Wednesday, 12 November 2014

Garrisons 101 :: Love is the Key


I know there are people out there getting ready to throw themselves into Garrisons as an RTS Minigame, because that's exactly what is has the potential to offer. This is Blizzard quite sensibly tipping their hat to an illustrious turn based past, because let it not be forgotten it isn't just a Ten Year Anniversary coming up for Warcraft. The entire 'Followers and Missions' thang may not be everybody's cup of tea, but I am well aware of a proportion of the player base already rubbing extremities together with glee at the potential presented. At the centre of your structure, there is ANOTHER game to grasp along with your decisions on who goes where: the Garrison Invasion.



Wowcrendor brings all the Peons to the Yard and they're like OMG GRONN!


This is the moment where I hold my hand in the air and admit I've simply not had the time to play an Invasion at all, despite the fact they've been 'live' on Beta for a while. However, notable internet celebrity Wowcrendor's video should give a rough idea what to expect. Add to this the Mission based levelling system your Followers will need to undergo to max and you could have your work cut out for you without even considering the business of questing and Dungeons and Instances in Draenor. There are even some players who are urging raiders to max their Followers to 100 asap because every 2-3 weeks you have the chance of a piece of loot that is guaranteed to be a higher tier than the one you have currently equipped. I'm not about to be the Guide that advocates the best way to gear yourself for Mythic is by playing nothing but your Garrison for the first month of the Expansion in the hope you get lucky with drops, you'll find those people elsewhere. This is gameplay that should last you quite some time: the only decisions you should be making now is which bits of that experience you'd like to have a look at.


This is a Mine. You get this for free :D

The following buildings are beneficial if you are intending to play with Missions and Followers:

  • Salvage Yard (Small Plot): Salvage has a chance to be generated from every Mission you participate in, and as the level of the building rises your chance to generate it also increases. In the last Build it became clear that there would be a chance to recover class-specific transmog items in this Salvage as a bonus, making this building of added interest to collectors. However the key to Salvage in this case are the items that are recovered that allow you to improve iLevels and armour on your Followers.

  • Inn (Medium Plot): Although the Internet cheerfully informs me that you can obtain 48 followers without the need for this building, the Inn is a pretty key mechanism for recruitment. At Level 2 you'll be given a chance one a week to recruit a random follower. This is where I remind you that you can recruit as many Followers as you can find, but only 20 can be active at any one time (25 if you have an active L3 Barracks) so theoretically if you're after a Pokemon style 'catch them all' approach, this building is still on the must-have list.

    At L3 you'll also gain access to special 'Treasure' missions, which reward larger than average amounts of gold.

  • Armoury, known now as the Dwarven Bunker or the War Mill, dependant on faction: (Large Plot): At Level 2, the Armoury allows access to Work Orders which will allow a player to exchange Garrison Resources for weapon and armour upgrades, so if you're looking at a quick way of speeding your Followers to better results this is a solid choice.

  • Barracks (Large Plot): It is probably no surprise this is your default building when beginning your Garrisons journey, because it is pretty much the most important Missions/Followers based structure you will place:

At L1: You will receive Patrol Missions, which reward have higher than normal follower experience.
At L2: Grant you a Bodyguard NPC who will accompany you around Draenor. 
At L3: Your follower limit will be raised to 25. 

 Really, this building is a no-brainer :D

      Level One before it all got shrunk :P

      Bearing all this in mind, let's suggest a couple of Builds for those of you wanting to play the RTS Game :D

      SAMPLE RTS BUILDS



      GLODS AND PEONS AND ROCK AND ROLL Build
      Brief: All the important RTS Buildings with some cash on the side.


      Small Plots:
      Salvage Yard
      Enchanter's Study
      Storehouse

      Medium Plots:
      Inn
      Lumber Mill

      Large Plots:
      Armoury (Dwarven Bunker/War Mill)
      Barracks


      Rationale: As the Storehouse increases Work Orders by 2 at L3, this will allow you to maximise Armoury output. The Enchanters Study allows you to DE all reward you won't need and make some extra cash. Build the Lumber Mill to exchange Resources with the Bunker/Mill (building synergy!) and the Inn to recruit everyone with a pulse you can find to serve your ends as Garrison Overlord. With the two Large Buildings as must haves, this could well be the optimum configuration for RTS dominance.


      A BIT ON THE SIDE Build
      Brief: Some RTS, but with half an eye on actual enjoyment outside your Garrison


      Small Plots:
      Maximise one Crafting Profession with its appropriate Building
      Enchanter's Study (if you're already an Enchanter stick the Storehouse here instead)
      Storehouse

      Medium Plots:
      Inn
      Barn

      Large Plots:
      Workshop
      Barracks


      Rationale: Not clearly as full on as our first build, but there is enough in here to have some fun with whilst at the same time actually doing stuff outside your Garrison. The Workshop gives you an opportunity to have some fun away from the Missions 'grind' and the Inn gives the added option of Dungeon Quests as well as the Follower aspects, so you can be doing summat productive whilst waiting for Missions to complete. The Barn also gives you an opportunity to exploit the early Auction House market for Savage Blood, should you desire.

      Alternative Chat's Garrison Podcasts


      In the process of understanding how Garrisons work, I've produced a number of Podcasts in the last couple of months. I'm going to present a couple of them here, with some links to other shows I've taken part in during the last week which explain with some different approaches to the Structures :D




      Details in this Podcast, which is a general Introduction to Garrisons, was current as of October 1st.




      This Podcast has an emphasis on Followers and Missions (hence the custom theme tune :D)



      ==



      This week, I've discussed Garrisons with Rho at Realm Maintenance :D




      I've also taken a more basic explanatory approach with Hend and Rob at The Training Dummies




      Hopefully that gives something for everyone. There's inevitably going to be more Podcasting on this subject, and when it happens I will ensure I link it here.

      Garrisons 101 :: Mission Impossible




      For a lot of us, the 'Professions' aspect of Garrisons play has been the main concern since it was apparent you'd pretty much need to sign up to get the most out of your skills. However, there is another facet to this 'structure', one which may yet become more popular than the buildings or indeed the crafting. There's a whole new mini-game tucked inside these structures, that opens up a vast number of new possibilities and is, it must be said potentially as addictive as Battle Pets.

      Welcome to your Garrison Missions, should you choose to accept them :D


      Mission Screen. BRING ON THE FOLLOWERS.

      Blizzard have created something completely new for Warlords: a means by which you can augment your structure with a population of NPC's who don't just stand around and get increasingly irritated when you repeatedly click on them. These are your Followers, who as the name suggest have decided that, as the Commander of your faction's Expeditionary force, you're worth hanging about with. They cover a vast range of races and classes, include some very notable faces from your own past, and are Blizzard's way of making nostalgia work in the very personal setting of your Garrison. Even if most structures look the same, your Followers give you the chance to make what happens inside them a uniquely personal experience.

      Where to find them all is already being frantically datamined. People are already creating their own documents on particular follower traits. You see, your Followers are the beating heart of your structure: they can complete crafting faster, have bonuses to particular skills, and can even be kitted out in gear that is comparable to your own in iLevel. They are your personal militia, the army I know many people have always craved in game, and it is up to you to not simply gear them but level them to boot. This is where the Missions screen above comes in. The game will provide you with Missions, by which your Followers can 'level' just as you do by completing quests and gaining rewards as well as XP. Think of it as a meta questing experience, if you will, a step up from Pet Battling a L1 Spider at a L1 Rat and reaping the rewards. Most importantly, as time goes on, you also are rewarded with items for yourself when you make them happy.

      Frankly, you would be foolish not to at least check this side of the structure out.


      Just like your Quest Log. Only different ^^

      I can personally attest that this side of gameplay has the potential to be pretty addictive: the problem will, at first, come with locating followers. If you want to go out of your way to find Followers there are already extensive guides in place to locate them and frankly Wowhead's a better bet for this stuff anyway because this is, as is the case with all these new features, just about mining data and going to the right place to find what you want. There are a few basics you should bear in mind.


      FOLLOWER BASICS

      All other Followers are invalid :D

      Every Follower has a combination of ABILITIES and TRAITS. As the names suggest, that means they are good at doing a particular task(s), and there's something about them which means you'll want to place them in particular situations to make the most of what they do. Followers also have rarity value:


      • One ability + one trait = Uncommon (Green) Follower
      • Additional ability OR Trait = Rare (Blue) Follower. These skills will be class specific but random.
      • Two abilities + three traits total = Epic (Purple) Follower
      • Reaching L100 will allow non-Epic followers to continue to gain XP until they become Epic.


      Abilities
       are such things as you would expect to find if you played the class yourself (for instance, Bone Shield on a Death Knight.) Traits will grant bonuses to counter specific threats/meet certain criteria that Missions will present you with (for instance, a bonus to eventual mission success if your party is fighting Beasts.)

      Therefore, the key to understanding what to do with your Followers is to read Missions and assign the correct Followers to ensure your endeavours have the most chance of success. However if, in the early days, you don't have the right people for the jobs you can send people regardless, because even if missions fail, YOUR FOLLOWERS STILL GAIN XP.

      Don't worry, we'll look at this in more detail as the Expansion approaches :D


      MISSION BASICS

      Mission fails, STILL GET THE XP? YES PLEASE!

      Missions give your Followers XP, and you access to all manner of COOL STUFF. Your best chance of success is countering the particular threats a Mission presents you with by 'matching' traits and abilities. If you do this, you'll see on the Mission screen a green tick (well done you!) So it really just is a case of picking Followers, starting Missions and seeing what happens.

      Don't worry about navigating the screen, there is a Tutorial for that. If you only have a few Followers to start with they're still able to complete Missions, it will just take longer.


      ==

      That's all you really need to know for now, so make sure you've digested all of that and we'll be back tomorrow with some Mission-Specific Garrison Builds to help you plan your attack in Draenor.

      This Blog post will self-destruct in five seconds...

      Tuesday, 11 November 2014

      Garrisons 101 :: Reasons to be Cheerful Part Three


      There has been a lot of discussion around this Parish on how important gathering is likely to be when 'playing' Garrisons. Undoubtedly it has a great deal of significance when you grasp that it is raw materials that are at the core of the Work Order system.

      To start a Work Order in the various Small Plot Professions buildings, you WILL REQUIRE the following:

      Alchemy (Alchemy Lab):
      5 x Frostweed .
      Blacksmithing (The Forge):
      5 x True Iron Ore .
      Enchanting (Enchanter's Study):
      5 x Draenic Dust .
      Engineering (Engineering Works):
      2 x Blackrock Ore .
      2 x True Iron Ore .
      Inscription (Scribe's Quarters):
      2 x Cerulean Pigment .
      Jewelcrafting (Gem Boutique):
      5 x Blackrock Ore .
      Leatherworking (The Tannery):
      5 x Raw Beast Hide .
      Tailoring (Tailoring Emporium):
      5 x Sumptuous Fur .

      This information is (I believe) current as to the existing Build on Beta, but if it isn't please let me know.

      This means you'll need to obtain these things from somewhere. There are, of course, mechanics in place to allow players to do all of the 'gathering' in-house (no pun intended) and if you have a Barn, and unlock the Herb Garden and Mine, all these materials will eventually be at your disposal. However, I know what an impatient bunch you are, and with the inevitable push to gain access to top level recipes and items you'll want not to rely on mechanics, you'll be out there gathering until your pixellated hands begin to bleed 8-bit blood. As a result, I thought we'd start the weekend with some Builds that make the assumption that you're either bring one or two gathering skills to the party, or maybe none at all.


      GARRISON GATHERING BUILDS




      Double Gathering Option
      Brief: Deliberate material resale, Accidental Goldmaker, quick Draenor transportation.


      Small Plots:
      Enchanter's Study.
      Salvage Yard.
      Storehouse.

      Medium Plots:
      Barn.
      Trading Post.

      Large Plots:
      Stables
      Mage Tower


      Rationale: Unless you have Enchanting already, I feel that the Study is pretty much a permanent shoe-in as your first small Plot in ANY Garrison layout, because of the potential to make cash in the early months of the Expansion this ability will grant EVERY player (or conversely, the ability to use your characters to level an Enchanter simply by recycling gear.) Also, because of the number of people who may not realise the significance of the Barn in the crafted gear equation, having that maxxed could turn into quite the cash cow (no pun intended) if the market demand for blood initially outstrips supply.

      The Trading Post at Level One allows exchange of Garrison Resources for A FIVE STACK of herbs, ore, fish, meat, cloth and enchanting dust. This is a useful source of extra raw materials for your gatherer and could *theoretically* mean you could assign this one character to cover all three branches of the craft simultaneously. In that case, as Herbalism and Mining provide materials from inside the Garrison from the Herb Garden and Mine, having Skinning as one of those two gathering professions would mean you can become self-sufficent for all raw material requirements.

