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Abilities the AI is actually good with


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#26
GoodFella146

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Do you plan to update the op for reference?

 

No, this is probably more of an opinion thing plus there really isn't even much here, just a few skills and that's it.



#27
yankblan

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Update: This seems to be working really well.  Thanks Icy Magebane.
 
Update 2:  Actually I might've spoke too soon on this one.  They will cast it to drop below 80%, idk why I thought they wouldn't.  Going to try setting to 100% so they will at least have 50% for a panic Barrier or Dispel.  That should probably be ok.


The way it works is they won't cast if they're below 80%, not going to make sure they don't dip below 80%. So if the mage casts at 90% and drops to 65%, the mage will normal attack until it reaches 80% again and cast again.

#28
GoodFella146

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The way it works is they won't cast if they're below 80%, not going to make sure they don't dip below 80%. So if the mage casts at 90% and drops to 65%, the mage will normal attack until it reaches 80% again and cast again.

 

Yeah I knew that I forgot at the time because I usually have absolutely nothing on, except what I had posted above. It's usually never an issue.



#29
sethroskull79

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I can't figure it out either.  All 3 of my party members have no mana/stamina when I go to control them in a battle.  Against dragons my ranged attackers never stay far enough away and end up right in the mix.  I can't get anything out of them.  It's really annoying.



#30
GoodFella146

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I can't figure it out either.  All 3 of my party members have no mana/stamina when I go to control them in a battle.  Against dragons my ranged attackers never stay far enough away and end up right in the mix.  I can't get anything out of them.  It's really annoying.

 

I shut off all the tactics except the primary defense ability (Shield Wall, Evade, Parry, etc.), where those I set to preferred.  Only exception so far is Shield Bash, and maybe like one other I can't remember.  Then I set each ranged character to follow the inquisitor, with any melee character to follow themself (though I'm almost always telling everyone who to attack anyway).  Hope that helps.



#31
sethroskull79

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But I am a 2HW Champion....I don't want my mage and archer to follow me right up close to the Dragon.



#32
GoodFella146

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But I am a 2HW Champion....I don't want my mage and archer to follow me right up close to the Dragon.

 

That's not what they do for me.  Either way though I'm always manually using that "attack my target" feature so we are all focused. 



#33
sethroskull79

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They run right up in there every time.  Real annoying.  I play on console.  I use tac camera for the boss battles a lot.  I need to fix something just not sure what.



#34
GoodFella146

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They run right up in there every time.  Real annoying.  I play on console.  I use tac camera for the boss battles a lot.  I need to fix something just not sure what.

 

Oh wait you're talking dragon battles.  They will kind of run up there sometimes, I wasn't able to 100% avoid that.  I would pause and have them Fade Step or Evade or something to get them to move away quickly.  It wasn't a big deal after a while but I play quite a bit with the tactical camera or whatever it's called.  

 

You kind of have to be ready to do this anyway, though, that's why I say it wasn't a big deal.  They have area of effect attacks so I'd have to move them to safety often anyway.



#35
sethroskull79

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There's got to be a way?  Why would ranged characters run up to a dragon?  Makes no sense.



#36
GoodFella146

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There's got to be a way?  Why would ranged characters run up to a dragon?  Makes no sense.

 

You can also have them run to a safe spot and have them hold.  I did that a lot too.  Just be aware of what breaks a hold command though.



#37
teks

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There's got to be a way?  Why would ranged characters run up to a dragon?  Makes no sense.

Its often a good idea to have ranged characters run up to a dragon. The wing buffet and breath attacks decimate the squishy ranged characters if they stay too far back. Ironically, I have the opposite problem where I can't get them to stay close enough. :P tell me your secret!



#38
Gigamantis

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The AI is mainly good with evade and parry skills (combat roll, block and slash, etc.).  Beyond that it'll at least remember to cast all the damage spells on your bar.  Anything that's AoE and needs to be saved for specific situations you're better off doing yourself. 

 

Some examples are Dispels, War Cry, Pull of the Abyss, Barrier etc.  The AI loves wasting WarCry on single targets and it'll spam dispels on any status effect you create on enemies, likely leaving dispel on cd for situations where it would be a lot more useful.  The AI also places abilities like Fade of the Abyss poorly because it won't wait for enemies to group up or will cast it right on top of your party if an enemy is close, rendering it pointless unless you reposition your whole party. 

 

As for Barrier, the AI is horrible with it.  The obvious problem is with the initial cast they won't wait for your party to bunch up; they'll cast it immediately on whoever takes aggro first and likely miss most of the party in doing so.  Beyond that I'm not sure how the AI decides who needs it.  I've had Solas chain casting it on Varric while Varric was safe as can be and my tank was getting obliterated, chugging potions like crazy just to stay up.  I'm on Barrier duty 100% in my party. 



