Jedi Archive

Thread: Padawan's [A guide to grinding and awarness]

Leiowyn
Wed Oct 05, 2005 9:02 am
#1












Welcome Padawan, take a seat and listen to these words, gathered from many Jedi and learn from them. ( This is by no means definitive, and is not a you must do this guide, just some tips i have gathered along the way, from myself and other jedi. Hopefully more Jedi will feel inclined to share their knowledge )


The First piece of advice is to choose a template that suits your playstyle and will give you the most enjoyment.



Once you know what sort of a template you would like to take, keep it in mind as your final goal.


Make yourself fully aware of the visability rules. this will stand you in good stead throughout your grind.


If you have to leave the keyboard for a period of time the safest thing to do is sit down and type /logout. It removes your characters body from the player world.


If you cannot do that then find as safe a place as you can ie : - a house, but be warned i have seen people slide out of the protection of houses afk.


General visability rules


1 ) Equiping / unequiping your saber or robes within a 32m radius of a player character or an NPC will generate visability. The only exception to this are player characters you are grouped with.


2 ) Using any force within a 32m radius of any player character or an NPC will generate visability. The only exception to this are player characters you are grouped with.


3 ) Tunining pearls crystalswithin a 32m radius of any player character or an NPC will generate visability. The only exception to this are player characters you are grouped with.


4 ) Even if you are cloaked, you will generate visability if within a 32m radius of any player character or an NPC. The only exception to this are player characters you are grouped with.


5 ) Droids generate visability within a 32m radius of any player character or an NPC. The only exception to this aredroids you are grouped with. NPC faction pets also generate visability. ( It must be noted that some believe droids don't give visability, some believe they do ) The choice is yours.


6 ) If you hover over a dot on your radar and it says "Character", it can give visibility.

7 ) It is generally accepted that if you are factionally aligned, for instance as a rebel then, rebel NPC's will give you 25% visability. Non factionally aligned NPC's will generate 50% visability and oppossing factionally aligned NPC's will generate 100% visability. However, stay safe and presume any NPC will generate the same amount of visability.


Some skills you may wish to pick up at the beginning of your grind.


Getting all novice boxes in the first instance,while getting them will increase max force pool, this approach will result in certain loss of combat level, which will lead to doing less/taking more damage. However once you group with a level 80 player you recieve defensive bonuses from them.


Another school of thought is to go up 3 full lines in Jedi, while you drop your regular skills slowly. This will maintain your high combat level.


Now although i have not been a paddy for a while it used to be that as you advance up a full tree in the beginning ( for instance sabers 0040 ) your xp would rise. There fore, if this still holds true under the current system i would get at least 0040 in sabers, for the spin attack. Your damage output will still be low, meaning that you shouldn't be the one taking most of the damage in a spin group.


Next, carry ruby bliel and good stims with you and get healer 4000 if you can, this at this stage is so you can look after yourself if the going gets tough.


people tend to overlooktaking some Jedi Healing early in the grinding process.While someone may want to hang onto those doc/cm skills to heal, those non-jedi skills won't really help while grinding, as their use will take away from Jedi xp earned. Picking up 4000 in healer will allow you to drop the non Jedi healing skills, allowing you to keep your combat related skills that little bit longer.


Cloak can save a padawan who finds himself / herself in the unfortunate prediciment of having a bounty hunter after them. For this reason, as you are so vulnerable at the beginning of the grind, you may wish to acquire this skill.However remember that the xp cost to aquire the ability to cloak is expensive ( 3 million xp ), therefore weigh up the pro's and the con's of this skill, and remember that it is undergoing some changes soon. If you really feel you will lose more xp by being killed by a BH while grinding then cloak costs to acquire then it might be for you.


Channel is useful skill and worth picking up even if you don't intend it for your final template.


Force run is a useful skill, but if its not going to be in your final template then consider carefully.


Once you have spin attack, good heals, channel and force run ( possibly cloak ) I would go back to working on your lightsaber skills. Become a master with the lightsaber, Your xp should rise slightly again at this point. Also it gives you the best opportunity to make a decent saber because of the added experimentation points you acquire at master. To further help you, see if you can have the use of a Lightsaber experimentation suit for the extra 2 points while at master Lightsaber.


Other recommendations


1 ) LS 0020, then Enh 0002, then Heal 2000 and then LS 0220. After that, only skills that will also be in the final template. Force Run or Force Aura seem to be good choices at this point.


