For those reading this for the first time, be aware that the tactics involving "jump to tactic" jump to the # - 1.
This was also written prior to patch 1.02. Affecting the manner in which "enemy: rank" is understood.
One of the issues that I have come to notice involve the speed at which tactics with many health checks which include,
"use: item," tend to either be slow because they are forced to check & recheck constantly or cause breakdowns in the designed path, allowing any tactic to be simply ignored as if it was not there at all. This results in the occasional misfiring of certain commands which lack stringent conditions.
we will start with this:
4. Self: Health >=25% - Jump to 7
5. Self: Being attacked by melee attack - Mind Blast
6. Hawke: Any - Stone's Throw
7. Self: Any - Activate: Rock Armor
You only want Mind Blast if shes under attack and under 25%. This is counter intuitive as if she Mind Blasts prior to 25% she drops threat levels and knocks things back/down. This is better off dealing with the problem before it causes damage rather than after.
Stone's Throw needs to be controlled by 2 conditions directly because it has a targeting protocol and you want it to fire when a specific condition is met.
self: hp <25%: use as condition for next tactic -
conditionHawke: any: Stone's Throw -
targetuse as condition for next tactic is only troublesome when dealing with enemies for lack of specific sub conditions, where as Merrill's self is just Merrill and Hawke is Hawke.
The issue with the second jump stems from the same problem as set conditions does with enemy targets. To control this we use skip tactics in much the same way as the healing lesson. Ill go into that later at full extent.
For now:
13. Enemy: Target Rank is Normal or lower - Jump to 17
14. Enemy: STAGGERED - Crushing Prison
15. Enemy: Target of Aveline - Hex of Torment
16. Enemy: Target of Aveline - Petrify
17. Enemy: Clustered with atleast 3 enemies - Tempest
Now what you need to understand is that the game looks at 13 and checks if there are any enemies of normal or lower, this becomes an exclusionary condition when used in this manner. If that condition is met, it jumps. If there are just elites or higher it will proceed down the list because you told it to. Because of jump being x-1, 16's condition fires regardless of rank because it does not have limitation besides Avaline's target, which could be Hawke if Avaline is confused, rank isn't checked because you didnt force it. It's an all or nothing situation.
try this:
1. self: hp <25%: deactivate: Blood of the First
2. self: hp <25%: use Elfroot Potion
3. self: being attacked by melee attack: Mind Blast
4. self: hp <25%: use as condition for next tactic
5. Hawke: any: Stone's Throw
6. self: hp >50%: activate: Blood of the First
7. enemy: STAGGERED: jump to tactic 20
8. enemy: attacking Hawke: Stonefist
9. enemy: hp <10%: Walking Bomb
10. enemy: rank is elite or higher: Hex of Torment
11. enemy: rank is elite or higher: Petrify
12. enemy: clustered w/ 3 enemies: Tempest
13. enemy: clustered w/ 3 enemies: Wounds of the Past
14. self: surrounded by at least 3 enemies: Ensnare
15. self: any: activate: Rock Armor
16. self: any: activate: Wrath of the Elvhen
17. self: any: activate: Elemental Weapons
18. self: at least 1 enemy is alive: skip tactics
19. enemy: rank is elite or higher: Crushing Prison - *actual jump destination*
20. enemy: staggered: Chain Lightning
Granted you could use the same number of tactics with "use condition for next tactic" on CPrison. I just find this cleaner and more welcoming to a BM/Force Hawke, where you could drop in Makers Fist or Hemorrage if you had them. You could buy yourself 3 tactics by manually activating those sustains since you run with Blood Magic on the whole time. Stonfist is poor dps so utility to protect Hawke or your rogue is a better use of it.
2 schools of thought on STAGGER:
Control who you apply stagger to and reap the most efficiency out of the spell or
Hit everything, hope for a good clump of enemies to get staggered at the same time for CCC, if you only get 1, oh well.
Now since you employ Avaline this makes things easier with tactics like:
enemy: elite or higher: Shield Bash / Pommel Strike
self: surrounded by at least 3 enemies: use condition for next tactic
enemy: normal or higher: Shield Bash
Allowing for control over which rank gets the stagger first preventing the situation where a normal is staggered and Crushing Prison fires off on an elite who lacks stagger. If you're curious, this happens either way you set it up. Each condition is seperate to itself, even when linked, when it concerns enemies. You must assume every tactic has an "any" infront of it in addition to its condition.
enemy: (any) STAGGER: use condition for next tactic
enemy: (any) elite or higher: Crushing Prison
Any target can be staggered which allows the next tactic to search independent of the first condition. Meaning any elite or higher will have Crushing Prison cast on it regardless of it being staggered or not.
I hope this helps.
Edited by SuicidialBaby, 16 May 2011 - 02:27 AM.