Officers' Quarters: Rating Cataclysm's guild perks

Cataclysm is finally in beta and the information floodgates have burst! One of the most interesting revelations for officers is the unveiling of guild perks -- or, at least, Blizzard's current pass on them. I'm sure that, like everything else in the beta, these perks are subject to change. We also don't know how long it takes to obtain them, but it seems like Blizzard's intention is that every guild will be able to unlock them eventually.
As you may recall, I was unhappy with Blizzard's decision to give us perks instead of talent trees. I stand behind that opinion, but there's no use in dwelling on it. So let's rate the perks! I've broken them up into five different categories: money, convenience, active abilities, professions and points. This week, I'll be talking about the first two categories. (Note that I am listing only the highest rank of each perk.)
The money perks
Cash Flow (Rank 2) Each time you loot money from an enemy, an extra 10% money is generated and deposited directly into your guild bank.
First of all, wow, that's going to be a lot of money flying into your guild bank, especially for larger guilds. If 100 players loot 100 gold from enemies, that's an extra 1,000 gold for the guild. The best part about this perk is that it is not a tax -- the money is generated by the talent, not taken out of what a player loots. The only problem here will be figuring out what to do with all that extra cash!
I never felt completely comfortable with the random cash donations that guild members would make to our bank. We couldn't have afforded to unlock all those bank slots without them, but it never felt quite right to me. As for the money that's left over after you unlock all the vaults and the money that's donated later, how do you spend that money in a way that's fair to all of your generous contributors? Hopefully, with this perk, you can tell players to keep their money. They will earn gold for the guild just by going about their business.
5 salutes out of 5
Reinforce (Rank 2) Items take 10% less durability loss when you die.
Unlike Cash Flow, this perk benefits members individually rather than the guild as a whole. It's a nice bonus, sure to save everyone some money if they participate in any dangerous forms of PvE. On those brutal wipefest raid nights, this perk will make the financial sting slightly less acute.
Not only that, but because the perk reduces the durability loss rather than lowers the cost of repairs, your members will have to waste less time repairing throughout a night of raiding. Repairing is pretty easy these days, what with so many robots and mammoths at our beck and call, but this perk doesn't really have a downside. My only issues are that it isn't really that exciting and it doesn't help PvP guilds very much.
3 salutes out of 5
Bartering (Rank 2) Reduces the price of items from all vendors by 10%.
Hey, look -- your guild is automatically Honored with everybody! It's not clear whether this discount stacks with player-based rep discounts, goblin racial discounts or what have you. I'll assume it does. Even so, much like Reinforce, it's not very exciting, but it's still a solid perk that benefits pretty much everyone.
4 salutes out of 5
The convenience perks
Mobile Banking Summons your guild bank; 1-hour cooldown.
I'm struggling to remember if I've ever wished I could access the guild bank remotely. I think I have maybe once or twice, when I forgot to bring Fish Feasts to a raid or when someone showed up without tanking flasks and our other tanks didn't have any spares. I can't imagine it's the kind of thing you'll use very often. I guess it means you could skip going to the actual bank most of the time, but it's not exactly an earth-shattering, quality-of-life change. I suppose it would be handy to bank those BOEs that no one wants or the Primordial Saronites that are earmarked instead of toting them around for the entire raid. Meh.
2 salutes out of 5
Guild Mail In-game mail sent between guild members now arrives instantly.
I don't understand why there's a wait for mail between guild members in general, so it's nice that we're able to remove that wait eventually. This perk will be great for when you need a gem cut or some other professional service and your jewelcrafter happens to be on the other side of Azeroth. Since Cataclysm doesn't have a central hub like Shattrath or Dalaran, that situation will be more likely during the next expansion. However, this perk is still fairly obscure. I doubt most guild members will even realize they have it.
3 salutes out of 5
Hasty Hearth Reduces the cooldown on your Hearthstone by 15 minutes.
In Patch 3.1, Blizzard changed the cooldown on Hearthstones from an hour to 30 minutes. (The patch also killed "ghetto hearthing.") Now, we'll be able to reduce the cooldown even further to a brief 15 minutes. Your guild's shamans won't care. For everyone else, it may be a handy convenience. However, with the "remote questing" system, I wonder how often you'll really need to use this.
2 salutes out of 5
Chug-A-Lug (Rank 2) The duration of buffs from all guild cauldrons and feasts is increased by 100%.
What on Earth is a cauldron? If you weren't on the forefront of raiding in The Burning Crusade, you probably wondered that when you saw this perk. Back then, some boss fights were much easier when everyone in the raid could pop a specific resistance potion. Rather than expecting alchemists to carry hundreds of these potions for the raid's use, Blizzard gave them the ability to make cauldrons. A cauldron would give out a BOP, conjured resistance pot to every raid member, much like a warlock's Soulwell for Healthstones. Blizzard never updated them for Wrath, and fortunately they proved unnecessary in this expansion's raid encounters. Does anyone ever use cauldrons anymore?
