Squad Leader Archive
Thread: New Squadies Looking for some pointer
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Braggles
Wed May 18, 2005 4:54 am
#1
Hey guys, just been reading up on all the information on the stickies and i have finally decided mostly were to go with my chara.. I am going for a squad leader/ ??
I am a little stuck on the second part.. i like carbines and i would hvae thought carbines would be the obvious choice for a squady but obviously not.. with need pistol xp to get any skills.
Any advice? pistols carbines? i am now leaning towards pistols solely because it will be easier for me to actually grind both
thanks guys!!
Mr-T
A-Team
Valcyn
Biofinger
Wed May 18, 2005 5:24 am
#2
Well it's just what you want for yourself... pistoleer is mainly crowd control.... carbineer is med range crowd control with a bit more damage output I think... But pistoleer is closer to melee which means they will have profit from you abilities....
AlienEntity
Fri May 20, 2005 10:34 pm
#3
Yeah, and I will add a thing about rifles. Even though I'm a pistoleer. With rifles, I like the fact that pre-cu, I could (I was working on MSL/Rifleman pre-cu) change tactics and decisions at a moments notice while my tanks were getting clobbered upon (hit upon yes, damaged, no). Such as it just wouldn't die, I'd pull a mind shot or head shot to get it dying faster rather than a normal attack.
Thork_Daygin
Sat May 21, 2005 1:50 pm
#4
MBH / MP / 0404 SL with a nifty +10 ranged arm for the win....
Can't heal yourself, but you'll have 220 Melee DEF and 235 Ranged def base (not including the +50pistols def and your group mods)... not many other temps have even close to this much def fun fun fun
Word,
Thork
_scout_
Sat Aug 06, 2005 4:23 am
#6
Biovat wrote:
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Regarding templates
MSL Templates
... but I copied the main part of that here, but still I can recommend to have a look there.
It depends on your playstyle.
* Are you more a "charge with your squad leader right into the battle" the carbineer will fit pretty nicely.
* If you are more a "strategical overview from behind calling for strikes and supporting those with a lot of damage" go rifleman, since you can stand way back and add a lot of damage to your called targets.
* Or if you are a more "tactical SWAT squad leader in the middle of your group, supporting and covering them from righ upfront" you go pistoleer.
MSL + MCarb
You do a lot of damage and have crowdcontrols skills hindering the movement of your battle. Youll snare a lot and KD if you can, while sticking close to your group to have you medic support, preferred CM with area heals covering you and your group while charging into the fight.
MSL + MRifles
You stay definitly behind your group taking advantage of your range. Your like the artillery everybody calls, because your damage is hard and hurts, depending on your additional skills you can use them all from that distance preparing targets or weaken them for your group to go in.
MSL + MPistols
You're crowdcontrol, your hitting a lot of targets rarely hitting one enough to incap it, to apply your stats on several targets, while your group keeps hitting one. Your heavily dependent on support (tanks to take the aggro, Medics for heals) in your group because of the short range and being in the center of the battle.
There is also the option to go:
MSL + MSmuggler
this template is just to get the girls
You have very few specials but some pretty effective to, stall one or two targets, like those swashbuckling pirate captains, their fight always take the longest during a boarding and in the end its only him and the other captain left (in the movies the enemy captain gives up, in SWG your group will mow him down).
and
MSL + MBH
Is the jack of all trades. You should be able to use all weapons, you can mezz, KD and damage, you can stand right in the middle with dueliststance you can nuke with your longrange weapons, but you lack the high skillmods of the other professions.
and
MSL + MDOC/ MCM
From erli MSL+MD? Ultimate support or gimpy corpse?
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.
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