Scout Archive
Thread: From Novice to Master How to Become a Master Scout 5.0 (Post-CU Updated, 27 June 2005)
Version 5.0 (27 June 2005)
Scout Correspondent Emeritus
If you are new to Scouting, read this guide – it’ll answer most of your questions. If you’re an old hat to Scouting, read it again. You may learn something new from the latest version.
Brisc Rubal
June 27, 2005
INTRODUCTION
Well, you’re half right.
Having earned the title of Master Scout after 11 grueling days in July of 2003 hunting across the wilds of Naboo, I wanted to commemorate the event by aiding all of you novice Scouts who go to sleep at night dreaming of earning the title of Master by providing some insights into things I’ve found that work.
Since I began my SWG career in July, I've played and replayed all of the different professions that I've enjoyed, taken part in PvP, led a guild in victory in the GCW, switched factions (twice), mastered a Pilot profession, moved houses four times, join two new guilds, discovered I'm force sensitive, and met some great people. My experience in the game has touched on nearly every profession, crafting to combat. I hope that some of the lessons I've learned will aid you in making the game more enjoyable. Remember - SWG (as with any MMO) is only as good as you make it. No matter what is done with the game, you get out of it what you put in.
I’ve broken down this guide into the topics that I wished I had some help on while I was out hunting. I hope this is easy to read, and I also hope that it will answer most of your questions about becoming a Master Scout and how to survive out there in the field.
THE BASICS OF SCOUTING
(Skip this if you’re already a Scout or have read my Novice Scouting guide)
For an overview of what you need to know as Novice Scout or new player to Star Wars: Galaxies, please see "Brisc Rubal's Guide to Novice Scouting". This can be found can be found at the top of the SWG Scout Forum.
So what’s the point? Why become a scout? Simple - you are one of the few nearly self-sufficient folks out in the galaxy. You can do nearly everything you want by yourself, you are an indispensable part of any group (if you choose to join one), and you are the basis for the most popular elite professions.
Scouts have a number of skills that make them critical characters: We can create camps, allowing people to heal and rest up out in the field. We have the ability to harvest bones, meat and hides out in the field - which are always in high demand by nearly every major crafting profession. We have the ability to use traps to slow down creatures and help bring them down quickly. As we progress through higher levels, we can mask our scent to skirt around dangerous animals and aid in milking or DNA sampling (if you are a Bio-Engineer), we get a bonus to our burst running, and we increase our speed up and down steep mountains and cliffs. If you think running fast isn’t that important - try hunting Nightsisters on Dathomir with no Terrain Negotiation skills.
STARTING EQUIPMENT
As a starting scout, you’ll need a couple of things. First and foremost, get yourself a weapon (we’ll get more into this later). After that, make sure you’ve got a generic crafting tool. You can’t make traps and camps without one. If you can afford one, pick up a Weapons, Droid and General crafting tool instead. You’ll need one of these to be able to make a "design schematic" for use in factories (if you want to make crates of traps and camps for convenience sake).
As a starting scout, you’ll be able to make the lowest level traps (Wire Mesh and Lecepanine), and the Basic Camp. Once you get out in the field and start killing animals, you’ll get the materials you’ll need in order to build these traps and camps.
Always have some traps and some camps available. You’ll never know when you might need them.
We'll talk more about weapons, armor and combat professions a little later on.
The largest downside to scouting is simply that nearly everyone has the novice scout skill. And with the advent of harvesting foods, mask scent foods, and harvesting droids, many folks don't bother much past novice scout, or a few boxes in the hunting tree. But it is important to remember that there are more benefits to Scouting than just harvesting. But, as with anything in SWG, what you get out of Scouting is based more on your goals and your personal play style than anything else.
There are many players who do not choose scouting, but have it forced upon them. Some of the most popular hybrid and elite professions, namely Bounty Hunter, Creature Handler, Ranger and Squad Leader, all require significant scouting experience. So many who aren’t on a path to become Master Scouts will be crowding you for XP. Don’t worry - you can still make it.
Also, please keep in mind - Scouting is a NOVICE profession. It's skills are designed to give you a good grounding in the game and in the PvE (player versus environment) style of game play. It will not make you the best PvPer (player versus player), nor will it give you the ability to cut wide swaths through every creature you come across. But it will give you the starting point to select professions that will enable you to do those things. Many of the best PvP and PvE templates in the game have Scouting as a primary component.
