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<blockquote data-quote="Sam Witt" data-source="post: 985857" data-attributes="member: 1449"><p><strong>A tip</strong></p><p></p><p>>>The marksman's basically because a scout needs to kill things to get the harvesting XP to get the concealment abilities, and for whatever reason, it's much easier to accrue XP for weapon usage than it is anything else (I had several thousand pistol/rifle XP before I was able to qualify for even a single box on the scout talent tree).<<</p><p></p><p>While I'm following a very similar route (artisan/medic/marksman/scout), I will point out that the best source of scouting experience comes from making camps. A single camp can pop out 600+ experience points in a small group and much, much more in a large group. If you want to advance as a scout, marskman skill is much less important than getting into groups.</p><p></p><p>Which is what medic is for. A skilled medic (get your Chem to II for Stimpack B and your Diagnosis to II and you're set) can rake down experience on the battlefield so fast it's not even funny. On this note - make sure that you understand the type of creatures you are fighting and whether or not they will take the kill shot. Creatures that don't typically kill shot are the best for a medic, because you can let them incapacitate your companions before you heal them. Sounds cruel, but it's much more effective to heal an incapped ally than one who's running around playing run-and-shoot.</p><p></p><p>I'd also like to point out that harvesting your own pharmaceutical supplies is hideously inefficient - you will advance much more rapidly by using your income from missions you take with a large group than you will messing around trying to get your own resources. (Even with that said, I enjoy harvesting for a lot of reasons and there are ways to make it pay off BIG).</p><p></p><p>As far as the skills go - yeah, there's some wierdness (I can get to Bioengineer through the hunting skill tree?) but there's also some flux there. Slicers, I know, are going to get an overhaul once data resources are in place. Smugglers, too, will become much, much more valuable once factional alliances are stronger (smugglers can trade with anyone, regardless of alliance, I believe).</p><p></p><p>For so early in the game, though, there's a great deal of depth and a lot of fun.</p><p></p><p>I'm Shoth the Bothan on the Lowca server, by the way, so feel free to pester me if you're playing.</p><p></p><p>Sam</p></blockquote><p></p>
[QUOTE="Sam Witt, post: 985857, member: 1449"] [b]A tip[/b] >>The marksman's basically because a scout needs to kill things to get the harvesting XP to get the concealment abilities, and for whatever reason, it's much easier to accrue XP for weapon usage than it is anything else (I had several thousand pistol/rifle XP before I was able to qualify for even a single box on the scout talent tree).<< While I'm following a very similar route (artisan/medic/marksman/scout), I will point out that the best source of scouting experience comes from making camps. A single camp can pop out 600+ experience points in a small group and much, much more in a large group. If you want to advance as a scout, marskman skill is much less important than getting into groups. Which is what medic is for. A skilled medic (get your Chem to II for Stimpack B and your Diagnosis to II and you're set) can rake down experience on the battlefield so fast it's not even funny. On this note - make sure that you understand the type of creatures you are fighting and whether or not they will take the kill shot. Creatures that don't typically kill shot are the best for a medic, because you can let them incapacitate your companions before you heal them. Sounds cruel, but it's much more effective to heal an incapped ally than one who's running around playing run-and-shoot. I'd also like to point out that harvesting your own pharmaceutical supplies is hideously inefficient - you will advance much more rapidly by using your income from missions you take with a large group than you will messing around trying to get your own resources. (Even with that said, I enjoy harvesting for a lot of reasons and there are ways to make it pay off BIG). As far as the skills go - yeah, there's some wierdness (I can get to Bioengineer through the hunting skill tree?) but there's also some flux there. Slicers, I know, are going to get an overhaul once data resources are in place. Smugglers, too, will become much, much more valuable once factional alliances are stronger (smugglers can trade with anyone, regardless of alliance, I believe). For so early in the game, though, there's a great deal of depth and a lot of fun. I'm Shoth the Bothan on the Lowca server, by the way, so feel free to pester me if you're playing. Sam [/QUOTE]
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