      Taking the Stables and Mage Tower as Large Plot options means the fastest possible and most choice in terms of transportation options for any gatherer to get to the areas they need to be, both quickly and efficiently.





      Single Gathering Option (assuming Profession Synergy ^^)
      Brief: Optimisation, top end equipment, Accidental Goldmaker


      Small Plots:
      Enchanters Study
      Primary crafting Profession skill building
      Storehouse

      Medium Plots:
      Lumber Mill, bulldoze, Trading Post
      Barn

      Large Plots:
      Mage Tower
      Stables


      Rationale: If you want fast turnaround for your primary crafting profession I'd suggest starting with a Lumber Mill until you cap out at L3 and then shifting back to the Trading Post to maximise long term returns. Storehouse will allow you to keep production high. Barn will mean saving money on having to buy top end crafting materials from external sources.

      Again, the two large building options will maximise travel time for gathering, which I suspect will put you at a distinct advantage as there is no flying in the new zones.






      No Professions At All Option
      Brief: VERY casual play, self sufficiency, no interest in top tier recipes, items to sell on AH


      Small Plots:
      Enchanters Study
      Your First Profession Building of Choice
      Your Second Profession Building of Choice

      Medium Plots:
      Trading Post
      Lumber Mill

      Large Plots:
      Armoury
      Workshop


      Rationale: If you don't have any Professions AT ALL on your character (I know, you are out there) this one is for you. You will end up with a Gathering skill by default (we have you now) and while you're Logging you'll realise that there's a ton of stuff just lying about on the ground around you and you'll want to sort that out and learn either Mining or Skinning as a matter of urgency. Don't worry about skill level though, you'll be able to gather everything in Draenor, just not as readily as you would if your skill is maxxed :D

      The choice of Buildings you'd take as small plots is still not 100% clear. As a general guide I'd suggest Alchemy as you get an extra stack of potions at L2, and after that... go ask soemone doing more intense number crunching than I could ever manage. I'd suggest Engineering so you can team that up with your Workshop, which is possibly the most pointless and brilliant Building currently on offer UNLESS you like running around and showing off how completely you can obliterate everyone and everything else in your path. A lot.

      The Trading Post and Lumber Mill mean that when you get bored of building, you can just exchange Resources for raw materials and sell them via the Auction House you'll be able to open in your Garrison: no need to even go to a capital city!

      ==

      There is no doubt Gathering is going to play a crucial part in effective Garrison planning. I'd be interested to hear your thoughts on the significance of the skills, and the effectiveness of these Builds in the comments :D

      Garrisons 101 :: Dare You to Move


      Lots of options...

      I was asked on Twitter the following question, and I think it is now probably the right moment to address it directly in a Blog post:




      This is a question that has been on my mind for several weeks, and I have discussed it in our previous post at some length. As I  have committed myself to a two-toon levelling plan, its now time to reveal that I will also be running quite a large number of L90's to Draenor in the opening week of the Expansion. My goal is to establish another five Garrisons on the Alliance side to ensure that all my Professions can begin the process of levelling. This is going to involve a not inconsiderable amount of work, but I think it will be worth it.

      When I say 'work' I know you're now asking me what this means in real terms. I think it is high time therefore for a Guide :D


      If you wish to establish a L1 Crafting Building in Draenor, you will need the following:




      NOTE: All of the items that are rewarded/drop only require skill level 1 to use. There are many catchup mechanisms in place to ensure your trip to 700 is pain free if you are starting your Professions journey here. I direct you if you are to Wowhead's extensive Professions Guide for reference :D


      NOTE 2: Mining, Herbalism and Skinning have scrolls, which should drop from mobs as and when you farm. You can still farm in Draenor, the Scroll is only required to help raise your skill level.


      ==


      For those players wishing to establish buildings with no Crafting professions and simply gathering professions,
      there is a little more work involved. You will need to have made quest progress in your Faction's starting Zone OR have reached L93 to be able to automatically upgrade your L1 structure to L2, which will then automatically grant you access to ALL of the Professions Blueprints for L1 structures.



