Tactics
Tactics are not just about figuring out the correct movement and attack procedure in a battle. In Dragon Age: Origins—Awakening the Tactics screen is a tool used to customize your party's actions and reactions based on the current combat situation. Spend skill points in Combat Tactics to unlock more tactic slots, which can be used to customize behavior patterns in various predicaments. If you aren't controlling certain party members directly or you want to play in real time, tactics are an excellent tool.
In the Tactics menu, each character has base preset options and behavior patterns from which to choose. First, set these to the appropriate play style for each character. For example, you should probably set your tank with a "defender" preset and a "defensive" or "default" behavior mode. A ranged DPSer might have an "archer" preset and "ranged" behavior mode.
After the base preset and behavior mode is selected, each character has a number of customizable slots, which really open up your combat options. The first tactic slot will be the first priority and so on down the slots in descending priority order. You can choose options that affect your self, ally, enemy, individual party member, or controlled party member. Tactics can trigger actions based on status (rooted, slowed, grabbing, movement impaired), health percentages, mana or stamina levels, armor type, type of attack, surrounded by enemies, and more. Once conditions are met, you can deactivate and activate whatever combination of talent/spells you desire. For example, you can set one slot to check if you are surrounded by at least two enemies and then activate Captivating Song, or set your final slot to switch to your melee weapon if all spell options are exhausted. Remember to save your new preset as a Custom save for future use.
Let's take a look at how you could program a balanced party of warrior (tank), mage (healer), rogue (DPS and crowd control), and mage (ranged DPS):
Warrior (Tank)
1. Start every fight determining which normal creature needs to die if you have the Peon's Plight talent. A successful attack automatically kills a target of normal or lesser rank, and inflicts critical hits against lieutenants and bosses. Normal spellcasters are prime targets for your opening move.
2. This warrior is also a templar. Whenever he spots an enemy mage, he casts Holy Smite to smack the spellcaster with spirit damage and drain the caster's mana.
3. The warrior activates Threaten at the start of each battle to direct all future threat at himself.
4. If enemies are attacking at range, the warrior activates Shield Cover (instead of standard Shield Defense).
5. This warrior is a champion. When surrounded by more than a single enemy, he triggers War Cry. If he also has Superiority, this combination may knock enemies off their feet in addition to buffing companions.
6. Against a moderately healthy opponent, the warrior tries Overpower second to chip away at health.
Mage (Healer)
1. If an enemy targets the healer, she will activate Fade Shield for a significant chance to resist hostile spells or evade physical attacks.
2. This is a timer effect. You don't want to cast Group Heal early in the fight or it will be mostly useless. Once the healer's mana drops below 50 percent, the tactics will check to cast Group Heal. As soon as its available for the rest of the battle (unless the healer gains mana above 50 percent), Group Heal goes off.
3. Once the healer's mana drops below 25 percent, the healer quaffs a lyrium potion to replenish mana.
4. The healer checks for damage on herself. If health is below 75 percent, she casts Heal on herself.
5. If Heal isn't available due to cooldown, or the healer's health is still below 75 percent, she casts Regenerate on herself.
6. The healer checks for damage on an ally. If health is below 75 percent, she casts Heal on the ally.
7. If Heal isn't available due to cooldown, or the ally's health is still below 75 percent, she casts Regenerate on the ally.
8. If an ally's mana or stamina drops below 25%, the healer casts Rejuvenate to replenish mana or stamina.
9. If all healing options are clear, the healer switches into offensive mode and casts Earthquake (or your favorite AoE spell) at a ranged or magic-wielding enemy. Avoid casting on melee targets or else you may catch your party members in the AoE. To counteract this problem, you can switch to a single-target spell such as Stonefist.
10. If mana is exhausted, or there are no ranged enemy targets, the healer uses her staff to fire at the tank's enemy.
Rogue (DPS)
1. The rogue coats his weapon with poison at the start of the fight for extra DPS.
2. The rogue is a duelist. He activates Dueling for added bonuses.
3. Once he is in position, the rogue will attack the tank's target with a series of critical blows.
4. If the enemy is ranked above the normal foe, the rogue will try to stun the foe with Upset Balance.
5. If an enemy attacks the rogue in melee, he'll stun it with Dirty Fighting.
6. When he's out of special options, the rogue will always attack the tank's target.
Mage (DPS)
1. If surrounded by more than a single enemy, the mage defends himself with this spell. Waves of repulsive energy emanate from the mage, which knock back nearby enemies unless they pass a physical resistance check.
2. If a foe is using a magic attack, the mage attempts to root it with Crushing Prison.
3. The mage casts a medium- or long-range Fireball at the enemy.
4. If a foe is ranked higher than normal level, and Crushing Prison failed, is on cooldown, or there is a second opponent who fulfills the conditions, the mage attempts to root it with Paralyze.
5. If the mage spots an enemy spellcaster, he will sap its mana with Mana Drain.
6. Otherwise, the mage will chose the nearest target and blast away with Lightning (or your favorite single-target spell).
7. If Lightning is on cooldown, the mage will hit the nearest target with Arcane Bolt (or another single-target spell).