So about that guild standard

ewoksrule

Active Member
Quick note to future standard bearers. If you jump off a cliff for the sole reason to die for a free teleport to the warcamp AND you are currently holding our guild's standard...It will be destroyed and will cost gold to replace.




not pointing any fingers at ICTHUS!:eek:
 
It gives Icthus something to occupy his hands, so he doesn't cause trouble for the rest of us. :D

I know that standards can give all guildies within a certain radius various buffs. As the guild levels up, you'll get tactics that you can slot into them, too. I'm not real solid on all the details, though.
 
25% run speed buff to group is the bestest in open RvR.

Then it has one tactic slot that we can put a couple of buffs into, one is +5% to intell (improves healing), one is +5% to strength (increases melee dps) and the last we are trying to decide on atm. Every guild member in range gets these buffs if the standard is being carried or planted in the ground.
 
25% run speed buff to group is the bestest in open RvR.

Then it has one tactic slot that we can put a couple of buffs into, one is +5% to intell (improves healing), one is +5% to strength (increases melee dps) and the last we are trying to decide on atm. Every guild member in range gets these buffs if the standard is being carried or planted in the ground.

Psst, Willpower increases healing. Int increases magical DPS.

But 25% run speed is geroovy! Not much in the way of run seed buffs otherwise. Aside from Flee (which drains your APs) or Charge for Marauders and...ummm...White Lions, I think?
 
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