Squad Leader Archive
Thread: Aden's Squad Leader Build v1.0
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Aden_Nak
Fri Aug 22, 2003 3:10 pm
#1
I've worked up a first version of my Squad Leader Build. I think it's fair, even-handed, not OVERLY powerful. But it does satisfy the official definition of the Squad Leader, right out of the SWG manual. "Squad Leader: A soldier whose very presence in a group provides benefits to all group members."
Certain Skills can only be cast in camp (all of the active skills in Leadership). Others can only be cast once per hour, for obvious reasons. There are also a few skills where I say something will be X % effective and those are certainly open for change and revision as balance demands. The values I put down are obviously untested, but I feel that they are reasonable. I'd love some feedback.
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Novice Squad Leader
/sysgroup: Displays an on-screen message in RED
/flag : Causes a visual aid to appear for all group members on whichever target the Squad Leader has selected
Mission Details: Causes the Squad Leader to see mission waypoints for all group members on the map
-------------------------------------------------
Surgical Strikes I
/urgency: Causes a temporary increase in attack speed for all group members
Surgical Strikes II
Group Accuracy + 10
Surgical Strikes III
Group Speed + 10
Surgical Strikes IV
/trickshot: At great cost to the Squad Leader, group members get a 10% reduction to the HAM costs of their special moves
-------------------------------------------------
Defensive Tactics I
/rally: Increases Melee and Ranged Defenses for all group members
Defensive Tactics II
Group Melee Defense +10
Defensive Tactics III
/regroup: Cures all states for group members
Defensive Tactics IV
Group Ranged Defense +10
-------------------------------------------------
Resiliance I
Group Stun Defense +10
Group Intimidate Defense +10
Resiliance II
/embolden: All attacks have a chance to cause MOBs retreat (similar to Warning Shot)
Resiliance III
/closequarters: Removes point-blank penalty for all group members
Resiliance IV
Group Dizzy Defense +10
Group Blind Defense +10
-------------------------------------------------
Leadership I
Group Terrain Negotiation +20
Leadership II
/fieldpatch: Removes DOTs from all group members (must be cast in Camp)
Leadership III
Group Crawl Speed +20
Leadership IV
/raisespirits: Reduces 50% of Battle Fatigue (must be cast in Camp, can only be used once per hour)
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Master Squad Leader
Group Melee Defense +10
Group Ranged Defense +10
Group Stun Defense +10
Group Intimidate Defense +10
Group Dizzy Defense +10
Group Blind Defense +10
Group HAM Reduction: Reduces the HAM costs of special moves by 10%
/sacrifice: Revives incapacitated group members, but incapacitates the Squad Leader (can only be used once per hour)
Certain Skills can only be cast in camp (all of the active skills in Leadership). Others can only be cast once per hour, for obvious reasons. There are also a few skills where I say something will be X % effective and those are certainly open for change and revision as balance demands. The values I put down are obviously untested, but I feel that they are reasonable. I'd love some feedback.
-------------------------------------------------
Novice Squad Leader
/sysgroup: Displays an on-screen message in RED
/flag : Causes a visual aid to appear for all group members on whichever target the Squad Leader has selected
Mission Details: Causes the Squad Leader to see mission waypoints for all group members on the map
-------------------------------------------------
Surgical Strikes I
/urgency: Causes a temporary increase in attack speed for all group members
Surgical Strikes II
Group Accuracy + 10
Surgical Strikes III
Group Speed + 10
Surgical Strikes IV
/trickshot: At great cost to the Squad Leader, group members get a 10% reduction to the HAM costs of their special moves
-------------------------------------------------
Defensive Tactics I
/rally: Increases Melee and Ranged Defenses for all group members
Defensive Tactics II
Group Melee Defense +10
Defensive Tactics III
/regroup: Cures all states for group members
Defensive Tactics IV
Group Ranged Defense +10
-------------------------------------------------
Resiliance I
Group Stun Defense +10
Group Intimidate Defense +10
Resiliance II
/embolden: All attacks have a chance to cause MOBs retreat (similar to Warning Shot)
Resiliance III
/closequarters: Removes point-blank penalty for all group members
Resiliance IV
Group Dizzy Defense +10
Group Blind Defense +10
-------------------------------------------------
Leadership I
Group Terrain Negotiation +20
Leadership II
/fieldpatch: Removes DOTs from all group members (must be cast in Camp)
Leadership III
Group Crawl Speed +20
Leadership IV
/raisespirits: Reduces 50% of Battle Fatigue (must be cast in Camp, can only be used once per hour)
-------------------------------------------------
Master Squad Leader
Group Melee Defense +10
Group Ranged Defense +10
Group Stun Defense +10
Group Intimidate Defense +10
Group Dizzy Defense +10
Group Blind Defense +10
Group HAM Reduction: Reduces the HAM costs of special moves by 10%
/sacrifice: Revives incapacitated group members, but incapacitates the Squad Leader (can only be used once per hour)
Aden_Nak
Fri Aug 22, 2003 3:25 pm
#2
Grrrrrrr.
Surgical Strikes III
Group Speed + 10
Should read:
Surgical Strikes III
Group Attack Speed + 10
Surgical Strikes III
Group Speed + 10
Should read:
Surgical Strikes III
Group Attack Speed + 10
cydonia
Fri Aug 22, 2003 4:16 pm
#4
/raisespirits is something an entertainer should have not a squad leader
and /sacrifice sounds like a good idea but how can you justify it from a "realism"/"rollplaying" point of view????
otherwise seems fair and balanced
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