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===Spell Commander=== Spell Commanders sound like they'd compete with Battle Engineers, what with being up-front with boosting allies, but the execution is what matters. The Spell Commander's gig is giving allies another shot at attacking. These guys are also not dedicated to melee. For starters, ''Arcane Weaponmaster'' turns any bow or crossbow into an implement for ranged powers and boosts the range of those powers by 5. ''Spell Commander's Action'' uses an AP spent on an attack to grant an ally a bonus basic or at-will attack against the commander's target. ''Unleash Spell Power'' is an incredible benefit, allowing adjacent allies to consider ANY at-will as a basic attack rather than just specific ones. While not immediately notable, this can make for some fun interactions with Opportunity attacks or a charge into an attack. ''Spell Tracer'' is a simple shoot-and-ally-shoots power, but the attack deals Force damage and the ally gains +2 to hit if the attack has the Arcane tag (Which pretty much means if the ally sits next to the commander). ''Alter Spell Power'' turns an adjacent ally's attack into any sort off typed damage, which kicks ass, and it deals bonus Int damage of that type. ''Living Gate'' is a pure mobility spell, with an initial attack made from an ally's position to making an entire zone around that ally made for teleporting. The best benefits of this path are the ways it can set up allies to use their best attacks when possible. Though this also requires a specific setup to make the best of those setups, the rewards can be quite enjoyable.
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