Guild Perks
Overview
Overtime ah hope to add more of the kind of information about guild
perks that is difficult to come by as they make themselves known
by their use.
Ah have limited the perks noted below to those we are considering
in our own guild.
Right Side Perks: The Passive Perks
On the right hand side of the perk tab are the passive perks. These
benefits everyone gets automagically and one doesn't have to spend
money or use something up to get the benefit.
(1) Cache Finder
Not sure yet of effects on new dungeon run reward set-up
that was implemented in May 2011.
1pt
2pt
3pt
5% "more rewards from expert instances"
10% "more rewards from expert instances"
Expert T1 dailies now give 1 extra plaque (11)
Expert T2 dailies now give 2 extra plaques (22)
15% "more rewards from expert instances"
Expert T2 dailies still give 1 extra plaque (11)
Expert T2 dailies now give 3 extra plaques (23)
(2) Rift Extraction
Most feel that there isn't a lot of long-term benefit to this
but not everyone agrees.
1pt
2pt
3pt
3% "more rewards from closing rifts"
6%
9%
(3) Foe Hunter
PvP gear used to be way less useful than PvE-derived gear
but recent changes in PvP gear rewards have made the
PvP currency reward "Favor" more valuable.
1pt
2pt
3pt
3% "more favor rewards" from warfronts
6%
9%
(4) Earthly Ties
One benefit of this is less expert dungeon rez runs to
the degree to which someone has soulwalk available
1pt
2pt
5 minute reduction in soulwalk cooldown
10
Left Side Perks: Perks that Cost Planar Charges, Banners,
or Silver Artifacts When Used
These are the perks that require some kind of expenditure, found on
the left hand side of the perks tab.
(1) Call of the Ascended
One benefit of this is that timed expert rift raids have
a better chance of success.
Cost: Free
1pt
Allows one to rez back up an entire raid or party.
Uses up 3 planarite charges gained from closing rifts.
Rich or poor everyone can use this.
(2) Planar Protection
Cost: Consumes 1 planar charge of the up to 3 you can
save at a time (from closing rifts).
1pt
2pt
3pt
10 more resist to all planar resistances to everyone
in the group or raid.
20 more ..
30 more ..
(3) Bloodthirsty
PvP Benefit
Cost: 50g/hr
1pt
2pt
3pt
For an hour, killing a player results in heal amounting
to 10% of your max health
.. 20% of your max health
.. 30% of your max health
(4) Killing Spree
PvP Benefit
Cost: 50g/hr
1pt
2pt
3pt
For an hour, killing a player results in
bonus to crit level of 3%
.. bonus to crit level of 6%
.. bonus to crit level of 9%
(5) Banner of Fortitude
Gives 3 minutes of this benefit, consumes a banner.
Of the stat banners this one is possibly the most
useful for the most folks.
Be sure to review the other stat banners
in the perk tab for comparison.
Cost: 1p/3min
1pt
2pt
3pt
Add 200 max health to everyone nearby
Add 300
Add 400
Other 3 min banners:
- Spell focus
- Attack power
- Spell power
- Mana
Which Perks To Use
Leveling is very fast in Rift. It took mahself a month to level to
50. Experts at leveling working practically around the clock
have done it in 4-5 days without cheating!
Also the flexibility of the soul system is likely to reduce the
portion of time folks are leveling vs. playing at 50+.
Thus guild perks perceived as most useful over the longer term
for characters (50+), whatever those are, perhaps should be the
highest priority.
I would also suggest not spending the points until you are fairly
sure of its long-term value. Future perk points are likely to be
harder to come by later on.
If you have any ideas for additional info to add about
guild perks or improvements in the article let me know!
See "Contact Dwooid" on the sidebar for contact info.
Best Regahds,
Dwooid of Silverwood