Force Sensitive Archive
Thread: The new Grind...
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Imperio59
Wed May 04, 2005 9:48 pm
#1
Ok, i just tested this in a small group WITHOUT commando and with C12 (pre-CU converted) doing crappy damage, and still managed to rack in 300K combat xp in under an hour.
This is simple: Get nades, when your group first comes to a lair (they have to agree to this and be organised enough to know how to root a few mobs and pick one off at a time, healers are required too if you wanna survive), take a mob in the middle of the pack and launch your nade. If you are lucky you will hit 5 or more mobs.
Now your group has to take them down (without any commando, you can't help them because the recharge rate on nades is so slow. If you do have commando, DON'T SHOOT, this is important!). You will get 10-12K combat xp per mob (this is during double XP week, after it will be 5K-6K). Now when you tap the lair, wait until the first 2 mobs are spawned and launch a nade, then have your group take them down. Keep throwing nades on each new mob that comes out (if you have commando 4 i think you should be fast enough to do this.)
You will simply rack in the combat xp faster than you can covert it.
I hear the cap for combat xp is the highest with MBH, i will respec tomorrow to MBH/MPistols (for the root)/4000 commando and try it out and let you know, but if the rumors are true and the combat XP cap is 900K with MBH, then it will probably take you 3 hours to cap the combat xp (without double xp week) with a strong group, that's converted a total of 300K/3 hours, wich is near the old pre-CU values. Assuming you also manage to cap pistols, rifles and carbines XP before you go back to the village, that's another 120K FS xp right there assuming you have a master ranged profession (1.2M cap).
That would be 420K FS xp per trip back, in about 3-4 hours. Now you can see this is almost exactly as much as in the old system. It will take you about 12 hours per branch, for a total of 72 hours for 6 branches...
Enjoy
EDIT: The damage on the nades don't matter, because one hit is enough to get the full XP. Only the speed matters because you will need to "recharge" fast enough between taps on the lair to hit every mob that comes out. Assuming you can't throw a nade on a mob that pops up, hit it with your weapon to get the weapons xp instead (better than nothing
)
This is simple: Get nades, when your group first comes to a lair (they have to agree to this and be organised enough to know how to root a few mobs and pick one off at a time, healers are required too if you wanna survive), take a mob in the middle of the pack and launch your nade. If you are lucky you will hit 5 or more mobs.
Now your group has to take them down (without any commando, you can't help them because the recharge rate on nades is so slow. If you do have commando, DON'T SHOOT, this is important!). You will get 10-12K combat xp per mob (this is during double XP week, after it will be 5K-6K). Now when you tap the lair, wait until the first 2 mobs are spawned and launch a nade, then have your group take them down. Keep throwing nades on each new mob that comes out (if you have commando 4 i think you should be fast enough to do this.)
You will simply rack in the combat xp faster than you can covert it.
I hear the cap for combat xp is the highest with MBH, i will respec tomorrow to MBH/MPistols (for the root)/4000 commando and try it out and let you know, but if the rumors are true and the combat XP cap is 900K with MBH, then it will probably take you 3 hours to cap the combat xp (without double xp week) with a strong group, that's converted a total of 300K/3 hours, wich is near the old pre-CU values. Assuming you also manage to cap pistols, rifles and carbines XP before you go back to the village, that's another 120K FS xp right there assuming you have a master ranged profession (1.2M cap).
That would be 420K FS xp per trip back, in about 3-4 hours. Now you can see this is almost exactly as much as in the old system. It will take you about 12 hours per branch, for a total of 72 hours for 6 branches...
Enjoy
EDIT: The damage on the nades don't matter, because one hit is enough to get the full XP. Only the speed matters because you will need to "recharge" fast enough between taps on the lair to hit every mob that comes out. Assuming you can't throw a nade on a mob that pops up, hit it with your weapon to get the weapons xp instead (better than nothing
Message Edited by Imperio59 on 05-05-2005 12:49 AM
Imperio59
Thu May 05, 2005 7:27 am
#2
So no one wants to grind FS xp anymore? Maybe because everyone is jedi already
Betoc
Thu May 05, 2005 8:37 am
#3
Hehe, I think that since the CU made such a killfest for BH's, the village may not need to be the gate anymore. It may have just been replaced bythe high mortality rate of fledgling Jedi.
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