Officers' Quarters: Rating Cataclysm's guild perks, part 2

Last week, I reviewed the perks that provide money and convenience. Today, I'm going to talk about (and rate) the remaining perks, which I've divided into three categories: active abilities, professions and points.
Active abilities
Currently in the beta, two guild perks offer castable abilities. It's not clear yet whether everyone in the guild will gain access to these abilities, whether they will become available to a given player once a certain level of guild reputation is achieved, or whether the guild leader will be able to assign them to specific guild ranks as they do now with other actions, such as inviting new players. Time will tell.
Have Group, Will Travel Summons all raid or party members to the caster's current location. 2-hour cooldown.
This perk is, frankly, a godsend for getting raids started. No more clicking giant rocks or warlock portals over and over again! People who are lagging behind everyone else might still wind up begging for a summon, but compared to summoning 23 other people one by one, this is a walk in the park. It amazes me how many people can't be bothered to fly to a raid entrance, but that's another story ...
This ability will also be useful for bringing players together for group questing, roleplaying or world PvP.
The best part is that the summon occurs at "the caster's current location." I wonder if there will be restrictions on that. Could a Horde rogue sneak into Ironforge and summon 39 other players right where she's standing? If so, the possibilities for mayhem are endless.
5 salutes out of 5
Mass Resurrection Brings all dead party and raid members back to life with 35 health and 35 mana. Cannot be cast when in combat. No cooldown.
Wasn't this slated to be a paladin ability at one point? This ability is extremely useful to a raid group. The only drawback is that someone has to be alive to cast it. That makes it perfect for getting everyone back up after a successful (if sloppy) boss fight.
Recovering from a full wipe with this ability is more limited. That will require someone who can live through a wipe or stand back up. Divine Intervention is going away in Cataclysm, so (ironically) paladins will be one of the classes that don't have a way to allow a mass rez after a wipe. Shaman and warlocks can bring a player back via Reincarnate or a Soulstone, but on relatively long cooldowns. Hunters, rogues and mages, with their ability to evade death during a called wipe, will be the stars of repeatable, mass rez wipe recovery.
In either situation, having this ability will mean less downtime during raids, and that's always a good thing.
For group questing or world PvP parties, this ability will save time when the only players left alive don't have a rez spell in their toolkit.
Will Mass Resurrection work in battlegrounds? Someone pointed out last week regarding The Quick and the Dead perk that you don't need to run back to your body in a battleground because an NPC will rez you. That's true, but there are tactical reasons for rezzing where you were killed instead of where the NPC is located. Imagine you're the last one standing after a battle in the other faction's flag room and you're able to rez all of your slain comrades right there. Sure, they're insanely vulnerable when they first pop up, but if you have a few seconds to heal and get mana back, it could be a viable strategy. After this ability goes live, players might be a lot more careful about looting bodies so you have to rez at the NPC.
5 salutes out of 5
The profession perks
Working Overtime Increases the chance to gain a skill increase on trade skills by 10%.
One of the most annoying moments in WoW is sinking a whole bunch of expensive materials into making an item purely for the skill-up, only to gain nothing but the 50 silver a vendor will pay you for it. Having this perk will mean that happens slightly less often.
For many players, Working Overtime will be great when Patch 5.0 goes live. For 4.0 and Cataclysm, it's likely that no one will have this perk while they are actively leveling up trade skills on their main toons. Depending on how long it takes a guild to earn it, some people might actually wait to level up trade skills to make the most of their time and mats. But I have a feeling that alts and rerolls will reap the most benefits from this perk during the 4.x patches.
In the long term, this perk will save everyone with professions time and money, but only so much. Trade skills have a cap, and once you reach that cap, this perk does nothing for you. Keep in mind, too, that it will only come into play on green and yellow recipes where the chance for a skill-up isn't already 100%. For that reason, fishing -- which never has a 100% skill-up rate at higher levels -- will benefit the most. Finally, 10% is a fairly small increase in probability. Will players even notice a difference?
3 salutes out of 5
Bountiful Bags Increases the quantity of materials gained from mining, skinning, herbalism and disenchanting by 15%.
