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{{class|Scout|align=left}} Members of [[The Defenders of Albion]] these quick, stealthy scouts are modeled after the historical Welsh longbowmen first seen in the Isles circa 633 CE through the heyday of English longbowmen in the Hundred Years War. As such, they are very proficient with the English longbow and smaller hunting bows. They are also skilled in melee combat, though not able to stand toe-to-toe in the infantry line next to their more heavily armored shield mates.<br />
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{{class|Scout}} <br />Members of [[The Defenders of Albion]] these quick, stealthy scouts are modeled after the historical Welsh longbowmen first seen in the Isles circa 633 CE through the heyday of English longbowmen in the Hundred Years War. As such, they are very proficient with the English longbow and smaller hunting bows. They are also skilled in melee combat, though not able to stand toe-to-toe in the infantry line next to their more heavily armored shield mates.<br />
 
   
 
When hunting solo, scouts often perform the duties of foresters, using stealth to get in good position to shoot their prey, and then their bow skills to severely wound it. If the arrows don't strike true, they are able to dispatch the wounded beast with their sword.<br />
 
When hunting solo, scouts often perform the duties of foresters, using stealth to get in good position to shoot their prey, and then their bow skills to severely wound it. If the arrows don't strike true, they are able to dispatch the wounded beast with their sword.<br />

Revision as of 21:49, July 16, 2011

200px
Type: Caster
Profession: The Defenders of Albion
Races:Briton
Highlander
Inconnu
Saracen
Class Stats
Primary: Dexterity
Secondary: Quickness
Tertiary: Strength
Members of The Defenders of Albion these quick, stealthy scouts are modeled after the historical Welsh longbowmen first seen in the Isles circa 633 CE through the heyday of English longbowmen in the Hundred Years War. As such, they are very proficient with the English longbow and smaller hunting bows. They are also skilled in melee combat, though not able to stand toe-to-toe in the infantry line next to their more heavily armored shield mates.

When hunting solo, scouts often perform the duties of foresters, using stealth to get in good position to shoot their prey, and then their bow skills to severely wound it. If the arrows don't strike true, they are able to dispatch the wounded beast with their sword.

When hunting with a group, scouts serve as an advance reconnaisance, and bait for ambushes. After finding their prey and leading it back to the hunting party, scouts help in the fight either by standing back with the healers and casters and shooting arrows though the melee, or by entering melee with agile, directed blows from their sword. Very often they are assigned the duties of protecting the healers and casters should their prey turn from the main battle line and charge the supporting divisions.

In the wars, scouts use all these skills practiced in peacetime to perform as advanced scouts for the army. Their role is to locate the enemy while remaining undetected, accurately report back to their commanders the size, composition, command-and-control structures, and artillery (siege engines and magic) of the enemy, and cause what disruption they can. Many scouts group with infiltrators and minstrels to form stealthy scouting groups that hunt enemy stealth groups. They are expected to participate in large battles by reducing enemy numbers with massed archery, disrupting magical and mundane artillery, and defending Albion's support classes.

Attributes

Briton 60 + 45 60 + 23 60 + 15 60606060602% Crush3% Slash5% Spirit
Highlander 50 + 45 50 + 23 70 + 15 70606060603% Crush2% Slash5% Cold
Saracen 80 + 45 60 + 23 50 + 15 50606060602% Slash3% Thrust5% Heat
Inconnu 70 + 45 50 + 23 50 + 15 60706060602% Crush3% Thrust5% Heat5% Spirit

Abilities

Armor: Cloth, Leather, Studded (10)
Weaponry: Staves, Longbows, Slashing, Thrusting
Shield: Small (5)
Miscellaneous: Sprint, Evade I (1), Evade II (12), Evade III (20), Camouflage (30), Tireless (15)
Miscellaneous: (based on bow) Critical Shot I- IX, Penetrating Arrow I - III, Rapid Fire I - II, Volley I-IV, Sure Shot
Miscellaneous: (based on stealth) Safe Fall I (10)

Specialization

Weapon Specializations

  • Slash - The rest can go either here or Thrust
  • Thrust - The Rest can go either here or Slash
  • Longbow - 50 Archery
  • Shields - 42 Shield

Skills

  • Stealth - Whatever is your + to Stealth skill, subtract it from 50 and you should be able to get a 50 composite Stealth (Example: Say you have +10 to stealth, you will go 40 in Stealth and come out with 50 composite stealth)

Autotrain

Tactics

PVE

Playstyle for PVE for a Scout is fairly simple. Always remember to have Invigoration pots beforehand, if you don't have a bot, then you should get some Buff Pots as well.

