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Combatant Grinding Guides

Bounty Hunter Grinding Guide

Basics:

 The “marks” for Bounty Hunter missions can be pretty tough (10K+ HAM), so unless you have other high level combat skills, it’s recommended that you complete some of the BH weapon lines before tackling Investigation. However, you will get a lot of weapon XP while doing the Investigation line so you may not want to max all the lines first so you don’t “throw away” the XP.
 Most “marks” are vulnerable to Electricity, so it’s a good idea to get at least LLC 1, but LLC 3 or even 4 will be very beneficial. However, Fire Knockdown from Carbine 3 is almost a must. When it hits, the target will get knocked down and possibly dizzied, keeping them from ever getting up again. Bleeding Shot from Pistol 1 is handy if you prefer the “bleed and run” strategy. So, the best progression would be to get 0/3/1/3 before starting the Investigation line.
 Investigation:
 Gained by successfully completing a Bounty Hunter mission. Based on 2% of the mission pay out.
 Player Jedi Bounty missions will grant 1500 BH XP, but are only available to those with Investigation 3+.
 Can earn 1000 XP for successfully jamming a GCW base's Uplink Terminal. Investigation 2+ is required.
 To complete a Bounty Hunter mission you simply have to track down the target (the “mark”) and kill them.
 For Investigation 0 (Difficulty 1) you just have to get a mission from a BH Terminal and talk to the corresponding Spec-Ops Agent. This will get you an exact waypoint to the target. The best place to do this level is in Tyrena on Corellia. There is a BH Terminal and a level 1 Spec-Ops Agent right near the Bank/Bazaar area. Simply keep grabbing missions and getting waypoints until you get one within 2000 meters.
 For Investigation 1+ (Difficulty 2 and 3) you have to get a mission like normal, except now you only get a Bio Signature of the mark from the corresponding Spec-Ops Agent. Now you need to purchase Seeker Droids and Probe Droids from a Droid Engineer to be able to track your targets. Once you have the Bio Sig and a Probe Droid head outside the city limits and use a Probe Droid. After a few seconds, it will land somewhere near you. Go up to the droid and use its radial menu to give it the Bio Sig. It will take off to identify which planet the mark is on. Now head to the closest Starport and wait at the Ticket Terminal for it to report the planet (takes a few minutes). As soon as it reports back buy a ticket to the planet (or the intermediate planet to get there) and head there immediately (the mark will leave the planet if you wait too long). Once you arrive on the planet launch a Seeker Droid. While you’re waiting open up the planetary map and make note of the mark’s current location (this is from the Probe Droid and is no longer correct, but it is important). After a few minutes the droid will report back the approximate current location of the mark. Now line up the mark’s previous location with their current location and you should be able to determine which city’s Starport/Shuttle Port they are headed for. The mark will continue along this path, so either chase them down or shuttle to the city and head them off. You should launch Seeker Droids occasionally to update the mark’s current location. Good luck, these missions can take from 10-120 minutes to complete, depending on your luck and skills. The best location to get Difficulty 2/3 missions is Kaadara on Naboo. It has a Starport and there are Spec-Ops Agents for both level 2 (near the Bank/Bazaar area) and level 3 (on the side of the Starport).
 Since the difficulty 1 BH missions are so much easier, a good tip in the beginning is to not learn Investigation 1 until you have earned 10,000 BH XP doing these missions. That way you can learn Investigation 1 and 2 at the same time and bypass Investigation 1 completely, saving a lot of time.
 The benefits of doing difficulty 2 & 3 missions from Kaadara are that it has a Starport, it has both a level 2 & 3 Spec-Ops Agent, it’s rather small city so the limits are only a couple of hundred meters out (for calling Probe Droids), you can directly travel to 6 planets (Naboo, Rori, Corellia, Tatooine, Lok, and Endor), and all the rest are only one shuttle away by going to Corellia (go to Tyrena on Corellia for the best shuttle synch and to avoid lag).
 There are several bugs and issues that unfortunately happen occasionally while doing investigation missions, such as:
 The mark is unattackable (white dot on radar). No resolution, sorry.
 There are 2 identical marks. Happens sometimes, be aware that both can attack you and be attacked. You only need to kill one to complete the mission.
 The mark is stuck in an object (such as a tree or building) and is unattackable. Use a pet to draw him out. This is done by giving the pet the “Follow Other” command, and then the “Attack” command when it’s on top of the mark. The commands may need to be repeated several times to successfully get the mark to start attacking your pet. Once he does call you pet back with the “Follow” command and the mark will follow him out, ready for you to finish your job!
 What the... the mission just failed for no reason while I was running down my mark? Ah, you’ve come across the “drowning mark” bug, hehe. When you’re running down a mark he will spawn physically into the game world when you get within 250 meters of his location. If he happens to spawn into a large body of water he’ll “drown” and the mission will be aborted. To avoid this, look at the Planetary Map and predict the mark’s path, if it crosses a large body water around the time that you’ll be approaching him back off a bit a wait for him to cross the water (use Seekers). Just make sure you’re at least 300 meters away from the shore so he won’t accidentally spawn.
 The mark isn’t heading toward a town, or, the mark isn’t following a straight path. This is an issue with Endor and Lok, most of the time they will not head to a town and sometimes they’ll even just walk sporadic paths. Take these missions at your own risk (for sanity), usually it’s more efficient to just delete them and get another mission.
 The mark made it to the city and now the Seeker just gives a waypoint outside the city. As long as the Seeker doesn’t report that the mark has left the planet they’re still there, somewhere in that city. You just have to comb the city to find him. Usually their name is yellow and they don’t have a title. Just pray that they didn’t turn unattackable on you...
 Okay, so the Seeker reports that the mark is no longer on this planet, should I launch another Probe Droid? Well, yes and no. You can launch another droid and track him down again, however, when you get to his location he’ll likely not be there. This is also known as the invisible mark bug and seems to happen any time that they make it to another planet. Do yourself a favor and delete the mission.
 Bounty Carbine Specialization:
 Gained by killing MOBs with a Carbine ranged weapon.
 Use a Laser Carbine for the best results.
 Use just regular shots or Leg Shot 2 (hit Action bar), Action Shot 1 (bleed Action bar), Underhand Shot (knockdown), and Fire Knockdown (knockdown + dizzy).
 Bounty Pistol Specialization:
 Gained by killing MOBs with a Pistol ranged weapon.
 Use a Scatter Pistol primarily to level, but keep a FWG5 around for when something has high Acid resists.
 Use just regular shots or Body Shot 2 (hit Health bar), Health Shot 1 (bleed Health bar), Bleeding Shot (bleed a random bar), and Torso Shot (fire DoT). Eye Shot is also a great special for PvP because it hits the target’s Mind pool.
 Light Lightning Cannon Specialization:
 Gained by killing MOBs with a Light Lightning Cannon (LLC) ranged weapon.
 Recommend getting 2 LLCs, one speed sliced and the other damage sliced. Use the speed sliced one at lower levels until your accuracy improves.
 Use just Lightning Single 1, then 2 when you get it. The cone attacks don’t work all that well.

