Difference between revisions of "Energy Knights Inc (Guild)"

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| masters=  
 
| masters=  
 
*Redrunner (Semi-Active)
 
*Redrunner (Semi-Active)
*Jace-Jarak (Active Guild Master)
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| pop = 0+
*Starfire-Lights (Backup Guildmaster)
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*[[User:Thepiguy|Thepiguy]] (Emeritus/Hiatus)
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| officers =
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*Candance
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*Sir-Mack
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*Alphazoid
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*Valos-Arielle
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| pop = 45+
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}}
 
}}
 
==About Us==
 
==About Us==
This guild was formed by Redrunner as a somewhat social guild. The main purpose of this guild is to provide players of all kinds friends who are online to play with. We actively promote socializing within the guild, and expect our members (especially veterans or higher) by be highly friendly players willing to chat, help others out, explain things, and do runs together. Most of all, we expect everyone to have fun!
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This guild is currently Defunct. Please search for Rogue (Guild) to see our current guild page.
 
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That said, the guild does have structure, to promote us working better together! Please come and join us! We want to have fun, and we want you to share it with us! If you are new and looking for a good guild to join to help you out, please find us!
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If anyone has any questions, please contact Jace-Jarak in-game, either online, or via 'compose message'
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The wiki page here is still a work in progress. There will be more added in later. Feel free to ask about it :P
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==Joining==
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Ask one of our members if you want to join, even if they're not an Officer or Guild Master, they'll be happy to send a message to an Officer or Guild Master asking to have you added to our guild. If you have a friend who wants to join, or you want to join, just let an officer or master know ^_^ Compose message is the best way to do this if no one is online.
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If you're looking for a guild with a few good active players who will be willing to help you out, and you're willing to help out others too, this is the guild for you!
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==Rules/Requirements==
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We have a few rules, but most are really simple.
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We expect our members to be friendly, and to have fun. We highly encourage doing runs of all kinds together! We do expect members to be social with the guild. A simple hi or hello when you log in is usually enough, and saying hi to others as they log in as well. Also, we do promote being talkative in the guild chat (/g), or the officer chat (/o). No one will be kicked out of the guild for lack of talking, but being social is a necessity to being promoted to higher ranks ^_^
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'''Once again, use guild chat, type:  "/g and then your message here"'''
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Also, it is expected that members understand all the ranks, and what they entail (below).
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As a guild, we are expected to be friendly and helpful with each other. However, we do not want begging or spamming in this guild. To do so is a mark against this guild, internally and externally. Warnings will be given to those who beg, and will end in termination of guild membership if warnings are not heeded accordingly.
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Anyone that can report anything like this happening in the guild would be appreciated if it could go towards Jace-Jarak, Redrunner, or any other Guild Master, if it is reported to an Officer like Sir-Mack, they should report it to a Guild Master when available.
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==Ranks==
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{{showhide|Ranks|content=
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===Recruit===
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Recruit is the basic rank for all who join the guild. There are no requirements at the recruit level. This is for all who are both new to the game and new to the guild. We don't expect you to know anything, and we will teach you and help you as much as we can.
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===Members===
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For a recruit to petition to become a member, they must display several things, either to a veteran, or higher player. At a minimum, they must be able to display the following:
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Knowledge of basic game mechanics. This includes how gates work, the different damage types, heat, how to use gate maps both in the arcade and while in a level (Click the gear in the top left of your screen while in a level). They must have basic understanding of how to play the game, and must demonstrate capability. There are no gear requirements for Members, however, we do prefer they have Tier 2 access (2* gear). If you need help getting here, do not hesitate to ask others, especially veterans and officers for help! They will do runs with you!
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We expect our members to be team players. We also expect our members to be competent runners. You don't have to be a pro, but we do expect you not to be daft ~_^
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If you wish to become a member, you must request it of a veteran player or higher. If they deem you worthy or capable of becoming a member, they will promote you, or will send a message to an officer or guild master and inform them of your ability. It's not hard, just do a run or two with them, and if they say you're competent, we promote you ^_^
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===Veterans===
