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Jedi Starters Guide Ver 3.0   [ Edited ]
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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 they do but I dont want to get into that discussion just yet.

A bit of helpful suggestion before I start this. When you create your character, hidding your identity of being a jedi is important.  First type /anon after you are on a planet and have created your character.  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 basically a challenge to not using force powers near others.

--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 Droid (*This will be explained later*)
2. a Full set of Composite Armor or a High Kinetic Ubese Suit of Armor.
3. Chef Products, there are many but mainly the V Brandy.
4. a Master Doctor Friend to give stat Buffs -- 2k+ Buffs are great, try to get the buffs near 2400+.

--It begins--

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

First: Grouping your pet or droid when you hunt gives the 25% exp bonus.  If you use a Pet/Droid, make sure you are out in the wilderness (*Preferred away from the area you hunt*) and group it.  Your pet/droid will get a TEF when grouped with you, which means he is attackable.   Questions -- WHY not let me pet/droid 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 and get incapacitated. 

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 on the same planet as your jedi trainer will be easier to train in your lightsaber. (*Use /findmytrainer command to create a waypoint to your trainer*) There is no cost in training for a jedi skill and no hassle.   If you have another Jedi as a friend, he can also teach you.

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 Crystals or Kyrat Dragon Pearls.  I would normally have stats for the crystals and pearls but the stats now range more then use too.  I've seen a Crystal with a speed of -2.87 which is making crystals and pearls have Very Rare spawns like Krayt Tissue.

--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 200/1000 condition or lower. Repairing the lightsaber before this point will only reduce the repair by 20%.  Since Publish #7, Lightsabers can no longer Critical Fail, but they have made it where you will always loose a % of Condition no matter how good or bad you repair it.

--Upgrading the Lightsaber-- Neverupgrade the lightsaber until you have a low condition on the saber.  Crystals are Hard to come by and so are the pearls.  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*)  Making a New Lightsaber when you reach Padawan Box is best.  Get Crystal's or Pearls with Negative Force Cost.  -7 or lower is your best choice. (*Saber Fury is an area attack and you want a saber with low force cost so you can use the attack more*)

--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 attacks you and does like 4 different stat effects on you, that is a bad thing.

Hunt on all the planets and find the best to hunt that is easy to find, plus being out of the way of normal hunting parties. The best thing to hunt is what you can kill the fastest, with little or no stat effects done to you and the best exp with a pet groupped. (* Will be around 365+ to Cap in Jedi exp) That is like a CL25+ Monster.   I will not tell you what to hunt in this guide, it is for you to find out what is best for you. Besides, if you were able to kill it easy enough on your main character, why not do it with your jedi. 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.
 
----Bounty Hunters and You----
 
Currently, people have wondered how do jedi get on the Bounty Hunter terminals.  Well, from basic experience in having 2 accounts, 1 Jedi, 1 Bounty Hunter, I've come to the conclusion on how the Jedi gets on the Terminal. 
 
Basically its this.  Using force powers in front of Non-grouped players will get you on the termials.  Please check out my Jedi Visibility guide on this forum.
 
-----Secrets-----

Secret #1 -- 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 #2 -- Grinding Jedi Exp in the safty of your Large House or Guild PA Hall if you have 4/0/0/2.  Force Knockdown.  I've learned that people now use force knockdown on ProBots for jedi exp.   But be aware, With publish #7, Bounty Hunters can now track the Jedi if he appears on the terminals.   In the Beginning of your skill, you will only get around 3600 Jedi exp an Hour. (*5 Force points Regen'ed in 5 seconds*).
 
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 400 Jedi exp or so is the Exp cap. Your exp cap is low at first, but as you get higher in skill boxes, your cap goes up, eventually to around 500 per.   (*I would say Lightsaber experience, but once you max it at 200k, you no longer see it and totally forget about it.  You will start thinking jedi exp only*)

---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.
 
Casper

Message Edited by SciCabbit on 03-22-2004 12:41 PM

Message Edited by SciCabbit on 04-07-2004 12:39 PM

02-12-2004 09:11 PM  

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Re: Jedi Starters Guide Ver 3.0
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SciCabbit
SWG Lieutenant
Posts: 378
Registered: 10-18-2003


SciCabbit

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For those who have unlocked, its a Decent Guide if you haven't read it.
 
