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Jedi Starter Guide - (*01/03/04*)
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SciCabbit
SWG Lieutenant
Posts: 378
Registered: 10-18-2003


SciCabbit

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     I would like to thank you for reading this guide, this is a Guide to help Newly created Jedi. This guide was created to help you in not making the same mistakes that I did when I started. I almost wish someone had made this guide before I unlocked my slot so I would't have lost 900k in Jedi exp from stupidity. Stupidity kills the Jedi, not bounty hunters. Well, not yet anyway.

     A bit of helpful suggestion before I start this. When you create your character, hidding your identity of being a jedi is important. If you decide to let the whole world know you are a jedi, then your life will be a bit more complicated. Hiding your identity is also a challenge of not using powers or lightsaber near others. All is a State of mind when you start off your character and its all up to you.

     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. Trust me, this is important, knowning what to hunt and what will hinder you in combat while you hunt is very important.

--Helpful and a possible MUST HAVE--

As a Jedi, you will need these items to survive in the SWG world.

1. a Trained Pet or 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 stat.
4. a Master Doctor for all 6 stat Buffs -- Well, You may not have this, but having access to will do.

--It begins--

     Now, after you have aquired these items and the 6 stat Buff (*a Jedi should Never Hunt without Buffs and Armor*), you can go out hunting on most worlds.

     First: Group your pet and tell it to stay. Preferrably in a safe place. (*Safe places -- Balcony of a Medium House, a House Roof, or PA hall roof where access is restricted to others*) WHY keep my pet safe and out of the way? Your pet will get the TEF when grouped with you at the same time when you do. If you place your pet out of the sights of others, the chances of others seeing your pet is nill. WHY is my pet groupped with me? Your Pet grouped with you will give you up to 25% extra Bonus in xp. WHY not let me pet help attack? Your pet will take the xp away from you and your going to kill Powerful Mobs and your pet would only be in the way. (*Sorry about the questions, but I know someone was asking that when they read about groupping a pet and not taking it with you. Normally would be in my FAQ*)

     Second: Go to 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 create a waypoint to your trainer*) There is no cost in training in jedi skills and no hassle.

     Third: Once you get your Lightsaber skill to box IV you can go to an Advanced or Elite planet to hunt. Lok and Dantooine are classified Advanced planets while Yavin IV, Endor are Elite Planets. Dathomir is a good planet to hunt with other jedi. I've seen monsters that had up to 20k+ in health, which is stronger then what I would like to try to go against as a soloing Jedi.

--LIGHTSABERS--

--Making the Lightsaber-- Creating your lightsaber is easy, Using materials with High stats in Shock Resistance and Overall Quality is the way to go. There are Five Generations of lightsabers, and for this guide, you dont need to go above the Third Generation Lightsaber. Lightsabers above the Training lightsaber will require Force Crystals or Pearls. Crystal stat ranges from -30/-30 to +149/149 Min/max and +0.50 to -0.50 speed. Pearl stat ranges from -100/-100 to -199/-199 min/max and -1.0 to -1.99 speed. Pearls are better in every form, but they are expensive and best to use Crystals in the first two generation of lightsabers. (*Even using crap crystals, you will get Max of 540 minimum. using good crystals 700+*).

--Lightsaber Decay-- Lightsaber decay is equal to any other weapon you have used with-in your main characters lifetime, its just that you do more damage in one day with your lightsaber then your main character would normally do in one week with any other weapon. Decay isn't broken on lightsabers as others have cried about, its just you do more then others so the decay seems to go faster.

--Repairing the Lightsaber-- Repairing the lightsaber should only be attempted when your lightsaber is down to 300/1000 condition. Repairing the lightsaber before this point will fail badly. I've talked to other Jedi and they agree at 300/1000 is the best time.

--Upgrading the Lightsaber-- Neverupgrade the lightsaber until you have failed on a repair. Crystals are Hard to come by and so are the pearls. When you fail on a lightsaber repair, the lightsaber will go to the stats of 1/1 Min/Max damage. Even thou the lightsaber was ruined by most people term, the lightsaber can still be used to upgrade to the next generration. If you are upgrading past the Third Generation lightsaber, My suggestion is to use a Pearl. Going 2/2 (*2 Crystals then 2 Pearls*) is a good practice and your final outcome will always be excellent. The fifth Generation lightsaber is the highest you can go, and should only be done as a last resort. Since there are no more upgrades after this unless you reach Jedi Apprentice (*9 million Jedi xp later*) ---Reason why to only upgrade when you absolutly need too---

--Slicing a Lightsaber-- At this current time, Lightsabers can be sliced. You will need to do Secret #1 with a Master Smuggler (*always best to use the best*) with a vendor. This is the only way the lightsaber can be sliced.

--The Monster Experiment--

     Now the experimenting begins. Have a pad of paper and pen with you while you hunt. You will want to write down the monsters name 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 pretty much knocks your damage to base stats and will do around the Max damage, but intimidation knocks the damage down by 1/2.

