Basic Scout Guide
By Ekim (Eekim Ve'loo, Chilastra)
This guide is for those who want to
pursue an early life as a scout, or if the Scout profession will
be detrimental to your early career. I will try to guide you best
depending on the kind of scout you want to be, whether you wish
to attain the level of Master Scout, or even if only one skill line
interests you to complement another profession. Bear in mind that
some things may change in the near future. If there are errors that
you think need to be corrected, please let me know so I can make
the appropriate changes.
Character Creation
As with any other profession, SWG allows you to combine any race
with any career choice. Of course, certain races are more appropriate
than others though. Depending on the type of Scout you wish to be,
certain races might be more fitting. Any race will make a good scout,
but three stand out for having bonuses that are directly related
to a Scout’s skill set:
Bothan
Bothans are known to be good spies. Because of that, Bothans start
out with a +15 bonus to their Camouflage skill. This skill can
become very important to gaining extra Scouting XP when you most
need it, and only those with relatively high camouflage skills
will be able to pull off any kind of decent XP out of masking
their scent from aggressive wild animals. The explorer type of
player will mostly benefit from using a Bothan since their Mask
Scent ability will be above average compared to all other races,
and only Bothans will be able to reliably use this ability before
reaching Mastery.
Trandoshan
Trandoshans have a natural advantage over other races when it
comes to creature harvesting (+10 bonus). This won’t necessarily
help a scout get more XP than others, but it will enable him/her
to yield more material of better quality than others, which may
sell a little better on the market. Those who plan to play self-sufficient
Artisans that will harvest their own kills might do better with
Trandoshans than others. Or, if you will be a brawler that needs
a little sideline selling resources, Trandoshan will be a good
choice.
Wookie
Wookies have an undeniable affinity at using traps. Starting with
a +10 bonus to their trapping ability, which means that a they
will have better chance of successfully hitting creatures with
their traps, thus making them more efficient at gaining XP with
their traps. Players that will take a more warrior-like role and
need some scouting skill might be better off choosing the Wookie
race. Or for someone that plans on taking the Creature Handler
Elite profession later on, the Wookie’s Taming bonus will
combine well with the scout profession.
Again, don’t worry too much as far as choosing a race is
concerned. Anything will work well enough. Only if you plan on going
a certain way about your character development, it might be a good
choice to review the races I just went through and choose one of
these. If you plan on leaning towards the Ranger Elite profession,
I would strongly suggest choosing the Bothan though. The Camouflage
bonus will give you an incredible advantage when it comes time to
gain extra Scouting XP, which you will need a whole lot of later
on.
Scouting 101
Scouting consists of 3 different and independent pools of experience
points (XP) groups which will govern 4 skills: Exploration, Trapping,
Hunting, and Survival. The XP groups govern the skills as follows:
XP Type |
Related Skill(s) |
Scouting XP |
Exploration, Hunting |
Trapping XP |
Trapping |
Wilderness Survival XP |
Survival |
The actions required to gain the XP for each of these groups are:
Scouting XP
- Harvesting organic materials from the corpses of animals killed
by the scout or any of his/her group mates
- Successfully masking his/her scent from aggressive animals
in detection range (this skill is gained by advancing to the
second tier of the Exploration skill line – Exploration
II).
Trapping XP
- Successfully throwing and triggering a trap at an animal during
combat.
Wilderness Survival XP
- Setting up a camp in the wild and spending time in it to heal
(alone or with others).
Lets look at each individual skill lines:
Exploration
As you progress through the Exploration Skill line, you will get
better at negotiating terrain, hiding from aggressive creatures,
and getting more out of your burst run ability (although I myself
am not quite sure what the Burst Speed bonuses do exactly). Terrain
Negotiation will help you get up steep slopes faster than other
people. Someone without any kind of bonuses will negotiate slopes
very slowly. At the higher skill levels of the Exploration line,
a scout will notice almost no change in speed when he goes up
the steepest slopes.
The Mask scent ability, which is gained once you have attained
Exploration II, can become quite a wonderful second source of
Scouting XP, but only once you reach Exploration III and IV (if
you are a Bothan, that is). This ability should never be relied
upon to get Scouting XP though. It will only be beneficial to
some extent, and may provide a nice complement to the harvesting
return.
The novice scout should first concentrate on this skill line,
especially if you are planning more of an Explorer type of Scout.
If only because it grants you a second source of Scouting XP down
the road, while the Hunting Skill line does not.
Hunting
The Hunting skill line will serve two general purposes: to know
more about the animals that you hunt, and to make you better at
harvesting resources from their corpses. As you go up in the skill
you will be granted bonuses to your Creature Knowledge and Creature
Harvesting abilities. The higher your Creature Knowledge is, the
more information you can get out of examining animals. At the
highest levels you will be able to tell what kind of resources
the animal will drop when dead, its level of aggressivity (more
aggressive creatures tend to come in packs rather than on their
own when attacked), and if it has the ability to kill you.
Some of this information might be vital down the road, but it
is not essential right away. Although the creature Harvesting
bonuses will certainly prove to be quite good since it will enable
you to yield more resources out of animals, a novice scout can
certainly still do well without the benefit of these bonuses until
later on in his life. I started really concentrating on this skill
line only after I reached Exploration IV. By then you might have
a little easier time getting that Scouting XP, and traveling around
hilly regions will be less of a pain, so it would be a good idea
to wait.
