Scout Archive
Thread: Trapping xp problems please post your experiences
my experience.
im CL 60, i was scout 4040 and couldnt gain any xp since i couldnt land a trap. respeced to scout 4400.
i fight level 50 creature on naboo (highest level quest i can pull there) but i still cannot land a trap on them. i havent moved to a different planet with my level quests yet, but i cant fathom how i am supposed to gain millions of trapping xp to get master ranger when i cant land a trap on anything that will give me more than 1 xp.
/sigh
I'm trying to get my new toon to Ranger and all I've left is Scout Trapping IV. First, the 70K is WAY out of line for trapping. Throwing a Phenecine on a critter my own CL 16 gives between 63-77 pts (Insp buff, etc.). That's, what, over 1000 critters need to be trapped successfully? My CL will be WAY above the level my traps can affect before I get near that number. Trapping in groups of CL 50 or CL 80 produced no successes whatsoever. There's no XP anymore for making the trap either. I'm hoping respec is still around by the time I'm thru with my free month (just started a 5th account end-of-April) and I'll be able to respec my Survival IV into Trapping IV. Otherwise, I have no idea how I'm gonna get the Trapping XP necessary to continue to Ranger. Even hitting with 2 traps, like a Phenecine and a Glow-Juice, gives only 150 or so XP. With a 70K requirement, the small amount of XP for trapping (which takes from the total pool of XP for the critter...ridiculous too) will take me months just to get this single box in Scouting.
Yeah trapping is a bit messed up. Im a 4044 scout and was goingto master, but it seems its not gonna happen.
Atm im CL26, so i cant make the traps work on anything that would give me exp. The creatures i can hit with traps give only 1 exp.
I cant figure out any other option but to drop all skills so i get a CL of 1-5. (obviously not gonna happen)
Fix this please! Or just give me the badge, and i wont mention the whole deal again... =)
I'm a Scout 2121, and Marksman 4003, CL10
If i fight creatures my level i can land traps (although the effect is barely seen) and the xp is decent, but i get incapped every fight and have to wait for my health bar to regenerate.
If I group with others over my level, my traps do not land.
The only thing i can see is to start a group where im the highest CL, and run low level missions and trap while they shot. But finding others at my level and explaining the process to them is a pain in the arse.
A simpke fix would be to allow any level trap, used by any level player (scout/ranger), can land and gain decent xp. If the creature is a higher level than me i should miss a few times but land more than miss.
I'm up to CL 18 now and my Phecnicine and Glow-Juices still land on CL 18 critters, but only about 65 XP per critter (hunting swamp gurrcats and dire cats on Corellia).
As for staying alive at lower levels, try some canape (which can add +300 to health from a good chef) and the melee defense food (vespar...something, I forget the name...+25 melee defense). Get some BE clothing with Melee and Ranged Defense and Masked Scent until you can wear armour. Recon armour at novice rifleman (for example) will slow you down but definitely keeps you alive. Also, get Healing Efficiency to III. If you hit with the phecnicine, kite until it breaks free if you're ranged. Stay away from the begeresets and other ranged critters at low levels. Foraging can get you little health/health regen buffs for a critter or two. Try a combat droid or non-CH pet to attack the critter. Get non-aggro creatures and draw out one at a time. Doing trapping last is a killer for the Scouting prof. Try and have your trapping keep pace with your other scouting skills (thru level III it's possible to keep pace). Don't let your CL get too high. You can still get trapping XP for a level or 2 below your current CL, but if your CL gets to the point where you can use decent weapons, it's probably too high for the traps to work. Use damage+speed powerups on your weapons. If you can get to Novice Rifleman (which brings you to CL 14+), get a spraystick, which has a decent range. Using mask scent, freeze the critter with the Phecnicine and run to 50+ meters away and keep firing. You'll sometimes remain undetected by the critter and won't get hit at all.
