Squad Leader Archive

Thread: Master Squad Leader + Master Commando

TsothaLanti
Mon Apr 18, 2005 4:55 am
#1

Now that both Squad Leader and Commando will have their respective necessary amount of skill points reduced, I was thinking of changing my Master Squad Leader + Master Rifleman template to Master Squad Leader + Master Commando.

Never been Commando before, though, so I don't know whether the lack of elite profession special attacks will make me unuseful as Commando. Any hints or comments?



Tsotha Lanti - Officer.
Khemsa Lanti - Shipwright.

Governor Tarkin: "The Jedi are extinct. You my friend are all that remains of their religion."
Lord Vader: "You don't get out much, do you?"
RunningRoutes
Mon Apr 18, 2005 5:19 am
#2

I was considering that template for a while. But then I realized something.

1) You have so few specials.
2) No recovery specials except for KD.

I decided to go MSL/MCarbineer.



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Thatguyfubu
Mon Apr 18, 2005 6:30 am
#3

I am a master commando. master sl, and pistoleer 0004. I like this temp and will use it in Live.


Pros:


Lots and lots of weapons. My melee defense is 245 and my ranged is 215. Plus what is better then being commando and a squad leader. With commando weapons the specials are built in. If you want to blind use an acid beam launcher, KD use a rocket launcher, DOT use the lightning beam, plasma, or FT. Plus with 0004 in pistoleer you get some nice specials; stopping shot to root them and keep pounding away, fan shot to add a cone effect to all your weapons (will be really nice one they fix the proton rifle), and quich shot as your default attack to keep the hits coming between specials.


Cons:


Your highest DPS is 421 with the plasma. There is no way to get to 441 like a master carbs BH can, however is you put your 3 free skill points into FS ranged speed you might be able too. The only recoveries you get are blind and KD recoveries. Also there is no ranged dizzy KD specials with are really nice. Now you can trade in the 0004 pistoleer and pick up a full branch in either rifleman, carb, smuggler, or BH. The BH will get you the better specials but pistoleer gets you the best defenses.


SUMMARY:


All in all I like it. However I have not really had the chance to group up to try out the SL specials. The one time I did try rally did not work. According to my numbers if it did my melee defense would have been 275 with is high then a jedi knight. So hopefully I can get a chance to try them out. I am really looknig forward to useing this template in Live. Only down side is you might have a hard time with one on one duals. Just need to remember to root them and keep them at the max ranged for your weapon. If you get hit with a dizzy KD you are done. I have not tried large scale PvP with it yet but I think it should be really good since you have a weapon for every type of situation. Also with the assault armor being better for kenetic and using a PSG for the energy protection, then add in the high melee defense you can tank pretty good too.




X Zaran Moonwalker X
[]g[c]g[g][gg]: (gg) (gg) (gg)
__.'///_/ Strength * Honor * Unity
__.///REBEL ALLIANCE SPECIAL OPERATIONS


SpunkyKuma
Mon Apr 18, 2005 8:20 am
#4

I was testing master SL/master CM/BH 0040 and it's a pretty nice and viable group support role, rather horrible in PVP though but I was going to try 0044 pistoleer but kept crashing left and right. Commando/Carbineer so far seems the most powerful combination considering the commando combo template, Commando/SL doesn't turn out as well as it sounds on paper.



Vicci A'Tivo - Elder "in your face" Bounty Hunter
Ekinn A'Tivo - NGE Jedi
XProdigy - Pre-24 Squad Leader
Chac Baal - Elder Jedi (Omen's first Mon Cal Jedi)
Rhazin
Mon Apr 18, 2005 8:21 pm
#5

I tested this template and found Master SL/Master Commando was not as effective in combat as Master SL/ Master Carbineer
TsothaLanti
Tue Apr 19, 2005 1:53 am
#6

So, why would you choose Master Squad Leader + Master Carbineer instead of Master Squad Leader + Master Rifleman? Could you please explain the reasons of your decission? In addition, what other skills with the missing skill points? Novice Medic? Master Marksman? Master Scout?

Thanks in advance.



Tsotha Lanti - Officer.
Khemsa Lanti - Shipwright.

Governor Tarkin: "The Jedi are extinct. You my friend are all that remains of their religion."
Lord Vader: "You don't get out much, do you?"
DarkHelmet-TIO
Tue Apr 19, 2005 4:21 am
#7

Can someone do the same analysis of Commando + Rifleman?

