Jedi Archive
Thread: Nifty Jedi Grinding Guide 1.0 UPDATED: 09-25-2005
- All restrictions of distance is at default: 32m.
- Do not equip your saber or robe in front of any NPC/PLAYERs.
- Do not use any force powers in front of any NPC/PLAYERs.
- Do not duel any player friends unless you are in a group to avoid visibility.
- Do not use any passive force powers than drain your force overtime in front of NPCs. (Force run)
- Do not use any force powers / equip robe, saber / in front of any Creature handlers pets.
- Warning: Reckless Jedi are we, therefore prepare to witness the consequences if you do not obliged to the steps above. Bounty hunters will strike swiftly and silently at times. You have been warned.
- Other useful information...
- Keep radar at 256m.
- Disable terrain on radar map. (ctr o + interface)
II. Skills to attain - In order to master the art of grinding, one must learn the art of spin attacking. Using your lightsaber as a polearm is the most effective way.
- As you begin your Jedi grind remember to keep all your non-Jedi skills in order to maximize your combat level. Combat level will determine the amount of Jedi experience you will gain for each kill.
- As a beginning Jedi, I recommend attaining the following skills in the corresponding order...
- 0020 - Lightsaber(Spin attack)
- 2000 - Healer (1000 heals, infusion)
- 0002 - Enhancer (Channel regen. force)
- 2000 - Enhancer (Force run + root - excellent for getaways from bhs)
- From here you are ready to finalize your template by choosing the elite boxes.
- NOTE: As a beginning Jedi, craft a polearm saber in order to maximize your damage when using AOE attacks.
III. Spin groups - Ahh, the groups that make me jump with excitement, you've all heard of them, now it's time to experience them. Without a doubt, the best way to grind your Jedi.
- Spin groups are defined as a certain group that is capable of using AOE attacks at a lair of a formidable lair without everyone in the group dieing or incapacitated.
- In order for these groups to be successful, you must be organized and have one hell of a tank.
- How to become a spin group 'regular.'
- To start out, you need to finda spin group. It's simple, ask your friends, guild, and most important, JEDI.
- Jedi are Jedi's best friend! Especially if that particular Jedi can area + is a master defender. Get to know Jedi that are in the process of grinding so that you can call them up if you need a group!
- In every spin group you join, immideatly skim the group names, see a Jedi? /add You want to know Jedi, and you want Jedi to know you! At times you'll find yourself logging in and people at will will be asking you to join a spin group!
- Act courteous to fellow Jedi in your group, have a sense of humor and they will like you. Saying that, that will encourage them to invite you to a spin group even if there's a waiting list!
- When in a spin group, follow the group leader and listen. When the group is ready, use your spin attacks while targeting the lair. Make sure the tank is with you also so he/she can take the damage.
Congratulations, if you have successfully read this post without skimming, you are that much closer to master the art of grinding! I truly hope you learned something and I bid you good luck on the hunt!
Message Edited by Mfodish on 09-25-200510:15 PM
Message Edited by Mfodish on 09-25-2005 10:15 PM
- Instead of Spinning on the lair if you have a few close enough its better to milk them by visiting them more than once.
- Its a good Idea to try heal the tank. If the tank has to continuously heal themselves they will loose aggro. If your forcing them to AI to stay upright because you cant bother to slap a heal on then your slowing yourself down when you consider the time for regening force.
- Speaking of Force if your not the tank Conserve It What slows down a Jedi grind group the most? Regen times. I see allot of people who will never hold aggro because of their low level and low damage sabers running all the force specials they have. Aura, Force speed... and my personal favorite Force Shield against pickets, you know just in case they start hitting you with picket lightning. Aura is great, we all know it but if your low level, wont hold any aggro all your doing is wasting force and slowing the group down because you have to chanel after every lair.
- More on Force Conservation...Ive been in groups with people with some really crappy sabers...low damamge hi FC sitting there spinning away eating up their force. If your not the damamge dealer anyway why not bring a 3rd gen saber with decent damamge and lower cost. Again less time channeling means more time spinning wich means more XP.I'm not saying show up with a training saber and leech your way through it but honestly your 4th gen isnt always the best choice.
- Again with Force. If people are channeling and you've got plenty /transfer already. Again you get no XP sitting near a lair regening force.
- Area Knockdowns speed things waaaay up. If you can get a powers guy or a Pikeman w AKD do so, you'll be glad you did.
- I know you you hit on this already but I just wanted to go a little further. Make the Tank the group leader then follow the pink DOT already. Let them Control and Initiate the aggro. If you start spinning like 10m from the tank and get incapped constatnly its your fault. If you hit the lair and get your whole group taken down because the tank wasnt ready, its your fault.
Message Edited by Mfodish on 09-12-2005 08:59 PM
Mfodish wrote:
Do not use any force powers / equip robe, saber / in front of any Creature handlers pets.
Gondon wrote:
Mfodish wrote:
Do not use any force powers / equip robe, saber / in front of any Creature handlers pets.
If the CH is grouped it wont give vis right? Great Guide!
If the pets are grouped, they won't give visibility, however if not, the pets will give visibility.
This is a good guide but Ive got a few things to add.
- Instead of Spinning on the lair if you have a few close enough its better to milk them by visiting them more than once.
- Its a good Idea to try heal the tank. If the tank has to continuously heal themselves they will loose aggro. If your forcing them to AI to stay upright because you cant bother to slap a heal on then your slowing yourself down when you consider the time for regening force.
