more appropriate.
Additional info: None.

Misery 11:59, 6 October 2009 (UTC)

PvP Henchman -- All hammer bars

Issue: Flail is spammed causing the warriors to Flaillock.
How to fix: Flail should only be used when the warrior is adjacent to a target that is knocked down or snared, or as part of the previously mentioned standard hammer combination.
Additional info: Current behaviour is correct for PvE, but incorrect for PvP.

Misery 11:59, 6 October 2009 (UTC)

After the update, flail is use much better on hammer chains, heroes will use it more often when they hav an adjacent knock-down foe. The problem is that this behavior is also applied in every aspect of the game, wich mostly makes them rarely use flail on non-knockingdown builds so is less usefull on pve. --FunnyUsername 14:43, 23 October 2009 (UTC)

PvP Henchman -- All hammer bars

Issue: Enraging Charge is sometimes cancelled by Flail and also occasionally used when adrenal skills are charged or only need one strike to charge.
How to fix: Flail should never be activated to cancel Enraging Charge. In every circumstance Enraging Charge should be cancelled by hitting a target before activating Flail. Enraging Charge should also only be used when at least one skill is 3 strikes from being charged. It is more useful for Enraging Charge to be used to cancel Flail if there are no adjacent targets than the other way around, this would usually occur after a standard hammer combo during which the target died.
Additional info: None.

Misery 11:59, 6 October 2009 (UTC)

PvP Henchman -- Bow ranger bars

Issue: Rangers with two stances will sometimes inappropriately cancel defensive stances with other stances.
How to fix: Serpent's Quickness should never be used while Natural Stride is active. Lightning Reflexes and Natural Stride should never be used to cancel each other.
Additional info: None.

Misery 11:59, 6 October 2009 (UTC)

PvP Henchman -- Magebane Shot ranger

Issue: Debilitating Shot is spammed on melee.
How to fix: Should be used on recharge on monks, in absence of monks any caster other than elementalists. Needs to keep the same target unless it is dead.
Additional info: None.

Misery 11:59, 6 October 2009 (UTC)

PvP Henchman -- Bow ranger bars

Issue: Natural Stride not used to cover the casting of Apply Poison.
How to fix: If it is recharged Natural Stride should always be activated before activating Apply Poison in combat.
Additional info: None.

Misery 11:59, 6 October 2009 (UTC)

PvP Henchman -- Bow ranger bars

Issue: Henchmen focus on one target and do not attempt to spread poison.
How to fix: When Apply Poison is activated, if no target is called henchmen should swap targets for autoattacking whenever their target becomes poisoned.
Additional info: None.

Misery 11:59, 6 October 2009 (UTC)

PvP Henchman -- Pious Concentration VoR

Issue: Backfire and Empathy applied incorrectly to melee and casters respectively.
How to fix: These skills need to be applied based on a combination of class/weapon wielded, not just weapon wielded due to how weapon sets are used in PvP. Backfire should be applied to monks preferentially, no matter what weapon is wielded, then ritualists, followed by all other caster classes. Empathy should only ever be applied to warriors, assassins, paragons, dervishes and rangers, approximately in that order of priority. Another option for empathy would be to base it on a combination of weapon wielded and the level of weapon mastery with Empathy only being applied if the target has at least 9 mastery in the martial weapon wielded.
Additional info: People running dagger monks to beat henchmen AI that will not very often be run should not be considered. Dervish healers may need to be considered, but they are likewise highly uncommon and not very effective in 8v8 formats.

Misery 11:59, 6 October 2009 (UTC)

PvP Henchman -- Pious Concentration VoR

Issue: Signet of Humility used on non-monks.
How to fix: Unless Henchmen can be programmed to realise when your team is pushing or pulling, SigHum should be used exclusively on monks. In absence of monks, whoever is in slot 1 is probably the caller, or any random target will do.
Additional info: None.

Misery 11:59, 6 October 2009 (UTC)

PvP Henchman -- Lyssa's Aura mesmer

Issue: Will overextend into the frontlines to use Hex Eater Signet.
How to fix: Should only be used on allies that are already within "area" or "nearby" range.
Additional info: None.

Misery 11:59, 6 October 2009 (UTC)

PvP Henchman -- Infuse monks

Issue: Infuse is used inefficiently and at poor times, sometimes when the caster has low health on targets that don't really need it.
How to fix: Infuse should only be used if the caster has approximately 90% health on targets that have lost half their health within a second. Casting at the end of the second will be too late, as soon as half the health has disappeared Infuse needs to be cast. Spirit Transfer currently has better AI behaviour. It should always almost immediately be followed up by whatever skill the henchman considers appropriate to heal themselves.
Additional info: Close to perfect reflexes may cause problems, but Henchmen will likely overuse this skill and spam healing at the same time and run out of energy, so even pure spike builds should be able to pressure these monks out.

