Scout Archive

Thread: Details on Scout traps (reference)

LokSG
Thu Jul 17, 2003 6:26 pm
#1

I went through and looked at the various scout traps, and am posting the details you get via the game help here.


Novice Scout


1. Wire mesh trap (3 bone, 3 hide,2 complexity) - target more vulnerable to melee attacks


2. Lecepanine dart (3 hide, 3 bone, 2 complexity) - target dizzy + some action/mind damage


Trapping I


3. Glowjuice trap (2 bone, 4 organic, 2 organic, 4 complexity) - target more vulnerable to range attacks


4. Sharp bone spur (2 bone, 4 hide, 2 bone, 4 complexity) - health and mind damage to target


Trapping 2


5. Noise Maker (10 hide, 5 bone, 7 complexity) - stuns target + heavy mind damage


6. Stink Bomb (10 bone, 5 meat, 7 complexity)- target vulnerable to stun and intimidate


Trapping 3


7. Glow wire trap (7 bone, 10 hide, 3 organic, 12 complexity)- target vulnerable to melee and ranged attacks


8. Phecnacine dart (7 bone, 10 hide, 3 metal, 12 complexity) - slows targets movement


Trapping 4


9. Adehisive mesh (15 bone, 7 metal, 13 polymer, 13 complexity)- target immobilized, damages action



Some notes for the noobs- the higher complexity traps are harder to make in the field. The traps from trapping 3 and trapping 4 have components which must be obtained via non scouting skills like surveying or you must buy them in the bazaar. I think you can forage for organics. The higher the tier, the bigger the stack. The ones I know about are 5 stack for wire mesh, bone spur, and 8 for noisemaker, and 5 for phecnacine darts. Artisan plus surveying will let you sample in camp and build up survival experience.


Traps seem to have a range between 45 and 50 meters, and you can typically get off a couple before your target closes. You can macro tossing them by using the /ui action toolbarPaneXX and /ui action toolbarSlotYY functions, with say equipping them on bar 6 and referencing a toss via macro on an earlier bar and a return to original pane command.


The combos that work for me are:


If you want to get away and kite, toss either the phecnacine dart to slow it or an adhesive mesh to immobilize it and run.


The rifle combo is to macro a toss of a noisemaker , followed by a head shot, then a warning shot. This is a bit limiting since your max rifle range (64) is longer than the max trap range (around 45), and so you are closer but this does tend to put you in ideal range. The damage to the mind pool for the noisemaker is much larger than the bone spur, and often you will have little mind left to finish it off with a good headshot.


The carbine combo is probably leg hit , then adhesive mesh, then leg hit. This drains action and immobilizes, letting other hits follow.


For pistol I would probably just toss off a glow juice to make it vulnerable to ranged attack, and then maybe a stink bomb so it is intimidated if you need to drive it off with a threaten shot, and just use body shots the rest of the time.


The melee combo is to toss off either :


stink bomb and noisemaker (for stun and big mind damage)


or noisemaker and wire mesh ( for stun, big mind damage, and melee vuln)


I like the latter, since the stun effect seems to kick in just fine off of the noisemaker.


You can have a weapon equipped when you toss traps, which is very nice. I really like how it gives a pull on ranged animals for brawlers. Too bad you cant toss one on the nest.

FastEddie
Thu Jul 17, 2003 6:42 pm
#2

Great summary LokSG. For the kite oriented players I'd also note that throwing a trap seems to make my avatar stop for a second to toss it - so if you've got 10 health left and a creature is on your tail consider your trap carefully.
Bynder
Thu Jul 17, 2003 6:51 pm
#3

Great list. Now go get the ranger traps, I'm still deciding on whether to take that prof


Max trap range for me (I guess it could range based on stats) is 48 on the dot. At 49 I can't throw, at 48 I can.


And to reinforce, don't ever underestimate the power of the snare trap, it's kinda sick what you can take once you get the rhythm of them. For me it's trap, 6 bodyshots, trap, 6 bodyshots. As long as you can get it snared you can kill it.




-Clade of Lowca
Master CH, BH (0,2,4,4), Protector of the village of Aurilia, Smuggler's Alliance Pilot (4,4,4,4)
Rares tamed: Arachne Widow, Mantigrue Screecher, Gaping Spider Queen, Rhoa Kwi Pack Leader, Rhoa Kwi Gaurdian, Kinad Baz Nitch, Wasteand CuPa

-Bynder of Lowca
Master Bio Engineer, Novice Pikeman

Silverjohn
Thu Jul 17, 2003 8:20 pm
#4

Traps are very useful in the game. Using the Rifle's Headshot and theSharp Bone Spur trap (and later Headshot 2 and Noisemaker) against creatures vulnerable to mind pool attacks put me through pretty much all of my scout/harvest exp for Creature Handler (I did sneak off and get some by doing the Suicide Shuffle on Yavin 4 before Maskscent was nerfed ). On Corellia, Durni's and Paralopes are absolute pushovers for this combination.


Another good combination, if you can get to Level 3 in Weapons Support, is the Stink Bomb and Warningshot. The Stink Bomb weakens the creatures resistance to all Status Effects and Warningshot has the effect of a fear spell in a fantasy genre game. It doesn't last very long though so you'd probably be best using this as part of a group (as a Creature Handler I'm my own group) with one person firing Warningshots while the others killed the critter. Just be warned there are quite a few critters that can out run you so use this in combination with the P. Dart so it doesn't take off out of your range.


The traps that lower a creatures resitance to attacks (Wire Mesh, Glow Juice and Glow Wire) don't really have a big effect when you're soloing but really shine in a group. When 3 or 4 players are doing more damage, losing that attack round becomes much more practical.


"Democracy is the worst form of government... until you consider the alternatives."


Winston Churchill.

Grizzlyau
Fri Jul 18, 2003 6:13 am
#5

I haven't got Trapping IV yet, but use a combo of about 5 traps with Rifles' Mindshot1 (just qualified for rifle3 but need training). The noisemaker in concert with a sharp bone spur can put a decent dent in most things, with mindshot1 quickly following. I have a tendency to stand and tank it out with most critters, as I've done the kiting thing and still been hit when the target indicator says they're 10-15 meters away I've also been hit whilst burst running from ranged aggros (the guys hanging around Narmle) with the target indicator showing 128m+!!! Considering ranged combat is only supposed to be 64m figure that one out!!



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Valcyn
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