Squad Leader Archive

Thread: Non Combat Squad Leader Options

Psquire
Tue Sep 16, 2003 10:27 am
#1

Assume for a moment that Master Squad Leader gets fixed to your liking. Would you ever consider giving up ALL your weapon skills in favor of spending those points in areas to further support your squad?


Non-combat SL hybrid builds:


1) Master Squad Leader + Master Medic (213 points)
This leaves 27 points to dabble...
1A)+ Doctor to Med Knowledge IV (revives + Stim Es + decent buffs I think) (+20pts)
+ CombatMed Range Healing I + Speed I (+16pts)
=This is a build I am Highly considering taking way down the road, when it comes time to put the blaster down.


1B) + Mastery Ranged Weapon in Marksman (+14 Points)
+ Novice that weapon & 1 skill box (+11)
= Ok, it's tough to totally give up a gun cold turkey


1C) + Hunting IV (+14)
+ Nov Creature Handler & Taming I (+11)
= Not sure what pets you can use at Taming 1, but hey, every tank helps


2) Master Squad Leader + Master Ranger (234 points)
This build really intrigues me with the cool new features for Ranger. This build would be the ultimate PvE leader and guide, a lot of fun I think.


2A) + Mastery Ranged Weapon in Marksman (+14 Points)
I think this build would need to be able to shoot respectably


2B) + Novice Medic (+15)
Could use Stim Bs and tend damage, but not terribly effectively


2C) + Nov Entertainer (+15)
Hehe, you show the group a good hunt, and host them in your high tech field base AND perform! What showmanship!



The hybrids below aren't necessarily as useful in battle or while hunting, mainly they would just be "day jobs", something to pay the bills and keep your interests diverse.


3) Master Squad Leader + Master Architect (229 points)
Not really sure what value this provides your group during hunts, but I believe Architects can place structures on the PvP and PvE Battlefields. I've never seen the structures and am not entirely sure how they work, so I don't know how valueable/worthwile this is to actual fighting. Maybe if you get swarmed badly, they could whip up a large generic house and you could all hide in the basement!


4) Master Squad Leader + Master Chef (229 points)
Could provide troops with the best food/drink buffs before battle, but this would be obsolete if the group is simply prepared beforehand.


5) Master Squad Leader + Master (elite Entertainer-type) (229 points)
Useful only because I almost never see elite mind healers in camps far afield


6) Master Squad Leader + Master (elite Crafter/Merchant-type) (229 points)
Not particularly of value to a group unless someone's weapon breaks.



I think basically variants of 1 and 2 are the best way to go if you really want to be the most group supportive a single player can be. Any thoughts? partial hybrids of hybrids? Any of my math wrong? Would Master Ranger + Master Medic + Doc w/ revive (238 points) be more useful support-wise to a group than any of the above? Any of this matter? Probably not, just a slow Tuesday....


Thanks for your time,
-Psquire


Jammerdon
Tue Sep 16, 2003 10:46 am
#2

I'm trying Master Squad Leader + Pistoleer (Cause the best pistol moves use health and action and let mind alone for SL abilities)


with a side of either Medic 13/22/03/24 for Field Aid OR Smuggler (Spice 4) to aid with drugs for the mind useage of Squad Leader.


I suspect a side of Chef 4 would do the same thing except less effect but less downer time.


What path are others taking?


Jammer

KudaarkSomtaaw
Tue Sep 16, 2003 11:26 am
#3

A non combat SL?... seriously?




Want to hear about the old Kudaark? huh?
Vangeance he seeks from those who took away his Loved One
But never an innocent or a helpless one will he harm
For he is a Protector, fearsome and fearless in battle
In the name of Freedom he sways his Justice
The Purifying Flame burns within him, a Kuun-Lan, he is...
Psquire
Tue Sep 16, 2003 11:28 am
#4

ahhh, hadn't considered Master SL + Master Smuggler (228 points) because I was wondering about the viability of Squad Leaders that don't deal damage, just support the group thru other means, So I disregarded smugglers. But yes they could spice up the group (but proper planning and logistics could handle that without a smuggler) and slice mission terminals (slicing mission terms= very fat payouts!).


But, this thought just came to me, and I have no idea how feasible this is, mainly cause I've never been a smuggler. But, coulda SL/Smuggler possibly /feigndeath and also do things like /rally & /steady aim??? if they could a SL could lie there invulnerable and just buff the group as needed AND be able to focus his attention 100% onorchestrating the battle and buffing the squad because he doesn't have to worry about covering his own arse...hmmm, just a wacky thought, I doubt anyone's tried, I have no idea if it'd ever be practical...



-P

KudaarkSomtaaw
Tue Sep 16, 2003 11:28 am
#5

A squad leader is not only a support, it's a leader, leader of a squad. A squad is for fighting right? ( entertainer are called band you know) then a SL must be able to fight well.


