Star Wars The Old Republic News (SWTOR)

SWTOR 5.10 Guild Leveling and Conquest Changes Explained

Vulkk by Vulkk|

The massive Guild functionality revamp and expansion with SWTOR 5.10 allows you to create the Guild of your dreams! This guide will show you all changes!

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Game Update 5.10 released on December 11th, 2018. It introduces a new story with a new daily area on the ancient Jedi world of Ossus. Along with the new story content, this update brings a ton of new features and quality of life improvements. In my previous article I explained how Bolster is changing in an attempt to create a better PvP experience for all. Today I will help you get a better understanding of how Guilds are changing.

Guild Leveling, Guild Perks, new Guild Currencies and a ton of Conquest updates – all this and more in the next… several thousand words. Don’t worry, it’s a lot of text, but I have separated and structured it in an easy to understand way. In reality the changes are not that complex and overwhelming. You’ll see it for yourself once the update goes live.

Please note, this article is based on BioWare’s announcements and content available currently on the SWTOR Public Test Server. Changes may occur in the final update in December.
I will have a detailed guide available for you to use shortly after 5.10 launches.

In short (the longer version follows below with tons of details :P): Your Guild will be able to level up and gain special Perks that will allow you to benefit even more from your favorite gameplay style and features that SWTOR has to offer. Guild Leveling is nicely tied to Conquest and both go hand-to-hand in 5.10.

 

SWTOR 5.10 GUILD CHANGES


After nearly seven years of existence, SWTOR is finally getting a decent Guild update. Patch 5.10 brings your guild membership and guilds’ gameplay orientation (focus) to a whole new level.

Guilds will be able to level up and earn special boosts for the guild members, called perks. All of the changes coming with Update 5.10 are laying a foundation for the developers to continue building upon it for a long time into the future. Here’s a break-down for each one of these – what they are and how they function.

 

GUILD LEVELING – WHAT IS IT AND HOW IT WORKS

SWTOR 5.10 PTS Guild General Tab

With Update 5.10 all guilds will start as level 1 and have the opportunity to gain levels. Leveling is quite simple. It happens through gameplay. Every member, who participates (willingly or unwillingly) to Conquest will help the guild earn levels.

Guilds level up from Conquest. One Conquest point is equal to two Guild XP points. There is no cap to leveling, but there is a weekly cap of earned Guild XP. This is in place to make sure that even the most hardcore and active guilds do not get too many levels too soon. The weekly cap currently is planned to be 8 million Guild XP (that is equal to 4 million Conquest Points). Based on internal calculations, the devs believe that the largest and most active guilds will regularly hit that cap, but the majority of guilds will not. 

 


One Conquest point is
equal to two Guild XP points.

By design even the smallest guilds should be able
to earn at least two or three levels each week

Every time a Guild levels up, a few things happen:

  • They receive a fixed amount of Guild Commendations (these are used to purchase Guild Perks)
  • The amount of XP, CXP, and Reputation earned by the Guild increases. These values start at 5% XP, 5% Rep, and 0% CXP and they steadily increase until they cap at 15% XP, 15% Rep, and 10% CXP.

These are both new benefits as players can now reach higher bonuses to XP and Rep than ever before, without relying on Guild size. Plus you can get up to 10% bonus to CXP which did not exist previously. At specific Guild Level breakpoints, Guilds will qualify to purchase higher Tiers of Guild Perks. More on that later.

It is unlikely that huge changes are going to be made in the near future, unless something proves to not work as intended.

For a guild to get from Level 1 to Level 2 it would require 1 million Guild XP points (500 000 Conquest Points). For level 3 the amount is 1 010 000 Guild XP Points. Don’t rush to extrapolate, though. The numbers are not incremental, BioWare says. As I said before, Guilds, who focus on a Small Yield for their Weekly Conquest Target, should be able to earn three Guild Levels at least.

There are several Guild levels that will give or unlock something important. Here’s a break-down:

  • Level 6 – Guild reaches 10% bonus XP and Reputation
  • Level 12 – Guild qualifies for Tier 2 Guild Perks
  • Level 32 – Guild qualifies for Tier 3 Guild Perks
  • Level 40 – Guild has capped XP and Reputation Gains at 15% bonus
  • Level 49 – Guild qualifies for Tier 4 Guild Perks
  • Level 51 – Guild has capped CXP Gains at 10% bonus
  • Level 64 – Guild qualifies for Tier 5 Guild Perks (current highest tier)
  • Level 65+ – Guild will continue to earn Guild Commendations but there is no gameplay benefit beyond level 64. There will be cosmetic rewards that may be introduced in a later patch tied to Heraldry that will take Guild Level into account.

