Commander class str/dex, passives, summon soldiers the quantity and re spawn rate increases with level to a max of 3 spear men. Summon archer, the quantity and re spawn increase with level to a max of 2
Actives: CHARGE, you soldiers charge at the active marker (not ranged) and gain an increase in damage for a short duration levels increase the damage and reduce the cool down. gains more damage related to spell power.
RALLY: Your soldiers gain a speed boost and return to you, they also recover a % of health based on skill level and spell power.
skill orbs: soldiers become haldberders, move slower deal more damage.
Soldiers gain more life and regen rate.
Soldier gain more defence.
Archers: get fire arrows
Get passive evade
increase rate of fire.
active orbs: Charge: soldier gain life on kill for a brief moment.
Soldiers become immune to ranged missiles while charging to the point.
Soldiers gain increase defence for a short time.
Rally: Heals Your hero also.
soldiers gain reduced damage while returning to you and stop all DOT effects.
Your archers gain increased rate of fire to provide cover for your soldiers rallying.
#Commander class
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Specialist: Tactician: Passively summons a mage that does elemental damage, Active, You anre your troops get a random elemental damage boost for a short time based on level
Orbs: Passive, more health
faster cast
more damage.
active orbs: troops and leader also gain elemental resistance.
The mage now heals everyone a small amount of health
The mage has a chance to removes debuffs from the troops with increasing efficiency (10% 25% 45%)
specialist: Leader: passively summons a knight, tough and large unit.
Active: BELLOW, the knight challenges all nearby enemies taunting them to only attack him for a time.
Orbs: Passive: the knight gains a large chance to stun and knock back.
the knight gains increase defence and resistances
The knight gains poison and slow immunity
Active orbs: all units gain increased damage vs taunted targets,
The knight regains a portion of his own health only
The knight has a chance to confuse enemies with his bellow.
Specialist: Mercenary captian.
Passive: Does not gain a unique troop instead increases the pop cap of his other units by a further 2 and 2.
ACTIVE: reinforce, brings troop cap to full and for a short time allows additional random units.
Passive orbs: Extra health to soldiers
extra health to archers
Extra armour and regen to both troop types.
Active orbs: Chance to get Rogue or hunter as a temp unit for reinforcements.
All troops gain limited invulnerability.
Also heals all active units by a larger % of health compared to rally.
I love the idea of this class. I was a bit sad to see that Paladin didn't get a follower/buffer spec, allowing it to advance forward as a literal wall.
yeah with the sheer ammount of mobs coming at you some times, i feel like having a small army of your own would make for an interesting tactical choice.
I would like a class like this as long as any buffs it got also applied to nearby player allies too and not just its NPC allies.
bump
they need to fix the friendly AI first, like give us a "command wheel" where you can set the ai to be aggresive, target a moused over mob, defensive, distance to player allowed and blah blah