Friday, December 12, 2014

Garrison level 3 - what do?!

So I finally managed to get enough resources to upgrade my Garrison to level 3, which meant I got to pick another Small, Medium, and Large building. Let's recap what I already have first:

Small
Leatherworking hut ("The Tannery"): this one is fairly straightforward, as I have Leatherworking/Skinning as my professions. There are several epic crafted items that can be made with Leatherworking so that seems like a good choice to keep. Supposedly there's also a LWer only mount?

Inscription hut ("Scribe's Quarters"): I chose this one because I read it was the best gold-making choice. Essentially you take the herbs you get from your herb plot, mill them into inks, and submit those as work orders. 10 of the work orders = 1 Dark Moon card. Dark Moon cards can be turned into very nice trinkets.

Medium
Inn: Gives daily quests for dungeons and allows the ability to recruit followers with a specific trait/ability once a week.

Large
Barracks: At max level, increases the # of followers you can have active from 20 to 25. Apparently it also gives missions with higher follower XP and better gear.


Ok, so with that in mind, here are the options which I think make the most sense:

Small
Blacksmithing hut ("The Forge"): I have an incredible amount of ore from my mine. Short of selling it on the AH, I have nothing to do with it. Since I imagine other people are in the same boat (way too much), I think I could make more money from using it to make things than just dumping it into the AH.

Salvage Yard: This is one of two non-profession small buildings. It lets you discover gear, materials, and extra gold from missions. This sounds like it could be pretty good!

Enchanter's Study: This would basically just allow me to DE any items I get that are soulbound.

Right now I'm leaning toward the Salvage Yard. I think the Blacksmithing hut would be very useful, but I am planning on taking Blacksmithing with the Mage that I boosted  and then I could just send leftover ore to him. Enchanter's study might be the "correct" choice for efficiency, but the Salvage Yard sounds a lot cooler! Another interesting option would be to get rid of the Inscription Hut (Mage's second profession) and get both the Enchanter's Study and the Salvage Yard. That way I could send my herbs to my Mage as well! So, definitely going with the Salvage Yard and maaaaybe the Enchanter's hut too!?

Medium
This is the most interesting choice, I think!

Barn: Trap creatures in the world to gain resources for LWing, Tailoring, and Savage Bloods. Savage Blood is one of the reagents used to upgrade crafted armor, so they will be in need and important. More leather would also be helpful because every 10 leather = 1 Burnished Leather (what you get for processing a work order) ... and most of the recipes for gear require 100 Burnished Leather!! It seems an almost impossible task to accumulate that much without either the Barn or the AH.

Lumber Mill: Collect limber while in zones, turn the lumber in as Work Orders and get Garrison Resources in return. Remember how it took me a while to get the 2,000 Garrison Resources to upgrade my Garrison to level 3? Well every building requires resources to upgrade and every follower quest takes a little bit too. This would help meet those needs.

Trading Post: This allows you to trade Garrison Resources for trade skills mats (and the reverse). At the top level, you get a 20% reputation boost in Draenor (I have read that there isn't any required raiding guild from reps though, meaning you don't necessarily need to be exalted with a bunch of factions). This would allow me to take all that extra ore I have lying around and convert it into Resources (and then into another mat if I needed), theoretically making the Lumber Mill unnecessary, though at the expense of gold.

Gladiator's Sanctum: This gives some world-PvP perks that, while I'm sure are nice on PvP servers, seems rather useless on a PvE server. However - this also gives you PvP GEAR!! I am unclear on the mechanism, I would assume it works on work orders as well, though I don't know what you're collecting to submit as the work order. I am also unsure what level of gear it gives out, whether it's just the basic ilvl 625 stuff (which would still be an upgrade over pretty much anything I currently have) or if you can get the higher gear from it, too. An interesting pairing would be this and the Enchanter's hut (DE the gear you don't need anymore). I have also heard that it can earn you a small amount of Honor points (or whatever it's called now) each week. This seems like a must have for a PvPer, at least at the beginning.

So yea, there you have. Basically each choice seems like it would be good for one reason or another. Eventually the Inn won't be necessary for me anymore and I can tear that down and pick 2 from among these. I suppose eventually the Lumber Mill wouldn't be too useful either, which would mean two of the remaining three. I suppose not the Trading Post? I guess it would come down to how useful Garrison Resources are long term.

Large
War Mill: Doubles the chance of a quest reward to have a rare or epic upgrade. I think I've mentioned this before, but any gear you get from a quest reward (or rare mob) has some chance to be upgraded to rare or epic quality. I have seen multiple people recommend getting this before questing through the last zone, as doing so will give you high enough iLvl to start doing Heroics. For reference, my iLvl is still too low to even just do the Normal level 100 dungeons! This also gives you one free bonus roll token every week, out of the three that you need (and no, I have no idea what those do, just copy/pasting what this infographic says!)

Stables: Capture special mounts, no more chance to be dazed, the ability to interact with objects while mounted, and 20% mount speed. As nice as the no dazed is, this one seems like more of a flavor building than a necessity.

The other two large buildings are pretty meh, in my opinion. One is engineering related and the other allows for fast travel around Draenor. So I think given those options the obvious choice, at least at first, is the War Mill.

Any thoughts on what to choose?

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