I'm SL and carabinier, works very well




Want to hear about the old Kudaark? huh?
Vangeance he seeks from those who took away his Loved One
But never an innocent or a helpless one will he harm
For he is a Protector, fearsome and fearless in battle
In the name of Freedom he sways his Justice
The Purifying Flame burns within him, a Kuun-Lan, he is...
Psquire
Tue Sep 16, 2003 11:36 am
#6

Yes, seriously. This wouldn't be for everyone (part of the reason why I'm drawn to it), nor do I plan on going this way tomorrow (I happen to like shooting and swashbuckling, Pistoleer and Fencer at the moment). But down the road it might get old, I'm just trying to think outside the "MAXDAMAGE" box and come up with more creative roles a SL could fit. And I thinka Squad Leader that can revive commrads and heal like a fiend could be the single most useful (and sought after) support character in the game.



-P

TychusTM
Tue Sep 16, 2003 3:34 pm
#7

I've been seriously contemplating migrating from my initial plan of Carbineer/SL to CM/SL. CMs can still pack an offensive punch with poisons, but I'd probably keep Carbine Specialist just to have a gun.That would only leave enough skill points forone tree in CM, but it'd be interesting...


I think amedic/SL could also benefit better than a marksman or brawler from armor - the reduced strength, stamina, quickness, and constitution don't hurt you much when you aren't using HAM draining weapon specials.


The weak point of course is the mind pool, which will be doubly hit by a medic/SL.

Fretles
Tue Sep 16, 2003 3:45 pm
#8

I like the idea that your thinking out of the box for the Squad Leader + othe skill idea, but the big question:



Since Squad Leader XP is related to weapon xp, how in the world would you ever gain experiance to advance up the SL tree?

TychusTM
Tue Sep 16, 2003 3:54 pm
#9

Ideally, SL XP won't always be a function of combat XP...


However, once you reach master SL, you don't need to earn any more SL XP. So, use a weapon and fight your way up to master SL (and advance with your weapon), then surrender the weapon skills and advance up a non-combat tree.


There's also a rumor that healing in combat now generates combat XP, but I haven't verified this yet myself.

Psquire
Tue Sep 16, 2003 4:03 pm
#10

Fretles,I doshoot guns and swing a sword right now, and am advancing just fine in SL xp (I'm capped on skill points atm, so I'm just stockpiling combat and SL xp).These thoughts are for down the roadafter Imaster SL with the weapons Ihaveand am thinking "what's next"? At that time I'm thinking I mightbe inclined to "put down the blaster".


Tychus, SL/CM is very intriguing too, I have very little knowledge of CMs though other than their DOT attacks are sweet and so are ranged stims. Can CM's get combat xp that leads to SL xp? I don't know of anyone that is both yet.


Also, I've noticed just healing a player in your group in battlegives Combat xp (even if you don't fire a shot) once they've killed their target, but I didn't notice that combat xp yielding any SL xp, it went by quick though and I didn't double check the log, so I'll look closer next time.


Thanks


-P

Krayt_Dragoon
Wed Sep 17, 2003 7:32 am
#11

On the Master SL Master Ranger note:


Right now im a Commissar and Trap Master Working my way to Sl (Master) Ranger 0,4,4,4 Pistoleer 00,4,0 and having a lot of fun with it. As far as combat goes Ranger and Sleader dont hemp much but its great for a real Role Player Besides i chose both of those professions not because of what they would give me but because they were what I already was.


Jhen Crestrider of Boodfin


Ranger /Pistoleer/Commissar





Kali' Lythear
Of the Lythear Brothers

Sow a Thought, Reap an Action,
Sow an Action, Reap a Habit,
Sow a Habit, Reap a Character,
Sow a Character, Reap a DESTINY
Jynn_Asaeba
Wed Sep 17, 2003 9:41 am
#12

I personally am going Master Squad Leader + Master Creature Handler. (38 Skill Points left)

As a SL, I know I'll never be much of a tank. But I'll definitely be able to supply tanks in the form of Rancors and the ilk. It will take me out of the fight somewhat, but leave me more free to shout orders either to my group or to my pets. Also, Im convinced that through clever use of macros and training, I'll really be able to smoothly run a group.

I know everybody thinks there's too many CH's out there, but I dont see many masters - just people tagging a few boxes on to BH, Rifleman, etc...

I'll either be plugging my remaining 38 pts into Pistoleer (probable) or Medic (unlikely). Either way, this kind of all-around group leader will suit me well- I'm head of our PA.

Plus, I'm confident combining Master CH with Master SL will make me fairly unique. Heck, combining SL with ANYTHING makes you fairly unique these days. heh heh heh.

Jynn Asaeba
Fearless Leader of the Liberation Army of Naboo



- Jynn Asaeba -
- Master Squad Leader -
- Commander of the Liberation Army of Naboo -

Psquire
Wed Sep 17, 2003 9:43 am
#13

Hey Jhen, cool to see you taking that path. I like how you keep pistoleer up thru stopping shot and what's the level IV fan shot? Keeps you plenty useful in combat.


How do people you group with enjoy having a high level ranger with them (traps/tracking/camps)? Do you use ranger traps in combat at all, and how effective are they? Also, do you use rescue at all and is it worthwhile (I can see it being a great tool of an RPing selfless SL)? I notice you didn't take wayfairing, are the new camo kits not worth it (obviously you don't need theterrain bonus in there). Do you generally lead PvE or PvP groups, or both?


Sorry for all the ?s just curious how it's working out for you in practice.



Thanks,


-Psquire


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