I think I've whittled it down from some earlier ideas.
You basically need this:
1. Queue-able attack buttons, at least one deep, more than 3 may be of limited use. (not always standard)
2. Tab targetting of some type (fairly standard)
3. Combat-usable, bindable /follow
The first is the exact opposite of button mashing. It takes you out of the twitch moment, and activates some planning which, when successful, is very rewarding.
I am not button mashing in the immediate -- I am fast-queueing attack ***plans***, not attacks. Some may succeed, some fail, but the plan goes on.
2. Tab target -- This isn't so much tab per se as rapid target selection. I never did get the hang of setting up "nearest next minion" or "nearest minion or lieut" or "lieut only", "boss only", etc. If we could set up those and swap them in as what tab does, better still.
But I will settle for a next nearest simple tab, with shift-tab reverse.
3. Some games disable follow in combat, or use it as travel assistant where it does not guarantee melee range (or deliberately stop outside it.)
But this should work at your current combat speed and mode, including transitions between run, fly, and jump.
A typical scrapper sequence for me:
- Attack (queue main haymaker) something. Leap into air and hit follow (typically 'g' bound) and land right at it, attack fires.
- meanwhile have queued next one.
- follow attack cycle
- as creature's "arrest" nears, hit tab for a new target when next swing, which you guess will probably kill it, goes off, and do not wait to make sure. Leap simultaneously if next target isn't right there.
That's it. On the rare case your final hit was insufficient, just go back, oh well.
It's shocking no other game has come close to this, button masher or not.
Any one of those three things out of kilter or missing, and the whole thing collapses.
The very existence of the taunting tank irritates, for it requires idiotic AI that obeys the taunt.