[OGNN] Offical Guild News Network

Gilden News und Wissenswertes aus dem Universum

Re: [OGNN] Offical Guild News Network

Beitragvon Shadow » Sa 26. Jul 2014, 21:44

Data Mining Galactic Strongholds:

Spoiler Warnung

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Swtor-mined: Guild Conquests/Guild Flagships

Posted by Soeren on Jul 26, 2014 in Data Mining, Patch 2.9 | 0 comments

Guild Flagships

SWTOR Miner is a bussy little bee these days. With the new patch comes tons and tones of new stuff to discover. Here the latest info he digged up about Gild Conquests/Guild Flagships. Now don’t go and get yourself banned by posting/dicussing any information mined by me on the Official SWTOR Forums.

Guild Conquests/Guild Flagships
Details

Initial Purchase Cost: 50 million credits: 130 million credits plus Conquest items to fully unlock
“Room” unlock costs: 5 million credits + Conquest items
16 unlockable rooms
“Invading the planet will commit your guild’s flagship to compete on this planet’s leaderboard for this conquest event. If you place in the top spot, you will conquer the planet at the end of the event.”
“You cannot invade a planet in the last 3 days of a conquest event. You must lock in your commitment beforehand.”
You must possess a gold key to the guild flagship in order to commit to an invasion.
“Flagship commitment for this conquest event is now locked. You must wait until the next conquest event to invade a planet.”
Moving your guild’s flagship has a credit cost deducted from the Guild Bank.
Conquering a planet will temporarily double your guild’s flagship prestige rating.
Only the guild leader may purchase a flagship for the guild.
“The current conquest event is in progress. In order to recieve this reward, your guild must place on the leaderboard and you must meet your personal contribution target.”
“If you qualify, the guild reward will be granted at the end of the review period, when the next conquest event begins.”
Flagship Transport – If your guild flagship is in orbit of a planet you can use Flagship Transport to move quickly around a planet.
You can also offer to shuttle your group to your exact location using Flagship Transport.
Flagship Transport pulls funds directly from the Guild Bank, and counts against your personal withdrawl limit.
Flagship: Orbital Support – Bonuses to damage, healing, damage reduction, and max health. Effect is doubled if Flagship controls this sector.
New Rare-spawn World Boss – The Starship Constructor

Conquest Events

Total Galactic War – Total war has broken out on worlds across the galaxy, with skirmishes taking place on dozens of battlefronts. Opportunities abound during this period of intense, widespread fighting.
Power Plays – Political struggles are mounting in the hearts of key worlds.
The Dread War – A dark presence is growing on Oricon, threatening to engulf the galaxy in an endless night of fear.
The Trade Emporium – Merchants and crafters from across the galaxy have sponsored a massive trade emporium.
Relics of the Gree – Gray Secant has returned to Ilum, continuing its mysterious millennia-long mission to collect and study data on every sentient civilization.
Rakghoul Resurgence: Tatooine – The Rakghoul plague has broken out on Tatooine and must be contained once again.
Rakghoul Resurgence: Corellia – The Rakghoul plague has broken out on Corellia and must be contained once again.
Rakghoul Resurgence: Alderaan – The Rakghoul plague has broken out on Alderaan and must be contained once again.
Clash in Hyperspace – Republic and Imperial fleets have engaged in protracted battles in several major systems and require the assistance of all able-bodied starfighter pilots.
Titans of Industry – Major corporations have gone on an unchecked buying spree. Control of several sectors will be decided by the highest bidder!
Emergency Operations – Immensely powerful foes are preparing to launch devestating attacks on worlds across the galaxy. Strategic operations must be launched to battle the rise of these dangerous new enemies.
Death Mark – A sudden power shift in the underworld has resulted in thousands of death marks being issued for the galaxy’s most influential sentients.
Flashpoint Havoc – High priority missions have shifted from the war front to emergency deployments in dozens of sectors, instigating power struggles within the Empire and the Republic.
The Hunter’s Race – Bounties have been issued for criminals across the galaxy. Licensed hunters must race to take them down!

Invasion Bonuses

Uncertain of bonus – I suspect they may be double xp/rewards bonuses

Flashpoints, Warzones
Flashpoints, War Supplies
Warzones
Warzones, War Supplies
Operations, Warzones
Operations
Crafting, War Supplies
Starfighter
Flashpoints, Starfighter
Warzones, Flashpoints, Operations, Starfighter
Economy, War Supplies

Crafting

War supplies can be crafted to earn points toward planetary conquest events – or combined with other war supplies to create an Invasion Force.
War Supplies: Infantry Supply Kits – Crafted by Biochemists. Ground invasions require substantial supply lines to support large infantry battalions.
War Supplies: Armored Vehicles – Crafted by Armstechs, Armormechs, and Cybertechs. Armored transports and siege weapons are required to breach heavily entrenched ground defenses.
War Supplies: Starship Weapons – Crafted by Armstechs, Armormechs, and Cybertechs. High-powered starship weapons are required to penetrate orbital defense networks during an invasion.
War Supplies: Crystal Capacitors – Crafted by Synthweavers and Artificers. High-grade weapons and shields can be temporarily upgraded on the field by specially modified power crystals.
War Supplies: Holocron of Strategy – Crafted by Synthweavers and Artificers. Research into the deep history of a planet’s civilizations can yield insights into the most effective vectors of attack.
War Supplies: Invasion Force – A complete shipment of war supplies provides the means to launch a full-scale invasion. With a supply line established, the fearsome strength of a capital ship can be leveraged to dominate worlds.
Frameworks can be constructed from encrypted Flagship Plans and Dark Projects at the Flagship Commissioner on the Fleet. Flagship Plans can be obtained from enemy commanders on worlds across the galaxy.
Flagship Plans: Logistical Framework – Contains all the essential parts and schematics required to expand the logistical capacity of a Guild Flagship.
Flagship Plans: Engineering Framework – Contains all the essential parts and schematics required to expand the engineering capacity of a Guild Flagship.
Flagship Plans: Command Framework – Contains all the essential parts and schematics required to expand the command capacity of a Guild Flagship.
Flagship Framework – Contains all the essential parts and schematics required to expand the command capacity of a Guild Flagship.
Flagship Plans: Command Encryption – This encrypted holo contains fragments of data that may be used to construct a Command Framework.
Flagship Plans: Logistical Encryption – This encrypted holo contains fragments of data that may be used to construct a Logistical Framework.
Flagship Plans: Engineering Encryption – This encrypted holo contains fragments of data that may be used to construct a Logistical Framework.
Armormech
Dark Project MK-1
3x Synthetic Energy Matrix
6x Alien Data Cube
6x Biometric Crystal Alloy
1x War Supplies: Invasion Force
3x Rakata Energy Node
War Supplies: Armored Vehicles
12x Neutronium
12x Diatium
12x Bondite
War Supplies: Armored Vehicles
16x Phobium
16x Bronzium
16x Chanlon
War Supplies: Armored Vehicles
8x Electrum
8x Mythra
8x Durasteel
War Supplies: Invasion Force
1x War Supplies: Infantry Supply Kits
1x War Supplies: Armored Vehicles
1x War Supplies: Holocron of Strategy
1x War Supplies: Starship Weapons
1x War Supplies: Crystal Capacitors
War Supplies: Starship Weapons
12x Resinite
12x Fibermesh
12x Polyplast
War Supplies: Starship Weapons
16x Plastoid
16x Plasteel
16x Lacqerous
War Supplies: Starship Weapons
8x Amorphous Carbonite
8x Zal Alloy
8x Turadium
Armstech
Dark Project MK-1
3x Synthetic Energy Matrix
6x Alien Data Cube
6x Biometric Crystal Alloy
1x War Supplies: Invasion Force
3x Rakata Energy Node
War Supplies: Armored Vehicles
12x Neutronium
12x Diatium
12x Bondite
War Supplies: Armored Vehicles
16x Phobium
16x Bronzium
16x Chanlon
War Supplies: Armored Vehicles
8x Electrum
8x Mythra
8x Durasteel
War Supplies: Invasion Force
1x War Supplies: Infantry Supply Kits
1x War Supplies: Armored Vehicles
1x War Supplies: Holocron of Strategy
1x War Supplies: Starship Weapons
1x War Supplies: Crystal Capacitors
War Supplies: Starship Weapons
12x Resinite
12x Fibermesh
12x Polyplast
War Supplies: Starship Weapons
16x Plastoid
16x Plasteel
16x Lacqerous
War Supplies: Starship Weapons
8x Amorphous Carbonite
8x Zal Alloy
8x Turadium
Artifice
Dark Project MK-1
3x Synthetic Energy Matrix
6x Alien Data Cube
6x Biometric Crystal Alloy
1x War Supplies: Invasion Force
3x Rakata Energy Node
War Supplies: Crystal Capacitors
12x Firkrann Crystal
12x Phond Crystal
12x Opila Crystal
War Supplies: Crystal Capacitors
16x Nextor Crystal
16x Bondar Crystal
16x Eralam Crystal
War Supplies: Crystal Capacitors
8x Damind Crystal
8x Carbonic Crystal
8x Upari Crystal
War Supplies: Holocron of Strategy
12x Galactic Artifact Fragment
12x Hypertech Artifact Fragment
12x Ancient Artifact Fragment
War Supplies: Holocron of Strategy
16x Lost Artifact Fragment
16x Sacred Artifact Fragment
16x Prehistoric Artifact Fragment
War Supplies: Holocron of Strategy
8x Alien Artifact Fragment
8x Primeval Artifact Fragment
8x Primordial Artifact Fragment
War Supplies: Invasion Force
1x War Supplies: Infantry Supply Kits
1x War Supplies: Armored Vehicles
1x War Supplies: Holocron of Strategy
1x War Supplies: Starship Weapons
1x War Supplies: Crystal Capacitors
Biochem
Dark Project MK-1
3x Synthetic Energy Matrix
6x Alien Data Cube
6x Biometric Crystal Alloy
1x War Supplies: Invasion Force
3x Rakata Energy Node
War Supplies: Infantry Supply Kits
10x Blue Goo
10x Medicinal Fluid
10x Genetic Anomaly
10x Hallucinogenic Compound
War Supplies: Infantry Supply Kits
10x Toxic Extract
10x Microscopic Symbiote
10x Unknown Microorganism
10x Bio-Energy Cell Sample
War Supplies: Infantry Supply Kits
6x Artificial Microbe
6x Viral Residue
6x Red Goo
6x Immunity Cell Culture
War Supplies: Infantry Supply Kits
6x Metabolic Enhancement Agent
6x Biological Compounding Chemical
6x Mutagenic Paste
6x Neurochemical Extract
War Supplies: Infantry Supply Kits
8x Alien Bacteria
8x Inert Virus
8x Parasitic Microorganism
8x Quick-Growth Agent
War Supplies: Infantry Supply Kits
8x Nerve-Damaging Chemical
8x Cosmic Trace Particle
8x Psychoactive Compound
8x Nutrient Gel
War Supplies: Invasion Force
1x War Supplies: Infantry Supply Kits
1x War Supplies: Armored Vehicles
1x War Supplies: Holocron of Strategy
1x War Supplies: Starship Weapons
1x War Supplies: Crystal Capacitors
Cybertech
Dark Project MK-1
3x Synthetic Energy Matrix
6x Alien Data Cube
6x Biometric Crystal Alloy
1x War Supplies: Invasion Force
3x Rakata Energy Node
War Supplies: Armored Vehicles
12x Neutronium
12x Diatium
12x Bondite
War Supplies: Armored Vehicles
16x Phobium
16x Bronzium
16x Chanlon
War Supplies: Armored Vehicles
8x Electrum
8x Mythra
8x Durasteel
War Supplies: Invasion Force
1x War Supplies: Infantry Supply Kits
1x War Supplies: Armored Vehicles
1x War Supplies: Holocron of Strategy
1x War Supplies: Starship Weapons
1x War Supplies: Crystal Capacitors
War Supplies: Starship Weapons
12x Resinite
12x Fibermesh
12x Polyplast
War Supplies: Starship Weapons
16x Plastoid
16x Plasteel
16x Lacqerous
War Supplies: Starship Weapons
8x Amorphous Carbonite
8x Zal Alloy
8x Turadium
Synthweaving
Dark Project MK-1
3x Synthetic Energy Matrix
6x Alien Data Cube
6x Biometric Crystal Alloy
1x War Supplies: Invasion Force
3x Rakata Energy Node
War Supplies: Crystal Capacitors
12x Firkrann Crystal
12x Phond Crystal
12x Opila Crystal
War Supplies: Crystal Capacitors
16x Nextor Crystal
16x Bondar Crystal
16x Eralam Crystal
War Supplies: Crystal Capacitors
8x Damind Crystal
8x Carbonic Crystal
8x Upari Crystal
War Supplies: Holocron of Strategy
12x Galactic Artifact Fragment
12x Hypertech Artifact Fragment
12x Ancient Artifact Fragment
War Supplies: Holocron of Strategy
16x Lost Artifact Fragment
16x Sacred Artifact Fragment
16x Prehistoric Artifact Fragment
War Supplies: Holocron of Strategy
8x Alien Artifact Fragment
8x Primeval Artifact Fragment
8x Primordial Artifact Fragment
War Supplies: Invasion Force
1x War Supplies: Infantry Supply Kits
1x War Supplies: Armored Vehicles
1x War Supplies: Holocron of Strategy
1x War Supplies: Starship Weapons
1x War Supplies: Crystal Capacitors

Legacy Titles

Conquerer of Balmorra
Conquerer of Taris
Conquerer of Nar Shaddaa
Conquerer of Tatooine
Conquerer of Alderaan
Conquerer of Quesh
Conquerer of Hoth
Conquerer of Belsavis
Conquerer of Voss
Conquerer of Corellia
Conquerer of Ilum
Conquerer of Makeb
Conquerer of Oricon
Conquerer of Section X
Conquerer of the Black Hole
Conquerer of CZ-198
Sovereign of Coruscant
Sovereign of Dromund Kaas
The Galaxy Conquerer
Guild Contributor

Items

FA-1 Command Walker – This mount can only be activated on planets that your guild controls.
GZ-4 Command Walker – This mount can only be activated on planets that your guild controls.
Flagship: Starfighter Flyby – Once control has been established over a planet’s orbital perimeter, frequent airstrikes can be called in at just about any coordinates, as long as the supply lines remain secure. Activation Requirement: Your guild must control the planet on which you activate this item.

Stronghold Decorations from Planetary Conquest Events

Alien Archaeological Find
Alien Contagion Fiber
Aluminium Salvaged Heap
Amorphous Blue Crystal Formation
Amorphous Green Crystal Formation
Amorphous Red Crystal Formation
Ancient Archaeological Find
Arrangement: Speeder Station
Bacterial Colony
Banner: House Ulgo
Biennial Bud
Bio Energy Fiber
Bioengineered Fungus
Biometric Footlocker
Biometric Safe Box
Blue Diaphanous Crystal Formation
Blue Nutrient Bud
Bondar Crystal Formation
Bondite Jetsam
Bronzium Wreckage
Carbonic Crystal Formation
Chanlon Vehicle Debris
Coded Safe Box
Computer Terminal
Cybernetic Supercomputer
Cytocidal Seeds
Damind Crystal Formation
Data Station
Desh Junk Pile
Diatium Cargo
Dielectric Tendril
Droid Engineer’s Workbench
Durasteel Shipwreck
Electronic Brain
Electronic Safe
Electrum Cache
Encrypted Terminal
Enriched Durasteel Cache
Equipment Locker: Sleek
Eralam Crystal Formation
Executive’s Couch
Firkrann Crystal Formation
Flag: House Ulgo
Fossilized Tendril
Fountain: Sculptural
Galactic Archaeological Find
Genetic Symbiotic Growth
Gigantic Crystal (Cyan)
Green Deciduous Stem
Green Diaphanous Crystal Formation
Holo Sign: Falcon
Holographic Microcomputer
Hypertech Archaeological Find
Igneous Blue Crystal Formation
Igneous Green Crystal Formation
Igneous Red Crystal Formation
Inert Growth
Jukebox: Soothing Melodies
Jukebox: Stellar Hits
Lost Archaeological Find
Lucent Blue Crystal Formation
Lucent Green Crystal Formation
Lucent Red Crystal Formation
Luxury Bed (Plum)
Market Kiosk: Neon Lights
Medicinal Fungus
Merchant Stall
Merchant Stall: Armor
Multi-alloy Debris
Mutagenic Growth
Mutagenic Seeds
Nerve-Damaging Fungus
Neurochemical Bud
Neutronium Speeder Parts
Nextor Crystal Formation
Noxious Fern
Nutrient Fiber
Opaque Blue Crystal Formation
Opaque Green Crystal Formation
Opaque Red Crystal Formation
Opila Crystal Formation
Painting: Abstract Lines
Parasitic Stem
Perfect Upari Crystal Formation
Phobium Barrel
Phond Crystal Formation
Photophilic Seeds
Polychromic Blue Crystal Formation
Polychromic Green Crystal Formation
Polychromic Red Crystal Formation
Prehistoric Archaeological Find
Primeval Archaeological Find
Primordial Device
Psychoactive Fungus
Quick Growth Colony
Red Diaphanous Crystal Formation
Red Vascular Tendril
Rubat Crystal Formation
Sacred Archaeological Find
Security Footlocker
Security Mainframe
Slot Machine: Kingpin’s Mark
Solid Blue Crystal Formation
Solid Green Crystal Formation
Solid Red Crystal Formation
Starship: Imperial Gunship
Statue of the Penitent
Temple Chandelier
Toxic Phosporescent Stem
Unknown Microorganism Colony
Upari Crystal Formation
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Re: [OGNN] Offical Guild News Network

Beitragvon Shadow » Mi 1. Okt 2014, 06:59

Datamined 3.0 Spoiler Warnung

[Anzeigen] Spoiler
SWToR_Miner, isn’t letting recent developments stop him from posting news about upcoming releases and content details. With the new expansion being right around the corner, everyone is trying to guess what the expansion is all about. Mr.Miner, took some of the guessing out of the equation by revealing the name of the new expansion:

A friend is datamining the patch while I work. He confirmed via the pre-order mail message the expansion is called: “Shadow of Revan”

Obviously with the recently announced delay of the expansion, fans will now be even more demanding for additional details relating to Shadow of Revan. Considering Eric Musco’s recent comments about the expansion getting delayed in order to add more features for subscribers, one would wonder what these features might be.

Let the speculation begin!
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Re: [OGNN] Offical Guild News Network

Beitragvon Shadow » Mo 27. Okt 2014, 19:13

Verehrte Wesen, der ruhmreiche und kolossale Giradda der Hutte gibt bekannt, dass er die Gladiatoren, Krieger, Söldner und Soldaten der Galaxie zum altehrwürdigen Ritual des Des'uuwe'shek der besten und tödlichsten Kämpfer nach Tatooine lädt.

Wie die Entdeckung der historischen Artefakte des Kriegsherrn Da-Shek Yalaa ergab, traten die großen Kriegsherren der kintanischen Historie stets mit ihren beiden Leibwächtern zu Ehren-, Rang- und Gladiatorenkämpfen, dem hohen Ritual des Des'uuwe'shek, an.

Diese glorreiche Zeit der Geschichte Kintans und der niktonischen Klienten des Hutten Kartells wird auf dem Planeten Tatooine eine neue ruhmreiche und blutige Wiederauferstehung feiern!

Unter den Zwillingssonnen Tatooines werden die legitimen Nachfahren dieser großen Krieger gekrönt werden, wenn nicht verweichlichte Krieger noch verzogene Einzelkämpfer sich messen werden, sondern nur der tödlichste und schnellste Trupp den Sieg davon tragen wird.

Die Kämpfe auf Leben und Tod zwischen den Kriegsherrn und ihren beiden Leibwächtern werden unter den wachsamen Augen von Giradda in der Zuflucht der Gesetzlosen auf Tatooine ausgetragen. Seine unbeugsamen Arme bildet dabei "Giraddas Garde".

Giradda hält sich offen bei zu vielen Anmeldungen für die Kämpfe eine Vorrunde mit Trainingswaffen zu veranstalten. Sollte es dazu kommen werden Einzelheiten diesbezüglich rechtzeitig den Teilnehmern bekannt gegeben.

Den Teilnehmern steht offen welche Waffen und Rüstungen sie während der Kämpfe nutzen und tragen wollen, aber seid euch gewiss das ihr auf Gegner treffen könnt die für den Kampf leben und somit ihre Waffen und Rüstungen auf eben diesen abgestimmt haben. Je brutaler und blutiger die Kämpfe, umso mehr bereitet es Giradda Vergnügen.

Ehre, Respekt und Glorie der Galaxie, sagenhafte Reichtümer des Huttenraums und das Wohlwollen Giraddas erwarten euch!

- Gezeichnet Elore, im Auftrag von Baron Todessiegel 3643 VSY

Datum: 22. November - genaue Startzeit wird bekannt gegeben, wenn die Anzahl der teilnehmenden Teams feststeht
Ort: Zuflucht der Gesetzlosen auf Tatooine in der Arena
Turnier-Regeln: Granaten, Stims, Kriegsgebietmedpacks und -aufputscher sind erlaubt. Das Equip, mit dem ihr antreten möchtet, ist euch überlassen.
Wenn ihr keine PvP-Ausrüstung habt und mit eurer PvE-Rüstung antreten wollt (oder müsst), so tut dies! Das Turnier richtet sich ausdrücklich nicht nur an die Vollblut-PvPler (auch wenn diese im Kampf einen unbestreitbaren Vorteil haben werden), sondern an den gesamten Server. Rollenspieler. PvPler. PvEler. Stream-Willige. Zuschauer. Neugierige. Alle.

Wer Giraddas Gastfreundschaft oder Nervenkostüm stört oder beeinträchtigt wird von seiner Garde gemaßregelt. Absichtliches Stören von RP-Aktionen und/oder Turnierleitungsverkündigungen durch Emote-Spam, belästigen von Veranstaltern, Teilnehmern oder Gästen, nicht rollenspielgerechtem Auftreten, Äußerungen sind unerwünscht.

Spielt mit, kommt vorbei, schaut zu!

Da Da-Shek Yalaa und andere Kriegsherren Kintans nicht für ihre Defensive bekannt waren, gilt:
- mindestens zwei der drei Teammitglieder müssen DDs sein. Der Dritte kann dann entweder Tank oder Heiler sein
- keine Hybride bei Tanks und Heilern (weder Heiler/DD noch Tank/DD) + keine Haltungs-Wechsel
- der Kriegsherraspirant darf sich nicht verstecken (d.h. keine tarnfähige Klasse sein und somit maximal zwei Schleicher je Team)
- die Nikto sind ein vielfältiges Volk, Monotonie ist ihnen fremd, dies muss sich in den Teams zeigen (d.h. die Teams dürfen nicht komplett aus denselben erweiterten Klassen bestehen, maximal zwei Mitglieder einer erweiterten Klasse je Team)

Teilnahmebedingungen:

Anmeldeschluss für die Teams ist der 15. November
Anmeldung: Ingame auf Rep-Seite bei Neysha, auf Imp-Seite bei Nim'ani per Post
Im Forum entweder über eine pm an Mafirva oder direkt hier im Thread
Teilnehmerbeitrag: 20k Credits pro Einzelanmeldung und 50k, wenn man sich als Team anmeldet.
Teilnahme ist sowohl für Gruppen als auch für Einzelspieler möglich. Diese werden von uns dann zu Teams formiert, sofern es möglich ist.
Die Anmeldung muss folgende Informationen beinhalten:
Name der Teilnehmer + feste und zugeordnete Rollen + Teilnehmerbeitrag

Gesamtpreisgeld: (Startpreis)-kann durch Spenden erhöht werden
6 Mio Credits
750k Credits von Beepi
6 Gatekeeper's Stronghold Packs (je eines für jeden Finalisten) von Ysissiryl

Um Geld- oder Sachspenden wird gebeten. Jeder, der etwas spendet, wird hier in die Liste eingetragen.
Die Geld- und Sachspenden können auf Rep-Seite an Neysha und auf Imp-Seite an Nim'ani übergeben werden.

Preise:
Der Sieger erhält 50% des Preisgelds
Der Zweitplatzierte erhält 30%
Der Drittplatzierte erhält 15%
Der Viertplatzierte erhält 5%

Wie die Sachspenden verteilt werden, hängt von den Sachspenden ab und dem Spendenzweck und werden im Laufe der nächsten Wochen von der Turnierleitung bekannt gegeben.

Disclaimer:
Insbesondere die Turnierregeln (bzgl. der Kampfeinzelheiten... was ist erlaubt/verboten, nicht des Turniermoduses etc.) können jetzt, hier, im Vorfeld auch nach Rückmeldung modifiziert werden.
Wenn euch wo Lücken auffallen oder ihr Klarstellungen haben wollt oder Verbesserungsvorschläge habt: her damit!
Bei grundsätzlichen Fragen könnt ihr euch an mich, Neysha, entweder im Spiel (am besten per post) oder im Forum wenden oder natürlich auch hier im Thread.
Wir suchen noch helfende Hände und haben einige Aufgaben zu verteilen. Auch dafür könnt ihr euch an mich wenden.

Und zum Schluss:

Das ist das letzte Mal, dass wir mit den Skillbäumen so ein Turnier veranstalten werden können, also seid dabei und bringt eure Gilden und Freunde mit.

And now spread the word!


Quelle :
http://www.swtor.com/community/showthread.php?t=771906
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Re: [OGNN] Offical Guild News Network

Beitragvon Shadow » Mi 5. Nov 2014, 09:25

Wichtige Ankündigung zwecks PvE Marken

I wanted to explain exactly how the Commendation stuff will work in 3.0 as I know I still had some questions I was unsure of on the stream. Here is the basic layout of what will happen in 3.0.
Planetary and Classic Commendations no longer exist. All current Planetary and Classic Commendations will become Basic.
All Elite and Ultimate Commendations that you have will become Basic Commendations. Elite and Ultimate Commendations still exist but you will need to earn them anew in 3.0.
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Re: [OGNN] Offical Guild News Network

Beitragvon Shadow » Mi 3. Dez 2014, 11:11

Alle wichtigen Updates gut zusammengefasst

http://swtorcantina.de/

Zur Revan Statue

F3: Wie erhalte ich meine 'große Statue von Revan' als Vorbesteller-Belohnung?

Wenn ihr die Erweiterung bis zum 2. Dezember 2014 um 08:59 MEZ vorbestellt, ab dem 2. Dezember 2014 könnt ihr eure Prunkstück-Dekoration 'große Statue von Revan' erhalten, indem ihr Revans Herold, Jaygon Rannis, besucht. Ihr findet ihn bei den Sicherheitstoken-Händlern auf der republikanischen und imperialen Flotte. Ihr könnt den Händler nur nutzen, wenn ihr die Erweiterung 'Shadow of Revan' vorbestellt habt. Ihr könnt bis zu zehn große Statuen von Revan für euer Vermächtnis freischalten.


Patchnotes
General

In honor of the upcoming 3rd Anniversary, all players can purchase the Dromund Kaas and Coruscant Strongholds for 3 credits!
The Centerpiece Decoration “Grand Statue of Revan” is now available to players who pre-order Shadow of Revan by December 1st, 2014.
All Stronghold Commanders are now level 60.
Medical Droids on the Fleets have been newly stocked with level 50+ Med Packs and Stims.
Elder Game Weekly and Daily Missions have had their objectives and rewards updated for Shadow of Revan:
“[WEEKLY] Tactical Flashpoints” has been updated to level 60 and rewards players for completing Blood Hunt and Battle of Rishi.
“[WEEKLY] Galactic Conflicts” has been updated to level 60, and offers Elite Commendations for completing level 60 Hard Mode Flashpoints.
“[WEEKLY] Classic Operations” is now completed by finishing Terror from Beyond, Scum and Villainy, The Dread Fortress, or The Dread Palace, and is available from levels 55-60.
“[WEEKLY] The Ravagers” and “[WEEKLY] Temple of Sacrifice” are available from new terminals on Rishi, Yavin 4 and either Fleet, and reward Ultimate Commendations for completing the two new Operations in any mode.
Players can now send 6 Companions on Crafting Missions at level 56 (up from 5).
Expert Crew Skill Training is now available on all Crew Skill Trainers. This allows players to advance to 500 Skill Rating, and requires 440 Skill Rating to learn. Only accounts that have access to Shadow of Revan can acquire this Training.
Advanced Crew Skill Training now requires 390 Skill Rating (down from 400).
Players with AMD Radeon R9 200 video cards no longer have graphical corruption when using “High” Anti-Aliasing.
The back rooms on the Crew Deck of the Republic Guild Flagship no longer have inoperable Decoration Hooks.
Interacting with Missions next to a Priority Mission Terminal no longer causes the Missions GUI to close and the Priority Mission Terminal GUI to open.
The “Flashpoint Havoc” Conquest Event now includes the Legacy of the Rakata Flashpoint.
Addressed an issue with the Small Wall Hooks over the west door in the First Floor Hallway of the Dromund Kaas Stronghold that prohibited Trophy placement.
Tech and Ranged Resistances are now properly labeled in the Character GUI.
Med Centers on Oricon now have specific names.

Cartel Market

New Cartel Market items are viewable in Collections.
The Initiate’s Shadow Pack is now available for purchase in the Cartel Market.
The Pilgrim’s Shadow Pack is now available for purchase in the Cartel Market.
Balanced Combatant’s wrist attachment now appears correctly on Male Body Type 3.
The Austere City Bench is no longer misnamed as the Metropolitan Bench, and now appears correctly in the Decorations Window.

Classes + Combat

Introduction + Synopsis
While the Disciplines System is the major cornerstone of the changes coming to Classes and Combat (for more on the Discipline system, see our Dev Blog), we have also made adjustments outside of Disciplines that change combat on a global scale:

All classes now do less damage overall at Level 55 and gain that damage back as they get closer to 60.
Enemies Level 50 and below are now less difficult to defeat.
Operation-wide abilities have been given to every Advanced Class.
Player Damage over Time abilities (DoTs) can no longer be cleansed by another Player. They can, however, still be Purged by abilities such as Resilience/Force Shroud. DoTs inflicted by Enemy NPCs can still be Cleansed and Purged.
Most player-applied Crowd Control (CC) abilities can now be cleansed by another Player.
The cooldowns of abilities that Cleanse has been increased.
Abilities that Interrupt now have longer cooldowns.
Channeled abilities are no longer effected by pushback, but can still be stopped by Interrupts or Stuns.
Channeled abilities now consume resources every time the Ability deals – or would deal – damage or healing, and does not have an upfront resource cost.
All Accuracy-increasing abilities have been removed.
Accuracy Rating grants more Accuracy per point.
Tank classes in the appropriate Tank stance get 10% Accuracy at the cost of a decrease in damage dealt.
Alacrity has been reworked, and now speeds up Ability Activation, Global Cooldown, Resource Regeneration, DoTs (the speed that damage is dealt as well as the duration), and reduces Internal Cooldowns on certain passive abilities.
Many new Interface options, including Effect Procs, moveable Player Buffs/Debuffs, and Effect Highlighting. See the GUI Section for more details.
Most player-activated abilities now have a 270 degree Line of Sight (up from 180).
All AoE healing abilities now prioritize the target with the lowest health percentage first.



Combat Change Philosophy
Leading up to 3.0, we knew we wanted to make changes to how we handled customization and choice, as we felt like the tree-based Skill System lead to many problems, including the loss of class identity, uneven power gains, and overly complex rotations. While we wanted to maintain the feeling of progression and gain that this system provided during the leveling process, we wanted to move past the tree-based system. This lead to the introduction of Disciplines, which you can read all about here. Given this chance to reimagine how combat and classes work in The Old Republic, there were also some changes we wanted to make on a more global scale in order to address some concerns and feedback.

Damage + Health
Towards the end of the 2.0 patch cycle, classes began to exceed the baseline damage values that we intended. In order to get back to where we wanted the damage output to be, we are lowering the damage output across the board. Players at level 55 will find that their damage has dropped, while players at level 60 end up having about the same amount of damage output that they did pre-3.0 at 55.

In a similar fashion, we weren’t happy with how long it took to level from 1 to 55 in the pre-3.0 game. In order to speed up the low-level game, all enemies from level 50 and lower are no longer as tough, and now die faster.

Operation-Wide Abilities
With the release of Game Update 3.0, Operation-wide abilities have been given to every Advanced Class. This change was made in order to address the idea that you had to have a Sentinel/Marauder in your Operations group in order to be at the best that you could be. These new abilities stack with each other, but not with themselves, and include defensive and offensive abilities. These abilities also ensure that any Operation group composition is well equipped to tackle what’s ahead of them, even if they don’t have a specific class available.

DoTs, Interrupts, and Channels
In order to make Damage-over-Time Disciplines more viable in Warzones and Warzone Arenas, player DoTs can no longer be cleansed. They can, however, be purged by self-targeted abilities such as Force Shroud/Resilience. DoTs inflicted by Enemy NPCs can still be both cleansed and purged. In order to make cleansing abilities more viable after losing a major component of its functionality, cleanses can now be used to remove Crowd Control (CC) abilities, such as stuns and roots.

Interrupts now have a longer cooldown, as we want players making informed, tactical choices when choosing what to interrupt instead of indiscriminately interrupting everything possible.

Channeled abilities now cost resources at the intervals when damage or healing would be dealt, instead of costing the full amount at activation. This is mostly a quality of life change, as players would spend a large chunk of resources and get interrupted, pushed backed, stunned, etc. and lose those resources. Additionally, channeled abilities can no longer be pushed back. They can, however, still be interrupted with interrupting abilities and stuns.

Stat Changes
Accuracy skills have been removed from the game, and Accuracy is now a gearing consideration only. Additionally, Accuracy Rating now gives more Accuracy per point. Tank Classes now gain 10% Accuracy for being in the appropriate “Tank Stance,” but lose some damage. This change was made in response to their being no counter-play to Taunts in PvP – it was simply a damage reduction with no recourse for those afflicted by it.

Alacrity now speeds up ability activation, speeds up global cooldowns, resource regeneration, Duration of DoTs (DoTs deal the same amount of damage, but faster), and reduces internal cooldowns. This change was to make Alacrity more useful as it now always makes you faster, and eliminates situations where Alacrity could actually be disruptive to your rotation or resources.

Bolster
Augments now interact with the Bolster system. Like other slots, Players with low level (or no) Augments will be given some stat compensation to bring them up to a more competitive level. Higher rating Augments still have an advantage over these Augment slots.

Due to Augments now being handled inside the Bolster system, the power gap between the Bolstered level of stats and the high end PvP gear (disregarding any Augments attached) has been increased slightly. The “worst case” to “best case” power gap remains the same.

Class Changes

Jedi Knight/Sith Warrior
Jedi Knights and Sith Warriors will notice that Riposte/Retaliation is now specific to the Guardian and Juggernaut Advanced Classes instead of being an ability that all Knights and Warriors get. This change was made due to Sentinel and Marauder Disciplines not supporting the effective use of Riposte and, barring fringe cases, Riposte was a poor use of Focus/Rage. Guardians and Juggernauts will find that the new Riposte is part of the Global Cooldown, deals more damage and consumes less Focus/Rage than Slash/Vicious Slash. Sentinels and Marauders will also notice that Crippling Throw/Deadly Throw has been removed, but the healing received debuff it applied has been added to Crippling Slash. For further changes, see below:

Sentinel and Marauder
Guardian and Juggernaut

Jedi Consular/Sith Inquisitor
The most substantial Base Class change for Jedi Consulars and Sith Inquisitors is that Force Potency/Recklessness now affected numerous channeled abilities instead of just one. Sages and Sorcerers will find that a few abilities that used to go to all Shadows and Sages have been moved into specific Disciplines, but Rejuvenation/Resurgence is now available to all. Shadows and Assassins have received a few quality of life improvements, such as Force Cloak no longer inhibiting healing while active. Additionally, Whirling Blow/Lacerate has been adjusted in order to make it more viable in a rotation. For further changes, see below:

Shadow and Assassin
Sage and Sorcerer

Smuggler/Imperial Agent
The Smuggler and Imperial Agent Base Classes have been refined, and a few abilities have been moved out of the Base Class and into appropriate Disciplines. Gunslingers and Snipers will likely first notice that being in cover is no longer a requirement for many of the abilities that previously required it, but also that being in cover is advantageous. Scoundrels and Operatives will find that they have more survivability with the inclusion of an instant activation heal and gaining Scamper/Exfiltrate earlier in the game. For further changes, see below:

Scoundrel and Operative
Gunslinger and Sniper

Trooper/Bounty Hunter
Troopers and Bounty Hunters will find that their resource costs have been adjusted in order to make resources more manageable, and that the order that abilities are received has been streamlined to allow for easier leveling and earlier access to tanking and healing abilities, depending on Discipline. Additionally, Diversion/Chaff Flare is now just for Commandos/Mercenaries, while Vanguards/Powertechs can reduce their threat with Sonic Round/Missile while Ion Cell/Gas Cylinder is not active, but it continues to be an area taunt while Ion Cell/Gas Cylinder is active. For further changes, see below:

Commando and Mercenary
Vanguard and Powertech
Flashpoints + Operations

Blood Hunt has been added to the Tactical Flashpoint category for levels 56-60.
Battle of Rishi has been added to the Tactical Flashpoint category for levels 56-60.
Assault on Tython has been added to the Hard Mode Flashpoint category at level 60.
Korriban Incursion has been added to the Hard Mode Flashpoint category at level 60.
The Depths of Manaan has been added to the Hard Mode Flashpoint category at level 60.
Legacy of the Rakata has been added to the Hard Mode Flashpoint category at level 60.
The Ravagers has been added to the Operations category at level 60.
Temple of Sacrifice has been added to the Operations category at level 60.
The Depths of Manaan Flashpoint now properly grants the Codex Entry for C2-D4.

GUI

New GUI Element: Effect Procs! An eye-catching visual effect is now played around hotbar buttons when the ability in that button has been “powered up” by another effect.
The Player Buff and Player Debuff trays have been removed from the Player Frame and have been moved into new, separate frames that are moveable in the Interface Editor.
New Option: Show Personal/Group Mission Progress! This option has been added to the User Interface section of the Preferences Window. When enabled, Mission progress will be shown in the large tooltip when placing your cursor over an object in-game that is involved with a Mission the player/group member is on.
New Option: Highlight Effects! This option allows the user to enable effect highlighting, which adds a border to buff and debuff icons.
New Option: Effect Highlight Max Duration! This option allows the user to define the max duration of the effects they would like highlighted.
New Option: Personal Effects! Allows the user to enable personal sorting on the effects. If this option is selected it will separate the buffs into two lists apply the sort to those two lists then merge them back together displaying personal first.
New Option: Effect Sort Type! This option allows the user to define the sort for the selected frame, and has been added to the Player Buff, Player Debuff, Target, and Focus Target Frames:
Apply Time: This option sorts the effects by the time they were applied. This is the most similar to how effects are currently sorted.
Total Duration: This option sorts effects by the total duration of the effect.
Time Remaining: This option sorts the effects by the time remaining until they are finished.

Missions + NPCs

Corrected an issue that caused certain Companions to grant more bonus stats than intended.

Warzones

A PVP Mission Turn in Terminal has been added to the Southern base in Ancient Hypergates.
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