Throw Trap 10 (Source)

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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. Glow juice 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.