Prima Games eGuides
primagames.com Browse Redeem a code Help
Dragon Age: Origins - Awakening eGuide
Sign in My Guides

Sign in or create an account

We'll email you a link. No password needed, and if you don't have an account yet, the link makes one.

By creating an account or signing in, you agree to our Terms of Service and Privacy Policy.

Have a password?

Had an account on the old eGuides site, or a code from a printed guide? Help and troubleshooting

Sign in with a password

By signing in, you agree to our Terms of Service and Privacy Policy.

Check your email

A sign-in link is on its way. It works once and expires in 15 minutes. Open it and you're in, with an account if you didn't already have one.

Contents

  • Maps
    • World Map
      • World Map
    • Main Quest Walkthrough Maps
      • Assault on Vigil's Keep
      • Keep Interior
      • Throne Room
      • Vigil's Keep Courtyard
      • The Crown and Lion
      • The Blackmarsh
      • The Blackmarsh Undying
      • Shadowy Crypt
      • Baroness's Manor
      • Return to the Blackmarsh
      • Wending Wood
      • Silverite Mine
      • Knotwood Hills
      • Kal'Hirol
      • Main Hall
      • Trade Quarter
      • Lower Reaches
      • Siege of Vigil's Keep
      • Siege of Amaranthine
      • Dragonbone Wastes
      • Drake's Fall
      • The Nest
    • Side Quest Walkthrough Maps
      • The Blackmarsh
      • City of Amaranthine
      • Smuggler's Cove
      • Law and Order
      • Smuggler's Run
      • Smuggler's Cove (Alternate)
      • Vigil's Keep Throne Room
      • Knotwood Hills/Kal'Hirol
      • Vigil's Keep
      • It Comes From Beneath
      • Sealing the Great Barrier Doors
      • Wending Wood
  • Essentials
    • The Basics
      • How to Use This Guide
      • Key Terms
      • Experience and Leveling
      • Your Health
      • Races and Classes
      • Skills, Talents, and Specialties
      • Items
      • Combat
      • The Map
      • The Codex
      • Character Generation
    • The Classes
      • Introduction
      • Leveling
      • Skills
      • The Warrior
      • The Mage
      • The Rogue
    • The Party
      • Party Basics
      • Combat Roles
      • Configurations and Engagement
      • Tactics
    • Companions
      • Understanding Companions
      • Anders
      • Justice
      • Nathaniel Howe
      • Oghren
      • Sigrun
      • Velanna
      • Mhairi
    • Supporting Cast
      • Supporting Cast
    • Equipment
      • Equipment
      • Weapon and Armor Materials
      • Vendor Shopping
      • Weapons
      • Armor
      • Accessories
      • Runes
      • Crafting
      • Usable Items
      • Gifts
    • Bestiary
      • Monster Abilities
      • Monster List
  • Walkthrough
    • Walkthrough
      • How to Use the Walkthrough
      • Essential Locations
    • Assault on Vigil's Keep
      • Exterior
      • Interior
      • Throne Room
      • Courtyard
    • Shadows of Blackmarsh
      • Amaranthine
      • The Crown and Lion
      • The Blackmarsh
      • The Blackmarsh Undying
      • Shadowy Crypt
      • Baroness's Manor
      • Return to the Blackmarsh
    • The Righteous Path
      • Amaranthine
      • Wending Wood
      • Trapped by the Architect
      • Silverite Mine
    • Last of the Legion
      • Amaranthine
      • Knotwood Hills
      • Kal'Hirol
      • Main Hall
      • Trade Quarter
      • Lower Reaches
    • Siege of Vigil's Keep
      • Going to War
      • Siege of Vigil's Keep
      • Siege of Amaranthine
    • Lair of the Mother
      • Dragonbone Wastes
      • Drake's Fall
      • The Nest
    • Side Quests
      • The Blackmarsh
      • City of Amaranthine
      • Companions
      • Knotwood Hills and Kal'Hirol
      • Vigil's Keep
      • The Wending Wood
      • Random Encounters
    • Achievements
      • Achievements and Trophies

Dragon Age: Origins — Awakening Guide › Essentials › The Party

Tactics

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.

Tip

Even if you plan to always control your characters, there will be times in long battles where you can't manage them all at once, and tactics will kick into action. Set them anyway!

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.

Basic Tactics

Choose the following options for the basic tactic combos. Experiment with various conditions to get exactly what you want on the battlefield.

Attack: Enemy, condition (such as nearest or magic-using), Attack (or activate a specific talent/spell)

Defense: Self, condition (such as low health or being attacked), Use Ability or Use Mode (any defensive talent or spell)

Aid Ally: Ally, condition (such as low health or being attacked), Use Ability or Use Mode (any defensive talent or spell)

Use Potion (or any item): Self, condition (such as Health < 50%), Use health poultice (most powerful or least powerful)

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)

Preset: Defender

Behavior: Defensive

1. Enemy: Rank = Normal (Peon's Plight)

2. Enemy: Nearest Visible Mage (Holy Smite)

3. Self: Any (Activate: Threaten)

4. Self: Being attacked by a ranged attack (Activate: Shield Cover)

5. Self: Surrounded by at least two enemies (War Cry)

6. Enemy: Health >= 50% (Overpower)

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.

Note

At higher levels, replace Threaten with Grievous Insult and Overpower with Massacre for a truly deadly warrior.

Mage (Healer)

Preset: Healer

Behavior: Defensive

1. Self: Being attacked by a melee or ranged attack (Activate: Fade Shield)

2. Self: Mana or Stamina < 50% (Group Heal)

3. Self: Mana or Stamina < 25% (Use Lyrium Potion)

4. Self: Health < 75% (Heal)

5. Self: Health < 75% (Regenerate)

6. Ally: Health < 75% (Heal)

7. Ally: Health < 75% (Regenerate)

8. Ally: Mana or Stamina < 25% (Rejuvenate)

9. Enemy: Target using ranged or magic attack (Earthquake)

10. Enemy: Target of Justice (Switch to ranged weapon)

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)

Preset: Scrapper

Behavior: Default

1. Self: Any (Venom)

2. Self: Any (Dueling)

3. Enemy: Target of Justice (Pinpoint Strike)

4. Enemy: Target rank is elite or higher (Upset Balance)

5. Self: Being attacked by a melee attack (Dirty Fighting)

6. Enemy: Target of Justice (Attack)

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)

Preset: Damager

Behavior: Ranged

1. Self: Surrounded by at least two enemies (Repulsion Field)

2. Enemy: Target using magic attack (Crushing Prison)

3. Enemy: Target between medium and long range (Fireball)

4. Enemy: Target rank is elite or higher (Paralyze)

5. Enemy: Target using magic attack (Mana Drain)

6. Enemy: Nearest visible (Lightning)

7. Enemy: Nearest visible (Arcane Bolt)

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).

Keep reading with a free account

The first 3 sections of Dragon Age: Origins - Awakening are open to everyone. An account opens the rest of it, and every other guide in the archive. It's free, and there's nothing to buy.

Bought guides on the old Prima Games site? Your account and every guide you own moved here, so there's nothing to buy again. Sign in.

Create a free account Or browse our free guides

PreviousConfigurations and Engagement NextUnderstanding Companions