Force Sensitive Archive
Thread: Grenade grind Post CU
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Kellindell
Sun Jul 10, 2005 3:30 am
#1
Just wondering how the "grenade grind" applies post CU.
Just some questions.
If your doing this without commando, what grenade are you looking for? And what are good general stats for it ?
Is it possible to do without commando?
Now with the way group XP works, are you better off getting in a group tossing one grenade then just riding out the fight? I heard some people talking about a real easy way to get combat XP with grenades while in groups, about how its different post CU, but i came into the convo late, and none of them were very willing to explain it to me.
Could someone possibly give a run down of the "grenade" grind post CU, thanks.
Also i guess ill just ask, when getting combat XP is the grenade grind even worth it? I was looking at options of how to spend my character.
And someone said a good thing to do is to get the unarmed smuggler tree so you can Feign death, pop off the grenade in the group, then feign death to lose aggro and then "the xp rolls in". But why? Why does throwing one grenade wrack you up so much XP?
Because i can still respec, and ill respec into TKM/Smuggler get some grenades and go slap happy and get alot of combat XP. But im still unclear about the whole thing.
is it worth taking the smuggler and TKM to grind out the combat XP for FS xp?
Or would it be better to get TKM and pikeman, and master brawler, and just jump a lair and go into riposte stance and AOE away with a good polearm?
Just looking for some hints from the pro's because i got my two crafting trees in the bag. Now pending on what i hear about persuasion and luck in the other posts i got going (but i can get those via healing and scout XP if need be) it looks like ill be getting ranged accuracy, melee speed, melee accuracy and vehicle control on top of my two crafting ones since it looks like luck and persuasion (the two kind of fun/neat trees) are broken and not worth it.
So im looking at needed ALOT more combat then i expected, so i need to know the best way to grind it out.
Thanks for listening, and thanks for your time
evilmitch
Sun Jul 10, 2005 8:36 am
#2
go master bh 900 k combat exp cap nades do work every creature the nade hits whne it dies and you don't attack it till its dead you get 5-7 k combat exp non dudble exp week and do the math for dudble exp week if you can get a gorup where a master defender is area attacking the nest wait till the gurks etc all around him throw a nade you will cap combat exp 30 mins to a hour
Darth_Meatloaf
Sun Jul 10, 2005 8:54 am
#3
evilmitch wrote:go master bh 900 k combat exp cap nades do work every creature the nade hits whne it dies and you don't attack it till its dead you get 5-7 k combat exp non dudble exp week and do the math for dudble exp week if you can get a gorup where a master defender is area attacking the nest wait till the gurks etc all around him throw a nade you will cap combat exp 30 mins to a hour
I will attempt to translate.
For best results in grenade grinding, take MBH. This boosts the combat XP maximum to 900k, this granting you 300k FS xp per max out.
Using C12 grenades, simply hurl a grenade at the tightest concentration of mobs in the lair and then sit back and enjoy. I suggest doing this with a jedi willing to tank for you or else you WILL aggro the entire lair. I suggest a Master Defender, since they can tank efficiently. Wait until the jedi aggros the lair and then hurl the grenade for maximum effect.
During double XP week (ended last week sadly), the combat XP is doubled, and so is the FS XP upon exchanging it. Thus quadruple XP, or 600k FS xp PER MAX. Needless to say you can get the 1.25 mil FS XP needed for a branch with ease.
It's still easy without double XP regardless. >_>
justarose
Sun Jul 10, 2005 9:01 am
#4
This is what I did to gain combat XP without pissing my groups off. First, you need a few crates of C12 grenades. These can be used by anybody. When you are hunting with your group, make sure there are not any mobs within 64m of the lair you are after. WAIT until the initial spawn outside the lair has been wiped out, then throw a grenade at the lair. Be sure not to attack the lair after this point. As each SINGLE mob comes out of the lair, throw a grenade at it and do not attack after that. Do this over and over until combat XP is capped. Your group won't get mad this way, and probably won't even notice.
Now, I know you can get much faster combat XP by just chucking grenades into the tons of mobs outside the lair, but in my experience this really upsets groups as you are pretty much useless. Doing this, I was able to exchange 900k combat XP, 1.2 mil pistol XP, 900k rifle XP, and 900k carbine XP each time I was capped. This works out to 400k FS XP with each cap I believe.
Kellindell
Sun Jul 10, 2005 11:41 am
#5
OK, so i can ONLY throw a grenade, i cant do anything else?
Gotcha, at least thats how i read it.
Why cant i shoot it regularly afterwards?
And if this is what im doing in groups, do you suggest at least having the Combat medic healing tree so i can heal the group after i nade each target? Will healing mess up my combat XP?
