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Perfecting my tank's tactics rotation...


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#1
Highlander78

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Folks,

So I'm new to the forums, but I've been playing RPGs for a long time. Coming from a high-level MMO background (main tank -- and heals -- of a server-first level guild for several years), I certainly expected to pick up the battle system in DA:O right away...

Obviously, that's not the case. I probably wouldn't be here otherwise asking for help.

I'm interested in trying to understand the scripting of the tactics system. I assumed -- still do,  actually -- that each tactic works as an 'if then' statement wherein if the conditions of the 'if then' statement are met, then the parameters are immediately fulfilled. What I don't understand is how the tactics strings cycle. So, for example, I have Alistairs first four tactics set up like this

1. If Health is <25% use -health poultice-
2. Nearest visible enemy -attack-
3. Self: Any -taunt-
4. If surrounded by 2 or more enemies activate -threaten-

The problem is that Alistair often does NOT attack the nearest visible enemy. Usually, if I have control of my PC (2h warrior) Alistair will move into the room or area, run toward the enemies, and then stand there -- it's like he's going to the nearest visible enemy, but then the game -pauses- for a second to check the first tactics slot and when it sees that his health is fine, he runs through the cycle. He's also regularly very late in casting taunt. Many times, enemies will have already run well past him and will have focused on Wynne who is probably casting her cleansing aura (is that right?). 

I guess my question is this: if I ALREADY have all of my dpsers set to attack Alistair's target as their first tactic slot, should I change Wynne's first tactic to something that checks Alistair's health and attempts to cast Heal rather than throwing up the aura?

It just seems wonky. It seems like Alistair is ALWAYS fighting for initial aggro. Yes, I have taunt and threaten; yes, I'm pulling with a bow and enchanted arrows; yes, I understand the concept of a "proper" tanking roation; YES, Alistair's armor is higher than any other character's armor.

Anyone have ANY ideas on better ways to set aggro? I'm just at a loss as to what I'm doing wrong. It's not that the game is really that challenging because of this. Alistair still draws enough hate to hold MOST groups -- EVENTUALLY. But  it would be nice to just have one well set and highly tactical pull go off without a hitch.

#2
Arthur Cousland

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I don't usually use tactics for sustainables like threaten. I'll manually activate those and use tactics slots for the activated ones like taunt, shield bash and etc.

I'll have Alistair's behavior set to aggressive, which should have him attack the nearest enemy. You may still have to point him to a specific enemy, like a mage or boss.

With tactics, I usually go with:
1. Self: health<100%-taunt
2. Ally: health<100%-taunt
3. Nearest visible mage: Holy Smite
4. Surrounded by 2 or more enemies: War Cry
5. Self: stamina>90%- Shield Bash
6. Self: stamina>90%- shield pummel
...and so on. If Alistair is having stamina issues, then just have him taunt. Towards the end of the game, he should have enough stamina to use the holy smite and war cry lines. If not, try to equip him with +stamina regen items, such as Andruil's Blessing, and have him equip either Wade's Superior Dragonbone Plate or Cailan's armor sets. They both boost stamina regen while reducing fatigue. Some people like to have everyone use the weakest health poultice at <50% health, though that shouldn't be needed if the healer is doing their job. In that case, I'd use:
1. Self: health<50%-use health poultice: least powerful

Leave the other companions on default or ranged behavior. At the beginning of every fight, Alistair should charge ahead and get the enemy's attention. As soon as he takes damage, he uses taunt, and the rest of the battle should go off without any problems. Also, make sure everyone attacks the same enemy as Alistair, or whoever the tank is. That way, they won't spread out, and enemies will die much faster, and less stamina/mana will be needed to win fights.

Don't have Wynne use cleansing aura too often, as having that up attracts enemy attention, and may leave her becoming the tank. Usually, I just use that if I want to cure any injuries (activate it to cure the injury, and then deactivate it immediately), or if I'm in a battle with other ally npcs, as that will heal them as well as my party.

