Sunday, 10 February 2013

New abilities LEAKED!!

The new, level 55 abilities are leaked!!

Jedi Consular
Sage: Force Barrier: Projects a Force Barrier about you, granting immunity to all control, damage, and negative effects while channeled. This ability does not respect the global cooldown and can be used while controlled.
Shadow: Phase Walk: Activating this ability marks your current location for <<1>> seconds. When this ability is activated again, if you are within 60 meters of the marked location, you instantly return to the marked location. When returning to the marked location or when the effect ends, Phase Walk goes on cooldown for 45 seconds. Does not break stealth.

Jedi Knight
Sentinel: Dual Saber Throw: Throws both lightsabers in a straight line towards the target, dealing <<1>> weapon damage to all enemies directly in front of you up to 30 meters away. Affected enemies are slowed by 50% for <<2>> seconds. Requires two lightsabers.
Guardian: Saber Reflect: Reflects all direct single target ranged, Force, and tech attacks back to the attacker for <<1>> seconds.

Vanguard: Electro Net: Fires an electro net that ensnares the target, reducing its movement speed by 50% and dealing <<1>> energy damage over 9 seconds. The damage dealt by the electro net increases by 20% for every second that the target remains moving. This effect stacks up to 10 times on enemy players or up to 5 times on any other target. Additionally, the electro net hinders the target, preventing the use of high mobility actions and escapes such as charges, vanishes, and speed boosts. Lasts <<2>> seconds.
Commando: Shoulder Cannon: Deploys a shoulder cannon that gradually loads 4 missiles over time. Once loaded, the shoulder cannon can be triggered again to fire against an enemy target within 10 meters, launching 1 missile that deals <<1>> kinetic damage. A missile can be launched up to once per second. Loading and launching the shoulder cannon does not respect the global cooldown and can be done while controlled. Once all missiles have been loaded, depleting all missiles puts the shoulder cannon on cooldown for 1.5 minutes.

Gunslinger: Hightail It: Roll forward 18 meters, freeing yourself from movement-impairing effects and landing crouched behind cover. While rolling, your chance to dodge attacks is increased by 100%.Can't do that while hindered.
Gunslinger: Ready for Anything: Upon entering cover, your stealth detection level begins to increase gradually, reaching up to 30 additional levels of stealth detection over the following 30 seconds. This effect ends when you leave cover.
Scoundrel: Scamper: Roll forward 12 meters. When slowed, you only roll forward 6 meters. While rolling, your chance to dodge melee and ranged attacks is increased by 30%. Does not break stealth. Cannot be used while immobilized.

This is AMAZING!!!

Thursday, 24 January 2013

New trailer of RotH!!

A new trailer for Rise of the Hutts were released yesterday. Hopefully we will learn more about the planet soon.

Monday, 10 September 2012

1.4 Gear Preview of the Jedi Sentinal and Commando!

This is an early picture of the new tier, Dread Guard set of the Jedi Sentinel and Commando!


Patch 1.4 is now on the test servers! People can test the new operation, Terror from Beyond and try the new features that are added. Unfortunately, some changes that were promised for patch 1.4 are in the current state absent, p.ex. dual-spec, Explosive Conflict Nightmare Mode.


Check the Patch notes here:

The Trailer for Terror from Beyond

Sunday, 2 September 2012

Blog Update

Hey guys, what's up? Sorry for being inactive during last month but I was in vacations and I didn't have an easy access to the internet.
Anyway, I'm back to my HQ and I'm ready to roll once more. To be honest, SWTOR isn't at its best right now and there aren't really any news going on. Things are the same for the past months and we're all waiting for news about new content.
What troubles me the most are the secresive about the stuff they are working on. They have announced an expansion and we really haven't got nothing more than a ridiculous small trailer.
I'm still planning to play the game, I'm enjoying it but I have already accepted that it's prime is gone. Let's hope that F2P would bring a fresh wave of players back to game.

Thursday, 2 August 2012

SWTOR Free to Play Plans!

Coming this fall, the first 50 levels of SWTOR are free to play. The game will be on sale and can be purchased for 15 USD and a free month. A subscription fee would still be required for the full experience of the game. The new patch that would introduce Makeb and would also increase the level cap would be out of limits for gamers and only specific content would be allowed. Stay tuned for more news!

Sunday, 22 July 2012

Individual server forums are coming

Individual server forums will be implemented later this summer once they have completed automatic transfers. That means, old servers will close, as for now, you can't create a new character in an origin server if you don't have one already there. Another step towards the mega servers is done.

Saturday, 7 July 2012

Rewards for Server Transfers

New pet Gannifari
Bioware keeps rewarding their subscribers for playing the game. This time they are going to give a new non combat pet, the Gannifari as well as 25 Black Hole Commendations. It should be noted that all subscribers that had their characters either on an original or a destination server would be rewarded.

Your character(s) must be on a qualifying server (which includes destination servers) and your account must be active by July 30, 2012 at 11:59 PM CDT / July 31, 2012 at 4:59AM GMT.

The new pet it's just a bonus where as 25 BH Commendations is the really gift. It seems that BW gives something to new players that were left behind on their PvE progression as before transfers, most servers were dead and groups for FP and Operations were impossible to be formed.

Tuesday, 26 June 2012

1.3 Changes, Buffs and Nerfs and my Verdict!

1.3 patch is right now on the PTS and as always, it brings changes in classes. Not a lot of changes like 1.2 did but still...

I would also want to add those are MY OPINION. You are free to disagree and comment. My reason for posting this is to summarize the incoming changes. This post summarizes the patch notes up to the 06/25.


Tanks dps and PvP performance has decreased a lot and some hybrid tank specs are now required to a viable PvP performance as their cap abilities are almost useless. Tanking in PvE situation has been made a lot more easier. Gunslingers/Snipers and Commandos/Mercenaries have had their dps and resource management improved greatly.


AoE threat was certainly a big issue for tanking specs and has gotten fixed. Overall, threat generated has been increased by 50%. That would be most welcomed for the group finder as I believe, tanks would be in high demand. Making tanking easier would surely encourages more players to try this role and would in long terms help the community. For even more convenience, they introduced 'smart' AoEs. Now, most of the tanks main AoE attacks that helped them increase their threat, doesn't hit enemies that are in any form of Crowd Control. Another downgrade for tanking difficulty.



Only Combat/Carnage 21-points ability Precision Slash/Gore has changed. It now costs 1 focus/rage and lasts 1.5sec less. It's duration is still the same as it's now out of the GCD and it's cost was reduced by 2 focus/rage. IT'S A BUFF!


Biggest change for all three specs is the redesign of Single Saber Mastery on the Vigilance/Vengeance tree: 
Single Saber Mastery now applies different effects based on your current Form. Shii-Cho Form now increases all Force damage dealt by 2% per point. Shien Form now increases all melee damage dealt by 2% per point. Soresu Form now increases melee and ranged defense by 1% per point and increases the threat generated by Smash and Sweeping Slash by 10% per point.
This is what this talent should have been from the start. Instead of a plain damage increase, it benefits each spec on their perspective field. Those changes really improve and polish the game.
There's no reason to get into details about the changes the made to the Defense/Immortal tree. Overall, they have based the spec's gameplay to stacking armor debuffs and accuracy debuffs. Their damage overall has decreased. The changes on Guardian Slash/Crushing Blow, their big hitter, have decreased their damage a lot and decrease their performance in 1v1 PvP situations.



No changes for Sages/Sorceres.


They decrease the cost of their Ambush ability (Spinning Kick/Spike) by 10 force points and increased their AoE threat generation. Also, they decreased the self-healing of their tanking tree by 4%.
Overall, Shadows/Assassins tanks were OVERPOWERED both for PvE and PvP. Even though the nerf was much needed, we can't say that they were thrown into abyss. It was time and knocked off their Superman socks.



Best change for both AC? The amount absorbed by Shield Probe/Defense Screen now scales properly based on character stats. As they are both classes with very few defensive cooldown, this is a major buff for their survivability. We don't yet know on which stat it scales (hopefully endurance), buffing a short cooldown (45 sec) it's definitely going to increase their performance, especially on PvP.


Survivor's Scars/Survival Training healing received increase has lowered from 3% to 1%. Even though this is a minor nerf all classes with similar talents has been affected. I don't believe it would affect the class' gameplay.


Lot's of changes in the Gunslinger/Sniper trees. First of all, the change to the cap abilities are mostly done to prevent a hybrid spec. Rapid Fire has now become a passive ability providing a 1-second CD reduction per point on bot Ambush/Aimed Shots and Series of Shots/Speed shot, certainly a buff here. Also, casting will be taking a bit of a hit with Target Acquired/Illegal Mod’s switch from Alacrity to Accuracy and Armor Penetration, but Rapid Fire and Sniper/Burst Volleys new traits should help make up for it, as they're effect is enhanced even though their cd has increased. Enginneering/Saboteur has also their DoT's damage increased.




Most Commando/Mercenary changes were made to the Gunnery/Arsenal talent trees. In addition to some talents being shifted to depend on other talents, sustained damage received buffs. Changes to Armor Piercing Cell/High-velocity Gas Cylinder would buff Commando/Mercenary sustained resource management by making energy cell generation and heat ventilation less reliant on critical hits. Sustained damage has been buffed through changes to the Gravity Surge/Light 'em Up  skill, which now applies an extra stack of Charged Barrel/Tracer Lock and Charged Barrier/Power Barrier with each Grav Round/Tracer Missile. Overall, more predictable resource generation is a good change and should help with the resource management difficulty many Commandos/Mercenaries and stacking debuff problens they've experienced after patch 1.2.



Powertech/Tanguard tanks gained a 50% threat generation increase but tank burst has been significantly decreased due to the flame shield and static shield skills changes. The critical chance bonus from these talents now gives 8% critical chance to Stockstrike/Rocket Punch and Explosive Surge/Flame Sweep.
The Flame surge skill has been redesigned so that it provides a free Flame Sweep, to provide Vanguards/Powertechs with more AoE damage even though that decreased their damage against single target fights. 
Overall, they nerfed the crit rate of the classes basic attacks (16% bonus , down from 30%) and cancelled the surge bonus (0% bonus, down from 30%). 
This patch decreased the burst dps and this is why this spec is heavily nerfed for PvP while probably buffed for PvE with the AoE changes.