Misery 11:59, 6 October 2009 (UTC)

PvP Henchman -- Balanced Stance RC

Issue: Balanced Stance is often used after the first knockdown.
How to fix: Activation during knockdown activation is perfect, but likely overpowered. Perhaps activation whenever anyone wielding a hammer enters adjacent range is more appropriate as it allows the stance to be "faked out". Generally speaking it is difficult to avoid ranged KDs using this skill without carefully watching the field, trying to implement this for AI would likely make them too good with it.
Additional info: None.

Misery 11:59, 6 October 2009 (UTC)

PvP Henchman -- Balanced Stance RC

Issue: Aura of Stability often used on inappropriate targets, often after the first knockdown.
How to fix: This should be cast during hammer knockdown activation, maintained on friendly monks when possible or using similar criterea as suggested for Balanced Stance.
Additional info: None.

Misery 11:59, 6 October 2009 (UTC)

PvP Henchman -- Corrupt Enchantments necromancer

Issue: Defile Defenses not used effectively as a cover enchantment.
How to fix: Defile Defenses should always be cast immediately after Faintheartedness.
Additional info: Other hexes on the bar are not as important to cover, but could be covered.

Misery 11:59, 6 October 2009 (UTC)

PvP Henchman -- BSurge and both Ritualist bars

Issue: Weapon of Warding is cast on frontliners and very quickly cancelled.
How to fix: Rule of thumb, in PvP WoW should never be cast on warriors, assassins, paragons, dervishes or rangers.
Additional info: None.

Misery 11:59, 6 October 2009 (UTC)

PvP Henchman -- BSurge

Issue: Skills will be continued to be spammed, even if the Attunement is stripped.
How to fix: When Air Attunement is down all skills should be cast far less often. Probably only BSurge should be used at all.
Additional info: None.

Misery 11:59, 6 October 2009 (UTC)

PvP Henchman -- BSurge

Issue: Gale tends to be overused, resulting in high levels of exhaustion.
How to fix: Gale should only be used when no exhaustion is present unless certain conditions are met. Those conditions can be to interrupt a skill with 2 seconds or greater casting time or immediately after someone stands up from another knockdown.
Additional info: Gale quarterknocking may be too powerful on a henchman.

Misery 11:59, 6 October 2009 (UTC)

PvP Henchman -- Shatterstone elementalist and Mind Blast GvG elementalist

Issue: Aura of Restoration is not always used to cover the Attunement.
How to fix: AoR should always be cast on top of the Attunement, even if it is already active.
Additional info: None.

Misery 11:59, 6 October 2009 (UTC)

PvP Henchman -- Wastrel's Collapse assassin

Issue: The combo is not chained.
How to fix: The entire KD combo should be chained together (WC->Flurry->Falling Lotus->Horns of the Ox->Falling Spider->Twisting Fangs), or none of the attack skills used at all. If any skill fails, the chain should be aborted. Should only be used if Horns of the Ox will succeed prior to starting. If it will fail when it gets to Horns of the Ox, Twisting Fangs should be used instead and the rest of the chain abandoned. The chain should not be used when there is not enough energy to finish it, including the energy gain from Falling Lotus.
Additional info: None.

Misery 11:59, 6 October 2009 (UTC)

PvP Henchman -- Ritualist healer

Issue: Defensive weapon spells are cancelled by other defensive weapon spells.
How to fix: Weapon of Warding, Resilient Weapon and Xinrae's Weapon should never ever be used to overwrite each other.
Additional info: None.

Misery 11:59, 6 October 2009 (UTC)

Odd, there's been an update that made them overwrite offensive weapon spells if the target's health is at critical levels, but they shouldn't be overwriting defensive weapon spells. Does this happen at critical health levels or do they overwrite them all the time? --Draikin 23:54, 6 October 2009 (UTC)
This is based off of HA experience rather than my testing last night, it is possible it was fixed at some point, but I have seen many people in many places still complaining about this. It may be a problem specific to when there are multiple characters with weapon spells on a team. Misery 06:52, 7 October 2009 (UTC)


PvP Henchman -- Bunny Thumper

Issue: Wild Blow is spammed on recharge ruining any built up adrenaline. Spammed even when no stances are active.
How to fix: Wild Blow should only be used when Hammer Bash has two or fewer strikes of adrenaline. Should only be used to remove defensive stances.
Additional info: None.

