...In fact, let me see if I can dust off a current build of one of Amethyst's new Essential classes....
Interesting, thanks. I hope you don't mind a critique.
Is that a name? If it's the rank, he should be way back and out of any sort of combat.
ENCOURAGING SUPPORT
Benefit: When you use second wind, one ally in an adjacent square can use an immediate reaction to spend a healing surge and gain the benefit from second wind without spending a standard action. The ally is not counted as having used second wind.
Interesting
FOR THE GOOD OF THE TEAM
Benefit: On your turn, you can sacrifice your standard action to give another ally in line of sight a basic attack or a move action. Similarly, you can sacrifice your move action to give another ally a minor action. You can also sacrifice your action point to another ally on your turn.
Once per encounter, as an immediate interrupt, you can swap your initiative order for any other ally.
Direct the Strike is good. But I can think of some truly unpleasant things you can do combining the initiative swap and End of Next Turn status effects.
Effect: While this aura is in effect, affected allies gain a +1 power bonus to their saves. This bonus is for any condition except for saves against being unconscious or if making death saves.
Useful. Very useful. Possibly - depending on the prevalence of status effects. Honestly, I'd drop the exception - it adds needless complexity. And why won't shouting at someone protect them?
Effect: While this aura is in effect, all enemies treat this area as difficult terrain.
Niiiiice. Scarily good. Did you mean to set up a defender build with this power on its own? (The enemy
can't shift away so take opportunity attacks if they try to do anything else.
MASK OF AUTHORITY Officer Marshal Utility
Allies are spurned
You mean spurred.
Effect: While this aura is in effect, affected allies gain a +2 power bonus to damage rolls made with basic attacks.
The sort of thing I was expecting.
Effect: While this aura is in effect, affected allies gain regeneration 1.
Level 11: Regeneration 2
Level 21: Regeneration 3
Special: This power can only be active during a combat encounter.
This one's useless I'm afraid unless you can draw out the combat to preserve healing surges. The hit points that matter are the ones that send people bloodied and the ones sending them to 0hp. The bad guys should be focus firing - it's only their target that really matters. Which means that the entire effect of this is worth about 4hp in a fight.
Effect: While this aura is in effect, affected allies gain a +1 power bonus to attack rolls against any targets you attacked on your previous turn. Strategic Position has to still be in effect outside of your turn for your allies to gain the attack bonus.
Anti-synergy. You use either this
or For the Good Of The Team. Still, a useful little trick for beating down a big solo monster or just focus fire. It also makes you a grenade-magnet as people need to be near you for this.
Minor Action Close burst 5
Target: Yourself or one ally
Effect: Target gains a basic attack and can shift three squares before or after the action.
Level 17: Select two allies instead of one.
Yeesh, that's good. A boosted free attack to the striker as a
minor action? If you have a rogue class, you're really going to get to feed someone his kidneys with this.
Immediate Reaction Close burst 5
Target: One ally.
Trigger: Ally hits an opponent with a basic attack.
Effect: Add +5 damage to the hit and slide the target one square.
Handy. Nothing like as good as the other one tho - you were meant to get both?