Why do scribes and anglers get the shaft here? Milling, prospecting, and fishing apparently don't qualify for this perk. Neither do the results from jewelcrafting's Icy Prisms. What were Blizzard's criteria here? You can't say it only applies to pure gathering professions because enchanting clearly doesn't fall into that category. And you can't say it only applies to primary professions because inscription and jewelcrafting are left out. As is, it only applies to the pure, primary gathering professions -- plus for some reason, enchanting. Random ...
For the professions that qualify, this perk is fairly significant; 15% more mats over the lifetime of an expansion is quite a stockpile. However, I don't quite understand how the math works out here. A Northrend herb node will give you between one and three herbs, plus occasionally some other materials like Crystallized Life and Frost Lotus. 15% more herbs than a potential three herbs (at 33.333% -- repeating, of course) is about half an herb. Obviously, it's impossible to loot half an herb, so will the game track these half-herbs and give you an extra one every second node? Or does the bonus mean you always have a 15% chance of getting an extra herb or other item? If it's the latter, the perk isn't really worded that way.
In the end, it doesn't really matter. You're getting more stuff, no matter what. Hopefully Cataclysm will provide more reasons to be a gatherer. Those professions have felt somewhat neglected in Wrath, but this is a good start to get them back on track. I do find it odd how this perk discriminates against certain professions, though, so I must subtract a salute.
4 salutes out of 5
The points perks
Everyone's a Hero (Rank 2) Increases heroism points gained by 10%.
Honorable Mention (Rank 2) Increases honor points gained by 10%.
At first glance, these perks seem insanely good. After all, racking up points will be one of the main ways to gear up for raiding and the primary way to gear up for PvP in the next expansion. Remember, however, that hero and honor points in Cataclysm will be the equivalent of triumph badges and honor today -- not the equivalent of frost badges and arena points. Heroism and honor points won't get you the best stuff. Rather, they'll let you catch up to the previous tier or season so you can tackle the current tier or season more effectively. For players who stay at the bleeding edge of content and PvP, these extra points will mean very little. For alts, rerolls and players who have limited opportunities to log in, this bonus will be a nice way to gear up a little faster.
I like where Blizzard went with this. To offer extra points for the current tier/season would be taking the guild perk system too far. Doing so would be crippling to new guilds who couldn't offer those bonuses.
Keep in mind, also, that these point categories will have no weekly cap, unlike their higher-level counterparts. A 10% bonus could really add up over the course of a week running dungeons or unrated battlegrounds!
5 salutes out of 5
That's all of them! Some perks are clearly winners. Not every perk is game-changing, exciting or even all that useful. Taken together, however, this suite of bonuses, abilities and quality-of-life benefits makes a formidable case for belonging to a guild.
Once the perks go through a few iterations in the beta and we see a clearer picture of the final system, I'll write a column about the impact of perks on guilds. For now, though, let's provide Blizzard with solid feedback that helps them to refine the system. What changes to perks would you like to see? Which perks are your favorites? Tell us below!
/salute
Filed under: Officers' Quarters (Guild Leadership)






Reader Comments (Page 1 of 4)
Fingal Jul 12th 2010 1:07PM
I can just see a rogue stealthing into the middle of Stormwind and then insta-porting his entire 40 man raid into the king's chamber.
Delloga Jul 12th 2010 1:14PM
There is no need for that in SW because you can fly there with a flying mount now so you can just do an arial attack. IF however isn't in open air so you can't fly there
Zaber Guard Jul 12th 2010 1:36PM
I just realized something....flying in the Old World. Forty iron-clad wyverns soaring towards Stormwind like a pack of baying crows. Right above the palace, they all dismount, mid air. Slowfall is cast a dozen times over, parachute cloaks are activated, tauren pladins bubble, and suddenly forty well equipped Horde characters are ready to strike.
... I can't wait to do this over Ogrimmar and give Garrosh and Thrall the ole' "One-Two-What'llyahdo" >:D
DEATH FROM ABOVE!