Also, you say throw one grenade at each target....if a bunch of them are grouped together do i still need to throw one grenade each? or just toss one into the group?
Man that stinks about double XP, i just barely missed the double XP time with my return to the game. Oh well, i guess its more gratifying to do it genuinley, although its sucha pain that would have been really sweet.
Now my new question is what compliments this the best?
If i set the 24 points aside for FS skills, i can go MBH, and TKM. it leaves me with 23 points exactley, so when i learn my last FS box i sell back MBH because i dont need it anymore. But then i cant heal to support group, so im wondering after i do my nades, if im with a genuine group and not just someone helping me, what do i do besides throw one grenade every so often? But i could take the aggro from the grenades and live through it, i guess maybe that makes me serve the group as a tank, pitch an extra grenade every so often?
I could keep MBH and MCM and just heal for people, but i noticed even without using an AOE attack, if i AOE heal or heal to much i pull aggro really fast and i cant survive through it at all, and it was really annoying to keep dying.
I could do MBH, get the feign death tree in smuggler and pistoleer 0044 for the defense, and then when i throw a grenade i can FD and lose aggro, id have decent defense, but then again i cant see howi would serve the group outside of just pitching the one grenade.
Or i could do MBH, take the CM healing tree and master a ranged class, and sell either the CM or the ranged class back as i get my force skills.
Just wondering what youd recomend to make the grind go well, and to not piss off groups. Because, if you dont make yourself useful otherwise, what happens if you get a group full of people grinding out FS xp? You get absolutley nowhere =)
Kellindell
Sun Jul 10, 2005 8:10 pm
#7
Here is another option that might work
24 points into FS trees
Medic 2410 This gives decent heals and stabilizers
MBH for the combat XP high cap
pistoleer 0004 for root and good defenses
combat medic 4000
Leaves me 15 points exactley, with thati can either
take 4004 combat medic for the small amount of defense, the slow and the combat speed reduction which is a nice debuff
or i can take 0404 pistoleer which gives me alot of general ranged accuracy (+40 more) so that when im done with combat XP and im grinding out my carbine rifle and pistol to go to the village fully capped ill take a tree that makes me better with all my weapons.
I figure this way, i have the combat XP cap i need to do grenading, im useful for my group via healing for after i hit things with grenades and im decent with all weapons so that when im trying to get to the village fully capped on XP, ill be better at it.
But i dont want to ask again, am i allowed to heal after i grenade and still get the combat XP?
Whats your advice for the last tree to take? And does this sound like a good spend to grind out XP with?
Azlon_Tir
Mon Jul 11, 2005 7:17 pm
#8
I doubt it. Any time you mix XP types per kill, they are divided. I have not used grenades for grinding yet, so I am not 100% sure, but I have noticed that with any other XP type, if you gain more than one type of XP per kill, they get divided up, basicaly ripping you off. Its most annoying if you heal while grinding weapon XP. Like I said, I dont know for sure, but since the devs get off on implimenting bad ideas that make no sense, it would be a logical conclusion that healing after using a grenade would ruin your combat XP.
BUT I could be wrong.
BUT I could be wrong.
Summoner321
Mon Jul 11, 2005 9:34 pm
#9
dont use nades they are a cheap stupid way to get Jedi wich SOE needs to chang
Isader
Tue Jul 12, 2005 5:35 am
#11
I was out nade grinding lastnight and noticed that my c-12's had a range of 0-64m. Has it always been that far or have they done something since the last pub? I don't recall getting swarmed like I did lastnight prior to the last pub from mobs.
justarose
Tue Jul 12, 2005 8:54 am
#12
The reason for not attacking the mob after you throw a grenade is that you'll end up earning some weapon XP instead of the full combat XP.
Kellindell
Wed Jul 13, 2005 12:54 am
#13
im starting to agree with grenade grinding being BS. First off the grenades have way to enormous of a radius, which is annoying as all heck. Secondly, its very erradic. Sometimes i can throw a grenade and not aggro something 2 feet away, and sometimes ill throw a grenade and all of lok will come crashing down on me. Thirdly, its extremely selfish. Unless you have a friend who can tank and he sais lets go out and get you some XP, ill keep the lair on me, you just pitch grenades...thier is not point unles you have a similar situation. being ina real group i find its selfish, and annoying to you and to the rest of the group.
SO my question now is, what is the best class combo to take to grind out FS xp if you dont plan on grenade grinding?
I was thinking TKA pikeman, for the big defenses and the fact i could AOE the lair, while pretty much not getting hit all that much.
Just wondering what everyone thinks.
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