Force Sensitive Archive
Thread: Initiate Grind Template
XtremeOmega wrote:
I have read that its good to drop all skills to be able to kill low level creatures for xp but i also have seen that its not good because u lose defenses and a way of defending urself if u get attacked by a higher mob. so wats really better.... drop all skills(except fs) or keep a certain template?
if keeping a template is better, which one seems to work best?
im gonna be an initiate soon and i wanna kno if i should respec to something before my times up.
I would also like to know about dropping all skills. The benefits would be that you could possibly be able to solo, there-by staying off the terms and not needing those extra defenses. My biggest concern is that when you get to mid lvls, just as with normal profs, solo exp becomes difficult meaning you have to group grind anyways.
As for grinding template, I suggest TKM. Free armor, CoB (just have to unequip saber to cast it). When I have CoB on a ranged prof needs to beat on me for quite a while for me to go down. Makes it great for escaping from BHs, or even fighting them.
NeoDaywalker wrote:
XtremeOmega wrote:
I have read that its good to drop all skills to be able to kill low level creatures for xp but i also have seen that its not good because u lose defenses and a way of defending urself if u get attacked by a higher mob. so wats really better.... drop all skills(except fs) or keep a certain template?
if keeping a template is better, which one seems to work best?
im gonna be an initiate soon and i wanna kno if i should respec to something before my times up.
I would also like to know about dropping all skills. The benefits would be that you could possibly be able to solo, there-by staying off the terms and not needing those extra defenses. My biggest concern is that when you get to mid lvls, just as with normal profs, solo exp becomes difficult meaning you have to group grind anyways.
As for grinding template, I suggest TKM. Free armor, CoB (just have to unequip saber to cast it). When I have CoB on a ranged prof needs to beat on me for quite a while for me to go down. Makes it great for escaping from BHs, or even fighting them.
Unless I am mistaken, innate jedi armor cancels out TK innate, and you get jedi innate armor at initiate. As for dropping your proffesions, dont do that, its motarded. respec to Doc/whatever if possible, so you can rock some decent heals on yourself, as well as buff yourself.
Radoris wrote:
NeoDaywalker wrote:
XtremeOmega wrote:
I have read that its good to drop all skills to be able to kill low level creatures for xp but i also have seen that its not good because u lose defenses and a way of defending urself if u get attacked by a higher mob. so wats really better.... drop all skills(except fs) or keep a certain template?
if keeping a template is better, which one seems to work best?
im gonna be an initiate soon and i wanna kno if i should respec to something before my times up.
I would also like to know about dropping all skills. The benefits would be that you could possibly be able to solo, there-by staying off the terms and not needing those extra defenses. My biggest concern is that when you get to mid lvls, just as with normal profs, solo exp becomes difficult meaning you have to group grind anyways.
As for grinding template, I suggest TKM. Free armor, CoB (just have to unequip saber to cast it). When I have CoB on a ranged prof needs to beat on me for quite a while for me to go down. Makes it great for escaping from BHs, or even fighting them.
Unless I am mistaken, innate jedi armor cancels out TK innate, and you get jedi innate armor at initiate. As for dropping your proffesions, dont do that, its motarded. respec to Doc/whatever if possible, so you can rock some decent heals on yourself, as well as buff yourself.
yes you are correct, innate jedi armor and TK innate armor do NOT stack.
I have been hearing a lot of talk lately about dropping skills to kill easier mobs, but you guys have to take 1 major thing into consideration. Combat is fundamentally different now post-CU. There ARE NO easier mobs. It doesnt matter what combat level you have, it's all relative. No matter what combat level you are, killing any mobs that will give you reasonable xp will always be the same difficulty. For a CL80 player, killing a CL82 mob will be good xp but a tough fight. The same is true of a CL12 player fighting a CL14 mob. Like I said, it's relative. Dropping your skills would be totally worthless, a complete waste. Think about it. You will be lower level, your defenses and other mods will suck, combat with equal lvl mobs will still be tough, and you will get the same xp. What's the point? Not to mention the fact that if you happen to cruise by some high level aggro mobs they can 1 hit you off your speeder. Your best bet, instead of dropping skills is to rearrange your template to better suit your new role as a jedi.
The best option available in my opinion is something similar to this:
This drastically increases the general melee accuaracy mod and gives good defense as well. The medic skill will come in handy for getting novice sabers, but can be phased back once you get novice healer. I have used this template and it is very good for any new jedi that wants to solo and avoid the teminals. Granted your combat level wont really be all that high (I am at CL58 currently when including my saber and healer skills). If you have extra skill points available I would add more skill in fencer (which ever tree improves general melee acc) or getting exploration from scout. Terrain negotitation can be a life saver.
I have been thinking about this for a while now as well. Im turning jedi next phase. The Temp I have choosen is atm M.Brawler, M.Swordsman and Doc 4xx4
This way I will be able to heal my self for good amount of health and I will have 66CL... Many have said to me that whatever you do get Doc cuz you will need it until you get healer.
I asked all the same questions etc when i was starting out.
I was Master Brawler, Master TK and Master Pikeman..
To be fair, you could add Swordsman or Fencer instead of TK or pike or even go Pistoleer..
The main thing i found with having these lovely def profs is when you start in Jedi you need loads of skill points and quick. Those profs don't last long enough to justify them. You will need 8 skill points for a Novice box. I would suggest doing all 5 Novice Boxes as a Place to start Grinding Jedi so you have already used up 40 Skill Points. Thats your very carefully planed temp down the pan.
You will then need 8 skill points per Tier one box you get.. the skill points don't last, your combat level will drop quick etc...
I would recommend you look at 3 things when choosing a temp for grinding Jedi.
1) Melee Defense. - You will need this much much more then ranged as the creatures your killing don't fire guns. stack your Melee def high. if a BH comes and is ranged, when your padawan and have dropped you elite skill points for novice jedi skill points your in the shi* anyway.
2) General Melee Speed - all the melee profs have it. us it. it will help you hit alot fast
3) General Melee Accy - Get this too. this help making sure you at least hit what your aiming for.
I posted something similar to this and here is what one poster said. It made the most sense.
This is one way to do it, but a friend of mine came up with a much better way. He kept level 80 and was a master swordsman.
He hunted in a group from the start. He stored a bunch of jedi xp even before learning his first box. Basically capped it out. His first jedi box when he was maxed was novice healer. Then he grinded up to 2xxx healer, then to xx2x defender. Allways maxing out his xp first.
This accomplished two things:
1) He was able to get the benifit of fast xp from hunting in a group.
2) *IF* he was killed by a bh, his xp loss was minimal, and the xp he was making was far faster.
Basically what he did, was hit each creature once, and let the group do the majority of the work. Once he got up to 4xxx healer, xx4x defender, he would still just hit each creature once with the saber, and just run around and heal the group. He still doesn't even have novice sabers.
The morale of the story is, if you have a decent template there are extremely useful jedi skills that will compliment your regular skills when the bounty hunters do show up. Even at 2xxx, xx2x he killed more bounty hunter than killed him.
The slower you pick up your jedi skills, and dumping them into the right boxes first is the key to losing minimal xp. I think with the new system, hunting alone is a thing of the past for jedi, as long as you play your cards right.
my question is simple:
if you have spin attack on pikes can you then spin with a saber equiped ?
i have been looking at this for numerous days cause i just unlocked my jedi
i have come to the conclusion to each his own, the grind is going to suck for any of us post-cu and grouping is unavoidable to get xp.
i am going master brawler / tkm (armor)/ 4000 doc and the rest in other melee to get acc and most importantly spd.