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Guide to Grind/Spin Groups

 
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exupery
Tyranny Commander


Joined: 27 Dec 2005
Posts: 618
Location: Boston

PostPosted: Mon Jul 03, 2006 1:01 am    Post subject: Guide to Grind/Spin Groups Reply with quote

The first thing I would like to clarify is how combat XP is calculated so everyone can best understand how to maximize earned XP. Combat XP is calculated based on two things

1. Your Combat Level
2. Difference between your CL and the creature's CL.

Number one everbody knows. A CL 50 killing another CL 50 gets more XP than a CL 10 killing another CL 10. As you gain in level, the potential amount of XP you get from each kill increases.

Notice that number 2 is the DIFFERENCE in CL, not the creature's CL. A common misconception is that the higher the level than your CL, the more XP earned. [Though this is true to an extent, especially with solo grinding]. From Green, Blue, White, Yellow, Red the XP increases with each color (as well as the levels within each color). For levels far below your level, that appear as Grey, you get negligable XP. For creature levels far above your CL, which appear as Purple, you are at your XP cap. Your XP cap is the maximum amount of XP you can earn from a kill. Therefore if you are CL 25 you will get the exact same XP from killing a CL 50 as you would killing a CL 90 (but obviously the 50 would be easier for you to kill).

You will notice the biggest changes in XP amounts at the levels just above and below your level (Blue, White, and Yellow mobs) and less dramatic increases/decreases at the Green and Red levels. So if you are a CL 60 and get 1000XP for a CL60, you might get 1200 for a CL62 kill, but for a CL70 kill you'll get 1300, and a CL72 1310 [These are all just made up numbers for demonstration purposes].

So it makes little sense for a CL 30 hunting CL 90 mobs if he would get the same XP from killing CL 50 mobs, and makes even more sense to hunt CL 40 creatures, which would give you far more XP than CL 30 mobs but only slightly less than CL 50 ones (but obviously you can take down the 40s faster than the 50s).

Now on to Group XP. When you join a group your CL still matters in determing how much XP you get for kills of each color, as well as your XP cap. This is why if two players of different levels are grouped, they will both get different XP for the same kill (i.e. a CL 20 and CL 40 are grouped and together kill a CL 60 Rebel Slimeball - the Cl 20 gets 250XP but the CL 40 gets 750XP).

Remember, XP is not based off of the creature's level, but rather the difference from your level. However, when you are grouped you no longer have "your" level (except for what was mentioned above) but you take on the "group's" level (which is the level of the highest group member). That is why if you are CL 30 and come across a CL 80 it will be Purple, but if you are grouped with a CL 82 it will be Blue.

This is the most important thing to keep in mind for group XP...the XP is still based off of the difference of YOUR level (which is now equal to the CL of the highest group member for XP calculating purposes). So if you are CL 50 and group with two people below your level and you kill CL 50 mobs (White) you will get the EXACT same XP as if you grouped with two CL 80s and killed CL 80 mobs (which will now also be White).

The more people in a group the less XP you get per kill. When grouped you receive a +25% XP bonus and then that new total XP is divided by the total number of group members. I will give some examples using arbitrary numbers so it makes more sense.

FredForty is a CL 40 and gets 2000XP for a Level 40 kill (solo/ungrouped).
EricEighty is a CL 80 and gets 5000XP for a Level 80 kill (solo/ungrouped).

FredForty and EricEighty decide to group and hunt level 80 mobs. FredForty base XP is 2000XP for a same level kill, however, since he is grouped with EricEighty a same level kill is now a level 80 mob. For each CL 80 kill FredForty will get 1250XP [(2000 + 25%)/2 = 1250] and EricEighty will get 3125XP [(5000 + 25%)/2 = 3125] - both are getting less than if they soloed mobs at their own level, but the idea is two players can make a kill faster than one player. If SteveSixty, who is CL 60, decides to join them, they will each get even less XP, but again, three people can kill a mob faster than two people. There does come a point where the increased firepower does not offset the increased loss of XP, this is why Grind Groups should be limited to three or four people and Spin Groups should limit themselves to five or six people.
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Last edited by exupery on Thu Jul 06, 2006 3:57 pm; edited 1 time in total
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exupery
Tyranny Commander


Joined: 27 Dec 2005
Posts: 618
Location: Boston

PostPosted: Mon Jul 03, 2006 1:04 am    Post subject: Reply with quote

Grind Groups

Grind groups are suitable for a very small group (2 or 3) or a medium sized group (4 - 6) with a large level disparity (the level range of the group, i.e. a group of four with levels 82, 64, 48, and a 23 have a large level disparity).

Before anything ALL members of the group should see an Entertainer (Mos Eisley Cantina is the best place to look) for an XP buff. The XP (aka General) buff will add 10% to ALL XP earned while the buff is active (max duration around 3.5 hours), this includes Quest, Combat, Ground, and Space XP as well as Imperial Faction Points.