      With grateful thanks to @yoco68 for this Alliance side screenie


      In real terms, 'quest progress' for both factions equates to:


      ALLIANCE: Gain access to and complete the following quests:


      HORDE: Gain access to and complete the following quests:



      NOTE: This sequence is also quite likely to trigger your first Garrison Invasion event. Don't say I didn't warn you!


      ==

      Again, the normal disclaimers apply (this is Beta information, things may yet change) but I think it is fair to say that this 'plan' for Garrison Professions is pretty much set in stone. If you have any comments or you notice any obvious mistakes, I'll see you in the Comments :D

      Garrisons 101 :: Too Many People


      The Starting Area was, not unexpectedly, completely rammed.

      There has been a persistent question asked in reference to Garrisons, which I'm having a bit of trouble finding an acceptable answer for:

      How will the Alt Game be played out?


      With thirteen characters at L90 and 2 more potentially close to levelling, the possibilities for multiple Garrisons are something I know a sizeable number of people are already considering. There is quite a bit to weigh up too, and because of the number of variables we're talking about I've decided to split this post into two sections. If you want to see how you'll actually make your alts work for you, I'll have that for you in the next post. For now however, it is time to consider some of the factors that will influence your decision making process. I'd like to thank Twitter for their input on this, where the insight of various people has been invaluable. Theorycrafting without an exact algorithm isn't that easy a task, so all the insight that has been offered has been gratefully received.


      ==


      Q: Is it really worthwhile levelling Multiple Garrisons for Crafting?


      When Pandaria was new and exciting (remember those days?) I levelled the majority of professions in Stormwind [*], because there was no need to take them anywhere else. There was no extra benefit in moving people to the new continent until it became clear how useful the Farm setup would be for moneymaking, even with the four plots you could access at 85. Then, everyone did the trip to Halfhill, because doing something that makes money whenever you can is better than not doing anything at all.

      This time, the trip to offline profit is a little more uncertain.


      Building time!

      I have been an advocate of multiple Garrisons since it became apparent that if you have a maxxed Crafting skill on your character, you'll get extra recipes and bonuses by building a matching Crafting spot in your Garrison. However, to get to that situation will require the following actions to be completed:


      • You must complete the 'Escape from the Dark Portal' sequence through Tanaan.
      • You must complete the first 15-30 minutes of questing in your faction-appropriate starting zone to establish a Garrison.
      • You need to pick up and complete the 'breadcrumb' quest that opens the questline to your Crafting-specific building, PLUS you will need a profession-related scroll that drops from play in Draenor to 'unlock' your skills.

      It may well be possible at a later date to employ judicious use of portals for a Mage or a Warlock to skip step one above, but as this time around you will need TWO items to kick start your Professions journey, both of which are only available by actively taking part in the Continent. Like it or not, until such times as Blizzard decide to nerf any or part of this sequence, you will be forced to do some work.

      As I want to have max skilled Professions as soon as possible, I have accepted this is going to require me to run seven toons through this introductory sequence as a matter of some urgency. This clearly is not an optimal combination (see below) but I don't have the time or indeed the inclination to alter my setup because a number of toons hold unique crafting recipes I don't want to lose. As this is a part of the game I actively enjoy 'playing' at the start of each Expansion, my answer to the posed question is simple: yes, it is. I don't think it is essential, and it is quite possible that by waiting a few weeks there could be changes to increase ease of access to Draenor, but my thinking is simple. 

      Because of the way offline resource generation now works for my Garrison (you accrue Garrison Resources while not playing) the sooner I establish a base the more Resources will be stockpiled, so when I do get around to a more extensive levelling session there's already a tidy 'nestegg' of Resources to begin this. I reason it like taking a character out and gaining rested XP at the start of every Expansion: worth the effort for a short burst of work because the long term benefits are more attractive.


      Q: Is it worth changing Crafting Combinations now to accommodate my Garrison needs?

      Can't get the staff... oh, hang on... ^^

      In an ideal world, I suspect the optimum crafting pairings for a group of freshly-minted alts would be as follows:


      • Leatherworking and Skinning
      • Tailoring and Enchanting
      • Blacksmithing and Mining
      • Jewelcrafting and Engineering
      • Inscription and Herbalism
      • Alchemy + probably another Gathering Skill (TY Drea!)