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We expect a lot out of our veteran players. Veterans are the backbone of the guild. Veterans are expected to be highly social players, which includes friendly chatting with other members while online, and answering questions. Veteran players are expected to be able to help out any other guild members with any run, of T2 or lower. We expect them to be able to do any T2 boss with a group or solo (as you prefer). We do not require any T3 ability or experience to be a veteran, but it is highly desired.
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Veterans are expected to submit reports to either an Officer, or Guild Master(Preferably Jace-Jarak) at least once a week. In person, or via 'compose message'. It can be as simple as "Hey, I'm still alive!" if you do not play often or do not see others online often, as we have members around the world.
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{{showhide|Example Report|content=[[File:ExampleReport.jpg]]}}
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What we like in reports is simple: If you did some runs with guildmates, give us what you think of them! Who did well, who needs help, if you think anyone deserves a promotion (or petitioned you for a promotion). Mostly, this is how the guildmasters can keep track of who deserves a promotion. You do not need to do this every run or anything like that, just every now and then is helpful. It is required of you to let an officer/master know if someone petitioned you for advancement, and you think they deserve it. If they still need work, then you can simply tell them so.
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===Officers===
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Officers are just like Veterans, but they have the ability to invite people into the guild, and have the ability to promote and demote other players. We expect everything of Officers we do of Veterans, only more-so. We expect our officers to be highly social, and eager to help out lower ranked guild members. We do like our Officers to be able to do T3 runs, at least in a group setting. We do not require FSC/Vanaduke ability, since we are a social guild, and not a 'boss-run' guild, however it is always a plus.
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Being an officer is a privilege, and a responsibility. All officers are expected to submit a report weekly to a guild master (preferably Jace-Jarak), on what they've been up to, and what their interaction with other guild mates have been. This includes any promotions they've handed out, and people they have invited into the guild, and so on. If nothing of the sort happened, a simple "I'm still alive!" is enough.
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Officers ARE NOT ALLOWED to promote anyone they invited into the guild. This is precautionary measure. They may petition other officers or higher to promote those they feel deserve it. If you were invited by a friend who is an officer, you must find another officer to petition for a promotion.
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}}
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{{showhide|Promotions|content=
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In order to be promoted from recruit to member or member to veteran, there are a few simple steps, outlined above but repeated here for convenience.
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To be promoted, you need to petition run with a veteran or officer (officers include GMs) and they will do a run with you. If they deem you worthy enough, they may forward the results onto an officer or higher, who will take you onto another run as well. You need at least 2 recommendations to be promoted. After these runs, you will be quizzed by our officer ranks, if we deem you a decent enough player.
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If you are not deemed good enough yet, we will guide you so that you will be the next time. Our goal is to make you a better player, and thus, a better guildmember.
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During the quizzing by at least 2 or more officers, we will ask understanding of game mechanics, and how to function within a guild group run. The quiz should be easy if you've made it this far. This is also a time for you to ask questions as well, about anything you wish (The guild, ranks, gear, etc). Once again, we want you to be a better player and want to help you!}}
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== Useful Things to remember ==
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{{showhide|Adventuring|content=Second Half of all tiers are more profitable than others! This means any part after the clockworks crossroads terminal, where basil the merchant is, will earn you more CR (crowns) than the floors before it.
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So be a friend and let other guild members join you at the half way point if you have open slots available in your party! Even if they just want to 'go solo' after that. It helps everyone out ^_^
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{{showhide|Do's and Don'ts on Guild Runs|content=
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Do:
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Share pots
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Help eachother out
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Cover eachother
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Ask before using a heal
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Don't:
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Use a heal unless everyone is carrying full pills
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Use a heal unless you're the last member alive, and under half health.
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Use a heal unless everyone is almost dead
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Self revive, unless everyone is dead
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Self revive without asking party first, and coordinating revives
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Revive party. EVER.
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Revive someone without their permission, EVER
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Waste pots in JK runs (Fire, poison, or curse)}}}}
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{{showhide|Bosses|content=
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{{showhide|Jelly King|content=There are a few things to know about defeating the Jelly King.
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Fire, poison, and especially CURSE are useful pots for his defeat. Generally, part 1 (while he has a crown) try to keep him on fire and poisoned as much as possible. This prevents him from healing while you attack him.