02-15-2004 08:44 AM  

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SciCabbit
SWG Lieutenant
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Registered: 10-18-2003


SciCabbit

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I"m bumping this guide again, just for those who have problems finding it.

Casper

02-24-2004 04:29 PM  

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RaptorThirteen
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Registered: 11-10-2003



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good guide for jedi.
 
more ppl should try to help like this.

The bounty hunters are comming. Say hi with a lightsaber.

Jedi Initiate 4121 Kauri
Unguilded now and forever.
02-24-2004 04:47 PM  

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zeroday
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zeroday

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SciCabbit wrote:
Crystal stat ranges from -30/-30 to +149/149 Min/max and +0.50 to -0.50 speed.
 
I have a crystal with -39 damage, and I've seen crystals with -8 speed.
 
Gaidoku
02-24-2004 04:57 PM  

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Prolix
Jedi
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Registered: 06-26-2003


Prolix

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True, I have a -33 crystal for sure... they can be pretty bad =)

Another errata is that I believe pearls are PLUS dmg, as in +100 to +200 (I am sure the top end is +200 because I have seen +184's and +196's on my server); obviously they are + dmg, or else they would be inferior to crystals.

But these are slight problems, overall this is a really nice guide and I thank you for it once again.


"When I need to find something out, I just go and find people who know more than me, and I ask them. Sometimes, I ask pretty hard."

Marv, Sin City

02-24-2004 06:01 PM  

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SciCabbit
SWG Lieutenant
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Registered: 10-18-2003


SciCabbit

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Yeah, sorry.  The Pearls are Suppose to be +'s.  but that is understandable.
 
I've Never seen a Perfect +200 pearl, that is why I put 199, cause I've seen 199's before.  but never a 200.
 
casper
02-26-2004 05:09 AM  

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Borion_Sunrunner
Jedi
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Borion_Sunrunner
PA: Indiscriminate Carnage - just a nOOb jedi
Server: Sunrunner

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On the repair front, my server's best weaponsmiths have counseled me that its best to repair right at or slightly above 50% condition instead of waiting for 30%. You supposedly have less chance to critical fail which is really what we're most concerned with here. My own personal results so far echo that sentiment, having a "bad" repair on my first attempt around 30% but "sucessful" repairs on the five repairs thereafter repairing at or above 50%.

Borion
Master Merchant, Master Doctor, 3/3/3/3 Imperial Navy Flyboy, Storm Squadron
Moravec Orphu <nOOb>
Dark Jedi Knight, Master Force Wielder, Combat Upgrade Sandboxer
visit Borion's Emporium SE of Coronet on Corellia at (500, -5400)
02-26-2004 08:13 AM  

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SavantDude
Jedi
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SavantDude
PA: Temple of LIGHT
Server: Sunrunner

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I said it on your last posting of this guide too. Some of these are clearly exploits, and you have to be pretty stupid not to see it. The TEF system and being ejected from houses was INTENTIONALLY put in place, yet you are going to use the house for protection while TEFed (directly against what was inteneded, no question) by hiding on a balcony or PA roof? becuase the "house code" isn't smart enough to cover that small section? To say that it was "meant like that" is the same as saying it was meant that you could put your "no drop" saber in a vendor to be sliced.. Turns out THAT IDEA got people banned.. did any Devs come and post to your last guide that slicing sabers was an obvious exploit? I doubt it, they just banned people caught doing it (and rightly so). Oh.. I notice THAT suggestion is not on your guide.. AND, it's NOT just lined out like the permadeath statement.. HMM.. I guess you got the hint there, and are HIDING the FACT that you toute EXPLOITS as valid..

The 4,000 xp from using force throw is NOT inteded either, you -have- to see that. There is NOTHING in the game that gives ANY other class 4,000 COMBAT xp, which is what this essentially is. Suggesting people do that may well get them warned (and if they are stupid enough to argue with the CSR, banned).

Hiding pets to get around TEFs? Force Throw (blast won't work??) to get 4k JEDI xp on a lair? Slicing Sabers?

I hope you get sooo busted. The game doesn't need people like you. The Devs look into the database and see dozens of Jedi at 4/4/4/4 Guardian and figure they need to adjust the system (making it -harder- on the rest of us) simply because people like you cheat and use exploits then say "what? I didn't know free xp was an exploit"..