Feasts are obviously much more useful these days. However, how often do you need to drop a new feast because the duration of the buff is running out? Usually you drop one because you wiped or because a few people died during an encounter. Prolonging the duration on these buffs seems useless to me.
1 salute out of 5
The Quick and the Dead Increases health and mana gained when resurrected by a guild member by 50% and increases movement speed while dead by 100%. Does not function in combat or while in a Battleground or Arena.
Besides wondering exactly which reference this perk is named after, the first thing I thought was, "Wow, this will be extremely useful in PvP!" Then I read the second sentence, which says it doesn't work in any PvP-specific context. D'oh. I can understand that perhaps allowing people to zip back to their corpse might unbalance organized PvP, so it's a justifiable ban, but it would have been fun to see the impact of this ability in a battleground.
For PvE, this perk has two benefits. The first is the rez component. Unfortunately, the perk doesn't work in combat, either, so battle rezzes will still leave you with virtually no mana and an amount of health vulnerable to even the most half-hearted AoE effects. There must be, after all, a consequence for dying during a fight. However, after a boss kill that leaves two-thirds of the raid dead, it will be helpful for rezzers who get rezzed by other rezzers to rez more rezzers before they have to drink (assuming you're all in the same guild).
The best part of this perk is the movement speed component in a PvE context. Runbacks after a wipe are annoying. While you'll still be moving at normal speeds after you walk into the swirly portal, at least you'll get to that portal more quickly.
For people who die while questing or get ganked in the open world, this perk will also let them get back up and running again a little bit quicker.
Will the run speed increase stack with Wisp Spirit? I guess we'll find out eventually, since it's still a night elf racial in the current beta.
Overall, this is an interesting perk that is hamstrung by its limitations -- but perhaps it should be.
3 salutes out of 5
That's all for this week! Next week I'll cover the remaining perks: the profession perks, the active ability perks and the ones that I believe will prove to be the most controversial -- the points perks.
What do you think of the money and convenience perks? Are there other benefits to these perks that didn't occur to me?
/salute
Filed under: Officers' Quarters (Guild Leadership)






Reader Comments (Page 1 of 4)
glassmeli Jul 5th 2010 2:06PM
Have to agree...the Cash Flow by far sounds like the best/most useful perk so far. The Reinforce should be a decent perk also.
clevins Jul 5th 2010 2:28PM
Even Cash Flow seems meh to me. It will be nice initially as the guild can buy recipes on the AH, but 1) those will just inflate in price and 2) after that, what's the use of gold in the guild bank? OK, repairs. But aside from those... gold in the Gbank has always seemed superfluous. You're either stuck using it for repairs, for mats/consumables the raiders use or for a few BoE recipes that really aren't that important since crafted gear is all BoE once made (i.e. you can buy it or have it made even if no one in your guild makes it).
Vladeon Jul 5th 2010 2:49PM
well, I can see more and more guilds being more open to buying their loyal members Old Weather flying with all that extra money.
Hansbo Jul 5th 2010 3:27PM
"Tired of guild obligations? Tired of being told to raid over and over again on a schedule not adapted to you? Want the guild perks anyway? Come to (Greed is Good) and stop worrying! With us, you can safely turn off guild chat and go on your merry business, while still getting all the perks and advantages of the guild!"
10% of all solo players' money? I'm gonna be rich.
Tbah Jul 5th 2010 3:48PM
@Hansbo
I think I just might rename my bank guild to please the random levelers and do just that!
Jennifer Jul 5th 2010 3:54PM
You people have no imagination.
I'll grant you, repairs, consumables, etc. will only take a certain, limited amount of money from the bank.
However, there's a far better thing to use the money in the bank for:
When our guild runs across a pure vanity item (such as the shadowmourne rewards), every guild member is given a certain number of rolls on that item. They can choose how to spend their rolls (if there's more than one, as in the shadowmourne items), or they can sell the rolls back to the guild for a set amount of money.
This ensures that if the guildies are "meh" about the vanity items, they can still get something they consider useful from the guild, leaving only those who are actually interested in the item rolling for it.
war101 Jul 5th 2010 4:03PM
Didnt they say something about heirloom items being bind to guild for almost every slot? Maybe those will be purchasable and that could be where all that extra money goes.
Hih Jul 5th 2010 6:40PM
The Cash Flow perk should convince more guild leaders to turn on guild bank repairs, something that I haven't seen turned on permanently in any guild I've been in for a long time.
Mr. Tastix Jul 5th 2010 7:46PM
@Vladeon: For the record, there have been no reports of any costs for flying in the Old World. People have been able to fly in Old Azeroth without having to buy any training, this could change of course.
glassmeli Jul 6th 2010 1:00AM
Everyone has their own opinion, which is what makes everything more fun lol, but my main point was that what they are actually offering so far, compared to what we have...is pretty damn good. (Which yes is basically what used to be nothing will be SOMEthing to a guild.)
