Ranger Archive
Thread: FS XP conversion rates (goto see lol)
lol
and all for +5 harvesting too... *groan*
From StGabriels guide (v1.4 TC)
Current (29 August) conversion rates are:
Combat & Reflex XPs
* Weapons xps -- 30->1
Sense XPs
* Scout xps -- 8->1
* Trapping xps -- 15->1
* Survival xps -- 5->1
These convert to:
Sense XP (the xp gained from your Ranger/Scout profession)
* Enhanced Senses
o Healing
o Surveying
o Persuasion
o Luck
Combat and Reflex: (this XP gained from weapon use and combat)
* Enhanced Reflexes
o Melee Defense
o Ranged Defense
o Vehicle Control
o Survival
>Survival 1. Camping & Foraging +5
>Survival 2. Mask Scent & trapping +5
>Survival 3. Terrain Negotiation +5
>Survival 4. Creature harvesting & Knowledge +5
Combat and Reflex:
* Combat Prowess
o Melee Accuracy
o Melee Speed
o Ranged Accuracy
o Ranged Speed
You will need 41000 jedi XP to fill the Survival tree, gained at a 30:1 ratio from weapon use and (3:1) combat xp. 1,230,000 Weapons XP (about 1200 Wryx, 600 Sharnaff, etc)(soloed)
The scout experience you gain from slaughtering and harvesting the sharnaff population will let you.... get about halfway to being an uber-surveyor
I'm not overly concerned with the conversion rates now as, at Master Weapons level and Master Ranger I will gain the xp as I go and have to do a run up to the Village to 'top up' my FS periodically. (Won't be going to the Village on Live for a while as am just at the 'faint sense' stage, which suits me as, after tinkering in TC I feel that FS isn't all it's cracked up to be)
What I am concerned about is that the xp gained from our profession goes to skills that are irrelevant to out character and the ones which go to the one skill tree that directly affects us is gained from weapon use. Where does that leave the TKM /Ranger?
It's 'nearly' right, but something just feels really out of kilter.
/CalmThoughts
/PeaceOut
Message Edited by Almagill on 08-29-200407:02 PM
Message Edited by Almagill on 08-29-2004 07:02 PM
Owen-Lars wrote:What the hell?I leave for 5 days and someone drags one of my 'dead' posts back from the pit of outdated info hehThe post was made when the conversion rate was 1>15, it has since changed to 1>8 which i have stated in many posts.Please dont drag dead posts up from the pitThey are there for a reason hehe.
But but but we allllll say the conversion rate is 1:8. Besides, you know what they say, "You can't keep a good post down"
/me heads off to the deeper, darker regions of the forums... muahahaha
/me burstruns all the way back, Frick, it's scary down there
I grinded Frontiering 2, 3 and 4 in just a few hours in a similar fashion
Owen-Lars wrote:
The good part i like about it is that you can 'grind' it if you want by doing what you normally do. It doesnt force you into something you have no intention of trying out such as for me: Dancer (arg i mastered) and Droid Engineer (didnt even think about trying this out).
Allowing rangers toprogress by doing what rangers do is great, allowing combat template people toprogress by doing what they do is also great. In my eyes it will give me something after master to work for which has been very lacking in this game for a considerable amount of time. Hats off to the devs from going away from the grind professions system which they had every right to stick by, but instead did something we asked for, very impressive.
Ok, so no one has touched this thread in months, and this will probably never be seen, but I have to say the devs have most definetely not removed the need to grind unwanted professions - I've just spent the last few weeks grinding to become a medic and doctor so I could to the quests for persuasion and healing skills. The healing skill affects entertainer healing abilities as well, but as a dancer I couldn't take the quest, so I had to drop nearly all my dancing abilities to take up a medical profession, something I never had any desire to do - so there goes that theory, maybe it will work differently next year!