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

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..
02-26-2004 08:44 AM  

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Thorim
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I vote to make this sticky.
02-26-2004 09:15 AM  

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Grimhand
Jedi
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Registered: 09-11-2003


Grimhand
PA: mVa
Server: Valcyn

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At the end of the guide, it states "but if these are exploits, I would live a Dev or CSR to state so"

I agree that some of these "secrets" seem to be exploits.  When a Jedi gets a game message that they cannot have a home, but then you use /transferstructure to get one, that sounds bad to me.  In fact, it sounds a lot like the situation where you get a game message saying you cannot trade/transfer a light saber, but some people did anyway to get them sliced and they got banned.

The balcony/roof "tactics" are a bit of a puzzle.  There are posts that describe how a Combat Medic can kill a Jedi on a balcony/roof.  I believe there's also an approach with a large pet which, ironically, exploits a large creature's ability to pass through, or "clip", a building.  So, since the roof "tactic" can be overcome, does that mean it is no longer an exploit?  If Combat Medics and Large Pets could not attack, would it then be an exploit?  Also consider that once the TEF is enabled on a roof/balcony, the Jedi cannot re-enter the house to escape the attack.  Does this make it less of an exploit?

Another question is the action itself.  To me, take radioactive samples from the ground (& then healing for Jedi XP) from a third-floor roof is clearly not logical.  On the other hand, is healing disease (& healing for Jedi XP) over a couple hours seems perfectly reasonable.  A young Jedi cannot heal disease and if there's no one available, why not practice Jedi healing while enjoying the view?

I wish our correspondent would engage the Devs/Producers/CSRs on these questions.  Allowing a guide to be sticky posted with questionable tactics seems to imply approval, but frankly there are things in this quide I would not to do and risk my Jedi slot.  If there's a good sticky to post, it would be list of current "tactics" or "secrets" that might get you banned.

Thanks for reading...

Izu - Master Scounter

02-26-2004 09:26 AM  

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Lucidiquew01
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Lucidiquew01
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never fails... someone tries to help us and another just slams him.... just what the world needs, more idiots!

 

nice job on the guide!

 

 

Luci

Chicago Clubgirl
A.K.A Dr. Chicago
" Through Power Comes Deadly Intentions "
Shinny Disco Balls
02-26-2004 12:06 PM  

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Formica
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Lucidiquew01 wrote:

never fails... someone tries to help us and another just slams him.... just what the world needs, more idiots!




With respect, I don't necessarily think it's slamming. He DID ask to be corrected if what he was posting fit the definition of exploit, and moreover it's been noted a couple of times that some of the early jedi got warnings from CSRs regarding the Force Throw Lair Trick.

It's a great guide, and newbie Jedi would really do well to read it! But they'd also do well to be careful which game mechanics they exploit in the process of levelling - lord knows I wouldn't want to lose my slot (if I had one) because I exploited a bug. It's been demonstrated that "I didn't know it was an exploit" isn't a sufficient excuse as far as Sony is concerned - so I think caution is definitely warranted.

- Formica
Kallisti Goldenapple - Gorath
Waiting for JTL
02-26-2004 01:03 PM  

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Adviceguyy
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Adviceguyy
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tag so I can look this up later

"I've always hoped that when I die it was for something, not of something"
02-26-2004 01:36 PM  

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SciCabbit
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SciCabbit

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The 4,000 xp from using force throw is NOT inteded either, you -have- to see that. There is NOTHING in the game that gives ANY other class 4,000 COMBAT xp, which is what this essentially is. Suggesting people do that may well get them warned (and if they are stupid enough to argue with the CSR, banned).



     I hate to bust your bubble, but there is 1 profession that can get 4000 Combat Exp when attacking a lair.  Commando using Grenades.  Grenades have no Weapon Class to gain Exp in, it has only to give Combat exp.  to go up the Grenade section of commando, you need combat exp and you gain New Grenades to use on each box.  
 
    Even as a Non commando, using Light Fragmentation Grenades on lairs give you extra Combat exp.  So, If the DEV's never wanted that to happen, then I would think they would of made a Grenade Exp skill.  People think its an Exploit, but it can't be if that is the only exp grenades give.
 
    Casper.
02-27-2004 07:04 AM  

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