Game Guides Archive

Thread: From Novice to Master How to Become a Master Scout (Guide)

Nautilo
Wed Jul 09, 2003 8:36 am
#14

Great guide! I really like how you showed the interconnectivity of the different professions. It's all true!Players who don't pick up a second or third Novice professionare crippling themselves.


I'll put this info to good use with my next character. Beware the scouts!

JD4REAL
Sun Jul 13, 2003 10:27 am
#15

my little input on increasing Scout skills (besides Wilderness Survival) fairly fast solo.


Head to Talus and go out far from any city and travel the riverbanks. Look for Wolf Kimas; they will be red (aggressive) on your radar. Shoot at one and kite it around to you kill it. They are very slow with 10000 hps. It can take anywhere from 1 min to 10 mins depending on your skills/weapons.


You will get roughly 1200 weapon exp points per kill. You will get roughly 120 combat exp points per kill. When you Harvest Hide/Bones/Meat, you will get roughly 178 Scouting Exp per Harvest. Use Mask Scent in combination when pulling and you can get roughly 106 Scouting Exp per check, sometimes multiple times. Trapping is the easiest. Just throw traps non-stop and you will get roughly 178 Trapping Exp per throw (if it lands). The glow-wire traps don't take any weapon exp away when using them as they don't do damage, just lower their resistances to melee/ranged attacks. Oh...and killing the babys are good for quick scouting exp too, since they are easier/faster to kill. The babys won't however give you any weapons experience.


Anyways I mastered Scout and nearly mastered Marksman by doing that for a couple days.


I recommend getting to Exploration III first, then to Hunting II, then to Exploration IV then to Hunting IV.... as the Exploration skill provides better Camouflage, which helps when using Mask Scent to get that extra Scouting Experience when traveling/hunting.




Ja'Bari - Ahazi
Master Marksman
Master Scout
Novice Artisan
Novice Creature Handler
Novice Medic
Novice Ranger
Thames
Sun Jul 13, 2003 11:26 am
#16

You owe me a beer. Pay up.



Cygnus Omega


Ranger


Chilastra




Odax Osskip**Far Star**
Master Doctor
Urlach
Thu Jul 17, 2003 8:01 am
#17

Great Post, wish you were in my galaxy to hunt with. I do have a question about camp XP. I thought I needed to wait 30 minutes (solo) to gain the 600 xp points. I have disbanded after the 15 minutes, but less than 30 and seen various xp fro 300 to 580. I just got Survival II, if that matters. Please clarify.



Thanks,


Urlach


Forever Novice

DeltaXi65
Thu Jul 17, 2003 9:10 am
#18

Urlach,


It really depends on what exactly you are doing in the camp. Everything that happens within a camp can have some impact on the XP and the speed.


For instance, having full HAM bars, throwing up a camp and waiting 15 mintues will probably only net you 250-300 XP points for a basic camp. You didn't really need it, so it's not rewarding you for using it.


If have some damage and use the camp for the healing modifier, your XP will go up - even if you just let your natural healing rate fix you up.


However, the more healing you do - for instance, using /tendwound or /tenddamage on yourself, or on another player, the XP increases much faster. Dancing to remove mind wounds also increases the XP.


Finally, the XP is also increased significantly based on the number of people in the camp. Three people, all being healed and danced for can rack up 640 XP points in as little as 5-6 minutes.


As I wrote here, and asI still think is a good tip, partner up with an artisan who is sampling and use your medic (if you followed my advice) to /tenddamage him for his action wounds while he samples. When your mind wounds get too high, dance for a bit to bring them back down. You won't be able to cure your battle fatigue in the field, but it should get that high anyway. This will help increase your XP and decrease your waiting time.


Another thing - if you have a big group, and you're healnig for a while, don't be afraid to say "Hold up guys, new camp" and disband your old camp to get the full XP and open a new one. This way you can get the full XP multiple times, instead of wasting the XP you could be getting when you hit the structure caps.


Let me know if this helps.


Brisc




BRISC RUBAL
SCOUT CORRESPONDENT EMERITUS
Jedi w Politician w Epic Roleplay Carebear
Tarkin Memorial Brigade Founder w Fight Club Propagandist
AXIS Meatshield w RIVAL Glow Stick Waver

buckrogers666
Thu Jul 17, 2003 9:59 am
#19

great (bump) guide!
Zartimus
Thu Jul 17, 2003 10:21 am
#20

Good info. I wait 22 minutes solo in a basic camp and get 600xp. Anything before that and I don't max the cap (where does this 15 minute thing come from(grin) I hadn't thought of using the larger camp for 820xp but I'll test that tonight.

