A Scout Guide
(for Dark Age of Camelot)



Learning to play your scout

Archery
Once you have started your scout and achieved level 5, you gain access to your longbow. This is what sets us apart from melee classes, and so it is important to learn how to use it as soon as possible.

First, make sure you have your bow in the 'Ranged' slot in your inventory, and that you have enough arrows.

Next, left click your bow, and then click on a slot in your Qbar. Now your ready to go.

Find a suitable target, say a blue con monster, stand a fair way away from it, then select the monster, and click your bow icon.

you should now draw a shot and hold it, in the chat area you will get a message: "You prepare your shot(5s to fire, target is in range)". If your are out of range, it will say so and you need to move closer to your target. The "5s to fire" shows your how long it will take before you can release your shot.

Ok, so you have drawn the bow, now click once more to release the shot as soon as you can, and another click will automaticly reload a shot after you have fired.

Keep firing untill the monster reaches melee range, then finish it with your sword.


Critical Shots
Once you have gained a few levels and specialised in your bow a little more, you will gain the ability to utilise 'Critical Shots'. Critical shots (also known as "Critshots" or just "Crits") are one of the mainstay abilities of the scout. A Critical shot will hit for increased damage, but has a longer drawtime.

A Critical shot is different to normal shots in that it has increased damage, however it is also different in the way it is fired. To fire a critshot, do exactly as you would for a normal shot, but you need to use the special 'Critical Shot' icon to draw the shot. releasing works as it would for a normal shot. Autoreload will not work for a critical shot, instead of loading another critical shot, it will autoreload a normal shot. To reload a critical shot you will need to manually re-draw the shot with the critical shot button.

NOTE: Critical shots need time and special conditions to work, to hit your target with a critical shot, it will need to be in one of the following states:

Standing Still
Sitting
Walking Backwards
Casting

Trying to Crit a target that is running, or fighting in melee combat will result in the shot hitting as if it was a normal shot, without the increased damage.

As previously stated, a critical shot takes longer to draw than a normal shot, the table below shows the drawtime required for each level of critshot, as well as the level of bow training you will need.

Critical Shot Level Draw Time Multiplier Bow Spec

Critical Shot I

Critical Shot II

Critical Shot III

Critical Shot IV

Critical Shot V

Critical Shot VI

Critical Shot VII

Critical Shot VIII

Critical Shot IX



2.0

1.9

1.8

1.7

1.6

1.5

1.4

1.3

1.2



3 Bow

6 Bow

9 Bow

12 Bow

15 Bow

18 Bow

21 Bow

24 Bow

27 Bow


Critial Shot damage depends on the level of the scout, At level 50 Critical shots hit for approximately double the damage of a normal shot. Hitting higher than yellow con enemies will result in a lower damage multiplier.


Rapid Fire
Rapid Fire (also referred to as 'RF') first becomes available at 35 bow spec. It does pretty much what you would think: fires rapidly. It works in a different way to critical shots, instead of pressing the special 'Rapid Fire' icon to draw a shot, you press the rapid fire icon to turn on 'rapid fire mode', then draw your shots as normal, and you will beable to fire them 50% faster than a normal shot. The endurance required to perform a rapid fired shot is higher than that of a normal shot.

Turning on Rapid Fire after you have drawn a critical or normal shot will switch straight
into rapid fire mode: even if you have the "Ready to Fire" message on a Critical Shot, if
you hit Rapid Fire then release the shot, its damage will be capped to 100% of a
normal shot.

Rapid Fire II becomes available at 45 bowspec, and requires less endurance than Rapid Fire I.


SureShot
SureShot is one of the newer scout abilities, it allows a scout to draw and fire his/her bow while taking ranged damage. It is activated in the same was as rapid fire, with a special 'SureShot' icon to turn on 'Sure shot mode', from then on you can fire whilst taking ranged damage.

However, SureShot does have its drawbacks, the main one being that it hits for approximately 50% of a standard bowshot, but has the same drawtime.

Turning on SureShot whilst firing either a Critical Shot or whilst in 'Rapid Fire mode'
will 'turn off' the ability being used, but will keep the shot drawn, so you can
immediatedly start firing again.

SureShot becomes available at 45 bow spec.


Penetrating Arrow
Penetrating Arrow is a usefull sniper ability, it allows a scout to penetrate certain types of BladeTurn(also known as BT) protection spells that casters use to negate a single blow. With Penetrating Arrow you have a chance to go through the caster's BT and inflict damage with the first shot. The damage done depends on the level of the penetrating arrow.

Penetrating Arrow Level Damage Done

I

II

III




50%

75%

100%



Penetrating Arrow is a passive ability, it is 'always on', and stacks with other scout abilities such as Critical Shot and Rapid Fire.


Volley
Originally an RA, Volley is an archery ability that is used to fire in an indirect arch onto a point that may or may not be in sight of the archer. The main use of volley is for keep sieges where an archer stands behind the cover of battlements and fires down onto enemies that are clustered around a certain area.

A common myth is that volley is a GT-AoE(Ground Targetted Area of Effect) bow skill, infact it isnt, it is more of a 'GT-DD'(Ground Targetted Direct Damage) bow skill, but even this is a poor label for it.

To use volley you must first set a GT(Ground Target) on the floor, this is a point where your arrows will be aimed at, to set a GT you need to hold F5 and move the mouse around. Once the GT is set you then need to press the special 'Volley' icon, and then the volley shot will be drawn (at the time of writing there is no volley animation, the character model simply stands still as if idle), once you get the 'ready to fire' message, press the bow icon as if you where releasing a normal shot. The arrows are fired in the area roughly around the GT you set, up to 6 arrows depending on the level of volley being fired, each arrow is automaticly drawn after the last is fired, using the same draw time as a standard shot. The damage dealt by volley is also the same as a standard bowshot.


Bow Spec Volley Level Arrows Fired

35

40

45

50




Volley I

Volley II

Volley III

Volley IV




3 Arrows

4 Arrows

5 Arrows

6 Arrows







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