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Title: Guild Tactics + Standards
Post by: Nonentity on September 08, 2008, 07:30:33 AM
So, Bat Country hit level 5 late last night, and I picked up a standard.

On top of that, I was able to unlock one Guild Tactic to socket in the standard.

The list of Guild Tactics is all stuff like, 2% melee/spell/heal crit, 5% to a given stat, 5% experience/renown, 5% resist/armor, and so on.

We only start out with one slot on the guild standard, but we get up to 3 as we go on. There is a 24 hour cooldown period between when the tactics that are on the Standard can be swapped, but we unlock additional standards later on.

I tried to drop a standard, but it wouldn't let me. It kept saying it was involved in a keep siege, or that it had been captured by the enemy. I just bought the very first one, however, so who knows.

Discuss!


Title: Re: Guild Tactics + Standards
Post by: Nonentity on September 09, 2008, 07:10:10 AM
I had to assign myself as a standard bearer in order to pull out the standard.

But you stick out like a sore thumb when you have it out, as you have this big glowy aura around your feet, and you're holding the standard. You get a paladin-like invulnerability effect, and you can't cast any of your normal abilities. You can also plant the standard in the ground.

If you do that, however, it can be picked up (it can also be picked up if you are killed while wielding it). They have a 15 second cast time to pick it up, so unless people are outright neglecting it, that'll never happen.

You lose the 2 gold banner if they pick it up.


Title: Re: Guild Tactics + Standards
Post by: cevik on September 09, 2008, 07:21:40 AM
They have a 15 second cast time to pick it up, so unless people are outright neglecting it, that'll never happen.

You've never played Arathi Basin!


Title: Re: Guild Tactics + Standards
Post by: Nonentity on September 09, 2008, 07:37:43 AM
Well, yeah.

I'm just saying in a halfway proficient guild, that will never happen, unless they get totally curbstomped by the opposition. I meant that in the way where if it's in the middle of combat, if they're keeping an eye on what is going on, it won't get picked up.


Title: Re: Guild Tactics + Standards
Post by: cevik on September 09, 2008, 07:45:32 AM
I should have made that text green, sorry.


Title: Re: Guild Tactics + Standards
Post by: Mrbloodworth on September 09, 2008, 08:02:15 AM
So, its a little cap the flag in your RvR...thats kinda sweet.


Title: Re: Guild Tactics + Standards
Post by: Nonentity on September 09, 2008, 08:43:14 AM
So, its a little cap the flag in your RvR...thats kinda sweet.

Yeah - there's incentive for the other guild, too. If you pick up an enemy guild standard, you get Banner Scraps, which are used to purchase some really good RvR gear.


Title: Re: Guild Tactics + Standards
Post by: tazelbain on September 09, 2008, 11:39:27 AM
We just hit GR6 so we have another tactic.


Title: Re: Guild Tactics + Standards
Post by: Abelian75 on September 09, 2008, 11:46:13 AM
Wow, this sounds cool.


Title: Re: Guild Tactics + Standards
Post by: Nonentity on September 09, 2008, 12:05:08 PM
We just hit GR6 so we have another tactic.

Hooray! I'll pick it up when we get home. I have the 5% exp right now.. I'm thinking 10% AP regen, or 5% renown gain. We can only socket one in the flag at a time, sadly.

With how expensive the standards are right now, it seems kind of rough to actually go through the effort of holding it out just to get xp and renown though. Once money becomes less of an issue in a few levels, it'll be worth it to keep it out, i'd guess.


Title: Re: Guild Tactics + Standards
Post by: Chorulle on September 09, 2008, 07:16:06 PM
We just hit GR6 so we have another tactic.

Hooray! I'll pick it up when we get home. I have the 5% exp right now.. I'm thinking 10% AP regen, or 5% renown gain. We can only socket one in the flag at a time, sadly.

With how expensive the standards are right now, it seems kind of rough to actually go through the effort of holding it out just to get xp and renown though. Once money becomes less of an issue in a few levels, it'll be worth it to keep it out, i'd guess.

Between the 3 I would think renown would be an honestly better choice.  XP you can get anywhere, but renown needs all the boost you can get.  Getting the same 600 for a win, half your score if you lose in a tier 2 scenario with an ever increasing requirement for each rank starts to take it's toll around the mid teens from what I have seen.  Not sure if the renown rewards for RvR and scenarios increase beyond tier 2 but if they don't I could see renown becoming a bigger grind then actual xp in the later tiers.


Title: Re: Guild Tactics + Standards
Post by: Nonentity on September 09, 2008, 08:31:38 PM
3 points stacked in the AP regen gives you 30% faster AP regen.

If that isn't awesome, I don't know what is.


Title: Re: Guild Tactics + Standards
Post by: kildorn on September 10, 2008, 06:30:13 AM
It's only RVR? Or could we get the guild together and plunk it down in a PQ and farm xp?


Title: Re: Guild Tactics + Standards
Post by: tazelbain on September 10, 2008, 06:42:46 AM
Seems so.  There is also a tactic for influence.


Title: Re: Guild Tactics + Standards
Post by: Nonentity on September 10, 2008, 07:28:10 AM
I can plunk it down in PvE, from what I can see.

Going into the retail game, however, I have yet to find a way to redo the guild tactics. That being said, I'm thinking of doing the AP regen one first - with 3 points in it, that's an additional 30% action point regen, which is HUGE.