Ridiculously Useful Garrison Guide
#1
Just figured I'd put this here for anyone wondering what to do with their garrison. See the bottom for summaries of what you want to do depending on your playstyle. Tip for raiders: get a Barn.
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#2
Why did I suddenly decide to come back for WoD, even though I said I wouldn't?

Um, okay; let's see what would work for my main character. Solo and guildless Tauren Hunter. Leatherworker/Skinner.

Naturally the no-brain option for small buildings would be Tannery, Salvage Yard, and Storehouse, yes? Or am I misreading things and having profession buildings allows you to craft a good chunk of of that profession's items while withholding the best-in-profession recipes for anyone not competent in that profession? If so, I'd probably swap the Storehouse for... something else.

Medium: Not actually a full-on raider. I mean, I'll probably do LFR at endgame, but being guildless I won't actually be raiding the bleeding edge. I do PvP a fair chunk, so the Gladiator's Sanctum is appealing, but I'm torn between the Inn and Trading Post. Wait, the Barn actually has some LW synergy too. Damn.

Large: Stables. So. Very. Useful. Spirit Lodge and Goblin Workshop don't seem useful at all, so I'll probably go with the War Mill and maybe switch to Barracks (If that's possible) once I've exhausted questing.

Ugh, why did I only find out about this now?
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#3
(11-12-2014, 10:37 AM)NiteFox Wrote: Why did I suddenly decide to come back for WoD, even though I said I wouldn't?

Um, okay; let's see what would work for my main character. Solo and guildless Tauren Hunter. Leatherworker/Skinner.

Naturally the no-brain option for small buildings would be Tannery, Salvage Yard, and Storehouse, yes? Or am I misreading things and having profession buildings allows you to craft a good chunk of of that profession's items while withholding the best-in-profession recipes for anyone not competent in that profession? If so, I'd probably swap the Storehouse for... something else.

Medium: Not actually a full-on raider. I mean, I'll probably do LFR at endgame, but being guildless I won't actually be raiding the bleeding edge. I do PvP a fair chunk, so the Gladiator's Sanctum is appealing, but I'm torn between the Inn and Trading Post. Wait, the Barn actually has some LW synergy too. Damn.

Large: Stables. So. Very. Useful. Spirit Lodge and Goblin Workshop don't seem useful at all, so I'll probably go with the War Mill and maybe switch to Barracks (If that's possible) once I've exhausted questing.

Ugh, why did I only find out about this now?
I've read that you can switch them, if you know the plans. You'd lose your investment of gold and GR into that building, of course.

A building in your profession will allow you to build more of that profession, and get the special plans/recipes. But, for example an enchanter building will let you give work orders on making enchantments, which you can use to sell (not), or upgrade your gear too. My three level 90's cover Alchemy/Herbs, LW/Tailor, Engineering/Mining. But, also, the Rumsfeld rule applies: I don't know what I don't know. There may be reasons I don't know about yet to do things entirely different.
  • My main has Alchemy, and herbs, so for her Alchemy, and one other... possibly a storehouse to begin with to allow for more simultaneous work orders. Then, as you suggest, change out later once more alts are up to speed with higher level buildings. For medium, I guess trading post (I don't like rep grind) and Inn to start with, and for large it would be stables and barracks -- I think if you are a regular raider then the Bunker/War Mill and salvage yard make some sense.

  • My LW/Tailor will take the small tannery/tailoring, for medium a barn, and trading post or lumber mill; for large a barracks and stables or mage tower.

  • My Engineer/miner will take the Engy works, storehouse or Gem/Scribe for the gold and stuff; for medium, inn and lumber mill; for large, gnomish gearworks, and barracks or stable I guess.

Mage Tower/Spirit Lodge may be interesting depending on the utility of the one way waygates. It also seems to enable a RNG proc of Rune of Power for 30 sec when you are fighting (every 60-120 seconds) increasing your critical strike by 100%. This might matter now that CRIT has changed in WOD - especially for some classes, like Fire Mage, where crit is 2nd only to their primary stat.

At least one char will have a trading post as long as I'm rep grinding on any character, which for me will probably be until the next expansion.

It might make sense for even non-PVP chars to get the Gladiators Sanctum for the buffs (1) OOC regen, 2) safe fall, 3) hard to kill). You can't get the level 3 blueprints without 4000 bones (~900 HK's). You need 50 broken bones (3-6 per PVP honorable kill) to unlock a quest line to get the title "Warlord of Draenor", and Nemesis titles for every race (aka. the coveted "Gnomebane"). If I were into PvP, the Gladiators Sanctum looks like it might be fun, esp. on a PvP server.

I'm interested in the the guild garrison interaction and the garrison invasion mechanics -- "Though followers are great for solo play, the system also has multiplayer elements. When you dispatch a party of your followers on certain missions, you’ll also be able to join forces with your guildmates’ followers, even if your guildmate is offline."

