Force Sensitive Archive

Thread: Grenade Strategies??

HardwiredXMan
Tue Nov 23, 2004 12:15 pm
#14


I'm also a 4-0-0-0 commando, but I have certainly not just started using nades for FS xp....I used them way back in sept 2003 simply to grind combat xp to master professions faster.


Anyway, some things to know about commando nades are that they tend to miss 75% of the time when throwing them at moving targets and maybe 50% of the time when throwing them at stationary targets.However, even when throwing them at creatures, the splash damage will sometimes still hit creatures around it, not all of them but maybe 1, 2 or 3 of them while still missing the intended target.....this method is highly a waste of time.


What you want to do is attack the lair which you will hit 100% of the time, that way the splash damage will always hit every creature around....however you may still miss one creature or two if they are moving around a lot.


The next thing you should know is that it is more efficient to cap any weapons specific xp first....that will give you 90k combat xp and you save your nades for the last 210k combat xp. grenades are expensive and forgetting about your weapons xp means your are using probably twice the amount of nades getting 300k combat xp when you can save yourself a little time and money by doing them both. If you have 2 elite combat professions, then cap the weapons xp on both professions first and save your nades for the rest of the combat xp which would only be 120k....if you do piket lairs and do it right, then you only need to run 5 missions to get 120k FS xp...the time depends on what kind of nades you are using.


For pikets, imperial detonators are excellent.....thermals are even better because they have AP2 and still do blast damage...that means you get +25% for each level of AP.


Probably the most important part of hunting and grinding with nades is you need armor with great blast protection or protection agains the type of nade your using (not all nades are blast damage) and if your having problems with damaging yourself, then novice medic and a nice pair of gloves with injury treatment and speed should be considered to boost your healing using stim b's of 400 to nearly 800 points of healing.


Grenades will also cause about 5 points of BF to you everytime they hit you...so your BF will probably be between 500 - 800.....make sure you don't let your BF get to 1000, that will give you a mind incap.....didn't happen to me, but a guild mate did it couple of days ago and his BF caused him a mind incap.


Just for reference here's the typical stat's I've found for my grenades (based on the ahazi server, yours may be different).


c-12, spd 2.6, damage 200 - 900, no AP, blast damage (anyone except wookiees can use these NOTE: supposedly it was fixed for wookieesin update 11.2 this past tuesday nov 16th I'm not a wookiee so can't confirm this)

c-22, spd 3.6, damage 330 - 1500, AP1,blast damage (novice commando)


cyroban, spd 3.5, damage 300 - 750, AP1,cold damage(probablybelowavg. but I haven't seen many of these or crafted any either) (field tactics 1)


glop (don't have the stats on these), No AP,acid damage (field tactics 2)


imperial detonators, spd 3.4, damage 1000 - 2100, AP1, Blast Damage (field tactics 3)


thermal detonators, spd 3.6, damage 850 - 1700, AP2, Blast damage(field tactics 4)


protons, spd 3.6, damage 1500 - 3100, AP1, Heat damage (master commando)


THese are just the one's I've either had myself or crafted....all stats are unpowered and unsliced.....I use to slice and powerup all my grenades when I was a smuggler....makes a big difference...it greatly improves c12's when your not a commando.

Message Edited by HardwiredXMan on 11-23-2004 03:55 PM

Ritwack_Farstar
Wed Nov 24, 2004 3:58 am
#15


What I wrote in an earlier thread:



Personal best, but booooring way to grind (and kinda expensive too):


Commando 4000, Thermal Detonators, comp and buffs.


Get solo group and head to Dantooine.


Select 2 Huurton Stalker lairs close to each other.


Go to #1 and kill pre-spawned + 1st spawn by 'nading the lair.

Damage the lair down to 50% (initiate 2nd spawn).

Leave lair #1 and go to #2 when the 2nd spawn cycle starts (eg. not killing any)

At #2, kill pre-spawned + 1st spawn... (#1 repeated)

When the 2nd spawn has been activated, leave and go back to lair #1.

Lair #1 has fully respawned with a pre-spawn and 1st spawn when damaged + 2nd spawn at 50%.

(lair takes double damage this time around)

Kill everything at #1.

Go to #2 and repeat.


2 missions done, about 30-40 minutes passed and 200k+ combat xp "earned".


Repeating this pattern nets a combat xp cap (300k) within 1 hour easily => 100k FS combat or reflex xp when converted.


But it's a really boring grind, so I usually only do this once before I start doing something else...




Deztan Endymion - Chimaera
The newbie of N00bcom
Master Rifleman / Master Packrat

LeonSlayn
Sat Nov 27, 2004 2:46 am
#16

SO here is a question.....should a 4000 commando use thermal detonators or imperial ones? And what is best, baz nitchs, gaping spiders, huurtons, pikets....I am trying to refine my hunt. Thanks in advance.
Effulgence
Sat Nov 27, 2004 9:04 am
#17

http://forums.station.sony.com/swg/board/message?board.id=Forcesensitive&message.id=31224



I prefer Therms
HardwiredXMan
Tue Nov 30, 2004 4:25 pm
#18






LeonSlayn wrote:

SO here is a question.....should a 4000 commando use thermal detonators or imperial ones? And what is best, baz nitchs, gaping spiders, huurtons, pikets....I am trying to refine my hunt. Thanks in advance.







Well, I prefer thermals because they have Armor Peircing 2, so you'll get that bonus damage. I have done the baz nitches, huurtons, pikets, bolmas, quenker ravengers, squills, bols...etc. Basically a whole bunch of different creatures. I found pikets to go down the easiest (some pikets have no blast resist)but they only give about 3.5k xp although they tend to spawn more per lair then other mobs.


Giant baz nitches give me about 70 - 75k combat xp per lair....only need 2 - 3 stacks of thermal detonators too, so I save a bit of money by not having to use 10 -15 stacks using weaker grenades. Gaping spiders are not good to do simply because they poison (if the poison is stacked on you, it can be very nasty) and I believe they have very high blast resist (have to double check that though).


The biggest thing You want to look for when hunting a mob is what the resist are of the mob and how much xp they give per creature. The best stats to look for in my oppinion is anything with less than 20% resist to the kind of nade your using, but if your using glops, then you want a mob with no acid resist and no light armor rating so you can get the full damage potential of each nade, otherwise your damage will be reduced significantly.


just remember that just because baz nitches give great xp doesn't mean you can go take them using c12's, c22's and such.....you can do it but time wise, it's not efficient because you'll take a long time killing them all.....in which case you need to find a mob that have less HAM and resistances.


The point to the whole grenade grind is to be efficient and save hours of grinding time....for an average player if you don't cap combat xp at least 1 and a half timesin a buff , your wasting your time.....if your a vet and your not capping combat xp twice and an elite professions weapon xp once in a buff session, you are wasting your time. One buff session should get you at the least 200k FS XP.

Page 2 of 2