Before you start worrying that this is all for nothing and your super active giant social and Conquest-focused guild will get to level 64 in no time, remember that there are Weekly Limits to what Guild XP you can earn and hear what BioWare has to say about those limits:

We know that some of you may do the math on average levels per week and the breakpoints of some of these benefits and be concerned. This is one of the reasons we are also introducing a cap. We want to show you the breakpoints so that you know that this is a system with a long tail on it, that we intend to support for a long time going forward. Guild Leveling isn’t meant to be something your Guild can do in a week and then just ignore. We want to be able to provide something new that your Guild can be working towards every week! 

Also, by having a cap we know the pace that the fastest possible Guilds can level. This allows us to plan when and how to introduce perks into economy. Definitely take a look at our Perk post to get your head around how Perks can affect your Guild.

 

GUILD PERKS – WHAT ARE THEY AND HOW THEY WORK

SWTOR 5.10 PTS Guild Perks Tab

To use Guild Perks, you need to have a Guild Flagship. The good news is that prices for purchasing a Guild Ship are dropping significantly with 5.10 – from 50 million Credits down to 8 million Credits!

Why is BioWare implementing this system, let’s hear it from the source:

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 are expected to provide an incentive for Guilds to remain active longer instead of breaking down or fading away when content is lacking or release cycles are slow. This also provides new ways for Guild Leaders to recruit around specific play-styles along with rewards to encourage participation in Guild activities!


Guild Perks along with Guild Levels provide great incentives for Guilds to remain active

To get a Guild Perk, you need one or more of the following resources: Credits (we all know and love Credits, yeah!), Guild Commendations or Reinforcement Modules. Let me explain what each one of them are and how to get them.

Credits – when purchasing a Guild Perk, you must use credits from the Guild Bank. There is no other way around it.

Guild Commendations – new Guild-specific currency. Can be earned in one of the following two ways:

  • Guild Level Up – you get between 5 and 10 each time your guild gains a level.
  • Completed Conquest Yield Target – 70 Commendations for Small, 80 for Medium and 90 for Large Yield.

Reinforcement Modules – a new Guild-specific blueprint which you can acquire by combining 10 Reinforcement Components. Reinforcement Components are a bind-on-pickup crafting material. You can get them in one of the following two ways:

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

When you get 10 Reinforcement Components, you can right click on them to combine them all into one Reinforcement Module and donate it to the Guild.

Guild Perks can be purchased directly and take up a specific Perk Node. You will find the Perk Notes in a brand new tab, available in the Guild Window. Depending on how many Rooms you have unlocked on your Guild Ship, you can slot up to six Guild Perks. Each Guild Ship has the following Room to Perk Node unlocking balance: Two Nodes – Bridge; One Node Each – Forward Command Room; Starboard Command Room; Port Command Room; Engine Room


Guild Ship Rooms are
tied 
to the number of
Guild Perk Nodes.

You can get up to
five Perk Nodes

 

When in the Guild Perk Nodes UI, simply click on an empty slot and choose which available Guild Perk you want to place there.

There are a number of different perks available with the launch of this system. More and unique ones will be added later on. Special time-limited perks will also be available. Here are the types and what differences are there between them:

  • Core Perks – typically only cost Credits and are always available for purchase.
  • Cycling Perks – are only available for a limited time. The current plan is that they will cycle every couple of weeks or so.

Guild Perk Sets – slotting four Guild Perks of the same sets (groups, if you prefer), would grant the guild an additional special bonus. Reminder: there are up to five Perk Nodes available, which means you can have four set-pieces bonus plus one additional Perk of your choice.

Here is an example of one Guild Perk with its cost and benefits:

Summon Guild Bank

  • Description: Grants Activated Ability to summon the Guild Bank for the Player
  • Duration: 3 Minutes
  • Cooldown: 15 minutes
  • Perk Duration: 28 days
  • Tier: 1
  • Cost(s):
    • Guild Commendations: 0
    • Credits: 900,000
  • Room Slot: Forward Command Room
  • Set: Fortune

This perk is purchased and applied into the Forward Command Room Node for 900,000 credits. There is no Commendation or Reinforcement Module Cost. It is Tier 1 so your Guild can purchase it at any level. Once applied, this Perk will last for 28 days unless your Guild replaces it. On the 28 day mark the Perk will expire and no longer function.

This Perk grants everyone in the Guild the ability to summon access to the Guild Bank in the field for 3 minutes. Once activated, that ability will go on cooldown for 15 minutes.

Below are the complete lists of all Guild Perks per Flagship Room with level requirements.

 

GUILD PERKS – BRIDGE 1

This Guild Perk slot is unlocked with the initial purchase of the Guild Ship.

