Game Guides Archive
Thread: [Guide] Helpful spinner group tips!
I would like to add a couple of things.
I find it helps if the healing / AOE people use pass-through on the main tank, that way they can heal and spin.
The other thing, is people leaving (for training etc), while in the middle of grinding a lair, I believe this just lets down the whole group and can sometimes leave the group in trouble, In most circumstances people can wait till the lair is dead before leaving
I joined my first Spin Group on Sunday as I was trying to max out scout XP for the Village Grind.
In one afternoon I got over 5 million XP. Enough to grind to Master Ranger again visit the village three times.
Just hang around the lair for a few minutes afterwards and harvest everything in sight (create a macro and bind it to a key). I also ended up with 500k resources to sell as a bonus.
Thunderheart wrote:
gladiatory2k wrote:
oh, and lately I have found some great new friends in spin groups. That's why I am still gonna be helping out despite having a full template.
I also find that when I want to switch combat professions, this is a great way to swap them out.
Such an immersive and starwarsy way to do it, isn't it?
riotcontrol wrote:
Thunderheart wrote:
gladiatory2k wrote:
oh, and lately I have found some great new friends in spin groups. That's why I am still gonna be helping out despite having a full template.
I also find that when I want to switch combat professions, this is a great way to swap them out.
Such an immersive and starwarsy way to do it, isn't it?
Yeah!!!!!!
Just love how you can flip, flop templates and Grind to Fully Templated Jedi in a few weeks now.
And for want to be Jedi it takes longer to make the trip out to the Village and back than it does to max out all their XP. Think next they need to put a mission terminal in the village, to make it even easier for them. They will never need to leave the Village area then.
For the Regular Professions, why not just put in the Blue Frogs? So people can just change professions when ever they want. Na, nevermind, that would not make sense, since grinding professions is 90% of the content of the game. Lord knows there is no GCW or any other reason to actually play except for Grinding and socializing.
Thunderheart wrote:
gladiatory2k wrote:
oh, and lately I have found some great new friends in spin groups. That's why I am still gonna be helping out despite having a full template.
I also find that when I want to switch combat professions, this is a great way to swap them out.
hrrrrmmmmmmmm Spinney, are you. yesssssss
Objectivist wrote:
great guide!!!
Another piece of advice for increasing preformance and decreasing lag...
on the launchpad options tab, select graphics tab, and disable all vertex functions.
This will drastically increase your preformance!!!
Sulsakan wrote:
Although I agree that this is an excellent guide and I commend the author for his effort, I have found that good team work and controlled lair hunting can give xp almost as quickly and more efficientlyas spin lair hunting. My wife and I have been doing a good bit of grinding at the MO on Naritus, where groups get together all the time for grind-hunting. We are both CL 80, and are almost done with our FS boxes, so we have grinded for a good bit.
Without making a long story on our experiences, suffice it to say that we moved away from spinner groups mainly because my wife is melee with no area attack, which makes it much harder to hit all the targets generated from the continuous area attacks on the lair. With so many creatures on top of eachother, trying to tab around the screen, running like crazy, not knowing which targets you have hit and which ones you haven't, makes it very fustrating for melee players with no area attacks. I am Master Carbine, so I had no problem getting full xp from a lair with my ranged area attacks, but my wife was getting too fustrated.
So we started putting together our own groups and taking out the lairs in a more controlled way. For instance, when we get to a lair, I start pulling the creatures one by one with ranged fire. The whole group stands in front of me, and as I pull them, the whole group waits till the creature gets near, then kills it. Now, since the whole group is on just one target, the kills are fast. So with a good group, I end up pulling the next creature before the first one is dead. By the time the first creature is dead, the second one is on top of us, ready to be killed. Then I pull the third while the group is finishing the second, and so on. I have not timed the different between a spin group taking out a lairand this system, but I do know that it is not much different. And for melee players without area attack, well they will get better points from the controlled method vs the spin method.
Once again, don't get me wrong, this is a wonderful guide and definitely a good way to get xp, but I don't want people to get discouraged if spin groups are not for you. Controlled hunting can be just as fast and fun
I totally agree with you. spinner groups are not for everyone. Just like your wife doesn't like the fast pace due to her lack of area attacks, It was hard for me in spinner groups with no area attack also. Since my first time in one, I only had 0404 sabers, I had to do lots of tabbing and sometimes I wouldn't get every creature and I'd lose out on lots ofxp. Once I got 0424 sabers though, I didn't have a problem and the pace slowed down for me. I actually had more fun with the area attack than I did with none.
I have been in many well organized groups that solo pull and do it fast to. the only thing about those groups is that if there is no conversation, it tends to get tiring really fast. anyway, I just like grouping where everyone is enjoying themselves and getting good xp. SInce I'm full template jedi now, I still do spinner groups to help others like others have helped me. So it's not all about the xp. It's just plain good ole fun and I've many many friends doing spinner groups.
Thunderheart wrote:
This is an excellent guide! Well done![]()
Thanks TH, Maybe I'll write another one sometime....I've been meaning to do a couple but was just too busy playing the game...LOL!
UTech wrote:
Excellent, excellent guide.. 5*
There is one further "sub"-role I'd like to add, and it is a specialized Healer role. As a grinding Padawan in a Jedi-led spin group, if you are not a tank or a damage dealer then you should consider fulfilling the role of replenishing Force.
Most Jedi have transfer Force and Channel, and it is helpful to think of your HAM and Force pools as a group resource. What I mean is that by using these 2 abilities, the Health, Action, Mind and Force pools of each Jedi in the group can to an extent be thought of as a shared pool among all Jedi in the group. If you are not a tank, or a primary damage dealer, you should conserve as if you were -- you are conserving them for the group. Use a low-cost 3rd gen saber to grind, and don't use costly specials or healing needlessly -- these 2 things will also reduce the amount of aggro you generate. After the first wave is done, or even during if the first wave is especially fierce, don't be afraid to transfer some Force to your tank(s) if you have it to spare. Speaking as a spin group tank myself, they will certainly appreciate it. You can safely channel to rebuild your Force pool, as you're not taking much damage a temporarily smaller Health pool won't hinder you. Don't use spin if there are only one or two mobs popping out at a time, you'll get the same xp using saberhit on each of them and it won't eat your Force and Action nearly as much. Once the lair is done, if you have lots of Force left and you see the tanks and damage dealers sitting to channel or meditate, transfer them some Force. The faster they can get back to full strength the faster the whole group can get on with the business of grinding.
By helping out in this way, and by following the guide written by the OP, you are assuring that you will be invited the next time this group sets out, and even sought out with /tells from the group leader if he's looking for additional members. And feeling useful and needed, even in a game, is the best feeling of all.
Now that is a very good role. I didn't think about that one, mainly because I never run out of force...hehe. But very good indeed. I'll try and edit that one in