I'm in no way saying anything they are trying is GREAT, because its really not, but that it is better than nothing and that some of the things they are offering are great for some smaller guilds. Which, when you think about it, they might be thinking about. Small guilds have soundly and almost roundly gotten the "middle finger" so to speak when it comes to being a part of a tight group of people who "know" each other as opposed to a large guild who only raids.
Is it really wrong for them to give perks to guilds who have few members who like each other compared to large guilds who have so much money they don't care what happens to it? IMO, it's a great equalizer. /shrug Then again it's only my opinion lol.
Down vote all you like :) Some of us appreciate the value small guilds we know and trust to large guilds that were hording from the beginning...and what will this really change except give the guild leader more money to play with? lol
glassmeli Jul 6th 2010 1:13AM
And a side note to @Hansbo....you do realize that they might implement a "charge" somewhat equal to what the rep gains will be when someone leaves the guild. Hasn't happened yet in Beta, but it's possible. And...if Blizzard goes by that standing, likely. Not all of the money will be gone, but a portion, or they may even do what other mmo's have done and give you a "deficit". Their main point with the whole guild "talent" "leveling" incentive was to help people stick with a guild or group of people they liked. No more hokey pokey guild choosing. My whole point with everything is, be happy we got anything at ALL with guilds. Blizzard has been WAAAY behind the ball on this. EQ2 has had it from the beginning. Guilds need a reason to help and every member feeling at least somewhat important to the guild's "maturity"...that actually works.
micahks Jul 6th 2010 9:55AM
@ Clevins,
You need to think outside the box, guild bank wise, man to get the most out of it. How we manage ours is the guild pays for all repairs, all feasts, all flasks, gems, enchants, and other consumables. We want our members to spend their own gold how they see fit and not feel obligated to farm materials. On hard progression fights we raffle off a chopper, Lich King being an example for this, and this seems to help keep everyone focused as well as keeping moral and attendance up. However, we never hurt for gold since we only allow our members to roll on BoE's as main spec except under specific circumstances where someone is routinely used in that off-spec, which is very rare. So in short the guild bank is a fantastic tool and the gold perk will just let us raffle off more choppers / tundra mounts, or whatever new gold sink awaits us in cataclysm. The others have their uses, extended buffs being the least, but perhaps on launch that will include flasks. Crosses fingers and hushes the alchemists*
Sean Jul 5th 2010 2:12PM
I also agree that taking out the Guild Talent Trees is a tad disappointing, but these perks are pretty amazing! I've said this before, I really hope my guild stays together through Cataclysm because we would put those perks to very good use!
Valt Jul 5th 2010 2:14PM
"Items take 10% less durability loss when you die."
wait does that mean you take "9% dura loss" when you die? I wouldnt really give it 3/5 but I guess in the long run you might save "few golds" per death.
The dura loss still goes when you fight so you will still be repairing after every wipe if theres NPCs like in ICC. I dont really see it THAT useful.
Cash flow seems the best so far. Now if there was more use for the money. We already get our feasts by fishing. Maybe we can now supply flasks to people..right? Right? .. yeah not gonna happen.
Also offtopic: I thought RS had seperate lockouts with heroic mode like in toc? Come on its 1 boss.. lame much
Eberron Jul 5th 2010 2:20PM
There was never any indication they were going to do it.
In fact, given that there was a lot of "The ToC method of raid lockouts wasn't something we were happy with at all" type comments, I think it was pretty much a given that RS wasn't going to work that way. ;)
Valt Jul 5th 2010 2:54PM
That doesnt really make sense. ToC lockout worked fine because it had only 5 bosses.
ICC lockout system works fine because it has whopping 12 bosses.
RS has ONE boss. It would be much much better to have seperate lockouts because of it.. what else there is to do whole week anyways after icc day or two? One voa and one RS? Pfft. Guess they want to stretch it long as they can by not having seperate lockouts.
Tbah Jul 5th 2010 3:50PM
Real Life?
baldywilson Jul 5th 2010 2:19PM
It'll be interesting to see how/if the cash flow affects server economies. The big guilds are potentially going to be sitting on some serious spending power that they're not used to, and hasn't come out of the pockets of the players. Wonder how/if that'll affect auction house prices?
relmatos Jul 5th 2010 5:03PM
Actually I think it'll benefit a lot more smaller guilds.
Big guilds end up not playing much outside of the raids they're doing. the raiders most often have alts that are on friend's guilds and that's where they farm mats and play most of the time.
Gothia Jul 6th 2010 5:41AM
The only benefit to members is limited because there is a greed factor in the equation. How many guild have you seen really open up the bank to regular members? With the current vulnerabilities to account stealing can guilds really afford to open the bank? Can raiding guild really afford to open repairs too all members? When a guild disbands who normally ends up with the gold - is it really split between all members?
This option will be great for new guilds that are cash strapped for bank space, but established guilds already have all slots, have an active banker that manages auctioning and guild resources, receives consumable donations weekly from members for standings, and is self sufficient. I do not expect anything in return for my donations to the guild and to have any other expectation is unrealistic.
Sure some guilds have this perk or those perks, but don't expect the established guilds to open the vault to all members.