With Wynne's tactics, try:
1. Self: health<75%-heal
2. Self: health<90%-regeneration
3. Ally: health<75%-heal
4. Ally: health<90%-regeneration
5. Ally: health<75%-group heal
6. Ally: health<50%-force field
7. Self: being attacked by a melee attack-mind blast
8. Enemy: target of Alistair-attack

If you have Wynne's Vessel of the Spirit ability, then:
1. Self: Mana<10%-Vessel of the Sprit

You could have your mages use lyrium potions when mana gets below 10% or so, but they tend to eat those like candy. I prefer to just pile up on the mana regen gear and have them auto attack until their mana is back up. If the battle isn't going well and they need mana a.s.a.p. for heals, then I'll manually have them use a lyrium potion.

Also, since you're new, check the wiki site in my signature, though any sections related to quests will likely contain spoilers. They're usually good about warning you, though.

Modifié par Arthur Cousland, 30 juin 2011 - 12:59 .


#3
KeeperOfArlathan

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I think it is the general  behavior (the toggle above tactics presets) that causes the problem. When you acquire a party member they're usually set to 'Default.'  That behavior only attacks at command. For the tank I agree with Artur Cousland; use Aggressive for best effect. 

As for the tactics, I would place  "Enemy: Nearest visible -> attack" as the last tactic instead of in the middle. Since there is always enemies present (and usually visible) in combat, i belive that line prevents any of the following tactics from triggering. ;)


Arthur Cousland wrote...

With tactics, I usually go with:
1. Self: health<100%-taunt
2. Ally: health<100%-taunt


Those are interesting tactics! I usually stick to:

"Ally: Being attacked by melee attack -> Taunt"

But I'll have to try those some time, they seem to offer more for both early  threat buildup as well as (to an extent) handling ranged attackers. :)

Modifié par KeeperOfArlathan, 29 juin 2011 - 09:29 .


#4
gandanlin

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In past games Taunt has been a low priority tactic (low on the list). Generally, I have Alistair and the main character backing each other up: Alistair attacks the target of the main character. Taunt I use only when the mage and archer are being attacked. And I usually also set the mage and archer so that they are not arousing much hostility, anyway.

I usually use Wynne to heal health or restore stamina on any ally that has need, and when she has Lifeward I set that specifically on the main frontline fighters. I do not use Wynne very much as a fighter, since that will draw attackers her way. Depending on the situation, I may include a tactic for Wynne to shoot Arcane Bolts or Petrify enemies. But the risk is that those tactics will arouse hostitilty.

#5
Arthur Cousland

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If the tank is set to aggressive behavior, then they should already go after the nearest visible enemy: no need for an additional tactic line.

I usually go with one tank. If I have two warriors, then the second is usually built for dps, and will have "Self: health<90%-disengage", so the hate stays on the tank, and not the dps warrior who most likely has lower armor and defense than the main tank. In an emergency, I can still just manually have them taunt, though that isn't needed often. My tank usually has 42 strength and the rest into dexterity, which makes them durable enough to be a good solo tank.

While I usually have Wynne max out her spirit healer line, I don't usually have her use anything other than group heal. Cleansing aura comes into play during battles with npc allies to help keep them alive, though I tend to reload if anyone dies rather than use revive and etc. In my parties, I just have Wynne focus on healing and not cast any offensive spells like arcane bolt, stonefist and etc., as those usually have her chugging lyrium potions. She'll just use regular staff attacks on the tank's target when no one needs healing. I'll let the rest of the companions focus on offense, while Wynne saves her mana for healing. If Wynne comes under fire, I'll have her use mind blast, which usually gives the tank time to come to her aid. Also, it doesn't have to be the tank that bails out the mage, if they come under fire. If I happen to be playing a rogue, for example, I'll let Alistair stick with his target, while my rogue comes over, uses dirty fighting, and goes to town with backstabs+momentum. The target is usually dead before they can do any real damage to Wynne in that case. It also helps to have her keep rock armor, arcane shield, or both up so you don't have to worry so much if she's taking damage.

