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Tactics for an efficient CCC party


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#1
Sylaar

Sylaar
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Tactics are important if you don't like micromanaging Hawke and his party.

 

But for a CCC intensive party it’s even more the case for several reasons:

  • CCC rely more on active abilities than basic attacks. If all your party use abilities simultaneously you’ll have a hard time without tactics
  • CCC needs a right timing
  • CCC need a right condition to trigger. These conditions can be easier to spot for the AI than the player.
  • In particular, related to the previous point, CCC need a perfect cooperation between party members which can be tricky without tactics.

 

How do you set up right tactics? I’ll try to write another post about that but in general:

  1. get the priority right: the condition on top should trigger when health of the party member is below a certain threshold (without survival the other abilities are moot)
  2. help other teammates when their health crosses a certain thresholds (for CCC all party member should stay alive)
  3. Detonate the available CCC effect
  4. Cause a CCC effect
  5. The rest

 

To be more specific here are the tactics I wrote for my party (and of course this also shows the kind of build selected for each character):

All preset behaviors are Aggressive. Note that I play on nightmare, without using potions or poisons but I use the equipment from the DLCs.

Also all abilities are in the tactics. If you don’t see an ability in the tactics then it’s not in the build.

 

AVELINE:

1) Self Health < 25% activate shield defense

Good for her survivability

2) Self Health > 75% Deactivate shield defense

Good for her damage output

3) Self at least two party members below 50%: Rally

When the two mages deactivate blood magic with that condition they are short on mana. Rally replenishes the empty tank of mana for those two.

 

Detonating DISORIENTED effect:

4) Self surrounded by at least three enemies: use current condition for next tactic

5) Enemy: DISORIENTED: Scatter

Scatter is great to detonate a CCC on a GROUP of scattered opponents clustered around Aveline

6) Enemy: DISORIENTED: Assault

Note that Assault is single target but if the target has the walking bomb status and Aveline has a spirit resistance rune you can also quickly dispatch a group of targets clustered around Aveline that way

 

7) Ally: being attacked by a melee or ranged attack: Taunt

(I don’t bother with magic attacks since Hawke, Merrill and even Sebastian are quite magic resistant. For Sebastian you have to add his damage resistance to his magic resistance and you get a pretty high figure.)

 

Inflicting STAGGERED effect:

8) Self: surrounded by at least four enemies: Tremor

Good ability to set up a STAGGERED Combo with Merril’s upgraded Chain Lighting

9) Enemy: clustered with at least two enemy: Shield Bash

Allows inflicting more than one STAGGERED

10) Self: being attacked by a melee attack: Pommel Strike:

Stun / Staggers whoever is striking at Aveline

 

Preparing Aveline for using basic attacks in good conditions:

11) Self:Surrounded by at least three enemies: Assail

Assail doesn’t change the STAGGERED status but increases the change to disable enemies crowding Aveline.

If Aveline uses her Spirit damage Axe the target will cowering for a little while.

12) Self:being attacked by melee attack: Cleave

Great damage enhancer for both active abilities and basic attacks

13) Self: Stamina>90%: Jump to 18

14) Enemy:Target rank is Elite or higher: Activate control

15) Enemy:Target rank is normal or lower: Activate might

16) Self:Mana<25%: Rally

useful to avoid Aveline waiting too long for Activated abilities

17) Enemy: nearest visible warrior: Attack

18) Enemy:nearest visible rogue: Attack

I want Aveline to concentrate her wrath on enemies that are more of a nuisance to her ranged companions: melee fighters. (but the “Enemy: using mele attacks” is not a condition that changes the target so being a warrior or a rogue is the closest criteria to use melee attacks)

 

SEBASTIAN

 

First: survivability:

  1. Self: surrounded by at least two enemies: Rush
  2. Self: Health<25%: Guardian Angel

 

Then I want the first ability that Sebastian uses after a long string of basic attacks to exploit that string with his specialization abilities. Beside Sebastian will mostly select Elite / high health target anyway because of tactics 17) and 18).

  1. Enemy:Health>50%: Wounding Arrow
  2. Enemy: Health<50%: Arrow of judgement

 

BRITTLE explosions:

  1. Enemy: BRITTLE: Use current condition for next tactiv
  2. Enemy: clustered with at least two enemies: Bursting Arrow

Notice that the condition is triggered frequently if the tactic is set up properly for Merril’s upgraded winter’s grasp.

     7) Enemy:BRITTLE: Archer’s Lance

This one is more suited to Merrill’s Petrified/ BRITTLE targets.

 

Inflincting DISORIENTED:

8) Enemy: attacking Hawke: Pinning shot

The upgraded pining shot is tricky because you lose the DISORIENTED status as soon as you inflict further damage.

An enemy attacking hawke, with my tactics, is less likely to be targeted by anyone but can still be dispatched quickly once DISORIENTED.

9) Self:surrounded by at least two enemies: Jump to 13

10) Enemy:clustered with at least five enemies: Hail of Arrows

11) Enemy:clustered with at least four enemies: Fatiguing fog

12) Enemy: DISORIENTED: Jump to 15

13) Enemy: Clustered with at least two enemies: confusion

14) Enemy: Clustered with at least three enemies: miasmic flask

Comment: tactic 9) is there to prevent Sebastian nuking foes that surround him. Tactic 12) is there to reduce the chance that confusion inflicts the DISORIENTED effect on a target that is already DISORIENTED by Pinning shot or upgraded Fatiguing fog.

