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