     Hunt on all the planets and find the best to hunt. The best that you want to hunt is what you can kill fast, with little or no special done on you and the best exp with a pet groupped. (* Will be around 350+ Jedi exp). I will not tell you what to hunt in this guide, it is for you to find out what is best for you. Plus most jedi, if not all, will not tell you what they hunt when you ask them. Its best to have your own hunting grounds away from others.

--Death of a Jedi--

     If you die, dont worry about it. You are given 3 deaths and then you start over in skill. When you die your second time, you will want to do the following to make sure you dont loose anything important.

     After the Second Death / Clone you will want to store all the stuff that is in your inventory at 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. The lightsaber has a special method which is mentioned below in the Secrets section. After you have stored all the stuff you dont wish to loose, go and die a third time purposely. Your character will clone, restart completly in skill and inventory, and you can go pick up your items from your main's house and restart knowing what to hunt safely. (*You will also be able to use the third generation lightsaber with no lightsaber skill*).

-----Secrets-----

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 *). This can also be used as mentioned above for getting your lightsaber sliced.

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.

---DISCLAIMER--- I dont fully believe any of these secrets are Exploits. If they are Exploits, I would like to be informed by a Dev or a Correspondant. Since at the time, we dont have a Correspondant, I would like that position also. So I can provide a better service to the Jedi community with my Guides and FAQ. Until we get a correspondant or DEV Response, I plan to keep updating this guide with the knowledge I know that will help the jedi's out in any way.

a Bloodfin Jedi

01-03-2004 10:16 AM  

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Re: Jedi Starter Guide - (*01/03/04*)
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Jman3ooo
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Jman3ooo
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Thats sounds really cool, but how do I make a jedi?  I don't get teh option at the character creation screen.

I am
or was
I don't remember.
01-03-2004 10:36 AM  

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Re: Jedi Starter Guide - (*01/03/04*)
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Jman3ooo
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Jman3ooo
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^ That was a joke. Nice guide.

I am
or was
I don't remember.
01-03-2004 10:37 AM  

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Re: Jedi Starter Guide - (*01/03/04*)
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SimianHunter
Jedi
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Registered: 07-09-2003



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I liked the guide better without the rainbow crap, but that's just me.


A good friend will drive 30 miles to jail to bail you out at 3:30 in the morning, a best friend will be sitting next to you in the cell saying "That was f*ckin' awesome!"

"Only two things are infinite, the universe and human stupidity, and I'm not sure about the former." --Albert Einstein
01-03-2004 10:38 AM  

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Re: Jedi Starter Guide - (*01/03/04*)
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SciCabbit
SWG Lieutenant
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Registered: 10-18-2003


SciCabbit

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the Rainbow crap was just an Experimentation on what it would look like.

Plus it Seperates the guide a bit.  if I ever revise the guid again, I'll only use it once hehe.

My Jedi FAQ revision is about to be done.  I'm just adding in more questions that i've read and came up with.

a Bloodfin Jedi

01-03-2004 10:49 AM  

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Re: Jedi Starter Guide - (*01/03/04*)
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Neutral
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Secrets

THAT's "rainbow crap"



*The Pistoleer FAQ 2.1*

Goethe Sanskra
New Acropolis, Naboo (VALCYN)
01-03-2004 11:46 AM  

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Re: Jedi Starter Guide - (*01/03/04*)
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NoSoup
Jedi
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NoSoup
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RoyGBiv... lol


<shards of alderaan>
nosoup - combat medic
nosoupii - light side jedi knight
nosoupiii - dancer
nosoupiv - commando
ouuuossohhhhhhhhhhhhhhhhhhhv
 - rebel pride -
01-03-2004 12:19 PM  

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Re: Jedi Starter Guide - (*01/03/04*)
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SciCabbit
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SciCabbit

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Bumping this up for others to read
01-04-2004 01:55 PM  

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Re: Jedi Starter Guide - (*01/03/04*)
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SciCabbit
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SciCabbit

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I"m bumping this up just for the new day.
01-05-2004 10:05 AM  

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Re: Jedi Starter Guide - (*01/03/04*)
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station1
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bump

Nice information.

I would suggest adding 'Vehicle' to the list of "Must Haves".

 

01-05-2004 12:44 PM  

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Re: Jedi Starter Guide - (*01/03/04*)
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SavantDude
Jedi
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As a point of note..

Leaving your pet on a roof so it doesn't get ejected from a building, KNOWING the TEF will boot you, but wanting to have the protection of a building, seems like KNOWINGLY SUBERTING the system. The whole point of TEFs tossing you out of buildings is to make sure you can NOT hide in them to avoid the environment (in this case, including players that might kill your pet). Leaving your pet on a different planet so it won't get hurt so you can get "FREE" xp? how is that NOT knowingly doing something shifty? I'd guess your getting extra XP with the pet out of range is a BUG, since people in your group don't get a part of the reward (credits) if they are out of range. Calling it a 'secret' doesn't mean it's not a cheat. But, to each their own..