 

15) Enemy: Target rank is Boss or higher: Activate Precision

16) Enemy: Target rank is Elite or lower: Activate Speed

17) Enemy: Target rank is Elite or higher: Attack

18) Enemy: highest health: attack

 

MERRIL

 

  1. Self: at least two party members below 50%: Deactivate blood of the first
  2. Self: Health< 25%: Deactivate Blood of the first
  3. Enemy: STAGGERED Use current condition for next tactic
  4. Enemy: Clustered with at least two enemies: Chain lightning
  5. Enemy: DISORIENTATED: Stonefist
  6. Enemy: Attacking Sebastian: Petrify

Sebastian is more like to get aggro from elite enemies that he provokes and upgraded Petrify is perfect for dispatching or disabling those.

  1. Self: surrounded by at least two enemies: jump to 11

This line is there to prevent Merrill nuking herself

  1. Enemy: clustered with at least five enemies: Firestorm
  2. Enemy: clustered with at least four enemies: Fireball

10) Self: surrounded by at least three enemies: ensnare

     11) Self:surrounded by at least three enemies: cone of cold

     12) enemy: clustered with at least four enemies: Tempest

     13) enemy: clustered with at least three enemies: wounds of the past

      14) enemy: clustered with at least two enemies: winter’s grasp

      15) self: mana<90%: activate Rock Armor

      16) self: mana<50%: activate Wrath of the elven

      17) ally: Health<50%:  use current condition for next tactic

      18) ally: being attacked by mele attack: stone throw

      19) self: health>50% activate blood of the first

      20) enemy: lowest health: attack

 

HAWKE

 

  1. Self: at least two party members below 50%: Activate healing aura
  2. Self: at least two party members below 50%: group heal
  3. Self: health> 25%: jump to 8
  4. Self: surrounded by at least three enemies: grave robber
  5. Ally: health>50%: sacrifice
  6. Self: health<25%: activate healing aura
  7. Enemy: attacking Merril: blood slave
  8. Self: surrounded by at least three enemies: mind blast
  9. Ally: health<50%: barrier

10)Ally: health<25%: heal

    11) Enemy:DiSORIENTED: spirit bolt

    12) enemy: STAGGERED: crushing prison

    13) enemy: target of eveline: use current condition for next tactic

    14) enemy: clustered with at least three enemies: walking bomb

    15) enemy: clustered with at least three enemies: hemorrhage

    16) enemy: target of Sebastian: hex of torment

    17) enemy: target of Sebastian: horror

    18) self: mana< 25%: activate blood magic

    19) self: mana>50%: deactivate healing aura

     20) enemy: lowest health: attack



#2
Sylaar

Sylaar
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A few additional remarks:

-Hawke protects Merril with a blood slave that can take agro from Merril who has a lot as a nuker.

-Sebastian protects Hawke with a pinning shot that can be detonated before the pinned enemy gets additional damage

-Merril protects Sebastian with a petrify / BRITTLE that Sebastian can destroy with archer lance, suited for elite targets

We have a full circle of protection via incapacitating abilities.

For basic attacks:

-Hawke and Merril mop up weaker enemies so that abilities are not wasted on them.

Sebastian on the other hand gives a lot of damage with his own debuff wounding arrow plus  Hawke's hex of torment for a total of up to -70% damage damage resistance. He needs elite target or at least target with a high health bar to avoid ovekill.

In order to prevent rogue from going into stealth or mages from going into immunity Hawke will cast Horror on Sebastian's targets.

 

about the line for Hawke: self: mana>50% deactivate healing aura

this line is for when Hawke has healing aura activated but doesn't have to use non offensive spells; then his mana level increases specially after Aveline's rally. When this mana level is high enough it makes sense to use it for offensive spells before switching back to blood magic mode.



#3
Sylaar

Sylaar
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Correction to Hawke's tactics:

Added a condition on mana to reduce the probability that hawke uses blood magic spells while blood magic sustainable is not active.

Increased the priority for the heal party member spell

took out the condition "target of Aveline" for the walking bomb spell.

 

  1. Self: at least two party members below 50%: Activate healing aura
  2. Self: at least two party members below 50%: group heal
  3. Self: health> 25%: jump to 9
  4. Self: Mana>= 50%: jump to 8
  5. Self: surrounded by at least three enemies: grave robber
  6. Ally: health>50%: sacrifice
  7. Self: health<25%: activate healing aura
  8. Ally Health<25%: Heal
  9. Enemy: attacking Merril: blood slave
  10. Self: surrounded by at least three enemies: mind blast
  11. Ally: health<50%: barrier

    12) Enemy:DiSORIENTED: spirit bolt

    13) enemy: STAGGERED: crushing prison

    14) enemy: clustered with at least three enemies: walking bomb

    15) enemy: clustered with at least three enemies: hemorrhage

    16) enemy: target of Sebastian: hex of torment

    17) enemy: target of Sebastian: horror

    18) self: mana< 25%: activate blood magic

    19) self: mana>50%: deactivate healing aura

     20) enemy: lowest health: attack



#4
Sylaar

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The varnell flight with these tactics is a piece of cake: no need to get out the main room but there are a few action to do manually:

 

Start with fire storm and fatiguing fog to cover most opponents

aveline scatters disoriented

position hawke in the corner, 

merril where the next respawn happen

Sebastian between Hawke and Merril.

Merril cone of cold on the respawned,

Sebastian burst arrow on the brittle

 
After I managed to finish the fight without dog nor revival nor potions nor retreating in the next room.