      That gives you all three Gathering skills and the EIGHT Crafting skills in the minimum number of combinations, sets the gathering skills with 'sympathetic' crafting equals, and uses the fewest alts as possible. Of course it doesn't matter how you pair them, but I think it is essential you have all the gatherers because it is not yet clear how the Mine, Barn and Herb Garden's productivity will help or hinder Work Order production. I've decided to start my two 'main' characters into Shadowmoon with Pherian with her LW/Skinning presets and Kumiho as a Mining/Herbalism combo, because to skill they're both going to need scroll drops as early as possible, and I have pretty much infinite storage space via alts (as we're now server merged with Azsune, that's another 22 bankalts potentially available if I need them :P)

      If you want to minimise the faff, that's where I'd start. Note however, that this does not accommodate Alchemy specialisations (which still have profit regardless of the new recipes, even if your specialisation has no discernible effect on current content.) This is simply to establish a full spread of professions access as quickly as possible. As to whether you actively change Professions to minimise Garrison numbers? I'd have a look at this overview and make that decision for yourself :D



      Q: How much levelling is needed to make a Garrison financially active?


      Note To Self: Do summat with the old mats as well ^^


      This one is tricky, because my first concern at the start of every Expansion isn't to make money with Professions, but with raw materials. However, I'm not as yet sure how the gathering rates will correspond with the needs of the Professions I have. At the absolute minimum having a L1 Professions structure will produce more items than NOT having one, so on that front I am currently working on doing just that and nothing else, especially as I'm not intending to level anyone initially past 92. This makes having two active gatherers even more of a priority, as the vast majority of my Garrisons, in the early months, will not have access to either Barn, Mine or Herb Garden.

      In discussions on Twitter yesterday it was suggested that access to the Storehouse might also be useful for levelling, because being able to access your bank in Draenor from a static location won't be simple. If you have an Argent Squire, of course (and the appropriate reputation), a Jeeves or you are a Goblin, all of this is largely academic because you have bank access regardless. Failing that, setting your 'normal' Hearthstone to Stormwind and earning the secondary Hearthstone reward for completing your Garrison will mean you can 'commute' fairly satisfactorily between the two structures anyway. See, Twitter thinks of everything (thank you folks :D)

      ==

      [*] Tailoring exempt, as always.

      Monday, 10 November 2014

      Garrisons 101 :: Five Sample Builds To Suit All Tastes


      I'll bet a small bag of Goblin Gold that I can guess what many players could really use right about now. They'd love someone to appear, Fairy Godmother like and do all the hard decision making for them come Warlords. All of this Garrison gubbins is really confusing, and you'd really like access to a Guide that doesn't explain to you what everything does, it just tells you what to build and why.

      You have come to the right place.

      This post, in its original form, has already had OVER 10,000 Views on my main website, thus proving the point that being told what to do is always a good choice. Needless to say, you'll see some more sample builds in the next few days, including what I'd suggest if you have a lot of Professions that you want to level without necessarily levelling the structures initially.

      To begin with therefore I present five default builds based on the fact you can have 3 small, 2 medium and 2 large plots in your Garrison. BEAR IN MIND at level 2 you'll get the Herb Garden, Mine, Fishing Shack and Pet Menagerie as unlockable quest buildings, so what you do with them is entirely up to you.


      So, without further ado: lets get to it!


      Default Professions Build,
      NO RUSH STOP HONKING (2 Crafting Professions)
      MAXIMISES EXISTING PLAYER PROFESSIONS.


      Small Plots:
      Your first Crafting Profession's Small Plot Building
      Your second Crafting Profession Small Plot Building
      Storehouse

      Medium Plots:
      Barn
      Trading Post

      Large Plots:
      Barracks
      Mage Tower OR Stables.


      This Build will allow you access to all recipes relevant to your Professions, and give you a means to maximise the yield from both using the Storehouse. Not having a Lumber Mill means your progress will be slower, but this is offset by using both Barn AND Trading Post to save you cash by making your Professions self-sufficient, and giving you a means of selling off excess supplies using the Trading Post. Plus, you can exchange items at your Trading Post for Garrison Resources \o/ Remember, your Garrison will provide a selection of raw materials from the Herb Garden and Mine, which means technically you'd not need any other raw materials from external sources [*]

      The Mage Tower provides you a movement bonus around Draenor, though you could easily take the Stables instead for the mount movement bonus. Keeping the Barracks means you don't have to worry about bulldozing it and starting a second Building from scratch.



