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Grinding Guides for all Profession (x1 xp) - Sygnum - 11-11-2017

ARTISAN

General Crafting:
Gained by crafting items from the Artisan Engineering and Domestic Arts lines.
Use multiple General Crafting Tools.
Do not grind near a Crafting Station.
Use Practice Sessions for a 5% XP gain.
Macro:
/ui action toolbarSlot##;
/selectDraftSchematic #;
/pause 5;
/nextCraftingStage;
/nextCraftingStage;
/createPrototype Practice noitem;
/createPrototype Practice noitem;
Repeat the above macro in a loop for as many times as it takes to efficiently use several crafting tools.
The “##” in the line, “/ui action toolbarSlot##;”, references the spot on your toolbar where the crafting tool is located minus 1 (the number is zero-based).
The “#” in the line, “/selectDraftSchematic #;”, references the schematic number of the item you wish to create. To determine this number, open up your Data Pad and go to the Draft Schematics tab. DO NOT SORT THIS PAGE! (You can change the view though.) Now start from the top of the list and count every schematic that is difficulty 20 and below until you get to the item you want to craft, this is the schematic number for that item. Please note that this number can change after the server reboots or when you drop professions.
Grind:
Novice: Grip (21xp – 6 Metal, 4 Chemical) --> Engineering 3
Engineering 3: Wind Power Generator (446xp – 145 Metal, 45 Steel, 40 Low Grade Ore, 20 Non-Ferrous Metal, 10 Aluminum) --> Engineering 4/Domestic Arts 4/Business 4
Resources:
225 Grips
1,350 Metal
900 Chemical
64 Wind Power Generators
9,280 Metal
2,880 Steel
2,560 Low Grade Ore
1,280 Non-Ferrous Metal
640 Aluminum
TOTAL
13,510 Steel
2,560 Low Grade Ore
1,920 Aluminum
900 Chemical
Surveying:
Gained by Sampling resources (not the Surveying part, ironically)
Make or buy any Survey Tool type.
Find a high resource concentration spot (+80%). NOT RADIOACTIVE!
Begin sampling using the macro below.
Macro:
/kneel;
/pause 3;
/sample;
/pause 5;
/sit;
/pause 60;
/ui action toolbarSlot##;
The “##” in the line, “/ui action toolbarSlot##;”, references the spot on your toolbar where this macro is located minus 1 (the number is zero-based) in order to loop the macro.
While sampling a dialog “Event” will occasionally pop up, this macro will bypass it but you will still have to close the dialogs eventually (they just won’t stop you from sampling).
Sampling will drain your Action bar and some Mind bar, this is the reason for the “/pause 60;”, so you can regenerate. If you can get a buff, eat some food/drink, or use some spices to boost your Quickness and Stamina this time can be reduced (or even removed). If the buff is high enough you can actually just use “/sample” and let it run, you’ll need to be at the keyboard though to close the “Event” dialogs.
The best method I found to grind this is to go to Coronet, make (or buy) all the different surveying tools, find the resource with the highest concentration in the city, get a doctor buff, and just use the above macro on that spot. This way you don’t have to worry about MOBs attacking you and you can easily go refresh your buffs when they run out.



BRAWLER

Basics:
Kill MOBs around starting cities (Mos Eisley is great) for levels 1-3 for all the weapon trees.
For level 4, 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. Another great place is the Singing Mountain Clan Cave on Dathomir, just kill the quick-spawn Slaves in the bottom to level quickly with little danger.
Berserk 1 is good to use at lower levels.
Optional: Get some clothes with Bio-Engineer enhancements for Stun/Melee Defense and Intimidation/Warcry bonuses. 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).
Unarmed Combat:
Gained by killing MOBs with your bare fists or Vibro Knuckles.
Get some Vibro Knuckles speed sliced (around 1.7-1.5 should be good for speed). Use them instead of your fists, your damage will be slightly reduced, but you’ll attack much quicker!
Use Unarmed Hit 1, Unarmed Lunge 1 (posture down), Warcry 1 (delay), and Intimidate 1.
Optional: You may also want to consider taking some Rakririan Burnout Sauce (Chef food) to increase your Unarmed Damage to counter the damage reduction from equipping the uncertified VKs.
Onehanded Weapons:
Gained by killing MOBs with a One-handed melee weapon.
Use a Dagger or a Survival Knife to get level 1, a Curved Sword until level 2, and then either the Curved Sword or a Vibroblade for the rest.
Use One-Hand Hit 1, One-Hand Body Hit 1 (hit Health bar), One-Hand Lunge 1 (posture down), Warcry 1 (delay), and Intimidate 1.
Twohanded Weapons:
Gained by killing MOBs with a Two-handed melee weapon.
Use an Axe to get level 1, a Two-Handed Axe until level 2, and then a Two-Handed Cleaver for the rest.
Use Two-Hand Hit 1, Two-Hand Head Hit 1 (hit Mind bar), Two-Hand Lunge 1 (posture down), Warcry 1 (delay), and Intimidate 1.
Polearm Weapons:
Gained by killing MOBs with a Polearm melee weapon.
Use a Staff to get level 1, a Reinforced Combat Staff until level 2, and then a Lance for the rest.
Use Polearm Hit 1, Polearm Leg Hit 1 (hit Action bar), Polearm Lunge 1 (posture down), Warcry 1 (delay), and Intimidate 1.


