I would like to thank you for reading this, this is a Newbie Guide that is a combination of Common sense and helpful information for new jedi to get a good start.
When you create your first jedi, think of using the Jedi's first 3 deaths as Experimention. This is important for learning what you can kill and what you can not kill. Trust me, this is important, knowning what to hunt and what will hinder you in combat while you hunt.
This you will need as a Jedi to survive in the world.
1. a Trained Pet / Mount (*This will be explained later*)
2. a Full set of Composite Armor. (*Jedi Can wear Armor for now until people complain too much*)
3. a crate of Moun Gold or Chef Products that Work on the Mind
4. a Master Doctor for all 6 stat Buffs (*A Jedi Should never hunt without Buffs*)
Now, after you have these items and Buff's, you can go out hunting on most worlds. Start off on a Starting planet to get your lightsaber skill to box IV. Lightsaber is your prime skill and the easiest to get. Plus being near your jedi trainer will be easier to get your lightsaber skills up faster. (*Use /findmytrainer command to locate him*)
Have your pet groupped with you at all times during hunting. You can have a friend groupped with you also, but your friend will not really get much exp once you reach lightsaber IV. So hunting alone is a good thing most of the time. Having your pet groupped with you will give you atleast a 15% experience increase. (*I've tested this and it is a fact and very helpful. I normally leave it in my house or on the planet I hunt on just sitting around*)
Once you get your Lightsaber skill to box IV you can go to a higher grade of planet to hunt. Lok, Dantooine, Dathomir are classified Advanced planets while Yavin IV and Endor are Elite Planets. This is my belief cause Yavin and Endor can not have player cities on them.
On towards Lightsabers, if you do upgrade your Training lightsaber, dont go above the Third Generation lightsaber for now. a Third generation lightsaber is good enough to do the experimenting that is mentioned in the next paragraph. I will also cover the possiblilties on the best route for lightsabers below.
Now the experimenting begins. Have a pad of paper and pen with you while you hunt. You will want to write down the monsters you hunt and what they do to you. (*Disease, Stun, intimidate, knockdown, poison, etc*) Knowing what they do to you during battle is very helpful, plus if you die during battle, you can make sure you dont hunt them again. If a monster Intimidates you it is a bad thing. Intimidation will lower your attack damage by 1/2. People say stun does this, but stun just slows me down a bit, but intimidation knocks my damage down by 1/2.
Hunt on all the planets and find the best to hunt. to me the best to hunt is those monsters that dont do many specials on you, easy to kill, and good experience for the kill. (*300+ Jedi exp is good exp*).
If you die, dont worry about it. Remember, if you die twice, then you want to do the following to make sure you dont loose anything important.
After your Second Death / Clone you will want to store all the stuff in your inventory in your Main Characters house. I mean everything including Lightsabers, Armor, items, materials, and MONEY. You loose everything when you die a Third time, well, everything except what is in your Datapad. Lightsaber is a special method which is mentioned below in the Secrets section.
Lightsabers Info. People claim they dont like the Decay Rate of the lightsaber in battle. I do agree that the decay is rather high, but then again, its high on Normal Weapons for the ammount of damage you do to other monsters. a Suggestion towards not completly worring about decay. --- Make a Third Generation Lightsaber, (*Even using crap crystals, you will get Max of 540 minimum. using good crystals 700+*). When the Lightsaber decays down to 300/1000 or less, then upgrade to the Fourth Generation and so forth. There is No real Reason to make a 5th Generation as soon as you reach lightsaber IV. And if you followed the Experimentation above, you would be using a Third Generation and know what you can kill with no real problems.
You ask about Pearls, well, all I can say are Pearls are Great. if you have them, I would suggest using at least 1 - 2 per lightsaber. Use Crystals to Third Generation, and if you want, on 4th or 5th generation lightsabers use pearls. Pearls will always be an improvement to your lightsaber, and using an all pearl lightsaber is a waste. 2/2 (*crystal/pearls*) or 3/1 is a good combo. (*an all pearl lightsaber could get a lightsaber to 1600 Max damage and 1.0 speed. but it is very expensive.*)
Secret #1 -- How do I remove the lightsaber if I can't drop it? well, go to a Friend with a Vendor you trust, and Offer the Lightsaber to the Vendor. He can Resell it back to you later after you get your third death and restart from scratch. (*You can also use the Lightsaber at any Generation with ZERO Skill *).
