Warlord

(Banner Lord, Herald, Captian - as in LotRo, Conqueror - as in AoC,...)

Ver. 2.2 after U57

Fighter archetype

Enhancement tree: 

A captain sits on a one-sided battlefield holding a flag, with a shout, he raises the flag, rallying his troops one last time for battle. 


An elf, donning half-plate prepares for the parties fight with a speech, and rouses his companions into battle. 


A dwarf, shielding his mage from the breath of a dragon, gives a mighty shout, and the mage feels a burst of energy, with which he finishes off the beast.

Whether in armies or adventuring parties, warlords are massive parts of the battlefield, commanding their companions and striking at weaknesses. They use their cry to amplify enemies' weaknesses, reinforce allies or control the battlefield. These make themselves into a fearsome enemy, and a wonderful leader of companions.

Core

Core 1 - Mark (or Sign, Denotation, Command, Ukase,...) of Irrelevance/Hatred

Active: Mark of Irrelevance/Hatred

Cooldown: 10 second

Duration: 1 minute * fighter level

Range: 30 m

Target: Single Self, Friend

If you use the power, choose: 

Passive: Each Core Ability you include this one also grants +1 Mark use.

AP Cost: 1 / Ranks: 1 / Progression: 0 / Requires: Fighter level 1

   

Core 2 - Shout (or Cry, Warcry, Warhorn,...) of the Leader 

Active: Shout of the Leader

Cooldown: 30 second (shouts have shared cooldown)

Duration: 10 sec + 2 second per Constitution modifier 

Range: AoE 5 m + 2 m per core (max 15 m)

Target: Self, Friend

You & all nearby allies gain untyped bonus (the bonus based on active Flag):

Note: Shout of Leader/Conqueror is only one ability/icon, its color and effect depends on the active flag. If there is no flag, it is inactive - gray. 
For example a lvl 20 Warlord with 50 CON, 20 melee power use Flag of Mystic, all allies in Flag range regenerate 1% SP in every 3 sec & gain bonus dice for 50 sec.
    • A ravager without SP unaffected, but if have Frenzy gain 1 or 2 bonus dice.
    • A KotC with 400 SP, regenerate 400*1%*120% = 4,8 SP every 3 sec, Slayer of Evil gain 1 bonus dice; with Mark of Champion 9,6 SP every 3 sec, Slayer of Evil gain 2 bonus dice.
    • An Assassin without SP unaffected, but if have Venomed Blades gain 1 or 2 bonus dice.
    • A Palemaster with 2000 SP, regenerate 2000*1%*120% = 24 SP every 3 sec, if have Spellsword gain 1 bonus dice; with Mark of Champion 48 SP every 3 sec., if have Spellsword gain 2 bonus dice.
For example a level 20 Warlord with 50 CON, 20 melee power use Flag of Life, all allies in Flag range Gain 20 healing amp, Incapacitation range & regenerate 2% of our max HP in every 3 sec for 50 sec.
    • A ravager with 1500 HP, regenerate 1500*2%*120% =  36 HP; with Mark of Champion 72 HP every 3 sec 
    • A KotC with 1000 HP,  regenerate 1000*2%*120% = 24 HP ; with Mark of Champion 48 HP every 3 sec.
    • An Assassin with 400 HP, regenerate 400*2%*120% = 10  HP ; with Mark of Champion 20 HP every 3 sec.
    • A Palemaster  200 HP, regenerate 200*2%*120% = 4,8 HP; with Mark of Champion 9,6 HP every 3 sec.

Passive: +5% HP regain to your Second Wind, all Core Ability you acquire after this one also grants +5%. (75% max HP in Core 6).

AP Cost: 1 / Ranks: 1 / Progression: 5 / Requires: Mark of I/H, Fighter level 3

Core 3 - Presence of the Lord (passive)

Any active flag granting Heroism spell effect for you and your allies in flag range.

Note: Gains a +2 morale bonus on attack rolls, saving throws, and skill checks.

Additional increase your Action Boost & Battle Trance duration with 50%.

Note: Action boost max. duration 30 s, Battle trance max duration [45/90/180] sec.AP Cost: 1 / Ranks: 1 / Progression: 10 / Requires: Shout of the Leader, Fighter level 6

Core 4 - Mark of Champion

Active: Mark of Champion

Cooldown: 2 min

Duration: 2 second * Constitution modifier

Range: 30 m 

Target:  Single, Self, Friend (Only 1 active at a time, a 2. use break the first.)

Marked allies Shout of the Leader bonus, max bonus & some other doubled

For example: Flag of Destroy + Shout max +10% damage, +40 melee/ranged power.

Passive: Additional increase your Action Boost & Battle Trance duration with 100%.

Note: Action boost duration 40 s, Battle trance duration [1/2/4] min. Action boost remains the 30 s shared cooldown, you can use more at a time with overlap.AP Cost: 1 / Ranks: 1 / Progression: 20 / Requires: Presence of the Lord, Fighter level 12

Core 5 - Presence of the Great Lord (passive)  

Active Flag granting additional +2 Determination bonus on attack rolls, saves, skill checks, and grant immunity to fear. 