MARKSMAN

Basics:
Kill MOBs around starting cities (Mos Eisley is great) for levels 1-3 for all the weapon trees.
For level 4, 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. Another great place is the Singing Mountain Clan Cave on Dathomir, just kill the quick-spawn Slaves in the bottom to level quickly with little danger.
Overcharge Shot 1 is powerful, but also really slow and will rapidly decay a weapon if repeatedly used.
Speed and damage Power-ups are your friends, especially at the lower levels. Be aware that they will also increase the decay on your weapons.
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).
Rifle Weapons:
Gained by killing MOBs with a Rifle ranged weapon.
Use a DLT20 to get level 1, a DLT20a until level 2, a Laser Rifle until Level 3, and then either the Laser Rifle or a Spraystick for the rest.
Use just regular shots or Head Shot 1 then 2 (hit Mind bar).
Pistol Weapons:
Gained by killing MOBs with a Pistol ranged weapon.
Use a D18 to get level 1, a DL44 until level 2, then a Scout Blaster for the rest.
Use just regular shots or Body Shot 1 then 2 (hit Health bar).
Carbine Weapons:
Gained by killing MOBs with a Carbine ranged weapon.
Use a DH17 to get level 1, a DH17 Short until level 2, an E11 Carbine until Level 3, and then a Laser Carbine for the rest.
Use just regular shots or Leg Shot 1 then 2 (hit Action bar).
Ranged Weapon Support:
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!



MEDIC

Basics:
For the medical lines, go up Pharmacology first so you can use some Stim Cs, then Diagnostics for speed, and finally First Aid (the higher stims will let you heal more anyway, so this line isn’t as important). Organic Chemistry can be done at any point, unless you want to produce your own medial supplies (not recommended for the grinder).
Medical:
Gained by healing damage and wounds, based on the amount healed.
More XP is gained from healing large amounts of both Health and Action.
Buy a crate of Small Stimpack Bs and a crate of Small Stimpack Cs with low Medical Usage. Use the Bs until you get high enough in Pharmacology to use the Cs (around level 3 or 4).
Optional: Get a Droid with a Medical Module of 110. This will allow you to heal wounds outside of a hospital-type area and increase the effectiveness of your healing.
Optional: Get some clothes with Bio-Engineer enhancements for Wound & Injury Treatment. Be aware that the highest this bonus can accumulate is +25 (even though it will add up higher, it will only count up to the +25).
Heal players. This can be done anywhere, but there are a few spots that are better for this than others:
A hospital-type area (ie. Medical Centers and Taverns). Just heal them as they come in (usually wounds). Try either Coronet or Theed.
Join a large group doing missions and keep them healed.
Healing Entertainer-types in Cantinas. This will only be Action heals, so the XP will be less. However, there is always a lot of people to heal and it’s in a central area. Try either Coronet or Theed.
Busy Starports. Heal the wounds of the players waiting for the next shuttle (need a medical droid) or those just arriving while they’re loading. Coronet is a great place for this.
There is a much better way, but it requires a second player devoted to your healing for a while. Basically, have a player that has Marksman: Ranged Weapon Support 2 write a macro to continually Tumble to Standing. This will rapidly drain their Action and a little Health, which you heal when it gets low enough. If they get just a Health and Action buff you can really rake in the XP fast! Note that this can be set up with macros to be done automatically for both players, just be sure to check in once in a while to see if you need training.
An alternative to the above is to have a Brawler player constantly use Warcry. The advantage to this is that Warcry more evenly drains the Health and Action Bars, meaning more XP per heal. However, the disadvantage is that you need to find something to use Warcry on (you don’t want it used on you because it will cause a delay). Some good targets are Pets, Droids, Vehicles, and Creature Lairs. Note that all of these will not work with Warcry after Publish 7, so this method may become obsolete then.
Healing will drain your Mind, to circumvent this you can migrate your stats, eat some food/drink, take some spices, or get some Musician Buffs to increase your Focus and Willpower.
Medical Crafting:
Gained by crafting items from the Medic Organic Chemistry line.
Use the same tips from the Artisan General Crafting guide.
Grind:
Novice: Biological Effect Controller (36xp – 6 Organic, 6 Inorganic) --> Organic Chemistry 4
Resources:
307 Biological Effect Controllers
1,842 Organic
1,842 Inorganic
TOTAL
1,842 Organic
1,842 Inorganic



