From Novice to Master - How to Become a Master Scout
From Biophilia's PreCu Scrapbook
Guide compiled and revised from bailey from the SWGEmu forums.
Version 4.0 (15 July 2004)
By Brisc Rubal
Scout Correspondent
This is version 4.0 of my From Novice to Master Scout guide. Due to the number of changes since it was first written, and despite many updates to it, I have gone ahead and almost completely rewritten this guide, based on changes made to the game, as well as my expanded experience. Version 4.0 includes all of the changes since the Publish 9.1, which went live on July 14, 2004.
My sincere thanks go out to the hundreds of dedicated Scouts who post on the SWG Scout Forums. I’ve liberally sprinkled your ideas throughout this guide, as your help has been critical in keeping this information accurate and informative. Thank you all so much for your assistance.
If you are new to Scouting, read this guide – it’ll answer most of your questions. If you’re an old hat to Scouting, read it again. You may learn something new from the latest version.
Brisc Rubal
July 15, 2004
INTRODUCTION
So you want to be a Master Scout? Excellent choice.
I'm sure you've read your manual and the maybe even some of the guides on the profession you've found online. I'm sure you're thinking "how hard can it be? All I've got to do is wander around the woods killing everything that I see!"
Well, you're half right.
Having earned the title of Master Scout after 11 grueling days last July hunting across the wilds of Naboo, I wanted to commemorate the event by aiding all of you novice Scouts who go to sleep at night dreaming of earning the title of Master by providing some insights into things I've found that work.
Since last July, I've been playing and replaying all of the different professions that I've enjoyed, taken part in PvP, led a guild in victory in the GCW, and tested a Dark Jedi. My experience in the game has touched on nearly every profession, crafting to combat. I hope that some of the lessons I've learned will aid you in making the game more enjoyable.
I've broken down this guide into the topics that I wished I had some help on while I was out hunting. I hope this is easy to read, and I also hope that it will answer most of your questions about becoming a Master Scout and how to survive out there in the field.
THE BASICS OF SCOUTING
(Skip this if you're already a Scout or have read my Novice Scouting guide)
For an overview of what you need to know as Novice Scout or new player to Star Wars: Galaxies, please see "Brisc Rubal's Guide to Novice Scouting". This can be found can be found at the top of the SWG Scout Forum.
So what's the point? Why become a scout? Simple - you are one of the few nearly self-sufficient folks out in the galaxy. You can do nearly everything you want by yourself, you are an indispensable part of any group (if you choose to join one), and you are the basis for the most popular elite professions.
Scouts have a number of skills that make them critical characters: We can create camps, allowing people to heal and rest up out in the field. We have the ability to harvest bones, meat and hides out in the field - which are always in high demand by nearly every major crafting profession. We have the ability to use traps to slow down creatures and help bring them down quickly. As we progress through higher levels, we can mask our scent to skirt around dangerous animals and aid in milking or DNA sampling (if you are a Bio-Engineer), we get a bonus to our burst running, and we increase our speed up and down steep mountains and cliffs. If you think running fast isn't that important - try hunting Nightsisters on Dathomir with no Terrain Negotiation skills.
STARTING EQUIPMENT
As a starting scout, you'll need a couple of things. First and foremost, get yourself a weapon (we'll get more into this later). After that, make sure you've got a generic crafting tool. You can't make traps and camps without one. If you can afford one, pick up a Weapons, Droid and General crafting tool instead. You'll need one of these to be able to make a "design schematic" for use in factories (if you want to make crates of traps and camps for convenience sake).
As a starting scout, you'll be able to make the lowest level traps (Wire Mesh and Lecepanine), and the Basic Camp. Once you get out in the field and start killing animals, you'll get the materials you'll need in order to build these traps and camps.
Always have some traps and some camps available. You'll never know when you might need them.
We'll talk more about weapons, armor and combat professions a little later on.
DOWNSIDES TO THE SCOUT PROFESSION
The largest downside to scouting is simply that nearly everyone has the novice scout skill. And with the advent of harvesting foods, mask scent foods, and harvesting droids, many folks don't bother much past novice scout, or a few boxes in the hunting tree. But it is important to remember that there are more benefits to Scouting than just harvesting. But, as with anything in SWG, what you get out of Scouting is based more on your goals and your personal play style than anything else.
There are many players who do not choose scouting, but have it forced upon them. Some of the most popular hybrid and elite professions, namely Bounty Hunter, Creature Handler, Ranger and Squad Leader, all require significant scouting experience. So many who are not on a path to become Master Scouts will be crowding you for XP or AP. Don't worry - you can still make it.
Also, please keep in mind - Scouting is a NOVICE profession. It's skills are designed to give you a good grounding in the game and in the PvE (player versus environment) style of game play. It will not make you the best PvPer (player versus player), nor will it give you the ability to cut wide swaths through every creature you come across. But it will give you the starting point to select professions that will enable you to do those things. Many of the best PvP and PvE templates in the game have Scouting as a primary component.

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