#6
Highlander78

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Thanks for the info, guys.

I'm not sure I understand the necessity of "less than" or "greater than" health line, though?

If the tactics DO work as "if then" statements then it seems like a crapshoot to have health attached to actions you want to be confirmed strictly by the behavior of enemies on pull. Please, be patient with me, folks. Tanking in WoW -- if you're good at it -- really is a science. And I have neither the DA:O discourse nor experience to sort of fully understand how tactics work relative to a traditional "rotation."

I'm not trying to be dense, and I appreciate the info. But can anyone answer my earlier scripting question? Are the tactics in fact "if then" statements? Perhaps a better way to ask the question is this:

Does the script run this way:

If 1 then 1

or does it run:

If 1 then 2

So, essentially, what I'm asking is does the script reset if the conditions for ANY string are met? So let's say Alistair's first tactic is to check himself for a certain level of health and then use a poultice. If the conditions for that tactic exist, does he execute it and then check AGAIN or does he move forward 1 tactic until he reaches the end of all scripted actions completing them sequentially or does the script reset EACH time a condition is met...

Does that make sense?

#7
Highlander78

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Thanks for the wiki link, too. I've been reading the wiki religiously. I just haven't been able to find a precisely direct answer to my statement. I've never used scripting in a game like this before; I'm used to managing all of my action choices in real time and sort of adapting to situations as they evolve. Establishing "what if" scenarios for what sometimes amounts to non-scripted enemy behaviors is a new beast for me.

Thanks again...

#8
Highlander78

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*to my question, rather

#9
Highlander78

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Arthur,

I now see the brilliance of attaching the taunt to health rather than having it set as a stand alone action...

It's a great idea, and it dawned me just after I wrote the post. So essentially you're attaching actions to health and stamina so that the tactic will activate -- on any cycle -- where that parameter is reached. I get it now. Thanks.

#10
Arthur Cousland

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Anytime.

I've gone through many playthroughs of Origins over the past year. It was tough for me too, starting out.

Feel free to experiment with your tactics as you go if you think they could be more effective with some tinkering.

To clear things up, the health poultice line means for someone to use a poultice if their health is at 50% or below. I just typed it above as it appears in the tactics menu in-game.

I also like to have Alistair use talents like shield bash, shield pummel and etc., when he has plenty of stamina. I don't want him to not have available stamina for taunts, war cry and etc. That's why I only let him use offensive talents when he's near full, as I like for him to conserve stamina, though he doesn't need to be auto-attacking at 100%.

Also, the game prioritizes tactics in the order they appear on the list. If you want someone to make a certain action their biggest priority, then it should be at the top.

#11
gandanlin

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Highlander78 wrote...

...So, essentially, what I'm asking is does the script reset if the conditions for ANY string are met? So let's say Alistair's first tactic is to check himself for a certain level of health and then use a poultice. If the conditions for that tactic exist, does he execute it and then check AGAIN or does he move forward 1 tactic until he reaches the end of all scripted actions completing them sequentially or does the script reset EACH time a condition is met...


To the best of my knowledge, the script resets back to the top of the list each time.  So if health is still below the set number, another health poultice will be used.

That can at times create situations where the tactics go into a loop, and the character does not execute any of the other tactics in the list. 

For instance:  if Alistair is taking heavy damage, he may end up in a "use health poultice" loop if the conditions are just right (or wrong, depending on how you view it).  And do very little else except use health poultices.
 
So I try to design the tactics so that those sorts of loops are not likely to happen.  I try to set Wynne to heal before Alistair starts using health potions and I try to adjust the strength of the potion Alistair is using to the amount of total health he has at a given level.  Which means I tend to change the settings at times as the character levels up.

