Squad Leader Archive

Thread: MSL+MD? Ultimate support or gimpy corpse?

erli
Sat Jul 23, 2005 6:23 pm
#1

Master Squad Leader and Master Doctor - 23 pts. leftover.


In playing with a post-CU Character builder I've been curiously amused by what this template could bring to a group. The extra 23 points are the hard part and what I think make or break the MSL/MD.


Benefits and roles: Primary role is to stay alive so you can continue to provide your benefits to the group. Overall low-end damage and weak offensive abilities help lessen aggro and abilities to heal self achieve this. Because its CL80, overall numeric damage should remain high enough to add some damage when you actually have time to fire. Secondary role is to keep everybody else alive (tank first), buffed to their liking, with passive SL benefits. Third role is using SL group commands to enhance and direct the flow of battle. Final role is damage dealing, mainly by targeting the lead tank so you are always prepared to heal him/her. Other benefits include choice of Battle or Assault armors, choice of nice looking SL weapons, ability to heal wounds and cure a bunch of weak DoTs, and..um...some camps, yeah.


Drawbacks: Only knockdown recovery unless you go to Nov. Pistoleer and get Blind recovery. This could be big as not being able to recover from a state that blocks your healing could kill you and your group Fast. Few offensive specials, not so important as damage isn't your primary role but still a drawback. Poor overall mods make you very weak when not grouped.


It all comes back to those 23pts.: You could go Novice in Pistoleer, Rifle, Carbineer, or Combat Medic and then have 3 pts for 1 other 1st tier Marksman or scout box. Could go 4440 Medic for Spray and Toss and still have 9pts to get either Explore, Rifle, Pistol, or Carbine 3. What to do what to do.


Has anybody tried a template like this? How would/did you spend those last 23pts? Thoughts or opinions are encouraged.
Loki_Ashaman
Sat Jul 23, 2005 9:38 pm
#2

I've been playing with a little bit of Doc, and it is very useful to be able to place some powerful heals on my group. The biggest drawback is the short range of the heals, I'd recommend grabbing a little bit of CM for the ranged heals as that will buy you a little time to get close to your target to for your big heals.




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Mardius Ashalar, Commissar: Commander of the Daishi
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Sylow
Sun Jul 24, 2005 5:41 am
#3

My thought go along the same lines... Combat Medic is a bit easier on skillpoints to master when you already have SL in your build. (Though, medic xx4x is very helpful and a good idea to take, you you're back to the same costs.)


With the combat medic you loose a tiny bit of healing a single person, the buffs and the woundhealing. Though, you gain a good deal of range and thus flexibility, an area heal, which in group combat easily outheals a doctor, and some offensive debuffs.


Not a bad tradeoff.






Learn to sing!
Infinity - Papyn Biboon
MSL, MCarb Grunt Leader
RubeusNight
Sun Jul 24, 2005 3:12 pm
#4

My build for a while now has been MSL, MCM and Novie Doc with two points into the first carb box just for placed shot(which with a nice imtimdator pistol will tick off about the same damage as your DoTs when put on autofire). I really really like this template because it gives you so much control over the group. You augment the damage of the group through SL abillities and CM DoTs. With no real weapons skills your a dedicated healer with MCM/NDoc plenty of healing eff. Defense through again SL abillities and CM debuffs. And as any aged MSLs know... we are a very... very.... very popular target in group pvp and paralyze and snareare life savers for us andnot the mention great for crowd control.


But the cousin mentioned in this post is just as battle worthy. It basicly comes down to offensive power(i.e. DoTs) and paralyze versus Buffs and supperior healing power(remember you still get area heal and toss... and enough healing effto make surethey aren't worthless).


I think it comes down the play style, for me I like CM for the same reason I love MSL... it gives me more control over the output of thegroup throughdebuffs/dots/roots and snares and not -just- healing support. Now Doc can do that too, but you don't need a dedicated doc in your group to get thebuffs.



Colonel. Rubeus Orthaence of the Imperial Army
-Master Squad Leader, Master Doctor
Warrant Officer II. Squeek Queek of the Rebel Rabble
-Master Imperial Spy, Master Rebel Backstabber

Leader and Prefect of Crimson Command (CC)
Master Squadron Leader on Intrepid since July 2003, the First and Oldest.
BadChef
Sun Jul 24, 2005 8:01 pm
#5

Question on your build Rubeus. Are you still able to do decent damage with what combat abilities you have? I was thinking about going master combat medic but sometimes I'm stuck by myself and need to atleast do a little damage. I have some healing and usualy in pvp I'm putting down rally, volley, heals, and warning shot and such. But those times when I'm on my own I would still need to be able to solo some things.




xfire name: thachef
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BadChef: Smuggler
RubeusNight
Mon Jul 25, 2005 8:10 am
#6

Absolutly BadChef, the way MCM is set up now you can take out most non Doc/CM combat builds easily by itself, just by tossing disease/posion and out lasting them with your self heals and mind food. That said, MSL isn't tottally dossle in the combat field, we get no combat abillities but make no mistake we get very very nice weapons. The modified dps on my gorax intimidator pistol is over 600 damage with a speed pup and I don't even have the novice marksman pistol box. Also the MSL E5 Carbine and Dawnsorrow rifle aren't too far behind that in dps if pistol isn't your pref. So with what I said earlier, you enter combat with a paralyze, debuff and then toss diease/fire, turn on auto fire and just watch your KD button and Heals. Unless your talking about a Jedi or another MCM then theres a pretty darn good chance you will out last them and against Jedi you can easily stall the hell out of them or escape using paralyze and snare.


Hope that helped.


-Rub



Colonel. Rubeus Orthaence of the Imperial Army
-Master Squad Leader, Master Doctor
Warrant Officer II. Squeek Queek of the Rebel Rabble
-Master Imperial Spy, Master Rebel Backstabber

Leader and Prefect of Crimson Command (CC)
Master Squadron Leader on Intrepid since July 2003, the First and Oldest.
AlienEntity
Mon Jul 25, 2005 10:13 am
#7

Support though I'd go CM since you already need range support for both. Save on the points and overlap where needed. Same as with SL needing pistol xp. Regardless of the good of it, it takes longer to go with say rifles than just pistols since you already have the pistol xp. But then again, I'm one of those that chose to not go pistols. But still, either way you go, the answer is still support.



Colonel Talley Darkstar, Master Squad Leader, Alliance Ace Pilot-Crimson Phoenix Squadron, Rifleman
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TheRockStar
Sun Jul 31, 2005 10:09 am
#8

This is quite an intriguing template...although I dare suggest that if you start outputing a fair bit of damage and heals, you will soon mount up too much aggro. I would suggest that the healing aspect is important, and that the squad leader buffs are aimed more at lifting the group rather than outputting damage yourself.

I think for the spare points, I'd look to grab something crowd-control oriented. I'm not nearby a calc to check if you have the points, but if novice smuggler or pistoleer is available this could do the trick

I'm tempted myself now!



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captiansarcasmo
Sun Jul 31, 2005 3:24 pm
#9

i recently dropped all my weapon skills to be even more support based, now i'm hitting for about 500 instead of 700. ranged shot for the win! i was mcm, but now i'm going mdoc because its a better group play proff where as cm was more dmg.


so now i'm msl-mdoc-novice cm - sooooo much fun. a buddy of mine was msl mdef for about 1 week. the power of the dark side was strong and msabers beat out the sl.




jailyn

Killer305
Fri Aug 05, 2005 9:12 am
#10

gimpy corpse i think




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AlienEntity
Fri Aug 05, 2005 11:26 am
#11



Killer305 wrote:
gimpy corpse i think





I disagree. Take up rifles and you're far enough away from the action to do both your SL specials and your healing. If the points were available I'd go MSL/MDoc/MMusician or MDancer. Now that's support if I ever saw it. lol Though with the points available, you could go MSL/MDoc/Marksman 4004/Scout 3004 (all but 1 toon will have TN and only because there's not enough points for what I want to do). That's CL 80 and 0/250. So...*shrugs*



Colonel Talley Darkstar, Master Squad Leader, Alliance Ace Pilot-Crimson Phoenix Squadron, Rifleman
Squad Leader Cache Colonel Talley Darkstar Classified Squad Leader Files
MiddyKlorian
Wed Aug 10, 2005 2:19 pm
#12

Gimpy corpse? More like last one standing.


I'm a MSL/MDoc and I spent my extra points on Scouting 3004 for even more terrain negotiation (great for dragging corpses) and Marksman 4004 -- I was using a pistol but the rifle's higher damage helps me pull hate, making me a pretty good PVE tank. With my maxed out mobility I can also get aggro things to chase me far away so I can sneak back and retrieve/revive the corpses. Doctors can remove states quite well, at less cost than /formup, although I do love formup. PVPers will laugh at you until they take you on and realize that you're not only immune to states, it also takes a weapon with a very high damage output to get your attention, what with those 1500+ heals.

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