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Tactic Builds


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#1
Mr.Ph11

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Hello there, I've been working on trying to get a good hang of tactics and honestly, I still think-it hard to set-up, with so many possibilities. Also, I've yet to find a good guide on how to set-up a build and set your NPC's tactics so you don't have to babysit them all the time. I've added the classic health poultice things, but now it's time to get things to go further. I'm trying to get tactics leveled-up to 4 for each NPC. Right now I've got this party:

 

Nathaniel Howe: (roughly)

Assassin fully upgraded

Ranger Fully upgraded

Shadow fully upgraded

Stealth level 4

Archery, all but the last tier (awakening new powers) and no suppressing fire/scattershot

 

How should I set his tactics? Same for next party members:

 

Justice:

Templar level 4

Purple/pink warrior line (taunt...)

Spirit Warrior Level 4

Guardian level 4

Fully Upgraded shield powers

 

Velanna

Spirit Healer 4

Keeper 4

Elemental and creation halfway

 

By the way, how can I set-up tactics properly for mages, without having too much friendly fire...

 

Also, please feel free to post any build and associated tactics you use that makes the NPC's as autonomous as possible!



#2
Ferretinabun

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What do you mean when you say you have 'halfway' filled the Elemental and Creation trees on Velanna, please? Each school consists of four trees. Do you mean you have fully filled out two trees? If so, which? Or that you have half-filled all four trees of both? Or just that you have eight spells in each school?



#3
Mr.Ph11

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Fire and Earth level 4, cold level 2

Enahancement and Healing level 4



#4
Ferretinabun

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Okay. Well here's what I think I would set them to in your shoes. I'm not saying they're optimal, (they really don't need to be in Awakenings) but they should be serviceable enough to do a decent job without babysitting:

 

Please feel free to tinker around, obvs. I can't remember offhand how many slots you get for tactics, so I may have gone over with one or two of them.

 

Also, I assume by 'enhancement' tree, you mean the one that ends with Haste...

 

 

Nathaniel

 

Behaviour: Ranged

 

Self: Health < 10% (make it 25% if no healer mage in party) - Use least powerful health poultice

Self: Stamina < 10% - Use least powerful Stamina potion

Self: Being attacked by ranged or melee - Decoy

Self: Surrounded by at least 2 enemies - Pandemonium

Self: Any - Activate Accuracy  (if you don't already have this, get it ASAP. It's great. Aim until then)

Enemy: Any - Summon Spider (or Bear, or Wolf, if you prefer them)

Enemy: Target of Party Member (select warden or a melee companion) - Mark of Death

Enemy: Highest Health - Arrow of Slaying

Enemy: Highest Health - Critical Shot

Enemy: Rank Boss or higher - Shattering Shot

Enemy: Nearest visible mage - Pinning Shot

Enemy: Nearest visible (Any) - Pinning Shot

Enemy: Target of Warden - Attack

 

 

Justice

 

Behaviour: Default

 

Self: Health < 10% (< 25% if no healer in party) - Use least powerful health poultice

Self: Stamina < 10% - Use least powerful stamina potion

Enemy: Nearest visible mage - Holy Smite

Self: Any - Activate Beyond the Veil

Self: Any - Activate Shield Wall

Ally: Health < 50% - Fortifying Presence

Ally: Being attacked by ranged or melee - Taunt

Ally: Being attacked by ranged or melee - Guardian's Shield

Enemy: Rank critter - Assault

Enemy: Rank critter - Overpower

Enemy: Rank critter - Shield Pummel

Enemy: Rank critter - Shield Bash

 

 

Velanna

 

 

This one is a bit more interesting. She can be built to be an all-out healer, or more DPS focussed. I'll do two builds, but you can mix and match for something more in-between if you prefer. As a Healer, no-one in your party will ever die (like, ever), though that is rarely a big concern in Awakenings. You might well find that you're sacrificing DPS needlessly. But it's your call, obviously.

 

HEALER

 

Self: Health < 25% - Use least powerful health poultice

Self: Mana < 10% - Use least powerful mana potion

Ally: Health < 90% - Regeneration

Ally: Health < 90% - Heroic Defense

Ally: Health < 75% - Heal

Ally: Health < 50% - Group Heal

Ally: Health < 25% - Lifeward

Ally: Being attacked by ranged attack - Heroic Aura

Ally: Being attacked by ranged or meleee attack - Haste

Ally: Being attacked by ranged or melee attack - Heroic Offense

Self: Any - Activate Rock Armour

Self: Any - Activate Frost Weapons

 

 

DPS

 

Self: Health < 25% - Use least powerful health poultice

Self: Mana < 10% - Use least powerful mana potion

Enemy: within short range - skip to tactic 11

Self: Any - Deactivate One With Nature

Self: Any - Activate Frost Weapons

Enemy: Status Frozen - Stonefist

Enemy: Status Petrified - Stonefist

Enemy: Nearest visible - Winter's Grasp

Enemy: Nearest visible - Petrify

Enemy: Target of warden - attack

Self: Any - Activate One With Nature

Self: Any - Activate Nature's Vengeance

Self: Any - Activate Thornblades

 

 

Mixture

 

I'd suggest something like this:

 

Self: Health < 25% - Use least powerful health poultice

Self: Mana < 10% - Use least powerful mana potion

Ally: Health < 75% - Heal

Ally: Health < 50% - Group Heal

Ally: Health < 25% - Lifeward

Ally: Being attacked by ranged or meleee attack - Haste

Self: Any - Activate Rock Armour

Self: Any - Activate Frost Weapons

Enemy: Status Frozen - Stonefist

Enemy: Status Petrified - Stonefist

Enemy: Nearest visible - Winter's Grasp

Enemy: Nearest visible - Petrify

Enemy: target of warden - Attack

 

 

I would definitely not advise setting AOE spells (such as Fireball and Earthquake) in the tactics. The AI cannot be told to avoid your own allies.

Hope that helps. Good luck.


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#5
Mr.Ph11

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Thank you very much for this! I'll be sure to use this!

 

What's the better use of AOE spells likes storms and such? Do you need to have an all ranged party



#6
Ferretinabun

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That certainly would help, though it's generally not necessary, as most don't have ranges THAT big.

 

Just use them manually. In fact, they are often good things to use as soon as combat begins, while your melee fighters are crossing the field. Just remember to try not to cast them where you think your companions are going to be in a few seconds...



#7
Mr.Ph11

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Do you have any good tactical build for a dual weapon rogue?



#8
Ferretinabun

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If you're not going to control them, the most important abilities for a DW rogue are Coup de Grace, Lethality, and the Assassin spec with a high Cunning.

 

Tactics would probably end up looking something like this:

 

 

Behaviour: Aggressive

 

Self: Health < 50% - use Strength of Stone

Self: Health <10% - use health poultice

Self: Stamina <10% - use stamina potion

Self: Being attacked by melee attack - Dirty Fighting

Self: Any - Activate Momentum

Enemy: Status Stunned - attack

Self: Surrounded by at least 2 enemies - Whirlwind

Self: Surrounded by at least 3 enemies - Flicker

Enemy: Any - use Riposte

Enemy: Any - use Dirty Fighting

Enemy: Highest health - Mark of Death

Enemy: Target of (tank - Justice or possibly the warden) - attack


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