Squad Leader Archive

Thread: SL and other Professions

BlkTom
Sun Feb 29, 2004 5:03 am
#1



What is best to go with SL?


Actually, this is a really good question, because SL can't stand alone. You need to be something else. You can't just be SL with a smattering of other skills. Well, you can, but that is called 'Jack of all Trades, Master of None'. Means that in a pinch you will do, but a real Entertainer, Medic, CH, whatever is far better and prefered.


Here is the breakdown for points, then I will do my thoughts (and just mine) on teaming up SL with something else. This is based on that you will be a Master SL.


Marksman=15 points, Scout=15 points, MSL=63 points, Combat XP IV/Explore IV/Survival IV=42 points (14 points each). Grand total is 135 points out of 250 points leaving 115 points left over.A basic Profession to master is 77 points and a Elite Profession is 63 points.



CH is popular, but SL really doesn't effect your critters. Having an instant army is pretty sweet though for a solo SL. You also share Scout and Hunting/Exploration share xp so it is super easy to get. Means you can have a few levels in a firearm Profession for support, but this might be all you get if you master CH. Plenty of posts on this subject.


BH/Commando. Well, there are things here...massive amounts of damage, that are appealing. But that is a awful amount of points to be tossing away here. Might as well throw Smuggler in here and Combat Medic. Interesting and I would love to hear more about it from those that actually do it. Still, 45 points for 3 starter Professions and 63 for Master SL makes these a very dedicated group. Is it really possible to master these and SL? Well, the points say no for say BH (154 points for Master Scout/Marksman and 126 points for Master SL/BH equals more than 250 points). The others, well, I don't feel like taking the time to do them now, but you all can figure them out pretty quick. Dabbling seems to be the only option if you want to master SL.


Brawler. Well, you still have to get Marksman, but your combat xp actually serves a purpose here. Strong Melee defences (since most combat with critters is melee). You don't hear much from these guys and you have the same problem of blowing 45 points on 3 basic professions. Add in 63 points for Master SL and 63 points for another mastery, say TKA, and 56 to get 4 basictrees to 4 (Survival/Combat/Exploration and a Brawling tree) and you still have some flexability to dabble on other things (23 points worth).


Marksman. Well, this is the most popular. Carbine seems to be the favorite, but the best line I ever saw for Carbineer is 'I bet I can kill myself faster than you can kill me'. Rifle is rough because of the double Mind hit and I have never heard of anyone really going Pistoleer/SL. From what I know of Pistoleer, it is a solid (and easy) Profession to get with balanced defences. Carbineer gives you funky defences and Rifleman gives you raw (straight melee/ranged) defences, Pistol is in the middle. Other benifit is that you have to get Marksman so it gives you more points to play with if you only go two rows in it and skip Master Marksman.


Ranger. Well, not a bad fit, but light on combat. You can Master Scout and go 2 trees in Marksman (combat plus a weapon) but you will not be really better than a level 4/Novice with a weapon type. If you really don't mind never getting past level 4/Novice Pistol/Rifle/Carbine you will be fine.


Non-Combat. These combined with SL go into that catagory of 3 starting Professions. If you want to be a Master of some sort in your non-combat Profession, your combat potential will be pretty low to nil. Not going to see many Master Dancers/Armorsmiths/Doctors that are also Master Squad Leaders.


I am a Master Marksman (77 points), Master SL (63 points), shooting for Master Rifleman (63 points), and Scout 4/0/2/4 (53 points) is 250 points total.


Hope this helps you (and others) out.


I encourage people to post in responce, specially those who went a less traveled path (brawler type, non-combat profession, ect).



Vec Prybrom (ICE)
Master Squad Leader
Master Marksman
Master Rifleman

Man's gotta do what a man's gotta do.- Clint Eastwood
ImpSquadLeader
Sun Feb 29, 2004 7:29 am
#2

Currently im MSL, Pistoleer 4443, Marksman 0404, Scout 4004 and Medic 4300. My goal is Master Pistoleer and that will leave me with 0 skill points left.

Its not the best PvP build but I think it makes mea really effective support unit.


