Guild Wars 2 Guild organization thread.

I just did a clean out of lower level stuff just to keep the numbers down. Though a green item from levels 1-15 or 20 may be nice it really doesn't impact much. We had about 30 low level items, most of which were sitting there quite a while. I think you should feel free to drop lower level greens in there, just be mindful of whats already there. For example if we have 3 green daggers in there around the same level we may not need a 4th. This isnt so important now as we have space again but once we get tighter we will need to control it.

Unless I'm mistaken, most classes run best at low level stacking Precision & Power. Perhaps a good rule of thumb is that if you're going to donate a low level item, make sure that it has one of those two stats.

I never even thought to look in the guild bank for stuff, my characters are all so low that I figured everything in there would be for the end game.

Hm, I'm on Northern Shiverpeaks now.. who do I talk to about a guild invite?

Valmorian wrote:

Hm, I'm on Northern Shiverpeaks now.. who do I talk to about a guild invite?

I will send you one in a little while. Please put your arena net user ID on the spreadsheet in the OP. (username.####)

Cobble wrote:
Valmorian wrote:

Hm, I'm on Northern Shiverpeaks now.. who do I talk to about a guild invite?

I will send you one in a little while. Please put your arena net user ID on the spreadsheet in the OP. (username.####)

...and while you're at it, can I get a +1 for myself?

Just wondering something about the art of war WvW buffs. In the guild upgrade panel, they're listed as "For 12h, any fortification held by your guild will give....". Is that:

-12h after you complete the upgrade, so you have to spend a few hundred points each time. This makes the least sense to me as it's got a 16h build time, so you would have to do 3/4 of a day planning for when you want to capture/claim a position, but, there's similar guild buffs in the economy section where that would make sense, i.e. "Tuesday is farming day for X".
-12h after you claim the fort, so you couldn't lock down a fort for days/weeks at a time with a uber-upgraded guild
-Or something else.

Scratched wrote:

Just wondering something about the art of war WvW buffs. In the guild upgrade panel, they're listed as "For 12h, any fortification held by your guild will give....". Is that:

-12h after you complete the upgrade, so you have to spend a few hundred points each time. This makes the least sense to me as it's got a 16h build time, so you would have to do 3/4 of a day planning for when you want to capture/claim a position, but, there's similar guild buffs in the economy section where that would make sense, i.e. "Tuesday is farming day for X".
-12h after you claim the fort, so you couldn't lock down a fort for days/weeks at a time with a uber-upgraded guild
-Or something else.

I think you have to activate it once it is complete. So you could wait till you own a fort then active the buff and it will last 12 hours from that point.

Arovin wrote:

I think you have to activate it once it is complete. So you could wait till you own a fort then active the buff and it will last 12 hours from that point.

That's exactly how it works. Once a buff is built it's saved until somebody clicks the "Activate" button in the guild interface. Then the buff kicks in and the timer starts. All guild buffs work that way. For a while there my guild's been doing "Magic Find Weekends" with the general +MF buff. That seems to have been put on hold while we dig out a bigger guild vault though.

Done! Just need the invite now. Valmorian.5128

I transferred my account to Northern Shiverpeaks, I too would love an invite into the guild, looking forward to meeting and playing together.

Account: SlayerMcGee.8950

Vargen wrote:
Arovin wrote:

I think you have to activate it once it is complete. So you could wait till you own a fort then active the buff and it will last 12 hours from that point.

That's exactly how it works. Once a buff is built it's saved until somebody clicks the "Activate" button in the guild interface. Then the buff kicks in and the timer starts. All guild buffs work that way. For a while there my guild's been doing "Magic Find Weekends" with the general +MF buff. That seems to have been put on hold while we dig out a bigger guild vault though.

Quick question - and I recognize I'm asking this as a guy who usually plays a little past primetime - has GWJ owned a keep in the past several weeks? I know we have a few dedicated WVW players but I'm not sure our presence is big enough to justify spending upgrades on WVW stuff.

Not that I know of, we're rarely more than 4-5 ppl in WvW at a time.

but on the other hand, are there really that many other options to spend our influence on?

GrandmaFunk wrote:

Not that I know of, we're rarely more than 4-5 ppl in WvW at a time.

but on the other hand, are there really that many other options to spend our influence on?

I claimed a keep a few days ago with a few others. Not sure how long it lasted. It was the western bay keep in one of the borderlands maps. It was a spur of the moment thing.

