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#10093240 Oct 01, 2014 at 01:06 PM · Edited over 2 years ago
2732 Posts
Wanted to make a quick run down of buildings available in Garrisons and their benefits. Please see the following posts for a brief rundown of each plot size:

Large Plots(2)

Barracks

Benefits:
Level 1 - Unlocks Patrol Missions.
Level 2 - Allows a follower to accompany you in the world as a bodyguard.
Level 3 - Increases your follower limit by 5 and grants access to racial guards and banners.

You get this one by default when you are questing. You can destroy this and make a different building if you choose.

Goblin Workshop

Benefits:
Level 1 - Unlocks a personal engineer that creates a powerful invention each day.
Level 2 - Your engineer gains access to five new and amazing devices.
Level 3 - Allows the creation of a siege vehicle once per day.

Spirit Lodge

Benefits:
Level 1 - Allows the collection of ogre waystones from Ogres on Draenor. These waystones can be used to power an Ogre Waygate of your choice on Draenor. Also occasionally triggers Runes of Power during combat.
Level 2 - Unlocks access to a second Ogre Waygate for a total of 2.
Level 3 - Unlocks access to a second Ogre Waygate for a total of 3.

Stables

Benefits:
Level 1 - Enables the capture and training of special mounts on Draenor. Also allows you remain mounted while interacting with objects in outdoor Draenor zones.
Level 2 - You will no longer get dazed by enemies while riding mounts in outdoor Draenor zones.
Level 3 - Increases mount speed in Draenor by 20%.


War Mill

Benefits:
Level 1 - Doubles the chance for your quest rewards to get a rare or epic Bonus Upgrade, and increases the potency of the upgrade. Allows the collection of armor scraps from the orc clans of Draenor for armor transmogrification use.
Level 2 - Opens up work orders for follower weapons and armor in exchange for garrison resources. Also, new armor transmogrification items unlock.
Level 3 - Grants 1 of your 3 seals of tempered fate (raid bonus loot roll) at no cost each week.

Large Plot Breakdown.

For raiding purposes, War Mill will definitely be nice to have an extra seal per week. I don't want to say it will be mandatory, but it might have to be simply to help with looting purposes for the raid.

The other 4 are more for world exploration and use. Having the Waygates or extra mount speed might be nice, as well as having additional followers and a bodyguard.

Continued soon
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#10093241 Oct 01, 2014 at 01:06 PM · Edited over 2 years ago
2732 Posts
Medium Plots(2)

Barn

Benefits:
Level 1 - Allows you to capture Clefthoof, Elekk, Wolves, and Talbuk for leather and fur. Used for leatherworking and tailoring recipes.
Level 2 - Allows you to capture Boars and Riverbeasts for rare meats used to create the most powerful food.
Level 3 - Allows you to capture elite beasts to harvest for savage blood, used in all epic crafted armor and weapons.

Gladiator's Sanctum

Benefits:
Level 1 - Increases your out-of-combat regeneration in outdoor Draenor zones and allows the collection of broken bones from defeated enemy players (used for Conqueror's Tribute).
Level 2 - Enables safe fall in outdoor Draenor zones. Also enables the Nemesis quest series for defeating enemy players of specific races.
Level 3 - While below 35% life, all damage taken is reduced by 50% in outdoor Draenor zones. Grants access to the Highmaul Coliseum gladiator tournament.

Inn

Benefits:
Level 1 - Each day, a visitor offering a dungeon quest will spend the day at your inn.
Level 2 - Recruits random followers each week. You can specify traits and abilities you're especially interested in.
Level 3 - Unlocks the particularly lucrative treasure hunter missions.

Lumber Mill

Benefits:
Level 1 - Allows you to mark small trees in Draenor for harvest. Harvested Timber can be converted to work orders for Garrison supplies.
Level 2 - Allows you to harvest medium trees for additional timber.
Level 3 - Allows you to mark large trees for even more timber.

