Squad Leader Archive
Thread: I think that I found a Workable MSL Spec
Looks fine to me,
Since I am planning on using the Master Squad Leader carb most of the time, and I want improved full auto area. I am doing this:
MSL(Scout XXX4)
Carb 444X(Improved full auto area, improved crippling shot, improved leg shot, improved charge shot)
Pistoleer XX33(improved stopping shot, ranged intimidate)
Marksman X444
Medic X21X(for bacta toss, and base bacta heal)
or
MSL
MC
Pistoleer XXX2
Marksman X444
Medic X21X
Scout XXX4
I may modify as I go.
Group terrain negotiation will offset my need for scout 4XXX will it not?
Message Edited by Xoreshear on 05-03-2005 01:07 PM
Xoreshear wrote:
Group terrain negotiation will offset my need for scout 4XXX will it not?
Im Finding this template good
MSL/MBH and Pistols 0404
That's pretty much what I have, except I got rid of all medic, due to the fact that at CL 80, instant stimpacks D will heal u much better than any bacta heals, even when used by docs. So I'm using those medic skill pts to get more pistol.
Xoreshear wrote:
Looks fine to me,
Since I am planning on using the Master Squad Leader carb most of the time, and I want improved full auto area. I am doing this:
MSL(Scout XXX4)
Carb 444X(Improved full auto area, improved crippling shot, improved leg shot, improved charge shot)
Pistoleer XX33(improved stopping shot, ranged intimidate)
Marksman X444
Medic X21X(for bacta toss, and base bacta heal)
or
MSL
MC
Pistoleer XXX2
Marksman X444
Medic X21X
Scout XXX4
I may modify as I go.
Group terrain negotiation will offset my need for scout 4XXX will it not?
Message Edited by Xoreshear on 05-03-2005 01:07 PM
I decide I wanted my Squad Leader to take advantage of the lack of certifications, so I wanted to go a kind of Jack-of-all-trades route to have as much usefulness with all weapons as possible.
SL - Master
Marksman - Master
Rifleman - Master
Pistoleer - 0003
I was surprised by the usefulness of Master Marksman. Not only do you get some really nice gen acc and gen speed bonuses, but Lethal Shot is a nice high damage, low action cost special.
The 0003 pistoleer is to get stopping shot, which as a Rifleman, is really nice to have a root move.
This makes my character especially lethal with a rifle, but also very effective with the Master Squad Leader pistol and carbine.
An alternative to this would be:
SL - Master
Marksman - Master
Rifleman - Master
Pistoleer - Novice
Carbine - Novice
Gives a little extra boost to the pistol and carbine moves.
Squad Leader gets so many general ranged accuracy/speed modifiers and defensesand assault armor mitigation it's pretty crazy. It's just another 'shell class' tho, and it meant to be complimented or to compliment or be complimented by another class. Take up Commando or Bounty Hunter. You'll never have to worry about your armor slowing you down again and you'll get some tough attacks and weapons to boot. Bounty Hunters can use rifles, carbines (soon, the fabled PROTON CARBINE), and scatter pistols and Commando can use all sorts of nifty heavy weapons and blow sh!t up. Looking it over I think Squad Leader mixed with either commando or BH would make for a formidable PvE/PvP template and still leave some skill points for some other fun booster class.
--Jack ![]()
Message Edited by Sephia on 05-04-2005 01:34 PM
Message Edited by Sephia on 05-04-2005 01:35 PM
The problem with MSL is that MBH outclasses it in every way. For the same number of skill points (and a better pre-req branch) MBH grants +40 Ranged Defense and +30 Melee defense over MSL. Granted, that doesn't include Group bonuses, but even there you aren't coming out even with MSL. MBH also grants twice the speed and 33% more accuracy than MSL, and better guns to boot (assuming the stats on TC-EP3 frogs once represented maximum DPSvalues). Let's not forget the fantastic specials, either...
I really recommend going MBH, a second Ranged mastery, and SL 0404. You'll get the best SL abilities -- Rally, Burst Run, and Volley Fire -- and the best mods from SL. Sure, you won't be giving as much defense to your group, but in reality, +30 isn't much when most triple-masteries have over 200 defense. And yes, you won't be granted TN to your group, but with everyone going BH these days, that really isn't much of a problem. And you can always pick up Group TN skill tapes.
That's my general feeling. The three abilities I mentioned are well worth getting two branches... the rest of the tree, sadly, does not stack up. For now, at least.
Good Points but my only argument is what if you have a Triple Master in your group. I think the extra +30 and the TN might help out in the long run assuming the other Triplu Master doesn't have a MSL.
InfluenzaSWTA wrote:
The problem with MSL is that MBH outclasses it in every way. For the same number of skill points (and a better pre-req branch) MBH grants +40 Ranged Defense and +30 Melee defense over MSL. Granted, that doesn't include Group bonuses, but even there you aren't coming out even with MSL. MBH also grants twice the speed and 33% more accuracy than MSL, and better guns to boot (assuming the stats on TC-EP3 frogs once represented maximum DPSvalues). Let's not forget the fantastic specials, either...
I really recommend going MBH, a second Ranged mastery, and SL 0404. You'll get the best SL abilities -- Rally, Burst Run, and Volley Fire -- and the best mods from SL. Sure, you won't be giving as much defense to your group, but in reality, +30 isn't much when most triple-masteries have over 200 defense. And yes, you won't be granted TN to your group, but with everyone going BH these days, that really isn't much of a problem. And you can always pick up Group TN skill tapes.
That's my general feeling. The three abilities I mentioned are well worth getting two branches... the rest of the tree, sadly, does not stack up. For now, at least.
I have been a squad leader carbineer for almost 2 years. I have never done the holo grind and have been loyal to two broken profs for a long long time.
Here is my new template after the cu
Master squad leader
Master carbineer
Bounty hunter 3 4 0 0
Combat prowness 4 2 0 0
It works for me and I have been having so much fun killing imperials. I can take on 2 at a time and win even if one is a cm ( well sometimes if there is a cm, depends how good the poisons stick).