Showing posts with label Professions. Show all posts
Showing posts with label Professions. Show all posts

Wednesday, June 17, 2015

Multiple Alts Shouldn't Exist to Serve Your Main Character

Watcher said that line in the Q & A over the weekend, that "multiple alts shouldn't exist to serve your main character."  It is a line that resonated with me.  It was one of those lines that I felt meant so much more within the context of how it was used.

The first thing that came to mind was that we will see a great deal of profession changes, once again, come the next expansion.  My prediction, and you can quote me on this, is that next expansion your character can learn all professions.  We will no longer be limited to only two.

Being this would have a huge impact on the market as a whole because fewer people will need to seek out others to make things for them they will also go back to the proper leveling of professions.  No more of this "craft at skill level 1" that we have in warlords.  Sure it is nice that you can make everything at level one but if they are going to do something like this the very least they need to do is make you actually level said professions instead of making it that everyone can make everything at level one.

Perhaps giving us all professions would be too much.  But mark my words there will be changes and I could see us getting at least 3, or maybe 2 plus a gathering, or maybe all people will know all gathering professions by default and we get to pick two crafting professions.  Something will happen because it seems to be the idea that alts should not exist to serve your main.

So why did I immediately drift to professions when I heard that line?  Because I remember when I created my first alt.  I created it for the purpose of making gear.  It was a rogue leather worker so I could make gear for my hunter.  I believe that if you looked into it the first alt most people made ended up being one that had some profession that helped their main.

All my original alts were made with the purpose of supporting my main.  As a hunter that kind of meant I needed every single profession to support me.  I needed alchemy to make myself flasks and potions, I need a leather worker to make myself gear, I needed an enchanter to make myself enchants, I needed a jewel crafter to make myself gems, I needed a blacksmith to make myself belt buckles, I needed an engineer to make myself scopes and arrows, I needed a tailor to make myself bags and I needed a scribe to make myself glyphs.  So needless to say when I started to get into the game a little more my alt army got pretty large pretty fast.  Not because I wanted to play other classes but because I needed every single one of those things for my main.

As the years went on I started to play those classes of course and my druid became my main tank and my priest became my main healer.  Over the years other tanks or healers became my go to guys for those roles, but the bottom line was my main was still my main.  I tanked and healed to fill in the gaps so to speak.  To gather materials, to help others with them so they could in turn help me.

But the bottom line is that my alts were created to be professions mules for me.  Nothing more originally.  And if they are going to ever try to make a concentrated effort to remove the need for alts to serve your main character, as that quote implies, than my hunter needs to be all those professions.

This is why I read between the lines with that quote and feel that in the future it is quite possible we will have all professions on any one character.  Perhaps professions will just be account wide, like pets and mounts and such are right now.  Seems like that would be the best way to do it.

The only other thing it could mean is that all classes will be able to fill all roles.  So I won't need my priest to heal for me if I wanted to heal and I won't need my druid to tank for me if I wanted to tank.  But as I do not see them giving my hunter a healing spec and a tanking spec any time soon the only thing it can mean is all professions will be capable of being done by one character come next expansion.

The question is, would this be good for the game?  And a secondary question would be, would you still play as many alts as you do if you did not need their professions?

Because it all seems like blizzard is trying to push us away from playing alts.  Not exactly sure why they would want to do that, but it sure seems like that is their intention.

Wednesday, June 3, 2015

Some Profession Changes I'd Like to See

This post will not be about how to "fix" professions.  That would be a much longer post that is more suited for the beginning of a new expansion.  There is no fix for them now, they are what they are.  That does not change the fact there are two simple changes I would like to see done that could make professions, in my opinion, so much better for the remainder of this expansion.

Crafted (3):

This restriction needs to be removed.  Lets face it, the amount of materials needed to create an entire gear set in every slot would be insane.  It would be to the point that only the most hardcore (in terms of time played) player would even be capable of considering being able to gear up that way.

The only other type of person that could take complete advantage of the crafted 3 limit being lifted would be the gold goblin but again, lets face it, the amount of gold needed to get each piece of gear to its top level and with the right stats would be insane.  I was one of those people that were over gold cap before the expansion was released and I only increased that even with no effort to make gold, and I still would not touch gearing a character with gold this expansion with a 10 foot pole.  It would just be way to costly and there are better ways to get gear.

