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		<title>PVP and Damage Mitigation</title>
		<link>http://www.thecabal.net/2012/01/pvp-and-damage-mitigation/</link>
		<comments>http://www.thecabal.net/2012/01/pvp-and-damage-mitigation/#comments</comments>
		<pubDate>Wed, 11 Jan 2012 20:14:25 +0000</pubDate>
		<dc:creator>Rahze</dc:creator>
				<category><![CDATA[All Articles]]></category>
		<category><![CDATA[Featured]]></category>
		<category><![CDATA[PVP]]></category>

		<guid isPermaLink="false">http://www.thecabal.net/?p=1440</guid>
		<description><![CDATA[Ever wonder how that Scoundrel, Operative, or Sorcerer melted through your tank so fast?  It would appear that mitigation on certain damage types is a little off.  By that I mean possibly broken.  I have no idea if this is 100% accurate but after reading the following post it sounds like this guy knows what he's talking about.]]></description>
			<content:encoded><![CDATA[<p>Ever wonder how that Scoundrel, Operative, or Sorcerer melted through your tank so fast?  It would appear that mitigation on certain damage types is a little off.  By that I mean possibly broken.  I have no idea if this is 100% accurate but after reading the following post it sounds like this guy knows what he&#8217;s talking about.  I don&#8217;t normally copy a complete post but I would like this info here for everyone too read in case something happens to the original forum post.  You can read the original <a href="http://www.swtor.com/community/showthread.php?t=155034">here</a> and it was written by <a href="http://www.swtor.com/community/member.php?u=570555">Ganondorf</a>.</p>
<h1>Mitigation, the REAL problem. Also, operatives need a 2x dmg multiplier.</h1>
<p>Hopefully that title got your attention. I don&#8217;t actually think that operatives need a buff. I&#8217;m here to address other problems. Mitigation. I actually believe the damage outputs of all classes are fine. Please read the section called &#8220;the problem&#8221; first. It will probably inspire you to read this entire post.</p>
<p>I&#8217;ve made a few threads here and there about numerical problems in how damage is handled and etc. I&#8217;d like to sum them up into one thread and have an intelligent discussion.</p>
<p>This is Ganondorf from Anchorhead. I&#8217;m working on the formulas for diminishing returns but I find, mathmatically, the problem is with mitigation. The fact being that pretty much all of the large burst abilities are more or less unmitigatable except through static barrier and hard mitigation.</p>
<p>Here is the <strong>TLDR</strong> version:<br />
Shield rating, sheild absorbtion, and defense rating don&#8217;t actually work&#8230;<br />
Internal and Elemental damage completely ignores armor&#8230; and these damage types are the largest.<br />
PvP gear is covered in useless stats because of these factors.</p>
<p>Static barrier is that electric shield sorcs use that can absorb anywhere from 3-9k damage with none of it bleeding through. All sorcs should cast this on everyone friendly near them in pvp, always.</p>
<p>Hard mitigation are abilities that offer hard percentages on damage reduction. For example the skill Invincible reduces all incoming damage by 40%. Unstoppable is a perk in the middle tree for juggs, it gives you 20% hard dmg reduction after leaping (and 4 secs of cc immunity).</p>
<p>I&#8217;m going to organize this thread into three parts. I added a new section called &#8220;the problem&#8221;. If anything read that. The &#8220;first part&#8221; is the mitigation issue. The &#8220;second part&#8221; is about how hard mitigation stacks. The third part is a list of glitches and exploits and how to do them. The last part is here solely because they need to be fixed. As of this update I&#8217;m adding a fourth section called &#8220;how I would fix it&#8221;. It&#8217;s about how I would fix the problem, quite self explanatory.</p>
<p>I&#8217;ll be quick and dirty here. Armor doesn&#8217;t protect you from internal or elemental damage. Most classes have a spec that involves using these two damage types. Shields are only triggerable off of &#8220;weapon damage&#8221; which is very few attacks. You can&#8217;t dodge almost every single ability in pvp.</p>
<p>Now shields only activate on attacks that qualify. Shields inherently only activate a small percentage of the time and only mitigate a small percentage of the damage. It is possible, with relics and the right armor, to get your shields to 50/50. Which is a 50% chance to occur and they absorb 50% of the damage when they trigger. That&#8217;s a 25% damage reduction. This is unfeasable but possible.</p>
<p>Now, since only weapon damage triggers shields (sniper attacks, unload, basic attacks) shields only be able to activate on roughly 10% of the incomming damage you&#8217;ll be recieving in pvp. 25% damage reduction is respectable, 2.5% (25/10) is not. Now that 25% is the maximum possible if shields worked the way advertised and that is the stat cap for both those stats, at 50%. You can&#8217;t even get those stats normally much less sustain them in combat. It requires using a relic. I&#8217;d also like to mention using a columi relic increase the operatives dps by 25%+ or any player using crits which fully negates the power of shields even at there best.</p>
<div>
<div>Quote:</div>
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<div>Originally Posted by <strong>Gankstah</strong></div>
<div><a href="http://www.youtube.com/watch?v=xeOLE9P33jY&amp;feature=youtu.be" target="_blank">Done</a> 6 minute video of how neither Shield nor Defense affects yellow damage attacks. Only white. <a href="http://www.swtor.com/community/showthread.php?t=161138" target="_blank">Here&#8217;s</a> the thread I originally posted.With a 40%+ chance to shield and a 22%+ unbuffed chance to defend it&#8217;s nigh mathematically impossible to have a string of attacks that long without any defense/shield. To put it in perspective, I have a better chance of being struck by lightning WHILE winning the lottery.I had my buddy switch to &#8220;white damage&#8221; 1/2 way through the video to show that only white damage is being subjected to either Shield or Defense.</div>
</td>
</tr>
</tbody>
</table>
</div>
<p>This all means that shield rating/absorbtion rating and defense rating are useless in pvp. It also means that accuracy is equally useless by relation. These stats are plastered all over pvp gear. This means I&#8217;m just as durable in dps gear for my Juggernaut (Vindicator class) as the tank gear (War Leader). I&#8217;d also like to mention that the set bonuses for those pieces favors the dps gear for pvp tanking as well.</p>
<p>Vindicator<br />
8% health on Guardian Leap (leaping to a friendly target)<br />
10% damage bonus after leaping</p>
<p>War Leader<br />
Chokes duration is 1s longer<br />
5% damage bonus when guarding someone (While they&#8217;re in range)</p>
<p>Armor still offers reasonable protection from damage that isn&#8217;t coming from operatives. Shields still protect you from snipers which deal a lot of weapon damage unless spec&#8217;d otherwise. Now that you know this I&#8217;d like to mention every class has a spec that largely ignores weapon damage or that can do internal or elemental damage. Those spec&#8217;s will have the largest dps output.</p>
<p>This also means pvp gear is covered in useless stats like accuracy, defense rating, and anything to do with shields.</p>
<p>This also means to more than half the classes in the game, and possibly all depending on the spec, juggs are just as squishy as any other class.</p>
<p>This also means huttball is designed for whole teams of sorcs because they can all cast static barrier, pull eachother around, and sprint through fire and cc. Literally a whole team of sorcs is the best composition for huttball. I find that thought hilarious and slightly offensive. This also means that a sorc with high willpower and power stats can have a shield (static barrier) that absorbs 9k+ damage. Making sorcs the most consistently durable class in the game.</p>
<p>Also guard doesn&#8217;t work on companions, it only reduces their threat. So yeah. If you can heal your companion or Static Barrier them&#8230; why can&#8217;t I transfer their damage back to me?</p>
<div class="wp-caption alignleft" style="width: 310px"><a href="http://www.thecabal.net/wp-content/uploads/2012/01/imperial-agent-screenshot-001.jpg"><img title="imperial-agent-screenshot-001" src="http://www.thecabal.net/wp-content/uploads/2012/01/imperial-agent-screenshot-001-300x168.jpg" alt="" width="300" height="168" /></a><p class="wp-caption-text">Just calling to say you are melted</p></div>
<p><strong>PART 1</strong></p>
<p>Even with 50% mitigation through armor, 30/30 for shields, and 30% defence chance&#8230; I have 0% chance to mitigate any of the incoming damage except through hard mitigation through abilities like immortal, unstoppable, etc.</p>
<p>This means that only a sorcs bubble or there party buff can absorb any of that damage (and a buff from my spec). Regardless I&#8217;ll at max only be able to mitigate 20% of it. If I manage to have full resolve or Unleash and get my hard mitigation abilities off before I die&#8230; I can survive.</p>
<p>As a fully geared tank in pvp i have 17,000 health. Yes, the pvp armor doesn&#8217;t have quite as much endurance on it as pve armor. Quite a bit of health anyways. Envii can, and HAS, de-stealthed on me and punches through maybe 2/3&#8242;s of my health within the first or second 4s stun used. If I break the first the second one is always at the ready because good players are good. The damage here isn&#8217;t actually the problem, it&#8217;s mitigation. If Envii opens with the 8s stun then I get a free full resolve bar, even if I cc break it. Some operatives like to open with a 4s stun feel the water, restealth, and open with there 8s one which stuns for full duration because resolve wasn&#8217;t full.</p>
<p>After the initial burst I pop my rakatan medpac, activate my ward, immortal, and occasionally pop my trinkets and more just to survive the damage from one character. There are 7 more possible attackers in huttball and one person just murdered the tank more or less. This is all unavoidable and unmitigatable damage even for what might be the best tank on Anchorhead. I can get by and get out but it requires way too many abilities on large cd&#8217;s.</p>
<p>Now I hate comparing a 1v1 situation but this is a guaranteed screw in a 1v1 situation. One player can easily force a tank spec&#8217;d pvp player to pop all of his cd&#8217;s and consumables just to survive while they pop&#8217;d there consumables. The advantage of the opener and the waste of my resources as a tank is inexcusable and silly. Silly I say! Now, please realize here that while I used all my cd&#8217;s just to survive the operative/nutbasher still has full health and various cd&#8217;s at the ready. They also still have their rakatan medpac. I have 20% health, no real damage output, and can&#8217;t escape.</p>
<p>In short the consumables are a problem (a small nerf after the mitigation issues are addressed) but if the damage that was hitting people was mitigatable then the numbers would fall in line. I think that&#8217;s what needs to be addressed along with the scaling ratios of some stats. I do believe there is a problem with everyone wanting to be viable at pvp needing biochem, which you do, but that&#8217;s another story.</p>
<p><strong>PART 2</strong><br />
I&#8217;m a Juggernaut spec&#8217;d into unstoppable. I also have the ability Invincible. Invincible reduces all incomming damage by 40% for 10 seconds and untoppable is a spec that allows for cc immunity and 20% damage reduction after leaping. It appears that, depending on the abilities used, these are applied one after another. In this case Invincible reduces a 10,000 damage ability to a 6,000 damage ability then unstoppable reduces that damage to me taking 4800. Instead of reducing the damage by 6,000 it&#8217;s reduces by 5,200. It seems like a small difference but it adds up with all the forms of mitigation such as shields and other abilities. Imagine the damage going through several small filters instead of one gigantic one.</p>
<p>It compounds with the fact internal and elemental damage ignores armor.</p>
<p><strong>PART 3</strong></p>
<div id="attachment_1455" class="wp-caption alignleft" style="width: 310px"><a href="http://www.thecabal.net/wp-content/uploads/2012/01/sith-inquisitor-screenshot-002.jpg"><img class="size-medium wp-image-1455" title="sith-inquisitor-screenshot-002" src="http://www.thecabal.net/wp-content/uploads/2012/01/sith-inquisitor-screenshot-002-300x168.jpg" alt="" width="300" height="168" /></a><p class="wp-caption-text">La la la la LIGHTING!</p></div>
<p>I&#8217;ll list what I know and I&#8217;ve submitted bug tickets on the insanely broken stuff which I won&#8217;t post.</p>
<p>If you have the ball while on your ledge you will die and the enemy team gets the ball and a kill. This means that the enemy team can camp your spawn and toss the ball to enemy players on the opposing teams ledge&#8230; and the ball will kill them and bounce back to your team.</p>
<p>This also means bounty hunters can pull the ball carrier up to there ledge as they try to cap to instantly kill the carrier and give your team the ball.</p>
<p>The turn in field for huttball is only about a jump distance off the ground. As well, so with any height if you &#8220;fly&#8221; or get knocked a small distance over the line it won&#8217;t score.</p>
<p>Standing in the ball cradles deprives the enemy team of line of sight on you while you still have it. This means only people in the cradle can shoot you. Any melee class can tab target you, or target you any other way, and melee you as melee only checks if your facing your target and in range.</p>
<p>HOW I&#8217;D FIX IT</p>
<p>Since I know everything about ToR, ever, and have access to a secret combat log and game code I have devised the perfect solution. That was a joke. But I am quite good at what I do and hopefully this sounds reasonable.</p>
<p>Operatives need burst. They need those two damage types, internal and elemental, to hit hard as hell. I propose that 40% of armor is returned as defense for internal and elemental. Armor has drastic diminishing returns giving 1/4th less % reduction at 6k than 1k. So understand me when I say this number should be determined by your final armor reduction percentage stat. Mine is at 44%ish I believe. I think 40% of your final armor reduction value should be used as a bonus for internal damage reduction. Only tank specs can achieve numbers like 44% damage reduction from armor which would equate 16% internal and elemental resistance. Reasonable, other classes would fare far worse for not being tanks. The ratio for this internal/elemental resistance should be roughly 40-50% to bring the numbers in line. I think the lower end at 40% is best.</p>
<p>Shields should work on everything. Even at an ungodly area of 50/50 it is still only a 25% reduction on incoming damage. A crit trinket increases your damage output far beyond 25% and the adrenals and stims can even double your damage in some cases. Some classes don&#8217;t realize that shields only reduce incoming damage, not stop it. To get numbers like that too you would have to have almost no strength stat on your gear as well and be using a relic. Believe me it&#8217;s a fair amount of damage but nothing you can&#8217;t overcome.</p>
<p>Guarding a player, the returned damage should not be mitigated by any stat. This will keep the numbers in line and make it so hitting someone your guarding won&#8217;t be useless as it will bleed you dry FAST.</p>
<p>Defense rating is scary territory. Having a chance to outright &#8220;dodge&#8221; and take no damage from an ability is hard to factor in. Honestly I&#8217;d say allow for your defense rating to be proc&#8217;able on all attacks and abilities used that aren&#8217;t aoe or ground targeted. Have accuracy function as intended as well (functionally reducing their %chance to dodge by every % over 100% you have).</p>
<p>This might disturb you. I think it would work to counteract the disadvantage melee is at right now. Out attack and ability rotations are substantially more complicated for no returns as is our situational control. Mostly melee classes have this stat and only ones spec&#8217;ing into being tanks will have it reaching high figures. I believe it should cap at 30%. That number should only be achievable to defense rating geared tanks who pop&#8217;d a relic and will be lowered by players with enough accuracy.</p>
<p>In addition you shouldn&#8217;t be able to defend/deflect/dodge while stunned. It doesn&#8217;t make sense to me and it would put more value on cc&#8217;ing tanks.</p>
<p>All of this should layer and stack as the hard mitigation abilities do. With these changes defense geared players will be incredibly durable. Their surviability will be up by, at max, 50%. They however won&#8217;t be able to infinitely guard players thanks to the true damage bleed from their guard. A player with full tank gear and spec will have a hard time reaching 75k damage in a warzone but they will run around providing cc, taunts, and guards or priority targets now. With these changes characters designed to hit hard will still hit hard, tanks will be able to take damage besides their hard dmg reduction, and aoe and utility players will still have their full viability.</p>
<p><strong>If you read deeply you&#8217;d realize those figures are only possible when gearing purely into one stat and popping a relic, adrenal, and stim. You can&#8217;t have them all at once.</strong></p>
<p>The average stats at full pvp tank gear without focusing on one stat would be:</p>
<p>44% armor<br />
25% dodge rate<br />
30/30 shields</p>
<p>and complete crap damage and having trouble getting 75k damage.</p>
<p>Those max numbers are only achievable with relics and biochem. Just like the infamous 10k damage crit.</p>
<p>In addition there should be no shields that completely absorb damage like the sorcs have. I propose a 20% bleed through for damage being mitigated by that shield.</p>
<p>There is no way to balance huttball as it is. Even with the bugs below sorcs have a bag of tricks to bypass the entirety of the game. Being able to pull an ally to you and sprint through fire and while sprinting be immune to cc makes it so three sorcs can basically bypass all of the traps and elevation issues. I&#8217;m sure many strategies using multiple sorcs come to mind. EAch has that 5-9k damage buff Static shield as well. With three you can actually make an ability chain from the ball cradle to the endzone that&#8217;s almost impossible to stop unless you manage to cc both sorcs that aren&#8217;t the ball carrier and stay on them while they get to the two proper pull locations to launch their ally into the end zone.</p>
<p>Note that hutball is unsaveable because of it&#8217;s pure focus on utility and movement abilities. Those without them or the ones that are needed simply aren&#8217;t contributing to the metagame, speed cap&#8217;ing.</p>
<p>Voidstar will have problems with these changes. If lucky when I die I might be able to catch an open gate and run back to the door. They won&#8217;t be able to kill me fast enough to arm the bomb. WE CAN FIX THIS HERP DERP?!?!?!?!?!?!?!?</p>
<p>This one actually gets me angry for once. The Warzones need a respawn timer. For example there is a respawn window every 30 seconds. For example&#8230; when you die you wait 20 seconds to respawn.</p>
<p>Why is this good?:<br />
1. No dice rolls on how fast you get back in or the enemy does.<br />
2. DPS classes rewarded on these objective pvp gametypes because they actually keep players away so you can do objectives.<br />
3. It allows for tanks to die and be gone for awhile before they show up again to roll out backhands and /dance emotes during fights.</p>
<p>Some warzones will need gated respawn windows for their design. This is where every 30 seconds there is a respawn window and if you die one second before it you respawn instantly. If you die right after the window you wait the full period. This allows you to spawn in groups and coordinate. Basically the warzones got it backwards. Huttball and voidstar need timers where alderaan needs gate system.</p>
<p>You can&#8217;t remove utility from characters at this point. You CAN&#8217;T remove abilities now that classes should never have had, but you can tweak them. I can&#8217;t begin to describe how, but perhaps making tanks viable is the first step.</p>
<p>The power stat needs diminishing returns. Incredibly small ones but some.</p>
<p>Oddly, in pve these stats work differently. A lot of enemies do weapon damage if not most and you only see internal and elemental from bosses and special encounters. So the tanking gear works in pve. But on hm some of the bosses that do internal damage would just as easily kill you as a naked sorc.</p>
<p>A lot doesn&#8217;t feel right. As a jugg or marauder to do my job I need both bottom bars and the left and right bars a long with every usable key on my keyboard bound along with my Razer naga&#8217;s 17 primary buttons. Whereas some classes routinely only use a single bar and at the most the bottom two. The returns are a bit off there being that the class is harder to play and gives less&#8230; so it&#8217;s actually entropic.</p>
<p><strong>CLOSING</strong></p>
<p>Thanks for reading. I intend to update this once I finish running numbers with my guild and friends. Also thanks to Envii on Anchorhead for being my greatest opposition in pvp, your the Link to my Ganondorf. &lt;3</p>
<p>I&#8217;d like intelligent discourse on these topics and if possible a reasonable response from Bioware on their opinions and intended course of action. I love this game and Star Wars but there are glaring problems with the figures here that need to be addressed.</p>
<p>Some of you may have fought tanks that were already incredibly durable. This is because they had their hard mitigation class abilities on 3 minute respawn timers up and used them. Or they used one of the other hard mitigation abilities to lower incoming damage.</p>
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		<title>Final Guild Wars 2 Profession announced</title>
		<link>http://www.thecabal.net/2011/12/final-guild-wars-2-profession-announced/</link>
		<comments>http://www.thecabal.net/2011/12/final-guild-wars-2-profession-announced/#comments</comments>
		<pubDate>Tue, 20 Dec 2011 04:04:33 +0000</pubDate>
		<dc:creator>Fatcobra</dc:creator>
				<category><![CDATA[All Articles]]></category>
		<category><![CDATA[Featured]]></category>
		<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://www.thecabal.net/?p=1424</guid>
		<description><![CDATA[The mesmer doesn't have the brute power of the warrior, or the ranged devastation of the ranger. Instead, the mesmer weaves a web of interlaced illusions, conditions, and phantasmal sources of damage.]]></description>
			<content:encoded><![CDATA[<p>Finally an update from guild wars.  This class looks very interesting.</p>
<p>&nbsp;</p>
<p><img src="http://www.guildwars2.com/global/includes/images/hero-mesmer.jpg" alt="Mesmer" /></p>
<h3>&#8220;When I&#8217;m done with you, you won&#8217;t trust your own mind.&#8221;</h3>
<p>Mesmers are magical duelists who rely on deception and confusion to keep their opponents in check. Indecision is their greatest ally. Using powerful illusions to distract, they make sure they never go toe to toe with an enemy; they use their powers and tactics to set up an unfair fight. Just when you think you&#8217;ve figured out what the mesmer is doing, illusions begin to shatter, clones start to fade away, and you realize you&#8217;ve been swinging at empty air all along. It&#8217;s hard to keep your eye on the real mesmer.</p>
<p>The mesmer doesn&#8217;t have the brute power of the warrior, or the ranged devastation of the ranger. Instead, the mesmer weaves a web of interlaced illusions, conditions, and phantasmal sources of damage. Through skillful play, mesmers combine these pieces into a deadly puzzle to be solved by their foes, while also helping their allies.</p>
<p><strong>Illusions</strong>—Mesmers create illusions—mind tricks that manifest themselves physically. Most illusions are directed at a specific target, but anyone can see and attack them. They can only exist for as long as that target is alive and can only be dispelled by attacking the illusion itself. A mesmer can maintain up to three illusions at a time, with the oldest illusion being replaced by the newly created one. There are two types of illusions: clones and phantasms.</p>
<ul>
<li><strong>Clones</strong>—Clones are illusions that look just like the caster, have the caster&#8217;s name, and have basic behaviors. Clones have low health and tend to do little damage. For example, a mesmer equipped with a sword has two clone-summoning skills: Leap, which launches him forward, leaving a clone at his location, and Illusionary Leap, which summons a clone at his location that then jumps forward.</li>
<li><strong>Phantasms</strong>—Phantasms are illusions that look like the caster but have their own names and carry special illusionary weapons, which look different and have specific behavior. Phantasms are more powerful, having more health and causing more damage. For example, a staff mesmer can summon an illusionary mage that attacks its target and deals extra damage for each inflicted condition.</li>
</ul>
<p><strong>Mantras</strong>—Mantras are a category of skill that have two phases. The mesmer first activates the mantra, which has a long cast time and replaces that skill slot with an instant-casting skill that the mesmer can then use. Mantras are powerful because many can be charged up before battle and then used in the middle of another spell, without interrupting that spell. For example, Mantra of Pain can charge up into an instant-damage power spike that can be used during a channeled spell, such as the greatsword skill.<br />
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<h3>Mechanics</h3>
<h4>Weapons</h4>
<p>A mesmer can use a variety of magical, ranged, and melee weapons, including:</p>
<ul>
<li><strong>Main Hand:</strong> Sword, Scepter</li>
<li><strong>Off Hand:</strong> Focus, Pistol, Sword, Torch</li>
<li><strong>Two-Handed:</strong> Staff, Greatsword</li>
</ul>
<h4>Confused Condition</h4>
<p>The mesmer introduces a new condition to our set called confusion. An enemy with confusion on them takes damage each time they activate a skill. This condition stacks in intensity, so the more confusion an enemy has, the greater the damage.</p>
<h4>Shattering</h4>
<p>The mesmer has special abilities that can shatter illusions. Shattering will destroy all illusions and create a secondary effect. There are four different shatter skills:</p>
<ul>
<li><strong>Mind Wrack</strong>—Destroys your illusions and does damage to opponents near them.</li>
<li><strong>Cry of Frustration</strong>—Destroys your illusions and gives the confused condition to nearby foes.</li>
<li><strong>Diversion</strong>—Destroys your illusions and stuns nearby foes.</li>
<li><strong>Reflection</strong>—Destroys your illusions and places a barrier around the mesmer, which reflects enemy projectiles.</li>
</ul>
<p><a href="http://www.guildwars2.com/en/the-game/professions/mesmer/">http://www.guildwars2.com/en/the-game/professions/mesmer/</a></p>
<p>&nbsp;</p>
]]></content:encoded>
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		<title>Star Wars Security Key</title>
		<link>http://www.thecabal.net/2011/12/star-wars-security-key/</link>
		<comments>http://www.thecabal.net/2011/12/star-wars-security-key/#comments</comments>
		<pubDate>Tue, 13 Dec 2011 12:12:30 +0000</pubDate>
		<dc:creator>Rahze</dc:creator>
				<category><![CDATA[All Articles]]></category>
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		<guid isPermaLink="false">http://www.thecabal.net/?p=1409</guid>
		<description><![CDATA[As many World of Warcraft players already know, somebody is going to get your username and password. And as some of you know, if you use the same username and password you used in WoW then someone ALREADY has your information. Please use a new user/pass combo for SWTOR. Of course even if you do [...]]]></description>
			<content:encoded><![CDATA[<div id="attachment_1413" class="wp-caption alignleft" style="width: 310px"><a href="http://www.thecabal.net/wp-content/uploads/2011/12/chiss-001.jpg"><img class="size-medium wp-image-1413" title="chiss-001" src="http://www.thecabal.net/wp-content/uploads/2011/12/chiss-001-300x168.jpg" alt="" width="300" height="168" /></a><p class="wp-caption-text">You aint gettin my info!</p></div>
<p>As many World of Warcraft players already know, somebody is going to get your username and password. And as some of you know, if you use the same username and password you used in WoW then someone ALREADY has your information. Please use a new user/pass combo for SWTOR. Of course even if you do someone somewhere will get it, either through a brute force attack or more likely a keylogger embedded in some really horrible porn you shouldn&#8217;t have downloaded.</p>
<p>Obviously you can&#8217;t give up porn so the next best option is an additional layer of protection. I recommend the Star Wars: The Old Republic Security key. This is available as a physical USB key, or as an app. This is the same type of protection used in WoW and Rift and it&#8217;s proven. Hey, here are the sales points for the app version:</p>
<ul>
<li>Easy to set up and use</li>
<li>Convenient and free app that displays the code on your mobile device</li>
<li>Available on multiple platforms: iPhone, iPad, iPod Touch, and select Android and Blackberry devices</li>
</ul>
<p>Again I can&#8217;t recommend this enough. I never got hacked using this technology and many of my friends did so sooner is better than later on this.</p>
<p>For downloads and more information please go to <a title="Security Key" href="http://www.swtor.com/info/security-key" target="_blank">Get A Security Key</a> right now.</p>
]]></content:encoded>
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		<title>Are Jedi Knights Overpowered?</title>
		<link>http://www.thecabal.net/2011/12/are-jedi-knights-overpowered/</link>
		<comments>http://www.thecabal.net/2011/12/are-jedi-knights-overpowered/#comments</comments>
		<pubDate>Tue, 06 Dec 2011 22:06:59 +0000</pubDate>
		<dc:creator>Rahze</dc:creator>
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		<guid isPermaLink="false">http://www.thecabal.net/?p=1390</guid>
		<description><![CDATA[There are many in the SWTOR community that believe that Jedi Knights, and their Imperial counterparts the Sith Warriors, are overpowered in PVP and that there is no reason to ever play a different class.  The last statement must be false simply on the grounds that Jedi Knights are tanks or DPS and nothing more, [...]]]></description>
			<content:encoded><![CDATA[<p>There are many in the SWTOR community that believe that Jedi Knights, and their Imperial counterparts the Sith Warriors, are overpowered in PVP and that there is no reason to ever play a different class.  The last statement must be false simply on the grounds that Jedi Knights are tanks or DPS and nothing more, but the idea has been floating around the Internet that says 8 Jedi Knights against a mixed group of 8 classes in a warzone would end in the Jedi slaughtering everyone.  I&#8217;m not sure if this is true as I didn&#8217;t play a Jedi in beta, but many that did tend to agree.</p>
<p>I&#8217;ve been looking all over the Internet at opinions on the Jedi, and fortunately I found a video that clearly shows the superiority of the Jedi over any ranged class, and possibly all classes period.  Before choosing a class at launch you need to watch this video.</p>
<p><iframe width="560" height="315" src="http://www.youtube.com/embed/CVpnLQsylIA?rel=0" frameborder="0" allowfullscreen></iframe></p>
]]></content:encoded>
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		<title>Guild Pre-launch is Locked In</title>
		<link>http://www.thecabal.net/2011/12/1377/</link>
		<comments>http://www.thecabal.net/2011/12/1377/#comments</comments>
		<pubDate>Sat, 03 Dec 2011 22:15:20 +0000</pubDate>
		<dc:creator>Rahze</dc:creator>
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		<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://www.thecabal.net/?p=1377</guid>
		<description><![CDATA[The guild pre-launch program is over.  We can no longer make any changes to The Cabal as far as Star Wars is considered until the headstart program begins.  No additional members, allies, or enemies can be added and we are locked in to the time zone and server type.  Also I set our language preference [...]]]></description>
			<content:encoded><![CDATA[<p>The guild pre-launch program is over.  We can no longer make any changes to The Cabal as far as Star Wars is considered until the headstart program begins.  No additional members, allies, or enemies can be added and we are locked in to the time zone and server type.  Also I set our language preference as Cantonese so that might come back and bite us in the ass*.  So if you have not applied and been accepted to The Cabal at <a href="http://www.swtor.com/guilds/238024/cabal/roster">http://www.swtor.com/guilds/238024/cabal/roster</a> you will need to wait until SWTOR activates guild management in the game.  So what does this mean to you, the lazy one?</p>
<ul>
<li>You will not be ported to the server The Cabal is starting on.</li>
<li>You will not begin the game with the guild tag</li>
<li>You will not get an email telling you what server to start on</li>
<li>You must pay 5000 credits to join the guild at launch*</li>
</ul>
<p>That&#8217;s about it.  You have let us down and let yourself down.  I&#8217;m fairly certain we will be able to add members during headstart but if not guild management will be active by release on the 20<sup>th</sup> so I will add any members who are incompetent at that point.  Please turn off your computer.  Sit there and think about what you&#8217;ve done and make sure you do better in the future.</p>
<div class="wp-caption aligncenter" style="width: 250px"><a href="http://www.thecabal.net/wp-content/uploads/2011/12/disapointment-kitten.jpg"><img title="disapointment-kitten" src="http://www.thecabal.net/wp-content/uploads/2011/12/disapointment-kitten-240x300.jpg" alt="" width="240" height="300" /></a><p class="wp-caption-text">You sicken me</p></div>
<p style="text-align: right;">*<em>These items are bullshit but since you don&#8217;t read I&#8217;ll get your money and make you learn Cantonese.</em></p>
]]></content:encoded>
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		<title>Open World PVP and More</title>
		<link>http://www.thecabal.net/2011/11/open-world-pvp-and-more/</link>
		<comments>http://www.thecabal.net/2011/11/open-world-pvp-and-more/#comments</comments>
		<pubDate>Wed, 16 Nov 2011 00:19:38 +0000</pubDate>
		<dc:creator>Rahze</dc:creator>
				<category><![CDATA[All Articles]]></category>
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		<guid isPermaLink="false">http://www.thecabal.net/?p=1353</guid>
		<description><![CDATA[BioWare has done a good job of disseminating information about the Warzone (Battleground) PVP players can expect from Star Wars: The Old Republic.  The company has been surprisingly quiet about the finer points of open world PVP and what we can expect.  With a perfect combat vehicle in the Empire versus the Republic there doesn&#8217;t [...]]]></description>
			<content:encoded><![CDATA[<div id="attachment_1357" class="wp-caption alignleft" style="width: 310px"><a href="http://www.thecabal.net/wp-content/uploads/2011/11/boarding-party.jpg"><img class="size-medium wp-image-1357" title="boarding-party" src="http://www.thecabal.net/wp-content/uploads/2011/11/boarding-party-300x168.jpg" alt="" width="300" height="168" /></a><p class="wp-caption-text">Lightning...again.</p></div>
<p>BioWare has done a good job of disseminating information about the Warzone (Battleground) PVP players can expect from Star Wars: The Old Republic.  The company has been surprisingly quiet about the finer points of open world PVP and what we can expect.  With a perfect combat vehicle in the Empire versus the Republic there doesn&#8217;t even need to be some silly &#8220;reason&#8221; to fight anyway.  Just a big mosh pit for crazies to jump in and smash into each other.  The following has been confirmed by reliable testers and/or BioWare in regards to the open PVP world of Ilum, the only open PVP area on standard servers at launch:</p>
<ul>
<li>There are 5 control points in the zone: a Republic and Empire base at the north and south, as well as 3 central resources</li>
<li>All 5 points must be under control simultaneously for victory</li>
<li>Certain control points engage/deploy walkers that can and need to be taken down by special shoulder-mounted rocket launchers, and perhaps other means. It takes a good 10 seconds to fire one of these rockets</li>
<li>The status is persistent, no timers for the game to artificially start or “reset” – it’s always on</li>
<li>Zone can hold hundreds of players</li>
<li>There is a cap on the number of players on Ilum but doubtful it would be hit.</li>
<li>Ilum is the only open world PvP planet so far</li>
<li>You will not see a HP bar as the objective is attacked but you will see flames, debris and smoke to indicate damage. If you die you respawn on the ship and you will see damage and hear klaxxons inside as well.</li>
</ul>
<p>Warzones are of course SWTOR&#8217;s answer to WoW&#8217;s battlegrounds or Warhammer&#8217;s scenarios. In regards to Warzones the following has been confirmed:</p>
<ul>
<li>Confirmed that Warzones are always going to be 8 vs 8</li>
<li>Currently access to PvP Start after the origin worlds around level 10</li>
<li>There is a matchmaking system that pits similar groups against each other. Premades vs Premades, class to class etc</li>
<li>You can NOT queue for Warzones as a group of 8. You can queue as a group of 4 but then you will get 4 random single players. They do not want premade groups steam rolling Warzones.</li>
<li>Any queuing for Warzones is restricted to the server you are playing on.</li>
<li>Depending on the type of Warzone the battle maps will not always be symmetrical</li>
<li>When asked if a group can queue for a Warzone the reply was: Quote: &#8220;Yes! You can queue solo or in an existing group and our dynamic matchmaking system will do its best to find suitable opponents accordingly&#8221;</li>
<li>The 8 players in a warzone could be, as with other MMOs, a mix of premade, premade + individuals or 8 individuals</li>
<li>When asked if companions count towards 8vs8 Warzones the reply was quote: &#8220;No. They don&#8217;t count towards that 8v8.&#8221;</li>
<li>Quote: No, you can&#8217;t heal your ship back up. It&#8217;s an effective timer. Those guns start firing and you just want to make sure they&#8217;re firing the right direction most of the time for your side to win</li>
</ul>
<p>A few general PVP observations:</p>
<ul>
<li>All classes gain Resolve bars while in PvP. These bars are a visual representation of diminishing returns that show a characters susceptibility to crowd control</li>
<li>To make sure Tanks are viable in PvP Quote: A key contributor in ensuring this is the tanks’ Guard and Taunt abilities. Guard will redirect half of the damage through the Tank’s mitigation and avoidance. A taunted target will deliver less damage to everyone but the tauntee</li>
<li>If you fulfill a role type in a Warzone such as Healer or Tank your abilities actually benefit your side. You gain Badges such as absorbing damage etc, Taunt abilities from a Tank are useful as you pull damage off others. The more badges you earn by filling a role the more tokens you get to spend.  Basically you get paid to do your job.</li>
<li>There is NO auto facing in PvP only PvE</li>
<li>Quote: Players of opposing factions can almost always fight each other out in the open world, so long as they toggle their PVP flag. This flag will automatically be toggled &#8220;on&#8221; in designated PVP areas on a PVE server and in most areas on a PVP server</li>
<li>On PvP servers, there is nothing to stop higher-level players from returning to lower-level planets (except starter/capital) and ganking lower-level players. The guards in the various safe areas on all planets are universally high level, to provide at least some protection for those levelling</li>
<li>Quote: You can level up just by doing PvP</li>
<li>Quote: &#8220;there will be no ganking of newbie players in The Old Republic as all Origin Worlds are sanctuaries</li>
<li>When asked about Realm Vs Realm: Quote: A PVP/RVR dungeon? We’re not really realm versus realm set up right now as far as dungeon running goes, but it’s not out of the question</li>
<li>There is no player bounty in existence. What we’ve talked about before is that if we ever do profession systems for specific classes, it won’t just be for one class</li>
<li>There is NO player collision in PvP</li>
<li>The PvP in this game has a much slower pace than any WoW player may be used to yet what is great is that it still felt very action packed</li>
<li>Even on PvE servers there will be open world zones of conflict (PvP) that you can enter</li>
<li>Some planets will have contested areas where both factions will fight for control</li>
<li>Quote from Gabe Amatangelo: They wanted Warzones to fit in with the story element of the game. When they looked at PvP, they decided that banners, flags and points were &#8220;too game-y.</li>
<li>Quote: There will be &#8220;Open World PvP&#8221; in terms of meeting members of other factions on planets as Tatooine being able to decide if you want to attack them or not.</li>
<li>The designers from Warhammer are working on the PvP for TOR</li>
<li>While there is no Space Combat PvP at launch it, and Co-Op, will be added at a later date</li>
<li>Quote: We’ve explored a lot of those endgame PvP mechanics and that is another area where I think people will be excited</li>
<li>Confirmed that you do NOT have to PvP in TOR, its an option if you want too</li>
</ul>
<p>&nbsp;</p>
]]></content:encoded>
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		<title>Trooper Versus Sith Inquisitor</title>
		<link>http://www.thecabal.net/2011/11/trooper-versus-sith-inquisitor/</link>
		<comments>http://www.thecabal.net/2011/11/trooper-versus-sith-inquisitor/#comments</comments>
		<pubDate>Sat, 12 Nov 2011 23:59:04 +0000</pubDate>
		<dc:creator>Rahze</dc:creator>
				<category><![CDATA[All Articles]]></category>
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		<guid isPermaLink="false">http://www.thecabal.net/?p=1331</guid>
		<description><![CDATA[In the continuing &#8220;Choose Your Side&#8221; series of videos BioWare is giving us a look at a Sith Inquisitor up against a Trooper. Obviously the outcome of the fight will ultimately be decided by the skill of the players involved. Of course that is assuming there is even a semblance of class balance at launch [...]]]></description>
			<content:encoded><![CDATA[<p>In the continuing &#8220;Choose Your Side&#8221; series of videos BioWare is giving us a look at a Sith Inquisitor up against a Trooper. Obviously the outcome of the fight will ultimately be decided by the skill of the players involved. Of course that is assuming there is even a semblance of class balance at launch and since assuming makes an ass out of you and your family let&#8217;s go ahead and do it.<br />
<object width="580" height="330" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="flashvars" value="title=undefined&amp;description=undefined&amp;source=http://cdn-www.swtor.com//sites/all/files/en/vc/20111111_sirt90/TOR_choose_your_side_2.flv&amp;fullscreen_source=/&amp;comment_url=/media/trailers/choose-your-side-inquisitor-vs-trooper#comments&amp;download_1=header|Windows Media Video (.wmv),thumb|null,filesize|248M,resolution|1280x720,url|http://cdn-www.swtor.com//sites/all/files/en/vc/20111111_sirt90/TOR_choose_your_side_2_wmv.zip&amp;download_2=header|Quicktime (.mov),thumb|null,filesize|418M,resolution|1280x720,url|http://cdn-www.swtor.com//sites/all/files/en/vc/20111111_sirt90/TOR_choose_your_side_2_mov.zip&amp;lang=EN&amp;age_gate=0" /><param name="src" value="http://cdn-www.swtor.com/sites/all/themes/swtor/en/assets/mediaPlayerInterior.swf" /><param name="allowfullscreen" value="true" /><embed width="580" height="330" type="application/x-shockwave-flash" src="http://cdn-www.swtor.com/sites/all/themes/swtor/en/assets/mediaPlayerInterior.swf" allowFullScreen="true" flashvars="title=undefined&amp;description=undefined&amp;source=http://cdn-www.swtor.com//sites/all/files/en/vc/20111111_sirt90/TOR_choose_your_side_2.flv&amp;fullscreen_source=/&amp;comment_url=/media/trailers/choose-your-side-inquisitor-vs-trooper#comments&amp;download_1=header|Windows Media Video (.wmv),thumb|null,filesize|248M,resolution|1280x720,url|http://cdn-www.swtor.com//sites/all/files/en/vc/20111111_sirt90/TOR_choose_your_side_2_wmv.zip&amp;download_2=header|Quicktime (.mov),thumb|null,filesize|418M,resolution|1280x720,url|http://cdn-www.swtor.com//sites/all/files/en/vc/20111111_sirt90/TOR_choose_your_side_2_mov.zip&amp;lang=EN&amp;age_gate=0" allowfullscreen="true" /></object></p>
<p>The video does a great job showcasing the Trooper and the Inquisitor Assassin, but there are a few points that are confusing. A better name for the video would be &#8220;Sith Assassin versus Trooper&#8221; as the Sorcerer Advanced Class aspect of the Sith really isn&#8217;t a part of the presentation. This may lead some players to believe that both Sith classes have access to stealth and the double-bladed lightsaber. This is not true. The following applies to the Sith Advanced Classes:</p>
<h3>Sith Sorcerer</h3>
<ul>
<li>Roles: Ranged DPS or Healer</li>
<li>Weapon: Single Saber</li>
<li>Signature Abilities: Force Lightning / Force Drain</li>
</ul>
<h3>Sith Assassin</h3>
<ul>
<li>Roles: Off Tank or Melee DPS</li>
<li>Weapon: Double Bladed Saber</li>
<li>Signature Abilities: Stealth / Burst DPS</li>
</ul>
<p>The video talks a big game about the Sith getting lightning, and while it is true the Assassin gets lightning attacks it is the Sorcerer that will do the big damage Palpatine style.</p>
<p>When you watch the video just think &#8220;Sith Assassin&#8221; and you will get some good info.</p>
]]></content:encoded>
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		<title>Imperial Agent Progression Video</title>
		<link>http://www.thecabal.net/2011/11/imperial-agent-progression-video/</link>
		<comments>http://www.thecabal.net/2011/11/imperial-agent-progression-video/#comments</comments>
		<pubDate>Sat, 05 Nov 2011 15:41:35 +0000</pubDate>
		<dc:creator>Punisher</dc:creator>
				<category><![CDATA[All Articles]]></category>
		<category><![CDATA[Classes]]></category>
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		<guid isPermaLink="false">http://www.thecabal.net/?p=1308</guid>
		<description><![CDATA[As you progress in Star Wars™: The Old Republic™, your character will gain experience, growing more powerful and discovering new skills while also acquiring more advanced gear. Through cunning, stealth, and ruthless tactics, the Imperial Agent has no shortage of ways to complete his objectives. Even so, as the complexity and importance of his missions [...]]]></description>
			<content:encoded><![CDATA[<p>As you progress in <em>Star Wars</em>™: The Old Republic™, your character will gain experience, growing more powerful and discovering new skills while also acquiring more advanced gear.</p>
<p>Through cunning, stealth, and ruthless tactics, the Imperial Agent has no shortage of ways to complete his objectives. Even so, as the complexity and importance of his missions increase, the Agent will have to acquire new skills and equipment to help him combat the ever-growing threat to the Empire. This video shows you a sampling of the many different armors and abilities the Imperial Agent can obtain as he travels the galaxy.</p>
<p><iframe width="560" height="315" src="http://www.youtube.com/embed/A0R8O54np-Q" frameborder="0" allowfullscreen></iframe></p>
<p>&nbsp;</p>
]]></content:encoded>
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		<title>Star Wars Guild Deployment</title>
		<link>http://www.thecabal.net/2011/11/star-wars-guild-deployment/</link>
		<comments>http://www.thecabal.net/2011/11/star-wars-guild-deployment/#comments</comments>
		<pubDate>Thu, 03 Nov 2011 21:26:08 +0000</pubDate>
		<dc:creator>Rahze</dc:creator>
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		<guid isPermaLink="false">http://www.thecabal.net/?p=1301</guid>
		<description><![CDATA[Star Wars has begun to prepare guilds for early launch.  This means that guilds that qualify for &#8220;Early Deployment&#8221; will be set to enter the game during the head start launch.  If you want The Cabal to be ready to go on day one we will need to do a few things.  Pre-order the game [...]]]></description>
			<content:encoded><![CDATA[<div id="attachment_1302" class="wp-caption alignleft" style="width: 310px"><a href="http://www.thecabal.net/wp-content/uploads/2011/11/community.jpg"><img class="size-medium wp-image-1302" title="community" src="http://www.thecabal.net/wp-content/uploads/2011/11/community-300x168.jpg" alt="" width="300" height="168" /></a><p class="wp-caption-text">Hey look we are friends!</p></div>
<p>Star Wars has begun to prepare guilds for early launch.  This means that guilds that qualify for &#8220;Early Deployment&#8221; will be set to enter the game during the head start launch.  If you want The Cabal to be ready to go on day one we will need to do a few things.</p>
<ol>
<li> Pre-order the game</li>
<li>Activate the pre-order</li>
<li>Register on the guild page at SWTOR.com</li>
</ol>
<p>Each guild requires at least four members to have not only pre-ordered, but also activated the pre-order on their account at <a href="http://www.swtor.com/">http://www.swtor.com/</a>.</p>
<p>So how do I do this you ask?  First buy the game.  I ordered the <a href="http://store.origin.com/store/ea/html/pbPage.SWTOR_NA">Digital Deluxe Eddition</a> from the Origin Store.  Once this is done you must either create an account at <a href="http://www.swtor.com/">http://www.swtor.com/</a> or log into your existing account.  In your account you will find an area that allows you to activate your pre-order using the key you received from purchasing the game.  Finally you must sign up as a member of the guild here <a href="http://www.swtor.com/guilds/238024/cabal">http://www.swtor.com/guilds/238024/cabal</a>.</p>
<p>And that&#8217;s it.  Once we get four people that can read, understand, and follow these directions we are good to go for launch!</p>
<p>Do it!</p>
<p>Read more about <a title="Guild Deployment" href="http://www.swtor.com/news/news-article/20111102">Guild Deployment</a></p>
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		<title>TERA &#8211; Action MMORPG</title>
		<link>http://www.thecabal.net/2011/11/tera-action-mmorpg/</link>
		<comments>http://www.thecabal.net/2011/11/tera-action-mmorpg/#comments</comments>
		<pubDate>Thu, 03 Nov 2011 03:10:27 +0000</pubDate>
		<dc:creator>Fatcobra</dc:creator>
				<category><![CDATA[All Articles]]></category>
		<category><![CDATA[Featured]]></category>
		<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://www.thecabal.net/?p=1280</guid>
		<description><![CDATA[Tera-online.com TERA: The Game  TERA is a fast-paced action MMORPG set in a breathtaking world conjured by two dreaming primal gods. Your explorations will take you over rugged mountains, across searing deserts, and through hazardous jungles. Take your place as a soldier for the Valkyon Federation and fight alongside other races to forge a new future [...]]]></description>
			<content:encoded><![CDATA[<h3><a title="Tera" href="http://www.tera-online.com/?lang=en"><img class="aligncenter size-medium wp-image-1282" title="tera2" src="http://www.thecabal.net/wp-content/uploads/2011/11/tera22-300x112.jpg" alt="" width="300" height="112" /></a></h3>
<h3><a title="TERA" href="http://www.tera-online.com/?lang=en">Tera-online.com</a></h3>
<h3>TERA: The Game</h3>
<div>
<p> <em>TERA is a fast-paced action MMORPG set in a breathtaking world conjured by two dreaming primal gods. Your explorations will take you over rugged mountains, across searing deserts, and through hazardous jungles. Take your place as a soldier for the Valkyon Federation and fight alongside other races to forge a new future while healing the mistakes of the past.</em><br />
<em> TERA combines lush graphics with an immersive, engaging combat system in a world rich in dramatic story and lore. There&#8217;s no time for factions in TERA—all seven races and eight classes must work together to wrench destiny from the gods themselves! Arm yourself, gather your allies, and take control of your fate. Fighting prowess, guild rankings, and social dynamics come together as you find yourself vying for political control of the world itself in TERA&#8217;s unique endgame.</em></p>
<p><em>That&#8217;s your future, and it starts with a mysterious island risen up from the sea, covered with strange ruins and creatures. An expedition is sent to unlock its secrets, only to be slaughtered by the island&#8217;s guardians. The Federation is hastily assembling another force. Are you ready to take the field, shoulder to shoulder, and seize your destiny?</em></p>
<p>TERA offers 7 races, and 8 classes to choose from listed below&#8230;</p>
<p>Races:  Amani, Baraka, Castanics, Elins, High Elves, Humans, Poporis</p>
<p>Classes:  Archer, Berserker, Lancer, Mystic, Priest, Slayer, Sorcerer, Warrior</p>
<p>I have been watching a few videos, and this game Graphics kind of remind me of Warhammer.  The graphics are excelent, the character creation, and characters look great.  The Armor is creative, and the Oversized weapons look awesome.  The terain, and scenery looks fantastic, and the creatures are very creative.  From the video, it looks like they have flying mounts in TERA as well.</p>
<p>Here is the first of many TERA trailers&#8230;</p>
</div>
<p><iframe src="http://www.youtube.com/embed/rDWp2ZpV-IA" frameborder="0" width="560" height="315"></iframe></p>
<p>Here is a nice dungeon boss fight, you will see the map HUD, and UI look good, again amazing graphics.<br />
<iframe src="http://www.youtube.com/embed/gWg475UhF7c" frameborder="0" width="560" height="315"></iframe></p>
<p>The females look great in this game, and they really like to show their stuff, as you see in this beta release TERA virtual pimp video&#8230;The girls of TERA<br />
<iframe src="http://www.youtube.com/embed/uP4kVwEAuwU" frameborder="0" width="560" height="315"></iframe></p>
<p>&nbsp;</p>
<p>The game looks fun, and interesting.  From what I see, it might be a grind.  The fights are very long, and the PVP is long as well.  Look for more information to come&#8230;</p>
<p>Release is scheduled for early 2012&#8230;</p>
<p>&nbsp;</p>
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