Mate without any negativity intended, I think u got the tactics part a little wrong. Let me give u an idea.
Think in circles. It's a rule system.
So if condition1 is met -> action1 is taken -> then BACK to first line on top. After ANY action is executed correctly, the game will go back to top and follow all conditions again.
IF condition1 is not met -> go to next line , if that condition2 is not met, next line etc.
The (auto)Attack action, always will put u back to the top and your tactic will loop.
What is wrong with your first tactics in OP, is that i think u misunderstand the jump command.
Jump means, 'only' jump to tactic when condition is met (it does not remember the condition on when to jump) So the condition u tell it to jump to is 'Target: Any'. So your tactics basically say: 'hey when bethany is attacked, go attack any enemy.' This will basically mean that anythin that happens with these tactics is that Aveline will attack 'any enemy' on different conditions. Not what u want.
What i personally only use 'jump to' for is to skip a few conditions in the list.
So how to solve this elegantly?
Firstly, rethink your strategy. Do you want your tactics to make up for your mistakes? Or do u want to make your tactics so that things go smooth. Last one is probably your best bet. I try to anticipate what could go wrong and make sure tactics avoid that.
First u want to make sure your tank goes in first and grab a whole lot of melee monsters.
So something like:
01 Enemy: Nearest warrior -> Attack
02 Self: being surrounded by at least 3 enemies -> Scatter
Now u want to make sure the other characters complement this by not attacking the first thing they see, which usually is the problem why not everything attacks your tank. I use this on each character at least to prevent this as much.
00 Enemy: Health <90% --> Attack (or cast spells first, just put attack line as last)
This makes sure my toons won't just attack anything, mostly only stuff that has had a hit from your tank or other heavy, and therefore won't aggro your caster that fast. U can also try the 'lowest health' but 100% is also lowest if everything is at 100%.
U can also make sure they all focus on one target, like Hawke's target for example. This will significantly reduce your aggro on weak characters.
Then its time for the failsave that you intented. Basically if I understand correctly, you want your tank unleash her skills on enemies attacking your weak chars. This should happen a lot less if u make the changes I just mentioned, but it will happen from time to time. Think about who will get aggro first? Is it that mage who instantly launches firebolts at groups of enemies? (most likely) Or your warrior perhaps running into a group killing himself? try to fix it in their tactics (its just like WoW or any mmo, your tank can't do all the work, your group has to work as a whole)
But anyhow best way to have your tank help is what saint shion hinted at. Try the following:
00 Enemy: Attacking [Magename] -> use [Shield bash/Pommel] (anything that is not 'attack')
01 Enemy: Nearest Melee [Next attack u want to follow the first]
This works since the tank has to move to the target attacking the mage, next condition will probably be some other monster that is close to the caster. This is not perfect however, since the tank will probably bring a group of tanked monsters with him. An AOE attack like scatter, tremor or assault will work a lot better here since it most likely aggroes all the monsters around the [mage] I assume Taunt is on cooldown at this moment, but still could put it in tactics aswell to use as 2nd condition (so tank moves to mage first, then taunts)
Another important thing to anticipate here is when what is off cooldown, if u use shield bash 5 times for different conditions, bad luck, it will only do the first, wait for cooldown, and probably the first again. So mix and match!
U can put in lines like this for any character that gets attacked, but if your party is set up correctly, there will usually be one character who grabs all the aggro (TANK) and one that has highest probability of grabbing it.(your highest AoE dps usually)
Some basic hints:
- Think in circles from left to right then back to top etc.
- Don't make tactics for things that are obvious or unnecessary. Look what goes wrong and what is the cause and fix that, don't fix the effect of the cause.
- Make sure that u use the 'behavior roles' correctly (at the top of tactics screen, like tank, ranged, passive etc)
- Important!! to have your characters only respond to your attack commands, make sure
it is on passive 'char will not attack without player actions' in
description) If it's not, they will still attack nearest visible as default.
- Always specify what the PC has to do, its maths, Game can't think for himself.
- Basic Attack acts as a 'Loop' point. Anything under it will be ignored unless u 'jump' over it at conditions. Like I used for groupheal in DA:O (no self:party health condition existed)
00 Aveline health <50% -> Jump to 04
01 Cast something
02 Cast something
03 Enemy: Health <90% -> Attack [loop point back to top]
04 Merril health <50% --> Jump to 07
05 Aveline <50% -> Heal
06 Enemy: Health <90% -> Attack [loop point back to top]
07 Cast group heal
What this does basically, is first, it checks if Aveline is 50%, if she is, it will jump to 04 and check if
Merril also has 50% hp, if that is so, it jumps to 07 and cast groupheal. if not, it will jump to next and just heals Aveline, does one attack and jumps back up, without the 'attack' loop point, this would not work. IF Aveline's health is fine, it will just keep repeating conditions 01,02 & 03.
Gone a bit out of my way here by typing a lot ;p Hope it helps! Feel free to ask more!
Modifié par Robberthooij, 15 mars 2011 - 03:52 .