Jedi Archive
Thread: Nifty Jedi Grinding Guide 1.0 UPDATED: 09-25-2005
Oh, but overall, the quide is very nice. You might mention thatFS grinders could find a home here as well. I have been in spin groups since my guilds jedi introduced it too us and I love it. The Xp is fantastic, and it is alot of fun. I even found out that I can take more of a beating than I could have imagined.
When I tank, AI can use a lot of force. A lot. if the healers in the group are using lower DPS sabers, and are careful, then can heal me, if they target me. When they target me, the attack goes to the lair, and the heals to me. If I have the biggest DPS, then I can hold aggro, especially if the healers are close. When they stand out 15 meters, and the aggro goes to them, and my AOE doesn't hit, they keep the aggor, so healers need to be close to the tank, so he can regain aggro right away.
For the tank to conserve Force (important, because the tank can take the longest to regen): When the lair starts spitting out a single or a pair at a time, don't keep spinning. Just narrow your radar a bit, so you can see the individual pikets, and when one with a yellow dot shows up, spin once, and let the guys with the low DPS and low FC sabers kill them. Once the dot turns red, you will get the XP. This c0onserves your force and your HAM, if you are a channeler. The guys that don't get aggro can channel to 50 HAM, because they don't get hit until the second wave of tha lair, if they are smart.
Also, a note to the Powers Guys. I think the range of the Saber spin attack is 15 meters. Iknkow area lightening is a cone attack, so you need distance, but if you stay within about 17m, then every one gets a hit when you draw aggro. Powers guys with improved lightening area, can most of the time out damage the tank, who can't get a decent tune on a pearl for the love of god.
Anyway, I get to be over worded, and I hope all of you can understand this ranbling. hehe
this looks like a great guide, but there is a flaw that I came to that I wanted to point out and maybe get some feed back on...
by the time you reach ls 0020 heal 2000 en 2000 you already have 66 sp invested into jedi skills but are still (if im right) level 65 which means your gaining xp at a much slower rate...by comparison:
Lvl 71 when you unlock (at least for me 4000 cm mrm 0441 bh 3 sp left):
can get nov ls and stay 71
0010ls lvl 67
0020 ls lvl 68
0030 ls lvl 68
0040 ls lvl 74
0040 ls nov def lvl 73
0040 ls def 0010 lvl 73
0040 ls def 0020 lvl 75
xx4x xx3x lvl 79
xx4x xx4x lvl 80
so basic breakdown:
0200 ls
2000 healer
2002 enh
1400 force
CL 62 and an 80 sp investment
2 branches-lvl 80 1450 force 48-56 sp investment
basically my point is that could go the route (which does seem very sound) the OP suggested with a 66 sp investment or try and fill two branches first, with a 56 pt invest ment. now in this example i used def and ls but its the same basically for any two branches you could even go xx44 ;s for a 48 sp investment and still be level 80.. the main thing to remember is the higher your cl the more xp you get...so the quicker you get back to 80 the more xp you will be getting... which will make the grind faster...now the reason I would go this route is simply because I already have healing in my template...and if your going to spin lairs and such you probably wont need the heals.....your saber will probably be pretty sub par, but you could go 0044 and be lvl 80 with a decent 4th gen.
my main question would then be, WHY would I want to go the route of the OP, what benefits would this offer? not a flame, just looking for some answers.
Message Edited by PykeLee on 09-26-2005 06:48 AM
Great guide! I had a couple of notes from my experience:
- As someone already pointed out, target the tank. You will spin what he spins, and you're always one click away from healing him. If the tank goes down, usually everyone goes down. Use spin as your default attack and you can more easily watch for needed healing, tell jokes, whatever.
- I've found that milking lairs takes too much time. We can make more xp spinning the lair to completion and then moving on than spending a lot of time running back and forth trying to maximize spawn numbers.
- Once mobs start popping out one at a time, near the end, deselect spin as your default attack and just /saberhit them as they come out to conserve Force. The Force you save from your own pool can be /transferred to your tank or any younglings in the groupto speed up group regen times.
- If you're hunting on Dantooine, choose pikets ONLY. Bols don't heal their own lairs, so the lair dies prematurely under the onslaught,before all the bols from it have spawned. Also, for whatever reason everybody and their dog hunts north from the MO. We go south for far less drive-bys and NPC spawns.
- Follow the group rules and the leader unquestioningly. It's their participation that is allowing you to get xp this fast, and by being a team member you help the whole group be more efficient. Heroes and screwupsget kicked from my usual spin group very quickly.
In this way, I usually make over 500K xp an hour, we kill the typical CL80-82 piket lair in about a minute and a half to two minutes, tops. It's an awesome sight when you see 15 pikets die all at the same time, a halo of purple numbers around 4 or 5 flashing sabers.
I got LS 0020 first, then got channel. I alternate spin and saber hit untilI've used upabout 20% of my force pool. Then I channel to max it out again. Since my third-gen has mediocre crystals (at best
), I rarely get aggro on lairs. I didn't even worry about healer 2000 until last night.
The nice thing about this was, I could afford to lower my overall health to maintain a full force pool, and I could transfer force to help out the other Jedi in my group once the lair was done. It's the best way a low-level Jedi can contibute to the group until he is a decent damage-dealer.