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Re: Jedi Starters Guide Ver 3.0
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Phlebus
SWG Chief Petty Officer
Posts: 234
Registered: 07-13-2003



Reply 31 of 49

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As far as the Secrets are concerned, #1 has to be an exploit. You are circumventing the attempt by the Developers to stop you from placing a structure. The transferstructure command is there to help aid play, but when used in this context is clearly exploiting. As far as #2 is concerned, I don't care whether it is or it isn't. However, there is a way to do it at Initiate 0000. Simply craft a training lightsaber and repair until failure. At this point it cannot do any damage. Then use specials during a duel with the opposing character in the prone position. No one gets hurt and you get the 3600 xp per hour. I think Secret #3 is working as intended.
03-11-2004 01:42 AM  

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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

Reply 32 of 49

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Phlebus wrote:
As far as the Secrets are concerned, #1 has to be an exploit. You are circumventing the attempt by the Developers to stop you from placing a structure. The transferstructure command is there to help aid play, but when used in this context is clearly exploiting. As far as #2 is concerned, I don't care whether it is or it isn't. However, there is a way to do it at Initiate 0000. Simply craft a training lightsaber and repair until failure. At this point it cannot do any damage. Then use specials during a duel with the opposing character in the prone position. No one gets hurt and you get the 3600 xp per hour. I think Secret #3 is working as intended.



   #1 is basically there but a lot of jedi use this.  No one can stop a person from /transferstructure if they dont want to, only thing you can do is /transferstructure it back.    It probably is an exploit, but such a minor one that it is probably on the bottom of the Fix list that its not a major Concern.

   #2 states that you need Healing II (*4/2/0/0*) or Force Manipulation II (*4/0/0/2*) to macro the skill.  Most people go for the healing II (*Action healing*) cause its an easy thing to setup and macro.   Force Manip II is Force Knockdown and you need another account to knockdown constantly.  plus, Knockdown will make your character appear on the Terminals.  Heal wont, unless you are doing it in front of another person.

   #3 is placed for Convience for those who dont know how to do it.  You wouldn't believe how many times I have re-explained that information to people once they get 4/1/2/4 in Jedi Skill.  I know its not an Exploit cause it works the same as Grenades on non-mission lairs or monsters.

     I'm Glad most people like the Guide.  Please forgive the way the guide is right now, I'm Still working on a Re-Write as soon as Corellian Corevette Dungeon comes out. Althought my Dreams are being shattered since they are not placing a 1 hour time limit on the Dungeon.  *sniff*

    Casper.

03-11-2004 01:55 AM  

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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

Reply 33 of 49

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     I'm Glad most people like the Guide.  Please forgive the way the guide is right now, I'm Still working on a Re-Write as soon as Corellian Corevette Dungeon comes out. Althought my Dreams are being shattered since they are not placing a 1 hour time limit on the Dungeon.  *sniff*


 

I mean, they are NOW placing a 1 hour Limite on the Dungeon.  Grrr.

Casper

03-11-2004 01:58 AM  

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Re: Jedi Starters Guide Ver 3.0
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TheWeaponsmith
Jedi
Posts: 849
Registered: 08-07-2003


TheWeaponsmith

Reply 34 of 49

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Just a note a scout blaster does req a cert, but a republic blaster does not, its an error in your post.

Roland Deschain
~ Master Smuggler - First Slicer on FarStar~
Black Diamond Inc. - Spice Vendor at -27 -5500 Coronet, Corellia and at 4767 -4080 Moenia, Naboo

"Out of order? F**k! Even in the future, nothing works!." - Dark Helmet - Spaceballs
03-11-2004 02:12 AM  

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Re: Jedi Starters Guide Ver 3.0
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DarkWraith65
Jedi
Posts: 2264
Registered: 06-26-2003


DarkWraith65

Reply 35 of 49

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Republic blaster will soon require a a cert from one of the pistoleer trees.

Chiirynotarr--Jedi--Chilistra
Holocron professions All Done......
03-11-2004 04:47 AM  

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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

Reply 36 of 49

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TheWeaponsmith wrote:
Just a note a scout blaster does req a cert, but a republic blaster does not, its an error in your post.



