Jedi Archive
Thread: Blast Spinning: The most efficient way to Grind.
Page 1 of 2
HardwiredXMan
Tue Sep 09, 2003 3:31 pm
#1
Well I made a guide on spin groups and groups in general. It's a sticky post in the game guides forum. so check it out and any suggestions or things to add, post there and I'll hopefully get around to putting it in the guide. It's mainly for the new guys as there seems to be a lot of them lately but it covers just about everything in this thread.
phaZe0
Sun Oct 09, 2005 11:01 pm
#2
Blast spinning is not the same as a normal 'spin' or 'AOE' group. However, it does have the same requirements.
For those of you who don't know what a Spin group is; Either a group of Jedi, or a group with at least 1 Defender Jedi, useSpin attack (an area effect skill that hits all mobs within melee range) on the lair, hitting the lair and all the spawns around it, countinously killing the creatures as they come out.
For those of you who don't know what a Spin group is; Either a group of Jedi, or a group with at least 1 Defender Jedi, useSpin attack (an area effect skill that hits all mobs within melee range) on the lair, hitting the lair and all the spawns around it, countinously killing the creatures as they come out.
Area attacks do the same amount of damage whether you are hitting 1 mob or 50.
In spin groups, the initial wave of mobs (usually about 10 or more if your in a full group) that are spawned when you get to the lair give the highest exp over time pay out, because your hitting all 10 at the same time. After the initial wave, mobs are only spawning 1-3 at a time, so while your doing the same damage, your hitting less targets, and getting less exp.
In a Blast Spin group you need 2 or more lairs that are close to each other. With an 8 person group its easy to make lairs spawn close by having everyone get missions In just one direction, and between two distances away (not North, North West, and North East, just solid north... and between 900m and 100m away).
Or a lot of the time there are wild spawns close to your missions...
Or a lot of the time there are wild spawns close to your missions...
So you start out the same as you would in any spin group; Make sure everyone is ready, and start spinning the lair. Once you have killed the initial wave of 10 and they start spawning one at a time, pull out about 20m so you are no longer hitting the lair or any new spawns. Kill the creatures that are still on you, then run to the second lair (or if your organized, you can have everyone run to the new lair at the same time, pulling the 1 or 2 mobs that are still on you, without stopping to kill them).
Once you are at the second lair do the same thing as at the first. By the time your done with the first wave, your original lair will have re-spawned another 10 outside of it.
Rinse, Repeat.
Once you are at the second lair do the same thing as at the first. By the time your done with the first wave, your original lair will have re-spawned another 10 outside of it.
Rinse, Repeat.
A lair usually gives about 2 and a half waves, so its up to you if you want to just stay on the lair after you’ve returned to it, or if you want to leave it again to spawn the remaining creatures (about half the ammount that were out when you arrived will spawn).
The largest problem with Blast Spin groups is the increased run time between lairs. The more time you spend finding missions at the terminal within close proximity, the less time will be wasted between lairs.
Please leave any comments, suggestions, or even flames
Slash_DPC
Sun Oct 09, 2005 11:03 pm
#3
Why does it have to be a jedi tanking? Why can't it be a pikeman?
UberNinjaOfDoom
Sun Oct 09, 2005 11:09 pm
#4
Slash_DPC wrote:
Why does it have to be a jedi tanking? Why can't it be a pikeman?
Pike is better because you don't have to recharge your force
Starbuckz
Sun Oct 09, 2005 11:11 pm
#5
Looks like a good way to grind, I remember doing somthing similar pre-cu.
Slash_DPC
Sun Oct 09, 2005 11:12 pm
#6
UberNinjaOfDoom wrote:
Slash_DPC wrote:
Why does it have to be a jedi tanking? Why can't it be a pikeman?
Pike is better because you don't have to recharge your force
I know, Kaminoain staff + improved cob + 7k kinetic battle armor FTW!!!
Grunzer
Sun Oct 09, 2005 11:18 pm
#7
It's so difficult to find a good spin group. To do this you'd really need a well organized guild hunt with at least 1 MDEF or melee stacker. But you could make some killer XP in a period of 4-5 hours of doing this.
SakeO
Sun Oct 09, 2005 11:53 pm
#8
I occasionally spin with my carbineer hybrid and am able to swing my area cone over nearby lairs once the initial wave begins to slow.
phaZe0
Sun Oct 09, 2005 11:53 pm
#9
Slash_DPC wrote:
Why does it have to be a jedi tanking? Why can't it be a pikeman?
your right, It could be a pikeman... in my experience I have found Non Jedi Tankers to require much more healing, but anything that works - go for it!
phaZe0
Mon Oct 10, 2005 11:19 am
#10
SakeO wrote:
I occasionally spin with my carbineer hybrid and am able to swing my area cone over nearby lairs once the initial wave begins to slow.
Thats a good strategy....
If your group is elite, you could probobly get away with pulling the entire lair to the next lair... not sure how well tank would hold up though
If your group is elite, you could probobly get away with pulling the entire lair to the next lair... not sure how well tank would hold up though
Pday
Mon Oct 10, 2005 11:32 am
#11
i have no problems tanking a full lair of 82 lvl pickets with only 1 line of defender and force armor.
Solfrann
Mon Oct 10, 2005 2:03 pm
#12
UberNinjaOfDoom wrote:
Slash_DPC wrote:
Why does it have to be a jedi tanking? Why can't it be a pikeman?
Pike is better because you don't have to recharge your force
An experienced Jedi doesn't need to recharge his force either 
Hulke
Mon Oct 10, 2005 2:11 pm
#13
The trick to AoE groups is to
1. Make sure you get missions in the same exact direction. Just like he said above BUT dont worry about their distance.
2. Once you get to a mission you can finish it off
3. Instead of running past every other lair on the way to your next mission basically consider your group a lawnmower.
4. Everything in your path will be mowed down and when your tank runs low on force/HAM have someone else step in tillhe/she recharges. MDEF with channel will help this a ton
5. I have found that as long as you all take the same direction you will find that most spawns will have a couple other spawns nearby for you to kill.
6. This will increase your xp per hour as you are gaining exp instead of running past the other lairs wasting time getting to your nearest mission.
7. This will also help as youll find yourselves running out of missions less often which reduces wasted time running back to the mission terminal
Page 1 of 2