As for the not-freezing problem with the darts and snares, our old nemesis, the creature warping bug, seems to have returned. So, yeah, they warp right on top of you. Also, it seems that once a melee critter hits you, it will continue to land hits even when you're 40m or more away from it. That's a LONG reach! Seems mobs don't get the melee TOO FAR bug like we do.
Sorry if it seems Im just flooding the forum with this. I meant to post in this thread before, but kind of got the two threads confused, once again I apologize. Back to the topic
My trapping skill consists of novice scout
2.Combat level is 17
3. I fought level 80 creatures with traps that wouldn't work, creatures my combat level that wouldn't work, and creatures more at my traps level that would work but would offer 1 xp.
4. The novice scout traps, wire mesh and leceprine(sp?)
Ok I have the same template as you and I'm a lvl 9 Wookie......what gives?
Boewewov wrote:
I'm a Scout 2121, and Marksman 4003, CL10
If i fight creatures my level i can land traps (although the effect is barely seen) and the xp is decent, but i get incapped every fight and have to wait for my health bar to regenerate.
If I group with others over my level, my traps do not land.
The only thing i can see is to start a group where im the highest CL, and run low level missions and trap while they shot. But finding others at my level and explaining the process to them is a pain in the arse.
A simpke fix would be to allow any level trap, used by any level player (scout/ranger), can land and gain decent xp. If the creature is a higher level than me i should miss a few times but land more than miss.
For those of you at a higher level, and unable to respec, you don't want to hear this, but drop some levels, you can't trap anything that is too high above your trapping ability. I am in the same boat, my second account character for Tarquinas server was made post-cu, and i have to pace myself and solo a LOT.
Get a droid, a fast firing probot if you must. He can take a lot of heat and deal a lot of damage fast. I am not going to tell you to get all the BE mods and skill tapes and tissue weapons, because if you'r character is too new for respec, chances are that unless this is a second (or third, or fifth?) account, that you may not have the contacts, and/or resources to get all this. The good news is that while very hard obtain, the hardest box (Trapping IV) for scout has already provided you with an excelent trap at Trapping III. Refered to here as the p-dart. It can significantly slow your target, to the point of immobilization. Granted the mobs distance melee bug can cause problems with this,but this too can be overcome with a knockdown attack, either a sweep for melee or a firearm strike for ranged. If you can afford it at this point a scout droid with a modifier to traping is very nice to have.
Once you have the target imobilized, lay on more traps of complexity 7 or higher. Every trap that hits gives you some more exp.
Invest some of the skill points that you had to give yourself a higher combat, instead into medical Healing tree, and ranged healing. THese lower level boxes will not add as much to your CL as elite professions will, and you can alternate bacta inject with bacta toss and heal yourself with some effectivness, once again without having to dive into your purse and shell out for stimpacks that you will eventualy outgrow.
Having some skills invested in lower level brawler doesn't hurt either, this can give you some defensive bonuses at novice, even if you are a ranged user. Same goes for melee taking novice ranged. The game now gives you all the novice skills up front. Don't drop them untill you need the points. They aren't doing you any harm having them when you do not need to drop them yet.
This is the best solution that I can see at this time for Trapping exp. The going will still be slow, but you should be able to cut down the number of Mobs needed to 350 give or take a couple dozen for Trapping IV. This seems far better than 1000 to 70000 neeeded otherwise.
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Message Edited by Dantic on 05-21-2005 08:22 PM
Im level 20 and been taking level 15 swamp gurrcats from coronet, heres how it went..
(No trapping Skills)
Took 10+ traps before 1 actually had a effect, get 30-40exp
(Trapping 1, using a combat droid to take the agro and fight)
Able to throw two different traps, three if lucky with the timer. The bone and glowjuice traps seem to work every time with few cases of no effect.
1 Trap work = 30-46 exp
2 Traps Work = 60-70 exp
3 Traps work = 80-100 exp
Ive now got trapping 2 but the exp is still the same, the two new traps (noise/stink) dont always work so that 15k needed for trapping 3 right now looks impossible.
Message Edited by NectroFirerunner on 05-24-2005 11:44 AM