Are Guild Bases worth it
Pro_Ninja - Lost City
Posts: 12 Arc User
Just wanted to ask some of my fellow Lost City players who have a guild base if they are worth everything you need. I'd appreciate some feedback so I can see if my guild should get one. Thanks for the infob:pleased
Post edited by Pro_Ninja - Lost City on
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Comments
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Totally worth it.
You get to buy a new weapon that's either 11 billion coins or 1 billion coins depending on if pwdatabase is right.
Also you get a quest that gives like, 20k xp, totally worth it.[SIGPIC][/SIGPIC]
"My understanding of women only goes as far as the pleasure. When it comes to the pain, I'm like any other bloke - I don't want to know."0 -
IMO it is too early to tell yet.
The weapons seem to be too noob if your guild is mostly 10x. There are buffs but they are little whimpy so far. Don't know about the pots available or 40vs40 rewards yet.
The base can be destroyed, if you don't have a very active guild then don't get a base. It's health is dependent on the activity being high.
I suspect the base won't be too beneficial until it is higher level.
The system is only a week old so only time will tell.
Be careful of what you read about it or what people who do not have a base will tell you. I was told the 40vs40 could not be denied, but it can (altho it costs $$ to both challenge and deny the challenge).
Disclaimer - Our faction does have a base but I am not the leader so even my knowledge is semi second hand. It would be nice if some Leaders who do have a base to give input
Hope this helps, ask again in a month LOL0 -
- Underpowered overpriced weapons.
- Overpiced exp items
- Overpriced 30 minute buffs
- Overpriced time-limited items.
Guild bases were designed to be China's coin sink. Again we are forced to inherit their solution to the coin problems related to botters.0 -
SilverMinx - Lost City wrote: »IMO it is too early to tell yet.
The weapons seem to be too noob if your guild is mostly 10x. There are buffs but they are little whimpy so far. Don't know about the pots available or 40vs40 rewards yet.
The base can be destroyed, if you don't have a very active guild then don't get a base. It's health is dependent on the activity being high.
I suspect the base won't be too beneficial until it is higher level.
The system is only a week old so only time will tell.
Be careful of what you read about it or what people who do not have a base will tell you. I was told the 40vs40 could not be denied, but it can (altho it costs $$ to both challenge and deny the challenge).
Disclaimer - Our faction does have a base but I am not the leader so even my knowledge is semi second hand. It would be nice if some Leaders who do have a base to give input
Hope this helps, ask again in a month LOL0 -
Is there any benefit to having a guild on their enemy list? 3mil a month for a special icon or something? At least allies can turn off pvp against each other which is actually helpful.0
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Devoted - Lost City wrote: »Is there any benefit to having a guild on their enemy list? 3mil a month for a special icon or something? At least allies can turn off pvp against each other which is actually helpful.
I think the only real benefit to having a guild on the enemy list is that you can attack any member from that guild with full protections on without having to hold the control key.
This makes it quitye advantageous for the people in the guild that use white name protection and only have red-name protection off.
Much easier to tab an enemy and attack w/o having to worry about holding control or killing white named people with your aoe (unless you are like alot of pk'ers and don't care about who gets hit with the aoe anyway lol)0 -
W/ the faction bases eventually there are 8 second invulnerability apoth.
And at lvl 2 the heavenly vault basically gives away free +120 attack ammunition. I am just a dumb barb so I don't know how useful this is.[SIGPIC][/SIGPIC]0 -
Trelmanor - Lost City wrote: »I think the only real benefit to having a guild on the enemy list is that you can attack any member from that guild with full protections on without having to hold the control key.
This makes it quitye advantageous for the people in the guild that use white name protection and only have red-name protection off.
I read somewhere that you get a special minimap indicator for enemies. I don't recall where I saw it, so take it with a grain of salt.
If you kill a white named enemy, do you still go red, or does the enemy status sort of grant a free PK situation?0 -
I read somewhere that you get a special minimap indicator for enemies. I don't recall where I saw it, so take it with a grain of salt.
If you kill a white named enemy, do you still go red, or does the enemy status sort of grant a free PK situation?
no if the guild is on your enemy list and you guild that guilds white named players you do not flag red yourself... another benefit for those that prefer not to turn red named0 -
Trelmanor is 100% incorrect. You still get red time.[SIGPIC][/SIGPIC]0
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I like the apothecary wing of the base. +3% crit for 1 hour, -6% channel for 1 hour, +15% physical defense for 1 hour, +8% magic attack for 1 hour, and these all stack with cleric / BM buffs. Sadly, the +10% hp buff does not stack with the barb buff.
This is with apothecary level 1 in the base. These are already useful and good, and total cost is 32,000 coins for all buffs. I can't wait to see what the upgraded tower gives!0
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