You gain (choose): 

Note: Stack with other damage reduction.AP Cost: 1 / Ranks: 1 / Progression: 30 / Requires: Mark of Champion, Fighter level 18

Cora 6 - Overlord of the Battles (passive)

Constitution +4, +10 Melee/Ranged power & +2 to all Tactical DC.

Any active flag granting +2 competence bonus to all ability for you and your allies in ballad range.

Any active flag decrease enemies all ability with 2 (Fortitude negate, Stun DC).

Increase your Action Boost & Battle Trance duration with 200%.

Note: Action boost duration 60s, Battle trance duration [1,5/3/6] min.AP Cost: 1 / Ranks: 1 / Progression: 40 / Requires: Presence of the Gret Lord, Fighter level 20

Tier 1

Flag (or Banner) I (Active

Choose 1 from 4 types!

Cooldown 20 second

Duration: none; die or rest break (only 1 active at a time, a 2. use break the first)

Range: AoE 10 m + 5 m per core (max 40 m)

The warlord sticks a flag into the ground. In Flag range gain following morale bonus:

Note: Flag bonus only affects the area, if someone leaves they lose it, if someone enters gain it. Multiple warlords can use multiple types of flags in the area at a time. AP Cost: 2 / Ranks: 1 / Progression: 1 / Requires: none

Tactician (Passive)

Choose: Gain +[1/2/3] Action boost use/rest.

AP Cost: 1 / Ranks: 3 / Progression: 1 / Requires: none

Extra Presence (Passive)

 +[1/2/3] extra Mark use/rest.

Rank 3: Grant +1 Second Wind use/rest.

AP Cost: 1 / Ranks: 3 / Progression: 1 / Requires: none

Action Boost I (Passive)

Choose an Action Boost: Attack, Defense, Haste, Power, Saves, Skills, Spellpower, Spell DC.

AP Cost: 1 / Ranks: 3 / Progression: 1 / Requires: none

War Training (Passive)

Diplomacy, Heal, Intimidate +[1/2/3]

Rank 3: Grant +1 to your all Tactical DC.

AP Cost: 1 / Ranks: 3 / Progression: 1 / Requires: none

Tier 2

Flag II (Active

Choose the 2. Flag

AP Cost: 2 / Ranks: 1 / Progression: 5 / Requires: Flag I

Ready for Battle I. (Passive)

You may use Constitution as your weapon's to-hit modifier.

AP Cost: 2 / Ranks: 1 / Progression: 5 / Requires: none

Battle trance (Active 1-3 AP - maybe Toggle)

Cooldown: 20 second

Cost: decrease max. HP with [15/10/5]% for duration

Req: Diehard or Dodge

Duration: [30/60/120] second

Target: Self

Antirequisite: This ability cannot be trained if you have any other Battle Trance abilities.

Choose a defensive battle trance type:

Note: Does not ignore dodge and evasion restrictions. AP Cost: 1 / Ranks: 3 / Progression: 5 / Requires: none

Action Boost II (Active 1-3 AP)

Choose an Action Boost from list.

AP Cost: 1 / Ranks: 3 / Progression: 5 / Requires: none

Mark of Protection (Active)

Cooldown: 10 second

Duration: 1 minute * fighter level

Range: 30 m

Target: Single Self, Friend

If the marked ally is injured, have fighter level % chance to gain Warlord's Constitution score as temporary HP (Doubled on epic level), Mark of Champion doubled the chance (to max 40%).

Mass Second Wind: Warlord expend a Second Wind use and regain 25% of our maximum hit points to all Protected allies regardless of distance.

For example a level 20 warlord with 50 Constitution: if the marked person is injured, has a 20% chance to gain 50 temp HP, champion marked has a 40% chance to gain 50 temp HP. If Warlord use Second Wind, protected ally regain 25% of her/his max HP in doungeon.AP Cost: 2 / Ranks: 1 / Progression: 5 / Requires: none

Tier 3

Flag III (Active)

Choose the 3. Flag!

AP Cost: 2 / Ranks: 1 / Progression: 10 / Requires: Flag II

Ready for Battle II  (Passive)

You may use Constitution as your weapon's damage modifier.

    AP Cost: 2 / Ranks: 1 / Progression: 10 / Requires: Ready for Battle I

Shout of the Conqueror (Active)

Cooldown: 30 second (shouts have shared cooldown)

Duration: 10 + 1 sec * CON modifier

Range: Shout range

Target: Enemies

DC = Sunder DC (Fortitude save negates this effect)

Flag based Punitive effect on enemies in flag range:

For example a Warlord with 52 CON use Flag of life, decrease with 21 all enemies healing amp & drain 1% HP in every 3 sec for 31 sec.
  • Blood Plate (The Chronoscope Elit, 30K HP)  lose 300 HP; with Mark of Target 600 HP every 3 sec for 31 sec.
  • The Lord of Blades (Legendary Lord of Blades Elit, 400K HP) lose 4000 HP; with Mark of Target 8000 HP every 3 sec for 31 sec.
  • The Lord of Blades (Legendary Lord of Blades Epic Elit, 860K HP) lose 8600 HP; with Mark of Target 17200 HP every 3 sec for 31 sec.
AP Cost: 2 / Ranks: 1 / Progression: 10 / Requires: none

Action Boost III (Active)

Choose an Action Boost from list.