Misery 11:59, 6 October 2009 (UTC)

I posted this issue before but was told adrenaline management for the AI wasn't going to change, but that was years ago. Back then I suggested letting the AI spam Wild Blow if there are no other adrenaline skills on the hero's bar, and otherwise use it only to remove stances like you suggested here. --Draikin 23:54, 6 October 2009 (UTC)

PvP Henchman -- Bunny Thumper

Issue: Bestial Mauling is spammed on recharge, regardless of knockdown.
How to fix: Pet should always be locked on to whatever target the ranger is attacking and Bestial Mauling should be activated at the same time as Hammer Bash.
Additional info: None.

Misery 11:59, 6 October 2009 (UTC)

The skill has been updated, it's "less likely" used on targets that aren't knocked down. I'm not a big fan of that mechanic (which has often been used to "solve" AI issues) since in practice it doesn't work. Rather than "fixing" this particular combo, it would make more sense to me for the AI to activate the skill when the opponent is knocked down, so that the skill works on any bar. That said, do we really want the AI to be able to run a degenerate skill bar like this? --Draikin 23:54, 6 October 2009 (UTC)
In testing last night it was never used on a knocked down foe and in fact was often used immediately before Hammer Bash. Misery 06:52, 7 October 2009 (UTC)

PvP Henchman -- Bunny Thumper

Issue: Comfort Animal is used to heal the pet while Bunny Thumpers have notorious energy problems.
How to fix: Unless they have full energy, Comfort Animal should only be used to rezz a pet for the purposes of reapplying Rampage as One and only used when they have sufficient energy to cast both, after expertise calculations.
Additional info: None.

Misery 11:59, 6 October 2009 (UTC)

PvP Henchman -- Bunny Thumper

Issue: Rampage as One is not maintained. Not used immediately at start of combat.
How to fix: Rampage as One should almost always be active, especially in combat.
Additional info: None.

Misery 11:59, 6 October 2009 (UTC)

I'd have to check but from what I recall, they'll only use it when moving (or rather the target is moving). --Draikin 23:54, 6 October 2009 (UTC)
Don't know the exact mechanics, but needs to be treated as an IAS rather than an IMS. Misery 06:52, 7 October 2009 (UTC)

PvP Henchman -- HA Monk bars

Issue: Channeling is not used effectively.
How to fix: HA monks using Channeling need to try and position themselves near to enemy players to take advantage of Channeling.
Additional info: None.

Misery 11:59, 6 October 2009 (UTC)

PvP Henchman -- Healer's Boon monk

Issue: Heal Party is spammed far too often resulting in no energy for the monk.
How to fix: Heal Party should only be used when Channeling will trigger for at least 6 energy or when at least half the party is below half health.
Additional info: None.

Misery 11:59, 6 October 2009 (UTC)

PvP Henchman -- Lingering Curse with snares and Earth Snarer

Issue: Snares used more or less at random.
How to fix: Snares in HA are ran primarily for snaring relic runners. Anyone holding a relic needs to be actively sought out and snare. Ward Against Foes is too expensive to be used in any other circumstance. Grasping Earth should be used whenever possible.
Additional info: None.

Misery 11:59, 6 October 2009 (UTC)

PvP Henchman -- Sould Bind necromancer

Issue: Defile Defenses not used effectively as a cover enchantment.
How to fix: Defile Defenses should always be cast immediately after Faintheartedness and Soul Bind.
Additional info: Other hexes on the bar are not as important to cover, but could be covered.

Misery 11:59, 6 October 2009 (UTC)

PvP Henchman -- Fire elementalists

Issue: Savannah Heat and Searing Heat are used more or less randomly.
How to fix: Should be cast primarily upon knocked down foes, or large clusters.
Additional info: Ideally should be cast before activation of the knockdown, but I assume this is impossible unless it is cast on anyone a warrior with a hammer has targetted when they have full adrenaline.

