Stc95
Tribe of Judah Guild Wars Chapter Leader
Originally when GW2 was announced everyone kept asking what we as a guild and alliance were going to do in GW2 and I had to respond that we had too little information and too much time to do any sort of planning. However it looks like that is all changing now!
Here's what we know about the guild system in GW2
Now begs the question on what each individual guild would like to do in GW2. There are several options we can take, along with pros and cons.
Each guild can do as they wish and transfer over to GW2 on their own. With the multiple guild system, we all can still be in communication and play with each other. Each guild would be able to spend their influence as they wished, whether they want to go a more Architect focused route or Art of War. However, each guild would be left to themselves to gather influence and while the friends list in GW2 I believe is revamped, there is no such thing that I am aware of like an Alliance Chat that we are used to. There also could develop an element of competition to "beat" the other guilds and gain recruits.
Conversely, those guilds that wish to conglomerate in GW2 can and form a "super" guild of sorts. This would allow all members to constantly be with each other without having to change representation. This also means the influence pool would grow much faster than individually, allowing for quicker, better, and more numerous benefits from influence. However, this would require some loops to jump through as guilds loose their autonomy and structuring of the super guild would need to be assessed. Questions like: who will merge into who, who will lead, what of the existing leaders/officers, what will the guild name be, etc.
Here I open to discussion. Please feel free to express your opinions and ideas. I would appreciate it if other guild leadership contact me about this topic, either in this thread or through some other medium if preferred. I also would encourage guilds to have this discussion internally to determine a course of action.
Personally, I can go either route. SoE is large enough and can fare well enough alone to accomplish what we what. However, I know that smaller guilds would be at a disadvantage. I also am extremely warm to the idea of some sort of conglomeration with willing guilds. I think it would be great to be able to gain influence together and would be the best allocation of our resources and (wo)man power. We have enough time and wisdom between us to come to some sort of agreement between participating guilds. If that is the route that guilds would like to go with SoE/SOE we can open another thread, either here or in a private forum, to discuss questions that will be needing answered.
NOTE: Spirit of Elijah and Spirit of Elisha will be one guild in GW2 since there should not be a need to split the two like there was in GW.
NOTE: Do not break NDA if you are in the Beta while forming your responses. Information above came from GuildWarsInsider, GWOnline.Net, and GuildWars2Guru
Here's what we know about the guild system in GW2
- Guilds are account-based and you can represent one guild at a time.
- Guilds have a new feature in GW2: influence
- Influence is gained through solo-play, group-play, and PvP and goes toward the guild you are currently representing.
- Influence can be spent by the guild in several categories, each with their own perks:
- Politics - PvE buffs, guild emblems, guild armor and weapon contracts and guild party items.
Ex.- +5% influence for 24 hours. Requires 50 influence, lasts 1 day.
- Research Politics level 2. Requires 1,000 influence, takes 1 day.
- +5% Exp Public Banner – Spawns a guild banner that will give +5% exp to any ally that touches it for one hour. Stacks with other exp buffs. Requires 100 influence, takes 12 hours
- +10% Influence from Events – Hire an event herald to increase the influence your guild earns from doing events for 24 hours. Requires 200 influence, takes 1 day.
- Guild Armorer Contract – Allows guild members to purchase armor items that display the guild emblem. Vendors are available in major cities. (Requires Politics – Emblem Template) Requires 500 influence, takes 1 day.
- Contract Asuran Outsourcing — A freelance Asuran Lab will help you develop one upgrade without using up one of your work slots. Requires 200 influence, takes 1 day.
- Guild Weapons Contract – Allows guild members to purchase weapon items that display the guild emblem. Vendors are available in major cities (Requires Politics – Emblem Template) Requires 1,000 influence, takes 1 day.
- +20% Dungeon Influence for 24 hours — A dungeon survey before beginning will increase dungeon influence rewards by 20%. Lasts 24 hours. Requires 200 influence, takes 1 day.
- Guild Banquet. Spawns a banquet table, keg and various other party items which players can eat and drink from. Lasts 1 hour. Requires 1,000 influence, takes 3 days.
- Economy - Karma, experience, magic find and gathering buffs.
Ex.
- Research Economy Level 1 – Increase your guilds skill in the field of Economy to level 1. Requires 500 influence. Takes 16 hours.
- +5% Karma from Events for 3 days – For 3 days, your guild receives an additional 5% Karma from all events. Requires 200 influence. Takes 1 day.
- +5% Exp for 3 days – Improve guild experience gain by 5% for 3 days. Requires 200 influence. Takes 1 day.
- +10 Magic Find for 3 days – For 3 days, guild members have 10% better chance to find rare loot. Traveling Antique Shows are great! Requires 200 influence. Takes 1 day.
- +10% Gathering Bonus for 3 days – For 3 days guild members have 10% better chance to find rare materials from mining, logging and harvesting. Requires 200 influence. Takes 1 day.
- +15% Karma from Events for 24 hours – For 24 hours your guild receives an additional 15% Karma from all events. Requires 500 influence. Takes 2 days.
- Art of War - WvW buffs and WvW and Structured PvP influence gain buffs, less-costly siege weaponry, and suits.
Ex.
- Research Art of War Level 1 – Increase your guilds skill in the Art of War to level 1. Requires 500 influence. Takes 16 hours.
- +10% PvP Influence for 3 days – All influence earned in pvp is increased by 10% for 3 days. Requires 100 influence. Takes 1 day.
- WvW Fort +10% Experience – For 12 hours, any fortification held by your guild in World Vs World will give increased exp to defending allies. Lasts 12 hours. Requires 200 influence. Takes 16 hours.
- WvW Fort +10% Magic find – for 12 hours, any fortification held by your guild in World vs World will give allies a better chance to discover rare loot. Lasts 12 hours. Requires 200 influence. Takes 16 hours.
- WvW Fort +5 Supply. – For 12 hours, any fortification held by your guild in World vs World will give improved supply to all allies. Lasts 12 hours. Requires 200 influence. Takes 16 hours
- WvW Fort +5 Karma. – For 12 hours, any fortification held by your guild in World vs World will give karma to defending allies for each kill near the fort. Lasts 12 hours. Requires 200 influence. Takes 16 hours.
- WvW Fort +40 Vitality. – For 12 hours, any fortification held by your guild in World vs World will give improved Vitality to all allies. Lasts 12 hours. Requires 200 influence. Takes 1 day.
- WvW Fort +40 Toughness. – For 12 hours, any fortification held by your guild in World vs World will give improved Toughness to all allies. Lasts 12 hours.
- WvW Fort +40 Power. – For 12 hours, any fortification held by your guild in World vs World will give improved Power to all allies. Lasts 12 hours. Requires 200 influence. Takes 1 day.
- WvW Fort +40 Precision. – For 12 hours, any fortification held by your guild in World vs World will give improved Precision to all allies. Lasts 12 hours. Requires 200 influence. Takes 1 day.
- WvW Fort +10% Healing. – For 12 hours, any fortification held by your guild in World vs World will give improved Healing to all allies. Lasts 12 hours. Requires 200 influence. Takes 1 day.
- WvW Fort +10% Player Health. – For 12 hours, any fortification held by your guild in World vs World will give improved Health to all allies. Lasts 12 hours. Requires 200 influence. Takes 1 day.
- Guild Catapult. – Create a catapult siege engine that cost less supply to set up than normal. (requires Foundry from Architecture). Requires 500 influence. Takes 1 day.
- WvW Fort +5% Swiftness. – For 12 hours, any fortification held by your guild in World vs World will give improved Swiftness to all allies. Lasts 12 hours. Requires 500 influence. Takes 1 day.
- Guild Seige Suit. – Create a siege suit that cost less supply to set up than normal. (requires Foundry from Architecture). Requires 500 influence. Takes 1 day.
- Architecture - Guild bank, bank expansions and the ability to build more than one upgrade at a time.
Ex.
- Research Architecture Level 1 – Increases your guilds skill in the field of Architecture to level 1. Requires 500 influence. Takes 16 hours.
- Guild Workshop – The workshop allows an additional upgrade to be building simultaneously. Requires 500 influence. Takes 2 days.
- Guild Stash – Grants access to a 50 slot Guild Vault and gold storage. Requires 1,000 influence. Takes 2 days.
- Guild Treasure Trove – Grants access to a 100 slot Guild Vault. Requires 5,000 influence. Takes 1 week.
- Deep Cave – The Deep Cave will expand your treasure trove by another 100 slots. Requires 5,00 influence. Takes 1 week.
- Influence can also be spent to speed up the building of guild addons
- Politics - PvE buffs, guild emblems, guild armor and weapon contracts and guild party items.
Now begs the question on what each individual guild would like to do in GW2. There are several options we can take, along with pros and cons.
Each guild can do as they wish and transfer over to GW2 on their own. With the multiple guild system, we all can still be in communication and play with each other. Each guild would be able to spend their influence as they wished, whether they want to go a more Architect focused route or Art of War. However, each guild would be left to themselves to gather influence and while the friends list in GW2 I believe is revamped, there is no such thing that I am aware of like an Alliance Chat that we are used to. There also could develop an element of competition to "beat" the other guilds and gain recruits.
Conversely, those guilds that wish to conglomerate in GW2 can and form a "super" guild of sorts. This would allow all members to constantly be with each other without having to change representation. This also means the influence pool would grow much faster than individually, allowing for quicker, better, and more numerous benefits from influence. However, this would require some loops to jump through as guilds loose their autonomy and structuring of the super guild would need to be assessed. Questions like: who will merge into who, who will lead, what of the existing leaders/officers, what will the guild name be, etc.
Here I open to discussion. Please feel free to express your opinions and ideas. I would appreciate it if other guild leadership contact me about this topic, either in this thread or through some other medium if preferred. I also would encourage guilds to have this discussion internally to determine a course of action.
Personally, I can go either route. SoE is large enough and can fare well enough alone to accomplish what we what. However, I know that smaller guilds would be at a disadvantage. I also am extremely warm to the idea of some sort of conglomeration with willing guilds. I think it would be great to be able to gain influence together and would be the best allocation of our resources and (wo)man power. We have enough time and wisdom between us to come to some sort of agreement between participating guilds. If that is the route that guilds would like to go with SoE/SOE we can open another thread, either here or in a private forum, to discuss questions that will be needing answered.
NOTE: Spirit of Elijah and Spirit of Elisha will be one guild in GW2 since there should not be a need to split the two like there was in GW.
NOTE: Do not break NDA if you are in the Beta while forming your responses. Information above came from GuildWarsInsider, GWOnline.Net, and GuildWars2Guru
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