Difference between revisions of "Scout (Profession)"

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Scout is one of the basic starting professions.  It branches off into the elite professions Ranger, Squad Leader, Creature Handler, Bio-Engineer, and Bounty Hunter.  Scout abilities are designed around trapping, harvesting materials from dead animals and various survival techniques.  The abilities include using traps, using camps, harvesting materials from animals and masking your scent among other things.
 
Scout is one of the basic starting professions.  It branches off into the elite professions Ranger, Squad Leader, Creature Handler, Bio-Engineer, and Bounty Hunter.  Scout abilities are designed around trapping, harvesting materials from dead animals and various survival techniques.  The abilities include using traps, using camps, harvesting materials from animals and masking your scent among other things.
  
This profession requires 77 skill points to master.
 
 
Experience requirements to master:
 
 
*Scouting:  62,000 (granted by harvesting and other scout activities)
 
*Trapping:  31,000 (granted by successfully trapping creatures)
 
*Wilderness Survival:  36,000 (granted by setting up and maintaining camps)
 
  
 
'''Game Mechanics'''<br>
 
'''Game Mechanics'''<br>
  
1. [[Scout (Game Mechanics)|Scout]]<br>
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* [[Scout Crafting (Game Mechanics)|Scout Crafting]]<br>
2. [[Scout Crafting (Game Mechanics)|Scout Crafting]]<br>
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* [[Scout Trap Projectile Unit Module Usage (Game Mechanics)|Scout Trap Projectile Unit Module Usage]]<br>
3. [[Scout Trap Projectile Unit Module Usage (Game Mechanics)|Scout Trap Projectile Unit Module Usage]]<br>
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== Abilities ==
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Scouts get abilities to help in both solo and group game play.  Scouts can receive the ability to run longer when burst running, reduce the chance of being attacked by an aggressive creature and can avoid terrain run speed penalties.  They can also help groups (or just themselves) recover from health and action wounds through the use of camps.  Scouts are also the only profession which can harvest resources off the bodies of fallen creatures.
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The four Scout skill lines are: Exploration, Trapping, Hunting and Survival.  Let's look at each of these in detail.
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=== Exploration ===
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Exploration is one of the most popular Scout skill lines.  It has a number of important benefits for any player.  Exploration provides four major abilities:
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* Terrain Negotiation:  The ability to run at the same speed no matter what the slope is.  Doesn't effect swimming speed.
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== Experience ==
* Burst Run Efficiency:  The ability to run for less HAM cost with Burst Run.
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* Camouflage:  Reduces the radius of awareness for your character. Reduces risk of being attacked by aggressive enemies or creatures.
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* Mask Scent:  The ability to further reduce your radius of awareness.  Can make you invisible to some animals until you are very close.
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=== Trapping ===
 
  
Trapping is a special ability which allows you to debuff enemies.  There are a number of different traps available and your chance to succeed with the trap varies with your ability.  Traps cannot kill, they can only help reduce the capacity of the enemy to fight. They also only work on creatures, not human or alien types. Here is the list of traps you can acquire:
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Scouts have 3 types of experience, Trapping, Scouting and Wilderness Survival.
  
* [[Lecepanine Dart (Schematic)|Lecepanine Dart]]:  Causes target to become dizzy and damages the Mind and Action Pools.  ([[Scout - Novice Scout (Skill)|Novice Scout]])
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Methods and sources for obtaining each form of experience are as follows:
* [[Wire Mesh Trap (Schematic)|Wire Mesh Trap]]:  Reduces targets Kinetic defense making them more vulnerable to Melee attacks. ([[Scout - Novice Scout (Skill)|Novice Scout]])
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* [[Sharp Bone Spur (Schematic)|Sharp Bone Spur]]:  This target blind the enemy and reduces their Health pool. ([[Scout - Trapping I (Skill)|Trapping I]])
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* [[Glow-Juice Trap (Schematic)|Glow-Juice Trap]]:  This bomb gives people using range weapons an increased chance to hit the target. ([[Scout - Trapping I (Skill)|Trapping I]])
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* [[Noise Maker (Schematic)|Noise Maker]]:  This bomb stuns the enemy and damages their Mind pool.  ([[Scout - Trapping II (Skill)|Trapping II]])
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* [[Stink Bomb (Schematic)|Stink Bomb]]:  ([[Scout - Trapping II (Skill)|Trapping II]])
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* [[Phecnacine Dart (Schematic)|Phecnacine Dart]]:  This is a snare trap.  It will slow the targets movement making them much easier to maneuver around or escape from if necessary. ([[Scout - Trapping III (Skill)|Trapping III]])
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* [[Glow-Wire Trap (Schematic)|Glow-Wire Trap]]:  This trap will reduce the targets melee and ranged defense.  It is more effective than the Wire Mesh or Glow Juice traps. ([[Scout - Trapping III (Skill)|Trapping III]])
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* [[Adhesive Mesh (Schematic)|Adhesive Mesh]]: This trap immobilizes the target making them unable to move.  This is excellent when used with a range weapon or if you need to escape. ([[Scout - Trapping IV (Skill)|Trapping IV]])
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=== Hunting ===
 
