Oct 05, 2007, 07:22 PM // 19:22 | #1 |
Ascalonian Squire
Join Date: Aug 2007
Guild: Big Red Ones
Profession: P/Mo
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Guild Halls
I was looking around to see what types of guild halls I could buy more my guild, and there are a couple that interest me (Frozen Island and the Druid one), is there a major difference other than the layout? I mean, I heard that you can upgrade your guildhall, but is there something that one of those locations cant get, or anything I should know about? Thanks in advance.
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Oct 05, 2007, 07:32 PM // 19:32 | #2 |
Never Too Old
Join Date: Jul 2006
Location: Rhode Island where there are no GW contests
Guild: Order of First
Profession: W/R
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Here's a link to the wiki info http://wiki.guildwars.com/wiki/Guild_hall which describes each hall
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That's me, the old stick-in-the-mud non-fun moderator. (and non-understanding, also) |
Oct 05, 2007, 08:34 PM // 20:34 | #3 |
Desert Nomad
Join Date: Jul 2006
Profession: E/Rt
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Word of warning: No matter what gh you get, if you're buying upgrades for it, don't get the Skill Trainer. Nothing more than a glorified sig cap holder.
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Oct 05, 2007, 09:04 PM // 21:04 | #4 |
Ascalonian Squire
Join Date: Aug 2007
Guild: Big Red Ones
Profession: P/Mo
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Ok, thank you.
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Oct 05, 2007, 09:24 PM // 21:24 | #5 |
Frost Gate Guardian
Join Date: Aug 2006
Location: Hiding in a cave in old Ascalon
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hey jag, i'd suggest getting Isle of the Dead. It seems to have the best npc layout (meaning: they are closest together, so you can quickly access them).
also, it looks like the catacombs from pre-searing, which is cool |
Oct 06, 2007, 04:43 AM // 04:43 | #6 |
Ascalonian Squire
Join Date: Aug 2007
Guild: Big Red Ones
Profession: P/Mo
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Ok, I'll check it out. Thanks.
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Oct 06, 2007, 05:16 AM // 05:16 | #7 |
Krytan Explorer
Join Date: Oct 2007
Location: Riding the spiral
Profession: W/
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Actually, from what I know, there is an effect it has. I've read that the hall you choose is the layout for your map if you get into a Guild Battle with another guild. Thus maps like the Burning Isle would be better. Other than this, proximity and scenery are the only factors. If memory serves me (Which it probably doesn't..), the Nomad's and Wizard's Isles are the most peaceful. Fun to sit there and talk with guildies and stare at the landscape.
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Oct 06, 2007, 09:01 AM // 09:01 | #8 | |
Academy Page
Join Date: Oct 2006
Location: Finland
Guild: The Monstrous Fangs [fang]
Profession: R/
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Quote:
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Oct 06, 2007, 03:36 PM // 15:36 | #9 | |
Ascalonian Squire
Join Date: Aug 2007
Guild: Big Red Ones
Profession: P/Mo
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Quote:
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Nov 10, 2007, 04:53 AM // 04:53 | #10 |
Pre-Searing Cadet
Join Date: Nov 2007
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If you add a service to your Guild Hall like a weaponsmith, do you get more options than you would from a regular, out-in-the-world weaponsmith?
Oh, anybody want to buy a guild? It's cheap? |
Nov 10, 2007, 05:13 AM // 05:13 | #11 | ||
Desert Nomad
Join Date: Sep 2006
Location: Officer's Club
Guild: Gameamp Guides [AMP]
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Quote:
Quote:
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Nov 10, 2007, 07:18 AM // 07:18 | #12 | |
Caged Mongrel
Join Date: Jul 2006
Location: Cage in a Dungeon
Guild: Flaming Turtles
Profession: N/
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Quote:
The ones I have personally found most useless: weaponsmith (since he can only customize) and priest of balthazar (since they exist in every PvP outpost already) As for which hall to pick, unless you plan to do internal guild skirmishes, which might influence you to pick an interesting layout or effect, you should go for what catches your eye and is convenient. For comfort, you might also want to look at Isle of Meditation. It can be peaceful if you get away from the buildings. |
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