COMBAT AND SCOUTING – CHOOSING A COMBAT PROFESSION
Ranged Combat
There are three major ranged combat professions - Rifles, Pistols and Carbines. Some of the elite "hybrid" professions, such as Smuggler, Bounty Hunter and Commando, require portions or all of the marksman skill set, so they can be included under these headings.
Each of the ranged professions has a different end purpose in mind. Pistoleer, Carbineer and Smuggler are primarily "crowd control" professions, allowing you to take on a large number of creatures at the same time. Rifleman is the primary damage dealer of the ranged crowd, followed by Commando. Bounty Hunters are the primary "tanking" ranged class, meaning they are able to absorb damage and still stay up.
I would also suggest that you take the time to read through that profession’s forums. There is plenty of good information there, much more than I can put into this guide.
Melee Combat
There are four primary melee combat professions – unarmed, one-handed sword, two-handed sword and polearm. You graduated from these to the Teras Kasi, Fencer, Swordsman and Pikeman elite professions.
Melee professions are much different than their ranged partners, but they are just as viable for Scouts as a ranged profession. Similiarly to the ranged professions, each melee profession has a different role. Teras Kasi and Pikemen are the "tanks", Fencers and Swordsman are good at dealing damage, with each having one particular skill they are best at.
Message Edited by DeltaXi65 on 06-28-2005 04:06 PM
Medic
In my previous guides, I admonished everyone to take Medic to assist in healing. Well, that's not as necessary now, with low level medpacks available to everyone. At the very least, make sure you've got a crate of good stims when you're out in the wild.
Having novice artisan helps to round out your initial skill set. Being able to survey and sample for resources gives you the ability to make some of the higher end traps that require metal and polymer that you can’t get by foraging. You don’t really need to advance very far in this field to get the benefits.
So here’s the tip: Pick up a combat skill, medic, and artisan to round out your scout. Remember, if you don’t want one of them, you can always ditch it later - you'll definitely have to as your advance in the skill trees of the hybrid and elite professions.
WHAT PLANETS SHOULD I HUNT ON?
The advanced planets will enable you to move much more quickly through the Exploration, Hunting and Survival. But be careful - many of the planets out there, like Dathomir, Lok, Endor and Yavin 4, are not places to go alone as a new player. The starting worlds, like Tatooine, Corellia, Naboo and Talus, are excellent for beginning, seasoned and Master Scouts. Player Cities have also made hunting in the wild much easier, as you will be very hard pressed to not find a safe haven in the wilderness on a buildable planet - if you look hard enough.
For the upper end planets, my two favorites have been Dathomir and Yavin 4. Both have high level mobs, good mon(k)ey making opportunities and because of nature of the planets you rarely deal with large crowds of people. However, some of the planets generally experience more lag than others. Dantooine is notorious for lag.
SCOUTING EXPERIENCE – TYPES AND DISCUSSION
With the removal of the old style "Survival" XP from the game, there are two major types of XP that are important to scouts.
First, is "Scouting" XP. This is used to get you through the Exploration, Hunting and Wilderness Survival skill trees.
Scout XP
NOTE: Hunting, Exploring and Survival use the SAME types of XP. So when you train up Explore 1, you lose the XP you had towards
Scouting XP is the easiest XP to get. You can get it one of two ways. One way is to kill an animal and harvest the meat, bones or hide. Different size and different types of animals create different amounts of XP. The general rule of thumb is the tougher the victim (meaning, the higher the creature level), the greater the XP. The other way to get XP is by using /maskscent, a skill you gain after reaching Exploration 2. I’ll talk about /maskscent in the “Scout Skills and Modifiers” section.
