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  • Scout Creation
    By: JCGav, Posted at: Sat, Jun 14th 12:33 PM 2003, Last Edited: Mon, Sep 13th 7:41 AM 2004
    Rated 4.56 by 37 people

    Character creation:
    Pick whatever suits you. I�ve found that humans make good scouts, but most other species will do fine. However, I�d avoid Twi�lek if possible, and probably Mon Cal, as they don�t receive the stat advantages you�ll need as a scout.
    As a Wookie you�ll experience initial language problems, but this may not bother you if you�re planning to solo a lot. If you�re new to SWG, I�d avoid Wookie completely. The language barrier doesn�t help to someone still trying to learn the basics.
    Go for human and you�re guaranteed a pretty good all round scout.
    I�d recommend scout (obviously) or marksman as your starting profession. Scout is more useful if you�re planning on picking up novice artisan when you start out, and marksman is probably more useful if you�re planning to solo more.

    Either choice is fine, though � you won�t experience problems if you choose marksman, as you�ll likely want to train in that later anyway.

    Personally, I chose a Human Scout for my character.

    Starting out:

    I�ve only tried starting on Naboo or Tatoonie, but I�m sure the other options are fine for novice scouts too.
    To generate a little cash for training and new gear, you may want to run a couple delivery missions first. Find two with decent rewards (1000 credits plus), and if possible, try to find two that have the same destination (don�t worry if you can�t).
    Use /find shuttle port to get a route to the nearest one, and buy a one way ticket to the first destination (no need to waste money on round trips). Make sure you don�t fly from a star port, as you�ll find you pay more for the same trip.
    Complete the mission(s), and you�ll have a stash of about 2.5k. If you want more cash, just get another two delivery missions, although you probably won�t need more than 2.5k at this early stage.

    Personally, I ran only two missions, and ran a few more later when I needed more cash for training.

    If you want to gear yourself towards more of a crafting scout, it may be useful to train in novice artisan (use ctrl+v to bring up the planetary map, then use the menu to find the correct trainer).
    This�ll give you the skills you need to use all of those surveying tools in your inventory, but I�m not planning on going into surveying in this guide.

    If you want to be able to survive on your own in the wild, I recommend training in novice marksman. This�ll give you 3 special attacks that you can use when fighting with your CDEF pistol.

    Personally, I chose to train in novice marksman, and not in artisan. Looking back, I think this was a good choice, as after trying artisan out on a different server, I realised it wasn�t the profession for me.

    Getting XP:

    To advance in the scout skill tree, you need 3 types of experience:
    Scouting
    Trapping
    Wilderness survival

    You can gain scouting XP by harvesting resources from critters you�ve killed. Left click and hold to bring up the radial menu, and hover over the �harvest resources� option. This�ll pop a smaller menu up, offering you different types of resource to harvest from the corpse � meat, hide and bone.

    As a novice scout, you�ll mainly need hide and bone, so harvest this wherever possible. Scouting XP will allow you to advance in both the hunting and exploration skills. The exploration skills will help you to move quicker, and camouflage against critters later on. The hunting skills will allow you to get better results from harvesting, and give you more information when you target a critter.

    You can gain trapping XP by effectively using traps on critters. You�ll need to make the traps yourself, and this can be done by using the generic crafting tool in you�re inventory.

    You need 3 units of bone, and 3 of hide to construct either of the traps you start with schematics for. One of the traps will do a little damage if used successfully, the other will make critters vulnerable to melee attacks. This is pretty useless, as I was using the starting CDEF pistol when I was a novice scout, but at least if you use it successfully you get a little trapping experience.

    After accumulating 1000 trapping XP, you can find a scout trainer to learn �Makeshift Design� � trapping level 1. If you plan on using trapping, I recommend learning this skill ASAP, and then advancing up the trapping side of the skill tree as fast as you can. The starting traps are pretty useless, but they get more and more useful the more you advance.

    Wilderness survival experience is gained by using camping kits in the countryside. You need to craft these kits first, and require 5 units of hide, and 2 units of bone. Campsites allow you to heal in safety (against small critters initially), and provide a place for medics and entertainers to heal your wounds.
    By crafting, deploying and then de-activating or abandoning your camp kits, you gain wilderness survival XP.

    By training in �Rudimentary techniques� (survival level 1), you learn the /forage command (which I haven�t found very useful), but you also improve your camping skills. Advancing up this part of the skill tree allows you to get improved camp kits, to accommodate more players, and scare off larger critters.

    Quick way to gain all of the above scout profession XP:

    - Create your character, choose a starting city
    - Run four delivery missions, make sure each one offers at least 1200 credits as a reward
    - Train in novice marksman
    - Head a short distance out of the city � as soon as you see small critters to attack, stop
    - Use your CDEF pistol to kill the smallest critters you can find � it may help to go prone before attacking, then standing up when the critter finds you and starts attacking.
    - Harvest bone and hide only after killing the critters
    - Craft both traps, and a camp kit after harvesting enough resources
    - As soon as the critter starts attacking you up close after you make the traps, use both.
    - Whenever your health drops bellow 50%, deploy the campsite, then sit down for a few minuets to heal.
    - Craft new traps and a new camp kit while waiting to heal.