SCOUT

Basics:
Get the Exploration line first, as it makes getting around much easier. The rest can be done in any order, but I’d recommend doing Hunting next so you can better harvest creatures to get the resources needed for the Trapping and Wilderness Survival lines.
Scouting:
Gained primarily by harvesting resources from defeated creatures (Meat/Hide/Bone). The amount of XP earned is based on the amount of resources harvested. Scouting XP is also gained from using Mask Scent and successfully avoiding detection from aggressive creatures, where the creature’s level determines the XP gained.
You can only harvest from a creature once. Also, some creatures don’t have all 3 resources available for harvesting.
When in a group everyone can harvest from a creature, but the amount is reduced, keep this in mind if you group with your pets.
Harvest everything you or your group kills. Higher level MOBs usually have more resources available for harvesting. However, some creatures have small amounts available, such as creatures in caves.
Another trick is to use Mask Scent and go around areas dense with hostiles, such as dungeons or Dathomir. Do it on a vehicle or mount to provide a quick means of escape if your Mask Scent gets broken.
Optional: Get some clothes with Bio-Engineer enhancements for Mask Scent/Camoflage bonuses. 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).
Trapping:
Gained by using traps on creatures. Based on the creature’s level.
Effective range on traps is about 45 meters.
Some traps (such as Glow Juice) can be used over and over on a creature, others can’t.
The best way to level this is to craft a bunch of Glow Juice traps (about 60 total), and put em on your toolbar. Grab a pet or player to tank for you and have the tank pin down a high level creature while you throw traps as fast as you can at it. Only takes about an hour or two with this method.
Throwing traps will drain your Action, to circumvent this you can migrate your stats, eat some food/drink, take some spices, or get some Doctor Buffs to increase your Quickness and Stamina.
Grind:
Novice: Wire Mesh Trap (3 Hides, 3 Bone) --> Trapping 1
Trapping 1: Glow-Juice Trap (6 Organic, 2 Bone) --> Trapping 4
Wilderness Survival:
Gained by setting or crafting camps. Can also be earned by catching fish.
Each camp has a maximum amount of XP that can be earned before it stops earning XP and a default amount of time for the camp to reach that maximum. Several factors can shorten that length of time, such as the number of players staying in the camp and how much healing is done while they’re there.
One way to quickly level this is to have a medic-type use the Tumble or Warcry strategy in your camp. This will have your camp reach its cap very quickly.
Another good tip is to put your camps in high traffic areas, such as the bridge outside Theed.
You can also just use the Artisan General Crafting tips to craft camps in practice mode. Just repeatedly craft the highest camp available to you at each level.
However, the best way is to combine all of the above tips. Have a medic-type healing a Tumbler in your camps outside Theed while you constantly craft camps!
Grind:
Novice: Basic Camp (31xp – 10 Hides, 5 Bone) --> Survival 2
Survival 2: Multiperson Camp (58xp – 20 Hides, 8 Bone) --> Survival 4



ARCHITECT

General Crafting:
Gained by crafting items from the Artisan Engineering and Domestic Arts lines. Needed to reach Novice Architect.
Use the same tips from the Artisan General Crafting guide.
Grind:
Engineering 4: Wind Power Generator (446xp – 145 Metal, 45 Steel, 40 Low Grade Ore, 20 Non-Ferrous Metal, 10 Aluminum) --> Novice Architect
Resources:
78 Wind Power Generators
11,310 Metal
3,510 Steel
3,120 Low Grade Ore
1,560 Non-Ferrous Metal
780 Aluminum
TOTAL
14,820 Steel
3,120 Low Grade Ore
2,340 Aluminum
Structural Crafting:
Gained by crafting items from the Architect profession.
Use the same tips from the Artisan General Crafting guide.
Grind:
Novice: Structural Module (525xp – 200 Low Grade Ore, 50 Metal) --> Construction 1
Construction 1: Gungan Head Statue (5250xp – 2000 Low Grade Ore, 1000 Gemstone) --> Master
Resources:
110 Structural Modules
22,000 Low Grade Ore
5,500 Metal
271 Gungan Head Statues
542,000 Low Grade Ore
271,000 Gemstone
TOTAL
564,000 Low Grade Ore
271,000 Gemstone
5,500 Metal



ARMORSMITH

General Crafting:
Gained by crafting items from the Artisan Engineering and Domestic Arts lines. Needed to reach Novice Armorsmith.
Use the same tips from the Artisan General Crafting guide.
Grind:
Engineering 4: Wind Power Generator (446xp – 145 Metal, 45 Steel, 40 Low Grade Ore, 20 Non-Ferrous Metal, 10 Aluminum) --> Novice Armorsmith
Resources:
40 Wind Power Generators
5,800 Metal
1,800 Steel
1,600 Low Grade Ore
800 Non-Ferrous Metal
400 Aluminum
TOTAL
7,600 Steel
1,600 Low Grade Ore
1,200 Aluminum
Armor Crafting:
Gained by crafting items from the Armorsmith profession.
Use the same tips from the Artisan General Crafting guide.
Grind:
Novice: Armor Upgrade Kits (63xp – 20 Metal, 10 Chemical) --> Personal Armor 3
Personal Armor 3: Ubese Armor Shirt (126xp – 30 Steel, 20 Iron, 10 Fiberplast) --> Master
Resources:
1960 Armor Upgrade Kits
39,200 Metal
19,600 Chemical
4994 Ubese Armor Shirts
149,820 Steel
99,880 Iron
49,940 Fiberplast
TOTAL
189,020 Steel
99,880 Iron
69,540 Fiberplast



