Force Sensitive Archive
Thread: Anyone use C12's thats not a commando?
If you're a Weaponsmith on Eclipse that wants to help, I'll contract for 4 crates of 25 C12s each week to be picked up every Friday (I know, that's not a lot of grenades, but I'm slow, lol.)
Type: Heat, Radius: 10.0 Master Commando, the best grenade to use if you are certed for them. The high damage and the huge radius makes these very effective.
Type: Blast, Radius: 7.0 Commando 4000, with the best Armor Piercing out of grenades and 2nd largest radius plus nice damage make these also a very effective grenade. If you looking to pick up Commando and get to this line these will save you lots of time.
Type: Blast, Radius: 4.0 Commando 3000, 2nd highest damage grenade but with light armor piercing. This grenade is a lil faster than the Thermal but is costly to make. Plus the radius is only 4, C12's actually have a larger radius than this. I would wait to use the Thermals before deciding to use these.
Type: Acid, Radius: 2.0 Commando 2000, at first glance these look pretty nice, but then you'l notice they have no armor piercing and the radius just blows. Don't waist your time with these.
Type: Cold, Radius: 5.0 Commando 1000, ok the damage on these just suck period. While the speed, armor piercing and radius is ok, you are still better off using C22's at this point.
Type: Blast, Radius: 7.0 Novice Commando, if you are going the Commando route these will be your choice until you can use the Thermals. Descent damage, radius and they have Light Armor Piercing. These take nearlythe exact same materials to make as C12's so they shouldn't cost too much more than the C12 version if at all.
Type: Blast, Radius: 5.0 Everyone can use these(even Wookies). What can I say, they are the 2nd weakest of the grenades but help get that much needed combat xps.
Message Edited by Flamingdeath on 11-18-2004 06:52 PM
Message Edited by Flamingdeath on 11-28-2004 03:50 AM
Of thos 3 unlocked branches, I've filled 3 boxes in the same line.
So I have quite a bit left to do. Looks like Commando get s overwhelming yes ay?
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)
imp detonators, spd 3.4, damage 1000 - 2100, AP1, Blast Damage (field tactics 3)
thermal detonators, (can't confirm the stats I'm not in-game right now, will update it) Blast damage(field tactics 4)
proton, spd 3.6, damage 1500 - 3100, AP1, Heat damage (master commando)
Protons may have AP2...not sure though......anyone who has the stats on the missing ones, please post them....thanks!
As you can see the commando nades all have armor peircing (except glops) and they do different types of damage with blast being the most common.
Also worth noting is that if your not a commando, you do not get the weapon throwing speed mod or accuracy that commando's get. So you will throw the c12's a lot slower and less accurate than a novice commando.
For non-commando's using c-12's, it takes a very long time to cap combat xp due to the fact that the damage is so low on them, they have no armor peircing and are very very slow to throw. I believe it takeswell over5 seconds or longer to throw them as a non-commando....but I haven't timed it....
For anyone needing to grind a lot of FS XP, it will be more efficient and cost you a lot less if you take up novice commando....and if you have the skill points take up 4-0-0-0 commando. Once you get master marksman, it takes no time at all to get field tactics 4 in commando (I did it in 1 hour using c-22's and TKM). The only reasons I say to get at least novice commando is because of the +10 throwing speed, +10 throwing accuracy and the ability to use armor piercing nades.....as long as you attack a mob with some sort of resist to the type of grenade you use, you'll get that extra 25% AP damage bonus.
Then if you take up more of the field tactics line in commando, you can hunt different mobs based on the type of grenade you use.....so you can look for mobs with weak resist to blast, cold, heat or acid....you won't have to stick with blast damage.....(NOTE: you never want to attack mobs with blast resist listed as a vulnerablity if you are using Armor Piercing grenades....because you won't get the 25% AP damage bonus....I generally go for resist up to 20%....any higher it's not efficient even if the mob gives 5k xp...takes too long to kill'em.....you can kill 3 weaker mobs for 2 - 3k xp a peice in a lot less time.
Now for the commando's using nades.....obviously if your a master you want to use protons providing you can find a WS to make you some by special order. However, it's probably much easier to find c22's and they are decent to use. Personally, it takes meabout7 - 10stacks of c-22's to take out a piket longhorn liar and all of it's spawns.....while it takes maybe 3stacks of thermals for the same job....so eventhough the weaker nades are cheaper by the crate....you don'tneed as many higher level ones...basically using higher level nades you'll needmaybe 50% of what you would need if using c12's or c-22's. So instead of buying20 crates of c-12's or c22's....you can buy 10 crates of thermals or imperial detonators.
