Commando Archive
Thread: Commando making 100k fsxp an hour, I love this profession Update 9/19
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Forsaken411
Sat Sep 04, 2004 2:44 pm
#1
It's possible to easily make 100k FSXP an hour, I'm rather surprised it hasn't been brought up more. Many people do not know that if you kill a MOB using only grenades then you will recieve all combat xp for the kill. A quenker killed with a grenade will yield approx 3100 combat xp, plus an additional 310 combat. By taking either the field tactics line in Commando for Imperial Detonators, or mastering Commando for Proton Grenades it's easy to rack up 300k combat xp an hour.
The easiest way to do this is with a high DPS elite profession (Rifleman, Swordsman, TKA,etc) and use it to knock the lair down to about 30-40% of it's durability. Use /peace once it gets low, and unequip your weapon. Attack again while you're unarmed to do minimal damage to lair, which will make theMOBs start out-healing your damage. Once the lair has been healed back up to at least 50%, /peace again. Toss a few grenades to kill the 5 MOBs which are aggro on you, then wait for more to swarm you. Make sure you are using a weapon in which you have minimal skill while tossing the grenades. As a master Rifleman with a T-21 equipped I only recieve 2500 combat xp, but when fighting unarmed I recieve 3100 combat xp per kill (plus the 10% combat xp for all kills). The two best places I've found to do this are Dantooine (normal quenkers) and Dathomir (Baz Nitches).
Good luck! - Rahvin
- Update - : I was playing around with feign death while hunting Wooly on Dantooine. After knocking the lair down to about 50% durability, I feigned and waited for all the critters to spawn. When I stood back up, all 15 attacked me. Instead of the normal limit of 5 aggro mobs, I had just pulled 15. For the people complaining about the cost of grenades, this just makes it easier. Being able to hit all 15 mobs at once means you'll use far less grenades per lair. A good set of 80% kinetic composite (for the high base resist as opposed to Ubese) the mobs will not do significant damage to you (unless you're hunting big game). If you were worried about the grenades killing you before, this nifty little trick affects that too. Less grenade tosses means less damage to yourself. To top it all off, the pre-reqs for Commando cover the pre-reqs for Smuggler also. For 11 SP on top of your Commando, life just got a lot better.
Message Edited by Forsaken411 on 09-19-2004 08:44 PM
DocFortune
Sun Sep 05, 2004 10:38 am
#5
Interesting, I know as a commando huuton howlers give 2500 weapon xp but as TKM they give 3900.
Warmaker01
Sun Sep 05, 2004 12:23 pm
#6
Sounds like you made a Weaponsmith sort of rich!
I don't really care that much for the FS skills but it's nice to see we have a bit of an advantage over the other professions. For once!
Pisqon
Sun Sep 05, 2004 12:32 pm
#7
watch the devs nerf this and shaft our belovedprofession yet again
Warmaker01
Sun Sep 05, 2004 1:19 pm
#8
DocFortune wrote:
Interesting, I know as a commando huuton howlers give 2500 weapon xp but as TKM they give 3900.
I believe they were talking about Combat XPs, not Weapon XPs. Then again, I've never concentrated on using Grenades to completely kill targets in my entire time as Commando so far (inaccurate and I prefer not to kill myself).
Mostlikely
Sun Sep 05, 2004 2:14 pm
#9
"Interesting, I know as a commando huuton howlers give 2500 weapon xp but as TKM they give 3900."
Could this be due to our dots?
Just like our dot's don't count up towards loot.. perhaps our dot doesn't cout up towards xp also?
Just wondering.
Forsaken411
Sun Sep 05, 2004 5:58 pm
#11
I've found that HWXP caps out at 3k per kill regardless of the weapon you're using. Rocket Launcher, Launcher Pistol, or Flamethrower makes no difference. I have noticed that the flame DoT wil reduce the amount of xp you recieve below 3k. The more damage the burn does, the less xp recieved. On a quenker with Single1 you lose 200-500 xp if the initial damage doesn't kill. On a MOB with 100% heat resistance, the xp is almost non-existant. If you have a heavy weapon equipped while trying to grenade your target, the xp might be capped at 3k, but I have no data to back that up. It's best to just switch to an uncertified or low-skill weapon to maximize your xp.
StarNick
Mon Sep 06, 2004 1:20 am
#12
The cap really is at about 3,226 HW xp...for non-commandos around 5,226 xp
For the most part, Commandos are gimped AGAIN in these FS quest grinds as we will take a substantial amount more of mobs to kill/missions to run/buffs/time than non-commandos...
Our ONLY incentive are gernades, where we can get all combat xp...unfortunately gernades are both expensive as well as not as effective as other professions/our other weapons will be. They're not economical because of their price and stack amounts, but on the other hand...a TKM can easily kill far more mobs and lairs at a faster rate we can with gernades at a faction of the cost. It will however take him a while to outrace the gernade usage, but also taking into account of all the misses + the need to resupply after a while...the TKM can go further, kill more, and ultimately lvl up faster.
Of course, if you have the gernades specially crafted so they're fast and accurate...then you'll anhalitate that TKM...unfortunately most MWS won't do that, or for custom gernade work charges 11k per stack. The frustration and the cash needed to do a gernade grind really makes a somewhat slower TKM grind look more favorable...
I too tho see more ppl going to commando and using up their wealth to get hordes of gernades...early bandwagon jumpers heh...
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