Here is a link, just cuz I can; http://www.warcrafthuntersunion.com/2014...g-for-wod/

So a Tauren warrior comes into the bar with a parrot on his shoulder. The bartender asks, "Where did you get that?" "Mulgore", replied the parrot.
”There are more things in heaven and earth, Horatio, Than are dreamt of in your philosophy." - Hamlet (1.5.167-8), Hamlet to Horatio.

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#4
(11-12-2014, 09:43 PM)kandrathe Wrote: ...

Way to go Kim K, you broke the Internet.

(junk post to try to reset the thread because it keeps indicating a new post when none exists Huh )
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#5
(11-13-2014, 10:08 PM)LochnarITB Wrote:
(11-12-2014, 09:43 PM)kandrathe Wrote: ...

Way to go Kim K, you broke the Internet.

(junk post to try to reset the thread because it keeps indicating a new post when none exists Huh )
I've recruited her for my Garrison. She'll be in the Dance Hall.
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#6
I've been mulling about how the garrison resource will affect the AH economy. If you have a trading post, you queue up work orders to convert gathering profession materials into garrison resources (GR), and anytime trade GR for crafting reagents. This means, if we really need a reagent, we can opt to trade GR for it rather than pay whatever is on the AH price, or go farm for it on an alt, or even stockpile unused reagents. To keep my Alchemy building running 24/7, I need often buy (5)herbs for 25 GR -- plus using what I'm finding in the world. At 96, you can get the herb garden, which I'm hoping helps.

I've been slowly building up GR, through follower missions, quests, and killing those silver uniques. I've been getting free daily potions from my alchemy building. So far, 6 x the gender bender one and selling them on the AH for 25 gold ea, I think that novelty will wear out quickly. And, one time, (5) Draenor water breathing potion which I'll probably drop in the guild bank for now. I've got a stack of 20 Alchemical Catalyst, but not the skills to use them yet, other than to make the iLvl 620 Philosophers Stone trinket. Other than the daily Alchemy cooldowns, I've been focused on leveling. My only distraction from that was getting the fish needed to get my fishing shack up to level 2.

But, my personal Lunarfall mine is producing nicely. I already put a stack of 100 True Iron, and 100 Black Rock in the Guild bank. I have no trouble collecting enough Draenor stone to keep the work order queue there busy all the time. If fact, it seems so "too good to be true" that I can't help worrying it will get nerfed at some point. It's fairly awesome that I can be so productive getting resources for a profession I don't have. I only wish my Herb garden were so productive.

At level 96, through normal management, I've got 15 followers who I keep on perpetual missions to level them up. My garrison is level 2, with only the pet menagerie left to build to complete the level 2ness. My choices for buildings up to Medium has been, Celethirian Garrison, @level 96). I've used OP1 reward to get the level 2 Alchemy building. Then, the OP2 reward to get the plans for upgrading the Barracks to level 2, but don't have the 900 GR yet to do it. That leaves only my Trading post to upgrade to level 2. I acquired the Alchemy follower, and have been pulling her out of the building for missions, then drop her back into the Alchemy area for perks when she's not on a mission.

I'm not yet quite sure what impact, other than your quests the outpost choices have. In Gorgrond, I chose the Lumber Mill (over Brawling Arena), and in Talador I chose the Arsenal (over Mage Tower). Also, on the use of gold; While I've been spending on upgrades, so far, my bank account has gone up in WOD about 4000g.

Celethirian's level 100 full build out will look like; Celethirian Garrison, @level 100, full buildout. In my experience so far, it is pretty much a cake walk so far getting my garrison all at level 2, before I hit 100 with no real shortage of GR or gold. I think it will be a bit more grindy getting a level 3 garrison, and for getting each building up to level 3.
”There are more things in heaven and earth, Horatio, Than are dreamt of in your philosophy." - Hamlet (1.5.167-8), Hamlet to Horatio.

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#7
Ok, so the cake walk is over. Now at 100, and having exploited many of the Draenor rare creatures resource gifts, I'm struggling to gather up the 2000 GR to upgrade to a level 3 Garrison (now at about 1600). The trading post is a good source, but I'm not getting many follower missions that yield GR. Having access to the bank has been helpful, but a salvage yard for my 2nd small plot may have been the more prudent choice. I am regretting now converting any GR at the TP into herbs for skilling my alchemy (although I should have all the recipes in < 20 days now).

Now, I think, once you've done the questing missions giving away GR, the supply becomes pretty much whatever you generate at your garrison. Hang onto it, because while it seems good during leveling, I now believe it is really a pretty precious commodity. My advice is that until all you're buildings are at level 3, and your complement of 20-30 followers are fully leveled.
”There are more things in heaven and earth, Horatio, Than are dreamt of in your philosophy." - Hamlet (1.5.167-8), Hamlet to Horatio.

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#8
I'm at the point in the Garrison building where I'm slowly working on the various achieves which unlock the lv3 buildings. Because of this? Over the course of the last 5 days or so, I've built up my stock of Garrison Resources from around 0 (since I had spent my 2k to get lv3 town hall) to just under 3000 now.