BIO-ENGINEER

Medical Crafting:
Gained by crafting items from the Medic Organic Chemistry line.
Use the same tips from the Artisan General Crafting guide.
The best thing to grind is Advanced Biological Effect Controllers, but if you don’t have the resources regular Biological Effect Controllers will do.
Grind:
Novice Medic: Biological Effect Controller (36xp – 6 Organic, 6 Inorganic) --> Novice Bio-Engineer
Resources:
292 Biological Effect Controllers
1,752 Organic
1,752 Inorganic
Grind:
Organic Chemistry IV: Advanced Biological Effect Controller (84xp – 18 Lokian Wild Wheat, 18 Tatooine Fiberplast) --> Novice Bio-Engineer
Resources:
125 Advanced Biological Effect Controllers
2,250 Lokian Wild Wheat
2,250 Tatooine Fiberplast
DNA Sampling:
Gained by sampling DNA from creatures. The amount of XP earned is based on the creature’s level.
Can also be earned for successfully supplying the DNA sequencing for a GCW base's Override Terminal.
Taking a sample takes 10 seconds and the creature cannot be attacked during the process (except by other wild creatures). You must stay within 15 meters during the sampling process as well. When you sample there are several possible outcomes:
You successfully get a DNA Sample.
You successfully get a DNA Sample and the creature dies.
You successfully get a DNA Sample and the creature notices you.
You successfully get a DNA Sample and the creature begins attacking you.
You fail to get a DNA Sample.
You fail to get a DNA Sample and the creature notices you.
You fail to get a DNA Sample and the creature begins attacking you.
Macro:
/peace;
/sampledna;
While there is now a supplied SampleDNA macro the above macro will help immensely when taking samples. 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 situation and potentially lots of lost sampling XP.
Another good tip is to get and always use Mask Scent, even if the creatures are not aggressive. Non-aggro creatures won’t even notice you, meaning they don’t get “spooked” and making your chances higher of getting a sample.
Also, supposedly standing still (ie. not moving) will increase your chances of getting a sample.
As you raise up the line you can sample higher level creatures, get a higher chance of success, get a higher chance of not killing the creature (thus allowing multiple samples), and lower the Mind cost of sampling.
Grind:
Novice: Sample the trash outside starting cities (such as around Mos Eisley).
DNA Sampling 1: Continue sampling the trash.
DNA Sampling 2: Either continue sampling the trash or move on to higher level creatures.
DNA Sampling 3: You should be sampling higher level creatures now, Pikets on Dantooine are excellent.
DNA Sampling 4: Either continue sampling Pikets or go to Dathomir/Endor and sample everything you see.
The following is a general guideline on what you can sample at the levels of DNA Sampling, your chances are very slim of sampling creatures higher than your current limit:
Novice: <= CL10
DNA Sampling 1: <= CL20
DNA Sampling 2: <= CL30
DNA Sampling 3: <= CL40
DNA Sampling 4: <= CL50
Master: <= CL75
Note that you can also sample creature clones that you create (before taming) for reduced DNA Sampling XP.
DNA Sampling will drain your Mind, to circumvent this you can migrate your stats, eat some food/drink, take some spices, or get some Musician Buffs to increase your Focus and Willpower.
Optional: Get some clothes with Bio-Engineer enhancements for Mask Scent/Camoflage bonuses. 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).
Bio-Engineer Crafting:
Gained primarily by crafting creatures, generic templates, tissues, and pet stims.
Use the same tips from the Artisan General Crafting guide.
Optional: Get a Droid with a Food and Chemical Crafting Station built in. This will allow you to craft and experiment on DNA Samples when you get them out in the field. This is a very nice alternative to destroying samples or running back to store them (seeing as they don’t stack in your inventory).
When you start out as a Novice Bio-Engineer you can either craft Multisaccharide Dimate or create creatures (Kaadu is best at Novice) from the DNA Samples you get while grinding DNA Sampling. I prefer going the cloning route as Multisaccharide Dimate requires Milk, which can be time consuming to gather if you don’t have some already stock-piled or available (requires Mask Scent to milk specific creatures). However, as soon as you get to Tissue Engineering 1 craft Micronutirent Supplements all the way for the rest.
Grind:
Novice: Generic Template (21xp – 5 DNA Samples)
Novice: Kaadu Clone (105xp – 1 Generic Template, 35 Creature Food, 20 Flora Food)
Novice: Multisaccharide Dimate (136xp – 25 Flora Food , 20 Organic, 20 Milk) --> Tissue Engineering 1
Tissue Engineering 1: Micronutrient Supplement (105xp – 20 Organic, 15 Flora Food, 15 Creature Food) --> Clone Engineering 4/Tissue Engineering 4/Engineering Techniques 4
Resources:
78 Multisaccharide Dimates
1,950 Flora Food
1,560 Organic
1,560 Milk
5000 Micronutrient Supplements
100,000 Organic
75,000 Creature Food
75,000 Flora Food
TOTAL
101,560 Organic
76,950 Flora Food
75,000 Creature Food
1,560 Milk



BOUNTY HUNTER

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

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!



CHEF

General Crafting:
Gained by crafting items from the Artisan Engineering and Domestic Arts lines. Needed to reach Novice Chef.
Use the same tips from the Artisan General Crafting guide.
Grind:
Engineering 4: Wind Power Generator (446xp – 145 Metal, 45 Steel, 40 Low Grade Ore, 20 Non-Ferrous Metal, 10 Aluminum) --> Novice Chef
Resources:
46 Wind Power Generators
6,670 Metal
2,070 Steel
1,840 Low Grade Ore
920 Non-Ferrous Metal
460 Aluminum
TOTAL
8,740 Steel
1,840 Low Grade Ore
1,380 Aluminum
Food Crafting:
Gained by crafting items from the Chef profession.
Use the same tips from the Artisan General Crafting guide.
Don’t practice on the Soypro, make it and eat it instead for usage XP. Because it’s an ingredient it has zero filling, meaning you can eat it over and over again. You’ll get 80xp for making it plus 40uxp for eating the last one in a stack, giving a total of 120xp.
Grind:
Novice: Soypro (120xp [don’t practice, eat it] – 10 Cereal, 10 Vegetables) --> Deserts 1
Deserts 1: Pastebread (168xp – 20 Wheat, 10 Oats, 10 Water) --> Deserts 3
Deserts 3: Kiwik Clusjo Swirl (278xp – 40 Berries, 20 Fruits, 20 Water) --> Master
Resources:
267 Soypros
2,670 Cereal
2,670 Vegetables
610 Pastebreads
12,200 Wheat
6,100 Oats
6,100 Water
2587 Kiwik Clusjo Swirls
103,480 Berries
51,740 Fruits
51,740 Water
TOTAL
103,480 Berries
57,840 Water
51,740 Fruits
14,870 Wheat
6,100 Oats
2,670 Vegetables



COMBAT MEDIC

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

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

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).