- Speaking of Force if your not the tank Conserve It What slows down a Jedi grind group the most? Regen times. I see allot of people who will never hold aggro because of their low level and low damage sabers running all the force specials they have. Aura, Force speed... and my personal favorite Force Shield against pickets, you know just in case they start hitting you with picket lightning. Aura is great, we all know it but if your low level, wont hold any aggro all your doing is wasting force and slowing the group down because you have to chanel after every lair.
- More on Force Conservation...Ive been in groups with people with some really crappy sabers...low damamge hi FC sitting there spinning away eating up their force. If your not the damamge dealer anyway why not bring a 3rd gen saber with decent damamge and lower cost. Again less time channeling means more time spinning wich means more XP.I'm not saying show up with a training saber and leech your way through it but honestly your 4th gen isnt always the best choice.
- Again with Force. If people are channeling and you've got plenty /transfer already. Again you get no XP sitting near a lair regening force.
- Area Knockdowns speed things waaaay up. If you can get a powers guy or a Pikeman w AKD do so, you'll be glad you did.
- I know you you hit on this already but I just wanted to go a little further. Make the Tank the group leader then follow the pink DOT already. Let them Control and Initiate the aggro. If you start spinning like 10m from the tank and get incapped constatnly its your fault. If you hit the lair and get your whole group taken down because the tank wasnt ready, its your fault.
SVX007 wrote:
This is a good guide but Ive got a few things to add.
- Instead of Spinning on the lair if you have a few close enough its better to milk them by visiting them more than once.
- Its a good Idea to try heal the tank. If the tank has to continuously heal themselves they will loose aggro. If your forcing them to AI to stay upright because you cant bother to slap a heal on then your slowing yourself down when you consider the time for regening force.
- Speaking of Force if your not the tank Conserve It What slows down a Jedi grind group the most? Regen times. I see allot of people who will never hold aggro because of their low level and low damage sabers running all the force specials they have. Aura, Force speed... and my personal favorite Force Shield against pickets, you know just in case they start hitting you with picket lightning. Aura is great, we all know it but if your low level, wont hold any aggro all your doing is wasting force and slowing the group down because you have to chanel after every lair.
- More on Force Conservation...Ive been in groups with people with some really crappy sabers...low damamge hi FC sitting there spinning away eating up their force. If your not the damamge dealer anyway why not bring a 3rd gen saber with decent damamge and lower cost. Again less time channeling means more time spinning wich means more XP.I'm not saying show up with a training saber and leech your way through it but honestly your 4th gen isnt always the best choice.
- Again with Force. If people are channeling and you've got plenty /transfer already. Again you get no XP sitting near a lair regening force.
- Area Knockdowns speed things waaaay up. If you can get a powers guy or a Pikeman w AKD do so, you'll be glad you did.
- I know you you hit on this already but I just wanted to go a little further. Make the Tank the group leader then follow the pink DOT already. Let them Control and Initiate the aggro. If you start spinning like 10m from the tank and get incapped constatnly its your fault. If you hit the lair and get your whole group taken down because the tank wasnt ready, its your fault.
Great Ideas, I would've extended the guide to be more in depth, but I wanted to keep it simple. Keep them coming fellow Jedi.
SVX007 wrote:
This is a good guide but Ive got a few things to add.
- Instead of Spinning on the lair if you have a few close enough its better to milk them by visiting them more than once.
- Its a good Idea to try heal the tank. If the tank has to continuously heal themselves they will loose aggro. If your forcing them to AI to stay upright because you cant bother to slap a heal on then your slowing yourself down when you consider the time for regening force.
- Speaking of Force if your not the tank Conserve It What slows down a Jedi grind group the most? Regen times. I see allot of people who will never hold aggro because of their low level and low damage sabers running all the force specials they have. Aura, Force speed... and my personal favorite Force Shield against pickets, you know just in case they start hitting you with picket lightning. Aura is great, we all know it but if your low level, wont hold any aggro all your doing is wasting force and slowing the group down because you have to chanel after every lair.
- More on Force Conservation...Ive been in groups with people with some really crappy sabers...low damamge hi FC sitting there spinning away eating up their force. If your not the damamge dealer anyway why not bring a 3rd gen saber with decent damamge and lower cost. Again less time channeling means more time spinning wich means more XP.I'm not saying show up with a training saber and leech your way through it but honestly your 4th gen isnt always the best choice.
- Again with Force. If people are channeling and you've got plenty /transfer already. Again you get no XP sitting near a lair regening force.
- Area Knockdowns speed things waaaay up. If you can get a powers guy or a Pikeman w AKD do so, you'll be glad you did.
- I know you you hit on this already but I just wanted to go a little further. Make the Tank the group leader then follow the pink DOT already. Let them Control and Initiate the aggro. If you start spinning like 10m from the tank and get incapped constatnly its your fault. If you hit the lair and get your whole group taken down because the tank wasnt ready, its your fault.
Always good to have a high lvl enhancer in the group. specially if hes 0004. I know force meditate is broken just like the rest of regen but it does help you regen faster than just sitting. Also use channel force to help out. The enhancers job would be for the most part toss out force to the other jedi during n after a battle.
Also always good to have one person be a piket killer. For when a piket is getting close to death, sorta kill the pikets faster.