2 ) A good starting out padawan template would be TKM/MDoc. This will allow you to have some nice defenses, healing, ability to buff yourself and groupmates while grinding (speeds up your XP gain) and rez fallen group members when needed. As you advance in Jedi skills and start dropping normal profession skills, I would recommend keeping this part longest - Doc4400 / TK2440. That leaves you with some defenses and also the nice heals from Doc, but more importantly the abilities from it to heal fire/poison/disease for those CM/BH if you find yourself on the terms.


Something else to consider, once you become a Jedi armor is no longer going to help you (yeah you can equip it, but then you lose your ability to use the force for attacking). So its a good idea to pickup TKM for the innate armor.



Here is something that you may find of some use, and worth considering when grinding.

Precu grinding compared to post cu grinding.


Pre-cu jedi used to grind alone, it was slow, lonelyand boring. You had to learn which creatures gave decent xp that didn't deathblow, because if you cloned you lost 200k xp. Post cu you do not need to worry about xp loss from cloning.


Post cu you have the ability to grind in a group, its alot more fun, and takes some of the pain out of the xp needed. Generally these grind groups happen on planets that are populated, and more often than not, out of player cities now.


Pre cu to avoid flybys and such we used to hunt out on endor, dath, yavin etc. We knew that by hunting on populated planets the increase to gaining visability was going to rise considerablly. That was a choice / risk many took as the advantage back then was having a doc nearby to rez if you died ( Jedi used to lose 200k xp for cloning) a doc so you could buff up, a safe house / cantina and a dancer for the mind buffs.


Pre cu a jedi learnt to be aware of every thing around them and what to do, trust me you only tended to make a few mistakes before you learnt what to do, those that didn't learn were hunted continuously. Eventually those that couldn't cut the mustard quit the proffession, realising that jedi wasn't for them.


We learnt to watch the radar, have ctrl m up, have field of view turned up full, at the first sign of a dot we would stop using the saber and force. We learnt what a BH liked to do, and the many types of attacks they could form.


Post cu my guild has alot of padawans in it, we still practise mock attacks, we still teach them about the radar etc, some paddys embrace BH attacks, some are not far ahead enough to be able to look after themselves. We tell these paddys to stay hidden, stay safe. Those paddys have not got on the terms.


Post cu grinding awareness


From the above we can immediatley see a difference. Post cu, Jedi have become comfortable, have forgotton alot of the visability rules and have lost the awarness that pre cu Jedi learnt as part of the grind.


1 ) At all times remember the visability rules.


2 ) Encourage your group to grind in places that are not heavily populated. Consider quiet, out of the way planets. This is to avoid the casual onlooker and flybys


3 ) Increase your field of view


4 ) Have CTRLM on during your grind, this is to compensate for lag on the radar.


5 ) Set your radar to 128m and blow it up in the corner of your screen. If you are more comfortable set your radar to 256m ( I think beyond this range things simply do not load properly)


6 ) Do not use the same route every time, diversify. If you are being hunted, a BH may well have been watching you, learning your habits. Make it as difficult for them as you can.


7 ) Learn how BH's form attacks. Some will wait until you are low on health in the middle of a lair, swoop in then attack. Others will catch you just as you are about to board a transport, hoping to panic you while the ticket purchase windows are up for example. Others will walk up to you, bold as brass.


8 ) Always be prepared for the unexpected, and be prepared to do the unexpected. Pull a rifle out on your antagonist if needed. There is nothing at this point in time that says you need to use a saber to defeat the BH. Make use of your existing skills.


9 ) If you see a dot on the radar, immediatley stop what you are doing. Move away from the lair and the dot and keep untargetting the creature thats attacking you. This is to buy you time, especially if you are on the terms. But also serves to keep in mind the visability rules.


Fellow Jedi


I have to say that post cu Jedi are not being taught the essential skills of awarness, and this is where alot of them fall down. They are not being taught the visability rules and its getting them into serious trouble.


The Jedi grind has gone from a solo affair to a group affair, times have changed and its up to us, the fully templated to lend support and give advice when needed. That is all we can do, its up to the padawan whether they take the advice or not.


Weak tunes are an issue, but this is where the guilds canstep in, we have a master / padawan relationship inmy guild to foster strong bonds. also to help with the gathering of decent tunes, and advise on template questions and tactics.


Jedi and BH


Even a fully templated Jedi can lose to a BH if they have not got the right set of counter skills, but this is what adds to the diversity of Jedi. There is no point imo of asking for things to be changed because a jedi died, because he / she did not choose the counter skill set. The chances are that another day, a different BH will come along with a different skill set and the same Jedi will beat him / her.


So Padawan's do not get disheartened, instead just do the best you can, allow other Jedi to help where they can, and i'm sure you will get a rewarding experience.


Hopefully this post will help to address this lack of information. If anyone wishes to add to it feel free



Above all have fun, and good luck

Edit :- changed FR and cloak, novice boxes, vis rules and droids, radar settings, also added logout for saftey when afk, 3 full lines, healing, Template recommendations


(ty to the posters who pointed this out )




Message Edited by Leiowyn on 10-06-2005 01:05 PM



Leiowyn
Guardian of Tarantek's Bane

Pre-CU JEDI KNIGHT * Brotherhood of the Sword

Once more under the guidance of Luscio

sm1550
Wed Oct 05, 2005 9:25 am
#2

I only disagree with one small section.


Channel - useful skill and worth picking up even if you don't intend it for your final template.


Cloak - is too expensive of an xp cost to simply pick up as an escape plan while grinding....if you have to spend 3 million xp to get it, do you really think you will lose 3 million xp from bh visits while you are grinding? if it won't be in your final template, don't waste 3 million jedi xp just to pick it up to hide from bh's while grinding.


FR - maybe worth 600k xp for FR1, but I do not believe so. put that 600k xp to better use completing your template. if FR won't bein your template, don't pick it up.


HappyGilmor
Wed Oct 05, 2005 9:28 am
#3






sm1550 wrote:

I only disagree with one small section.


Channel - useful skill and worth picking up even if you don't intend it for your final template.


Cloak - is too expensive of an xp cost to simply pick up as an escape plan while grinding....if you have to spend 3 million xp to get it, do you really think you will lose 3 million xp from bh visits while you are grinding? if it won't be in your final template, don't waste 3 million jedi xp just to pick it up to hide from bh's while grinding.


FR - maybe worth 600k xp for FR1, but I do not believe so. put that 600k xp to better use completing your template. if FR won't bein your template, don't pick it up.





qfe




(ggg///////////////////////
[|SamuraiJack'|SamJack|[
Master Ethug | Bitch of Ethug
* Yah I Canceled *
DJK
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Leiowyn
Wed Oct 05, 2005 9:31 am
#4






sm1550 wrote:

I only disagree with one small section.


Channel - useful skill and worth picking up even if you don't intend it for your final template.


Cloak - is too expensive of an xp cost to simply pick up as an escape plan while grinding....if you have to spend 3 million xp to get it, do you really think you will lose 3 million xp from bh visits while you are grinding? if it won't be in your final template, don't waste 3 million jedi xp just to pick it up to hide from bh's while grinding.


FR - maybe worth 600k xp for FR1, but I do not believe so. put that 600k xp to better use completing your template. if FR won't bein your template, don't pick it up.







This is true, however we have had many Padawans pick up cloak and it has helped them in keeping more xp that what it cost to get, however i will ammend original post with your suggestions



Leiowyn
Guardian of Tarantek's Bane

Pre-CU JEDI KNIGHT * Brotherhood of the Sword

Once more under the guidance of Luscio

Eskie
Wed Oct 05, 2005 9:37 am
#5


Leiowyn wrote:
(... a lot ...)



Great guide, but I have a few annotations:

- Droids do not give visibility. NPC faction pets do give visibility, however. If you hover over a dot on your radar and it says "Character", it can give visibility, otherwise it wont.

- Set your radar to 256m at least when grinding. 128m does not give enough reaction time to combat BHs who just drive in on a speeder, jump off the speeder right next to you (or whatever range their weapon allows) and start attacking.

- The first skills a Jedi should get are all Novices, then LS 0020, then Enh 0002, then Heal 2000 and then LS 0220. After that, only skills that will also be in the final template. Force Run or Force Aura seem to be good choices at this point.

Message Edited by Eskie on 10-05-2005 06:37 PM



Eskona Runningstar
12pt Master Doctor - Master Riflewoman
Light Jedi Padawan
-ERI- medical supplies CLOSED

Left to explore new galaxies far, far away
after this galaxy had been enhanced far too much for her taste
Leiowyn
Wed Oct 05, 2005 9:49 am
#6






Eskie wrote:




Leiowyn wrote:
(... a lot ...)






Great guide, but I have a few annotations:

- Droids do not give visibility. NPC faction pets do give visibility, however. If you hover over a dot on your radar and it says "Character", it can give visibility, otherwise it wont.


The visability rules are a breakdown of the visability rules thread. Looking through the thread it seems to be generally accepted that droids unless grouped give vis. Better to be safe than sorry

- Set your radar to 256m at least when grinding. 128m does not give enough reaction time to combat BHs who just drive in on a speeder, jump off the speeder right next to you (or whatever range their weapon allows) and start attacking.


The reason for 128m is because of lag, I found that at 256m dots did not appear in time or didn't show. But then that may be my graphics card.

- The first skills a Jedi should get are all Novices, then LS 0020, then Enh 0002, then Heal 2000 and then LS 0220. After that, only skills that will also be in the final template. Force Run or Force Aura seem to be good choices at this point.


Ahh i had forgotten the novice boxes, my bad. Told you it had been a while


Message Edited by Eskie on 10-05-2005 06:37 PM



I will ammend




Leiowyn
Guardian of Tarantek's Bane

Pre-CU JEDI KNIGHT * Brotherhood of the Sword

Once more under the guidance of Luscio

jebusiz
Wed Oct 05, 2005 11:24 am
#7

Really, really helpful Glad i had all the help i did when i unlocked




Teck/McWoof
sm1550
Wed Oct 05, 2005 1:15 pm
#8

oh, and one thing people (including myself) tend to overlook is taking some Jedi Healing early in the grinding process. while someone may want to hang onto those doc/cm skills to heal, those non-jedi skills won't really help while grinding, as their use will take away from Jedi xp earned. 4000 heal was the second branch I picked up after 0040 LS, which allowed me to drop my non-jedi healing skills and keep my non-jedi fighting skills for as long as possible.

Leiowyn
Wed Oct 05, 2005 1:28 pm
#9






Zanholo wrote:

Nice post to be sure. I would however absolutely disagree with getting all the novice boxes first. While getting them will increase max force pool, this approach will result in certain loss of combat level, which will lead to doing less/taking more damage.


I came into jedi with mbrawl/tkm/mpike. I got ls0040, healing 4000, then got enh 0002 for channel and then went def 0040, now at def 3040. Not once did I fall below level 80.


It was suggested to me that getting 3 branches full would maintain combat level and it seems to be true and I am glad that I got that advice.





I will ammend to include advice thank you



Leiowyn
Guardian of Tarantek's Bane

Pre-CU JEDI KNIGHT * Brotherhood of the Sword

Once more under the guidance of Luscio

Leiowyn
Wed Oct 05, 2005 1:32 pm
#10






sm1550 wrote:
oh, and one thing people (including myself) tend to overlook is taking some Jedi Healing early in the grinding process. while someone may want to hang onto those doc/cm skills to heal, those non-jedi skills won't really help while grinding, as their use will take away from Jedi xp earned. 4000 heal was the second branch I picked up after 0040 LS, which allowed me to drop my non-jedi healing skills and keep my non-jedi fighting skills for as long as possible.





Yes, healing is good for sure will make sure thats in. Thank you



Leiowyn
Guardian of Tarantek's Bane

Pre-CU JEDI KNIGHT * Brotherhood of the Sword

Once more under the guidance of Luscio

Leiowyn
Wed Oct 05, 2005 3:43 pm
#11

Ok made the changes, anything else anyone can think of ?



Leiowyn
Guardian of Tarantek's Bane

Pre-CU JEDI KNIGHT * Brotherhood of the Sword

Once more under the guidance of Luscio

Zanholo
Thu Oct 06, 2005 12:38 am
#12

Nice post to be sure. I would however absolutely disagree with getting all the novice boxes first. While getting them will increase max force pool, this approach will result in certain loss of combat level, which will lead to doing less/taking more damage.


I came into jedi with mbrawl/tkm/mpike. I got ls0040, healing 4000, then got enh 0002 for channel and then went def 0040, now at def 3040. Not once did I fall below level 80.


It was suggested to me that getting 3 branches full would maintain combat level and it seems to be true and I am glad that I got that advice.



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Bartlet_0079
Thu Oct 06, 2005 3:45 am
#13

damn good advice leio, a lot of it i had already taken into consideration. other parts had never occured to me




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