Jedi Archive
Thread: Blast Spinning: The most efficient way to Grind.
A lair has 3 spawning stages. The initial spawn. The first hit spawn. And the half health spawn.
The first stage starts when you get within range of the lair. This is your "initial spawn" of approximately 10 baddies.
When you're in a spin group, the instant you spin, more than likely you've hit the lair. This causes the lair to spawn more baddies. It doesn't spawn them all instantly, but it spawns them nonetheless. The lair will respawn the same number of baddies so another 10 unless you hit the halfway point.
Once you hit the halfway point of the lair, regardless of how many baddies have spawned, the next phase begins and another 10 are spawned. Unless you kill the lair before the spawn has a chance to complete.
That's about how lairs work, assuming you're within range of it from start to finish. No shenanigans.
Slash_DPC wrote:
Why does it have to be a jedi tanking? Why can't it be a pikeman?
Last night, for the first time, we had a MPikes using Area KDjoin in our Jedi spin group. All of sudden, that first wave of CL82 pikets that I sometimes have to Avoid Incap to get past went down like CL75 bols. All we could say was .. Wow.
Message Edited by UTech on 10-10-2005 12:26 PM
Especially if as the tank I have the lair targeted and I spin first..
Rocksteady3 wrote:
When you're in a spin group, the instant you spin, more than likely you've hit the lair.