Jedi Archive
Thread: Question about griniding in a spin group for xp
Jarc wrote:
Ok i have question i didnt checkt it
I am always grinding at Blizzard Dunes at tattoine. And we get 78-82 level of Dewies-Banthas and rontos. Even with a good group sometimes 82 levels are hard making incaps whole group
Anyways the first spawn is the most creature killed spwan right? and so second is also nice. Then we kill 4-5 at most creatures till kill the lair down.
What about this type of grinding if XP im much important than the money of the mission
1-) goto lair get your buffs and thenspin the lair kill first spawn and the start of the second spawn
2-)Drop the mission and move to your next mission or free lair if you have
Doesnt it waste of time to destroy the lair. I notice i got only 3-4k xp in 4-5 min not sure about time while finishing lair.
It seems waste of time. Am i right or wrong
You need a tank to start the lair and take all the damage. He also needs to maintain the agro. The tank should be able to heal himself and take the damage. If he has low damage, like myself, let the tank spin the lair for a GOOD 7 seconds before anyone else spins it. Don't heal him or the agro will get skewed and you'll have a circle of incap in group. If there is one person in the group that is outdamaging the tank EVEN after the tank has a good start on the lair, then the tank needs to throw a couple of heals to the outdamager to get the agro back. These two persons, need to be identified and healers need to stay away from them or the spin group is dead. If the healers wants the XP, then the tank needs to heal the healers to grab the agro back, cause it'll only shift to the healer. It's a balance, but it needs to be understood to spin correctly.
Don't grab any missions above CL80 if your group damage is low. The XP is the SAME for CL80, CL81, or CL82. The difference is: effort. Why work harder, or slower for XP when you don't have too. Like I said, if you have some serious damage dealers you'll nuke the lair and actually get less XP. It's a balance and the leader should know this. When in doubt, CL80 and below.
Go with pickets on Dant, best bang for buck. On my server, Agro outpost is where all the jedi grind. We even have a dedicated chat channel so people can come and go from spin groups with ease.
Yeah, I really haven't calculated it out as far as whether dropping a mission and moving on is the most effective.I generally know that 70% of the lair XP comes from the initial spin. So maybe if you had some serious damage dealers you could just spin the initial bunch and move on to next without destroying lair. Never tested.
Here's another tip: Always grab your missions when you have 8 people in the group. This effects XP per lair. Try grabbing your missions before you are grouped and compare. It's markedly different.