      Default Professions Build,
      MUCH RUSH ALL THE GLODS (1 Crafting, I Gathering Profession)
      MAXIMISES EXISTING PLAYER PROFESSIONS.


      Small Plots:
      Your Crafting Profession's Small Plot Building
      Enchanter's Study
      Storehouse

      Medium Plots:
      Trading Post
      Lumber Mill

      Large Plots:
      Mage Tower
      Stables


      This one is all about maximising your time AND resources: taking the Study allows you to disenchant everything you don't need when questing for additional cash and use the Trading Post to sell those via the AH without ever leaving your Garrison. [If your main profession is already Enchanting, feel free to pick another one!] The Lumber Mill's output means you don't have to worry about questing to supplement your Resources for construction, just cutting down trees (and yes, you can easily bulldoze it once you hit L3 and replace it with the Barn: with an AH on site you can buy Savage Blood because I guarantee other people will be selling :D) However, this build does demand you trash the Barracks, but with the backup of the Lumber Mill this hopefully should not be too much of an issue.

      The Mage Tower means you'll be able to get to gathering spots faster and the Stables means the 20% mount speed bonus gives you that extra oomph you'll need to pick those flowers or hit those nodes. Also, if I believe what I read, you won't even have to dismount to do so :P



      PvP/Survivalist Player Build,
      KIEL ALL THE THINGS (2 Crafting Professions)
      IGNORES EXISTING PLAYER PROFESSIONS.


      Small Plots:
      The Tannery
      Alchemy Lab
      Salvage Yard

      Medium Plots:
      Gladiator's Sanctum
      Lumber Mill

      Large Plots:
      Armoury OR Stables
      Workshop


      This one is all about maximising your survival potential: the Sanctum is the defacto PvP choice for players with dedicated questlines and rewards: the Tannery will give you the ability to build Tents at L2 which allow you to set up camp wherever you want around the World. Alchemy's bonus is a free stack of potions (and that's always useful when being biffed.) The large plots capitalise on the fact you'll be killing lots of mobs so making up transmog sets will be considerably easier, though you could just as easily swap the Armoury for the Stables for the mount speed bonus.

      Needless to say, I confidently predict that being mown down by a fleet of Siege Engines in Ashran will NEVER GET OLD. Take the Workshop as your second Large Plot :D



      Missions/Followers Build,
      I'M PLAYING RTS DAMMIT (1 Crafting, 1 Gathering Profession)
      MAXIMISES EXISTING PLAYER PROFESSIONS.


      Small Plots:
      Your Crafting Profession's Small Plot Building
      Salvage Yard
      Storehouse

      Medium Plots:
      Inn
      Lumber Mill

      Large Plots:
      Barracks
      Armoury

      This Build is for those of you who don't give a flying gnome about Professions or Reputation and just want to play the Followers and Missions part of the new Expansion. It maximises the number of Followers you can have from 20 to 25, ensures you're gearing well using the Salvage Yard, and it allows you to pick or choose new followers using the Inn. Picking the Armoury will give you a chance for bonus upgrades for yourself to boot.



      Achievements Build,
      JUST HERE FOR THE POINTS (1 Crafting, 1 Gathering Profession)
      MAXIMISES EXISTING PLAYER PROFESSIONS.


      Small Plots:
      Your Crafting Profession's Small Plot Building
      Salvage Yard
      Storehouse

      Medium Plots:
      Inn
      Trading Post

      Large Plots:
      Armoury
      Stables

      The problem with being an Achievement Chaser and playing this game means that you simply won't be able to grab all the points you want on one character without knocking down buildings. Therefore, this build represents the best of most worlds. The Inn and Trading Post offer the biggest single wodge of achievements from Buildings (the Lumber Mill ones involve large multiples of trees and might be better left until the latter end of the Expansion, unless you want to show off your Lumber Mill titles early ^^) The Stables means you can add to your Mount totals (250 HERE WE COME) and the Armoury gives you Transmog options so you can look good riding around Draenor as you achieve.

      ==

      Please feel free to add sample builds in the Comments :D

      [*] There is some debate whether your Garrison will be self sustaining in early weeks. We'll be back to you as and when we know for sure :D