Marcosius Jul 12th 2010 1:38PM
Only just as far as I understood that perk is ONLY for your own guild members. I don't know if it is but I'd assume, since it is a guild perk. Maybe in PvP servers but anywhere else I find it a bit hard that even a big guild will go PvP raiding capitals with 40 guild members.
Bogoradwee Jul 12th 2010 1:46PM
@Delloga
I was under the impression that non-open cities like IF and UC were going to be opened up in Cataclysm.
Also, to the original comment, wouldn't there be guards on flying mounts? it would be easier to sneak in with a rogue
Maira Jul 12th 2010 2:33PM
It probably won't let you summon into enemy-faction-friendly zones.
kingoomieiii Jul 12th 2010 2:34PM
I assume that in Cataclysm, cities will be protected from flying enemies like they are in the rest of the world- short warning, Stormstrike, fall to your death.
egburr Jul 12th 2010 2:58PM
Has Blizzard never heard of druid summoning? You know, where a druid hovers a little off the edge of a cliff and gets a lock to plant a summoning stone right on the edge. The druid initiates the summons, and the victim plunges to his death. He can do that since the act of summoning doesn't knock him out of bird form. Can you imagine the fun a druid could have doing this to the entire raid at once? Well, before he gets gkicked...
I wonder if Blizzard will do something to prevent that.
brian Jul 12th 2010 3:09PM
This is easily solvable. Give it a cast time. Then, rogue tries to summon his buddies? The cast brings him out of stealth and the guards aggro, hitting him and interrupting the cast. Making it unusable in combat in general probably would be good too (seems like a given, but Mass Rez said it specifically, while "Mass Summon" didn't).
Possibly also making it unusable in cities if the first two don't solve it.
Baval Jul 12th 2010 6:05PM
heres what im worried about. parties about to wipe. tank healer and a few dps are still up. the hunter feigns death and then cast mass rez?
Derrek Jul 12th 2010 6:44PM
@Bogoradwee
"I was under the impression that non-open cities like IF and UC were going to be opened up in Cataclysm."
Undercity, yes. Apparently the Forsaken are "remodeling".
Ironforge, no.
Dwarves have a thing for living underground, and no big scary dragon is going to change that. If anything, the presence of a big scary dragon would reinforce their subterranean-dwelling tendencies.
ki Jul 12th 2010 7:22PM
@baval
"Mass Resurrection Brings all dead party and raid members back to life with 35 health and 35 mana. Cannot be cast when in combat"
if it's like anything else, no one in the group can be in combat.
theRaptor Jul 12th 2010 11:30PM
I also think it likely that the active abilities are going to be ONE PER GUILD and will require an officer or higher rank. I am really doubting that every single guild member gets a mass summon/res every 2 hours.
That really limits the opportunity for griefing and random world PVP use.
P.S. I also think if you can get a 40 man raid together you should be allowed to assault cities. It is the random 5 man griefing and running back to RFC/Stocks that should be dealt with by upgraded guards.
mafix Jul 12th 2010 1:07PM
Everyone's a Hero (Rank 2) and Honorable Mention (Rank 2) is the best to me and i hope that with Have Group, Will Travel you can summon everyone into opositive faction city :)
Chris Jul 12th 2010 1:10PM
Has it been mentioned yet in what order the GuildPerks will be earned?
Toranja Jul 12th 2010 1:10PM
Oh, look, I won't be a prick anymore if I FD and live through a wipe. Yay!
Knob Jul 12th 2010 1:27PM
Except your RL will tell you to wipe and not FD in order to wipe out Sated/Exhausted.
Finnicks Jul 12th 2010 2:56PM
+10 points for remembering to include "Exhausted"!
Let's do the Time Warp agaaaaaaaaaiin!!
Sleutel Jul 12th 2010 6:54PM
@Knob:
Except you can zone out, get naked, suicide, and wipe the buff without costing the guild any repair money.
Amaxe-1 Jul 12th 2010 1:16PM
Wonder if there will be complaints that the mat gathering one seems to favor the powerful guilds over the smaller guilds. I mean I don't know the details here of course, but the way it is worded seems odd