Squad Leader Archive
Thread: Interesting SL Combination
-Planned Skills (plan #1)-
Creature Handler (4/4/4/4+M)
Master Creature Handler
Rifleman (4/0/0/4)
Master Sniping Accuracy
Master Rifle Special Abilities
Squad Leader (1/4/4/4)
Mobility I
Strategy IV
Leadership IV
Tactics IV
-Planned Skills (plan #2)-
Creature Handler (4/4/4/4 + M)
Master Creature Handler
Rifleman (4/0/0/0 or 2/0/0/2)
Master Sniper
OR
Advanced Sniping Accuracy
Advanced Rifle Special Abilites
Squad Leader (4/4/4/4 + M)
Master Squad Leader
My general thought is to be able to stay back and direct a squad without
having to rely on my own Damage per Second. But having just enough
Damage Per Second to help out the crew. The more I think about it the
more I think I'll go with Plan #2, Master SL + Master CH + four rifleman
boxes.
Borion
Squad Leader / Creature Handler / Rifleman
These are all very interesting theories and well rounded plans. I thank you for sharing your ideas and I wish you the greatest of success.
Tevoo Rerio
Here's the combination I'm working on:
Marksman 0/0/4/4 To be Squad Leader and Carbineer
Scout 4/0/4/4 To be Squad Leader and Creature Handler
Carbineer 0/3/0/4 For the Crippling Shot and all KD's
Creature Handler 4/4/2/3 To provide nice pet tanks and be able to solo with 2 pets
Squad Leader 4/4/4/4 (Master)
I think it's a nice combination, maybe I'll be able to test it in 3 or 4 month ![]()
Weaponsmith 0/4/0/4
Rifleman ?/?/?/? (forgot which tier was which)
Master Squad Leader
And takeing up some BE skills for when I get bored of combat.
Definately a support template. With Rifleman my ideal range is in the back, which I like. ALso add in the mind bleeds and such, its a pretty nice support combat class(esspecially if they make Rifles have longer range than pistols). Weaponsmith is jes sorta what I wanted to do at first, and plus I can make my own **edit** weapons the way i want them. Squadleader finishes off my support-ness with group terrain negotiation, the defence bonuses(are they working?) Aim, al the support stuff.
Jes dun see many people mixing Riflemen with anything, wonder if they really got the shaft?
What I am going for, though not strictly,
TK Master
Ranger : 0/4/1/2
Squad L. : 0/0/3/0
and a musician just for the fun of it.
As a Squad Lead I have noticed being a TKhaving Melee Defense for group is best, because when I attack the mobs, they stop using ranged weapons and attack me, if they decide to attack my members they usually stick to melee, so the ranged combat members are better suited.
I noticeda melee fighting SL acts as a model for the others, encouraging them more
.
As aRanger I can build big camps, have the rescue option, and can throw traps to stop mobs and support the attack rates of my members
Musician is just fun, enteraining in camps.
Where are you people getting all the skill points ?
I have
master squad leader
master carbineer
medic 3 0 0 0
and on my scout tree its 4 0 4 4
I am out of points
I have checked most of these templates and only a couple are over reaching on points and those are towards the top of the post.
I use an offline program that someone built called Grimbalcalc located on www.swgcraft.com<a href=http://dynamic6.gamespy.com/~swgcraft/forum/viewtopic.php?t=2756 target="_new"><b><u>GrimbalCalc</b></u></a>
Here is the link if the above didn't work - http://dynamic6.gamespy.com/~swgcraft/forum/viewtopic.php?t=2756
im becoming master pikeman/master squadleader and dumping the rest of my points into medic and buying the best stim b's i can find.
thats my combo and imstickin to it ![]()
I also use a character builder from time to time. http://swg.allakhazam.com/db/charbuild.htmlMy scheme works out perfectly leaving me with 2pts to spare.
Marksman 0/4/0/4
Scout 4/0/4/4
Creature Handler 4/4/3/3
Pistoleer 0/0/4/1
Master Squad Leader
I chose not to go for the Master Creature Handler so I could put the extra points into Pistoleer, if I choose too I could always get rid of the Pistol Stances I and get Master CH but I like the knockdown.
Nice builds but you cant be a leader without first aid 4. I can heal 1k damage and drag incaps away from danger.
SQUAD LEADER 4 4 44 -----Mastery for all the benefits
SCOUT 4 0 4 4 -----Necessary skills for CH and SL.
CREATURE HAN 3 2 0 0 ----- I can use a Graul Mauler
PISTOLEER 0 4 0 4 ----- All accuracy and speed mods, for increased DPS
MEDIC 4 0 0 0 -----Stopl Bleed,heals 1k damage, heals wounds very well, I can drag players
MASRKSMAN 0 4 0 4 ------ Necessary for SL and Psitoleer
Perfect group class. Unfortunatley I am also my own mini group with the mauler
Master SL
Master Carbineer
Master Marksman
Scout 4 1 1 4
That uses up every last skill point and that's what I'm aiming for
my stat go like this
Squad leader(4,4,4,4) Master
Creature Handler(4,4,4,4) Master
Carbiner(0,2,0,2)
Scout(4,0,4,4)
Markman(0,4,0,4)
My goal is to be a one man army(3 pet from CH, 3 from rebel faction and 1 droid) and carbineer is just there to help knockdown and posture down for pvp with 3 pet close combat as they do more damage when people are down.
I just have a question: Does squad leader ability works on Pet?(creature and faction)