But for those who wish to complement their warrior skills, the
Hunting line goes a long way in helping you choose your prey (as
far as animals are concerned) and give good returns on resources
that can be sold or used for crafting.
Trapping
Since Trapping has its own dedicated XP, Gaining mastery of this
skill should not be a problem to anyone. You will be granted the
ability to make new, more powerful traps as you gain more skill,
and every trap can be used on a single animal to gain lots of
XP. You cannot use the same trap twice on an animal, but you can
use all of your different traps successively to gain XP every
time. And since some traps complement each other rather well (you
can first throw a trap that will make the animal more vulnerable
to stuns, then throw a stunning trap to better effect), you can
easily gain as much as 180 to 300 Trapping XP per animal!
Survival
Wilderness Survival is the most difficult skill to advance in,
and is usually the one that’s the most disputed for among
groups. This skill has two main bonuses attached to it: Foraging
and camping. Foraging is an ability to forage the ground for organic
materials (food). Most of the time foraging will give you some
kind of food that grant temporary bonuses to your attributes.
While it can be nice to have them, foraging is not essential to
a Scout’s life. Also, since foraging does not grant additional
Survival XP (or any other kind of XP for that matter), it will
usually be useless, unless you start a little side job as a foods
dealer (good luck!) or use the food yourself. Creature Handlers
need this food to feed their pets, by the way.
On the other hand camping is not only a very beneficial skill,
but it is also essential to a scout. Building camps out in the
wild can heal wounds over time, and allow medics to do so without
having to be in a medical center. Entertainers can also provide
with their skills in camps, and heal mind wounds (battle fatigue
needs to be healed in cantinas though, and cannot be taken care
of in camps…). Camps will give out a certain amount of XP
depending on three things primarily: 1) How long the camp has
been up and used, 2) The type of camp you are using (Basic camps,
Multiperson camps), and 3) the number of people that use your
camp while it is up, as well as how long they stayed in it.
Camps will give out their maximum amount of XP if you remain
in them for approximately 30 minutes (or slightly more) by yourself.
If others join in, the XP will reach it’s full XP reward
much quicker than that. A bigger group of people could not only
reach it more quickly, but also give even more XP.
It’s always a good idea to camp whenever you have an opportunity
to, even if you are alone. The fact that you will need a whopping
20,000 Wilderness Survival XP to get from level III to IV will
justify this before long. To get the most out of your camps, you
will need to group, and that’s where it gets complicated.
Since this particular skill is so popular, almost everyone has
it. It’s not something rare to be in a group with most members
having this skill. Sometimes 4 or 5 people will want to be the
ones to put up camp. It can be frustrating to have to wait for
your turn, especially if you are the only one to be the a real
scout, or the only one interested in Mastering it.
There’s no elegant solution to this. You can always resort
to going about it alone, but it will take a tremendous amount
of time, and it could get frustrating. Most groups will diplomatically
assign turns to those who want to be the ones to put camp, but
that solution can be disappointing in bigger groups.
Otherwise there is no secret to gaining Survival XP. Build camps,
invite friends or passersby, and collect your reward.
Life as a scout
A scout’s life will consist of much hunting. Hunting will
be your livelihood, your bread and butter. The best way to gain
some Scouting XP will be to get some Destroy missions at any given
terminals. Make sure that you select missions that deal with animals
though. Remember that you can’t harvest anything out of humanoids
or droids.
A Scout can make some money on the side by selling the hides,
bones or meat that he harvests from his hunts. But he has to be
mindful of the widely varying qualities of the resources that he
harvests. Some artisans will seek materials with very specific qualities,
like high shock resistance for instance. Anything gathered that
is of low quality should be used for your own needs, or completely
cast aside.
When hunting for resources that you’ll be selling, try to
stick with animals of the same type, so that you’ll get a
constant quality, and to get a good bundle of the same resources.
I usually try to have at least 500 units of a resource before selling
it. Anything below that will not be worth much to artisans as they
go up the skill ladder. Consider that a young Bio-Engineer may need
as much as 50 units of meat per creature that he crafts, and you
will understand better why he won’t buy your measly stack
of 200 units of meat for 1000 credits. He will want more, and he
will want good quality, so think about it before stacking your resources
for sale.
Buy yourself a good backpack to put your harvested resources in
so they won’t take up too much space in your inventory, and
go out to hunt! Hunting will be your primary source of XP, harvesting
every little creature you come across, and camping in between to
heal your wounds and craft yourself some traps. As a scout you will
be extremely self-sufficient and will be able to do very well on
your own, as long as you have some marksman skills. I recommend
concentrating on the pistol since it’s better at close range.
Once you get better, you may choose to try out the carbine since
you will be able to keep your distance from your enemies by using
traps and your mask scent. Creatures will take longer before charging
at you if you are lying prone and have your mask scent up after
you start shooting at them. Use this advantage to kill them from
greater distances without them ever coming near you.
One last note. The scout profession is one of the most popular
ones out there, so you shouldn’t have any difficulty finding
players to train you at much lower costs than the NPC trainers.
Don’t hesitate to ask people to teach you. Good luck!
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