Squad Leader Archive
Thread: Interesting SL Combination
Has anyone given any thought to the following formula? And more importantly can it be feasibly worked?
Marksman 0 0 0 1 (Ranged Support)
Scout4 4 4 4 (Master)
Squad Leader 4 4 4 4 (Master)
Creature Handler 4 4 4 4 (Master)
Ranger 0 0 3 0 (Improved Tracking)
You see, my thoughts are this: I would like to be able to control 3 faction pets, and 3 (or is it 4) creature pets at any giventime within my group (for group xp bonus).I'm thinkingof going partial on Ranger so that I will be able to easily track down creature babies to tame them, thus enabling me tohave 6 pets (and possibly a droid probot) to group with to ensure that I have a minimum of 8 in my group (if I am unlucky enough to go solo). But I am wondering if I am going to lose out on my Squad Leader special abilities. In other words, will ithey become less effective due to my not possessing much skills in the weaponry department for other members in my group?
Any thoughts and/or suggestions are welcome. I am a Master Marksman and near Master Scout at this point, and am thinking of dropping some skills from the Master Marksman tree.
Thanks!
Tevoo Rerio
Shadowfire
Tevoo, a very interesting build, you'll have quite quite the supporting force.
To answer your question your Squad Leader Active/Passive abilities that you give to the group won't be effected +/- at all regardless of whether or not you're holding a blaster or a jawa beer.
What I don't know is if Creature Handler xp translates to combat xp which translates to SL xp. I suspect it doesn't, but I may be wrong. You may have to get proficient with a weapon to deal enough damage to Master SL in any reasonable length of time. When you've mastered SL, just drop the weap and use those skills to go up elsewhere.
-Psquire
Here is an interesting combination: Master Squad Leader/Commando
Master Marksmen - 4,4,4,4
Brawler- 4,0,0,0
Scout - 4,0,0,4
Master Squad Leader - 4,4,4,4
Commando - 0,4,4,0 or 0,4,0,4 or even 0,0,4,4 (although can't vouch for the accuracy of the last one)
This gives access to flamethrower or hvy acid rifle. Combined with a good non-CH pet like a rock beetle and you're rocking. At least I think you are. heh heh
Another Variation of the Squad leader/Commando: Master Commando/Squad leader
Here is an interesting combination: Master Squad Leader/Commando
Master Marksmen - 4,4,4,4
Brawler- 4,0,0,0
Scout - 4,0,0,4
Master Commando - 4,4,4,4
Squad Leader - 4,4,0,0
This gives all the commando weapons and abilities as well as group movement bonus. The key is the steady aim you can use to make your heavy weapons more effective.
heres my plan for my character
Master Squad Leader
Ranger 4,4,1,0
medic 1,0,3,3 or what ever combination you like to beable to heal wounds, organic chemistry is optional, but in emergancies its nice to be able to make stims and wound healers yourself
marksmen: ?,?,?,4 pick one weapon to specalize in, i desided to go with pistols
Creature Handler i dont know what skills youd need but what i want to do is get just enough skills so i can control one high level tank class creature like a razor cat
and with what ever skill points you have left invest in a elite or hybrid class
sorry i dont have specific information, i havent had a chance to implement all of these plans just yet. and i dont know if this is even posible as beause i havent done the math on the skill points this would require. but its something to keep in mind
Here is a combination I have considered:
Master Scout
Master Squad Leader
Ranger: 0 4 0 0
Marksmen: 0 4 0 4
Pistoleer: 0 4 4 3
This will give the ability to run real fast up slopes, find out strengths/weaknesses in enemies, have excellent accuracy with your pistol, better defense against attacks and fanshot. Also u can make those camps with the crafting stations in em, so if you are in the middle of the Endor Desert, the docs and chefs can make food and more medicine. You will be left with 4 skill points.
If ranger/scout ain't your thing then you can master pistoleer and have some med skills:
Scout: 4 0 0 4
Marksmen: 0 4 0 4
Master Squad Leader
Master Pistoleer
Medic: 0 3 4 0
It is always nice when your leader rushes to save your life.
Commando 0/4/0/0
Squad Leader 1/4/0/4
Master Marksman
Novice Brawler 4/0/0/0
Teras Kasi 4/1/0/0
Carbineer 0/0/0/2
Benefits:
As squad leader, you give terrain bonus that, being +25 only, adds up with the +20 that *most* people have with exploration1 (and 50 terrain neg is the max for uphill movement, anything over 50 just increases crawling speed), have the volley fire and steady aim command, have the rally and ranged defense bonuses. Melee bonuses I ignored since 90% of the pvp fights involve guns.
Carbineer complements the Squad Leader's role for support and assault, the knockdown from range carbineer ability added to the same skill tree's +accuracy while moving modifiers allows the SL to have some crowd control via knocking down offenders or aggro on group members and increased chance to hit while charging towards an enemy (see commando below).
Commando gives the squad leader access to heavy damage weapons and most importantly, weapons that distract via smoke and explosions that are also high damage.
Teras Kasi meditate gives the SL the ability to quickly regain his mind and health bars, remove the dependency on medics, and have the ability to knockdown targets in melee so the commando/SL can get away (you can cover 20m before the target player stands up)
Bah. Oops
Squad Leader 4, 4, 4, 4 (Master)
Ranger 0, 4, 4, 3 (Camps, Track, Traps/Rescue)
Pistoleer (0, 0, 4, 0) (Master Technique for all the resist bonuses)
Feliz
Here is what I'm aiming for in my setup and I think I'll be pretty happy with it.
Master Marksman 4/4/4/4
Master Scout 4/4/4/4
Ranger 0/0/4/0 (Man Tracking)
BH 0/0/0/1 (for a little LLC Support)
Master Squad Leader
Borion, I am a master rifleman, and it takes a a **edit**load of mind, and in order to be a master rifleman you pretty much have to have yer mind skills completely maxed. Once they fix rifleman, which im pretty sure they will, they will have the range and stealth capabilities to fight effectively.
Anyway, I am not a squad leader, but some1 told me that squad leader abilities take up al large amount of mind. Do they? Do they even take up mind at all? If they do, you CANNOT be a master rifleman with a masterSL or a medic with master SL. You can't be a rifleman with medic either, because your mind will drain too fast.
Sipan here, I practically have to be in boxers and undershirt for my mind to be able to regen quickly. If i'm wearing my composite forget it. The steady aim doesn't seem to take too much, or volley fire, but I choose to throw a rally command i better sit back and wait for a few.