La video ne montre pas du tout, ce que pourra etre votre squad qui ira jusqu' a 8 minions qui, aux dernieres nouvelles seront aux nombres de 150. TOUS differents avec pouvoirs et ia differenciées, en fonction de votre facon de faire il reagiront differement pouvant aller jusqu'a debloquer des quetes. Un peu dans le genre baldur's gate 2
je vous soumet ici la description d'un combat d'un rogue avec sa squad en solo, decrite par le responsable communauté deodatus.
je sais que c 'est en anglais mais en faisant un petit effort de traduction on se rend vite compte des possibilités.
You've finally earned your fourth minion after a long series of battles and quests, and you've been hearing rumors of some ruins in the land of Armentaria that contain some particularly sweet rewards. Restructuring your squad, you decide that you'll need to do some specialization with your minions. You eventually settle on a tanking-specialized Infantry minion, a healer-specialized Caster minion and 2 heavy stealth-specialized Skirmisher minions to help get you through the old ruins and on to the waiting loot.
As you descend into the canyon and start weaving your way through the large stone ruins, you come across a clearing where a sorcerer has set up camp. It's surrounded on all sides by towering stone and the only way in or out is through the path that you are now on. Luckily nobody has spotted you and you can quickly issue orders to your squad. Backing up to a safe distance, you duck behind a giant stone pillar. Issuing a "hold" command to the Tank and the Healer you and the two Skirmishers move back towards the camp. It's a narrow path and there's not much room to negotiate in battle. Fortunately there's a small alcove between where your remaining minions are and the sorcerer’s camp. You position your Skirmishers in the alcove and then issue the Hide Unit command. Immediately they enter stealth and await your attack order.
Slipping into stealth mode yourself, you weave in and out of the shadows until you've made your way in to the impromptu camp. Sneaking up behind the sorcerer, you surprise him and knock him unconscious. Immediately the sorcerer's minions snap to attention and before they descend upon you, you begin to retreat to your original position. As you get close to your tanking Infantry minion, you issue a support command to your Healer, effectively putting him on "heal-me-up" duty and order the tank to begin engaging the pursuers. It's only a matter of time until the sorcerer regains consciousness and you must eliminate his minions! Rushing into battle, your Infantry minion takes the heat off of you long enough for you to re-stealth.
Sneaking up behind the closest attacker, you cripple him with a devastating backstab blow. He turns to face you, but you kick sand in his eyes, causing him to reel backwards onto the blade of one of your infantry minions. Success!! He falls, and it's not long until another enemy minion joins him.
Just in time! With one enemy minion remaining, the sorcerer has regained consciousness and he's none too happy. As he gets in casting range, you and your Infantry focus dropping the remaining minion. The sorcerer thinks he's got the upper hand and begins to cast a devastating firestorm. You smirk to yourself as you issue the "attack" command to your hidden Skirmishers. Just as the sorcerer finishes the last words of his spell, a plethora of fire arrows comes raining down from the sky upon him; interrupting his cast, giving you the time you need to fell the last minion and switch everyone to an all-out attack command. Even the Healer jumps into the fray, and soon arrows, blades and bolts of energy crush the once-powerful sorcerer.
And this is only one class with 4 out of 8 total minions.
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