Discussion:
Some thoughts on garrison buildings...
(too old to reply)
Cryptoengineer
2015-01-12 18:38:55 UTC
Permalink
I now have two toons with lvl 3 garrisons, and a 91 with a lvl 1
(he's acculmalating garrison resources atm).

I'm trying to find the best mix of buildings. I have an alchemist/botanist,
and a miner/engineer.

The mining ability is semi-useless, as is botany. *Everyone* has a mine and
a garden, and prices are very low. While it supplies some feedstock
for making potions, the garden has very little value-add otherwise.

The mine is even worse - I have over 1000 of each ore clogging up the bank.
The engineer uses a tiny amount for levelling, but that's about it. I'm
wondering if a smithy would be useful. I continue to run it for the Primals
it produces.

The trading post turned out to be a waste - it supplied too few GRs to be
worth it.

I like having the ability to dis-enchant non-useful drops, but haven't done
much with the produced mats yet. Its annoying that it can only DE item lvls
500 and up, since Salvage produces a lot of lower level items.

The engineering building is of minor use - it uses up some ore, and
produces some extra parts, but not many.

The Gnomish Gearworks (lvl 1) is semi-useful for the toys, but not very.

The Dwarven Bunker, lvl 2 seems a bust - I'm not into transmog, and the
follower upgrades from the salvage yard don't require spending resources.

The most useful so far have been the Salvage Yard (lvl3) and the Farm (lvl
3). Since my followers go on a lot of missions, the Salvage Yard has
produced a lot of income and upgrades. Ditto the Farm, now that I have
a toon which can happily solo the needed elites for hide and Savage Blood.

Anyone else have any thoughts? I do have lvl 100s working in most of the
buildings.

pt
Catriona R
2015-01-12 21:47:03 UTC
Permalink
On Mon, 12 Jan 2015 12:38:55 -0600, Cryptoengineer
Post by Cryptoengineer
I now have two toons with lvl 3 garrisons, and a 91 with a lvl 1
(he's acculmalating garrison resources atm).
I'm trying to find the best mix of buildings. I have an alchemist/botanist,
and a miner/engineer.
The mining ability is semi-useless, as is botany. *Everyone* has a mine and
a garden, and prices are very low. While it supplies some feedstock
for making potions, the garden has very little value-add otherwise.
I actually found herbs are still worth rather more than ores, might
just be my server's economy, but they're usually over 1g per herb,
while ores are more like 50-60s. On my scribe, I go through a LOT of
herbs, so I do notice the prices, especially as I have only one herb
garden (96 is a lot more annoying to reach on alts than 92!)
Post by Cryptoengineer
The mine is even worse - I have over 1000 of each ore clogging up the bank.
The engineer uses a tiny amount for levelling, but that's about it. I'm
wondering if a smithy would be useful. I continue to run it for the Primals
it produces.
I keep running out of Blackrock ore, it seems I use about as much as I
produce, if not slightly more, so when I'm not out in the world mining
at least a bit, it runs down... that's as a miner/JC character though,
it's clearly different for other professions. True iron on the other
hand.. well, I donated 1k of it to a friend who was skilling
blacksmithing, back up to about 600 now, and that's after making a
heap of rings to DE, too..
Post by Cryptoengineer
The trading post turned out to be a waste - it supplied too few GRs to be
worth it.
The trading post I am now finding to be awesome - for getting rid of
excess resources! I had thought it'd be a bit pointless, but actually,
I can buy tons of meat and cook it, doesn't sell for huge amounts but
it's profitable enough, if I wait for the trader who sells meat at 20
res per 5 meat, it works nicely, doesn't cost much and gets quite a
lot of saleable food. Since I got 5 scavengers I'm finding myself to
be drowning in resources, usually at the 5-6k mark, so having
something to spend them on is rather handy, effectively free food.
Post by Cryptoengineer
I like having the ability to dis-enchant non-useful drops, but haven't done
much with the produced mats yet. Its annoying that it can only DE item lvls
500 and up, since Salvage produces a lot of lower level items.
I decided once I got past the stage of having soulbound greens to get
rid of, sending non-soulbound ones to my enchanter would be more
profitable; I believe having the profession gives slightly more mats,
even if not, it freed up a building for me.
Post by Cryptoengineer
The Gnomish Gearworks (lvl 1) is semi-useful for the toys, but not very.
I used that for the time it took to get the achievement, some of the
toys were actually great for getting garrison invasions up to gold -
as a healer, my dps is rather lacking, so being able to call in a nuke
or chuck bombs at things helps rather a lot! Haven't got it any more,
as it wasn't so amazing that it seemed worth keeping though, most of
the large buildings are rather underwhelming tbh.
Post by Cryptoengineer
The Dwarven Bunker, lvl 2 seems a bust - I'm not into transmog, and the
follower upgrades from the salvage yard don't require spending resources.
Yeah, I had it for a bit then binned it as follower upgrades were very
lacking. I may try it again now I have an overload of resources
though... but I still have no use for the transmog unless they decide
to add a set I actually like. Orcs just aren't my style... wtb a
draenei themed set?
Post by Cryptoengineer
The most useful so far have been the Salvage Yard (lvl3) and the Farm (lvl
3). Since my followers go on a lot of missions, the Salvage Yard has
produced a lot of income and upgrades. Ditto the Farm, now that I have
a toon which can happily solo the needed elites for hide and Savage Blood.
Anyone else have any thoughts? I do have lvl 100s working in most of the
buildings.
Salavage Yard is my absolute favourite building, I love it! I'm
currently running:

Gem Boutique: I'm a jewelcrafter, extra Taladites are good, that's
basically it, although 200+ gold from the daily my follower gives
isn't bad either (though I don't do it on days when it costs a load of
Blackrock ore)

Salvage Yard: amazing building, everyone should have one, even though
I just vendor most of it, the odd sales of lowbie blues/epics is cool,
and if I get high lvl blues they sell for good money. The one 665 epic
I got was even better, 20k gold :-)

Storehouse: there are SO many crafting mats clogging my bags up, it
was well worth getting this in place of the enchanting building, means
I don't have to bother going over to Ashran or using up the cd on my
Argent Gruntling every time I want to clear some bagspace.

Inn: not the most amazing, but recruiting followers with abilities I
choose was great for getting a team of scavengers. Haven't got the
treasure missions yet as I've not done enough 5-mans to get to lvl 3,
really need to be brave and do some soon...

Trading Post: I actually got this to open up Laughing Skull rep but
have found being able to burn my excess resources is very useful, I'll
likely keep this.

Barracks: 25 followers is great, bodyguard is even better for me as a
fairly weak dpser.

2nd large building changes depending what achievement I'm working on,
at present it's the spirit lodge, once I finish that one, I'm done
with large building achievements and have a choice, stables probably
gave my favourite bonus, with being able to mine/loot stuff while
mounted.

I want to rotate my medium buildings to work on achievements too, but,
I'm not done with inn (and probably want to keep the recruiter
anyway), and neither am I anywhere near done with Laughing Skull rep,
so it may be a while before I get as far as changing. I have a barn on
my tailor for furs, so getting the achievements for that from her, at
least!
Peter T.
2015-01-13 06:02:01 UTC
Permalink
Post by Cryptoengineer
I now have two toons with lvl 3 garrisons, and a 91 with a lvl 1
(he's acculmalating garrison resources atm).
I'm trying to find the best mix of buildings. I have an alchemist/botanist,
and a miner/engineer.
Dumb the gatherer professions when you have unlocked the lvl 3 mine and
the tier 3 garden (check the achs). Im not sure about the alchemist.
Once I return to the game I will make a some more of those flasks that
are necessary for the +200/+250 flasks in a stat and then I will dumb
that prof as well (I prolly learn that prof on an alt as the prof is a
waste on a main).
Post by Cryptoengineer
The mine is even worse - I have over 1000 of each ore clogging up the bank.
The engineer uses a tiny amount for levelling, but that's about it. I'm
wondering if a smithy would be useful. I continue to run it for the Primals
it produces.
Good idea.
Post by Cryptoengineer
The trading post turned out to be a waste - it supplied too few GRs to be
worth it.
I actually love the tradepost. When all buildings are tier 3 you can
dumb the lumber mill and use some of your other mats at the tradepost.
Other benefits are that dumbing the lumber mill frees a follower and you
dont need to lumber anymore. I recommend not to dumb the lumber mill
before youre around 10k resources though. Just to be safe.
Post by Cryptoengineer
I like having the ability to dis-enchant non-useful drops, but haven't done
much with the produced mats yet. Its annoying that it can only DE item lvls
500 and up, since Salvage produces a lot of lower level items.
4 chars with 4 tier 3 salvage yards == plenty of transmogs! Vendor the
rest. Most popular transmogs comes from vanilla and a few comes from BC
(mainly Karazhan). Get the MogIt addons and check each lowlevel item
before vendoring it.
Post by Cryptoengineer
The engineering building is of minor use - it uses up some ore, and
produces some extra parts, but not many.
I made a single tier 1 engineering building and made +500 gliders right
away. :) Those are VERY useful as long as we cant fly in WoD! If I
return I make some more and then I dumb the engineering building.
Post by Cryptoengineer
The Dwarven Bunker, lvl 2 seems a bust - I'm not into transmog, and the
follower upgrades from the salvage yard don't require spending resources.
The tier 3 bunker yields better gear for your followers. You also get
one blood for free every week. Just be sure to get the blood from the
quartermaster in the dwarven building before you buy the other 2 bloods.
Post by Cryptoengineer
The most useful so far have been the Salvage Yard (lvl3) and the Farm (lvl
3). Since my followers go on a lot of missions, the Salvage Yard has
produced a lot of income and upgrades. Ditto the Farm, now that I have
a toon which can happily solo the needed elites for hide and Savage Blood.
Anyone else have any thoughts? I do have lvl 100s working in most of the
buildings.
For leveling up I will recommend the inn, the lumber mill, the trade
post (for faster resource income). Dumb the inn when you have done
most/all of the inn quests depending on your needs. One of the quests
gives you a set of Atheana's(?) Wings which is _very_ useful!
--
Peter T.

