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Revision as of 06:29, 4 June 2007
Professions - Scout
SWGANH Wiki is a repository of Star Wars Galaxies Developer information. This site is only meant to be used by SWGANH Developer team.
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Profession Overview
Scout is one of the basic starting professions. It branches off into 5 elite professions, Bounty Hunter, Creature Handler, Ranger, Squad Leader, Bio-Engineer.
Scout abilities are something every character can use in Star Wars Galaxies. The Scout profession has a number of abilities which improve the gaming experience for players. Scout Skills are required for Creature Handlers, Bio Engineers, Bounty Hunters, Rangers and Squad Leaders.
Abilities
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.
The four Scout skill lines are: Exploration, Trapping, Hunting and Survival. Let's look at each of these in detail.
Exploration
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:
- Terrain Negotiation: The ability to run at the same speed no matter what the slope is. Doesn't effect swimming speed.
- Burst Run Efficiency: The ability to run for less HAM cost with Burst Run.
- Camouflage: Reduces the radius of awareness for your character. Reduces risk of being attacked by aggressive enemies or creatures.
- Mask Scent: The ability to further reduce your radius of awareness. Can make you invisible to some animals until you are very close.
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:
- Lecepanine Dart: Causes target to become dizzy and damages the Mind and Action Pools. (Novice Scout)
- Wire Mesh Trap: Reduces targets Kinetic defense making them more vulnerable to Melee attacks. (Novice Scout)
- Sharp Bone Spur: This target blind the enemy and reduces their Health pool. (Trapping I)
- Glow-Juice Trap: This bomb gives people using range weapons an increased chance to hit the target. (Trapping I)
- Noise Maker: This bomb stuns the enemy and damages their Mind pool. (Trapping II)
- Stink Bomb: (Trapping II)
- 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. (Trapping III)
- 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. (Trapping III)
- 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. (Trapping IV)
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:
- 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.
- Creature Harvesting: Increasing this ability yields more resources off creatures you harvest.
- Creature Combat Bonus: Increases your chance to hit a creature in combat.
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:
- Basic Camp: Allows a basic camp with no protection to be established.
- Multiple Person Camp: A camp with a larger radius to support more people. Also repels some creatures.
- Improved Camp: A very large camp which repels almost all creatures.
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.
If you choose not to become a master you can also become Creature Handlers, Bio Engineers or Squad Handlers with mastering specific skill trees.
Getting Started
You can find a Profession Name trainer in one of the following locations:
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Skill Modifiers
- Burst Run Efficiency
- Camping
- Creature Harvesting
- Creature Knowledge
- Creature To-Hit Bonus
- Foraging
- Mask Scent
- Terrain Negotiation
- Trapping
Abilities
Name | Command | Granted At |
Ability Name Link | Ability Command | Skill Box Link |
Schematics Granted
Camps |
Traps |
Community Information
Scout Forum:
http://swgforums.swganh.org/index.php?f=135
Former Correspondents:
- FormerCorrespondentName1
- FormerCorrespondentName2