Trading Post

Benefits:
Level 1 - Allows the trade of crafting reagents for garrison resources and vice versa, for a profit!
Level 2 - Enables access to the auction house. Also grants access to the Shattari Defense or Laughing Skull factions.
Level 3 - Increases reputation gain in Draenor by 20% (account-wide).

Medium Plot Breakdown

Here is where choices get interesting.

For those wanting to make upgrade items for crafted epics, you'll want the Barn. Savage Bloods (BoE) will be needed to craft those items and even though you can buy them via AH, the cost might be too much at the start.

For those interested in followers, the Inn is your spot. You'll get access to additional daily quests that will reward you with vanity items and other rarities.

Lumber Mill let's you harvest timber in the world, leading to some cool toys and vanity items.

Trading Post will allow for trading of both Garrison resources and Draenor trade goods for other needed items. Could be a good way to convert mats into what you need for profs.

Finally, Gladiator's Sanctum is PvP. Gains access to the Nemesis quests and achievements.
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#10093242 Oct 01, 2014 at 01:06 PM · Edited over 2 years ago
2732 Posts
Small Plots (3)

Alchemy Lab

Benefits:
Level 1 - Allows the production of Alchemy items and work orders. 7 total work orders.
Level 2 - Allows followers with the Alchemy trait to work here, granting a unique bonus (stack of potions every day). 14 total work orders.
Level 3 - 20 total work orders.

Note: Greater Flasks cannot be crafted, you must actually have Alchemy.

Enchanter's Study

Benefits:
Level 1 - Allows the production of Enchanting items and allows non-Enchanters to disenchant items. 7 Work Orders.
Level 2 - Allows followers with the Enchanting trait to work here, granting a unique bonus (ability to transmog weapon glow). 14 Work Orders.
Level 3 - 20 Work Orders.

Note: If you don't have Enchanting, you cannot create other weapon enchants or Temporal Crystal.

Engineering Works

Benefits:
Level 1 - Allows the production of Engineering items.
Level 2 - Allows followers with the Engineering trait to work here, granting a unique bonus. Also allows up to 3 work orders at one time.
Level 3 - 20 Work Orders.

Note: Without Engineering, you cannot create items to upgrade your epic armor, Blingtron 5000, goggles, or Wormhole Centrifuge.

Gem Boutique

Benefits:
Level 1 - Allows the production of Jewelcrafting items and work orders. 7 Work Orders
Level 2 - Allows followers with the Jewelcrafting trait to work here, granting a unique bonus (receive a quest to craft an item for lots of gold). 14 Work Orders.
Level 3 - 20 Work Orders.

Note: Without Jewelcrafting, you cannot create Greater gems, upgrade epic jewelry, or the vanity items Prismatic Focusing Lens and Reflecting Prism.

Salvage Yard

Benefits:
Level 1 - Allows Salvage to be occasionaly recovered from missions.
Level 2 - Increases your chance at recovering Salvage from missions. In addition, you may now discover follower items in Salvage.
Level 3 - Greatly increases your chance at recovering Salvage from missions. In addition, you may now discover player items in Salvage.

Scribe's Quarters

Benefits:
Level 1 - Allows the production of Inscription items. 7 Work Orders.
Level 2 - Allows followers with the Inscription trait to work here, granting a unique bonus (create forged goods to get gold from vendors). 14 Work Orders.
Level 3 - 20 Work Orders.

Note: Without Inscription, you cannot create items to upgrade your weapons or new glyphs.

Storehouse

Benefits:
Level 1 - Enables access to your personal bank and increases the total number of active work orders for all buildings by 1.
Level 2 - Enables access to your guild bank.
Level 3 - Enables access to an Ethereal Trader for Void Storage and Transmogrification and increases the total number of active work orders for all buildings by 2.

Tailoring Emporium

Benefits:
Level 1 - Allows the production of Tailoring items and work orders. 7 Work Orders
Level 2 - Allows followers with the Tailoring trait to work here, granting a unique bonus. 14 Work Orders
Level 3 - 20 Work Orders.