DANCER

Basics:
Go up the Dancing Knowledge line first to gain access to the higher dances. For the Entertainer Healing lines it doesn’t really matter (I prefer Fatigue Healing). However, you should go up either one all the way before starting the other, that way you can earn more XP for more proficient healing and bank more XP if you’re AFK for extended periods of time.
Dancing:
Gained by dancing (not the emote kind).
The XP is gained in 10 second “ticks”. Doing flourishes during this time will increase the amount of XP gained per tick (usually 2 is enough).
Use the same tips from the Entertainer Dancing guide.
Entertainment Healing:
Gained by healing others’ Mind/Focus/Willpower Wounds and Battle Fatigue through music or dancing.
The XP is gained in 10 second “ticks”. The more damage healed during that time the more XP gained.
Join a group of other entertainers to form a band. You will get XP for any wounds/BF healed by the band as well.
Optional: Get some clothes with Bio-Engineer enhancements for Wound Healing. Max for bonus is +25.



DOCTOR

Basics:
Go up the Wound Treatment Speed line first, then Wound Treatment, and finally Doctor Medicine Knowledge.
Medical:
Gained by healing damage and wounds, based on the amount healed.
Use the same tips from the Medic Medical guide.
Seeing as Doctor Medical XP is the same as Medic/CM 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.
Medical Crafting:
Gained by crafting items from the Medic Organic Chemistry line or the Doctor 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) --> Doctor Medicine Crafting 4
Resources:
2800 Biological Effect Controllers
16,800 Organic
16,800 Inorganic
TOTAL
16,800 Organic
16,800 Inorganic
Grind:
Organic Chemistry IV: Advanced Biological Effect Controller (84xp – 18 Lokian Wild Wheat, 18 Tatooine Fiberplast) --> Doctor Medicine Crafting 4
Resources:
1200 Advanced Biological Effect Controllers
21,600 Lokian Wild Wheat
21,600 Tatooine Fiberplast
TOTAL
21,600 Lokian Wild Wheat
21,600 Tatooine Fiberplast



DROID ENGINEER

General Crafting:
Gained by crafting items from the Artisan Engineering and Domestic Arts lines. Needed to reach Novice Droid Engineer.
Use the same tips from the Artisan General Crafting guide.
Grind:
Engineering 4: Wind Power Generator (446xp – 145 Metal, 45 Steel, 40 Low Grade Ore, 20 Non-Ferrous Metal, 10 Aluminum) --> Novice Droid Engineer
Resources:
68 Wind Power Generators
9,860 Metal
3,060 Steel
2,720 Low Grade Ore
1,360 Non-Ferrous Metal
680 Aluminum
TOTAL
12,920 Steel
2,720 Low Grade Ore
2,040 Aluminum
Droid Crafting:
Gained by crafting items from the Droid Engineer profession.
Use the same tips from the Artisan General Crafting guide.
Grind:
Novice: MSE Droid (147xp – 53 Metal, 15 Chemical) --> Droid Blueprints 2
Droid Blueprints 2: Advanced Droid Frame Unit (462xp – 150 Steel, 70 Fiberplast) --> Master
Resources:
823 MSE Droids
43,619 Metal
12,345 Chemical
2531 Advanced Droid Frame Unit
379,650 Steel
177,170 Fiberplast
TOTAL
423,269 Steel
189,515 Fiberplast



FENCER

Basics:
Go up the Footwork line first for speed and bleeds, then the Fencing Technique line for Melee Mitigation and Body Hit 3, and finally the Fencing Stances and Grips line. Fencing Finesse 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 and Intimidation/Warcry bonuses. 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).
Onehanded Weapons:
Gained by killing MOBs with a One-handed melee weapon.
Use either a Stun Baton or a Vibroblade until you get to Footwork 4, then use a Gaderiffi Baton for the rest.
Use One-Hand Hit 2 (good damage), Health Hit (bleed Health bar), and Body Hit (hit Health bar). Don’t forget about your Warcry, Intimidate, and Lunge abilities from Brawler either, they come in handy as well.
Fencing Finesse:
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!



