All information is up to date as of patch 1.02
Lesson : #12 - (5/19/11)
subjects:
How Patch 1.02 changed how "enemy: rank" works
Use Current Conditon for Next Tactic 102
Mage Ranks
Lesson : #11 - (5/7/11)
subjects:
Team Red Mist (Anders/Sebastian or Varric/Aveline or Fenris)
Elemental Force/Blood Mage - Nuclear Warfare (Nightmare Guide) by Arelex
Trimming the fat
Recognising value of ability points
Lessons : 9 & 10 - (5/6/11)
subjects covered:
Team Red Mist (Anders/Sebastian or Varric/Aveline or Fenris)
Elemental Force/Blood Mage - Nuclear Warfare (Nightmare Guide) by Arelex
Pushing great builds to their limits
Group synergy 102
Understanding damage sources
Controling companions through triggers and corresponding tactics
Recognizing wasted ability points
Recognizing the increased value of abilities over time
Lessons : 6, 7, & 8 - (5/5/11)
subjects covered:
Dual-Wield Assassin - When Overkill Isn't Enough (Nightmare Guide) Companions by Arelex.
Conditions with two targets
K.I.S.S.
Identifying Purpose
Lessons 3, 4, & 5 : (5/4/11)
subjects covered:
Berserker Vanguard - Mach-5 Massacre (Nightmare Guide) Companions by Arelex
How to streamline and synergize the group
Identifying utility spells
Controling Martyr
Working with 2 independant limiting sustained abilities
Efficiency
Group Synergy 101
Lesson #2 : - (4/11/11)
subjects covered:
use condition for next tactic 101
enemy rank conditions 101
Lesson #1 : - (4/8/11)
PC Spirit Healer: How to not waste your mana pool while controling another character.
*Group conditions include a Warrior with Rally
Build :
Rock Armor
Chain Lightning
Chain Reaction
Elemental Weapons
Hex of Torment
Heal
Heroic Aura
Valiant Aura
Haste
Great Haste
Spirit Healer
Healing Aura
Group Heal
Unity
Tactics:
1. ally: hp <50%: Heal
2. ally: hp <50%: jump to tactic 13
3. self: any: deactivate: Healing Aura
4. enemy: target rank is elite or higher: Hex of Torment
5. enemy: STAGGERED: Chain Lightning
6. self: at least 5 enemies are alive: Haste
7. self: mana <75%: activate: Heroic Aura
8. self: mana <75%: activate: Elemental Weapons
9. enemy: any: activate: Summon Mabarii
10. self: at least 1 enemy is alive: skip tactics
11. self: any: deactivate: Elemental Weapons
12. self: any: deactivate: Heroic Aura - actual jump destination
13. ally: hp: <50%: activate: Healing Aura
14. ally: hp: <50%: Group Heal
Jump to Tactic # : Jump = (x -1)
"Jump to tactic," will direct tactics to the number assigned minus 1.
The order of the tactics is paramount. The jump tactic will only fire if an ally is under 50% health, so if Heal comes off cooldown before the group heal is needed everything will fire right back up with out wasting a large percentage of mana. Deactivating Healing Aura allows offensive spell casting to resume and opens up all that empty mana to then be used by the previous sustains rather than eat into the remaining mana. This way your healer will not waste what little mana it has remaining by activating heavy sustained ability to just fire off 1 heal spell while still being able to use offensive abilities and other supportive sustained abilities.
Skip Tactics :
This little nugget of joy allows us to ignore any tactics placed after it until the condition controling skip tactics no longer exists. When the condition controling 'skip tactics' is met, "at least one enemy is alive," it will immediately restart the rotation back at the very first tactic in the list. This grants us the ability to remotely turn off all tactics at the end of combat in order to free up mana for the start of a new encounter as well as work tactics to our favor during combat. In this case, conserving as much mana as possible while still being an offensive force, not just sitting idle as support bot.
For the uninitiated :
Tactics work by running down the list 1 item at a time checking for conditions set in those tactics. When it finds a tactic that has its conditions met, it will trigger that tactic then return to the begining of the list. Rechecking each condition untill it fires again, repeating the process. Which explains the occasional delay when firing off status oriented CCC abilities. Adding a second instance of the CCC ability in the later end of the tactics may solve existing delays in larger tactic builds.
Why don't you have a tactic for use item: Health Poultice? :
***as of patch 1.04 this bug has been fixed***
-The tactic, "use item: x," has a hidden issue where if you no longer have that item, it removes it from the tactic.
example: Assassins or Rage Demons steal all of your Health Poultices
-There is also an error that occurs if you change the order of the tactic, which will cause the tactic to lose the location of the item. Interpreting this as the item no longer exists in your inventory, it removes it from the tactic.
These issues cause a broken tactic, which forces your system to constantly search your inventory every time that broken tactic is checked causing an ever increasing delay between tactics as well as random tactics firing.
Notice :
Feel free to ask any question about tactics or post issues you are having with your tactics. Myself or anyone with knowledge willing to help will do what we can to help you. Please include an accurate copy of your entire tactics list so we can clearly see the entire situation. A brief explanation of what you are attempting to accomplish would be helpful. Issues concerning more than one character should post tactic lists from all characters involved.
Be aware that if I suggest another direction for your build or tactics, its not personal.
Money Guide - NM Blood Mage Compendium
Edited by SuicidialBaby, 16 June 2014 - 09:49 AM.





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