Difference between revisions of "Scout (Profession)"

From SWGANH Wiki
Jump to: navigation, search
(Trapping)
(Profession Overview)
 
(7 intermediate revisions by the same user not shown)
Line 25: Line 25:
 
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)
 
 
AP Experience: 0
 
  
 
'''Game Mechanics'''<br>
 
'''Game Mechanics'''<br>
  
1. [[Scout (Game Mechanics)|Scout]]<br>
+
* [[Scout Crafting (Game Mechanics)|Scout Crafting]]<br>
2. [[Scout Crafting (Game Mechanics)|Scout Crafting]]<br>
+
* [[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>
+
 
+
== 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.
+
  
 +
== Experience ==
  
  
 +
Scouts have 3 types of experience, Trapping, Scouting and Wilderness Survival.
  
 +
Methods and sources for obtaining each form of experience are as follows:
  
=== 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:
+
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.
+
* Using Traps
* 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:
+
Wilderness Survival
  
* Basic Camp:  Allows a basic camp with no protection to be established.
+
* Crafting Camps
* Multiple Person Camp:  A camp with a larger radius to support more people.  Also repels some creatures.
+
* Crafting Traps
* Improved Camp:  A very large camp which repels almost all creatures.
+
* Using Camps
 +
* 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.
+
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.
+
* Using Mask Scent ability
 +
* Using Harvest Creature ability
  
 
== Getting Started ==
 
== Getting Started ==

Latest revision as of 04:27, 31 August 2009

Profession - Scout

SWGANH Wiki is a repository of Star Wars Galaxies Developer information. This site is only meant to be used by SWGANH Developer team.


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

100% This document is complete.

Profession This document relates to a Profession.

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: