Small Unit Coordinator (Tactician)

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"Our thoughts converge."

Class Traits

The Tactician coordinates allied efforts on the battlefield.

Primary Role Secondary Role Key Abilities Armor Proficiency Weapon Proficiency Hit Points at 1st Level Hit Points per Level Gained Healing Surges per Day Trained Skills
Leader Striker Intelligence, Dexterity Tier 3 Choose pierce or explosive 24 5 6 Tactics. Choose two others at first level.

Class Description

Calling out orders and coordinating efforts, the tactician is a front line commander, making the best of the tools of war available to the team.

Your mission as a tactician is to maximize the efforts of your team by your hand or theirs.

Class Powers

Power Name ID Type (at-will, &c.) Action (minor, &c.) Level Description Augment
Attack Order T1as1 at-will standard 1 Attack as ally
Move Order T1as2 at-will standard 1 Shift 3 allies or self 2 Dex
Bolster Shot T1as3 at-will standard 1 Attack, ally gets +2 to dmg and defs until your next round Int
Tutor Strike T1as4 at-will standard 1 Attack, ally gets CM+1 on next attack against that target
Special Order T1es1 encounter standard 1 Use At Will as ally
Pair Strike T1es2 encounter standard 1 Attack and Attack as ally
Forward Engage T1es3 encounter standard 1 Attack with crit, shift 1 sq Dex
Recoup Strike T1es4 encounter standard 1 Attack and surge self and ally Int (add to surge value)
Tactical Recruit T1ds1 daily standard 1 Summon an NPC ally. The ally warps in from a gate, substantiates from the archonosphere, morphs from phazon reserves, or jumps from an orbital station to arrive in the next round. The ally otherwise is a fully statted character.
Rescue Strike T1ds2 daily standard 1 Move, attack with CM+1, shift ally
Folie A Deux T1ds3 daily standard 1 Attack two targets with crit, shift Int (crit range)
Tic Tac Toe T1ds4 daily standard 1 Attack three times, if you crossfire with an ally, that ally regains the use of an encounter power
Change Loadout T1ro1 reaction opportunity 1 Trigger: An ally spends a round without using a standard or minor action. Action: That ally may slot a known power.
Tactician Technique T1p01 passive none 1 Allies within 4 squares of you get an additional +1 to CM when they gain CM from a maneuver.
Murder MULE T3em1 encounter minor 3 Call down an autonomous attacker. The MULE has movement speed, max hit points, armor and damage values equal to an ally of your choice. It has 1 life point. The MULE can make basic attacks.
Instructive Strike T3es2 encounter standard 3 Attack, ally gets CM+1 on next attack
Over and Again T3es3 encounter standard 3 An ally may use an encounter power that that ally spent this encounter.
Refuel and Reload T4ds1 daily standard 4 Up to two allies regain the use of one encounter power each.
Custom Order T4ds2 daily standard 4 Each ally within 4 sq of you may use an at-will power
Repreive T4ro1 reaction opportunity 4 Trigger: An enemy shifts out of the threat range of you or an ally. Action: You or that ally get 2 temp hp. Int
Psionic Augment T6es1 encounter standard 6 Attack, deal additional damage as psionic or void
Redouble T6es2 encounter standard 6 An ally may use a daily power that ally spent in the previous turn.
No Guard T6ro3 reaction opportunity 6 Trigger: An enemy uses a dodge power or becomes invisible. Action: An ally in range may make a basic attack against that enemy. You detect that enemy until your next turn.
Versatile Order T7as1 at-will standard 7 Attack. Choose psionic, void, or anima. An ally uses that damage type on her next attack.
Coordinated Strike T8df1 daily full 8 Three allies act, then end your turn
Trade Deadline T8ds2 daily standard 8 Immobilize one en. Save ends. If you can communicate with that enemy and it fails the save, it is no longer immobilized and instead will follow your orders for the remainder of the encounter. That enemy gets +1 against this save for each point of damage it has taken this encounter inflicted by your team, up to a maximum of 18.