Scout Archive
Thread: From Novice to Master How to Become a Master Scout 5.0 (Post-CU Updated, 27 June 2005)
One thing i might add:
It's worth going through the Hunting tree first. As the more you are able to harvest, the more scouting XP you get. This will help you to blast through exploration much quicker. And thanks to Mounts, the use of Explorations Terrain Negotiation isn't quite so urgent anymore.
Guys,
I'm not sure who the one-starring guy is here, but if anyone has any suggestions on improving the guide, I'd love to hear 'em - little more constructive than one starring a thread that's been five starred for five months.
B
Well, I've got a few tidbits to add. this is what I did recently.
Trapping. I traversed the complete trapping line in about 30 minutes. I used the low level traps on vrelts and gurrcats. Make a LOT of them and throw them as fast as you can while the animal is alive. Use a pet to tank while you lob traps. Once I finished trapping II I made the best traps given you by the level and my friend sent a graul after wrix's. I usually ran out of traps and had to make them mid fight, hoping that the graul would not finish off the wrix very quickly. the mottled wrix's gave me about 175 exp each trap and the grand wrixs gave me 237 each. I can't even count how many traps I threw at the grand wrix's, I just know I kept running out. This only took about 30 minutes to go from trapping I through IV. I also unequipped my weapon to be sure I didn't take pot shots between throws.
Scouting/harvesting exp: Find a busy critter spot near the city (noob zone). Coronet and Bestine are the very best ones I found. Kill everything and harvest everything in sight. You can kill 20 gubbers and durnis faster than a piket or ronto and have double the scouting exp for it. 20 small kills beats one big one any day. Same with grinding CH exp with your pet. Also, these noob zones regenerate at a fast enough rate to keep you busy without running out of kills.
Survival: Go to your options screen and set a recurring alarm for 10 minutes. (it only takes 9 minutes but you want the extra minute for disbanding and making new camp to be sure you don't disband at 8 minutes and 45 seconds the next time around. the alarm starts at exactly 9 minutes when the previous one ended, you need overlap)Set up a single person camp and start crafting more. when you have about 10 and you have reached survival II, start crafting multiperson camps in practice mode. Every time the alarm goes off, disband the camp and put up another. Keep crafting those multiperson camps. This should net 350 exp every ten minutes and triple that from crafting the multiperson camps. Approx 1500-2000 exp every ten minutes depending on your crafting speed.
Wokka-Wokka
Hoonge wrote:
Using this method I flew through trapping. I started trapping I yesterday at around 2 PM, and I finished trapping IV at about 6 PM... and that was taking a break for dinner and stuff. Yeah, its pretty "powerlevel"-ish, but it is not a long grind by any means.
It can go faster. I did the entire trapping line from I to IV in about 30 minutes. Once you get to the trapping II traps, put a pet on wrix's and throw traps like crazy. You should get finished with trapping II III and IV extremely quickly. 4 wrix's, 3 mottled, and 2 grand wrixs is all it took for me. And unwield your weapon so you don't take pot shots between throws.
Wokka-Wokka
Hoonge wrote:
Using this method I flew through trapping. I started trapping I yesterday at around 2 PM, and I finished trapping IV at about 6 PM... and that was taking a break for dinner and stuff. Yeah, its pretty "powerlevel"-ish, but it is not a long grind by any means.
It can go faster. I did the entire trapping line from I to IV in about 30 minutes. Once you get to the trapping II traps, put a pet on wrix's and throw traps like crazy. You should get finished with trapping II III and IV extremely quickly. 4 wrix's, 3 mottled, and 2 grand wrixs is all it took for me. And unwield your weapon so you don't take pot shots between throws.
Wokka-Wokka
you can macro the tents every 10 minutes. Just don't leave your keyboard or you'll be in violation of hte eula right th? LOL
1) prices vary from server to server, and even planet to planet. learn the market. hides that might be laughed at for 3cpu on one planet, make go like wildfire at 5cpu on another. Pricing based off OQ isn't enough (see #2)
2) learn who you're selling to. Tailors don't give a **edit** about stats, they just want hides. Armorsmiths need High OQ, SR, UT and Mal (in that order) for the hides/bones they need. I think architects don't care about quality either, but I'm not sure.
3) Sell in Quanity. Wonder why that stack of 35 hides isn't selling? it's because it's not worth the crafter's time to buy that stack, it might make 1 item. 300 units is probably a good number to sell at, I know that's enough hides to make 1 suit of armor (speaking as an armorsmith).
4) Sell direct. Alot of the time, the bazar is too limiting with with 3K cred cap. I know I'd be happy to work with 1-2 scouts who would reliably bring me good quality hides, in good quanities.
This is my point of view, sort of "straddling the fence" as it were... but it's good to hear from the other side.
Outstanding guide!
Question about the camping macro...is there anyway to have it disband? If not, will the camp still give you xp if it expires?