I also use the custom tactics to design different sorts of strategies for different sorts of battles, and switch between them (custom 1, custom 2, and so on) whenever I feel it is necessary.    

#12
gandanlin

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I agree with Arthur on the point of stamina.

The sustained talents use up stamina all the time. Activating a number of sustained talents may cause a character to be unable to perform actions in the tactics lists. So I design and re-design the tactics around the amount of stamina a character has to work with as he/she levels up.

#13
Highlander78

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All great advice, thanks. I sort of deeply wish I had chosen the PC version for ease of use (and interface).

#14
Arthur Cousland

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I usually load Alistair up on the sustainables, (threaten, shield wall, rally), which usually leads to him having little stamina to do other than taunt, until towards the second half of the game when he's had some levels to build up his stamina reserves.

During the early levels, I might even avoid using threaten if Alistair is constantly out of mana, but that changes over time. If needed, I'll turn off all of his tactics other than the taunt lines and just let him auto-attack.

#15
Last Darkness

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Threaten + Aura of Pain solves all aggro holding problems....

#16
Highlander78

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So is threaten just a radial "aura"? It's a bit confusing because I run it quite a bit and occasionally have issues with peeling melee off the mage.

Taunt obviously has a visible radius, although I'm guessing it doesn't pulse as far as the graphic leads you to believe. I should be more mindful and check the range on the tooltip.

I chose Champion/Templar for magic negation and group bonuses, but I made the mistake of having my PC also choose Champion (as a 2h warrior -- which, quite honestly, makes me want to try running a 2h tank in Nightmare). It's actually a very strong 2h build, but I wish now I had chosen Templar/Reaver for utility and threat with Alistair.

Any anecdotes on Templar/Reaver along with mitigating the armor "threat" issue on lower levels would be helpful. I notice that since Alistair AND my PC wear Massive armor it seems the PC ends up tanking more enemies than I would like for him too. I sort of imagine the 2h warrior in this game fulfilling the same role as, say, Arms Warriors used to in WoW -- where you have a dedicated dps'er who is going to tank in heavy armor and hold threat purely through damage dealt. So I don't want to end up accidentally pulling stragglers off the tank which I sometimes do if I don't watch my 2h sweeps...

quick tangential question: is there any room for Mighty Blow in the 2h rotation? It seems like Sunder spam is really the way to go, but I thoroughly enjoy the animation and the "sometimes" big crits. *grin*

#17
Highlander78

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Also, does Rally stack?

#18
Arthur Cousland

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Threaten increases aggro on the tank with each melee attack they do. They have to actually be attacking targets for it to work, and I assume that if they haven't caused damage to a certain target, then the effect wouldn't do anything to them.  While I haven't used reaver much, I can see why threaten+aura of pain would be an effective combo.

Champion is useful for rally, and war cry is an aoe knock down once you max out the line. You can't really go wrong with any of the warrior specs. The only thing that I don't like about reaver is that the talents either cause you to lose health, or become more effective as you lose health. I prefer to keep everyone as close to full health as possible.

I've never tried having multiple warriors use rally to try to have the effect stack, if it's possible, though rally would go nicely with song of courage.

If you like mighty blow, then use it. As long as you have enough stamina, cast everything.

Modifié par Arthur Cousland, 03 juillet 2011 - 08:52 .


#19
Last Darkness

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Keep in mind Stone Aura from Shale far surpasses Song of Courage for a party buff.

#20
Highlander78

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I really like Shale, and I think he's going to be my tank on my second playthrough. But I've also read that Rock Mastery is bugged on consoles and negatively impacts attack speed for archers. I really want to play an archer as my main character next go round crazy as it may sound; however, Stone Aura seems wildly useful as well.

Does the -50 defense impact his ability to tank radically? That seems like a pretty big hit to take...

#21
Last Darkness

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Highlander78 wrote...