#39
GoodFella146

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The AI is mainly good with evade and parry skills (combat roll, block and slash, etc.).  Beyond that it'll at least remember to cast all the damage spells on your bar.  Anything that's AoE and needs to be saved for specific situations you're better off doing yourself. 

 

Some examples are Dispels, War Cry, Pull of the Abyss, Barrier etc.  The AI loves wasting WarCry on single targets and it'll spam dispels on any status effect you create on enemies, likely leaving dispel on cd for situations where it would be a lot more useful.  The AI also places abilities like Fade of the Abyss poorly because it won't wait for enemies to group up or will cast it right on top of your party if an enemy is close, rendering it pointless unless you reposition your whole party. 

 

As for Barrier, the AI is horrible with it.  The obvious problem is with the initial cast they won't wait for your party to bunch up; they'll cast it immediately on whoever takes aggro first and likely miss most of the party in doing so.  Beyond that I'm not sure how the AI decides who needs it.  I've had Solas chain casting it on Varric while Varric was safe as can be and my tank was getting obliterated, chugging potions like crazy just to stay up.  I'm on Barrier duty 100% in my party. 

 

Yeah, that's pretty much it.  The only ability I've found that really works well with the AI besides those defensive skills is Shield Bash.  I was hoping someone else had found something else too.  I still need to try Twin Fangs but that's going to be next playthrough.



#40
Sugram84

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i think most know that, but there are 2 skill that Ai is really bad with, Bull Charge, with out it ur teams survivability increases, dam cass is still on lvl 9 armor at lvl 19 & kicks ass, instead i took that garbling hook upgrade &  passives from left side, planing on taking the horn to, Templar skills are half broken, they work, but they don't work like they should, with sera, if u take the skill what slows time then go to tactics & disable it, cause Ai cant use it properly, when sera uses that skill then she looks like shes under a shock & does not shoot any1 until the end of the skill duration



#41
GoodFella146

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I was really hoping that someone had a skill like Shield Bash.  When I tried turning that one on, I was blown away at how good the AI was with it.



#42
castle

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The problem with AI casting charging bull is that they keep going even if they miss (and AI really like to miss). And while he is walking back there is plenty of time for enemies to kill your squishies.

As for friendly fire, if you turn that on there are many abilities better at killing friendly besides charging bull.

OMG THIS...CHARGING BULL JUST ANNOYS ME


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#43
PillarBiter

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What is the max amount of prefered skills? 2-3 ?
What is reasonable?

 

Set defensive skills (barrier, fade step, shield wall/block&slash, combat roll, taunt abilities, evade, stealth), all of those, set them to preferred. Then set one high mana/stamina cost to preferred, and one complementary low stamina cost to preferred. Set all else to normal. 

Set tank ai to follow itself, set all other AI to defend the tank.

 

90% of the battles can be won without tac cam, even on nightmare, if you make a half-decent build.

 

Look, I'll be the first to whine with you guys about the previous tactics system and why for f's sake they removed that, but honestly... The AI does pretty ok in surviving and exploding combos. Fine, they're not human-perfect-awesome companions, but you can't expect them to be. 

With the setup above, the only thing you really have to do is tell them to hold position or focus on a single guy. Which can very conveniently be done in tac cam with doubleclick on the ground or 'attack my target'. 

 

PS: @Goodfella: Payback strike, unbowed, the chain, fire wall, winter's grasp, dispel, resurgence, haste, flank attack, poisoned weapons


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#44
Alan Drifter13

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They seem to automatically go for a combo every time they can, so if you only want the cross-class combos to be made (and you do), you should remove the detonating abilities of the companions that have your class.

 

Eg: I'm currently playing a mage, so I removed dispel magic from the other mages. I start a combo (eg by freezing an enemy) and automatically the remaining companions will try to detonate it with long shot or shield bash. It usually works ok.



#45
GoodFella146

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Set defensive skills (barrier, fade step, shield wall/block&slash, combat roll, taunt abilities, evade, stealth), all of those, set them to preferred. Then set one high mana/stamina cost to preferred, and one complementary low stamina cost to preferred. Set all else to normal. 

Set tank ai to follow itself, set all other AI to defend the tank.

 

90% of the battles can be won without tac cam, even on nightmare, if you make a half-decent build.

 

Look, I'll be the first to whine with you guys about the previous tactics system and why for f's sake they removed that, but honestly... The AI does pretty ok in surviving and exploding combos. Fine, they're not human-perfect-awesome companions, but you can't expect them to be. 

With the setup above, the only thing you really have to do is tell them to hold position or focus on a single guy. Which can very conveniently be done in tac cam with doubleclick on the ground or 'attack my target'. 