When going into any PVE zone, Scouts are pretty tough on taking many monsters. Usually when I need to PVE, I will start off by Stealthing and close in on range to my target. Once I am within range of a Critical Shot, I will then shoot the mob. By this time, the mob should have aggro on you and should be moving in close to you. After you have used Critical Shot on the mob, you will then be able to use either Point Blank Shot or Standard shot, depending on the range of the mob. Usually you will be able to start shooting instantly with Point Blank.

If the mob is in melee combat with you and you are level 50, you will be able to slam the target for 5 seconds, thus, giving you one more shot to hit the target OR it gives you 5 seconds to run away at a distance, so you can get a few more shots in. The latter being what I would suggest, as long as it is not a good distance away from groupmates. If you are solo, then by all means, kite(run away with it still aggroing) as you can, then turn around and start shooting it. If you MUST engage the target in melee, then you will need to use a Style I like to use, Reflection, this will keep a style going onto the target and damaging the target as much as possible, until your next slam. Scouts are simply known as range classes. They are meant to be at a distance, so melee is always their weakness.

RVR

RvR can be a little tricky for a Scout. A lot of times, you'll be solo, duo'd or small man. A lot of stealth groups with 8 people are more than likely setup already and are used to the setup they have with the people. So it will be hard to really find an 8 man stealth, unless you get to know the people a little better and associate with them more and they will pick you up with them.


Going on the assumptions you are in a stealth group. It is fairly easy tactics. You see a full group of visible players, don't attack. You see a full group of stealthers, you can attack away or even a 5man visible group will be sufficent enough to go down at the hands of a stealther group. While being the Scout of the group, you have many options of what to do. First, I would suggest picking someone to assist on. This will make sure the target will go down twice as fast with at least 2 scouts firing away. Secondly, I would suggest staying at a max range on visible players. If they are a melee class, they will have to run to you, to be able to attack you, thus, giving you options on what you can do, if you aren't doing much damage and your group is scattered, I would try to run away as quickly as possible and stealth up, then move yourself into an entirely different direction than the person you was hitting saw you running, this will confuse them. THAT IS ONLY IF YOU ARE SEPERATED FROM GROUP. But please, if you are in a group with other stealthers, try to stay near them. This will cut down on a lot of angry players in the group and will easily be able to control where the enemy is running to. If you are running with a full group of stealthers, it will be pretty difficult to take all of you down for a small man. But a full group of visible players will be able to get the upper hand as Scouts do have a hard time in Melee combat.


If you are solo, try to stay away from big fights or try to pick off stragglers that have fallen behind groups and haven't been looped up yet. Once you get the target down, run away and restealth. Most of the time, if they haven't popped a stealth lore by this point, they won't be able to find you and will more than likely move on. Alwatys beware though, there are 4 other stealth enemy classes that will be out looking for others as well.

Realm Abilities

Symbol vote yes2 Useful Realm Abilities

  • Mastery of Stealth
  • Falcon's Eye
  • Augmented Dexterity
  • Augmented Quickness
  • Second Wind

Neutral Neutral Realm Abilities

  • Augmented Constitution
  • Avoidance of Magic
  • Toughness
  • Ignore Pain
  • Purge
  • Mastery of Blocking

Symbol vote no2 Useless Realm Abilities

  • Determination
  • Ethereal Bond
  • Lifter
  • Long Wind
  • Mastery of Pain
  • Veil Recovery
  • First Aid
  • Mastery of Concentration
  • Mystic Crystal Lore
  • Raging Power
  • The Empty Mind
  • Serenity

Realm Rank 5 Ability

Name Shield Trip
Reuse 15 Minutes
Effect Throws shield at target, doing 300 damage and rooting them in place for 10 seconds (undiminished by resists). Scout gets 60% speed increase but cannot attack for 15 seconds.

Master Level Paths

Battlemaster
Sojourner

Useful Artifacts

Weapon
Armor
Jewelry

Other Useful Items

Weapons

Galvorne's Perfected Bow

Remorseless

Astral Bow of Dismay (Note: Not sure if the stats on the site have been updated for the updated Bow)


Jewelry
Mythirian

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