I put all the SWTOR shots 121 of them into a Google Photo album and thought I would share it with you all.
some of my favorite ones are:
Sunday, October 30, 2011
Advanced Class Breakdown: Smuggler
Our Smuggler class Page has now been updated with all the advanced class information (also presented to you below).
Sometimes luck is more important than skill, but it never hurts to have both.
Lawlessness has become common in the wake of the devastating war between the Republic and Empire. Shifting political allegiances and marauding pirates have made independent space travel a dangerous enterprise. Cut off from traditional supply routes, entire star systems waver on the verge of collapse. An adventurous spirit who’s not afraid to break a few rules can make a handsome profit hauling cargo to these hotspots, but it requires fast reflexes, fast wits and a fast draw with a blaster. Even then, the life of a Smuggler is always a gamble.
Stacking up enemies as fast as they stack up credits, Smugglers only survive in this galaxy by being slick, sneaky and street-smart.
Advanced Class: Gunslinger
Master of the trick shot, the first to dive for cover and willing to
take advantage of every opportunity, the Gunslinger and his dual
blasters are the perfect team. The Gunslinger can shoot out a man's
legs to keep him from charging, blind him so he can't get to his weapons
or inflict serious injuries for maximum distraction. There's a right target for ending every disagreement and the Gunslinger knows them like the inside of his ship.
Tree: Saboteur
Teaches the Gunslinger to use explosives and advanced tech to sustain a longer assault.
Overload Charges
Instant Cooldown: 2 mins
Overloads all nearby Shock Charges, dealing 582 kinetic damage to all affected targets. Resets the cooldown of Cool Head, Defense Screen, Sabotage Charge, and Incendiary Grenade.
Stun Bomb
Passive
Targets affected by Flash Grenade have a 100% chance to be stunned for 2 seconds on taking damage.
Tree: Sharpshooter
The Gunslinger focuses on precise, high damage attacks from the safety of cover.
Exploit Weakness
Passive
Quickdraw can be used on targets recently hit by a pistol ability critical hit.
Surprise Attack
Passive
Rolling into cover has a 100% chance to make your next Charged Burst an instant cast ability.
Tree: Dirty Fighting (shared)
These tactics leave no trick off-the-table and often leave an enemy crippled or bleeding.
Heightened Evasion
Passive
Reduces cooldown of Dodge by 30 seconds. Dodge has a 30% chance to grant a speed boost to the player while active.
Cold Blooded
Passive
Bleed effects do 25% more damage against targets with less than 30% health.
Advanced Class: Scoundrel
The Scoundrel doesn't have time for politeness or a fair fight.
In addition to his trusty blaster the Scoundrel packs a stealth belt, a
scattergun and a med pack--everything he needs to get in, knock the
enemy for a loop and get out alive. Being invisible works best, but even
when Sith fly through the air waving Lightsabers all they get to do is look surprised as the Scoundrel's scattergun sends them back the way they came. The Scoundrel always shoots first.
Tree: Sawbones
The Scoundrel patches his allies up using whatever medical supplies he can scrape together.
Field Medicine
Passive
Reduces pushback from damage on healing abilities by 70%. Lowers threat of healing abilities by 10%.
Amnesty
Passive
Dodge has a 100% chance to heal you and increase your armor by 10% for 10 seconds.
Tree: Scrapper
Focuses on using stealth and the scatter gun to sneak in, take out the enemy, and get out.
Swift Kick
Passive
Reduces cooldown of Dirty Kick by 15 seconds.
Shock
Passive
Vital Shot deals direct damage when applied.
Tree: Dirty Fighting (shared)
These tactics leave no trick off-the-table and often leave an enemy crippled or bleeding.
Heightened Evasion
Passive
Reduces cooldown of Dodge by 30 seconds. Dodge has a 30% chance to grant a speed boost to the player while active.
Cold Blooded
Passive
Bleed effects do 25% more damage against targets with less than 30% health.
Sometimes luck is more important than skill, but it never hurts to have both.
Lawlessness has become common in the wake of the devastating war between the Republic and Empire. Shifting political allegiances and marauding pirates have made independent space travel a dangerous enterprise. Cut off from traditional supply routes, entire star systems waver on the verge of collapse. An adventurous spirit who’s not afraid to break a few rules can make a handsome profit hauling cargo to these hotspots, but it requires fast reflexes, fast wits and a fast draw with a blaster. Even then, the life of a Smuggler is always a gamble.
Stacking up enemies as fast as they stack up credits, Smugglers only survive in this galaxy by being slick, sneaky and street-smart.
Advanced Class: Gunslinger
Master of the trick shot, the first to dive for cover and willing to
take advantage of every opportunity, the Gunslinger and his dual
blasters are the perfect team. The Gunslinger can shoot out a man's
legs to keep him from charging, blind him so he can't get to his weapons
or inflict serious injuries for maximum distraction. There's a right target for ending every disagreement and the Gunslinger knows them like the inside of his ship.
Tree: Saboteur
Teaches the Gunslinger to use explosives and advanced tech to sustain a longer assault.
Overload Charges
Instant Cooldown: 2 mins
Overloads all nearby Shock Charges, dealing 582 kinetic damage to all affected targets. Resets the cooldown of Cool Head, Defense Screen, Sabotage Charge, and Incendiary Grenade.
Stun Bomb
Passive
Targets affected by Flash Grenade have a 100% chance to be stunned for 2 seconds on taking damage.
Tree: Sharpshooter
The Gunslinger focuses on precise, high damage attacks from the safety of cover.
Exploit Weakness
Passive
Quickdraw can be used on targets recently hit by a pistol ability critical hit.
Surprise Attack
Passive
Rolling into cover has a 100% chance to make your next Charged Burst an instant cast ability.
Tree: Dirty Fighting (shared)
These tactics leave no trick off-the-table and often leave an enemy crippled or bleeding.
Heightened Evasion
Passive
Reduces cooldown of Dodge by 30 seconds. Dodge has a 30% chance to grant a speed boost to the player while active.
Cold Blooded
Passive
Bleed effects do 25% more damage against targets with less than 30% health.
Advanced Class: Scoundrel
The Scoundrel doesn't have time for politeness or a fair fight.
In addition to his trusty blaster the Scoundrel packs a stealth belt, a
scattergun and a med pack--everything he needs to get in, knock the
enemy for a loop and get out alive. Being invisible works best, but even
when Sith fly through the air waving Lightsabers all they get to do is look surprised as the Scoundrel's scattergun sends them back the way they came. The Scoundrel always shoots first.
Tree: Sawbones
The Scoundrel patches his allies up using whatever medical supplies he can scrape together.
Field Medicine
Passive
Reduces pushback from damage on healing abilities by 70%. Lowers threat of healing abilities by 10%.
Amnesty
Passive
Dodge has a 100% chance to heal you and increase your armor by 10% for 10 seconds.
Tree: Scrapper
Focuses on using stealth and the scatter gun to sneak in, take out the enemy, and get out.
Swift Kick
Passive
Reduces cooldown of Dirty Kick by 15 seconds.
Shock
Passive
Vital Shot deals direct damage when applied.
Tree: Dirty Fighting (shared)
These tactics leave no trick off-the-table and often leave an enemy crippled or bleeding.
Heightened Evasion
Passive
Reduces cooldown of Dodge by 30 seconds. Dodge has a 30% chance to grant a speed boost to the player while active.
Cold Blooded
Passive
Bleed effects do 25% more damage against targets with less than 30% health.
WTF Frackin'cc'ss Pandas Blizzard!!
This is a must see for any MMO gamer.. If you get this mad about a game step away!
look at that cute face....
Advanced Class Breakdown: Jedi Consular
Our Jedi Consular class Page has now been updated with all the advanced class information (also presented to you below).
For more than 20,000 years, the Jedi Order has worked to promote peace and balance in the Galactic Republic, but each new day brings with it a new threat, promising to rip the Jedi and the entire galaxy apart. If the Republic is to survive, it needs leaders and visionaries; it needs the Jedi Consular.
Jedi Consulars channel the power of the Force for strength in combat and wisdom in diplomacy. Years of arduous training and meditation have sharpened Consulars’ minds to cut to the truth as cleanly as their Lightsabers cut through their foes. Whether unlocking long forgotten mysteries of the Jedi, raising armies to fight for the Republic or engaging in mortal combat with Dark Lords of the Sith, the Consulars’ deep attunement to the Force gives them all the power they need to rise to the occasion with poise and balance.
For more than 20,000 years, the Jedi Order has worked to promote peace and balance in the Galactic Republic, but each new day brings with it a new threat, promising to rip the Jedi and the entire galaxy apart. If the Republic is to survive, it needs leaders and visionaries; it needs the Jedi Consular.
Jedi Consulars channel the power of the Force for strength in combat and wisdom in diplomacy. Years of arduous training and meditation have sharpened Consulars’ minds to cut to the truth as cleanly as their Lightsabers cut through their foes. Whether unlocking long forgotten mysteries of the Jedi, raising armies to fight for the Republic or engaging in mortal combat with Dark Lords of the Sith, the Consulars’ deep attunement to the Force gives them all the power they need to rise to the occasion with poise and balance.
Advanced Class: Sage
Sages are famed for their wisdom much as for their powerful healing and defensive skills. In troubled times, a Sage brings together the insight of the past with raw power to change the flow of galactic events.
Sages are famed for their wisdom much as for their powerful healing and defensive skills. In troubled times, a Sage brings together the insight of the past with raw power to change the flow of galactic events.
Tree: Telekinetics (Ranged DPS)
Affords the power to distort reality and move waves of energy, tearing apart enemies.
Passive
Your Disturbance has a 30% chance and your Forcequake has a 9% chance when dealing damage to grant Tidal Force, immediately finishing the cooldown on Telekinetic Wave and reducing the cast time of your next Telekinetic Wave by 100%. This effect cannot occur more than once every 10 seconds
Passive
When you cast Disturbance or Telekinetic Wave, there is a 30% chance the ability will produce a second attack that strikes the same targets for 30% damage and no additional threat.
Tree: Seer (Heal)Allows the Sage to master the art of using the Force to heal and protect allies
Passive
Reduces the cooldown of Revitalize by 2 minutes. In addition, your Healing Trance crits have a 100% chance to make your next Noble Sacrifice not degenerate your Force and spend no health.
Channeled: 3 secs Cooldown: 9 secs Range: 30m
Heals a target for 469 immediately and a further 469 per second for 3 seconds.
Tree: Balance (shared)
Enhances the Sage’s Force attacks and augments the Shadow\'s Force and Lightsaber abilities.
Passive
Lowers the cast time of Force Lift by 100%. In addition, when your Force Lift breaks early from damage, the target is stunned for 2 seconds.
Passive
When your Telekinetic Throw deals damage, you have a 30% chance to cause your next Force damaging attack with a cast time to cast instantly and deal 20% more damage.
Wielding double-bladed Lightsabers, Shadows embrace the synergy between melee and Force combat, enabling them to strike down enemies of the Order with deadly efficiency.
Tree: Infiltration (Melee DPS)
Masters of stealth, these Shadows use positional attacks and surprise to defeat foes.
Passive
While in stealth mode and for 6 seconds after leaving stealth mode, all damage dealt is increased by 10% and the rate at which your force regenerates is increased by 50%.
Passive
Direct damage attacks have a 30% chance to grant Find Weakness, causing your next Shadow Strike to ignore 50% of the target\'s armor and cost 50% less force. Cannot occur more than once every 10 seconds.
Tree: Kinetic Combat (Tank)
Uses the double-bladed Lightsaber defensively to protect the Shadow and his allies
Passive
Double Strike and Whirling Blow have a 50% chance to reset the cooldown on Project and make your next Project a critical hit.
Instant Cooldown: 30 secs Range: 4m
Perform a spin kick that deals 560 kinetic damage and stuns the target for 3 seconds.
Tree: Balance (shared)
Enhances the Sage’s Force attacks and augments the Shadow\'s Force and Lightsaber abilities.
Passive
Lowers the cast time of Force Lift by 100%. In addition, when your Force Lift breaks early from damage, the target is stunned for 2 seconds.
Passive
When your Telekinetic Throw deals damage, you have a 30% chance to cause your next Force damaging attack with a cast time to cast instantly and deal 20% more damage.
Gaming Face: Big News from Electronic Arts Q2 2012 Earnings Conference Call
Gaming Face: Big News from Electronic Arts Q2 2012 Earnings Conference Call
Its Beta Time for SWTOR!!
Peter Moore:
"Next, our biggest event of the year, the December 20th launch of Star Wars: The Old Republic.
This is inarguably the most anticipated game of the year, an epic MMO that makes each player
the hero of their own Star Wars saga. The Old Republic is in Beta right now and players are
blown away by the immersive story, dynamic combat and authentic Star Wars feel. In the
coming weeks we‟ll invite hundreds of thousands of players into our biggest Beta test to date."
Its Beta Time for SWTOR!!
Peter Moore:
"Next, our biggest event of the year, the December 20th launch of Star Wars: The Old Republic.
This is inarguably the most anticipated game of the year, an epic MMO that makes each player
the hero of their own Star Wars saga. The Old Republic is in Beta right now and players are
blown away by the immersive story, dynamic combat and authentic Star Wars feel. In the
coming weeks we‟ll invite hundreds of thousands of players into our biggest Beta test to date."
Big News from Electronic Arts Q2 2012 Earnings Conference Call
Some high lights for you all.
Its Beta Time for SWTOR!!
Peter Moore:
"Next, our biggest event of the year, the December 20th launch of Star Wars: The Old Republic.
This is inarguably the most anticipated game of the year, an epic MMO that makes each player
the hero of their own Star Wars saga. The Old Republic is in Beta right now and players are
blown away by the immersive story, dynamic combat and authentic Star Wars feel. In the
coming weeks we‟ll invite hundreds of thousands of players into our biggest Beta test to date."
Go forth and Sim not more..
Peter Moore:
The Sims Social has nearly 40 million Monthly Active Users. It‟s generating high engagement
with over 8 million Daily Active Users logging in an average of four times a day.
Battlefield 3 hits the spot!
Peter Moore:
I‟ll finish with Battlefield 3. As you know, we launched this title earlier this week and the results
have been tremendous, thanks to the superb quality of the title produced by our DICE studio in
Stockholm and the world class marketing executed by our teams globally. Our marketing made
adept use of YouTube where 13 million people have viewed our trailers, and on Facebook,
where we have 2.1 million fans. Battlefield 3 PR was everywhere and on launch day, in North
America alone, more than 8,400 stores opened early to sell the game. We couldn‟t be happier
with the launch of Battlefield 3.
ELECTRONIC ARTS
Q2 FY12 PREPARED COMMENTS
OCTOBER 27, 2011
Rob Sison:
Thank you.
Welcome to EA‟s fiscal 2012 second quarter earnings call. With me on the call today is
John Riccitiello, our CEO, Eric Brown, CFO, Peter Moore, COO and Studio President Frank
Gibeau will join for the QA.
Please note that our SEC filings and our earnings release are available at ir.ea.com. In
addition, we have posted earnings slides to accompany our prepared remarks. Lastly, after
the call, we will post our prepared remarks, an audio replay of this call, and a transcript.
This presentation and our comments include forward-looking statements regarding future
events and the future financial performance of the Company. Actual events and results may
differ materially from our expectations. We refer you to our most recent Form 10-Q for a
discussion of risks that could cause actual results to differ materially from those discussed
today. Electronic Arts makes these statements as of October 27th, 2011 and disclaims any
duty to update them.
Throughout this call, we will discuss both GAAP and non-GAAP financial measures. Our
earnings release and the earnings slides provide a reconciliation of our GAAP to non-GAAP
measures. These non-GAAP measures are not intended to be considered in isolation from,
as a substitute for, or superior to our GAAP results. We encourage investors to consider all
measures before making an investment decision. All comparisons made in the course of this
call are against the same period in the prior year unless otherwise stated.
Now, I‟ll turn the call over to John Riccitiello. John?
Saturday, October 29, 2011
Advanced Class Breakdown: Trooper "Not all heroes carry Lightsabers"
Our Trooper class page has now been updated with all the advanced class information (also presented to you below).
Not all heroes carry Lightsabers. Some just have the will to fight.
For decades, the armed forces of the Galactic Republic defended their civilization against the seemingly unstoppable Sith Empire. Despite countless setbacks, the men and women of the Republic military never backed down until the Senate ordered them to do so. These brave souls remain ready and willing to lay their lives on the line today.
Advance Class: Vanguard
Unstoppable and utterly fearless, Vanguards wade into battle wearing
advanced heavy armor. They are the first and best line of defense in the Republic military. These steadfast soldiers ignore personal risk, deliberately stepping into the line of fire to divert danger from allies and innocents.
Tree: Tactics (Ranged DPS)
Trains the Vanguard how to more effectively deal with close range combatants.
Gut
Instant Cooldown: 9 secs Range: 4m
Close range attack causes 606-613 damage and a short bleed for 44 damage every second for 6 seconds.
Rapid Surges
Passive
Reduces the Cooldown of surges by 1.5 seconds and increases their crit chance 6%.
Tree: Shield Specialist (Tank)
Powers up the Vanguard’s shield generator to absorb firepower and protect their allies.
Adrenaline Rush
Instant Cooldown: 2 min
Increases the maximum health of the trooper by 30% for 15 seconds. The health is lost at the end of the effect.
Static Shield
Passive
10% chance that blocks will increase the crit chance of your next Pulse Round or Explosive Surge by 100%. Effect lasts 10 seconds and cannot occur more than once every 10 seconds.
Tree: Assault Specialist (shared)
Teaches explosives and grenades to complement either rifles or heavy cannons.
Sticky Grenade
Instant Cooldown: 30 secs Range: 30m
Throw a sticky grenade that will detonate after several seconds. Weaker targets enter a state of panic when the grenade is active. The explosion deals 915-929 damage to the primary target and 261-270 damage to nearby enemies. Weaker targets are knocked back from the blast.
Chain Reaction
Passive
When you get a critical hit with a Tech attack, you have a 100% chance to recharge 1 energy cell.
Advance Class: Commando
Trained in advanced assault tactics and weaponry, Commandos charge
battlefields with massive blaster cannons, overwhelming their enemies
with brute firepower. Whether taking out an enemy bunker with focused
fire or driving back an Imperial charge with a hail of concussive bolts,
the Commando’s high-powered hardware dominates the scene, laying
waste to all unfortunates who fall within its range.
Tree: Gunnery (Ranged DPS)
Focuses on maximizing the assault cannon's destructive power.
Grav Round
Casting Time: 2.5 secs Cooldown: 9 secs Range: 30m
Fires a round that creates a gravity vortex on the target that causes 1580-1590 kinetic damage.
Charged Barrel
Passive
Charged Rounds increase the damage of your next Hammer Shot by 10%. Lasts 6 seconds.
Tree: Combat Medic (Heal)
Trains the Commando to provide expert first aid to wounded comrades in the heat of battle.
Trauma Probe
Instant Range: 30m
Summon a probe that heals the target for 123 every 3 seconds for 30 seconds.
Improved Kolto Bomb
Passive
Kolto Bomb now heals targets below 50% life for 20% more.
Not all heroes carry Lightsabers. Some just have the will to fight.
For decades, the armed forces of the Galactic Republic defended their civilization against the seemingly unstoppable Sith Empire. Despite countless setbacks, the men and women of the Republic military never backed down until the Senate ordered them to do so. These brave souls remain ready and willing to lay their lives on the line today.
Advance Class: Vanguard
Unstoppable and utterly fearless, Vanguards wade into battle wearing
advanced heavy armor. They are the first and best line of defense in the Republic military. These steadfast soldiers ignore personal risk, deliberately stepping into the line of fire to divert danger from allies and innocents.
Tree: Tactics (Ranged DPS)
Trains the Vanguard how to more effectively deal with close range combatants.
Gut
Instant Cooldown: 9 secs Range: 4m
Close range attack causes 606-613 damage and a short bleed for 44 damage every second for 6 seconds.
Rapid Surges
Passive
Reduces the Cooldown of surges by 1.5 seconds and increases their crit chance 6%.
Tree: Shield Specialist (Tank)
Powers up the Vanguard’s shield generator to absorb firepower and protect their allies.
Adrenaline Rush
Instant Cooldown: 2 min
Increases the maximum health of the trooper by 30% for 15 seconds. The health is lost at the end of the effect.
Static Shield
Passive
10% chance that blocks will increase the crit chance of your next Pulse Round or Explosive Surge by 100%. Effect lasts 10 seconds and cannot occur more than once every 10 seconds.
Tree: Assault Specialist (shared)
Teaches explosives and grenades to complement either rifles or heavy cannons.
Sticky Grenade
Instant Cooldown: 30 secs Range: 30m
Throw a sticky grenade that will detonate after several seconds. Weaker targets enter a state of panic when the grenade is active. The explosion deals 915-929 damage to the primary target and 261-270 damage to nearby enemies. Weaker targets are knocked back from the blast.
Chain Reaction
Passive
When you get a critical hit with a Tech attack, you have a 100% chance to recharge 1 energy cell.
Advance Class: Commando
Trained in advanced assault tactics and weaponry, Commandos charge
battlefields with massive blaster cannons, overwhelming their enemies
with brute firepower. Whether taking out an enemy bunker with focused
fire or driving back an Imperial charge with a hail of concussive bolts,
the Commando’s high-powered hardware dominates the scene, laying
waste to all unfortunates who fall within its range.
Tree: Gunnery (Ranged DPS)
Focuses on maximizing the assault cannon's destructive power.
Grav Round
Casting Time: 2.5 secs Cooldown: 9 secs Range: 30m
Fires a round that creates a gravity vortex on the target that causes 1580-1590 kinetic damage.
Charged Barrel
Passive
Charged Rounds increase the damage of your next Hammer Shot by 10%. Lasts 6 seconds.
Tree: Combat Medic (Heal)
Trains the Commando to provide expert first aid to wounded comrades in the heat of battle.
Trauma Probe
Instant Range: 30m
Summon a probe that heals the target for 123 every 3 seconds for 30 seconds.
Improved Kolto Bomb
Passive
Kolto Bomb now heals targets below 50% life for 20% more.
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