Force Sensitive Archive
Thread: Question about FS xp Grinding (nades, etc)
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realvorda
Mon Mar 14, 2005 1:13 am
#14
Kosar-Burnd wrote:C-12s take forever, dont even touch them unless you are grinding up commando or just getting a few points here and there.I started at Doc/Swords, decided on TKM/Swords, quit the game, restarted the game, finished tkm, quickly decided on commando and dropped swords. TKM is big because you will want meditate when you realize how channle force works. TKM is better than swords on nades because it has the defenses where swords relies on quick kills to minimize personal dmg.Doc grenade thrower is out of the question IMO. There is a different tempo when you throw grenades and healing is very delayed. Without the defenses of a melee proff I cant see a doc standing on a Mutant baz nitch lair and outdamaging those beasties while he heals himself pretty much non stop.The guy who said the xp is equivalent to the weapon you hold: does this imply that if i hold a cdef i would get 5000 combat xp? I know this is unrealistic since a cdef would shoot your melee defenses out the window, but what about a fencer equiping a survival knife?
bs on melee defences.. I got only 65 melee defence, and I tanked 2 NS stalkers and 8 baz nitches while killing them all with imp dets (I cant hurt stalkers with my template
realvorda
Mon Mar 14, 2005 1:43 am
#15
Bkiddin wrote:Nades are for whimps.Message Edited by Bkiddin on 03-13-2005 12:26 PM
yeah, real men start playing SWG over 1.5 years after I started (thats right, I was in beta).
There are certain persons that can say with right they have done everything there is to do other then jedi. how can I be to blame that I want to get to the next phase of my swg life asap?
Stieha
Mon Mar 14, 2005 6:41 am
#17
Maybe you could try the kill/rez method..? Since you're already master doc (or close to it as you said), you don't have to change templates or anything. You just need a vict... friend to be your deathbot and a whole big bunch of rez packs. I hear you can cap your medical experience pretty fast with this method, but it is pretty monotonous.
I've been grenade grinding for about 3 months now. I ground out 1 branch with swordsman/combat xp (spinning lairs until i capped swordsman at 900k and getting 90k combat xp) which converts to 60k FS reflexes or 60k FS combat prowess. Doing that took me about 3 weeks. I got tired of that and started grenade grinding, in which I can convert a full cap of combat xp 3 or 4 times a buff session depending on how "in the zone" I am. That is 300-400k FS XP per 3hrs.
You can cap your swordsman at 900k and get 90k combat xp once per day and unlock one full branch per phase. Or you can grenade grind all day on a weekend for instance and manageone branch in one day (or more if you're totally crazy). Its your choice.
"Normal" grinding
Pros:
No credits needed except for buffs.
Feeling of "achievement" if thats what you're after.
No having to replace your armour every few days.
Cons:
Extremely boring.
Extremely boring.
Takes a lot longer.
Grenade grinding
Pros:
Can generate a fantastic amount of FS xp in a short time.
Is not quite as boring.
Cons:
Burns through your armour very quickly so make sure you pack high blast resist armour.
MONEY. Lots and lots of money needed for grenades unless you have a veryfriendly weaponsmith.
Availability of grenades and grenade powerups. Sometimes they're hard to find, sometimes not.
Really requires a sologroupto be effective or being grouped with high level pets such as AT-ST's.
Have to radically change your template to include at the very least novice commando to take advantage of higher level grenades. C12s really don't do the trick IMO.
This is my experience so far. Hope this helps.
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