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Combat Tactics for Tanking


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#1
JuzJoe

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 I've been cracking my head thinking of a tactic to set for certain situations and have fail to think of one. Here is what I have in mind:

1. Let say that my tank is up in the front lines engaging a group of hostiles and suddenly there is an enemy(melee or range) attacking my spell casters. How do I set my tank to run up to this enemies and use taunt? 

2. How do I deactivate certain sustained talents when a certain condition no longer exists? Example, I have my tank to activate shield cover when he/she is being attack by range attacks, how to I deactivate it when there are no longer enemies attacking from range?

None combat tactics question:

I haven't been paying much attention but how huge is the radious of taunt?

How effective is threaten against hostiles archers/mages that are not in close proximity?

Any help and advice is greatly appreciated, thanks. :)

Modifié par JuzJoe, 29 novembre 2009 - 05:19 .


#2
Cheery877

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For the first one, you can have the tactic

Enemy:Attacking Party Member:Attacking Morrigan / Use Ability:Taunt  

For the second I think you need to use jumps to skip the deactivation if the target condition is still met.

1. Self:Being Attacked by ranged / Jump to 3
2. Self:Any / Deactivate Shield Cover
3. Self:Being Attacked by ranged / Activate Shield Cover


The main issue with using tactics like this is you need so many slots to set it up.

Modifié par Cheery877, 29 novembre 2009 - 05:36 .


#3
JuzJoe

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Cheery877 wrote...

For the first one, you can have the tactic

Enemy:Attacking Party Member:Attacking Morrigan / Use Ability:Taunt  

For the second I think you need to use jumps to skip the deactivation if the target condition is still met.

1. Self:Being Attacked by ranged / Jump to 3
2. Self:Any / Deactivate Shield Cover
3. Self:Being Attacked by ranged / Activate Shield Cover


The main issue with using tactics like this is you need so many slots to set it up.


Thanks Cheery877!

wow, that means I will need atleast 6-9 slots just to deactivate sustained talents. Warriors has just too much sustained abilities and with each sustained talents activated at the same time there is basically not enough stamina to make full use of the warrior's skills. sigh :(

#4
metatrans

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on the other hand, you can pause the game and turn on the sustained ability manually. i like to use the tactics for things that are EXTREMELY time sensitve, like casting a healing spell on a wounded target, or casting a crowd control spell when my mage gets attacked. for things where its ok to wait a couple of seconds if necessary i leave that for manual control.

#5
asaiasai

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Yea i usually do the same thing and manually activate/deactivate sustained talents and let the tactics deal with the time sensative things like chug potion or throw heal.



Asai

#6
DragoonKain3

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Taunt's range is a 10m sphere, which is larger than a fireball (7.5m). A good way to estimate it is by using a Templar's Holy Smite, and extending the radius you see by two since smite is 5m sphere.



It's large enough that I find that having the tactic "Ally: target of melee or range attack -> Taunt" to be useful. Granted, I have Alistair have "Enemy:clustered with at least 2 allies -> Holy Smite" before it, so he actually runs up to enemy clusters first, smites them, and taunts after, and its very effective in keeping aggro.





As for deactivation, I find that you need to be picky with your sustains, because you don't have a lot of tactic slots unless you invest heavily in combat tactics.



As such, only stick with the more useful sustains for majority of battles, and only set up deactivations for these. Stick with 1 or 2, since you need twice the slots in order to activate/deactivate them. The rest should only be turn on when enemy is a boss, and you should manually turn them off once the battle is done.



For example, Shield Defense/Wall can be deactivated when stamina >= 90 and activated when it falls under 75 since its useful overall, but stuff like threaten should only be activated if the enemy is rank boss or higher.





Example for my Alistair (its endgame, so I always have Shield Defense on him since I have the stamina to spare but not the tactics slots)



Health <25% -> use least health pot

Enemy: clustered with 2 allies -> Holy Smite

Ally: target of melee or range attack -> Taunt

Self: surrounded by 2 or more enemies -> War Cry

Enemy: targeting Hero -> Shield Pummel

Enemy: Rank boss or higher -> Activate Threaten

Enemy: Rank boss or higher -> Activate Rally

#7
Sharog

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I didnt find it necessary for tank to use anything else than war cry / taunt, it is unlikely u gonna get holy smite till really late lvls when u max champion spec first anyway, with alistair that is.



14 talent in sword/shield atleast, 5 in warrior tree, 4 in champion, 1 in templar, u need like close to lvl 20 to just get this.



Im using the following tactics:



Health <25% -> use greater health poulice

Self Any -> Activate Threaten

Self Any -> Activate Shieldwall

Self Any -> Activate Rally

Self: Surrounded by atleast 3 or more enemies -> Warcry

Enemy: Rank Boss or Higher -> Taunt

Enemy: Have Buff Short range -> Cleansing Aura

Self: Stamina > 50% -> Shield pummel




#8
JHorwath

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Using taunts effectively and then laying a heroice defense or other defense boost on tank + regen hp's and you have a steel wall.

#9
konfeta

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On passives - why the hell does Rally deactivate all the time? Other sustained talents seem to work just fine, even other auras like the Spirit Healer's or the Bard's. Rally, on the other hand, turns off half the time I zone in.

#10
Zarenthar

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Most sustained abilities are terrible in this game... Upkeep cost is ridiculously high.

I had a setup where 1 of my mages was blood and I used all his mana pool to maintain buffs and used her HP to DPS. It worked but my other setup with triple spirit healers was way superior.

#11
Zarenthar

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konfeta wrote...

On passives - why the hell does Rally deactivate all the time? Other sustained talents seem to work just fine, even other auras like the Spirit Healer's or the Bard's. Rally, on the other hand, turns off half the time I zone in.


Blood magic does that too that's part of the reason I hate it... Even when you open the map or the ESC menu it turns off. Very annoying.