Also, the /transferstructure command.. if you have NO lots (it's obvious that the devs don't want Jedi having houses OR harvesters OR factories), how is owning a house NOT a bug exploit? Let me ask this then, when you get wiped on your 3rd (or 4th or 5th, depending) death, does that house go away too? I'm guessing not since you don't have a lot for it to be on anyway..

Getting extra XP from using a force power on a lair.. That I'm not sure about, but it sure seems fishy to me that you would get MORE of a reward for using a force on an inanimate object than using it for valid fighting tactics. I could be wrong.. I would think you would get max XP from just chopping down the lair normally.. My TK gets 3 - 4k from lair destruction (only 300 - 400 combat xp, which is what are really talking about here), but has no way to get 'free combat xp', so how is it different for Jedi?

So, leaving a pet where it can sit with IMPUNITY, getting property despite NOT having lots, getting what looks to be FREE xp.. all smells fishy to me. Are they exploits? That's a call for the Devs to make. As a software engineer, I can pretty much promise that you are taking advantage of oversights and "overly tricky to code around" issues (leaving a pet on a roof so it can 'hide' from the rest of the world.. hard to code around I'd guess.. free xp for force powers on a lair, oversight I'd guess.. having a house? obviosly outside of the intent of Jedi).

Anyway, good luck with your Jedi

------------------------------------------------------------------------------------------------------------

I think I'll make a sig that says "If you use an exploit, I hope like hell you get banned cause you suck!"

"Why would my Jedi wear robes? Backpacks allow for storage and offer more protection" -- random quote from the boards..
01-05-2004 01:35 PM  

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Re: Jedi Starter Guide - (*01/03/04*)
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SavantDude
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SavantDude
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Oh.. and for the saber.. if you are NOT supposed to be able to trade it, don't you think it's a bit odd that you can leave it in vendor, even though you can't drop it anyplace else? It should be obvious that the devs do NOT intend for you to drop that saber, for ANY reason, even slicing.. yet, you get 'around' that by using a vendor (which are know to be buggy, hence the credit dupe bug they had)..

Your only notice that these (and other) actions are exploits might be the banning of your account for an undetermined amount of time.

If it looks too good to be true, it most likely is

------------------------------------------------------------------------------------------------------------

I think I'll make a sig that says "If you use an exploit, I hope like hell you get banned cause you suck!"

"Why would my Jedi wear robes? Backpacks allow for storage and offer more protection" -- random quote from the boards..
01-05-2004 01:39 PM  

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Re: Jedi Starter Guide - (*01/03/04*)
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SciCabbit
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SciCabbit

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SavantDude wrote:
As a point of note..

Also, the /transferstructure command.. if you have NO lots (it's obvious that the devs don't want Jedi having houses OR harvesters OR factories), how is owning a house NOT a bug exploit? Let me ask this then, when you get wiped on your 3rd (or 4th or 5th, depending) death, does that house go away too? I'm guessing not since you don't have a lot for it to be on anyway..



    Jedi are given 10 lots.    If we were not given lots, then the lots would say Zero.

     I also believe, since the time Frame, no one really knows much about jedi, why would we know about jedi Not needing possessions?   The Time frame alone states that the only ones who know about the Jedi Ways are beyond our knowledge and no way a New Initiate in the Jedi ways is going to be able to ask them.

     I myself would like Luke to at least say different things to those have have the force powers.

a Bloodfin Jedi

01-05-2004 10:18 PM  

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Re: Jedi Starter Guide - (*01/03/04*)
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SciCabbit
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SciCabbit

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SavantDude wrote:
Oh.. and for the saber.. if you are NOT supposed to be able to trade it, don't you think it's a bit odd that you can leave it in vendor, even though you can't drop it anyplace else? It should be obvious that the devs do NOT intend for you to drop that saber, for ANY reason, even slicing.. yet, you get 'around' that by using a vendor (which are know to be buggy, hence the credit dupe bug they had)..

Your only notice that these (and other) actions are exploits might be the banning of your account for an undetermined amount of time.

If it looks too good to be true, it most likely is

     The Devs made it so that we are not able to display out Lightsabers in the house.  If so, I would have 13 different Lightsabers on Display cause we get 13 different looks.

    I look at this guide being a few possiblities.  They being bugs where they will fix in a Hotfix/Publish in the future where they wont be able to be done again.  Or, these were intended by the Dev's and they are perfectly ok to do.  

    Like my disclaimer says, I dont believe these are Exploits, if they are, the dev's will read this board and find out about it.  Most Jedi use what is in this guide, Cause how else do you think I've learned of them?  I would rather be made a Correspondant  (*Hint Hint Dev's*) to the Jedi Forums, so I can provide a better help to all those Jedi.

   A Bloodfin Jedi

 

 

01-05-2004 10:26 PM  

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Re: Jedi Starter Guide - (*01/03/04*)
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MarcelasWallace
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MarcelasWallace
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Thank you for the guide.

But I have to agree I'm quite skeptical on the /transferstructure bit.

Nice Post!

01-06-2004 12:28 AM  

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