IMAGE DESIGNER

Image Designer:
Gained by completing an imaging session.
You can gain one-third the XP by working on yourself.
You DO NOT have to actually change a feature to gain the XP, just complete the session.
Grind:
Hairstyle 4: Eyebrow Shape [eyebrows] (125xp) --> Facial Customizations 2
Facial Customizations 2: Nose Width [nose_width] (150xp) --> Facial Customizations 4
Facial Customizations 4: Jaw [jaw] (275xp) --> Master
 

MERCHANT

Merchant:
Gained by someone paying an access fee to your house (50xp, can be multiple houses), viewing merchandise on your vendor (50xp, once per 10 minutes), or once per hour for every vendor you have employed (150xp).
This is a painful grind, mainly because it technically can’t be grinded. The best plan is to put access fees on all your houses, and place as many vendors as you can. This means that the Additional Vendor line is the best initial one to go up so you can place lots of vendors. Next up would be Efficiency so you can reduce the maintenance fees for all those vendors. If you actually have merchandise to sell then get the Advertising line next so you can let customers know where your shops are.
With all that being said, if you have friends or other accounts this profession can actually be grinded, the only difference is your character won’t be doing the grinding. Just get them to constantly access one of your vendors and refresh the view of items for sale every 10 minutes to get you Merchant XP. Just remember to remove the access fee from the house or set the time to the maximum so they don’t get kicked out.
There is another unconfirmed method to get others to grind your Merchant XP for you. It requires several houses, the best ones being the Small Naboo Houses because they only take one lot. Set down as many houses as you can (that would be 10 max) and set and access fee for each. Now have your friends pay the fee for each house. Usually you would have to wait for the timer to finish before you could get XP from them again, however, if you transfer the house to a friend (using the /transferstructure command) and get them to transfer it back to you it will reset the timer! Just reset the access fees and repeat it all over again. If you get this going in a chain you can really rake in the Merchant XP in no time at all. Just be sure you don’t do this in your Player City as you’ll drive the Mayor nuts with emails.



MUSICIAN

Basics:
Go up the Musical Knowledge line first to gain access to the higher songs and instruments. For the Entertainer Healing lines it doesn’t really matter (I prefer Fatigue Healing). However, you should go up either one all the way before starting the other, that way you can earn more XP for more proficient healing and bank more XP if you’re AFK for extended periods of time.
Musician:
Gained by playing a musical instrument.
The XP is gained in 10 second “ticks”. Doing flourishes during this time will increase the amount of XP gained per tick (usually 2 is enough).
Use the same tips from the Entertainer Musicianship guide.
Entertainment Healing:
Gained by healing others’ Mind/Focus/Willpower Wounds and Battle Fatigue through music or dancing.
The XP is gained in 10 second “ticks”. The more damage healed during that time the more XP gained.
Join a group of other entertainers to form a band. You will get XP for any wounds/BF healed by the band as well.
Optional: Get some clothes with Bio-Engineer enhancements for Wound Healing. Max for bonus is +25.



PIKEMAN

Basics:
Go up the Polearm Stances line first for speed, then the Polearm Offensive Techniques line for Leg Hit, and finally the Polearm Defensive Techniques line. Polearm Support Abilities 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 and Intimidation/Warcry bonuses. 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).
Polearm Weapons:
Gained by killing MOBs with a Polearm melee weapon.
Use a Vibro Lance, a Long Vibro Axe, or a Nightsister Lance.
Use Polearm Hit 2 (good damage), Action Hit (bleed Action bar), and Leg Hit (hit Action bar). Don’t forget about your Warcry, Intimidate, and Lunge abilities from Brawler either, they come in handy as well.
Polearm Support 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!



PISTOLEER

Basics:
Go up the Pistol Stances and Grips line first for Fan Shot and ranged mitigation, then the Pistol Marksmanship line for accuracy and aiming, and finally the Pistol Tactics line. Pistol Special Abilities 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).
Pistol Weapons:
Gained by killing MOBs with a Pistol ranged weapon.
Use a FWG5, Republican Blaster, or a DX2 to level.
Use Body Shot (hit Health bar), Health Shot (bleed Health bar), Fan Shot (high damage), Stopping Shot (delay), and Pistol Melee Defense (knockdown).
Pistol 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!



RANGER

Basics:
Go up the Field Bioscience line first for more efficient creature harvesting to get Scouting XP faster and to upgrade the cool tracking ability. The rest can be done in any order.
Scouting:
Gained primarily by harvesting resources from defeated creatures (Meat/Hide/Bone). The amount of XP earned is based on the amount of resources harvested. Scouting XP is also gained from using Mask Scent or Camouflage Kits and successfully avoiding detection from aggressive creatures, where the creature’s level determines the XP gained.
Use the same tips from the Scout Scouting guide.
BTW, once you get Wayfaring 4 you can basically sneak by almost anything by masking your scent or using a camouflage kit and crawling (which you can do fairly fast at this point). Doing this in the higher level dungeons will really rake in the Scouting XP quickly.
Advanced Trapping:
Gained by using traps on creatures. Based on the creature’s level.
Use the same tips from the Scout Trapping guide.
Frontiering:
Gained by setting or crafting camps. Can also be earned by catching fish.
Use the same tips from the Scout Wilderness guide.
Grind:
Survival 4: Improved Camp (88xp – 30 Hides, 12 Bone)
Novice Ranger: High Quality Camp (105xp – 30 Hides, 15 Bone, 5 Metal)
Frontiering 2: Field Base (178xp – 40 Hides, 25 Bone, 20 Metal)



RIFLEMAN

Basics:
Get Concealment Tactics 1 first for Conceal Shot, then go up the Sniping Accuracy line for Accuracy and Aiming, then the Countersniping Techniques line, and then finally finish off the Concealment Tactics line. Rifle Special Abilities 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 Cover and Stun/Melee Defense. Be aware that the highest that these bonuses can accumulate is +25 (even though it will add up higher, it will only count up to the +25).
Rifle Weapons:
Gained by killing MOBs with a Rifle ranged weapon.
Use a T21, a Jawa Rifle, or a Laser Rifle to level.
Use Head Shot (hit Mind bar), Mind Shot (bleed Mind bar), Strafe Shot (hit multiple targets), Conceal Shot (shoot without getting agro), Flushing Shot (hit multiple targets), and Flurry Shot (hit multiple targets).
Rifle 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!



