Paralyse’s Mob-kill Guide

Table of Contents

I. Classes’ roles in grouping

a. Jedi
1. Sentinel
2. Defender
3. Consular

b. Sith
1. Sith Lord
2. Sith Marauder

c. Mercenary
1. Commando
2. Body Guard

d. Smuggler
1. Swindler
2. Scoundrel

e. Technician
1. Inventor
2. Droid

f. Bounty Hunter
1. Cyborg
2. Assassin

g. Medic
1. Combat Medic
2. Surgeon

II. Special situations:

a. !magic room
b. Tunnel room
c. !exits room

III. Group composition

IV. Two or mobs in one room

V. Group Etiquette

I. Classes’ roles in grouping


The aim of this section is to explain the most effective way to use each subguild in your group.

A. Jedi

Generally speaking, Jedi Knights are one of the most critical members of any party. Without Jedi, your group is entirely dependent on resting or sleeping to recover hit points, and the mob you’re fighting is much more likely to regen them faster than you ever will. Don’t waste sanc on anyone but yourself, no matter how much they whine, if antisanc is available as an alternative. The more damage your group does, the less your group will take. Use sleep on assisters when possible.

1. Sentinel

– Place in the middle of the group.

– Blademaster gives you increased bonuses in Deflect, Defend, FLurry, and Slash.

– Get your alignment to max either via meditating or killing the Shriwirr a couple of times. This makes your healing trance more effective.

– Heal the tanker of the group first before any other group members. If a groupie is badly injured but still alive, and the tanker is getting whomped, have the other person sit and regen until you get some spare mana. Corollary: Always heal a near-death party member in case they’re afk or not paying attention to their HP levels!

– Set up a peace trigger: poke you in the ribs, laugh at you, whatever; it will cast “peace” when done to you.

2. Defender

– Blademaster gives you increased bonuses in Deflect, Defend, Flurry, and Slash.

– Redirect if successful will cause buff mobs to miss a large number of attacks.

– Don’t slash a quest mob or a mob if they are wielding a weapon. When a mob wields a weapon their damage is often reduced greatly. (Update: As of January 2006 this is no longer true; mob damages are no longer affected by wielding a weapon…still, don’t go slashing it off! Someone might want it!)

3. Consular

– If the mob is evil, Sunburst can be an extremely effective skill for your group. Have the Consular go in alone or with Sentinel to peace in case of emergency, and sunburst the mob.

– Force Hold when you can diag the mob and it says pretty hurt or awful. Don’t waste mana trying to FH a mob that’s at big nasty unless you’re REALLY confident of its max and current HP.

– Get your alignment to max either via meditating or killing the Shriwirr a couple of times. This makes your healing trance more effective.

– Heal the tanker of the group first before any other group members. If a groupie is badly injured but still alive, and the tanker is getting whomped, have the other person sit and regen until you get some spare mana. Corollary: Always heal a near-death party member in case they’re afk or not paying attention to their HP levels!

B. Sith

As a Sith your primary role in a group will be to deal damage. Low HP and AC means Sith make rotten tanks. Make sure safemode is on before using any room attacks such as Force Storm.

1. Sith Lord

– Essence transfer is nice but it’s not going to turn you into a good tank. Leave that to the high-hp classes.

– Don’t waste mana on Force Storm unless you are clearing away a bunch of low-hp assisters.

– Use Fear to get rid of assisting or nearby aggr mobs, if possible.

– Don’t waste mana on Despair until the mob is under a certain percentage of its hit points.

– FoH is great damage return against hateful and aggressive mobs.

– Evil Alignment will reduce the mana cost of spells.

2. Sith Marauder

– Fury is to stay on you at all times and watch stuff die.

– Impale only works with dual-bladed lightsabers and save it for when the mob is atleast Bloody.

– Blademaster gives you increased bonuses in Deflect, Defend, Flurry, and Slash.

– Evil Alignment will reduce the mana cost of spells.

C. Mercenary

Mercenaries exist to do damage and to take damage. Anything else is secondary to the nature of the class. Mercenaries make acceptable tanks but should not be in a group without offensive fighting unless they are tanking. Body guards are very nice to have for many buffer mobs and quest mobs since group retreat almost never fails and is extremely powerful.

1. Commando

– If you are not tanking, use offensive fighting, no ifs, ands, or buts.

– If tanking use defensive with a good shield.

– NEVER EVER EVER USE RETREAT if you are tanking. Use the Jedis to peace and let you walk out.

– Don’t try to sweep/bash buff mobs if they are not sweepable/bashable — the resulting lag may mean the difference between a successful retreat and a trip to port.

– Rally Cry your group members only when yours expires, so that you are not wasting mana casting it at 2 different times.

– Be careful of using Rampage when in groups. Make sure safemode is enabled.

– Be careful when using Strike Force as it can change the tank order against certain buffer critters.

2. Body Guard

– If you can boost, you should tank. No exceptions unless it’s a slashing mob and you have a high hp Defender grouped.

– If you are not tanking make sure you are in combat so you can group retreat. IMMEDIATELY assist anyone who gets aggied and group retreat them!!!

– Do not group retreat unless told to, if you are not the tanker.

– If you are the tanker, do not group retreat if any member of your group is roped, stunned, swept, etc. They will not retreat with you and will probably die.

– If you go into the room and a groupie gets aggied by the mob, attack the mob THEN group retreat.

– People who need you to protect them in order to survive a couple rounds with Mob X don’t need to be fighting Mob X in the first place.

– Never Protect a lvl 80+ Defender. It’s totally unnecessary.

– Push assisting mobs out as needed but DO IT SOLO without dragging the rest of your group into the room!

D. Smuggler

Useful for stealing keys, mostly, but also for trip stealing equipment. Poison is helpful in many quest groups to stop mobs from regenning so practice it well. Pick lock is another extremely useful skill!

1. Swindler

-Don’t disarm a mob that is wielding a weapon. The wielded weapon reduces the mob’s damage. (Update: Not the case anymore; see Defender above for explanation.)

– Don’t use escape if you are leading the group.

– Be mindful of the lag imparted by a successful Trick. It can mean the difference between life and death.

2. Scoundrel

– Don’t waste energy trying to backstab buff mobs. The lag and damage you’ll take will most likely kill you.

– Cheat. Use it.

– Suicidal Charge should only be used with extreme caution.

E. Technician

Techs can help groups with droids, summoning and manufacturing. Most techs make bad tanks, even with force field/create double.

1. Inventor

– Keep your group stocked with useful things like bacta pads and death dust or thermals instead of wasting your resources on invent.

– Make sure everyone in your group has nosummon off so you can pass them out and/or summon them back. THIS IS YOUR RESPONSIBILITY!!!!

– Disintegrate when possible. It reduces mobs’ stats quite a bit and can help your group out tremendously.

– Holo Field does not make you a good tanker automatically! But room holo field STACKS with other affects, making it a GREAT help for any group — so save a room holo affect device if you find one.

2. Droid

– Transform allows a Droid to transform between damage or tank roles and also allows you to create droid followers.

– Created droids are helpful for extra damage but beware the combat spam; also, some group members might feel you’re hogging exp from mob kills if your droids are getting kill shots on a regular basis…

– Like Inventors, summoning is one of your best assets in any group or quest situation! So make sure you have enough mana to summon LOTS of people!

F. Bounty Hunter

Bounty hunters are capable of tanking, damage dealing or scouting areas, and often times a combination of all three of the above is required to be successful.

1. Cyborg

– Adapt, adapt, adapt. If you have adapt and sanc, and over 1500 hp, you should probably tank.

– If not tanking, use cyber targeting, bio str, and offensive and watch stuff die.

– Self repair eats mana. Let the Jedis/Medics heal you.

– Blitz does a lot of damage but make sure you have enough mana/moves left to get out of nasty situations!

2. Assassin

– Take advantage of your skills in stealth to scout out areas for surprise ambushes and the like.

– You can use stalk to escape from !magic rooms.

– Killing blow is only effective when a mob’s in Awful condition. Don’t rely on it to save you if your HP is low; more often than not, you’ll die before the mob.