<https://www.elitedangerous.com/>
unknown
2015-01-13 09:22:43 UTC
Permalink
Post by Peter T.
Post by Cryptoengineer
I now have two toons with lvl 3 garrisons, and a 91 with a lvl 1
(he's acculmalating garrison resources atm).
I'm trying to find the best mix of buildings. I have an
alchemist/botanist,
and a miner/engineer.
Dumb the gatherer professions
That could be dump = drop, discard, abandon


ESL English as a second language
p and b confusion with spell check corrections?
https://translate.google.com.au/?hl=en&tab=wT#en/sv/dumb%0Adump
(Guessing language)

I envy you, life must be so much simpler with IKEA as a first language

https://translate.google.com.au/?hl=en&tab=wT#en/sv/flatpack%0Aconfused%0Amistake%0Aleftover

:-)
Peter T.
2015-01-13 15:36:28 UTC
Permalink
Post by unknown
Post by Peter T.
Dumb the gatherer professions
That could be dump = drop, discard, abandon
Hehe true. :) Dumb, dumber... I knew something was wrong when I wrote
the previous text. But it was 7am here and I never really wake up
before around 1pm or later. ;)
--
Peter T.

<https://www.elitedangerous.com/>
Catriona R
2015-01-13 13:12:58 UTC
Permalink
Post by Peter T.
Dumb the gatherer professions when you have unlocked the lvl 3 mine and
the tier 3 garden (check the achs). Im not sure about the alchemist.
Once I return to the game I will make a some more of those flasks that
are necessary for the +200/+250 flasks in a stat and then I will dumb
that prof as well (I prolly learn that prof on an alt as the prof is a
waste on a main).
Only thing against that, is, if Blizz actually listen to the
overwhelming feedback that they destroyed professions this time out,
they might return to the old method which actually worked some time in
the future - and at that point it'll be a bit of a pain to get back up
to 700 ;-)

I've kept JC because I have a near complete recipe collection and
don't want to throw it away, especially if they actually do fix
professions someday - there's little reason to change profs anyway, as
it's not like anything's better than what you've got already.
Inscription is the one profession not gutted, because glyphs are still
actually useful (and can't be made by buildings) - even they don't
really take any effort to collect the recipes now, but still, every
other profession I have is pretty much identical, very little worth
selling so all I do with them is make stuff for my own characters.