SMUGGLER

Pistol Weapons:
Gained by killing MOBs with a Pistol ranged weapon.
Go up the Dirty Fighting line first for the pistol specials and then the Underworld line.
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).
Use a FWG5 to level.
It’s highly recommended that you get some Pistoleer skills as well, seeing as the Dirty Fighting line doesn’t offer any mods for speed or accuracy. This will also allow you to use a Republican Blaster and a DX2 to level with.
Use Body Shot (hit Health bar), Health Shot (bleed Health bar), Panic Shot (delay), and Low Blow (knockdown).
A good tactic for Smugglers is to bleed a target, then use Feign Death and let them bleed while your down.
Slicing:
Gained by slicing weapons, armor, locked containers, and terminals.
At Novice Smuggler you can only slice locked containers for 100xp each. They can be obtained by looting NPC MOBs such as Tusken and Singing Mountain Clan Slaves. You can also try shouting at busy starports, such as Coronet or Theed, to either open them for people or buy them from them.
At Slicing 1 you can now slice mission terminals for 100xp, but it can only be done once every 2 minutes, as a result it’s usually best to just keep slicing locked containers to level.
At Slicing 2 you can now slice “simple” weapons, such as Survival Knives, for 250xp each. Weapons can either have their speed or damage increased. At this point you’re best off buying a few crates of Survival Knives (Novice Artisans can make them) and slicing them until you get to Slicing 4.
At Slicing 3 you can slice pieces of armor for 250xp each. Armor can either have their effectiveness or encumbrance increased.
At Slicing 4 you can now slice all weapons. Note that you maximum slice ranges are slightly lower than a Master Smuggler’s.
At Master Smuggler you maximum slice ranges go up. Weapon speed and damage are both capped at 35%, armor effectiveness at 35% as well, and armor encumbrance at 45%.
An item can only ever be sliced once. You cannot choose what gets sliced on weapons and armor or how much the increase is. Without Clamps you will always have a 50/50 chance when slicing, even at Master.
To slice anything you will need 2 uses from Precision Laser Knives. Molecular Clamps will tell which wire to slice with 100% accuracy. Flow Analyzer Nodes will tell which wire to slice with 75% accuracy, don’t use these if you have the choice. A Weapon Upgrade Kit (WUK) is required to slice weapons and they can be made by Novice Weaponsmiths. An Armor Upgrade Kit (AUK) is required to slice pieces of armor and they can be made by Novice Armorsmiths.
Always use Clamps while slicing to guarantee the slice, because if you fail the item cannot be sliced again. Even though you can’t make them until Slicing 4 you can use them even at Novice Smuggler. Find someone that you can buy them off of to make grinding much easier.
Grind:
Novice: Locked Container (100xp – 2 Precision Laser Knives, 1 Molecular Clamp) --> Slicing 2
Slicing 2: Survival Knife (250xp – 2 Precision Laser Knives, 1 Molecular Clamp, 1 Weapon Upgrade Kit) --> Master
Resources:
60 Locked Containers
120 Precision Laser Knives
60 Molecular Clamps
300 Survival Knives
600 Precision Laser Knives
300 Molecular Clamps
300 Weapon Upgrade Kits
TOTAL
720 Precision Laser Knives
360 Molecular Clamps
300 Weapon Upgrade Kits
Spices:
Gained by crafting spices from the Smuggler Spices line.
Use the same tips from the Artisan General Crafting guide.
One trick that used to work (not sure if it is still like this) was to just keep crafting spices at Novice Smuggler and bank the entire 56,000 XP required for all 4 levels of Spices, saving time from trying to find training. Note that this only works at Novice Smuggler, as soon as you learn Spices 1 the maximum cap is lowered.
Grind:
Novice: Shadowpaw (126xp – 25 Organic, 5 Metal) --> Spices 4
Resources:
445 Shadowpaws
11,125 Organic
2,225 Metal
TOTAL
11,125 Organic
2,225 Metal



SQUAD LEADER

Squad Leadership:
Gained by killing MOBs while leading a group. Squad Leadership XP is equal to the Combat XP earned by everyone in the group.
You must be grouped and be the leader to earn Squad Leadership XP. Note that being grouped with pets counts.
Go up the Leadership line first for group melee defense, then the Tactics line for group ranged defense, followed by the Mobility line to give those without terrain negotiation a little help, and finally the Strategy line.
The best way to level this is to grab a large group and fight some high-level MOBs.
Be aware that you will level quickly and will constantly need to leave for training. This can mean time lost gaining valuable XP and also very disrupting to the group you’re leading, possibly leading to the group disbanding and you having to find another group to continue leveling. The best way around this is to pay another Squad Leader (preferably a Master) to come with you and train you when needed. I can’t stress how beneficial this is!
A good place to do this is at the Tusken Fort on Tatooine. There is almost always a group there and you can usually get an invite and made leader if you advertise your defensive bonuses (once you have them).
Another excellent place to go is the Nightsister Stronghold on Dathomir. With a large group you can do all of Squad Leader within a few hours, just be sure to bring a Master Squad Leader with you.