Which is better to train first? This is a debatable topic, but I favor Exploration. First, exploration gives you the ability to run faster up hills, and also gives you increases to your burst run ability. These are important, and very useful. You also getaccess to /maskscent, which provides you with another means of gaining Scout XP, which you don’t get by moving up the ranks in Hunting. Hunting helps you in harvesting animals, and in determining which are dangerous and which are docile, as well as which are likely to kill you when you attack them, and so on. You'll increase the amount of hide and bone you take off an individual creature and you'll also get a creature to-hit bonus. But the downside is that training up hunting never will give you a new means of gaining XP. No matter what your opinion is on Mask Scent, it does provide you an extra means of making XP and this puts it over the top in my opinion. You can increase your creature harvesting through use of a droid or using Veghash to make up for the difference until you go up that tree. Survival is important for other professions, but you'll gain more value leveling it
Trapping XP
As a scout, you get a number of schematics that let you build traps – we’ll talk about each trap in a moment. These help to disable and slow down animals by affecting their HAM pools, or their ability to move, or giving them a “state”. This is one of the easiest forms of XP to get. You simply craft the traps, and lob them at your target. If they hit and take effect, you get the XP. Additionally, you can lob more than one type of trap at any single victim - meaning that, for example, if you have the ability to craft 6 traps, you can gain 6 times the XP for every animal that you attack at a minimum.
In addition to the ability to get easy XP, you also get Scout XP for crafting traps.
Traps also are useful in helping to take down creatures that you normally couldn’t take out. Make good use of them!
THE BIGGEST MISTAKE PEOPLE MAKE WHEN USING TRAPS....is to try and trap something that is totally above their trapping skill. Now
Trapping 1 - CL 10
Trapping 2 - CL 20
Trapping 3 - CL 30
Trapping 4 - CL 40
Master scout - CL 50
Trap Types (This is from the in-game listing of the trap ... obviously its changed)
Adhesive Mesh - A trap containing some form of compressed mucilage based adhesive. This trap is thrown at a target creature. If the adhesive mesh successfully traps the creature, the target will become immobile for a short time and will suffer significant damage to its action pool.
Glow-Juice Trap – A small container of natural bioluminescent liquid. Splashing the target with this material has the effect of making the target more visible to ranged combatants, reducing the target’s defense against ranged attacks.
Phecnacine Dart - A small Phecnacine tranquilizer delivery system. This object is thrown at a target in combat. When it strikes something, it releases a thin mist of poison. The poison will cause the target's movement to slow significantly.
Stink Bomb - A small container filled with the natural musk of an animal. The musk has a repellent smell and can cause a target to become distracted. This has the effect of making the target more vulnerable to status effects like stun or intimidate.
Glow-Wire Trap - Similar to the wire mesh trap, but this trap has been enhanced. The wire mesh has been strengthened and treated
Lecepanine Dart - A small dart delivery system, ingeniously crafted from natural organics. The tip is coated with a light Lecepanine poison. This object is thrown at a target in combat. If it hits, the poison will cause the target to become drowsy and slightly confused. This has the effect of making the target dizzy as well as causing a slight decrease in the target's mind and action pools. This weapon cannot kill and only works on animals.
Noise Maker - A special device that emits annoying noises. When thrown at a creature by a sufficiently skilled scout, the trap will cause the target to become stunned. The raw shock of the noise will also cause a large amount of damage to the target's mind pool.
Sharp Bone Spur - A spur fashioned from natural organics. A knowledgeable scout can throw this at an enemy creature, placing it in a perfect spot to cause pain. This has the effect of damaging both the creature's health and mind. However, the effects are never fatal.
Message Edited by DeltaXi65 on 06-28-2005 04:12 PM
These macros and helpful little tricks of the trade should make your experience scouting and levelling less frustrtating.
Harvesting Macros
As a scout, it helps to setup harvesting macros – you’ll be doing a lot of harvesting. Do this by going into your skills sheet (CTRL-A), clicking on macros and typing in the command. I have used three harvesting macros:
/harvest meat
/harvest hide
/harvest bone
/loot
Having these readily available will speed up the harvesting process, and help keep other scouts from stealing your kills if they are quicker than you in the group. Most of them won’t have a macro setup and you can beat them to the punch. Throwing loot in there ensures that if the creature has something that you can loot - like teeth and bile off a Rancor, or armor segments or pearls off of a Krayt - you'll get them too.
The Alias Function
This is a little trick that makes using macros a bit easier. Instead of using the quickbar for your harvesting macro, set it up with an “alias”. For example – if you want to type “/LL” to loot and harvest a creature, go ahead and make your harvest macro. Name it “harvest”.