Secret #2 -- If you try to place a House or harvester, the game will say "Jedi dont have any need for Possessions" but you can have a Friend who owns a house /transferstructure to you so you can have a house. Works with Factories and harvesters also.
Secret #3 -- This isn't my original post, but was made from someone who figured it out.
1) Get a non-cert pistol, such as a scout blaster for your Jedi
2) You must have Force Abilities 4 trained and Force Power 2 trained. That being 4/0/2/4 in the initiate tree. This is because the method involves Force Throw, and you need at least Force Power 2 to use Force Throw even once.
3) Go to advanced planet such as Dathomir, Endor, Dantooine, Lok, or Yavin 4
4) Take 2 missions in any direction wherever. These are only to give you beacons of where to search for mobs and to kill if you're nearby for some cash.
5) Group a mount or a partner to get a 15% exp bonus when fighting.
6) You must find a lair that is NOT a mission lair. Mission lairs are named specifically after what they spawn. For example, "a gurk lair" IS a mission lair. "A thicket" (that spawns gurks) is NOT a mission lair. You must find the latter in order for this method to work. Meaning the missions you took will not be eligible for this method of 4k+ Jedi exp.
7) Find a suitable lair, and clear the mobs already spawned around it. Equip your scout blaster or non-cert pistol and shoot the lair ONCE. 2-3 mobs from the lair will spawn within 20 seconds, kill them as they do. Next, take out your lightsaber and hit the lair down to 65% or close to it. Then /peace out and stop combat. This is where you milk the lair. Periodically, about every 10-15 seconds or so, a new mob will spawn from the lair. Kill them as quickly as possible the instant they spawn. If you catch a mob that spawns and hit it right as it appears on the screen, you can get 4-5 attacks in before they even attack back once. They're delayed as they come out of the lairs for some reason. DO NOT attack the lair anymore from this point. Continue to wait for the mobs to spawn out of the lair and kill them as they do.
8) After the lair has not spawned anything for at least 60 seconds, equip the non-cert pistol and shoot the lair a couple times. If you notice you're doing triple the damage with the pistol (my non-cert scout blaster usually does 20 damage, so triple it would be 60), that means the lair is milked of most defenders and sustains 3x damage from your attacks. This is where you use Force Throw. Mind Blast does NOT work on lairs, only Force Throw, which is why you need Force Abilities 4 and Force Power 2. Make sure you are not stunned or intimidated (which both reduce your damage output), and then use Force Throw on the lair. Typically, you'll range from 10k-13k damage with the throw. As you get higher in the Force Power line, you can use up to 2-3 Force Throws per lair, but if you have the bare minimum to do this, you'll probably only want to use one per lair unless you wait on the force regen (which takes a long time...).
9) After you use Force Throw on the lair, it should be close to 30% or less condition remaining. Wait several seconds, if nothing spawns, take your lightsaber and hit it once, then /peace out from combat. You have to be quick on the /peace, as lightsabers swing quite fast. Wait about 10 seconds and repeat. Typically, there's a final wave of mobs that spawn from a lair when the lair gets to 5-10% health remaining. You want to kill these, because you get a massive exp bonus if you are able to kill every single mob a lair has to offer. You can test this by running up to a fresh lair and chaining specials on it to blow it up before killing any defenders at all; you'll get crap exp. However, if you kill everything such as I've described, you'll get capped exp for the lair (about 400-500 depending on your skills; the higher your skills, the higher your Jedi exp cap), and depending on how many Force Throws you used on it, you'll get roughly 3-5k Jedi exp.
Finally, the reason you're only getting 4,000 exp or so cap is because being an initiate is seen as being a novice brawler working up to master brawler. Your exp is capped kinda low. As you get higher skills, your cap goes up and up, eventually over 5k per.