That's my plan for CU, but I do kinda like concentrating on only one set of weapons (ie heavy).

Commando/SL sounds good, but i'm waiting to see how effective and necessary Squad leaders will be.
Loki_Ashaman
Tue Apr 19, 2005 5:25 am
#8






DarkHelmet-TIO wrote:
Can someone do the same analysis of Commando + Rifleman?

That's my plan for CU, but I do kinda like concentrating on only one set of weapons (ie heavy).

Commando/SL sounds good, but i'm waiting to see how effective and necessary Squad leaders will be.





Commando+Rifleman = massive damage, but don't try to tank for long. 3000 damage sniper shot to start, and 1500 damage head shots every 3 seconds (~3.5 second if you use a commando weapon) against level 80 mobs - at least that's what I was pulling off this weekend. This is looking template is looking more and more tempting if we (SLs) don't get some much needed dev-attention.




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Mardius Ashalar, Commissar: Commander of the Daishi
Larikuj V'neef, DOH Mall: Theed (-5240, 2770)
"A pilot without his attitude is just some guy" - TomoRainer


Thatguyfubu
Tue Apr 19, 2005 6:19 am
#9

I ended up switching up my template to Master Commando, Master BH, and SL 0400. This brought my defenses to 275 melee and 280 ranged. Plus with all the specials that BH offeres is pretty nice. Also my plasma flamer has a DPS rating of 444 now. I played around with the Master Commando, and Master Rifleman mainly because I like the specials and all the recoveries, however it does not add to too much general ranged speed and accuracy, which is very important for the Commando weapons. Also to keep in mind at this point the Proton Rifle is using the heavy weapon and general mods and rifle mods. If they change this to use the rifle mods then Commando, Rifleman will be a really good template to go with.




X Zaran Moonwalker X
[]g[c]g[g][gg]: (gg) (gg) (gg)
__.'///_/ Strength * Honor * Unity
__.///REBEL ALLIANCE SPECIAL OPERATIONS


DarkHelmet-TIO
Tue Apr 19, 2005 7:32 am
#10

I was also thinking of taking 4000 TKA with that for meditate, any other suggestions for the remaining points?
TsothaLanti
Tue Apr 19, 2005 7:50 am
#11



DarkHelmet-TIO wrote:
I was also thinking of taking 4000 TKA with that for meditate, any other suggestions for the remaining points?





Hmmmm... bear in mind that now TKA requires two brawler branches so, despite of how useful is meditation, it might be a waste of skill points compared to other alternatives.

At present time I use them to be Master Marksman. As skill points are required to invest them in Force Sensitive skills, I plan to surrender all Carbines and Pistols skills and invest the skill points in the Force Sensitive skills and Novice Medic to be able to heal myself. I'm also keeping first column of scout (as with pre-CU requirements).



Tsotha Lanti - Officer.
Khemsa Lanti - Shipwright.

Governor Tarkin: "The Jedi are extinct. You my friend are all that remains of their religion."
Lord Vader: "You don't get out much, do you?"
Kiryoku
Tue Apr 19, 2005 8:39 am
#12




DarkHelmet-TIO wrote:

I was also thinking of taking 4000 TKA with that for meditate, any other suggestions for the remaining points?




not gonna explain how i wandered into this thread, just wanted to comment on this...


4000 TKA requires 63 SP in the CU... the same as what it takes to get 0400 doctor...


with TKA, you get meditate - in downtime from combat you can heal wounds, bleeding, poison, and disease... youalsoget a temporary buff, and /forcefowill... you also get 25 melee defense and 15 ranged defense...


with doctor, you can heal damage, wounds, bleeding, poison, disease, fire, and combat states.. youcan also temporary buff... you can drag players... and you can do all of this in combat, and for other players as well... you also get 15 melee and 15 ranged defense...


of course, the choice is up to you what you should go with.. but spending the skills in doctor seems a bit more squad leader....




kago

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RenKesson
Tue Apr 19, 2005 2:26 pm
#13

Maybe the temp calculator I looked at is whack, butI calculated a template that had MCommando/MSL/MPistols. That's the temp I want. Solid defenses and debuffs from Pistols, SL grouping abilities, and heavy support w/ Commando. But will this not work?



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