[table “88” not found /]

 

GUILD PERKS – BRIDGE 2

This Guild Perk slot is unlocked with the initial purchase of the Guild Ship.

[table “89” not found /]

 

GUILD PERKS – ENGINE ROOM

This Guild Perk slot is unlocked when you unlock the Engine Room on the Engineering Deck.

[table “90” not found /]

 

GUILD PERKS – PORT COMMAND ROOM

This Guild Perk slot is unlocked when you unlock the Port Command Room on the Command Deck.

[table “91” not found /]

 

GUILD PERKS – FORWARD COMMAND ROOM

This Guild Perk slot is unlocked when you unlock the Forward Command Room on the Command Deck.

[table “92” not found /]

 

GUILD PERKS – STARBOARD COMMAND ROOM

This Guild Perk slot is unlocked when you unlock the Starboard Command Room on the Command Deck.

[table “93” not found /]

 

This is a full list of all five sets with the bonuses they provide:

  • Prestige Set Bonus (Passive) – Increases CXP, XP and Rep earned by 1%. In addition, healing an ally or performing a damaging attack on an enemy both have a 1% chance to grant a Mastery Surge for 30 seconds. This effect can only occur every 30 minutes and will not be triggered in PvP.
  • Power Set Bonus (Passive) – While in a guild group, your basic attack does 20% more damage and grants companions a Power and Healing Surge whenever the controller uses an adrenal. In addition, grants small chance of summoning a powerful attack that decimates your enemies. This effect is not applied in PvP.
  • Health Set Bonus (Passive) – Increases healing received by 5% and reduces the cooldown of all in-combat resurrects by one minute. In addition, grants a small chance to pop a shield bubble when taking damage that would put you below 20%.  This effect is not applied in PvP.
  • Quickness Set Bonus (Passive) – Grants 5% increase to Alacrity and a 1% chance to proc an Alacrity Surge after taking damage, greatly increasing your Alacrity over 20 seconds. Can happen once every 30 minutes. In addition, grants your companion an Alacrity Surge whenever you use an adrenal. This effect is not applied in PvP.
  • Luck Set Bonus (Passive) – Increases critical chance by 5%. In addition, increases Efficiency and Critical chance for all professions by 2%. This effect is not applied in PvP.

The Guild Set Bonuses are displayed in the bottom left of the Perks tab. It is likely that there will be more sets in the future, but for 5.10 we’ve only got these five.

BioWare has created a rule that prevents the Guild Perks with stats boost from affecting players, while they are in PvP and players, who are inside a Master Mode Operation instance. Free-to-play (F2P) players also get Guild Perks. There is no limitation in this system for them.

One quick clarification on how the stat perks actually work. The “abilities” which perks grant to give you extra stats are exact mirrors of the class perks, and they do not stack. So if you already have all 4 class buffs, these perks will provide no statistical benefit. The passive boost perks you can apply, you can only ever have one at a time. What this means is that if you are a player who has all Class buffs applied you could, at most, have a single stat passive perk and a perk set bonus applied.

 

SWTOR 5.10 CONQUEST CHANGES


The Conquest Revamp with Game Update 5.8 gave this system a new start and allowed a lot more guilds to participate. A few more updates and several tweaks later, there are still some issues to be tackled. As the devs said it – there is no better time for such a change than now. The relationship between Guilds and Conquest has never been stronger.

The developers have set a few goals before themselves: 

  • Make the weekly Conquest Objectives even more consistent.
  • Bring Guild leveling and Conquest together and allow all and any kinds of guilds (small or big, PvP or PvE focused and so on) to draw benefits.
  •  Allow players to more easily earn Conquest Points.
  • Incentivise Guilds to commit earlier to “planet sniping”

A number of new objectives have been added to every single Conquest event:

  • Complete any Chapter (repeatable)
  • Complete any round of the Eternal Championship (repeatable)
  • Complete Round 10 of the Eternal Championship (daily)
  • Defeat enemies anywhere, you must complete step 1 before you can complete step 2, etc:
    • 1: 100 Enemies (daily)
    • 2: 125 Enemies (daily)
    • 3: 250 Enemies (daily)
  • Obtain 8 badges in a Warzone (repeatable)

The “Defeat Imperial / Republic Guards” objective has been removed.

Guilds get a small bonus (15%) on all Conquest points earned once they have committed to a planet.

LEARN MORE ► SWTOR Conquest Guide
Vulkk

Vulkk

Alex "Vulkk" is the founder and editor-in-chief of VULKK.com. His deep passion for video games and love for all things Star Wars shine through the news and comprehensive guides featured on the site.
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