Cheers!
doltec
Sun Feb 29, 2004 8:29 am
#3

Honestly the Rifleman/ SL combo is nice. Most Rifleman have migrated their stats to lower their ham costs. And with one hit of Brandy I barely move my Mind ham. Using rifleman shots and using SL specials. But in all acutuality I tend not to fire as much unless it is a dire situation. So i stand back and take in the battle and get involved when a crossing fire situation is needed i will run out about 20m to the side as my group takes two or three mobs and lay the flushing, flurry, and strafe combo down on the mobs. But usually this isnt even needed.


But back to the issue I wouldn't worry about the ham costs so much of a rifleman/SL we have to keep a buffed mind anyways a little healing ability thrown in and we are pretty well off.






Mac'hin Shinowea
(Me: I think I can take him)
(Matticus: Don't we are almost there)
(Me: Incapped.. nope slain i'll be there in a minute)
Arir the Ithorian
(Who is in needof stylish clothes)
irott
Sun Feb 29, 2004 11:20 am
#4

I really liked my template I had all planned out.


Master SL

Master Carbineer

0040 Pistoleer

0444 Marksman

4114 Scout


It was great for playing and RP purposes (all the field leaders had a pistol or something similar in the civil war).

I would get the defenses from Pistoleer plus the best attacks from the profession in case something got too close.


This might still be possible as I have heard the defense stacking still works it just caps at around 125. This may be 100 from the skill boxes and 25 from skill tapes, BE clothes, or modded weapons. I might work on this on Test Center if I have enough time.



[irott and the full effect]
Master Squad Leader


"We're all in it together" - Archibald 'Harry' Tuttle

Deplomatic
Fri Mar 05, 2004 9:07 am
#5

ya great thread


but i think if you go for only 2 lines of squad leader ... you can have better things


squad leader does not have any skills realy word the points only SYS

so i would say thake the tactics line and leadership line ... or becose i like the Field commander titel so much that i am just gowing for that and the tactics line.


that will leave you whit >>>144 points


since i am a role player


i pick up ranger to for the camp but you not just waste all master scout points for just better camp no we pick up the tracking line to then 0/4/4/0 >>> that leave you whit >> 76 skill points


now we need a combat proffesion still


but the problem is if we thake 1 elite marksman proffesion then you would come out on -1 skill points

so you need more point


and this is where the problem is becose you cant realy drop tracking 4 or camping 4 or even drop another SL line would not make you SL anymore


if anybody knows a way out please tell me



Rancis - Chimaera
Master Squad Leader - Master Pistoleer
*Squad Leader since the dawn of the Galaxies*
BlkTom
Mon Mar 15, 2004 6:35 am
#6

Deplomatic-


Yeah, pretty much your screwed because your taking 62pts between Ranger and SL (while mastering one or the other would be 63pts). That 1 point would be for the mastery level. Only way would be to give up one or the other.





Vec Prybrom (ICE)
Master Squad Leader
Master Marksman
Master Rifleman

Man's gotta do what a man's gotta do.- Clint Eastwood
Kevy
Mon Mar 15, 2004 4:02 pm
#7

I'm planning on MSL / Master ranger with Carbines IV. This leaves 4 skill points left over that really can't be used anywhere. The reason I chose carbines is because it is a nice balance of speed versus damage over either pistols or rifles at the marksman level. Another reason is that carbines are the only line in the marksman tree that can apply dizzy/stun etc. So even though I'll just use my traps as a master trapper for states on creatures, at least I have a chance of applying states on NPCs and PCs.








Kevy Junior






Artisan: [4-4-4-4] | Marksman: [2-4-4-4] | Scout: [4-2-4-4]













"When you get to the end of your rope, tie a knot and hang on." - Theodore Roosevelt


Jez3an
Tue Mar 16, 2004 12:08 am
#8

I'm just going into Squad Leader with my alt. I plan to Master SL and Ranger, and have Pistols 4 as the only weapon skill.

I chose Master Ranger because of what I and my Squad do - Big Game hunting for fun and profit. I'm not a faction member and I have no interest in the GCW, but Ranger makes a lot of the Game Hunting a lot easier.

I chose Pistol because the greatest use I put my weapon skills to is for add control, not for direct damage, so I wanted the highest speed possible (speed slices ) and I can keep multiple targets under control while my team work on the main.

Damage isn't my priority. My team is my main weapon.