To grind that Survival XP out so I can go on to actually do things I like I log on and AFK camp on a timer set at 22 minutes then go eat, go play hockey, whatever, coming back to check every half hour to move a few meters and plop a camp back down. Actually it works better if you camp near a blue nest and pop one because after the XP max your camp seems to disappear right away.

If I leave the house i have a macro, I camp and run /pause 2000;/quit which gets me 600xp and then shuts down the client for me.

I'd also like to re-itterate what another poster said about the basic Glow traps. I ran up the trapping tree throwing 20 of these at a blue at a time while it chewed on me. They give you about 50Xp every time they hit and they are cheap (3 bone 3 hide).

If you toss a bone spur or other damage traps, the first one hits but the subsuquent ones do not give XP until a period of time has passed. You get the message 'The trap hits but (mob) ignores it in a blind rage', and NO xp..

Glows are the way to go.

I think what i may have problems with is the apperntice points. I have 520 but need some for master marksman also. I guess you just sit somewhere popular and yell 'Free marksman/Scout training! Come on down!' or something like that.
Motorhead85021
Thu Jul 17, 2003 10:35 am
#21

Great reading. You owe me a beer.






- Sarricah -
"Turning Rebels into goo for the good of the Empire."


"I don't share your greed. The only card I need is the Ace of Spades!" -- Lemmy

ambient16
Thu Jul 17, 2003 11:31 am
#22

I wish i would have found this sooner, thank you though it was great reading.




Reepo Ambient
(Close to) Master Ranger/BH Dabbler
Empires Salvation
Ahazi
bealsabob
Thu Jul 17, 2003 1:18 pm
#23

well i dont know how effective this guide is cause i stopped reading after the spot where it says marksman is a must. all i have left to get my master scout is survival and hunting lvl 4 not a prob i will get that in one day of play. the only other skill i had up till a day or so ago was 2h sword. i just picked up marksman and have seen no necesaty to have it since anyone can use some type of ranged attack. well thats my 2 cents.

DeltaXi65
Thu Jul 17, 2003 1:51 pm
#24

Urlach,


I don't want to know how many screenshots my friends have of me dancing it up, swinging a laser rifle around,wearing my Chitin - it is a pretty funny thing, especially if I use any of the flourishes.


To answer your question - yes. You can use either dancing or playing music to raise up your mind.


Brisc




BRISC RUBAL
SCOUT CORRESPONDENT EMERITUS
Jedi w Politician w Epic Roleplay Carebear
Tarkin Memorial Brigade Founder w Fight Club Propagandist
AXIS Meatshield w RIVAL Glow Stick Waver

DeltaXi65
Thu Jul 17, 2003 1:53 pm
#25

Beals,


I should have said either marksman OR brawler. The point there is that you must have some kind of combat profession, as most of what you will be doing as scouts - hunting - requires the ability to do that.


My personal preference is marksman. Others may be brawler. Thanks for pointing this out.


Brisc




BRISC RUBAL
SCOUT CORRESPONDENT EMERITUS
Jedi w Politician w Epic Roleplay Carebear
Tarkin Memorial Brigade Founder w Fight Club Propagandist
AXIS Meatshield w RIVAL Glow Stick Waver

MistressJedi23
Thu Jul 17, 2003 2:05 pm
#26

Very nice guide! I have passed it on to my scouting friends.


Like you said, everyone and their mother has scouting skills. I'm a medic/artisan/marksman with scouting skills as well. I plan on focusing on the medic path, so I use the scouting skills for harvesting mainly, although the tents are nice for healingin the field.


I mainly got the scouting skills for when I go solo, and in the end I'll have to give them up for elite professions. I suspect many other players are getting thescout skills when they're newbies as well, to make things easier- and in the end they will give them up for something else.


Here's an idea.If you're planning on being a full time scout but keep losing harvesting or camping exp to artisans/medics- why notoffer to harvest and set upcamps to get the exp, and in return give them some organics. I bet they will appreciate it!


Or you can always offer to trade off harvesting/camping. Most people are happy with this option as well.


Good luck!

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