    When you use a Range weapon on a non-mission lair, you want to make sure it is a weapon you do not have a certification on.    I'll try to explain.

     Being a Jedi is to earn Jedi Exp.  (*PLease dont kill me for that statement, but right now, a jedi only concern is mostly jedi exp.*)  Jedi Exp is the combat exp equivalent, which means, the more damage you do on a lair with a weapon that isn't a lightsaber, the more exp you take away from your growth.

     NOT being certified in a weapon means you will always do Minimum damage and sometimes less then that.  So, with secret #3, you would shoot the Lair once with a non-certified weapon and you would do 10 - 20 points of damage.  This 1 shot will start the monsters to come out of the lair.  During this time, the lair will drop 10-15% of its health and hold off.  Then you switch to a lightsaber and drop the lair to 50% of its Total Health and the monsters second wave will come out. 

    Now, after all the monsters have come out of the lair, You use your non-certified weapon and shoot the lair once more.  If you see the range weapon do tripple damage then of your first shot, then the lair is ready for the Force Throw.  (*15 - 20 points tripped will show 45 - 60 points of damage*)  Force throw can do like up to 2k - 3.5k of damage normally, but if the damage is trippled, you will do from 10k - 12k of damage.

    Since Jedi exp is like combat exp, you gain jedi exp for the ammount of damage you do.  Since Force throw is like a Grenade on a lair, you will then get 2 sets of Jedi exp. 1 from the Lightsaber you used to knock the lairs health down and 2 from the force throw.

    If you used a Certified weapon, you would gain (*Until capped*) the Range Weapon exp, which would take away from your jedi exp.

    Thanks again for reading this.

    Casper

03-11-2004 06:49 AM  

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Re: Jedi Starters Guide Ver 3.0
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Alavia
SWG Petty Officer
Posts: 9
Registered: 03-04-2004


Alavia

Reply 37 of 49

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How utterly annoying if true.



DarkWraith65 wrote:
Republic blaster will soon require a a cert from one of the pistoleer trees.






Alavia
03-11-2004 12:37 PM  

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Re: Jedi Starters Guide Ver 3.0
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Alavia
SWG Petty Officer
Posts: 9
Registered: 03-04-2004


Alavia

Reply 38 of 49

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SciCabbit wrote:
   When I edited and reposted the guide, I knew I missed some parts, but was still good enough.
 
   I Suggest to all New Jedi that they should never get more then 3 deaths, Never.    this will save any heartache.
 
   When I mean 3 Deaths is simple...   When you use /deathcount, it tells you how many deaths you have, as long as it never says 4 or Higher, then you are fine.



Not sure who to root for? In a way? heh this is complicated stuff and rather risky .. add to all the Civil War? Wow. How is a player to keep up and STAY ALIVE? Hmm  No offenses intended just musing over all this.  

Alavia
03-11-2004 12:41 PM  

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Re: Jedi Starters Guide Ver 3.0
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Alavia
SWG Petty Officer
Posts: 9
Registered: 03-04-2004


Alavia

Reply 39 of 49

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We all love you SciCabbit!  This guide is great for jedi or not  I think!  Thank you!  Thank you! (applause here)



SciCabbit wrote:


Phlebus wrote:
As far as the Secrets are concerned, #1 has to be an exploit. You are circumventing the attempt by the Developers to stop you from placing a structure. The transferstructure command is there to help aid play, but when used in this context is clearly exploiting. As far as #2 is concerned, I don't care whether it is or it isn't. However, there is a way to do it at Initiate 0000. Simply craft a training lightsaber and repair until failure. At this point it cannot do any damage. Then use specials during a duel with the opposing character in the prone position. No one gets hurt and you get the 3600 xp per hour. I think Secret #3 is working as intended.



   #1 is basically there but a lot of jedi use this.  No one can stop a person from /transferstructure if they dont want to, only thing you can do is /transferstructure it back.    It probably is an exploit, but such a minor one that it is probably on the bottom of the Fix list that its not a major Concern.

   #2 states that you need Healing II (*4/2/0/0*) or Force Manipulation II (*4/0/0/2*) to macro the skill.  Most people go for the healing II (*Action healing*) cause its an easy thing to setup and macro.   Force Manip II is Force Knockdown and you need another account to knockdown constantly.  plus, Knockdown will make your character appear on the Terminals.  Heal wont, unless you are doing it in front of another person.

