I hope this guide works so here i go
Since I began my SWG career in July, I've played and replayed all of the different professions that I've enjoyed, taken part in PvP, led a guild in victory in the GCW, switched factions (twice), mastered a Pilot profession, moved houses four times, join two new guilds, discovered I'm force sensitive, and met some great people. 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. Remember - SWG (as with any MMO) is only as good as you make it. No matter what is done with the game, you get out of it what you put in.
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 aren’t on a path to become Master Scouts will be crowding you for XP. 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.
COMBAT AND SCOUTING – CHOOSING A COMBAT PROFESSION
The Combat Upgrade has rendered much of this discussion obsolete. With the changes introduced in CU, there is much greater versatility for Scouts out there than ever before. And now, more than ever before, the choice of a combat profession is really up to you. There is no "best" combat profession, but in terms of Scouting, most of the Master Scouts and Rangers I've spoken with prefer ranged combat to melee combat post-CU.
Ranged Combat
There are three major ranged combat professions - Rifles, Pistols and Carbines. Some of the elite "hybrid" professions, such as Smuggler, Bounty Hunter and Commando, require portions or all of the marksman skill set, so they can be included under these headings.
Each of the ranged professions has a different end purpose in mind. Pistoleer, Carbineer and Smuggler are primarily "crowd control" professions, allowing you to take on a large number of creatures at the same time. Rifleman is the primary damage dealer of the ranged crowd, followed by Commando. Bounty Hunters are the primary "tanking" ranged class, meaning they are able to absorb damage and still stay up.
Of these classes, I would suggest a Rifleman/Bounty Hunter or Bounty Hunter/Commando hybrid for combat professions. They give you the ability to wear the heaviest armor without penalty, and they can dish out a large amount of damage in the shortest amount of time.
However, if you're leveling Scout, I would suggest trying out all of the ranged professions to find which one suits your playstyle the best.
I would also suggest that you take the time to read through that profession’s forums. There is plenty of good information there, much more than I can put into this guide.
Melee Combat
There are four primary melee combat professions – unarmed, one-handed sword, two-handed sword and polearm. You graduated from these to the Teras Kasi, Fencer, Swordsman and Pikeman elite professions.
Melee professions are much different than their ranged partners, but they are just as viable for Scouts as a ranged profession. Similiarly to the ranged professions, each melee profession has a different role. Teras Kasi and Pikemen are the "tanks", Fencers and Swordsman are good at dealing damage, with each having one particular skill they are best at.
Swordsman, however, is still the best for a Scout - anything that helps take down critters fast is going to be a benefit to the leveling Scout. Again, if you're leveling both at the same time, test each one out and figure out what best fits your playstyle.
I hope this helps all of u