Then, type this: “alias LL /macro harvest”.
This will set the “LL” command to equal your harvest macro. It saves time and space on your quickbar.
Any of your macros can be aliased, as can any command in the game.
Trapping Macro
This is an easy macro that helps with trapping. In order for it to work, you’ve got to set up each of your traps or camps in a quick bar slot. It doesn’t have to be your primary – anyone will work.
Write out this macro and place it in your first quickbar slot. (F1 – this is considered toolbarSlot00 to the system). Then add in other slots for your traps:
/ui action toolbarSlot01;
/ui action toolbarSlot02;
/ui action toolbarSlot03;
/ui action toolbarSlot04;
/ui action toolbarSlot05;
/ui action toolbarSlot06;
/ui action toolbarSlot07;
/ui action toolbarSlot08;
/ui action toolbarSlot09;
/ui action toolbarSlot10;
/ui action toolbarSlot11;
For each quick bar slot from F2 - F12, drag a trap up there. Now, each time you hit F1, you’ll queue each of those traps up in your attack queue, and rack up the trapping XP.
You can also use the alias command for this as well.
Camp/Trap Crafting Macro
This little macro will help out when you're grinding through those camps (or any other crafting profession). It does take a bit of tweaking to get working perfectly.
The macro I am providing here is setup so that it allows you to craft anywhere – even if you are using a Weapons/Droid/General Crafting tool and are near a crafting station.
This is designed to use the last 4 slots on the bottom row of one of your toolbars, and requires 4 crafting tools. The last slot at the end is for the macro.
The part that requires tweaking is figuring out exactly which schematic on your datapad is your camp (or trap – if you’re using traps to grind) schematic. Ballpark the number, and then add or subtract until you figure out exactly which schematic is the one you want.
/ui action toolbarSlot20;
/selectDraftSchematic 10;
/pause 5;
/nextCraftingStage;
/nextCraftingStage;
/nextCraftingStage;
/createPrototype practice no item;
/createPrototype;
/pause 2;
/ui action toolbarSlot21;
/selectDraftSchematic 10;
/pause 5;
/nextCraftingStage;
/nextCraftingStage;
/nextCraftingStage;
/createPrototype practice no item;
/createPrototype;
/pause 2;
/ui action toolbarSlot22;
/selectDraftSchematic 10;
/pause 5;
/nextCraftingStage;
/nextCraftingStage;
/nextCraftingStage;
/createPrototype practice no item;
/createPrototype;
/pause 2;
/ui action toolbarSlot23;
/selectDraftSchematic 10;
/pause 5;
/nextCraftingStage;
/nextCraftingStage;
/nextCraftingStage;
/createPrototype practice no item;
/createPrototype;
/pause 2;
/ui action toolbarSlot19
This will speed up your camp crafting tremendously. All you’ve got to do is make sure you’re fast in double clicking on the resources and you’ll be through survival in no time.
SCOUT SKILLS AND SKILL MOD DISCUSSION
I want to give a quick talk about each of the skill mods and skills we receive here.
Burst Run Efficiency – As you increase in the Exploration tree, you gain this modifier. It does not increase your speed running or your recovery time, but it does decrease theaction costs for using /burstrun, which makes it more useful.
Creature Harvesting – As you increase in this skill, you are able to harvest larger amounts from creatures.
Creature To-Hit Bonus – This is a bit controversial, as it only applies to ranged attacks. The modifier gives a small bonus to your ranged weapon accuracy when attacking a non-NPC target.
Trapping – Increases your likelihood of successfully trapping a creature.
Camping – We are not 100% sure exactly what this skill mod does. It is possible to use certain camps even if you do not have the skill to craft them.
Terrain Negotiation – This increases your ability to run up slopes and across rugged terrain. It doesn’t affect your speed over flat land. TN only works on your running speed until you reach +50. After +50, your TN is applied to your crawl speed only.
Message Edited by DeltaXi65 on 06-28-2005 04:20 PM
Gralinyn Juice Drink Creature to-hit bonus
Travel Biscuits Food Terrain Negotiation
Jawa Beer Drink Mask Scent
Dweezl Food Trapping
Veghash Food Creature Harvesting
Of these foods, the one’s you will use most often are Veghash and Jawa Beer. Travel Biscuits are mostly utilized by folks who don’t intend to go up to Explore 3 and max out their Terrain Negotiation skills. Good Veghash easily pays for itself in only a few hunting sessions.