If I wanted to go check out WvW at level 26, how long should I plan on screwing around with speccing and gear and whatnot before I could conceivably get around to the actual dying part of wvw?

well as an example, I've tried out 4 of my characters in WvW, all in the teens and 20s, and it took a week of playing my Necro to finally find a sweet spot that I'm comfortable with and that I can feel I can build on and improve.

it's hard to judge because while you do need to experiment with builds, for the vast majority of your time, your survivability and effectiveness are entirely situational and have very little to do with how good your build is.

You misunderstand me.

I'm talking about the time from Zoning In To WvW Zone the first time to the time you're done Speccing and Gearing for the first time to the time you're Walking Out the Front Door to Die for the first time.

I am assuming when I go to WvW the first time, I'll have to spend some speccing points since everyone gets uplevelled(right?) to 80.
I am also assuming there's somewhere to buy gear that is "sufficient" on the lower end for just being there.

You go in to WvW with the exact same build/equipment that you have in PVE.

the "upleveling" to 80 works exactly like the down-scaling you experience in PVE, all it affects is your effective level, which sets your base stats and health pool.

Depending how well you know your current class and build, you might take a few minutes to switch your weapon sets and utility skills but really you can just walk out with what you already have.

duckilama wrote:

You misunderstand me.

I'm talking about the time from Zoning In To WvW Zone the first time to the time you're done Speccing and Gearing for the first time to the time you're Walking Out the Front Door to Die for the first time.

I am assuming when I go to WvW the first time, I'll have to spend some speccing points since everyone gets uplevelled(right?) to 80.
I am also assuming there's somewhere to buy gear that is "sufficient" on the lower end for just being there.

Nope. You go in with the gear and skills your own level, your stats just get buffed up to level 80. There's no prep time needed. Gear and high-level skills aren't THAT important in WvW. It makes a difference, but you can hurt fools at any level without worrying about wearing the best of the best.

I don't play this game very often, lately only on weekends, so it was super cool running into GWJers in the field the other night.

i could use an invite as well. account: sortimat.9341

It's been great running with you guys the past few weeks. Unfortunately I'm hitting such a rough patch in my work/family life that Ive decided to take a break. Best of luck to everyone and hope to see you in the near future.

Sorry to hear that Zappa. The game will still be here when you can come back, and I'm sure a bunch of us will be around too. Good luck with the challenges.

Is there a way to grant the ability to claim things for the guild in WvW, or does the claimant have to be an officer of the guild? We took a tower last night, but no one had the ability to claim it for the guild. It was sad.

PWAlessi wrote:

Is there a way to grant the ability to claim things for the guild in WvW, or does the claimant have to be an officer of the guild? We took a tower last night, but no one had the ability to claim it for the guild. It was sad.

Yep, there's permissions for claiming and activating buffs

I think the ability to activate buffs should be kept to officers/leaders (maybe make more officers if there are significant times when there's none online). Claiming a structure is by default allowed for everyone, so I see no reason not to set that back, but buffs should be probably be saved for when we plan on sticking around to defend it, and an officer doesn't need to be in WvW to activate them, just notified by whomever claimed the fort that we've got one (and plan on keeping it awhile).

Stengah wrote:

I think the ability to activate buffs should be kept to officers/leaders (maybe make more officers if there are significant times when there's none online). Claiming a structure is by default allowed for everyone, so I see no reason not to set that back, but buffs should be probably be saved for when we plan on sticking around to defend it, and an officer doesn't need to be in WvW to activate them, just notified by whomever claimed the fort that we've got one (and plan on keeping it awhile).

I agree. If they are separate permissions, everyone should be able to claim, but only officers should be able to activate buffs.

PWAlessi wrote:
Stengah wrote:

I think the ability to activate buffs should be kept to officers/leaders (maybe make more officers if there are significant times when there's none online). Claiming a structure is by default allowed for everyone, so I see no reason not to set that back, but buffs should be probably be saved for when we plan on sticking around to defend it, and an officer doesn't need to be in WvW to activate them, just notified by whomever claimed the fort that we've got one (and plan on keeping it awhile).

I agree. If they are separate permissions, everyone should be able to claim, but only officers should be able to activate buffs.

They are separate.

I ran CM with 3 other quildies and a puggie. Puggie left half way through and we finished it with four. Great run guys.

One question for the knowegable out there:

With a thief's Scorpion wire or a necro's spectral grasp, can you single pull mobs out of a group and not have a zerg? Anyone know?

you can in most situation but you do have to be careful, and usually you want your own group standing well back of the player that's gonna pull so that he can retreat back to them as soon as the wire/grasp is done and then pull the mob back manually as it aggros.. if you engage the mob right where you pulled him, it can easily spill over and aggro the rest.

you also have to look at how tightly they're grouped and what skills those mobs have since some may have stability buffs making the pull fail but still triggering the aggro. I ran into this problem mostly with the rangers in AC.