Guild Perks Guide

A major component of the improvements coming to Guilds in Game Update 5.10 are Guild Perks. As this information comes from the PTS, it is subject to change! You can read more about Guild Perks from the Developers Forum Post.


Contents

What is a Guild Perk?

A Guild Perk is something that can apply to your Guild to give it a specific benefit. Maybe you want to have increased mount speed when you are out and travelling. Maybe your Guild is Flashpoint focused and so you want some extra rewards from Flashpoints. These are examples of some of the things you can accomplish with Perks.


What are the Devs Goals for Guild Perks?

What we want to be able to do is to give your Guild the power to really focus in on what you enjoy! Perks give a mechanism where players can effectively say “We are a PvP focused Guild” and mean it in new ways. Now, not only are you like-minded players, but you can focus perks, benefits, and additional rewards to your chosen playstyle.

 

Guild Perks along with Guild Levels provide great incentives for Guilds to remain active. This also provides new ways for Guild Leaders to recruit around specific play-styles along with rewards to encourage participation in Guild activities!


How Guild Perks Work

There are a total of six Nodes you can slot Perks into depending on what rooms you have unlocked in your Guildship. The Bridge has two Nodes. There are a variety of Perks you can choose from to purchase for each Node.

  • Starboard Command Room
  • Port Command Room
  • Forward Command Room
  • Bridge 1
  • Bridge 2
  • Engine Room

Perk Requirements and Cost

Your Guild must have a Guildship to be able to use the Perk System. Perks require your Guild to be a certain level to purchase. There are five different ‘tiers’ of Guild Perks.

  • Level 1
  • Level 12
  • Level 32
  • Level 49
  • Level 64

When your Guild reaches each ‘tier’ you will find new perks to unlock in each Perk Node. Perks generally cost Credits and sometimes Guild Commendations and Reinforcement Modules.

You purchase the perks directly from the Guild Perks window in the Guild Interface. All you have to do is click on a Perk Node to see the different Perks you can purchase for each Node.

Credits must be spent from the Guild Bank. Guild Commendations are earned in a couple of ways:

  • When your Guild Levels up
    • 5-10 per level
  • When/if your Guild reaches an Invasion Yield Target
    • Small Yield – 70 Commendations
    • Medium Yield – 80 Commendations
    • Large Yield – 90 Commendations

Reinforcement Modules is a new blueprint which players acquire by combining 10 Reinforcement Components. Reinforcement Components are a bind-on-pickup crafting material which is acquired in a couple of ways:

  • As a part of completing your Weekly Yield Target.
  • A rare chance to acquire during harvesting if you have the “Harvesting Yield I / II / III” Guild Perk equipped.
  • Can be earned by completing specific Heroic Missions on Ossus if players are in a Guild group with the “Ossus Reinforcement” Perk active.

Once a player has 10 Components, they simply right-click them to combine into a Reinforcement Module which they can then donate to the Guild.


Guild Perks Lists

All the perks currently available for purchase on the PTS listed by Room Node.

Starboard Command Room

Perks Description Guild Level Cost
Warzone Exploiter I Increases XP, CXP and Rep rewards from Warzone by 5%. 1 750,000 Credits, 50 Comms
Warzone Valorous I Increase Valor from Rewards by 5%. 1 750,000 Credits, 50 Comms
Warzone Valorous II Increase Valor Rewards by 7%. 32 1,500,000 Credits, 55 Comms
Flashpoint Biochemist II Increases the duration of Adrenals and Stimpacks in Flashpoints by 20%. 49 2,000,000 Credits, 58 Comms, 1 Module
Flashpoint Exploiter II Increases XP, CXP and Rep rewards from Flashpoints by 7%. 12 1,250,000 Credits, 52 Comms
Flashpoint Looter III Increases Drop Rates while in Flashpoints. 64 2,5000,000 Credits, 60 Comms, 1 Module
Flashpoint Mastery III Increases Mastery when in Flashpoints by 8%. 64 1,500,000, 36 Comms
Flashpoint Mastery I Increases Mastery when in Flashpoints by 4%. 1 900,000 Credits
Flashpoint Fortitude II Increases Endurance when in Flashpoints by 9%. 49 2,000,000 Credits, 58 Comms

Port Command Room

Perks Description Guild Level Cost
Flashpoint Exploiter I Increases XP, CXP and Rep rewards from Flashpoints by 5%. 1 750,000 Credits, 50 Comms
Starfight Commandeering II Increases Requisition gained from Galactic Starfighter by 7% 32 1,500,000 Credits, 55 Comms
Space Pirate II Increases XP, CXP and Rep rewards from GSF by 7%. 12 1,5250,000 Credits, 52 Comms
Flashpoint Looter I Slightly increases drop rates while in Flashpoints. 1 750,000 Credits, 580Comms,
Operations Profiteer Bosses have a chance to drop a Cartel Market item on death. 64 1,5000,000 Credits, 36 Comms, 1 Module
Flashpoint Biochemist Increases the duration of Adrenals and Stimpacks in Flashpoints by  10%. 12 1,250,000 Credits, 52 Comms
Operations Mastery I Increases Mastery when in Operations by 4%. 1 900,000 Credits
Operations Mastery III Increases Mastery when in Operations by 8%. 64 1,500,000 Credits, 36 Comms
Operations Fortitude I Increases Endurance when in Operations by 6%. 1 900,000 Credits
Operations Fortitude II Increases Endurance when in Operations by 6%. 49 2,000,000 Credits, 58 Comms