The group members should meet near a mission terminal (often The Mining Outpost on Dantooine, but can be anywhere). It is important that no-one gets any missions until the Highest level player has joined the group. Mission terminals give missions based on the level of the group (see above) with missions ranging from -2 to +2 of the group. So if the highest member of the group is a 54, the terminal will give missions from 52 to 56, if a 80 joins the group the mission range will change to 78 - 82.

Once the highest member has joined the group everyone should get missions in the same general direction ("Northish" is most common, but any direction is fine, so long as everyone agrees and gets mission in that direction) and of a mob that does not aggro or deathblow (such as bols). Once everyone in the group has two missions, all members should head to the nearest mission.

At the mission lair, group members should stand approx 30m from lair (uphill if possible) and stay within 10m of each other. The group leader will designate someone to pull (often someone will volunteer upon arriving at the first lair). The "puller" is the person responsible for the tempo and good pulling comes only with experience. The puller is often the highest level of the group (as he will be taking the most aggro) and must be a ranged prof, Smuggler and BH work as the best pullers with their multiple snares.

The puller should be the only person to "attack first" any mob. All other members should wait and attack the mob the puller shot at. All members should spam specials (do not use AoE specials however) as default damage does very little. Now for the difficult part of the puller....(any idiot can shoot a bol, but it takes a certain finesse to get a really nice tempo going in a grind group)....the puller will have to judge (based on the level and number of the other players) how long it will take them to finish the mob so he can have the next one already pulled by the time they finish. Here's an example (assuming a four person group):

PeterPuller pulls the bol to the group and the other three start attacking. The four of them attack the bol down to about 20% health and PeterPuller stops attacking that bol and targets the next bol. PeterPuller starts attacking/pulling the next bol and it arrives at the group's area just as the other three finish off the last bol, allowing them to begin attacking the new bol. PeterPuller will attack with the group until this bol is down to 20% health and begin to pull the next bol, this process repeats until all bols outside of the lair are killed. [If you have a good puller the group will constantly be engaged in combat so it is important to keep an eye on your health (especially the puller) and fire heals as needed].

When the area surrounding the lair is free of mobs, every group member should hit the liar once (there was a bug where you would not get the mission credits if you did not attack the lair at least once) and then ONLY ranged profs should hit lair (it is dificult for melee to see when the lair spawns a new bol). When hitting the lair, fire slowly, do not use specials, and stop firing as soon as a spawn pops (having your overhead map on should help at this point). Continue until the lair is finished (each lair should have around 30 mobs) and move on to the next lair.
grouping.
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exupery
Tyranny Commander


Joined: 27 Dec 2005
Posts: 618
Location: Boston

PostPosted: Thu Jul 06, 2006 4:19 pm    Post subject: Reply with quote

Spin Groups

Disclaimer: Before any elders flame me I wrote this guide for the NGE audience to aid them in leveling. It is not a history lesson in how spin groups once were, but rather an adaption of the spinning technique for present time.

Spin groups are suitable for a medium sized group (4 - 6) with a small level disparity (i.e. a group of four with levels 65, 64, 58, and a 56 have a small level disparity). A group of four 30's can spin just as well as a group of four 80's - the key thing in a spin group is the two highest players should be fairly close to each other (with 5) and both have multiple AoE attacks - the other members of the group should be within 15 or 20 of the highest player (AoE for these players are ideal, but not required).

Get buffed, grouped, and gather missions in the same manner described above with one important exception, you will now be looking for mobs that aggro (picket's work great).

At the mission lair, group members should stand right at the lair (within 5m) and stay as close together as possible. When the group leader gives the okay to attack ALL players will unleash Hell on the lair and all mobs on the area.

Players should spam AoE specials, players waiting for AoE cooldowns or action regen should hold down default attack and move their cursor over each of the mobs in the area (you do not want to focus on just one mob as you only get XP if you attack the mobs and the other mobs will be dropping quick with everyone else spamming AoE - so just hold down attack and slowly move the cursor from one mob to the next, zooming your camera all the way back will make it easier).

This technique will only yield about 15 - 20 mobs per lair but you will go through the lairs about 5X as quick, so the increased speed more than makes up for the lower amount of mobs at each lair.

**Edit - with the Changes of Pub 31 - spin groups can now benefit both high, mid, and low levels. By taking Imperial missions (i.e. from the Imperial mission terminals in our city) instead of bol-type missions all members will gain GCW points and those under 90 will gain XP. [Make sure all members are combatant (use /pvp) before getting missions - and wait until ALL group members are present before getting missions as it will inrease the number of rebel spawns at each lair].
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Last edited by exupery on Mon Oct 30, 2006 1:25 pm; edited 1 time in total
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Xnyj



Joined: 30 Dec 2005
Posts: 248
Location: Toronto, Ontario

PostPosted: Thu Jul 06, 2006 9:35 pm    Post subject: Reply with quote

Peterpuller....rofls.

Great guide boss!
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exupery
Tyranny Commander


Joined: 27 Dec 2005
Posts: 618
Location: Boston

PostPosted: Sun Jul 09, 2006 10:12 am    Post subject: Reply with quote

Found a GUIDE for the Quest XP caps for each level, as well as how much XP is needed to level.
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