Hurts badly when I used to love crafting gems to sell, but when they
barely sell for over vendor price, else I have to wait for 2-3 days
worth of cds to make one (which doesn't sell even then because nobody
gets sockets any more), urgh.
Post by Peter T.
I actually love the tradepost. When all buildings are tier 3 you can
dumb the lumber mill and use some of your other mats at the tradepost.
Other benefits are that dumbing the lumber mill frees a follower and you
dont need to lumber anymore. I recommend not to dumb the lumber mill
before youre around 10k resources though. Just to be safe.
I dropped the lumber mill when I was at about 4k and only going
upwards - I've never actually traded anything to resources, i get them
so fast via missions now it doesn't matter. Gotta love getting a
mission which I can send 3 scavengers on, and so it comes back with
900+ res :-D
Post by Peter T.
The tier 3 bunker yields better gear for your followers. You also get
one blood for free every week. Just be sure to get the blood from the
quartermaster in the dwarven building before you buy the other 2 bloods.
The tier 3 bunker gives exactly thre same follower gear as tier 2 did
- just about none, enoy your 1 scrap every 4 hours :-P I may give it
another try now I'm not resource starved though, as in fairness, I got
sick of wasting resources on it and so didn't always have work orders
running. The free seal actually turned out not to be something I
missed at all, now I've got little use for apexis crystals, and
garrison resources are plentiful, I tend to just buy all my seals on
the lowest cost of 3 currencies (gold being the other), and don't
really miss the price.

And there's very little to actually spend the seals on now I'm
reasonably geared, it just feels a waste spending them on bosses where
I already have everything I want and am only hoping for a rare
warforged or socket proc! So at present I'm mostly saving them so I
have plenty to spend when Blackrock Foundry comes out (or if I'm brave
and try a Normal mode pug).
Post by Peter T.
Post by Cryptoengineer
The most useful so far have been the Salvage Yard (lvl3) and the Farm (lvl
3). Since my followers go on a lot of missions, the Salvage Yard has
produced a lot of income and upgrades. Ditto the Farm, now that I have
a toon which can happily solo the needed elites for hide and Savage Blood.
Anyone else have any thoughts? I do have lvl 100s working in most of the
buildings.
For leveling up I will recommend the inn, the lumber mill, the trade
post (for faster resource income). Dumb the inn when you have done
most/all of the inn quests depending on your needs. One of the quests
gives you a set of Atheana's(?) Wings which is _very_ useful!
Aviana's wings, yep, that item is amazing! I'd also say that for
levelling characters, having the bunker/war mill is very worthwhile,
as the bonus to quest rewards upgrading is very noticeable, and I
found several of my Nagrand quest rewards lasted me a good while at
100. No need to keep it once you finish questing though.
Peter T.
2015-01-13 15:56:56 UTC
Permalink
Post by Catriona R
Only thing against that, is, if Blizz actually listen to the
overwhelming feedback that they destroyed professions this time out,
they might return to the old method which actually worked some time in
the future - and at that point it'll be a bit of a pain to get back up
to 700 ;-)
Gatherer profs are quite easy to level imho. Okay. Mining can be
time-consuming, but...
Post by Catriona R
Hurts badly when I used to love crafting gems to sell, but when they
barely sell for over vendor price, else I have to wait for 2-3 days
worth of cds to make one (which doesn't sell even then because nobody
gets sockets any more), urgh.
Yes. I noticed the lack of sockets and I wondered about it. But I
never got to a point where I could level my JCer anyway. Boredom...
cancel sub...
Post by Catriona R
I dropped the lumber mill when I was at about 4k and only going
upwards - I've never actually traded anything to resources, i get them
so fast via missions now it doesn't matter. Gotta love getting a
mission which I can send 3 scavengers on, and so it comes back with
900+ res :-D
I got 2 or 3 missions on my mage that yield +1400 resources. :]
Post by Catriona R
The tier 3 bunker gives exactly thre same follower gear as tier 2 did
- just about none, enoy your 1 scrap every 4 hours :-P I may give it
another try now I'm not resource starved though, as in fairness, I got
sick of wasting resources on it and so didn't always have work orders
running. The free seal actually turned out not to be something I
missed at all, now I've got little use for apexis crystals, and
garrison resources are plentiful, I tend to just buy all my seals on
the lowest cost of 3 currencies (gold being the other), and don't
really miss the price.
I've got a few blues and epics for my slaves now and then. But the 615
armor/weapon sets got vendored or deleted as there were no use of those.
But yes. The T3 bunker are only useful for those who raids. Saving
gold, resources or apexis isnt a bad thing.


Most of the crafting profs needed to be revided no matter what. But
Blizzard went way too far it. Its like "what was the top-3 crafting
list for each prof in MoP?" and then they removed everything else.
--
Peter T.

<https://www.elitedangerous.com/>
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