I really like Shale, and I think he's going to be my tank on my second playthrough. But I've also read that Rock Mastery is bugged on consoles and negatively impacts attack speed for archers. I really want to play an archer as my main character next go round crazy as it may sound; however, Stone Aura seems wildly useful as well.

Does the -50 defense impact his ability to tank radically? That seems like a pretty big hit to take...


Enter Stone Aura, Huge Buffs on Party and Minor Debuffs on Enemies.  Cast Force field on Shale by a mage. Now shes invincible.


*Edit* Im talking Stone Aura not Stone Heart btw.  She gains alot of aggro from the buff and debuff to tank in Stone aura. Her defense drops but her armor and spell resistance goes way up.

Modifié par Last Darkness, 04 juillet 2011 - 04:48 .


#22
KeeperOfArlathan

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Highlander78 wrote...

I really like Shale, and I think he's going to be my tank on my second playthrough. But I've also read that Rock Mastery is bugged on consoles and negatively impacts attack speed for archers. I really want to play an archer as my main character next go round crazy as it may sound; however, Stone Aura seems wildly useful as well.

Does the -50 defense impact his ability to tank radically? That seems like a pretty big hit to take...


Shale is indeed an awesome tank! The rock mastery bug is really annoying, an aim speed of ~10 seconds makes it completely useless for ranged buffs. Stone aura gives very nice buffs, but cripples her tanking ability. Thus it's best used when someone else takes care of the tanking. The stoneheart line is by far the best tank mode; it gives +12 armor and +5% elemental resistance when maxed, as well as an increase in threat generation. (combo with threaten for maximum effect) 

When I build Shale as a tank, I usually pump constitution and equip her with small nature crystals and large fire crystals, that gives her huge boosts to both health and stamina regeneration, taking some pressure of your healer as well as making sure she always has enough stamina for taunt.

Modifié par KeeperOfArlathan, 04 juillet 2011 - 04:51 .


#23
Last Darkness

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KeeperOfArlathan wrote...

Highlander78 wrote...

I really like Shale, and I think he's going to be my tank on my second playthrough. But I've also read that Rock Mastery is bugged on consoles and negatively impacts attack speed for archers. I really want to play an archer as my main character next go round crazy as it may sound; however, Stone Aura seems wildly useful as well.

Does the -50 defense impact his ability to tank radically? That seems like a pretty big hit to take...


Shale is indeed an awesome tank! The rock mastery bug is really annoying, an aim speed of ~10 seconds makes it completely useless for ranged buffs. Stone aura gives very nice buffs, but cripples his tanking ability. Thus it's best used when someone else takes care of the tanking. The stoneheart line is by far the best tank mode; it gives +12 armor and +5% elemental resistance when maxed, as well as an increase in threat generation. (combo with threaten for maximum effect) 

When I build Shale as a tank, I usually pump constitution and equip him with small nature crystals and large fire crystals, that gives him huge boosts to both health and stamina regeneration, taking some pressure of your healer as well as making sure he always has enough stamina for taunt.



Stone Aura pulls alot of aggro by itself.

#24
KeeperOfArlathan

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Last Darkness wrote...
Stone Aura pulls alot of aggro by itself.


Only 20 threat according to the wiki; as opposed to 300 from taunt.

However, the wiki might have the numbers wrong, or does it pull threat over time?

Edit: 

Stoneheart (maxed out) grants +12 armor, +20% elemental resistances, +6 stamina regeneration, +12 health regeneration. Combined with small brilliant nature crystal and large brilliant fire crystal that makes it +24 health regeneration (Is however capped at +20) and +12 stamina regeneration. 

It certainly has its uses! ^_^

Modifié par KeeperOfArlathan, 04 juillet 2011 - 05:01 .


#25
Highlander78

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So basically she becomes a high damage mana sponge heavily weighted toward regen.

Thanks for the insight, folks. I really enjoying playing with Shale and AS Shale.

Any suggestions on interesting party composition with her as tank for a second playthrough?