Note: Without Tailoring, you cannot create items to upgrade your epic armor, or the Creeping Carpet, Elekk Plushie, and Hexweave Bag.

The Forge

Benefits:
Level 1 - Allows the production of Blacksmithing items and work orders. 7 Work Orders.
Level 2 - Allows followers with the Blacksmithing trait to work here, granting a unique bonus. 14 Work Orders.
Level 3 - 20 Work Orders.

Note: Without Blacksmithing, you cannot create items to upgrade your epic armor or Soul of the Forge.

The Tannery

Benefits:
Level 1 - Allows the production of Leatherworking items and work orders.
Level 2 - Allows followers with the Leatherworking trait to work here, granting a unique bonus (follower can craft decorative tents that provide a rest bonus). 14 Work Orders.
Level 3 - 20 Work Orders.

Note: Without Leatherworking, you cannot create items to upgrade your epic armor.


Small Plot Breakdown
Here's where you'll want to match one or both your professions to the accompanying building. This is going to allow you to upgrade the best gear available to craft at the beginning of the expansion. You have 3 plots to choose from, so pick them however you'd like, but remember that some upgrade and vanity items require the matching profession.
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#10093647 Oct 01, 2014 at 02:45 PM
2732 Posts
Other Buildings

Herb Garden

Benefits:
Level 1 - Grows Draenic Seeds into herbs each day and herbalism nodes are available in the garden. 7 Work Orders.
Level 2 - Allows followers with the Herbalism trait to work here, granting a unique bonus (can select herbs you want to grow). Also increases the amount of herbs that can be harvested at the garden. 14 Work Orders.
Level 3 - Grow a unique Draenor fruit tree in your garden that grants food buffs. 21 Work Orders.

Mine

Benefits:
Level 1 - Allows players to mine Draenic Stone from mineral nodes in Draenor. Draenic Stone can be converted to work orders for Draenor minerals. 7 Work Orders
Level 2 - Allows followers with the Mining trait to work here, granting a unique bonus (adds mining carts). Also opens a new mineshaft, granting access to additional mining nodes. 14 Work Orders
Level 3 - A final mineshaft allows access to rich mining nodes. In addition, garrison guards will patrol your mine, keeping it clear of hostile Goren. 21 Work Orders.

Menagerie

Benefits:
Level 1 - Attracts elite pets you can battle for rewards. Also lets 5 of your battle pets hang out in your garrison.
Level 2 -Increases your trap chance and reduces the cooldown of Revive Battle Pets while in Draenor. Up to 10 of your pets can now hang out in your garrison.
Level 3 -Unlocks a pet battle daily with unique pet rewards.

Fishing Shack

Benefits:
Level 1 - Allows small Draenor fish to be caught in garrison waters and provides access to daily Fishing quests.
Level 2 - Allows medium Draenor fish to be caught in garrison waters.
Level 3 - Allows enormous Draenor fish to be caught in Garrison waters. Also grants you a chance to catch a unique fish that can be used to lure mysterious creatures onto the shore.

Breakdown

All of these buildings are a part of the Garrison whether you want them or not. You can choose to ignore them and not upgrade them, but you'd be losing out on crafting mats, specifically herbs and ore.
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#10097831 Oct 02, 2014 at 02:27 PM
56 Posts
At Garrison Tier 1, you’ll have 1 small and 1 large plot for buildings of those sizes.

At Garrison Tier 2, you’ll gain 1 additional small plot, 1 medium plot, and room for 3 of 4 preset buildings: the Fishing Shack, Herb Garden, Pet Menagerie, and Lunarfall Excavation (Alliance) or Frostwolf Mine (Horde).

At Garrison Tier 3, you’ll gain room for 1 more building of each size (1 small, 1 medium, 1 large, and the final preset)

For a total of 11 buildings.
(✿◠‿◠)╯♫•*¨*•.¸♫♪*Luoyeng*♪♫¸.•*¨*•♫╰(◠‿◠✿)
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#10097999 Oct 02, 2014 at 03:00 PM
2732 Posts
Correct.