SWORDSMAN

Basics:
Go up the Sword Techniques line first for speed and Head Hit, then the Sword Defense line for melee mitigation, and finally the Sword Offense line. Sword Finesse 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 and Intimidation/Warcry bonuses. 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).
Twohanded Weapons:
Gained by killing MOBs with a Two-handed melee weapon.
Use a Power Hammer, a 2h Curved Sword, a 2h Cleaver, or a Scythe to level.
Use Two-Hand Hit 2 (good damage), Head Hit (hit Mind bar), and Mind Hit (bleed Mind bar). Don’t forget about your Warcry, Intimidate, and Lunge abilities from Brawler either, they come in handy as well.
Sword Finesse:
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!



TAILOR

General Crafting:
Gained by crafting items from the Artisan Engineering and Domestic Arts lines. Needed to reach Novice Tailor.
Use the same tips from the Artisan General Crafting guide.
Grind:
Engineering 4: Wind Power Generator (446xp – 145 Metal, 45 Steel, 40 Low Grade Ore, 20 Non-Ferrous Metal, 10 Aluminum) --> Novice Tailor
Resources:
46 Wind Power Generators
6,670 Metal
2,070 Steel
1,840 Low Grade Ore
920 Non-Ferrous Metal
460 Aluminum
TOTAL
8,740 Steel
1,840 Low Grade Ore
1,380 Aluminum
Tailoring:
Gained by crafting items from the Tailor profession.
Use the same tips from the Artisan General Crafting guide.
Grind:
Novice: Ribbed Shirt (147xp – 30 Fiberplast, 30 Metal) --> Field Wear 4
Field Wear 4: Cartridge Belt (299xp – 50 Inert Petrochemical, 35 Steel, 25 Metal) --> Master
Resources:
1463 Ribbed Shirts
43,890 Fiberplast
43,890 Metal
2158 Cartridge Belts
107,900 Inert Petrochemical
75,530 Steel
53,950 Metal
TOTAL
173,370 Steel
107,900 Inert Petrochemical
43,890 Fiberplast



TERAS KASI ARTIST

Basics:
Go up the Power Techniques line first for speed and damage (!), then either the Balance Conditioning line for melee mitigation or the Meditative Techniques line for Power Boost and healing. Precision Striking will come as you get the others. Note that if you don’t have Master Brawler for the Unarmed Lunge 2 KD then get Balance Conditioning 1 first for Unarmed Knockdown to make leveling a little easier.
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 and Intimidation/Warcry bonuses. 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).
Unarmed Combat:
Gained by killing MOBs with your bare fists or Vibro Knuckles.
Until you get up the Power Tech line you should be using speed sliced Vibro Knuckles, after that switch to damage sliced ones.
Use Unarmed Hit 2 (good damage), Unarmed Knockdown (knockdown, dizzy as well at 2), Body Hit (hit Health bar), Leg Hit (hit Action bar), Head Hit (hit Mind bar), and Spin Attack 2 (area attack). Don’t forget about your Warcry, Intimidate, and Lunge abilities from Brawler either, they come in handy as well.
The Meditation line allows a TKA to do all sorts of useful things that basically make them a mini-doctor. At each level of meditation you can do certain things, as follows:
Novice: Remove Poison and Bleeds effects.
Meditative Techniques 2: Power Boost ability and remove Disease effects.
Meditative Techniques 4: Force of Will ability and heal your own wounds!
The Power Boost ability allows you buff yourself. To use it, start meditating and then use the Power Boost command. It will start by draining half of your base Mind value from your Mind bar, and as soon as your mind recovers your Health, Action, and Mind bars will be buffed by that same amount (half your base Mind value). The duration of the Power Boost is determined by this formula: 300 seconds + (Meditation Skill/100 x 300 seconds).
The Force of Will ability allows you to get up from incaps quicker. Can only be used once per hour.
Precision Striking:
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!



WEAPONSMITH

General Crafting:
Gained by crafting items from the Artisan Engineering and Domestic Arts lines. Needed to reach Novice Weaponsmith.
Use the same tips from the Artisan General Crafting guide.
Grind:
Engineering 4: Wind Power Generator (446xp – 145 Metal, 45 Steel, 40 Low Grade Ore, 20 Non-Ferrous Metal, 10 Aluminum) --> Novice Weaponsmith
Resources:
50 Wind Power Generators
7,250 Metal
2,250 Steel
2,000 Low Grade Ore
1,000 Non-Ferrous Metal
500 Aluminum
TOTAL
9,500 Steel
2,000 Low Grade Ore
1,500 Aluminum
Weapons Crafting:
Gained by crafting items from the Weaponsmith profession.
Use the same tips from the Artisan General Crafting guide.
Grind:
Novice: Projectile Pistol Barrel (52xp – 16 Steel, 10 Metal) --> Firearms 1
Firearms 1: Projectile Rifle Barrel (94xp – 31 Steel, 15 Metal) --> Master
Resources:
667 Projectile Pistol Barrels
10,672 Steel
6,670 Metal
9551 Projectile Rifle Barrels
296,081 Steel
143,265 Metal
TOTAL
456,688 Steel