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Saturday, January 22, 2011

[4.0.3a] Blizzard's Guide to Guild Advancement

Thanks to WoW Insider, I just learned that Blizzard has a guide to guild advancement.  Maybe it was common knowledge, but I certainly didn't know and our guild is big enough that we generally cap out our daily experience without thinking too hard about it. 

I recommend reading the whole guide at least once.  It covers a lot of important points.

Here are some of the things that I found especially interesting.

The Basics - 80% or More

OK, the basic idea, which you probably know, is that you need to have 80% or more for a group activity to count as a "guild" activity.  So, 8 or more guild members in a 10-player raid or 20+ in a 25-player raid.

Dungeons Are Different

Some or all of this is coming 4.0.6.  The 5-man instances, aka Dungeons, will have special rules that highly encourage group participation from guild members.  The awards will break down as follows:
  • 3 guild members = 50% guild experience
  • 4 guild members = 100% guild experience
  • 5 guild members = 125% guild experience
  • Heroic bosses = +50% more guild experience
So, Heroic dungeons with 100% guild members are the best bang for your buck.

Forty is the New Ten!

For legacy 40-player raids, you only need 10 guild members for guild credit.

New Stuff for 4.0.6

You may notice an asterisk next to some items, that indicates it will be ready in 4.0.6.  With that, we can build a list of the new stuff coming in 4.0.6:

  • Some or all of the Dungeon exceptions noted above
  • Removal of daily XP limit when your guild hits level 23 (where did they come up with that?)
  • An indicator that will clearly show your weekly guild reputation cap
So, if nothing else, start working harder to fill out 100% guild member Heroics. :)

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