How do I get areas lower on a tree (ExecuteAI) to not be retriggered by above nodes (Execute TickAI) but instead allowed to complete it's instructions before moving on?

BTS at the top looks for player and doesn’t work without tick. The nodes on the bottom need to be allowed to go in a certain sequence but the whole thing keeps getting retriggered by the tick at the top.and forced to start over again. how do I tell certain nodes to ignore tick?