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Charge attacks are great on him (DA if you have it, Faust, or, use your calibur charge, it works wonders!)
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Phase 2, he loses his crown, gain a shield of invincibility, and do counter clockwise spins. This is a great time to charge your weapon, and try to follow him, he knocks things out of his path, and his wake is clear. When he stops spinning, unleash a charge attack, or hit him with a pot. Now is a time to hit him with Curse, since he will hurt himself a lot when he spins around. Keep up fire and poison though!
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If you can't follow him, or others are, while he spins is a great time to kill the minis, since they heal him. Killing minis is like hurting the JK. Having one person work on them will make the fight much faster.
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In the event everyone dies, or one or two people die (in a 2-3 person run, instead of 4) it is imperative you self revive quickly, since the JK is a time battle against his healing. Don't heal more than your 5 or 10 though, it shouldn't take more than that in a 4 person run at all.
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{{showhide|Suggested Gear|content=
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*Peircing Armor
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*Peircing or Elemental Shield
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*Shadow Weapons, preferably Swords
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Specifically: Wolver armors, Skolver 5* armor. Faust, or Divine Avenger (both sealed swords). Nightblade shadow sword. Calibur Line. Thorn shield line, or Owlite shield line }}}}
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{{showhide|Roarmulous Twins|content=
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Roarmulous Twins are an easy boss to defeat, but coornidation is the key! Someone who has done switches or watched them be done should do them. Time switching so rockets go past and hit the other twin.
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Everyone else: Protect the switch user, and hurt the twins when they are down.
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It's that simple :P Getting to the boss isn't though. Expect RT levels to be LAGGY. Ask a vet or higher for help if you need it, we love doing RT runs, and are more than happy to get you through them!}}}}
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== Simple Gear Guide ==
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{{showhide|Swordsmen|content=Basic gear for great swordsmen:
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Wolver line of armor. 2* to 4*, Wolver, Dusker, then Ash tail. All give sword damage low, and are Peircing armors. This line will get you through just about anything in the game.
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5* versions include:
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Skolver: P armor, freeze resist. Main point of it though is sword damage medium. Combine this with the armor and helm together, and you dish out major damage. Great adventuring gear for most locations, great for JK as well.
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Vog: E armor, fire resist. Main point of this is sword attack speed increase (S:ASI). This is essential armor for big swords, the DA, Faust, or Troika, also, it's essential for FSC if you plan on doing Fire Storm Citadel runs. Also great for arenas, general adventuring, and RT runs. Not the best in JK at 5* because it goes from P armor to E armor.
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Weapons of choice:
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Divine Avenger: This is a sealed sword, which you get from the Jelly King tokens. This is a half normal/elemental weapon. It's probably one of the best swords in the game, great for everything except beasts really... This is the main sword most swordsmen carry.
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Calibur Line: Leviathan for general adventuring. It's a pure normal sword, so it's never the right weapon, but it never lets you down either, and it's charge attack (360 spin) is always good to use. Don't throw enemies into your allies though! The alternate is the Cold Iron Vanquisher, weaker than the Leviathan, but great vs undead (Good for FSC runs actually, less anywhere else)
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Useful weapons:
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Thorn Blade: simply for beasts, since they suck so much. Alternatively, use a Flourish, but the charge attack is easier on a Thorn Blade to use against beasts.
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Brandish line: The brandish line is simlar in behavior to the calibur line, except they have split damage, normal and something else. These are great if you don't like the slower swords like the DA and GF or Troika line. They can cover your elemental or shadow damage, and can do status effects as well depending on type! Their charge is a bit different from caliburs though, since they are forward only, but have a blast that does status effects, very very useful line. They're more powerful than a calibur overall, but need a little more thought (and weapon slots) to use effectively. Great choice for those wanting more without using a calibur or heavy sword.
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Pulsar: From the RT tokens, taken down the Polaris line. This is a great gun to use as a sidearm if you have a slot available. It's a great general adventuring gun, highly reccomended!
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Autoguns: Generally made into Blitz Needles, this is the gun to use for FSC. It's charge attack is probably the most powerful in the game of any weapon on one target, but harder to use. A good sidarm to use for beasts as well.}}
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{{showhide|Damage Tables|content={{:Damage/Monster resistances}}}}
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[[Category:Guilds]]
 
[[Category:Guilds]]

Latest revision as of 02:18, 2 October 2012

Energy Knights Inc
GuildLogo-Energy Knights Inc.png

"Whatever Works" ~ Jace Jarak

Guild Founder: Redrunner
Approx. Population: 0+
Guild Master(s):
  • Redrunner (Semi-Active)

About Us

This guild is currently Defunct. Please search for Rogue (Guild) to see our current guild page.

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