Squad Leader Archive

Thread: Ok going back to SL

Thatguyfubu
Fri Sep 16, 2005 6:07 am
#1

Well I am grinding out SL again. I was an SL before and have always been the group leader even when I didn't have any SL. However some of the newer features coming out I think would really help out my group. I am kinda torn on two different templates and wanted to get some personal feedback on them.


Master Squad Leader

Master Combat Medic

Carbineer 0400


or


Master Squad Leader

Master Carbineer

Combat Medic 4000


Now a little background at what I am doing. I have decided I am longer gonna be PvP and will be doing strickly PvE. I will be rolepalying this character and will have a group that will also consist of roleplayers that are all ranged (IE sharpshooter, heavy artillery). I have been a MCM for a long time and to be honest I am tired of having a FOTM profession. I picked up MCM before it was FOTM so that I could rez my fallen comrads. My main concentration is to lead my squad not run around and debuff the enemy and toss fire and poison at them. I do want to keep some healing and ranged healing for emergencies (I generally have either a MDoc or MCM in my group). The only downside is I will have to rely on someone else to get the rezzes in. Also I love carbines infact my personal weapon is a custom built Elite Carbine that is damage capped, SAC capped and very close to speed capped with a +56 accuracy and ADK on it.




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


Wallid
Fri Sep 16, 2005 6:21 am
#2






Thatguyfubu wrote:

Well I am grinding out SL again. I was an SL before and have always been the group leader even when I didn't have any SL. However some of the newer features coming out I think would really help out my group. I am kinda torn on two different templates and wanted to get some personal feedback on them.


Master Squad Leader

Master Combat Medic

Carbineer 0400


or


Master Squad Leader

Master Carbineer

Combat Medic 4000


Now a little background at what I am doing. I have decided I am longer gonna be PvP and will be doing strickly PvE. I will be rolepalying this character and will have a group that will also consist of roleplayers that are all ranged (IE sharpshooter, heavy artillery). I have been a MCM for a long time and to be honest I am tired of having a FOTM profession. I picked up MCM before it was FOTM so that I could rez my fallen comrads. My main concentration is to lead my squad not run around and debuff the enemy and toss fire and poison at them. I do want to keep some healing and ranged healing for emergencies (I generally have either a MDoc or MCM in my group). The only downside is I will have to rely on someone else to get the rezzes in. Also I love carbines infact my personal weapon is a custom built Elite Carbine that is damage capped, SAC capped and very close to speed capped with a +56 accuracy and ADK on it.






I would sudjest the secound template. I RP my char as a roughneck myself. Quick strike, MSL, and going to do 0.4.0.0 of carbines. that secound templ would be closer to what you might want.


as for Rez, benefits of knowing a field doc or CM.


all depends on how your goina play.





McElroy: " it's not the size of the Smuggler in the fight. It's the size of the fight in the Smuggler. Let's do this now "


Wallid Salmomn, Master "Field Protections" Elder Armorsmith of Xcalibur For all your Field Protections needs (as well as Reb Master Munitions Crafter ).
"Bult Tough, Bult MonCal Tough "


willflynne
Fri Sep 16, 2005 7:55 am
#3

I'd go with the second option, especially if you want to keep heals available for emergencies. I run SL/pistoleer/2xxx CM (with the FS healing tree filled) and tend to do ok keeping my groups healed when they need it and a MCM/MDoc isn't available. As far as the rez, I'd recommend hitting the myyydril caves quests for the rez arm reward if you want at least one rez available for your group. Downsides of the arm are the cooldown timer (either 1/2 or 1 hour, not sure) and the fact that you sacrifice arm armor on that arm when you install it. But on the plus side, it's something you can have in reserve just in case your resident rezzer gets killed.





Flynne Cordova
Elder Jedi, and the only Jedi on the Bloodfin GCW Officer list without a PvP kill
Atheta Cordov'a
Master Officer, ready to support her groups to the fullest
Byoolah
Master Commando, killing Black Suns every day just because she can

BadChef
Fri Sep 16, 2005 8:19 am
#4

MSL/MCM is a real good support build, used it for awhile and it can keep your group going for some time. I'm going for MSL/MCarbineer/CM now to see if I like it, would be closest to how I play on fps games. Maybe one of these SLs who has Carbines can give you some tips. What I can tell you for MSL/MCM is, stock up on food/drinks and learn how to manage your stat bars and how to time your heals and debuffs to more use. In pvp alot of the MCM stuff you realy dont need to worry about, like the DOT's. But the debuffs help out a good deal and area heal will get a /cheer or two.




xfire name: thachef
__________
BadChef: Smuggler
TireeG2
Fri Sep 16, 2005 8:49 am
#5

I would go with the master carbineer temp. Since MSL isn't the greatest for personal benefit I would rather grab a full combat temp to help compensate for lack of defense/accuracy/specials.Plus, ifyou have other Mdoc/MCMs I think your group will be fine.


I may be a little biased though, I love carbineer.




cccccccccccccccccccccccccc ccccccccccccccBrighamBasilone-Eclipsecc ccccccccccccBriggBasilone-Radiantccc cccccccccccBelieve me sweetie, I got enough to feed the needycccccccc
Thatguyfubu
Fri Sep 16, 2005 9:10 am
#6

Thanks for the input this was exactly the info I was looking for. I think I am gonna go with MSL / MCarbs / CM 4000. Looks like one of the MCMs in my guild will be happy that I will a bunch of MCM stuff to give away.




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


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