At the moment I still have a few Artisan skills (for weapon power ups) which are the next to go, and some Pistoleer skills, simply because I have the skill points to do so at the moment.



Sherina Elderwood, Bria.
Vendor -4211 6371 Next to Tusken Fort (THC Mall) Near Mos Vegas and Tusken Vale

Master Weaponsmith, 11pt
Master Artisan
Master Buisnessman
ShadowLightning
Tue Mar 16, 2004 7:12 am
#9

I got two answers to this one. I guess it depend on who you usually group with:



1) Being Well rounded is GREAT with Squad Leader! I did this for about a month before I was in a mood for a change and I'm trying Number 2 below. Well rounded is:


Scout 4044 : Marks 0404 : SL 4444+M : Medic 2340 : Entertainer 0404 (or 0044)


This combo enhances the usefulness of the Squad Leader. You are able to heal all and still fight with a decend support fire. I oo recommend Pistol over Carbine and Rifle due to speed. You don't want the down time of a weapon to delay you commands/heals. In Medic, Phar IV is the changing of all situations. Just try and it tell me that using a Stim D isn't great! Not to mention more uses per pack. And I had ALWAYS found that in a group... the Combat Medic and Docs need mind healing. If the COmbat Medics know there is a performer in the group... they will be a little bit more free to use their mind heal. And since our commands take up a lot of mind... we welcome that!


Again I played that way for a month and it worked great! I have recently changed to the below to try it out.


2) Scout 4004 : Marks 0304 : SL 4444+M : Entertainer 0404 : Musician 4444+M


All the big hunts that I was a part of always had a Combat medic and Docs in it. I began to think that I really didn't NEED to have medic. More so... I did to provide for the medics that we have! Although not as well liked... Musician buffs are FAR better than Dancers! Buff Docs' Willpower and Focus and not only will they use 0 mind to use stims and the such BUT if they do get hit... they recover faster and thus lowers waiting times for mind healing.


BOth work great! Great Thread!


Emma Coshton <SGO>


Master Squad Leader / Master Musician





Danirent
Master Doc/Master CM

Emma
Master SL/Master Doc
BlkTom
Thu Apr 22, 2004 6:11 am
#10

Bumping for the Fencer and the Commando posts that are up.


On a side note, 4/0/2/4 Scout is 48 points, not 53. I needed to have 47 points to go 4/0/2/4 Scout and Master Marksman, Rifleman, and Squad leader. I have to instead go 4/1/1/4 to equal 250 points, which kinda sucks. Can't use those 4 points anywhere else, so I guess a worthlesslevel of trapping and an almost worthless level of hunting. I use hunting togive my guildmates App points and for gathering meat or hides to sell or give toguildmates.





Vec Prybrom (ICE)
Master Squad Leader
Master Marksman
Master Rifleman

Man's gotta do what a man's gotta do.- Clint Eastwood
DiLune
Thu Apr 22, 2004 8:50 am
#11

SL=63 points

Rifleman=63 points

Marksman=72 points

Scout 4/0/2/4=48 points


Total=246 points
Yeraze
Thu Apr 22, 2004 9:00 am
#12

I like Master SL/Master Carbineer/2200 Medic. That leaves 13sp leftover, that I usually spend on Hunting 1-3.

The 2200 medic gives you basic First Aid (cure bleeds) and Drag Incap. With some good macro's, I've been able to keep krayt hunting groups alive for a long time without a single Kill. Keep the doctors in the back, and I run to the front and drag people from the front lines to their location.



Rebel Colonel Date Sunrunner
RAID Elder
Master Squad Leader - The True Jedi of SWG.
Master Carbineer
Master Alliance Pilot
BlkTom
Thu Apr 22, 2004 8:24 pm
#13






DiLune wrote:

SL=63 points

Rifleman=63 points

Marksman=72 points

Scout 4/0/2/4=48 points


Total=246 points






Tsk tsk tsk DiLune...Master Marksman is 6 points, not 1, that is why the basic Professions are 77 points. 15 for novice, 14 per tree, and 6 for master. The elite Professions are 6 for novice, 14 per tree, and 1 to master, thus 63 points.



Vec Prybrom (ICE)
Master Squad Leader
Master Marksman
Master Rifleman

Man's gotta do what a man's gotta do.- Clint Eastwood
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