    Keep doing this until the �you have qualified for��..� message pops up. When you get this, run back to town and train up in the new skills.
    Note : you need 2000 scouting XP to get both exploration and hunting skills (1000 each for the first level).

    If you trained in novice marksman to start with, you�ll have to decide what weapon you want to go with (unless you want to master the whole marksman skill tree, which is costly in both XP and money). Personally, I went with carbine, and spent skill points improving carbine and ranged support skills.

    But, I�ll quickly evaluate each weapon choice:

    -Pistol
    Effective and short ranges, ineffective at long ranges
    Allows �body shot�, doing primarily health damage
    -Carbine
    Good all-rounder � more effective at short / medium range
    Allows �leg shot�, doing primarily action point damage
    -Rifle
    Effective at long ranges, ineffective at short range
    Allows �head shot�, doing primarily mind damage.

    The ranged support skills allow you a little more flexibility with your chosen weapon, giving you the �aim� and �full auto�, which are useful when hunting early on.


    There you have it - I hope you find it useful. For any more advice, or potential additions to this guide, please email me on chikitta@fire-and-skill.co.uk

    SWG: Starting: Scout Creation, by JCGav
    [Post] Forum Preferences: Logged in as: Anonymous [Login]
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    14 threads, 1 page(s) long 
       Scouting with survey tools Reply...
      Posted @ Sat, Oct 23rd 12:17 PM 2004
      By: Bitgolem
      2 posts
      Score: Decent [3.00]

      Quote:
      First, delivery missions no longer give anywhere near the same amount of credits they used to.  Second, the Scout no longer starts with any survey tools, just a general crafting tool.


      Start as an Artisan, do a couple 1400 credit delivery missions from Tyrena on Corellia to Yreni Island, then train novice scout and go from there. That way you get your survey tools and some change in your pocket.

      Edited, Sat Oct 23 13:46:44 2004

       
      0 Replies
       Delivery Missions Reply...
      Posted @ Sun, Jun 29th 3:08 AM 2003
      By: Cozcak the Vile
      Scholar
      20 posts
      Score: Decent [3.00]

      I started in Nashal on Talus. The best delivery mission I could find paid around 400 credits with a one way ticket price of 305 credits. Not much of a profit. Almost all the missions I found around the spaceport were of the 'fetch it' variety, requiring a round trip. Quite a few appeared to actually lose money due to travel costs. Not sure if these wind up being multipart (with a second part given by the interim NPC) or perhaps faction bearing (as some are given by diplomats who ask if you are sure you want to help them) to compensate for the negative cash flow.

       
      1 Reply
         RE: Delivery Missions Reply...
        Posted @ Mon, Jul 7th 9:54 AM 2003
        By: brymyer
        6 posts
        Score: Decent [3.00]

        Delivery mission reward is based upon the distance between the start and finish of the mission. Therefore, the rewards will be different per planet since the cities are different distances apart. In Moenia on Naboo, the largest payout is just over 800 credits for missions to Theed or Kadaraa. Shuttle rides cost just over 100, so taking 2 missions is very profitable.

        For planets/moons that only have 2 cities (Rori, Talus), I don't think you can get delivery missions between the two cities (you could in beta, but not after release). What you see there are missions to different planets. These are not meant to be profitable, but to help offset the cost of travel. If you want to do inter-city missions, you'll need to be on a multi-city planet like Naboo, Tatooine, or Corellia.

         
        0 Replies
       Guide updates Reply...
      Posted @ Sat, Jun 28th 1:21 PM 2003
      By: Anonymous
      Score: Default [2.00]

      JCGav here - I'll be updating this guide to take into account the changes to missions, trapping and wilderness survival brought about by one of the later beta patches.

      As far as I know, nothing has changed in terms of scouting between this patch and the retail version, so the new guide version should be up to date :)

      Watch this space            

       
      0 Replies
       Kiting Reply...
      Posted @ Fri, Jun 27th 11:38 AM 2003
      By: Anonymous
      Score: Default [2.00]

      Kiting originates from Everquest, where druids would "snare" (slow targets moving speed) and "sow" (increase player moving speed) and then run around, with the slow mob unable to keep up. This way, they can use their dots and dd's without the mob being able to catch up.

      When he says kite, he means run your arse off try to keep ahead of anything following you, turn around and shoot and keep running etc etc. (Think of running with a kite behind you, it's always gonna be there no matter how hard you run lol)

       
      0 Replies
       Kite means Reply...
      Posted @ Wed, Jun 25th 5:29 PM 2003
      By: Semarin
      1 posts
      Score: Decent [3.00]

      running away from a mob whilst shooting at it.  The goal is to continue damaging the mob while preventing the mob from getting into melee range where it can damage you.

      Note: Some mobs have ranged attacks which precludes kiting.                                      

       
      0 Replies
       Foraging Reply...
      Posted @ Wed, Jun 25th 12:34 PM 2003
      By: cgrabe
      Scholar
      375 posts
      Score: Decent [3.00]

      "By training in �Rudimentary techniques� (survival level 1), you learn the /forage command (which I haven�t found very useful)..."