I like to use thermals and imp detonators myself.....simply because3 -5thermals (not stacks,but singlegrenades) can kill a piket easily, where it would take me about 12 full stacks (60 single nades) using c-12's...plus I don't have the skill points to get master commando so I can use protons
Now the only nade that I know of that's hard for a WS to make...is the thermals because they take specific resources or so I"m told....also, factory runs take a long time for grenades (it takes my WS 1 week to pump out imp detonators and thermals for me.)
I'd suggest that anyone who wants to use commando nades (c-22's and up) find out what the resource requirment for them are and maybe try and help out your WS with those resources....also, it's a good idea to go to the blue leaf temple or get missions on yavin to kill klikniks....they drop kliknik glands that are used to enhance grenades.....it's been a while since I've been there, but I know klikniks yield 4 - 5k xp per kill and thier repawn rate is pretty fast (unless devs nerfed it). I do think their defense is high though...but I use to grind fencer there, it shouldn't be hard for an elite master.
Now as for how to use the nades......I can only tell you how I use them. My preparation is typical.....I get buffed (not always the best buffs either, just enought to make my specials cost zero HAM)......My composite armor is 80 kinetic, 80 electricity, 80 energy and 70% base (but I've grinded with 60 - 69% across the board before). I tried ubese, but when you have 10 mobs around you hitting for 200+ damage each and doing stun, KD, dizzy or intimidate attacks....you don't tend to last long without some kind of medic skills.
Now before I go into battle, I use 1 ahrisa(focus buff) and 2 brandies (mind, will & focus buff).....I never get mind buffs unless I can get them free from a guild mate or friend......I get music buffs but really don't need them....without the music buffs I have to pop 2 more ahrisa to get my focus above 1500....
My secondary HAM bars range from 425 - 525.....I don't worry about Health, Action and Mind bars because I have medic skills and also TKM for powerboost (although I never use powerboost for the most part).
The only armor peices I wear are the chest plate, bracers, biceps, gloves and boots (no pants and not composite helmet...ham cost is too high)....
My template is TKM, Master marksman, medic 1-0-0-0, commando 4-0-0-0.....I have BE clothing with +25 injury and wound healing and +13 injury treatment speed. However, I only have to use healing when I grind on dath....never on dantooine. I keep my VK's equiped the whole time also.
Now I start attacking the lair until I get it down to half or until there's enough mobs to heal it faster than I can damage it......I stand in the middle of the lair and just toss nades until everything is dead. NOTE: I'm not 100% sure, but sometimes it seems like the liar gets damage by the nades as long as I damage it with a weapon first and then attack it with nades.....but it could have been the normal extra bleeding that lairs do after you've beat on it and stopped.
now with the way that I grind, I've noticed that the nades will also do damage to myself....more so BF than actual HAM damage. I do take HAM damage but my buffs heal it up. Using imp detonators, I do about 5 BF to myself every grenade toss and take less than HAM damage......but the mobs usually take 3k damage per hit....I like those numbers, don't you.
Now if your a commando, you don't even have to hit yourself with the nades...a commando is pretty accurate with nades so you can run around chucking nades at the mobs (keep in mind the whole purpose of throwing the nades at the lair is becuase they never miss the lair and the blast radius is what damages the mobs).
The biggest thing you'll need besides the grenades is some really good armor with a high resist to kinetic and whatever type of grenade your using.....if your grenades do blast damage, then your armor should have a high blast resist so you don't kill yourself and high kinetic so the mobs don't kill you easily....same goes for cold, heat and acid. this is why ubese armor is not good for grenade grinding....it doesn't have high resist to blast, heat, cold, acid and kinetic all at the same time...it's only good for kinetic.
Now if everything is done correctly, you should be able to make a minimum of 300k combat xp per hour to hour and a half.....that's 100k FS xp.....an extra 30k if you cap out your elite profession before going to the village. I get over 200k FS xp per buff. This is solo, but not in a solo group.....in a solo group, your missions spawn more creatures so you can get more xp...maybe 300 - 400k.
The kinds of mobs and places you should grind all depends on what your defenses are, how good your armor is and what type of grenades you use. Many people like dath because it's close to the village and they can convert the xp faster....I like dantooine because, the mobs are extremely easy and if random spawns jump up, I can kill them easy too...don't have to worry about nightsisters, Kiwi, gaping spiders, SMC's, rancors popping up around your mission (can't sit there and throw nades at rancors or nightsisters...hehehe). Only threat on dantooine is Force sensitives and dark jedi (rare...I came across 2 dark jedi masters last week...yup, I ran
)
Well, hope this helps people understand the advantages and disadvantages of grinding with nades.
Oh, I didn't mention prices because obviously it's gonna be different for each server and your economy.......Nades can be expensive....I just spent nearly1.5 million on nades myself....but the biggest key is to find a trusty WS that's actually willing to make you those nades.
Good luck all! now I must get back to my grind.....only 1 mill left and padawan trials here I come ![]()