 

PS: @Goodfella: Payback strike, unbowed, the chain, fire wall, winter's grasp, dispel, resurgence, haste, flank attack, poisoned weapons

 

Never tried Payback Strike because that's not an ability I take.  

 

I will have to try Unbowed though, I can see that 1 working because it's free and has a slight stun effect.  

 

Grapling Chain I don't like to let them use randomly as I save it for when I need a disabling effect.

 

I've never tried Fire Wall.  How does the AI handle that 1?

 

Winter's Grasp is a definite no for me.  It's expensive, for 1, so the AI will blow it's mana pool leaving me helpless in critical moments.  Plus I want to save it for when I need a disabling effect.

 

 

Dispel again the AI uses it in non-ideal situations.  I like to manually control that so I always know I'll be ready during Fade Rifts.

 

I can't imagine Haste working well, though I haven't tried it.  The AI doesn't waste it on a single near dead enemy?  Or what?

 

Flank Attack and Twin Fangs I'm going to try when I start using Cole (next playthrough).  I imagine they will work along with Parry but it might be too many skills.  I'm not sure yet.

 

Poison Weapons seems to work okay because it's nice and cheap.  Again, I'm all about saving mana/stamina for key disable abilities when someone is about to get overwhelmed.

 

 

They seem to automatically go for a combo every time they can, so if you only want the cross-class combos to be made (and you do), you should remove the detonating abilities of the companions that have your class.

 

Eg: I'm currently playing a mage, so I removed dispel magic from the other mages. I start a combo (eg by freezing an enemy) and automatically the remaining companions will try to detonate it with long shot or shield bash. It usually works ok.

 

Long Shot I don't like if they have Archer's Lance (which is very very good, by the way) because it hits things like Brontos and Gurns which **** everything up.  Plus I should have a Warrior up front anyway who can Shield Bash or something, so it's really not a big deal.  I do actually do this combo, but I manually control it to be safe.

 

Side Note:  They really should have called it PATRIOT ARROW though instead of Archer's Lance for this game (see Robin Hood: Men in Tights).  The thing is crazy awsome lol!



#46
JosieJ

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I have everyone set to follow themselves. I usually start every fight with the tac cam, manually selecting a target for my tank, and have them run in and grab aggro.

For my tank, I have War Cry preferred. It works well if you do as above and make sure they grab aggro right away. Then they'll generally be surrounded by enemies anyway and War Cry prevents any enemies from getting ideas about going after some squishier members of your party.

I've found that setting elemental mines and leaping shot as preferred on Varric generally works well: he'll drop the mines, then somersault out of the way.

Any mage abilities that I need for combos are disabled--I do those manually to make sure they're ready when I need them.

I limit my preferred skills to 2 per character; any more seems to confuse them (more)!

It's not perfect: sometimes things just don't work right no matter what I do, but this way, I keep the tactical cam use and manual control to a minimum.

#47
perylousdemon

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I've noticed that Cassandra always seems to use Blessed Blades after everything is already dead, even when it's set to preferred. -.-

#48
Bountron

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I agree that the AI has problems with trigger-abilties in general. Like Charging Bull (running full duration), Mark of Death too I guess, Walking Bomb etc. They are simply not stopping the effect before duration ends, which is due to fact that it would fairly complicated to program the AI to properly use charging bull. Conditional if - then tactics would be very nice for these skills.

 

Maybe it helps to use Lunge and Slash instead of Charging Bull  for the AI? Haven't tried it out yet.



#49
Bountron

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I can't figure it out either.  All 3 of my party members have no mana/stamina when I go to control them in a battle.  Against dragons my ranged attackers never stay far enough away and end up right in the mix.  I can't get anything out of them.  It's really annoying.

Let the range classes follow themselves and they should stay away from melee range. Sometimes enemies cluster around your mage then and seperate him from the group.

Dragon fights can be nasty with an imperfect class mix from what I ve witnessed so far. If you have to dispel everyones DoT you can bunch them together with tactic cam.

 

If you are not geared well like I am you can go with Cass/Viv/Solas for max dispel and barriers to face a dragon.

 

Cass is hard to kill anyways, so you don't need Blackwall really and have an edge vs demon fights. Although I have to admit that her perma Blessed Blade cast is killing me :/



#50
DarkAmaranth1966

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I think half the trouble with AI is not setting behaviors properly.

 

The mage with the best barrier needs to prefer it and, defend the tank - thus barrier stays on the tank. The rogue needs to follow the tank and, the tank follow you. Now they do what they need to do a lot more often than if they all follow you. If you are the mage with barrier then, take a second one and have that one defend the rogue or you.

 

Iron Bull is not the best tank, he's a great body guard though, set to defend you, perfect in a two warrior party.