Saturday, October 29, 2011

SWTOR Face: SWTOR Beta Voidstar Warzone Video


SWTOR Face: SWTOR Beta Voidstar Warzone Video: Now This looks like Fun... I may have spent a lot of time in this PVP zone on beta... I love that you get a real story even in PVP. ...

Warzones in Star Wars™: The Old Republic™ are specific areas outside of the main character story, where players face off against each other in exciting Player-vs-Player combat. In order to give you a more detailed look at each of the different Warzones, we’ve launched a new Warzones Game Systems page! This new page will allow you to learn about each of the different Warzones, and each Warzone breakdown is accompanied by a short video displaying how the Warzone looks in the game.


"The Voidstar is a derelict Imperial Battle Cruiser that disappeared during the Great War. The ship is believed to contain the schematics to a powerful weapon. Now that it’s been rediscovered floating in the depths of space, both the Empire and the Republic are racing to take control of the vessel and access the secrets stored in its memory banks."

SWTOR Beta Voidstar Warzone Video


Now This looks like Fun... I may have spent a lot of time in this PVP zone on beta... I love that you get a real story even in PVP.


Warzones in Star Wars™: The Old Republic™ are specific areas outside of the main character story, where players face off against each other in exciting Player-vs-Player combat. In order to give you a more detailed look at each of the different Warzones, we’ve launched a new Warzones Game Systems page! This new page will allow you to learn about each of the different Warzones, and each Warzone breakdown is accompanied by a short video displaying how the Warzone looks in the game.

"The Voidstar is a derelict Imperial Battle Cruiser that disappeared during the Great War. The ship is believed to contain the schematics to a powerful weapon. Now that it’s been rediscovered floating in the depths of space, both the Empire and the Republic are racing to take control of the vessel and access the secrets stored in its memory banks."

Friday, October 28, 2011

SWTOR Full Companion List and Skills



Companions are going to play a massive part in your experience in SWTOR. Whether you use your companion to craft, or gather, or to tank for you, or even heal you, you'll never be alone. Much more than a simple pet, companions will share their opinions during your experience and judge you on your decisions.

You'll be able to customize their look and all their armor and weapons in the same way that you can customer your own look and gear. During your journeys in SWTOR you'll even get custom items for specific companions.

Every character, by the time they've finished the main story line, will have access to five companions in total. Every class has five different companions which are unlocked as you progress. Whether you choose to journey with a companion because their special skills, or just because you like their company, it's totally up to you. Some players may even choose their main character's class based on the companions connected to a class, but the five different companions attached to each class represent one from each of the five skill sets (DPS, tank, heals, etc).

This is the full breakdown of all companions in SWTOR.

KNOWN ASSOCIATE: QYZEN FESS

HONORING THE SCOREKEEPER
Famed as a peerless hunter and tracker, Qyzen’s search for the galaxy’s deadliest beasts has taken him from the swamps of Belkadan to Tatooine’s endless deserts, bartering trophies for ship passage—anything to reach the next hunting ground.

Qyzen has no interest in possessions, needing only his weapons and his tally of jagganath points; a score every Trandoshan must earn through honorable kills to appease
their goddess, the
Scorekeeper.

While most Trandoshans become guns-for-hire to earn their jagganath points, Qyzen chose a traditional path, hunting everything from sand demons to rancor beasts, and refusing to kill anything unworthy of his considerable skills. In his travels he has crossed paths with many other wanderers—criminals, Mandalorians, even Jedi Masters—making him slow to trust any stranger, but once he makes a friend Qyzen will defend them with his life.

Advanced Class Breakdown: Imperial Agent

Agents are masters of stealth, seduction, and assassination.

Our Imperial Agent class page has now been updated with all the advanced class information (also presented to you below).

The Empire dominates scores of star systems across the galaxy, but not through the power of the dark side alone. Behind the scenes, the cunning Agents of Imperial Intelligence track down and eliminate the Empire’s enemies—from intractable Republic senators to traitorous Imperial Moffs to bloodthirsty rebels with Republic ties. Imperial Agents must master the arts of infiltration, seduction, and assassination to advance the Empire’s causes; they face the opposition of a terrified galaxy and the capriciousness of their own Sith overlords.

What's an advanced class you ask? Check out this post which explains further.



Advance Class: Operative
Whether ambushing enemies from stealth or using advanced medical technology to keep colleagues in the fight, the operative will do whatever it takes to advance the agenda of the Empire.



Tree: Concealment (Melee DPS)
Upgrades stealth and close-range attacks, allowing the Agent to strike without detection.

Waylay
Passive
Backstab no longer has an energy cost.

Slice
Passive
Sever Tendon has a 100% chance to root targets for 2 seconds.

Tree: Medic (Heal)
Advances the Agent's healing technologies, keeping his allies both alive and effective.

Advanced Toxin Removal
Passive
Toxin Scan now removes mental debuffs, and heals for a small amount.



Reactive Healing
Passive
Critical direct heals refund 2% energy.

Tree: Lethality (shared)
Leverages the toxic power of poisons to debilitate enemies over the course of a long fight.

Improvise
Passive
Critical poison damage has a 50% chance to make your next Snipe usable out of cover. The cost of your next Snipe is also reduced by 100%.

Corrosive Rounds
Passive
Weakening Blast has a 100% chance to refresh active poison effects on the target when the target is below 30% health.

Advance Class: Sniper
Identified as the most elite sharpshooters in the galaxy, Snipers use their extensive training to eliminate sensitive targets and turn the tide of the battle in the Empire's favor.



Tree: Marksmanship (Ranged DPS)
Teaches the Sniper to strike down targets from long distances and from the safety of cover.

Reactive Shots
Passive
Series of Shots and Snipe critical hits have a 100% chance to make your next Ambush instant.

Cover Screen
Passive
100% chance to receive a brief defensive bonus whenever you leave cover.

Tree: Engineering (Ranged DPS)
Empowers the Sniper's droids and probes to weaken enemies and give the Empire an advantage.

Cluster Bombs
Passive
After Explosive Probe is detonated, it drops an additional 3 cluster bombs on the target. When the target takes ranged damage, one cluster bomb explodes.

Sharp Burst
Passive
When you hit a target affected by Interrogation Probe with Takedown, there is a 100% chance a shrapnel burst occurs dealing damage to enemies within 8 meters of the target.


Tree: Lethality (shared)
Leverages the toxic power of poisons to debilitate enemies over the course of a long fight.

Improvise
Passive
Critical poison damage has a 50% chance to make your next Snipe usable out of cover. The cost of your next Snipe is also reduced by 100%.

Corrosive Rounds
Passive
Weakening Blast has a 100% chance to refresh active poison effects on the target when the target is below 30% health.

Advanced Class Breakdown: Sith Inquisitor

Our Sith Inquisitor class page has now been updated with all the advanced class information (also presented to you below).

What's an advanced class you ask? Check out this post which explains further.

The history of the Sith Empire is fraught with scheming politics and dark secrets—the lifeblood of the Sith Inquisitor. Treachery hides around every corner in the Empire’s dark corridors, and survival depends on an individual’s natural cunning and the will to manipulate and defeat their enemies and allies alike. The Inquisitor experiments with forbidden powers to not only survive in this cutthroat environment, but to excel and seize authority.


Advanced Class: Sorcerer 
The Sith Sorcerer draws energy from the forbidden depths of the Force, mastering techniques that sap and drain enemies as they invigorate allies--or simply wreak utter devastation.


Tree: Lightning(Ranged DPS)
Channels the Force to overload the Inquisitor's enemies with blasts of lightning.

Ethereality
Passive

Force Speed has a 100% chance to remove all movement impairing effects when used and grant immunity to those effects for its duration.

Lightning Barrage
Passive

Affliction critical hits have a 100% chance to grant Lightning Barrage, causing your next Force Lighting to channel and tick twice as fast. This effect cannot occur more than once every 10 seconds.

Tree: Corruption (Heal)
Uses dark power to maintain allies' health in battle, and protect them from enemy attacks.

Revivification
Casting Time: 2 secs Cooldown: 9 secs Range: 30m 
Heals all allies within 8 meters of the targeted area for 341. Targets remaining in the area heal for an additional 483 over 10 seconds.




Force Bending
Passive

Your resurgence has a 100% chance to grant Force Bending, which reduces the cast time of your next Dark Heal, Dark Infusion, or Revivification by 30%.

Tree: Madness (shared)
Increases the Inquisitor's mastery of the Force to drain and corrupt his enemies.


Parasitism
Passive

Causes critical hits from periodic damage abilities to restore 1% of your total health and force.


Death Field
Instant Cooldown: 15 secs Range: 30m

Creates a Death Field at the target location, dealing 965 internal damage and stealing 77 health from up to 3 targets within an 8 meter radius.




Advanced Class: Assassin

Assassins leap from the shadows, channeling Force lightning through their double-bladed Lightsabers to disable and drain their enemies. They are masters of subterfuge,
feared by even the most terrible opponents.


Tree: Deception (Melee DPS)
Enhances the Assassin's stealth ability, helping him sneak up and dispatch his foes.

Surging Charge
Instant Cooldown: 1.5 secs

Charges your Lightsaber with raw surging force, giving your attacks a 25% chance to deal 148 internal damage. This effect cannot occur more than once every 1.5 seconds. Requires a double-bladed Lightsaber. Does not break stealth.
Static Charges
Passive

When your Surging Charge deals damage, you have a 100% chance to build a Static Charge, increasing the damage dealt by your next Surging Discharge by 6%. Stacks up to 5 times.

Tree: Darkness (Tank)
Focuses on defensive techniques to help protect the Assassin and his allies.

Charge Mastery
Passive
Improves the effect of your Lightsaber charges while they\'re active: <ul><li>  Lightning Charge: Increases your crit chance by 3%.
Dark Charge: Internal and elemental resistance increased by 9%.
Surging Charge: Your attacks ignore 9% of your target's armor.

Wither
Instant Cooldown: 7.5 secs Range: 15m

Causes up to 5 targets to wither under the weight of the Force, dealing 297 kinetic damage and decreasing the damage all targets deal by 5%. This ability generates a high amount of threat. Lasts 15 seconds.
Tree: Madness (shared)
Increases the Inquisitor's mastery of the Force to drain and corrupt his enemies.

Parasitism
Passive
Causes critical hits from periodic damage abilities to restore 1% of your total health and force.

Death Field
Instant Cooldown: 15 secs Range: 30m
Creates a Death Field at the target location, dealing 965 internal damage and stealing 77 health from up to 3 targets within an 8 meter radius.

Thursday, October 27, 2011

Beta Testing Confusion (Dev Update)


Looks like people are getting upset about not getting beta testing access. I'm kind of wishing I didn't now that my testing is over; I miss it like crazy and I ran out of time on a cliffhanger in the story! NOOOOOOOOOOOO!


From: General Discussion -> Beta testing confusion

It seems there may be some confusion here about the difference between Early Game Access and the Game Testing Program.

Early Game Access is granted to those who Pre-Order the game and redeem their Pre-Order Code on our website. It is early access to the game servers before the official launch, and isn't a part of testing. To learn more about Early Game Access, see our Pre-Order FAQ:http://www.swtor.com/preorder/faq#q209656.

For the Game Testing Program, we randomly select testers from the list of people who are signed up on SWTOR.com and have opted-in to test. This gives you access to the testing servers, sometimes for a limited time, and is not the same as Early Game Access.

I hope that helps!

Advanced Class Breakdown: Bounty Hunter

Our Bounty Hunter class page has now been updated with all the advanced class information (also presented to you below).

What's an advanced class you ask? Check out this post which explains further.

I'm thinking of making a light side Bounty Hunter. It might put a fun twist on things!

Bounty Hunter
Bounty Hunters are rugged, independent, and always get the job done.



Advanced Class: Powertech
The best in shielding, defensive tactics and high-powered flamethrowers combine to make the Powertech an impenetrable one-man blockade, getting up close and personal to take down enemies of all sizes.



Tree: Shield Tech (Tank)
Further boosts the Powertech's defensive technology, allowing him to soak up attacks.

 Jet Charge
Instant Cooldown: 15 secs Range: 10-30m
Jumps to a distant target, doing 148 damage and rooting the target for 3 seconds. Cannot be used against targets in cover.

Combust
Passive
Your flamethrower combusts the target, lowering damage done by 6% for 15 seconds.

Tree:  Advanced Prototype
The latest technology makes the Powertech a versatile fighter against any enemy.
Meltdown
Passive
Your Immolate and Retractable Blade have a 20% chance to make your next Flamethrower channel twice as fast and tick twice as frequently.

Immolate
Instant Cooldown: 15 secs Range: 10m
A spray of fuel hits a burning target igniting into a fireball that does 882-886 damage to the target and 115 damage to up to 3 additional nearby enemies. Target must be burning.

Tree:  Firebug (shared)
The Firebug concentrates on burning their opponents with missiles and technology.


 Incendiary Missile
Instant Cooldown: 12 secs Range: 30m
Fires a missile at an enemy doing 547-559 elemental damage and applying a burn that deals 106-107 damage every 3 seconds for 15 seconds.

Prototype Particle Accelerator
Passive
Your incendiary missile damage has a 30% chance to finish the cooldown on Rail Shot and to remove its heat cost. This effect can only happen every 10 seconds.



Advanced Class: Mercenary
A pair of blasters, deadly heat-seeking missiles, and heavy armor make the Mercenary a mobile weapons platform. There's no problem extra firepower can't solve, and no one with sense gets between a Mercenary and their target.



Tree: Arsenal
Uses advanced rocketry and specializes in taking down their targets quickly.

Light Em Up
Passive
Tracer Missile has a 100% chance to add 2 heat signature stacks to a target instead of 1.

Heatseeker Missiles
Instant Cooldown: 15 secs Range: 30m
Fires several missiles that home in on the target and do 1131-1141 damage. This damage is increased by 3% per heat signature on the target.

Tree: Bodyguard (Heal)
Gives the Bounty Hunter skills and technology to heal and restore his allies.

Kolto Shell
Instant Range: 30m
A shell of kolto energy surrounds the target. When the target takes damage they are healed for 151. 10 charges lasts 5 min. Heal can only happen every 3 seconds.

Reactive Armor
Passive
Proactive medicine now provides 10% armor while active.

Tree:  Firebug (shared)
The Firebug concentrates on burning their opponents with missiles and technology.

 Incendiary Missile
Instant Cooldown: 12 secs Range: 30m
Fires a missile at an enemy doing 547-559 elemental damage and applying a burn that deals 106-107 damage every 3 seconds for 15 seconds.

Prototype Particle Accelerator
Passive
Your incendiary missile damage has a 30% chance to finish the cooldown on Rail Shot and to remove its heat cost. This effect can only happen every 10 seconds.