Keep in mind that all Large, Medium, and Small Plot Buildings can be destroyed and rebuilt. You are not locked into a building once it goes up.
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#10098285 Oct 02, 2014 at 04:09 PM · Edited over 2 years ago
380 Posts
Why does Verdell have a sig that says "New is always better"???

"I DONT LIKE CHANGE" is practically his battle cry!

Also T3 buildings tend to require an achievement, usually doing X work orders, that means you have to have that building for a while to unlock it.

The Inn is good because it lets you pick followers to get skills to help fuel your other buildings.
#8398393 Verdell wrote:
As much as I complained about it, I loved using Judgment on CD in DS for mana. I also loved trying to figure out a way to get in melee range for auto attacks for mana. Both have now been removed.
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#10342503 Nov 28, 2014 at 11:15 PM
380 Posts
TLDR - Get a Town Hall 3, Salvage 3, Tavern 2, Barracks 3 in roughly that priority. Recruit someone with Scavenger ASAP if you don't have one and have them level up and run every salvage mission you can get your hands on. As long as they have >33% success rate, you'll get more Garrison Resources running them over the long run. Save up the +weapon and armor tokens at first until you get the weapon sets. Always have one active follower of a level between 90 and 94 and one between 95 and 99.

HIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII

I've gotten a few questions from people on how to set up garrisons and get them moving, so I'd like to put down some info here.

Building Choices:

Small - Salvage yard, doesn't really matter what else. SY is *MANDATORY*. Do NOT build enchanting as a 3rd hut if you have two other professions - ask to visit someone else's garrison (I have a level 3 if I am available). Otherwise, choices here don't matter.

Medium - Tavern is maybe not QUITE mandatory depending on luck but HIGHLY RECOMMENDED. I'm planning on abusing it to build a set of strong followers. Trading Post is pretty much a better Lumber Mill unless you need every possible GR, which you shouldn't. Obviously the Barn is another strong choice for crafting mats.

Large - Barracks is really strong. Stables if you want the mounts or as a source of GR's; War Mill if you want to gear up your guys slightly faster spend 20 garrison resources for a measly iron scrap.

Missions and you -
Traits and Counters are wayyyyy more important than if a guy is rare or epic. Unless a reward is particularly good (I'm talking about Patrol or other rare missions that give +10k exp or 645+ gear) it's better to just keep sending out missions. Send out lower level, green and blue followers instead of your level 100 epic ones that don't get benefit from actually doing a mission. Send followers out on missions that are at least their level so they get as much exp as possible. Remember, you get the base exp even when you fail a mission. Once you have a scavenger, have them run all scavenge missions their level or lower. As long as you have at least a 33% chance, it's better for them to run the mission in the long run.

The tavern is there to guarantee that you have someone with scavenger. After that, Epic Mount is a good trait to have on a few people. If you are really dedicated, pick a race and look for the +if someone running that mission has that race, and look for followers of that race (for example, I'm recruiting troll followers who have voodoo fascination or whatever it's called whenever possible) to maximize mission success rates at high level.

If you don't have a level 90~94 follower or a 95~99 you won't get missions in these level ranges. You want to run as many missions as possible for the scraps of exp and, more importantly, the chance of salvage. Keep an active follower in each of these ranges.

People working in profession buildings only need to be present when picking up work orders (herb garden follower needs to be in at 6 AM server to get the choice of herbs). Stock up whenever, just make sure when the follower is in town to pick up work orders.

Bodyguards do a surprising amount of damage and are worth having when you have barracks 2. Leo is a portable table at max rep.

The items that give +item level to weapons or armor, save those until you use a base item on a follower (items that give 615, 630, 645 weapon or armor). The average ilvl is all that counts, so it doesn't matter if a guy is 630 weap/600 armor or 615/615 or 600/630. Once you get two followers of a new item level, you should get a mission pretty much immediately, so this way you can peek ahead and see who else you should drop items on to succeed at your first 615/30/45 mission.

Do patrol missions constantly to unlock barracks 3. The exp is also great and helps to push level 100 followers to epic.

