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minions and henchmen need to think!

AuthorMessage
Defender
Jan 02, 2011
138
There are some common sense things that minions and henchmen need to do in every single battle. Each of these are things players can do, and should be doing. So henchmen and minions should be doing them too.

Enemy mobs should do these things too but maybe it's not bad that they're less than intelligent.

The things that minions and henchmen need to do are:

  1. Before casting a blade on someone other than themselves, check the target's school. Don't cast it if the school doesn't use the blade. Doesn't matter if the target might have a secondary school that would use the blade, don't cast the blade if the school for it doesn't show up on the player's name tag in battle.
  2. Before healing anyone, including themself, check how much health the target has. Don't heal if the target has more than 3/4 health.
  3. For life minions/henchmen - heal first, attack second. Every round, check the health of everyone in the battle circle and if anyone is less than 3/4 health, then cast a healing spell on that target unless a heal isn't available. If a heal isn't available, discard the entire hand each round until a heal is available and then heal the person that has the least amount of health.
  4. For life minions/henchmen - cast triage the instant someone is hit with a damage over time spell unless triage isn't available. If it's not available, then cast sprite or regenerate on the target to counteract the damage over time.
  5. For all minions/henchmen - protecting/healing the player characters in the battle should come before protecting/healing the henchmen or minions. It's frustrating to spend 400 crowns on 2 life henchmen and have them healing each other when they are both at full health already while a player character who can't heal is rapidly being eaten by incoming enemy attacks.

Defender
May 11, 2012
106
I agree that both the minions and henchmen should be endowed with, and show, more common sense then they do at this point. I have found that most of the choices they make do not make sense. I am ice and have earned both of my ice minions. I have tried minions from other schools also. I have found that all minions tend to be more of a hinderance in battles than a help. I don't use either of my minions any longer, and have actually lost battles that I would otherwise not have had trouble with because of their "help". I have never bought any henchmen, and, considering what I have read on the message boards about their behavior during battles, I seriously doubt I would ever waste my crowns buying them.

I am sure that some wizards have a battle-style for which they find their minions helpful, and I am truly happy that they find them useful. Personally, I find the minions lacking basic common sense, untrainable, and, more often then not, selfish.

Autumn FairyDeamer Level 79

Defender
Jan 02, 2011
138
tanda1 on Mar 19, 2014 wrote:
There are some common sense things that minions and henchmen need to do in every single battle. Each of these are things players can do, and should be doing. So henchmen and minions should be doing them too.

Enemy mobs should do these things too but maybe it's not bad that they're less than intelligent.

The things that minions and henchmen need to do are:

  1. Before casting a blade on someone other than themselves, check the target's school. Don't cast it if the school doesn't use the blade. Doesn't matter if the target might have a secondary school that would use the blade, don't cast the blade if the school for it doesn't show up on the player's name tag in battle.
  2. Before healing anyone, including themself, check how much health the target has. Don't heal if the target has more than 3/4 health.
  3. For life minions/henchmen - heal first, attack second. Every round, check the health of everyone in the battle circle and if anyone is less than 3/4 health, then cast a healing spell on that target unless a heal isn't available. If a heal isn't available, discard the entire hand each round until a heal is available and then heal the person that has the least amount of health.
  4. For life minions/henchmen - cast triage the instant someone is hit with a damage over time spell unless triage isn't available. If it's not available, then cast sprite or regenerate on the target to counteract the damage over time.
  5. For all minions/henchmen - protecting/healing the player characters in the battle should come before protecting/healing the henchmen or minions. It's frustrating to spend 400 crowns on 2 life henchmen and have them healing each other when they are both at full health already while a player character who can't heal is rapidly being eaten by incoming enemy attacks.
and I forgot to add:

If a henchman or minion is going to cast something that bases it's damage on the number of pips - such as tempest or judgement - then that henchman or minion should wait to cast until their pips are full:
exception: while building pips, they can still cast stuff that costs 0 pips.

Armiger
Jan 11, 2012
2497
Before casting a blade on someone other than themselves, check the target's school. Don't cast it if the school show up on the player's name tag in battle.

I agree, with one slight change. If the target has a mastery amulet on for that school, blade them. Perfect example: Just recently I got a Life Mastery amulet and I use it on my fire. A healing blade would be highly useful for a Satyr spell. When the target has a life mastery, I think blading should be limited to Guiding/Brilliant Light. Healing is the dominant reason to get the life mastery amulet. Sure, people play the aggressive spells, but I would venture to say that at least half of all players with Life mastery have it for the healing.

Before healing anyone, check how much health the target has. Don't heal if the target has more than 3/4 health.

I would say in this case, don't heal with anything above sprite.

For life minions/henchmen - heal first, attack second.

Yup. In many cases, people buy a life henchman to help keep them alive rather than to do boost damage against oppositional school enemies.

For all minions/henchmen - protecting/healing the player characters in the battle should come before protecting/healing the henchmen or minions.

There should be allegiance to the one who casts/hires the helper; absolutely. It has been suggested previously to allow us to have complete control over the spells the helpers do. For faster players, this would be a huge help.

Survivor
Aug 28, 2013
28
tanda1 on Mar 19, 2014 wrote:
There are some common sense things that minions and henchmen need to do in every single battle. Each of these are things players can do, and should be doing. So henchmen and minions should be doing them too.

Enemy mobs should do these things too but maybe it's not bad that they're less than intelligent.

The things that minions and henchmen need to do are:

  1. Before casting a blade on someone other than themselves, check the target's school. Don't cast it if the school doesn't use the blade. Doesn't matter if the target might have a secondary school that would use the blade, don't cast the blade if the school for it doesn't show up on the player's name tag in battle.
  2. Before healing anyone, including themself, check how much health the target has. Don't heal if the target has more than 3/4 health.
  3. For life minions/henchmen - heal first, attack second. Every round, check the health of everyone in the battle circle and if anyone is less than 3/4 health, then cast a healing spell on that target unless a heal isn't available. If a heal isn't available, discard the entire hand each round until a heal is available and then heal the person that has the least amount of health.
  4. For life minions/henchmen - cast triage the instant someone is hit with a damage over time spell unless triage isn't available. If it's not available, then cast sprite or regenerate on the target to counteract the damage over time.
  5. For all minions/henchmen - protecting/healing the player characters in the battle should come before protecting/healing the henchmen or minions. It's frustrating to spend 400 crowns on 2 life henchmen and have them healing each other when they are both at full health already while a player character who can't heal is rapidly being eaten by incoming enemy attacks.
Yea, it is frustrating. also, I noticed with henchmen, they usually attack on the first turn, then they repeatedly cast useless spells.

-Kyle Seahunter level 78 wizard