Force Sensitive Archive

Thread: Using C-12 Grenades for FS XP - A Guide UPDATED FOR CU!!

Dixos
Tue Oct 19, 2004 8:54 am
#118

Nice tips



Dixos Solarion
----|------------------- Valcyn


sithboy2000
Tue Oct 19, 2004 8:56 am
#119



JemyM wrote:


Make sure:
Always aim at the lair, never against a creature!






Ok see thats my problem I think. I click on the lair and attack it but it will say I am attacking a spider even though I am not targeting it.



Jundon*Deadly Imperial Carbineer*
Svisxo*Dark Jedi Knight*

Kar' Kanos*Royal Guard Pikeman*
JemyM
Tue Oct 19, 2004 9:10 am
#120




Ok see thats my problem I think. I click on the lair and attack it but it will say I am attacking a spider even though I am not targeting it.






Make sure you always have "#### Lair" in the bottom of the combat queue and nothing else.


Attach "/attack" to a hotkey (I have it assigned to one of my mousebuttons actually). If you lost target to a creature, clear the queue and use /attack again. Always be sure to have at least one grenade in the queue and you will never loose target at the lair.




Besides that, I also have an annoying sig that looks like part of the post.
sithboy2000
Tue Oct 19, 2004 9:17 am
#121

Ok thanks man.



Jundon*Deadly Imperial Carbineer*
Svisxo*Dark Jedi Knight*

Kar' Kanos*Royal Guard Pikeman*
jedinine
Tue Oct 19, 2004 9:44 am
#122

Sigh, this game must hate me. Some of the spiders wont attack me at times and it takes me sometimes more than 12 sets of grenades to finish a lair lol. Then additionally the animals flee when they are near dead so I have to chase em.

Oh well



Ysios Eseesies
The War for Life

Imperials Beware

"Its not my fault!"

EuroTrash
Tue Oct 19, 2004 10:22 am
#123

Thats my beef - spiders are not as aggresive as stalkers - who stay on you (and in range). Guess bottom line is everyone should try all - see whats best for them (and its not as boring to do the same).

Now another tip (that to some might be obvious) - I uncrate (yes double clik on crate , the 6 nades (5 each) and 6 Pups - pup the nades. Than I drag 3 nades on toolbar - in front of it I have the macro to loop click the 3 buttons with /pause 1; in beetween (you prep while on bike , obvious).

I than run up to the lair, slam it a while with my most powerfull attack, when I have 10 mobs out and they are healing it - I activate my macro to toss 15 nades. As they get used up I replace button bar with anohter set of 3 (x5=15) nades. After that I clean up with area attack (Spin2 for TKA). Rinse and repeat.
VickMackey
Tue Oct 19, 2004 11:49 am
#124

what do you do against BF of more than 500 after 2h???
JemyM
Tue Oct 19, 2004 12:12 pm
#125

I just want to sum up my ramble a bit...


The real goal for me is to without additionalluck cap 2 times in a 3:30 buff session. That is my doctor buff's, so thats my timer. If that can be done, or close to that, any strategy is, in the end, just as effective.


900.000 weapon xp, 90.000 combat xp = 60.000 fs xp

600.000 combat xp = 200.000 fs xp.

60.000 fs xp = 1 cap

200.000 fs xp = 3.3 caps



I have offered some advice, regarding choice of monsters and planet... This advice might not be the best for everyone. It took me awhile to refine my gaping spider technique, and my professions and protective items might be more or less effectivethan others. I built an excel document at an early stage that did a massive calculation depending on grenade timer, ham, resistance etc... In the calculation I had Huurton Stalker, Huurton Huntress, Quenker, Giant Baz Nitch, Piket Longhorn, Craggy Bolmaand Gaping Spider. The result was that Giant Baz Nitch was a few minutes faster, but also required potentially more grenades. Piket Longhorn gave most xp per grenade, but with the Dantoine shuttleport timer added they came out in 3rd place.



With Pistoleer as my only profession I can almost cap my weapon xp 2 times during a buff, giving me about 90-120k fs xp. As a pistoleer I have my advantages - earning quick xp is not among them. I can produce just as much damage as any profession andI can always do the damagetype a monster have the weakest protection against (Kinetic, Energy, Acid, Heat, Stun) but a Pistoleer just lacks an effective area attack.




Besides that, I also have an annoying sig that looks like part of the post.
Y0SHI
Tue Oct 19, 2004 1:10 pm
#126



EuroTrash wrote:
WHOA! Were've I've been? (Obviously on JTL Beta boards no FS rofl),
So if I get this right...:
I'm 0,4,4,2 TKA (Novice flencer and Master Doctor). Equip CDEF pistol or Republic Blaster and thow away a crate of C12 nades (human) at REGULAR quankers or Gaping Spiders?! Do I finish them off with Spin2 so I cap Unarmed and Combat?
Will my Combat XP still cap at 100K (being 0,4,4,2 TKA - I guess I will test it soon but hoping someone knows)?
Thanks!!!!!!!!




Im a 0/3/4/2 TK and my combat xp capped at 240K last night when i tried this



Yoshii Yoshi - Jedi Knight
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Eternity Akaar - Master Architect/Master Droid Engineer/Master Artisan
Tzimisce - Master Carbineer/Master Bounty Hunter/ N00blet
If i win anything please offer it to the harvestors and stuff vendor in the new freeport mall(naboo)
EuroTrash
Tue Oct 19, 2004 6:38 pm
#127

I know. Dropped Fencer and going TKM now. Done with Combat XP for it but now the Unarmed is the slow part lol.
Scorpion100
Tue Oct 19, 2004 6:54 pm
#128






EuroTrash wrote:

I know. Dropped Fencer and going TKM now. Done with Combat XP for it but now the Unarmed is the slow part lol.






hehe dont forget the speed sliced VK's




Ezri' Thors- Kurzon'
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Alzanob-CH
Tue Oct 19, 2004 8:08 pm
#129


Great guide, i have tried a little with giant baz nitch and i can cap my combat xp 2 times with a 3:30 buff...only 6 session of grind for one FS branche


Only drawback are BF and armor's condition,for the first its good make mission near a starport with someone playing in the cantina, for the second can be really expansive with compo (1/3 condition of the chest plate goes away with one session), but i make a few 35-40k mission sometimes for keep a profit (grenades are expansive too).


Just a little template question, it's worth surrender novice medic and pharmacology IV for take Novice Commando with Field Tactics IV?





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Scorpion100
Tue Oct 19, 2004 8:22 pm
#130






Alzanob-CH wrote:



(snip)

Just a little template question, it's worth surrender novice medic and pharmacology IV for take Novice Commando with Field Tactics IV?






I would say so, as a novice medic with good Stim B's is as good as a master medic with bad stim c's, if you get what im saying. Keep some medic, but you probably dont need Pharm 4. And if you do, it is easy enough to grind back up to it.





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