My buildings right now? Storehouse, Forge, Salvage Yard, Inn, Dwarven Bunker, Stables, and Trading Post. The Trading Post and Stables are so far, together, giving me a solid 300 or so resources each day, and I can typically get another 100-200 via follower missions. And then I spend another 200 or so on other missions as well as work orders at my Bunker. Sadly, the 120 a day I'm getting from the Stables are going to dry up this saturday, since that's when I'll have finished the last of the mount training quests. Probably end up swapping it out for the Barracks, so's I can get even more missions done each day.
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#9
I'm in the same situation. For some buildings it is just a matter of gathering enough (mine, herbs).

Here is a useful guide for level 3's -- Warlords of Draenor Garrison Level 3 Blueprint guide
”There are more things in heaven and earth, Horatio, Than are dreamt of in your philosophy." - Hamlet (1.5.167-8), Hamlet to Horatio.

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#10
After a bit of experimenting, I figured out what I wanted for what I wanted to do. I like running instances, and I like mucking around with the Followers, so I have a Barracks, Dwarf Bunker, Lumber Mill, Lunarfall Inn, Salvage Yard and Storehouse.

I used a lvl 1 Trading Post for quite a while while levelling and for a bit after, then turned it into the Inn. My main is a dual gatherer, so I had no problem keeping the TP pumping out resources for me. Between the Mill, the Cache and Follower Missions, I haven't had a GR problem in a while.

I've also started a nice 'trick' with my stable of alts. I had a bunch of 90's...so I ran them all up to the start of their garrison, and that's where I've left them. You can get through the intro quests to WOD pretty fast, and then leave the toon in the garrison. They collect 120/day GR from the cache. The Cache has a limit of 500 GF in it, so I just log onto my alts every 3-5 days and clean it out. Most of my entire alt stable now already have 2000+ GR, just waiting for when I want to play them, and that just keeps growing.
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#11
(12-02-2014, 03:07 PM)Mirajj Wrote: I've also started a nice 'trick' with my stable of alts. I had a bunch of 90's...so I ran them all up to the start of their garrison, and that's where I've left them. You can get through the intro quests to WOD pretty fast, and then leave the toon in the garrison. They collect 120/day GR from the cache. The Cache has a limit of 500 GF in it, so I just log onto my alts every 3-5 days and clean it out. Most of my entire alt stable now already have 2000+ GR, just waiting for when I want to play them, and that just keeps growing.
I have a similar strategy, although I went far enough to get them their profession building, and their profession caps up to 700. I bounce onto them briefly to do their profession dailies, follower missions, and have them collect their GR.

I view them as Hero (main) support, which is currently my hunter. Their choices then for recipes, and crafting stuff will be to support my hunter.

I send all my excess ore to my warrior, engy can make a ilvl 630 rifle, Shrediron's Shredder with two upgrades, an ilvl 640 agility mail helm Cybergenetic Mechshades, and 3 types of ranged scopes.

My warlock, tailor/enchanter is working on enchanting mats, so I send her my green BOEs enough to keep her leveling and in dust for research. Enchanting is experiencing some issues which are being hotfixed -- http://us.battle.net/wow/en/forum/topic/...age=15#289 All MoP enchants cannot be used on items higher than level 600, so we will be limited to Draenor enchants (I think). She will get neck, ring, weapon, and cloak enchants.

My priest is a tailor/lw who is working both actually. I pushed her through to the first outpost to get the lvl 2 garrison, with both her professions and a barn. I send her my excess sumptuous fur, and leather. She can do all the cloaks, has all the Hexcloth set, and most of the agility mail set recipes now.

Then my rogue, is a miner/skinner who may need to drop mining since we're swimming in ore. I expect a garrison mining nerf soon, otherwise why would you need this profession, maybe to gather old ores for jewel crafters? Herbs then is still useful in the same way, since inscriptions and some potions still need the old mats. My rogue is the AH specialist, she gathers leather for my priest, and opens locked boxes (But, I need her to be 100 for that).

The ultimate end goal being that I have three mains; a DPS class, a tank, and a healer that I can swap in/out depending on the needs of the group.

P.S. As Bolty mentioned in another thread, I installed "Handy Notes" + "Handy Notes - Draenor". On the map/minimap it shows where all the specials are -- and I've found hundreds of extra resources, and other treasure this way.

You can also plan which specials to spend your time on for gear as it reveals on the mouse over what drops. There are some unique issues with the Vignette mobs, like Yggdrel in Shadowmoon, whose grasping tentacles, and breath attack do huge dps when they get you and are un-killable. It's one I need to go back to try again, now that I'm lvl 100 and better geared. Remember to use your zone ability, Call to Arms.
”There are more things in heaven and earth, Horatio, Than are dreamt of in your philosophy." - Hamlet (1.5.167-8), Hamlet to Horatio.

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