  
Hunting improves the scouts ability to gather resources from creatures.  It also improves the players knowledge of creatures making the player able to make more informed combat decisions.  Players can also receive a bonus to hit against creatures.  Hunting provides 3 benefits:
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Trapping
  
* Creature Knowledge:  By using the examine option on the radial menu you can determine what resources the creature will give and what it's weakness or strengths are.
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* Using Traps
* Creature Harvesting:  Increasing this ability yields more resources off creatures you harvest.
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* Creature Combat Bonus:  Increases your chance to hit a creature in combat.
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=== Survival ===
 
  
Survival is an important tool, especially when grouping.  Survival gives the Scout the ability to forage for their own food and organics and also gives important abilities for camping.  There are three different basic camps available to Scouts:
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Wilderness Survival
  
* Basic Camp:  Allows a basic camp with no protection to be established.
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* Crafting Camps
* Multiple Person Camp:  A camp with a larger radius to support more people.  Also repels some creatures.
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* Crafting Traps
* Improved Camp:  A very large camp which repels almost all creatures.
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* Using Camps
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* Fishing
  
=== Master Scouts ===
 
  
Master Scouts (who have all the scout abilities and have obtained Master status) can move on to become Rangers which specialize all of the existing scout skills even further, or Bounty Hunters which are a hybrid between a Marksmen and a Scout.
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Scouting
  
If you choose not to become a master you can also become Creature Handlers, Bio Engineers or Squad Handlers with mastering specific skill trees.
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* Using Mask Scent ability
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* Using Harvest Creature ability
  
 
== Getting Started ==
 
== Getting Started ==

Latest revision as of 05:27, 31 August 2009

Profession - Scout

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Skill Tree

Master Scout
Exploration IV
Alien Environment Training
Trapping IV
Elite Martial Design
Hunting IV
Unconventional Methodology
Survival IV
Special Technique
Exploration III
Harsh Environment Training
Trapping III
Martial Design
Hunting III
Trandoshan Methodology
Survival III
Harsh Environment Techniques
Exploration II
Advanced Principles
Trapping II
Refined Design
Hunting II
Military Methodology
Survival II
Advanced Techniques
Exploration I
Fundamentals
Trapping I
Makeshift Design
Hunting I
Civilian Methodology
Survival I
Rudimentary Techniques
Novice Scout

Related Tags

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Scout This document is related to the Scout Profession.

Profession Overview

Scout is one of the basic starting professions. It branches off into the elite professions Ranger, Squad Leader, Creature Handler, Bio-Engineer, and Bounty Hunter. Scout abilities are designed around trapping, harvesting materials from dead animals and various survival techniques. The abilities include using traps, using camps, harvesting materials from animals and masking your scent among other things.


Game Mechanics

Experience

Scouts have 3 types of experience, Trapping, Scouting and Wilderness Survival.

Methods and sources for obtaining each form of experience are as follows:


Trapping

  • Using Traps


Wilderness Survival

  • Crafting Camps
  • Crafting Traps
  • Using Camps
  • Fishing


Scouting

  • Using Mask Scent ability
  • Using Harvest Creature ability

Getting Started

You can find an Scout trainer in one of the following locations:

Corellia

Bela Vistal (6866, -5795)
Bela Vistal (6724, -5468)
Coronet (-169, -4712)
Coronet (-254, -4378)
Doaba Guerfel (3199, 5232)
Doaba Guerfel (3333, 5510)
Kor Vella (-3399, 3378)
Kor Vella (-3165, 2800)
Tyrena (-5059, -2317)
Tyrena (-5474, -2738)




Talus

Dearic (552, -2904)
Dearic (700, -2911)
Nashal (4304, 5396)
Nashal (4377, 5302)

Naboo

Kaadara (5193, 6615)
Kaadara (5110, 6781)
Keren (1512, 2760)
Keren (1839, 2625)
Keren (1845, 2705)
Moenia (4839, -4702)
Moenia (4710, -4979)
Theed (-4796, 4103)
Theed (-5468, 4107)
Theed (-5982, 4227)




Tatooine

Bestine (-1256, -3582)
Bestine (-1292, -3560)
Mos Eisley (3520, -4787)
Mos Eisley (3476, -4667)
Mos Entha (1389, 3026)
Mos Entha (1303, 3199)
Mos Espa (-3012, 2435)
Mos Espa (-2916, 2109)
Wayfar (-5051, -6629)

Rori

Narmle (-5211, -2925)
Narmle (-4951, -2374)
Restuss (5371, 5539)
Restuss (5458, 5796)










Skill Modifiers

Abilities

Ability Details Ability Activation Ability Granted At Ability CRC
Forage (Ability) /forage Survival I Forage
Harvest Corpse (Ability) /harvestcorpse <corpse> Novice Scout Harvestcorpse
Mask Scent (Ability) /maskscent Exploration II Maskscent
Trap Throw (Ability) /throwtrap Novice Scout Throwtrap

Certifications

N/A

Schematics Granted

Camps


Traps

Community Information

Scout Forum:

http://swgforums.swganh.org/index.php?f=135


Trainer Locations:

  • Allakhazam [1]


Former Correspondents: