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Wednesday, October 29, 2014
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Thursday, September 18, 2014
ArcheAge Launch Update: Capacities, Communication, and Where to Find Info
Hi everyone, we'd like to thank you all for being a part of this absolutely massive launch of ArcheAge, Huge archeage gold sale at mmobays.co.
We've heard from a lot of you that ArcheAge has stirred up excitement for an MMO in a way that many of you haven't felt in a long time. When people are in and playing, we hear a lot that the game's the great, exciting experience they were waiting for.
While it's been great for many, it's been uneven for others, most notably if you're stuck waiting. (We know, we wait in the same queues you do.)
Know that we haven't been, and won't be, resting until the experience is great for everyone. We've been talking to you a lot about "patience - which has been extreme in some cases for sure.
I'd like to talk about what we're doing to make sure that all of you can have that same kind of experience.
SERVER CAPACITIES AND YOU
In an ideal world, we have all the hardware we need to host the ideal number of servers, in a way that works best for everyone. We'd strike the perfect balance between launch popularity, when everyone wants to be online 100% of the time, and the settled population of more normal play patterns that will naturally come over time.
In reality, we have to plan capacity months ahead of time, based on things like web site signups, numbers of people who play in alphas and betas, how long they play, and so on. There's a fair amount of science that goes into it, and in general it's pretty accurate. We then include extra for overflow, just in case we need more.
In this case, so many entirely new people showed up that we opened not just all of our launch hardware on the first day, but the overflow hardware soon after as well. Since Head Start, we've expanded both the number of servers and the capacity of all servers steadily. We try to let you know this both on the forums and on Twitter (@ArcheAge]) whenever this occurs.
Inside the business you'll hear people call this "problems of success," but make no mistake - since it negatively affects you, we remain obsessively focused on the "problem" part, not the "success" part. We treat these as high priority problems that we need to solve, as rapidly as possible.
GREAT, THANKS. THAT'S SUPER. WHAT ARE YOU DOING NOW?
Right. There are things going on both in and out of game to make things better:
1) Yes, more hardware is on its way to helping you! We're still aiming to strike the balance between short and long term and we know with certainty that more hardware is needed for both. We've heard both the "more servers" and "no more servers" crowds, and are certain we need to take steps toward more. I'm happy to share that the next round of hardware landed with our team in Texas this morning.
While I do wish that we could violate the laws of space and time to transport physical servers instantly, and help both NA and EU simultaneously, because of the way hardware is shipped out, and factors like "customs," there will be some delay between helping out the two regions. Do note that we're doing everything we can to make sure that delay is as minimal as possible. (We are aiming for days, not weeks, between.)
We'll be talking more about the details here over the coming days, in our Launch FAQ thread.
2) Note that we've been more aggressively sweeping AFKers, even manually when needed. For example, while we had said during beta that we were tentatively tolerant of AFK mount riding, we'd be keeping an eye out to see if it became a problem. Well, it's officially a problem when actual players who will be playing can't get in.
If you're not actively playing, please do be aware that you might not be there when you get back. Of course, while we do appreciate creative justifications such as "I am merely celebrating the excitement of launch by exercising my steed in a circular pattern for an extended period of time," those will still earn a quick trip to desktop.
We're also going to be setting up a more aggressive AFK timer as is suited to an over-popular launch, and ensuring that there are fewer ways to get around it. Again, this is all to create the greatest opportunity to get active human beings into the game.
3) As with any launch where you get massive numbers of new players, we need great people helping out with the typical things that happen as services scale up, which is why I wanted to talk Customer Service. You have wanted to talk with them. You've wanted to talk with them a lot. And they really do want to help.
Trion's CS team has already been expanded pretty massively, with scores of new people coming on board in the weeks leading up to ArcheAge's launch. There's a veritable dedicated army of people wanting to help. We're also happy to announce that we're ramping that up even more. As with all of our CS in the past, we're continuing down the path of natively fluent CS reps in each language we service.
4) Communication is critical during launches - We do get that. I've personally tweeted more during this launch than I think I have since Twitter existed. We're going to be redoubling our efforts, most notably on our forums, with even more people pitching in.
We had been trying to focus our updates into specific known locations, but that's not having the effect that we had hoped. We need to be in more places and threads that you're already discussing, so you can expect more of that beginning today, and in a more visibly 24/7 fashion than it might have appeared previously. We've been continuously working like crazy knocking down the types of launch issues one might expect, but if you don't see evidence of it, then it's not as helpful to you. We get that too.
Thursday, September 11, 2014
NBA LIVE 15 Open Letter from Sean O’Brien
Hey everybody,
If you’re anything like me, after following all of the storylines leading up to this year's NBA Draft, a really entertaining NBA Summer League and all the other basketball news this summer, you're excited for the upcoming 2014-15 NBA season. It should be amazing.
The team has been pushing hard all year to make NBA LIVE 15 both look and play great, and I couldn’t be prouder of the work they’ve done. You may have seen a few early preview pieces pop up from our visits with press or our recent trip to Gamescom, and we’ve been getting some great feedback from our conversations with the media, as well as from all of the play testing we’ve been doing over the last few months.
It was great to see such a positive response to our Visuals Trailer that we released last week. We think we’ve come a long way since the launches of the Xbox One and the PlayStation 4 last November, and we’re still working on tuning certain areas in 5-on-5 gameplay. The team took on an incredible amount of work this year literally touching every single system in gameplay, focusing on providing improved control and responsiveness, as well as animation that both looks and feels great. That will be our calling card moving forward.
Considering all the work that’s gone in so far, we will be taking a few extra weeks to polish the game and make sure you get an incredible NBA experience from the moment you first boot up the title. This extra development time means we will be moving our launch date to October 28 to line up to opening night of the 2014-15 NBA season. This was a hard decision, but it’s the right one, as we are totally committed to delivering the highest-quality game we possibly can. You’ll be hearing a lot more from us over the coming weeks, starting with a brand-new gameplay blog that will give you the first details on all the ways we plan to deliver on our promises to build a better experience.
As I said, we’re very proud of the improvements we’ve made in NBA LIVE 15, and we believe with some additional time, our game will reach its full potential.
We’ll also be providing additional blogs, videos, deep-dives and more in the coming weeks as the game comes together and we prepare for launch. And as always, I encourage all of you to make up your minds and see for yourself by playing the trial when it becomes available closer to launch.
Friday, July 11, 2014
Guy4game.co The golden age of hybrids
Talent possibilities exploded during The Burning Crusade. Ten more levels granted players ten more points to assign. Players could now combine abilities in ways that vanilla's trees had never allowed, opening up exciting new gameplay paths. Buy cheap wow gold & items from guy4game.co.
Players didn't choose a specialization like they do today. Instead, they assigned points to three different "trees." Each tree represented a spec, but each also had talents that helped the other two specs as well. So players could pick and choose just how far down they wanted to go in a given tree, and thus how much to commit their character to one spec. "Hybrid" builds were not ideal from a min/max perspective, but they were popular. And TBC was the golden age of such builds.
For example, paladins could combine some of retribution's DPS talents with the holy tree's Holy Shock to create a "Shockadin" build. (cheap wow gold sale The build allowed a ranged DPS spec for paladins. It wasn't great for endgame dungeons or raiding, but it was fun to play for questing and PvP.
"Swift Moonkins" could opt for a more resto-heavy build that gave them access to Nature's Swiftness for instant nukes and more healing capabilities, at the cost of their Force of Nature summon spell.
To create such a build, you had to sacrifice acquiring the top-end talents, which were most often powerful new spells. In many cases, however, those 41-point talents were not so amazing that you couldn't live without them. The versatility often made up for the lack of a spec's ultimate spell.
Article Source: www.guy4game.co
Email:sales@guy4game.co
Woowowgold Archivist: Talents have come full circle
(Woowowgold wow gold) - WoW Archivist explores the secrets of World of Warcraft's past. What did the game look like years ago? Who is etched into WoW's history? What secrets does the game still hold?
The Warlords of Draenor patch 6.0 notes have revealed the latest changes to WoW's ever-evolving talent system. Talents have remained a core system in WoW since its earliest days, the primary method that allows players to make their characters distinct.
In the beta for WoW and throughout vanilla, talent trees were a bit of a mess, as Archivist covered. Today, we'll examine how those early trees came to be expanded, refined, and then scrapped for a very different system. We'll also look at how Warlords is bringing back the earliest version of talent trees in a brand new way.
Article Source: http://www.woowowgold.com
Email:sales@woowowgold.com
Monday, June 16, 2014
Monday, March 24, 2014
Sunday, March 9, 2014
Thursday, February 13, 2014
Exalted achievement there too
I’ve continued to work on the Tillers every day and I should hit Exalted either today or tomorrow (I’m thinking today) and I have 7/10 “Best Friends” so far with one more that might hit there today. Working still on Golden Lotus rep and I finally hit Revered which unlocks the Aspects and Shado-pan dailies.
Lots of stuff I’ve been working on is finally getting somewhere (well, some of them). I finished getting my Order of the Cloud Serpent reputation to exalted and was given my Cloud Serpent (which made me happy). I flew around (on said dragon) and finished up all the Lorewalker “books” locations and got the Exalted achievement there too.
In addition to all of this, I have run the LFR twice. Once (just the first half) on Monday night and then both parts on Tuesday. I think the fights all seem pretty interesting as far as I am concerned. I picked up a new neck piece but otherwise just gold and a couple Sigils for the Black Prince quest. I’m also working on finishing up Dread Wastes as well as working on my Druid here or there.
Lots of stuff I’ve been working on is finally getting somewhere (well, some of them). I finished getting my Order of the Cloud Serpent reputation to exalted and was given my Cloud Serpent (which made me happy). I flew around (on said dragon) and finished up all the Lorewalker “books” locations and got the Exalted achievement there too.
In addition to all of this, I have run the LFR twice. Once (just the first half) on Monday night and then both parts on Tuesday. I think the fights all seem pretty interesting as far as I am concerned. I picked up a new neck piece but otherwise just gold and a couple Sigils for the Black Prince quest. I’m also working on finishing up Dread Wastes as well as working on my Druid here or there.
Monday, February 10, 2014
The Patch 5.4 Hunter Changes
Patch 5.4 will be landing in your lap very soon (Sept 10 is the announced date.) There are lots of changes, some big, many small. The big change, as you may have heard, is the elimination of Readiness. As with most classes there are quite a few smaller changes. Here’s a rundown of what the patch 5.4 Hunter changes are:
Hunter 5.4 Contents
This page
Looking towards The Patch 5.4 Hunter Changes (Night Elf in Cryptstalker Armor)
Comments on the Hunter Changes
The biggest change is that your Readiness ability is going away (and will be the cause of much QQing.) Gone, dead, etc. It is not being changed or replaced. While this hurts, it’s probably better for game balance and will prevent Hunter teams from instantly blowing away the opposition in PvP. Another hit is your Deterrence now has two charges which is now on a 3 min cooldown. You will also be able to Disengage a bit more often.
Your old standby, Arcane Shot, now does more damage at a higher cost. If you fire it off with your burst cooldowns you will be hitting that much harder. Two shots do the same damage as three did in patch 5.3. This also gives you an extra global cooldown to play with. It works out to a pretty interesting change it you use it right. Hunters who live by just spamming the thing might be unhappy, till they see how hard it hits.
Binding shot was changed from a talent to an ability (for Marksmanship Hunters at level 30) in patch 5.3, but is now a talent again. It takes the place of Silencing Shot and Silencing shot becomes a Markmanship only ability. So Beastmastery and Survival will no longer be able to use this ability. In its place all Hunters now get an interrupt, Counter Shot, learned at level 22.
Murder of Crows (level 75 talent) was nicely buffed, which makes it definitely worth considering for Survival and Marksmanship. It’s definitely competitive with Blink Strike, the old favorite.
Narrow escape was changed a bit, the webs can now be dispelled as they’re a “nature spell” rather than a physical effect. This will have some effect in PvP, but isn’t a big thing.
Aspect of the Iron Hawk reduces less damage, but Spirit Bond heals more.
Has your pet been feeling a little too dead, recently? Glyph of Mending has been buffed to twice the healing as before.
Hunters in PvP
Even with the various changes, such as the elimination of readiness, Hunters are still strong in PvP. Beastmastery won’t be able to just unload a lot of upfront damage and it won’t be the primary “go to” spec any more (at least until they change something else) and this allows all three specs to be useful and viable. That’s a plus. (There’s lots more on general Hunter PvP at Skill-Capped.)
As noted above your Deterrence has more flexibility in use, Your Arc. shot does more damage, and all Hunters have an interrupt. While your Hunter’s Mark only lasts 20 seconds on players (still 30 on non-players) it’s still enough.
Stampede no longer has its damage reduced outside of Arenas and the Battlegrounds. It will do full damage in any World PvP.
All in all you’re still a great PvP class.
Hunters in PvE
Arcane Shot is now harder hitting and will be less spammy, Deterrence is more flexible, for those times when you really need it again. Explosive Trap was nerfed. Each spec has at least one attack that was nicely buffed.
Stampede no longer has its damage reduced outside of Arenas and the Battlegrounds. This is a pretty big buff if you use Stampede in PvE. A Murder of Crows was also nicely buffed. So you lose Readiness and do more damage otherwise. Now, instead of blowing everything in a massive burst every 5 minutes you will be doing more consistent damage.
Hunter 5.4 Contents
This page
Looking towards The Patch 5.4 Hunter Changes (Night Elf in Cryptstalker Armor)
Comments on the Hunter Changes
The biggest change is that your Readiness ability is going away (and will be the cause of much QQing.) Gone, dead, etc. It is not being changed or replaced. While this hurts, it’s probably better for game balance and will prevent Hunter teams from instantly blowing away the opposition in PvP. Another hit is your Deterrence now has two charges which is now on a 3 min cooldown. You will also be able to Disengage a bit more often.
Your old standby, Arcane Shot, now does more damage at a higher cost. If you fire it off with your burst cooldowns you will be hitting that much harder. Two shots do the same damage as three did in patch 5.3. This also gives you an extra global cooldown to play with. It works out to a pretty interesting change it you use it right. Hunters who live by just spamming the thing might be unhappy, till they see how hard it hits.
Binding shot was changed from a talent to an ability (for Marksmanship Hunters at level 30) in patch 5.3, but is now a talent again. It takes the place of Silencing Shot and Silencing shot becomes a Markmanship only ability. So Beastmastery and Survival will no longer be able to use this ability. In its place all Hunters now get an interrupt, Counter Shot, learned at level 22.
Murder of Crows (level 75 talent) was nicely buffed, which makes it definitely worth considering for Survival and Marksmanship. It’s definitely competitive with Blink Strike, the old favorite.
Narrow escape was changed a bit, the webs can now be dispelled as they’re a “nature spell” rather than a physical effect. This will have some effect in PvP, but isn’t a big thing.
Aspect of the Iron Hawk reduces less damage, but Spirit Bond heals more.
Has your pet been feeling a little too dead, recently? Glyph of Mending has been buffed to twice the healing as before.
Hunters in PvP
Even with the various changes, such as the elimination of readiness, Hunters are still strong in PvP. Beastmastery won’t be able to just unload a lot of upfront damage and it won’t be the primary “go to” spec any more (at least until they change something else) and this allows all three specs to be useful and viable. That’s a plus. (There’s lots more on general Hunter PvP at Skill-Capped.)
As noted above your Deterrence has more flexibility in use, Your Arc. shot does more damage, and all Hunters have an interrupt. While your Hunter’s Mark only lasts 20 seconds on players (still 30 on non-players) it’s still enough.
Stampede no longer has its damage reduced outside of Arenas and the Battlegrounds. It will do full damage in any World PvP.
All in all you’re still a great PvP class.
Hunters in PvE
Arcane Shot is now harder hitting and will be less spammy, Deterrence is more flexible, for those times when you really need it again. Explosive Trap was nerfed. Each spec has at least one attack that was nicely buffed.
Stampede no longer has its damage reduced outside of Arenas and the Battlegrounds. This is a pretty big buff if you use Stampede in PvE. A Murder of Crows was also nicely buffed. So you lose Readiness and do more damage otherwise. Now, instead of blowing everything in a massive burst every 5 minutes you will be doing more consistent damage.
uswowgold-How to do Damage as a Frost Mage in PvP
The Frost Mage has been the Mage PvP Spec for some time now. With proper use of your abilities you can throw out a lot of damage. Changes that came in patch 5.4 made your pet more valuable and changed your Mastery. Your pet’s freezes and your Frostbolt slows give you added PvP utility over that of Fire or Arcane.
See below for your attacks, cooldowns, and how to put it all together for maximum damage.
Stats for the Lethal Frost Mage
Spell hit at 6% > Int > Haste > Crit > Mastery > Resilience & PvP Power
See our Frost Mage PvP guide for details on gems, enchants, etc.
Haste is your #1 stat as it reduces the cast times of your spells and makes for faster Living Bomb ticks. You get faster polymorphs, faster CCs, faster globals.
See below for your attacks, cooldowns, and how to put it all together for maximum damage.
Stats for the Lethal Frost Mage
Spell hit at 6% > Int > Haste > Crit > Mastery > Resilience & PvP Power
See our Frost Mage PvP guide for details on gems, enchants, etc.
Haste is your #1 stat as it reduces the cast times of your spells and makes for faster Living Bomb ticks. You get faster polymorphs, faster CCs, faster globals.
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