   #3 is placed for Convience for those who dont know how to do it.  You wouldn't believe how many times I have re-explained that information to people once they get 4/1/2/4 in Jedi Skill.  I know its not an Exploit cause it works the same as Grenades on non-mission lairs or monsters.

     I'm Glad most people like the Guide.  Please forgive the way the guide is right now, I'm Still working on a Re-Write as soon as Corellian Corevette Dungeon comes out. Althought my Dreams are being shattered since they are not placing a 1 hour time limit on the Dungeon.  *sniff*

    Casper.




Alavia
03-11-2004 12:46 PM  

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Re: Jedi Starters Guide Ver 3.0
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Dandain
Jedi
Posts: 518
Registered: 08-11-2003


Dandain

Reply 40 of 49

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Moved Nym Slugthrower certification to Novice Carbineer.
 
Moved Republic Blaster certification to Novice Pistoleer.
 
They are moving both non-cert weapons on us in the next publish =/
 
 

Dandain
(Master Doctor/Master Musician)
Visit Falcon's Ridge Mall for all your weapon and resource needs
375 -5360 just south of Coronet on Corellia.
Nachew (Master ????????)
Jedi Slot unlocked 2-7-04
03-11-2004 01:13 PM  

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Re: Jedi Starters Guide Ver 3.0
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Alavia
SWG Petty Officer
Posts: 9
Registered: 03-04-2004


Alavia

Reply 41 of 49

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Dandain wrote:
Moved Nym Slugthrower certification to Novice Carbineer.
 
Moved Republic Blaster certification to Novice Pistoleer.
 
They are moving both non-cert weapons on us in the next publish =/
 
 



Dandain: All I can say is: arghh and gratz on unlock! I am still working on mine. More arghh. Ty.
 
Alavia

Alavia
03-11-2004 01:19 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

Reply 42 of 49

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The Best way to Avoid any Unwanted deaths is to hunt monsters you know you can handle.   If you start out as a Jedi, the Best thing is to go to an Advance planet and go way out (*2km+ from an Outpost*) and try each of the Lairs you come across.  If you die from a Monster, then its best not to go back to that monster.  Advanced Planets are like the planets without Player Cities on it.

Never store your Vehical.  Helpful advice there hehe.  Sometimes Monsters will gain up on you 5 max at a time, and if you start getting hit hard and start loosing health, Jump on your bike and ride away.

I am more then sure that when Publish #7 comes out, Avoid getting on the Bounty Hunter Terminals so you dont worry about being hunted while you are out hunting.

When they Announce Publish #7's Date, I will try to have a New Starters Guide Ready on the Day of the Publish for all Jedi.  It will cover how to avoid staying off the Terminals also. 

Casper

03-12-2004 05:50 AM  

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Re: Jedi Starters Guide Ver 3.0
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mstr_blstr
SWG Ensign
Posts: 98
Registered: 07-14-2003


mstr_blstr

Reply 43 of 49

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nice guide
03-12-2004 09:07 AM  

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Re: Jedi Starters Guide Ver 3.0
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Abominable-TCO
Wing Commander
Posts: 871
Registered: 07-29-2003


Abominable-TCO
PA: The Celestial Order
Server: Valcyn

Reply 44 of 49

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SciCabbit wrote:


I'm Glad most people like the Guide. Please forgive the way the guide is right now, I'm Still working on a Re-Write as soon as Corellian Corevette Dungeon comes out. Althought my Dreams are being shattered since they are not placing a 1 hour time limit on the Dungeon. *sniff*


I mean, they are NOW placing a 1 hour Limite on the Dungeon. Grrr.

Casper






Hehe you are a veteran you should be able to edit your posts now its listed under the options in the top right of your post etc

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03-13-2004 04:58 AM  

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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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Abominable-TCO wrote:


Hehe you are a veteran you should be able to edit your posts now its listed under the options in the top right of your post etc

 

   Then I had just gotten the ability.  its been driving me nutz on trying to find how to do it and all.  Thanks for pointing that out.

Casper

03-13-2004 05:29 AM  

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