Misery 11:59, 6 October 2009 (UTC)

I'm reasonably certain they prefer attacking large clusters with these skills. --Draikin 23:54, 6 October 2009 (UTC)
They may have a preference, but they were casting it on single targets all the time in testing last night. These are HA bars and that should never happen in HA, there is always a cluster somewhere and if not, there will be soon. Misery 06:52, 7 October 2009 (UTC)

PvP Henchman -- HA Mind Blast elementalist

Issue: Song of Concentration and Make Haste! used incorrectly. Both are spammed when available.
How to fix: Make Haste should be maintained on any team member holding a relic. Technically it should also be maintained on the ghostly and whoever the ghost is following on King of the Hill, but I assume this is impossible. Song of Concentration should be cast whenever the holding enemy ghostly dies on King of the Hill using the same trigger that the Ghostly uses to start casting Claim Resource (ideally just before if possible, but this is possibly overpowered), or whenever an ally dies on other maps to prevent interruption of the resurrection. These are the only reasons these skills are taken in HA, there is no other reason to have them.
Additional info: None.

Misery 11:59, 6 October 2009 (UTC)


PvP Henchman -- Convert Hexes OoS ritualist

Issue: Convert Hexes is used to remove single hexes.
How to fix: Should only be used on hex stacks.
Additional info: None.

Misery 11:59, 6 October 2009 (UTC)

PvP Henchman -- Convert Hexes OoS ritualist

Issue: Death Pact Signet is used as a general resurrect.
How to fix: Should only be used to resurrect other allies with hard resurrection skills and monks.
Additional info: None.

Misery 11:59, 6 October 2009 (UTC)

PvP Henchman -- Convert Hexes OoS ritualist

Issue: Wielder's Boon is cast on characters that have no weapon spell active.
How to fix: Should only be cast on characters with weapon spells active, in other cases Mend Body and Soul should be cast.
Additional info: None.

Misery 19:29, 6 October 2009 (UTC)


PvP Henchman -- All warrior henchmen

Issue: Bull's Strike is queued, even on targets that run towards the henchman and start hitting them.
How to fix: Bull's Strike should only be activated if the target is adjacent and moving.
Additional info: None.

Misery 19:39, 6 October 2009 (UTC)

PvP Henchman -- Magebane Henchman

Issue: Lightning Reflexes is seldom if ever used, never used defensively.
How to fix: Should be used similarly to defensive stances.
Additional info: None.

Misery 20:02, 6 October 2009 (UTC)

PvP Henchman -- BSurge

Issue: Will not cast any skills when Glyph of Lesser Energy is active.
How to fix: Prioritise 10 energy skills when GoLE is up.
Additional info: None.

Misery 20:12, 6 October 2009 (UTC)

This is a pending issue, see the old AI issues page for more details: [1]. -Draikin 23:35, 6 October 2009 (UTC)
It's actually slightly more complicated, the Soul Bind henchman appears to use Glyph of Lesser Energy correctly and casts Faintheartedness through it (and perhaps Soul Bind, but I never managed to get the casting conditions for that to be met while GoLE was active in our artificial setting), but the BSurge will cast nothing and just kite, but I admit missing that previous issue, so thanks. Misery 06:52, 7 October 2009 (UTC)

PvP Henchman -- Cruel Spear GvG

Issue: Anthem of Weariness is only used to maintain Aggressive Refrain in combat, only if GftE or Stand Your Ground! will not renew it in time.
How to fix: Anthem of Weariness should practically always be cast on recharge.
Additional info: None.

Misery 20:15, 6 October 2009 (UTC)

PvP Henchman -- Bsurge

Issue: Blinding Surge is cast on monks wielding wands that are not attacking. Even while a warrior is beating the BSurge's face in.
How to fix: Only melee classes wielding melee weapons and paragons/rangers wielding martial weapons should be blinded.
Additional info: None.

Misery 20:16, 6 October 2009 (UTC)

The AI for this skill should have already been updated to correct this problem (last time I checked they prioritized characters wielding martial weapons correctly, and would only use BSurge on characters wielding wands if those are the only ones around). --Draikin 23:33, 6 October 2009 (UTC)
This was observed last night, even though a warrior was smashing in the BSurge's face with an axe at the time as mentioned. Still an issue. Misery 06:52, 7 October 2009 (UTC)

PvP Henchman -- Mind Blast HA

Issue: Casts spells continuously and practically never wands resulting in Song of Concentration almost never charging.
How to fix: Reduce how often spells are spammed while Song of Concentration is not charged.
Additional info: None.

Misery 20:55, 6 October 2009 (UTC)


PvP Henchman -- Wastrel's Collapse assassin

Issue: Wastrel's Collapse will not be used on a caster during aftercast, this means that someone spamming spells will never be knocked down.
How to fix: Update AI to recognise that Wastrel's Collapse can and should be cast during aftercast.
Additional info: None.

Misery 08:01, 7 October 2009 (UTC)

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