AP Cost: 1 / Ranks: 3 / Progression: 10 / Requires: none

Ability I (Passive)

Choose an ability.

AP Cost: 2 / Ranks: 1 / Progression: 10 / Requires: none

Tier 4

Flag IV (Active)

Choose the 4. Flag!

AP Cost: 2 / Ranks: 1 / Progression: 20 / Requires: Flag III

    

Ready for Battle III (Passive)

You add your half Constitution modifier to Tactical DC.

For example Trip DC = 10 + STR modifier + 1/2 CON modifier + related Enhancements + VertigoAP Cost: 2 / Ranks: 1 / Progression: 20 / Requires: Ready for Battle II

  

Shout of the Lord (Active)

Cooldodw: 30 second (shouts have shared cooldown)

Duration: Instant

Range: Shout range

Target: Enemies

The roar of the lord strikes the opponents with the following effects in ballad range:

for half fighter level second.

(The target marked enemy haven't save chance.)

AP Cost: 2 / Ranks: 1 / Progression: 20 / Requires: none

Action Boost IV (Active 1-3 AP)

Choose an Action Boost from list.

AP Cost: 1 / Ranks: 3 / Progression: 20 / Requires: none

   

Ability II (Passive 2 AP)

Choose an ability

AP Cost: 2 / Ranks: 1 / Progression: 20 / Requires: Ability I

Tier 5

Flag of Life (Active)

AP Cost: 2 / Ranks: 1 / Progression: 30 / Requires: Flag IV

Energy Source (Passive)

Vorpal hit has [fighter level]% separate chance to reset 1 charge of: 

Rank 1: Mark

Rank 2: Mark and Action boost

Rank 3: Mark, Action boost, Second Wind

Note: A level 20 warlord's vorpal hit have 20% chance to reload 1 Mark, 20% chance to reload 1 AB and 20% chance to reload 1 SW.AP Cost: 1 / Ranks: 3 / Progression: 30 / Requires: none

  

Master of Battle (Passive)

Your battle trance affects all allies in Falg range.

Note: It only affects allies if you & they are in range of the flag at the time of activation. If they leave the area later, the flag bonus is lost, but the BT bonus remains. If they enter later, they will not receive the BT bonus. Simply put, it extends the effect to the area of the flag at the moment of activation.Note: It works with all battle trance. For example:
  • a Warlord with 70 WIS uses Divine Will, the full party gain +15 Insight bonus to attack, damage, tactical DC.
  • a Warlord With 62 CON uses Reinforcement, the full party gain +13 Saves, +26 Unconscious range,  Fortification & gain deathblock.
  • a Warlord With 50 CON uses Avoidance, the full party gain +10 movement speed, Dodge, Dodgecap & gain Evasion.
  • all three in a party & uses battle trance at a time, full party gain following Insight bonus: +15 to attack, damage, tactical DC, +13 Saves, +26 Unconscious range,  Fortification, +10 movement speed, Dodge, Dodgecap & additional gain Evasion & Deathblock.  
AP Cost: 2 / Ranks: 1 / Progression: 30 / Requires: any Battle Trance

Master of Action (Passive)

Your Action Boost affects all allies in Flag range.

Note: It only affects allies if you & they are in range of the flag at the time of activation. If they leave the area later, the flag bonus is lost, but the AB bonus remains. If they enter later, they will not receive the AB bonus. Simply put, it extends the effect to the area of the flag at the moment of activation.Note: It works with all Action Boost, for example:
  • an EK use Spellpower + Synergetic Magic, the full party gain +30 Action boost bonus to USP, Melee/Ranged power for max 60 s.
  • a Harper uses Heroic Companion, the full party (including the Harper) gain +1[W], +6 hit &  saves, +4% dodge, +10 PRR for max 60 s. 
AP Cost: 2 / Ranks: 1 / Progression: 30 / Requires: any Action Boost

Mark of Target  (Active)

Cooldown: 1 min

Duration: 1 s * Constitution modifier

Range: 30 m

Target: Single enemy (Only 1 active at a time, a 2. use break the first.)

Marked enemy:

Note: Enemy can't save vs shouts, but the shout can’t bypass immunities.
For example: Flag of Destroy decreases marked enemy damage with max 10% & melee/ranged power with max 40.AP Cost: 2 / Ranks: 1 / Progression: 30 / Requires: none

Flag versions

It's a self centered area of effect, need a visible effect for the flags, like the reactions of the alchemists. 
It's a fix area of effect, need a separate range of effect and different operating mechanism for abilities.
It's a self centered area of effect, but the warlord has only one free hand left; can't use two-handed, 2 weapon, shield or ranged weapons. 
As Captian from LotRo. Enemies can damage and kill herald, need stat and AI to herald, paralel with skeletal knight and black wolf. The area of influence of the flag and the shout are separated from each other.  
As Familiar from Illusionist. It's a self centered area of effect & equal with illusion flag.