Jedi Archive
Thread: Group grind/Spin Groups
AnCieNtZ wrote:
Hmm, sounds like a good idea but what I really want to is the xp gain able to compensate for the loss of the bh visit?
It's a redundant question.
What you're asking is "is the fastest way I can level my Jedi a good idea with BHs around". BHs are a fact of life, and if anything a group (since group vis is gone) that is far enough away from major cities is about as safe as hunting gets. You are just as likely to get drivebys, NPCs popping on you, and the various other things that give you vis when you're out hunting on your own, or in a non-spin group.
Spin groups are the fastest way to gain Jedi XP, ergo they are by definition the best recourse for BH XP loss.
Durzel wrote:
AnCieNtZ wrote:
Hmm, sounds like a good idea but what I really want to is the xp gain able to compensate for the loss of the bh visit?
It's a redundant question.
What you're asking is "is the fastest way I can level my Jedi a good idea with BHs around". BHs are a fact of life, and if anything a group (since group vis is gone) that is far enough away from major cities is about as safe as hunting gets. You are just as likely to get drivebys, NPCs popping on you, and the various other things that give you vis when you're out hunting on your own, or in a non-spin group.
Spin groups are the fastest way to gain Jedi XP, ergo they are by definition the best recourse for BH XP loss.
I think the question is the risk of being force/health depleated when the BH shows up otherwise I can't see any bigger risk than a standard non AOE group. You can mitigate against that a bit by trying to keep you force and health balanced during the spin. But there are going to be times when you are vulnerable.
Eulbobo wrote:
AnCieNtZ wrote:Hi just wanna know are group grind/spin group worth the risk?
Uneffective unless you are used to it and anyone in the group too.
Classical hunts of non-pack mobs gives faster xp if you have a puller that aggroes critters one by one....
Why?
Because most specials that are not area deals more damage than area attacks.
I tested area groups and always lost TONS of time for nothing.
And spin attacks for jedi have a big force cost where smaller hits have smaller ones... meaning that a jedi can keep making xp instead of resting to restore force.
Area groups give faster XP while you are on a lair, but not for long lasting hunting sessions
You are a noob. An effective area attack group brings in more xp any time. Try getting 3 mil Jedi xp in a regular group in an 8 hour period.
Message Edited by RoundWallKing on 09-21-2005 11:12 AM
- The single most important ingredient is listening to your group leader. I can't tell you how many times I have grabbed random people from MO and they won't listen and continually hit the lair before the group is ready, use a hi-powered weapon and wonder why they drew aggro or just flat out don't follow directions. The key point here is that the group leader should be experienced enough to know when there are too many Pikets at LVL 82 and when to pull back and pull 4-5 at once to thin the lair out... if the group does not listen to this directive they will continue with the incap party.
- 1-2 Tanks... These are usually MDef / MLS or some variation thereof. I say 1-2 because one usually works but it's always nice to have a backup in case the first one misses an AI or Heal because of lag or other circumstances. Another key to this is alerting the group if you are a MDef so they aren't expending energy trying to heal you while you have AI on. With a fully templated Jedi that has MDef they can AI up to 4 times on one lair so that gives you a good 1 1/2 - 2 minutes after the first one hits.
- 1 Healer... This is not a necessity but always helps. If you get one healer who focuses on the tank(s) it will free everyone else up to deal damage.
- 5-6 Damage Dealers... These don't even necessarily have to be LVL 80 but at least some good damage. One thing to keep track of however is that these damage dealers need to make sure they are using a weapon that will not draw aggro away from the tanks. This never turns out well when that happens.
I have done groups like this where only 3-4 of us were LVL 80 and the rest were in the 30-50 range and it still works out pretty good if your tanks know what they are doing. If you get in a good grind group like this you can hope to grab 200-300K Jedi Xp per hour... I made about 550K last night in around 2 hours with a good group. Normal profs roll in XP (I was getting sometimes 150K XP per lair with my CM alt) when using this method.
Another point to consider is that you might want to start at MO on Dant to get your group but then head to a player city so you can grind relatively lag-free and not worry about the lag when you go back to get more missions. Run Piket missions (try to keep them Level 79-81 but the occasional 82 is ok) and have everyone in the group get them in the same direction (usually saying get them S, SW or SE is acceptable since it would take an hour to all draw the same exact direction).
The friends list if your best friend.... if you get in a grind group and the people know what they are doing and work well together toss them all on your friends list and look them up to see if they are grinding whenever you are. That way you will know that your group will at least be starting off with a good core.
Lastly have fun!! A good spin group is all about tossing your area attack on auto and watching for the need to heal. In the meantime make conversation, check your guildchat, etc.... so that you can pass the time. I always leave the TV on to watch while I am doing it also. ![]()
Message Edited by The_Strider_Family on 09-21-2005 08:28 AM
Eulbobo wrote:
AnCieNtZ wrote:
Hi just wanna know are group grind/spin group worth the risk?
Uneffective unless you are used to it and anyone in the group too.
Classical hunts of non-pack mobs gives faster xp if you have a puller that aggroes critters one by one....
Why?
Because most specials that are not area deals more damage than area attacks.
I tested area groups and always lost TONS of time for nothing.
And spin attacks for jedi have a big force cost where smaller hits have smaller ones... meaning that a jedi can keep making xp instead of resting to restore force.
Area groups give faster XP while you are on a lair, but not for long lasting hunting sessions
Kivrin wrote:
Redeemer99 wrote:
Perfect8 Jedi spinattack/devrish groups = full template in 2 weeks
Yeah, at 8 hours a day though.
Nope 3 hours a night at best...
Message Edited by iskareot on 09-21-2005 10:59 AM
I will say this having done both methods....
It is the group that determines how successful you are at spinning. With a great group with knowledgeable players, a spin group will leave you in awe at how fast the xp and the mobs and lairs go down. There is nothing quite like it and I would max as MSwords and Mtka in about an1.5 hours(2.4million xp). On the other hand, I have been in bad spin groups that has some clueless players that ends up with incap after incap and the xp is much slower than a single pull/single kill group.
I guess the bottom line is that a spin group can be either VERY productive, or VERY lame from an XP perspective. A standard pull group can usually be a little more consistant and cap me out in 2 to 2.25 hours.
It truly breaks your heart when you have to leave an effective Spin group. ![]()
spin groups are just the way to go u can get the xp loss of bh death back in an hour
so yes it is worth the risk at least for me
Renzak wrote:
I will say this having done both methods....
It is the group that determines how successful you are at spinning. With a great group with knowledgeable players, a spin group will leave you in awe at how fast the xp and the mobs and lairs go down. There is nothing quite like it and I would max as MSwords and Mtka in about an1.5 hours(2.4million xp). On the other hand, I have been in bad spin groups that has some clueless players that ends up with incap after incap and the xp is much slower than a single pull/single kill group.
I guess the bottom line is that a spin group can be either VERY productive, or VERY lame from an XP perspective. A standard pull group can usually be a little more consistant and cap me out in 2 to 2.25 hours.
It truly breaks your heart when you have to leave an effective Spin group.
The xp gain from an aoe/spin group will be far greater than the xp loss from a bh attack. Unless you are very very very unlucky. That being said, the actual answer to your question is "learn how to use the skills you do have defend yourself against the bh".
When I finally started handing out butt whoopin's like candy, my whole mood changed drastically for the better.