      I've found foraging very useful.  Foraged foods increase your HAM pools. By taking a moment to forage between fights you can keep filled and give yourself a nice edge. I recommend making a hot-key and at least using it while camping. (Don't forget to eat the foods after foraging them)

      You don't find something every time you forage, but you'll get a different message when there's nothing else to find in that area.

       
      0 Replies
       tips for scouts Reply...
      Posted @ Sun, Jun 22nd 1:46 AM 2003
      By: desipher
      24 posts
      Score: Decent [2.50]

      If you start as a scout, first things you should do is train novice marksman, that way you can fight mobs easier, and harvest them and work on exploration ( a very powerful tier in the scout tree).                                      

       
      0 Replies
      1 message(s) skipped by filter settings
       Survival Exp Reply...
      Posted @ Fri, Jun 20th 8:44 PM 2003
      By: Anonymous
      Score: Excellent [4.66]

      The hardest XP in the scout and ranger trees is Wilderness Survival The trick is to get vistors into your camp.  

      Each camp has an different exp cap. If you're by yourself it takes between 25-30 mins of sitting to reach that cap. If you have visitors that time is shortened. If you have people being healed in your camp, that's shortened again.

      The minimum time for full exp is about 8 minutes. That's with 3 people in the camp and someone being healed. Once you reach that cap, DISBAND and make a new camp. Otherwise you're wasting exp.

      By using the best camp you can make and rebuilding you can fly up the tree if you have a few friends to help you.

      Tannim Manx
      Master Scout
      Bria (Beta)

       
      0 Replies
       Bothan Vs. Human or Zabrak Reply...
      Posted @ Fri, Jun 20th 7:06 PM 2003
      By: Anonymous
      Score: Default [1.50]

      I read on another website that bothan had better scout xp bonuses than human and zabrak, i wondered if any beta peeps knew anything about it.                                                   

       
      0 Replies
       I'm gonna be a scout too. Reply...
      Posted @ Fri, Jun 20th 5:57 PM 2003
      By: Sympto
      2 posts
      Score: Default [1.66]

      I think i'm going to be a Zabrak scout. They seem to have alot to specialize in after mastering the scout. I hope to be a Bounty Hunter/Squad leader.
                                                         

       
      0 Replies
       Harvesting made 100x easier Reply...
      Posted @ Fri, Jun 20th 12:35 PM 2003
      By: Anonymous
      Score: Decent [2.50]

      Harvesting made 100x easier:

      Make a macro for harvesting.  All it has to say is "/harvest" (without the quotes). Put the macro in one of your toolbar hotkeys (the function menu).

      When you kill a beast, it remains targeted. Just hit your new macro and you'll harvest whatever you can.

      That's a lot easier than the radial menu looting.            

       
      0 Replies
       Scout guide Reply...
      Posted @ Fri, Jun 20th 12:30 PM 2003
      By: jujubebe
      14 posts
      Score: Decent [2.50]

      I would recommend starting scout always because that will give you a general crafting tool needed to create traps and camps.

                                                           

       
      2 Replies
         RE: Scout guide Reply...
        Posted @ Thu, Aug 28th 2:13 PM 2003
        By: Anonymous
        Score: Default [2.00]

        I completely agree. Whatever you decide to master, pick scout too. I was working to Smuggler by going through Brawler and Marksman. I decided that I wanted to become a Creature Handler later on in the game after 2 months of playing and should have picked scout too from the beginnig. Now I have to go through killing a bunch of stuff and harvesting all over again.            

         
        0 Replies
         RE: Scout guide Reply...
        Posted @ Mon, Jul 7th 10:01 AM 2003
        By: brymyer
        6 posts
        Score: Decent [3.00]

        I don't think scouts start with a crafting tool or survey tools like they did in beta. If you want these tools, you'll have to start as an artisan then take novice scout. That or buy them from someone. If you do go the artisan route, just remember to do the stat migration before you pick your starting planet to adjust your stats to be more scout friendly.            

         
        1 Reply
           RE: Scout guide Reply...
          Posted @ Wed, Jul 9th 12:39 AM 2003
          By: Hexarobi
          Guru
          16 posts
          Score: Decent [3.00]

          Starting as a Scout does provide you with a General Crafting Tool.                                                                

           
          ----------------------------
          -Heggs Adecimal <Fires of Time>
          Rodcet Nife
          0 Replies
       A few corrections Reply...
      Posted @ Thu, Jun 19th 10:30 PM 2003
      By: Anonymous
      Score: Good [3.66]

      First, delivery missions no longer give anywhere near the same amount of credits they used to.  Second, the Scout no longer starts with any survey tools, just a general crafting tool.

      My recommended startup would be to select Scout, then train Marksman from your initial 250cr, and find destroy missions for creatures you can kite. Kite 'em, get the cash, and you're away. You can pick up Artisan later and buy or be given a Mineral Survey Tool, or buy or be given the materials you need to make one yourself. From there, you can survey more materials to make the other survey tools, and you're set.

      --
      ekhben

       
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