You will need to program your droid to harvest. First you pick what you want your droid to harvest - the four options are meat, hide, bone and random. Then you must program a harvest command. When you start to program the droid, a question mark will appear above your droid’s head. Type in a command - for example "harvest". An exclamation point will appear over your droid's head indicating it has accepted your command.
Next, create a macro entitled “HarvestCorpse”, and either place it on your toolbar or alias it to your keyboard.
/tellpet harvest;
You can also choose to program your droid with other commands (attack, stay, follow, store, etc) using the same method. To name your droid you need to program your droid by saying his name prior to the command. For example – programming the “Stay” command would require you to say “Donkeylips Stay”. Do this for three commands and the droid "learns" its name. Once it knows it’s name, you can go back and change the command to simple “Stay”.
To use your droid in the field pull him out of your datapad. Engage your target normally. When it’s dead, active your harvest macro. At this point you may target your next kill, while your droid goes out and retrieves the goods.
After you droid harvests the corpse you will receive a message stating a droid has harvested X number of resources from the creature.
At some point your droid will run out of power and will need to be recharged. In this case you will need to have a droid battery. If you /examine your droid, you will see just how much power your droid has remaining. Droid batteries are pretty easy to come by on any DE vendor's site or even on the Bazaar. I recommend buying them in crates.
Message Edited by DeltaXi65 on 06-28-2005 04:28 PM
Scouts need dough, just like every other profession out there. Food, Armor, Weapons, Spice, Cantina Girls – they all cost money. So what’s the best way for a Scout to make cash quickly?
There are two - selling resources and missions.
Message Edited by DeltaXi65 on 06-28-2005 04:41 PM
I was talking to the Chef from my PA yesterday and offering him the eggs that I'd foraged. He said that he didn't have anything that especially required eggs but they were used by the BEs.
DeltaXi65 wrote:
PART FOUR
FORAGE
Further, you can now forage in lairs, which provides you with interesting items such as bees and eggs. The eggs are very useful for chefs, and can be sold. The bees can be placed into a creature habitat that is crafted by artisans. While these don’t benefit you directly, they do provide some interesting visual affects.
Gel,
Weird. I was under the impression from my Chef buddies that eggs were highly sought after.
I'll check with the Chef correspondent. I'd hate to think I had a huge error in my newly printed guide. ![]()
B
Chefs CAN use Eggs, but they are not required.
Bio Engineers require Eggs for one of the items in their tissues line.
Rerally good thread this Delta, shame I didnt bother checking for something like this until I'd almost reached Master Scout ![]()
For those on Talus, a good tip to gain Trapping XP if your struggling and not too short on time is to go after "Putrid Decay Mite Hatchlings" the Hatchlings part is very important, as they tend to only attack on their own whereas Mites in general tend to all attack when you pick on one of them, weedy or not 5 mites seriously reduces your trapping time (although Dung Mites seem to eat scouts for breakfast in groups of three).
Basically manufacture around 10-20 units of a fairly low level trap,I used "Glow Juice Traps", and then throw one at a Putrid Decay Hite hatchling, continue to throw them at said mite until your health (or more likely action bar) reaches the point were the mite will likely kill you if you dont shoot it (or bludgen it to death depending on your weapon choices).
How much XP you get will mostly depend on what your weapons skills are looking like.
Being a "wannabe" Bounty Hunter I've already attained Master Marskan and therefore I can wait till the very last minute to shoot the mite, meaning I usually throw around 20 traps at it.
At 50 Scout XP per trap, taking into account that some do fail usually not that many, I make roughly 750 Trapping XP per mite.
It aint the best way to get Trapping XP but it helps if you have the time to spare.
Again thanks for the info Delta, might just make my last few thousand Survival XP that little bit more bearable.. ![]()
Wow dude i didn't read the whole thing but that is amazing.![]()
Womb,
I know. I talk too much. ![]()
Thanks for liking it, though!
B
Fantastic writeup! Thanks for all the hardwork and knowledge transfer ![]()