Forward Command Room 

Perks Description Guild Level Cost
Power Amplification Increases all damage done by 3% for 60 minutes. Does not stack with Class Buff. (Cooldown 6 hours). 32 1,500,000 Credits, 55 Comms
Major Power Amplification Increases all damage done by 5% for 60 minutes. Does not stack with Class Buff. (Cooldown 6 hours). 64 1,500,000 Credits, 36 Comms, 1 Module
Cleanse Cleanses self of up to 2 negative effects. Cannot be used in PvP. 12 750,000 Credits, 31 Comms
Hasten Increases Movement Speed by 10% for 60 minutes. Cannot be used in PvP. 1 750,000 Credits, 50 Comms
Major Critical Boost Increases Critical Hit Chance by 5% for 60 minutes. Does not stack with Class Buff. (Cooldown 6 hours). 49 1,200,000 Credits, 35 Comms
Endurance Supplement Increases all damage done by 3% for 60 minutes. Does not stack with Class Buff. (Cooldown 6 hours). 1 900,000 Credits
Summon Guild Bank Summons your Guild Bank. (Cooldown 1 hour). 1 900,000 Credits
Reputation Surge Increases all reputation gained by 15% for 1 hour. (Cooldown 6 hours). 1 750,000 Credits, 50 Comms
Mastery Realisation Increases Mastery by 3%  and internal and elemental damage reduction by 5% for 60 minutes.  12 1,250,000 Credits, 53 Comms
Professional Training Increases Critical Chance for all Professions by 5% for 1 hour. (Cooldown 6 hours). 1 900,000 Credits

Bridge 1

Perks Description Guild Level Cost
Gathering Efficiency II Increases Efficiency of all gathering skills by 5%. 12 1,250,000 Credits, 52 Comms
Critical Gathering II Increases Critical from all gathering skills by 2%. 49 2,000,000 Credits, 58 Comms
Reputable I Increase Reputation earned from all sources by 5%. 1 900,000 Credits
Critical Missions III Increases Critical for all mission skills by 3%. 64 1,500,000 Credits, 36 Comms, 1 Module
Critical Missions I Increases Critical for all mission skills by 1%. 12 1,250,000 Credits, 52 Comms
Quicker Travel I Decreases the cooldown of Quick Travel by 60 seconds. 1 750,000 Credits, 50 Comms
Efficient Missions III Increases Efficiency of all Mission skills by 7%. 32 1,500,000 Credits, 55 Comms
Experience Powerhouse I Increases Experience earned from all sources by 3%. 1 900,000 Credits
Conquistador I Increases points earned from Conquest by 5%. 1 750,000Credits, 50 Comms
Commander I Increases Command Experience from all sources by 3%. 1 900,000 Credits

Bridge 2

Perks Description Guild Level Cost
Experience Powerhouse III Increases Experience earned from all sources by 7%. 64 1,500,000 Credits, 36 Comms, 1 Module
Starfighter Conquest II Unlocks a new Galactic Starfighter based Conquest Objective. 49 2,000,000 Credits, 58 Comms
Quick Harvesting II Reduces harvesting time by 30%. 12 1,500,000 Credits, 52 Comms
Tax Evasion I Reduces commission cost of items sold on the Galactic Trade Network slightly. 1 750,000 Credits, 50 Comms
Daily Conquest I Unlocks a new Daily Quest based Conquest Objective. 1 750,000 Credits, 50 Comms
Gathering Efficiency I Increases Efficiency of all Gathering skills by 3%. 1 900,000 Credits
Gathering Efficiency III Increases Efficiency of all Gathering skills by 7%. 32 1,500,000, 55 Comms
Efficient MIssions I Increases Efficiency of all Mission skills by 3%. 1 900,000 Credits
Commander II Increases Command experience earned from all sources by 5%. 32 1,500,000 Credits, 55 Comms
Efficient Crafting I Increases Efficiency of all crafting skills by 3%. 1 900,000 Credits

Engine Room

Perks Description Guild Level Cost
Critical Crafting III Increases Critical for all Crafting Skills by 3%. 64 1,500,000 Credits, 36 Comms, 1 Module
? Reduces Damage taken while stunned by 5%. 12 1,250,000 Credits, 52 Comms
Mount Improvements I Increases Mounted Speed by 10%. 1 750,000 Credits, 50 Comms
Mount Improvements II Increases Mounted Speed by 15%. 12 1,250,000 Credits, 52 Comms
Warzone Exploiter II Increases XP, CXP and Rep rewards from Warzone by 7%. 12 1,250,000 Credits, 52 Comms
Operations Looter II Moderately Increases drop rates while in Operations. 32 1,5000,000 Credits, 55 Comms
Reputable III Increases Mastery when in Flashpoints by 8%. 64 1,500,000, 36 Comms, 1 Module
Flashpoint Conquest I Unlocks a  new Flashpoint based Conquest Objective. 1 750,000 Credits, 50 Comms
Operations Exploiter III Increases XP, CXP and Rep rewards from Operations by 9%. 32 1,500,000 Credits, 55 Comms
Warzone Valorous III Increases Valor Rewards from Warzones by 9%. 49 2,000,000 Credits, 58 Comms

 

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