Carbineer Grinding Guide

Basics:

 Go up the speed (Assault Tactics) or accuracy (Marksmanship) lines first, then the Counterinsurgency line. The Carbine Special Abilities line will come as you get the others.
 Get some Doc buffs (and Dancer/Musician buffs if you can find them) and head to the Tusken Fort on Tatooine or do Quenker missions on Dantooine.
 Optional: Get some clothes with Bio-Engineer enhancements for Stun/Melee Defense. Be aware that the highest that this bonus can accumulate is +25 (even though it will add up higher, it will only count up to the +25).
 Carbine Weapons:
 Gained by killing MOBs with a Carbine ranged weapon.
 Use a Laser Carbine, Nym Slug Thrower, or Elite Carbine to level.
 Use Leg Shot (hit Action bar), Action Shot (bleed Action bar), Crippling Shot (good damage), Full Auto Single 2 (stun, blind, dizzy, and good damage), Wild Shot (stuns single/cone), Charge Shot (knockdown single/cone), Burst Shot (high damage), and Full Auto Area (stun, blind, dizzy cone).
 Carbine Special Abilities:
 Combat XP is gained by killing MOBs by any means. It’s 10% of the weapons XP gained.
 As you go up the other 3 trees you should have enough Combat XP to advance in this line.
 If you’re having problems raising it, remember that it’s a percentage of the XP gained for killing things. Just get some buffs and kill higher end MOBs. For example, Quenkers will give you around 300 Combat XP each!

Combat Medic Grinding Guide

Basics:

 The path you follow depends on how you want to grind. Ranged Healing Distance will allow you to heal from greater distances with more potency, Ranged Healing Speed will let you heal faster, and Combat Medic Support allows you to use more powerful CM stims. If you take the Stimpack C route then it truly doesn’t matter which line you go up. However, if you plan on healing groups of people then you’ll want effectiveness and the more powerful stims before speed. Get support over distance if you’re healing stationary people (ie. entertainers in cantinas).
 Medical:
 Gained by healing damage and wounds, based on the amount healed. Using area stims you get XP for everyone you heal in the area-of-effect.
 Use the same tips from the Medic Medical guide.
 Seeing as CM Medical XP is the same as Medic/Doc Medical XP you can use the same methods to gain the XP here. Just be sure to use Stim Cs or Ds to heal the most damage possible and maximize your XP gains.
 Also, because CM stims can be used to heal multiple people at the same time from a distance you can also rapidly gain XP in a couple of other situations:
 Join a high-level hunting party and heal them as they get damaged. This works especially well in small areas like caves, so places like the Tusken Fort and the Nightsister Stronghold are ideal for this.
 Heal entertainers in cantinas. They will constantly be draining their Action bars, plus there are usually a large number of them in a small concentrated area. Try the Coronet or Theed cantinas for this.
 Medical Crafting:
 Gained by crafting items from the Medic Organic Chemistry line or the Combat Medic Combat Medicine Crafting line.
 Use the same tips from the Artisan General Crafting guide.
 You should make Advanced BECs for more XP, however if you don’t have the resources the regular BECs will do as well.
 Grind:
 Novice Medic: Biological Effect Controller (36xp – 6 Organic, 6 Inorganic) --> Combat Medicine Crafting 4
 Resources:
 2223 Biological Effect Controllers
 13,338 Organic
 13,338 Inorganic
 TOTAL (Biological Effect Controllers)
 13,338 Organic
 13,338 Inorganic
 Grind:
 Organic Chemistry IV: Advanced Biological Effect Controller (84xp – 18 Lokian Wild Wheat, 18 Tatooine Fiberplast) --> Combat Medicine Crafting 4
 Resources:
 1000 Advanced Biological Effect Controllers
 18,000 Lokian Wild Wheat
 18,000 Tatooine Fiberplast
 TOTAL
 18,000 Lokian Wild Wheat
 18,000 Tatooine Fiberplast

Commando Grinding Guide

Basics:

 Go up the Flamethrower line first, then the Acid Rifle line, and finally the Heavy Weapons Support line. Field Tactics will come as you get the others.
 Get some Doc buffs (and Dancer/Musician buffs if you can find them) and head to the Tusken Fort on Tatooine or do Quenker missions on Dantooine.
 Optional: Get some clothes with Bio-Engineer enhancements for Stun/Melee Defense. Be aware that the highest that this bonus can accumulate is +25 (even though it will add up higher, it will only count up to the +25).
 Heavy Weapons:
 Gained by killing MOBs with a Heavy Weapon.
 Use a speed sliced Flamethrower to level. Only use the Acid Rifle when you absolutely have to, it sucks (atm).
 Use Flame Single for a single target and Flame Cone for crowds. Remember that Flame DoTs no longer stack.
 Field Tactics:
 Combat XP is gained by killing MOBs by any means. It’s 10% of the weapons XP gained.
 Commandos are unique in that they can gain 100% XP for Combat when doing damage with Grenades. However Grenades are slow, miss a lot, drain action fast, and cannot be used indoors. Besides, you should earn enough Combat XP as you go up the other 3 trees to advance in this line.
 If you’re having problems raising it, remember that it’s a percentage of the XP gained for killing things. Just get some buffs and kill higher end MOBs. For example, Quenkers will give you around 300 Combat XP each!

Creature Handler Grinding Guide

Creature Handling:

 Get Creature Management 3 first so that you can have 2 pets out and be able to train the (very useful) “Group” and “Follow Other” commands. Next go up the Creature Taming line to be able to handle the more aggressive creatures, followed by the Creature Training line to store more pets, then finally the Creature Empathy line.
 Gained by taming a wild creature, training pets new commands, and by having your pets kill MOBs.
 Grab some Pet Stimpacks Cs or Ds and have your pets fight some higher-level mobs is the standard way to gain CH XP. However, in order to gain CH XP for having your pet kill a MOB your pet only has to hit it once before it dies, so you should do most of the damage yourself and only send the pet in to attack when the MOB is almost dead.
 Use low-level pets to gain XP faster. Remember that the CH XP gained when killing MOBs is determined on your pet’s level compared to the MOB’s level. Babies work well, but even their level for gaining XP is not determined by their current level, when CH XP is concerned it is never considered to be lower than half of what their adult level will be. Keep this in mind. In fact, the best pets to use are Bio-Engineered specialized creatures with high Kinetic defenses (max 60%) and a strong attack, but with a low level. You can get some pretty powerful CL12 pets from a good BE.
 To have your pets effectively track and attack a target don’t just use the “Attack” command, use the “Follow Other” command first and then the “Attack” command when they reach their target.
 While there is now a supplied Tame macro the following macro will help immensely when taming wild creatures. Basically, if the target begins attacking, you will not attack back, giving you the chance to run away and try again. Also, if you were to attack the target all of its social friends around would begin attacking you too, leading to a messy situations and potentially a lost future pet.
 Macro:
 /peace;
 /tame;
 Another advantage to Bio-Engineered creatures is that they will always learn a new command on the first attempt and always give 100 CH XP, greatly reducing the training time and thus increasing the rate of XP gained. A good strategy is to find a BE grinding their sampling line and get them to create you creatures for training. They will likely be collecting lots of garbage DNA Samples that they would otherwise destroy. Just train the creature all available commands and release it.
 Optional: Get some clothes with Bio-Engineer enhancements for Taming Wild/Vicious Creatures and Mask Scent. Be aware that the highest that each of these bonuses can accumulate is +25 (even though it will add up higher, it will only count up to the +25).

 

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