More missions = more exp and more salvage. RUN MISSIONS CONSTANTLY.

Let me know if you have any other questions in here.
#8398393 Verdell wrote:
As much as I complained about it, I loved using Judgment on CD in DS for mana. I also loved trying to figure out a way to get in melee range for auto attacks for mana. Both have now been removed.
+1
#10346826 Nov 30, 2014 at 05:48 AM
54 Posts
#10342503 Derra wrote:

TLDR - Get a Town Hall 3, Salvage 3, Tavern 2, Barracks 3 in roughly that priority. Recruit someone with Scavenger ASAP if you don't have one and have them level up and run every salvage mission you can get your hands on. As long as they have >33% success rate, you'll get more Garrison Resources running them over the long run. Save up the +weapon and armor tokens at first until you get the weapon sets. Always have one active follower of a level between 90 and 94 and one between 95 and 99.

HIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII

I've gotten a few questions from people on how to set up garrisons and get them moving, so I'd like to put down some info here.

Building Choices:

Small - Salvage yard, doesn't really matter what else. SY is *MANDATORY*. Do NOT build enchanting as a 3rd hut if you have two other professions - ask to visit someone else's garrison (I have a level 3 if I am available). Otherwise, choices here don't matter.

Medium - Tavern is maybe not QUITE mandatory depending on luck but HIGHLY RECOMMENDED. I'm planning on abusing it to build a set of strong followers. Trading Post is pretty much a better Lumber Mill unless you need every possible GR, which you shouldn't. Obviously the Barn is another strong choice for crafting mats.

Large - Barracks is really strong. Stables if you want the mounts or as a source of GR's; War Mill if you want to gear up your guys slightly faster spend 20 garrison resources for a measly iron scrap.

Missions and you -
Traits and Counters are wayyyyy more important than if a guy is rare or epic. Unless a reward is particularly good (I'm talking about Patrol or other rare missions that give +10k exp or 645+ gear) it's better to just keep sending out missions. Send out lower level, green and blue followers instead of your level 100 epic ones that don't get benefit from actually doing a mission. Send followers out on missions that are at least their level so they get as much exp as possible. Remember, you get the base exp even when you fail a mission. Once you have a scavenger, have them run all scavenge missions their level or lower. As long as you have at least a 33% chance, it's better for them to run the mission in the long run.

The tavern is there to guarantee that you have someone with scavenger. After that, Epic Mount is a good trait to have on a few people. If you are really dedicated, pick a race and look for the +if someone running that mission has that race, and look for followers of that race (for example, I'm recruiting troll followers who have voodoo fascination or whatever it's called whenever possible) to maximize mission success rates at high level.

If you don't have a level 90~94 follower or a 95~99 you won't get missions in these level ranges. You want to run as many missions as possible for the scraps of exp and, more importantly, the chance of salvage. Keep an active follower in each of these ranges.

People working in profession buildings only need to be present when picking up work orders (herb garden follower needs to be in at 6 AM server to get the choice of herbs). Stock up whenever, just make sure when the follower is in town to pick up work orders.

Bodyguards do a surprising amount of damage and are worth having when you have barracks 2. Leo is a portable table at max rep.

The items that give +item level to weapons or armor, save those until you use a base item on a follower (items that give 615, 630, 645 weapon or armor). The average ilvl is all that counts, so it doesn't matter if a guy is 630 weap/600 armor or 615/615 or 600/630. Once you get two followers of a new item level, you should get a mission pretty much immediately, so this way you can peek ahead and see who else you should drop items on to succeed at your first 615/30/45 mission.

Do patrol missions constantly to unlock barracks 3. The exp is also great and helps to push level 100 followers to epic.

More missions = more exp and more salvage. RUN MISSIONS CONSTANTLY.

Let me know if you have any other questions in here.



I disagree.
" In all the logs you posted, you're sitting at the bottom of the meter by a quite a large margin. Your dps is not consistent with your ilvl (583) and you should be pushing at least 30-50% more damage than you currently are."
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