Scout Archive
Thread: Solo Trapping skills in NO time with NO risk!
This worked GREAT for me.I got through trapping 3 and 4 in a couple of hours doing this and it's pretty risk free.
I'm sure other places will work but I used this method on Tatooine just outside of Mos Eisly.
Leave through the city exit by the big star port and go straight out till you see some red cons (not far at all).
I used a Desert Womp Rat but you can use any red mob that will NOT have his friends gang up on youif you pick on one.Mountain Worts worked for me also.
Nowmake up a load of traps.Use thePhecnacine Dart traponly.The slowing will help.Drag a few onto your hotkey toolbar.
Very Importent!: PUT YOUR WEAPONS AWAY! Don't equip a weapon.If you shoot at him he'll keep attacking and the point of this is to get him to break off his attack.
Get within about 30M of the Mob and throw your trap.The second you get a hit conformation(and a message you just got 250 trapping pts!) hit "peace" and run away from mob.The trap itself slows him down pretty good.I wasn't even taking a single hit from the guy.Keep running and a few seconds later the mob will break off the attack and go "peace" on you.No more aggro!
Now turn around and repeat!
If your trap fails you don't even have to run! Just lob another till one hits.
I made a macro to tell people who got close thatI didn't need help and please don't shoot at the mob.
At 250 trapping pts a clip you FLY through a skill that usually takes days when you use traps during hunting and get 30 or so pts a pop.
Good luck Scouts.
This isn't intended as a flame, but I wanted to be comment on
"I wish that those traps didn't require metal... Why make us need something that we can't get ourselves!!??! AAAAHHHH "
1) You CAN get the metal yourself actually, though it does mean training artisan. You don't have to be a master surveyor to get the low quantities of metal that traps require.
What amuses me is that, in general, you "need" a whole lot of things you can't get yourself -- weapons, armor, clothing, stimpacks... (yes, yes I know you could go unarmed and not "need" any of that list)
2) You can just make the traps that only require hide, bone or meat. Quite a few are like that.
Another quick way to up your Trapping skill is to find Kima on Talus. Basically they are the slowest Creatures you will ever see, so Craft up a load of different traps, agro the beast chuck your traps I use 5 and i'm getting 164 per Trap, as soon asthey get close ish run away a little and repeat. I aslo use them for Xp so do some shotting but basically you can make this last as long as you like. Your only restriction is your action Bar.
Isthis an exploit ? hmmm not sure but I guess it should be altered.
Tabbages on Corelia are also great for trap xps, they move very slow as well. Just load up on Wire-Mesh traps since its currently bugged i.e. you can keep casting on same target and keep getting trap xp for it. Tabbages agro as well so you can get some xps using maskscent as well.
It would be nice to get a list of creatures that move slow that cover all the planets and difficulty levels.
Everytime I try and use a wire-mesh trap on something that cons red to me it says the trap always misses... So now I am stuck trapping blue cons for the 10000 exp I need to get trapping 3.... This is just not fun... Anyone have any hints on making the wire mesh traps hit all of the time??
Insofar as something we can't get ourselves, I am inclined to agree here. In the description, we are supposed to be the most self sufficient class in the game, yet we have to multi-class with marksman, artisan, and possibly even medic (though I've managed to make it to hunting and exploring 4 without multi-classing anything but marksman and entertainer) in order to be efficient hunters, find metals, and heal ourselves.
Personally I shall forego adding an artisan or medic class, as I have made it thusfar without them. I am working on survival IV and am not inclined to level up my traps any more since they never seem to have any worthwhile effects unless I am using a weapon that can damage mind or action points; and since I am almost a pistoleer as well, there's really no point because if I want to focus on a single bar, it has to be health.
I really like it that we can multi-class, I just don't like it that we're forced to multi-class with something that is not in line with our career path if we want to do something that is in our career path.
Dont Stop Leveling up on traps! Adhesive Mesh traps have saved me many times they root the mob and then you just back off and shoot ... Phenacine darts are snare which make the mob go very very slow which means you dont get hit also. Traps are a very useful tool when you use the right one.
what I did to get my traps up was to sit down and make a couple hundred and get my medic/brawler friend to tank a scavenger rat while pounding peace then I threw all 200+ traps at it and bam Trapping 4 ( it took more to get max of course)... im now a ranger and am looking forward to the day the ranger traps actually do something.
Also as far as requireing metals whats the big deal? Im half way through Creature handling and ranger and pistol 4 and I still have survey 4 to mine my own metals for now. Im sure there are some cheap low quality metals on your bazaar you could do 1 or 2 missions and get 1000s of metal. Its really a non-issue.
Ghostlion wrote:
Insofar as something we can't get ourselves, I am inclined to agree here. In the description, we are supposed to be the most self sufficient class in the game, yet we have to multi-class with marksman, artisan, and possibly even medic (though I've managed to make it to hunting and exploring 4 without multi-classing anything but marksman and entertainer) in order to be efficient hunters, find metals, and heal ourselves.
The key word there is most self-sufficient. It doesn't say that we are completely self-sufficient anywhere, does it? And I think we are, by far. We are the only class that can harvest bone, meat, and hide, and turn those resources directly into traps or camps, which we then use to hunt and rest, respectively. Yes, you're pretty much locked into a marksman skill tree, but that's not a big deal, really - is it?
Every class is somewhat dependent on other classes, and I see it in this order:
- Marksmen/Brawlers are the most dependent classes - they have no skills other than combat; they rely on artisans to make their weapons and armor, entertainers to heal their BF and mental wounds, medics to heal their health, action, and HA wounds, and indirectly on scouts to provide organics to the medics for healing.
- The next most dependent classes are medics. They rely on marksmen and scouts (primarily, and everyone else secondarily) in providing healing - if nobody ever gets injured, the medic gets no benefits. They also rely on scouts primarily for organic materials (yes, they can /medicalforage, but if you've ever tried it, you know just how badly that sucks).
- Third come entertainers, who are dependent again on the combat classes and everyone else who gets BF. They are also dependent upon artisans to create their clothing and instruments.
- Fourth are artisans, who are almost as independent as scouts, but require organic materials for their creations.
- Finally, Scouts...we need orgs for traps. Okay, we can harvest them ourselves. We need orgs for camps. Ditto - harvest. Our camps heal HAM and wounds...slowly, but they do heal. Our only real reliances are on artisans for the occasional metal (and even then only on high-level traps!), and maybe marksman/brawler for killing the beasties.
Overall, I think we are the most self-sufficient class. And if fulfilling that means that I take up Novice Artisan and some Marksman training, so be it. This isn't a "class-based" game...it's a "skill-based" game. Experiment; you might find something in the other professions that you like!
Lurker1222 wrote:
I wish that those traps didn't require metal... Why make us need something that we can't get ourselves!!??! AAAAHHHH
I bought a 500 unit block of cheap copper a week ago, and I've yet to whittle it down to 400 yet. I mean, the phecnacine dart only takes 3 units.