– Snipe is pretty useless vs. most buff mobs unless you have poison cartridges.

– Don’t vanish if you are tanking. Let the Jedis peace. Vanish fails way too much compared to peace or retreat!

G. Medic

A Medic specializes in the healing of wounds, fatigue and other negative affects. They are skilled in the use of bandages andchemicals, but also receive some combat training.

1. Combat Medic

– Entire group receives a bonus to damage thanks to Boost Morale.

– Evacuate wounded ally to safety out of battle.

– Take Cover to avoid damage while healing in combat.

2. Surgeon

– Can heal wounds on battlefield.

– Reconstruct Body cures temporary injuries while Transfusion can heal someone quickly.

– Disect everything!

II. Special situations


a. !magic rooms

If the mob is in a !magic room and there is a nearby room that’s not !magic, sit your Jedis and Sith in the nearby room and have them rest/meditate. Any merc with frenzy/rage but not group or regular retreat needs to sit out because they have no escape routes from !magic rooms, period. A Bodyguard with Group Retreat is THE MOST EFFECTIVE way to handle a buff mob in a !magic room. Alternatively, you can use high level players with retreat, escape or flee capabilities.

b. Tunnel rooms

Send one tanker (high hp) and one damage dealer. Both need to be able to flee, escape, or retreat.

c. !exits rooms

These are really tough. If it’s not !magic then use passes to get out. If it’s !magic and !exits take a VERY SMALL GROUP with you and have a Summoner (inventor/droid) waiting in a safe area. Use gt to tell them to summon your group out of combat when you get low on hp/mana.

III. Group composition


– I recommend you keep your groups as small as possible. Many quests have limited prizes and having too many indians/not enough chiefs will slow you down, get people killed, cost time, and lead to whining about prize selection.
– A group with a Level 100 Body Guard, Sith Marauder, Cyborg, and Medic is truly a thing of beauty and can easily kill anything in RotJ.
– People who are not contributing anything to your group don’t need to be there. Period.
– If someone is excessively whiny or doing stupid/risky things and won’t listen to orders, kick their ass out of the group before they get you or themselves killed.
– Put your highest hp non-tanker in the back of the group. Have everyone refollow until that person is last in the group list. This is called the “ass tank” position and takes the most damage other than the tanker.
– If fighting mobs that are Offensive, Defensive or Berserk, keep your weak members sitting out safely.
– Designate one person to hold all equipment and prizes. Designate another person to loot/recover players’ corpses. DO NOT FIGHT ABOUT EQ DISTRIBUTION/WHO GETS WHAT PRIZE until the quest/kill is finished.
– Big groups (10+) are not necessarily the best way to go. The spam and confusion can be more dangerous than the mob you’re fighting.
– The leader should know the area in question, no exceptions.
– Listen to people in your group if they have experience fighting Mob X.

IV. Two or more mobs in one room


– Split the tanking up between two players if possible.
– Have a Jedi who will not be tanking check first to see if the mobs are helper/aggr. If one mob is neither, leave it alone and kill the other one first!
– Kill the buffest mob first. The easier one is less likely to kill you if it aggies.
– See if one can be pushed out, slept, or blinded.

V. Group etiquette


– Give all recovered eq/items to the designated eq holder.
– Respect your leader at all times.
– Do not spam unnecessarily.
– Do not bring or wear anything you can’t afford to lose (exp or eq.)
– If you disregard the above, DO NOT WHINE ABOUT SUBBERDEATH, PERIOD!
– Bring plenty of bread and water so you don’t leech off others.
– If you go AFK, TELL THE LEADER, TELL THE GROUP and SIT OUT.
– Don’t ask in advance if you can have Prize X or Item Y from a kill. Wait until everything’s dead first.
– Be happy with whatever you get, exp, cash, prizes, or a learning experience. Sometimes the knowledge you get from a successful group kill will help you in ways far greater than a simple piece of eq.
– Bring lots and lots of Distress Probes!!!!!!

Author: paralyse AT sbcglobal DOT net (Revised by Drakgren: 1/30/13)

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