However, at this point, why not let people do whatever they want with it?  If they wish to spend countless hours collecting materials or making gold so they can either make or buy a piece for every slot, let them.  I really am hard pressed to see how having people actually play the game is a bad thing, even if they are spending all their time gathering materials or making gold, at least they are playing.

I can see why at the start of the expansion they did not want anyone feeling they "had to" get all crafted gear to start raiding.  They do things to try to protect us from ourselves in terms of burn out all the time and it makes sense.  But now their reasoning behind the limit is not on as solid ground in terms of reasoning, even more so if this is indeed the "end" of the expansion.

If someone wants to spend the next 16 months (god forbid it happens again) crafting the perfect gear for all their alts, let them do it.  At least it gives them something to do.

Soulbound:

Crafting material should not be soulbound.  There, I could leave this right there and it says everything.  I've been saying things like this for as long as I have played the game.  Things like frozen orbs, chaos orbs, etc, should have never been soulbound.  All crafting materials should not be soulbound.

If I want to build an engineering works in all my garrisons and send all the parts to my engineer, I should be allowed to.   I see no reason why I shouldn't.   I think it hurts the game more than it helps the game to make things like this soulbound.

Again, perhaps at the start of the expansion this made sense.  Did not want people feeling they "had to" level as many characters as fast as possible so they could starting making tons of leather for their gear.  Now, at this stage of the game, let people make, trade, or sell anything they want.

Even more so being this expansion seems to be all about gold as the default currency for everything, might as well allow people free trade with their crafting materials.

Best in Slot:

This is not a change I want, this is just a place to place my rebuttal to those that might say, if you do these changes it will allow people to have best in slot gear.

I will give you this following line.  These changes will allow non raiders to have best in slot gear.

However, to anyone that raids heroic or higher this might give a few slots of best in slot gear while waiting on drops only.  It will not give best in slot gear.  Raid gear can be warforged, raid gear can have gem slots, raid gear can have both.  Raid gear has better weapons, raid gear has better trinkets, and raid gear has tier sets.

So while these changes could mean someone can have one hell of an item level without actually raiding at a heroic level, it will not allow actual raiders to have best in slot gear.  Put it this way, I have on three crafted and even if I could craft more I wouldn't.  What I am wearing is better.  These changes I seek for professions are for the majority of players who will never see the gear I, and the many ahead of me, are in.

So no, this will not allow everyone to have best in slot gear.  It will however allow everyone to feel like they can still make some personal progression.  By allowing them to make one new piece once in a while, to upgrade said piece once in a while, be it they are making it themselves or they are farming gold through hard work or the auction house so they can afford the gear.

Sorry, but if you were going to say you disliked this idea because it gives people best in slot gear I say no, it gives non raiders something to aim for and build up to.  In other words, it gives people something to do and a reason to log in.  Isn't that kind of important?

There they are, only two things I would like to see changed for this expansions professions.  Things that I believe would be a positive for the game and the players.  Now to think about what could be done for next expansion, because professions need a hell of a lot of work after what blizzard did to them this expansion.

Tuesday, December 16, 2014

Do You Consider Crafting as Spending?

I find the above question to be an interesting one because it really can be read in different ways.  I think a persons perspective on it would change based on where they are coming from in game and maybe even in real life as well.

Someone in my guild mentioned something about the price of flasks on the auction house and I replied, I never worry about the price because I make my own.  This is completely true. 

Ever since I first started the game, even before I had a max level character, my intention was to be self sufficient.  I wanted to make sure I never needed to buy something that I would be capable of making it on my own.  Sure I would then need to invest time instead of gold but to me that is what playing the game was all about, investing time.

You either invest the time trying to make gold so you can buy the things you need or you invest the time to build up your personal network so you do not need to buy them at market prices and can make it yourself.  No matter how you look at it, making gold or making items, you are still investing time to get the item.

They then asked a follow up question, why don't I make extra flask to sell, and that is what got me thinking.  I really don't make extra to sell because I am not actually in need of gold.  I never, or should I say rarely, ever set out specifically to make gold because I feel I have enough for what I want.  But sometimes when I hear things are going for outrageously stupid prices I will make a few extra to sell because why the hell not.

If I were to think about it as "what if I bought" the stuff I made for myself instead of investing my time, what would it cost me?  Lets just take the other night.  I got a new cloak, which the enchant for it sells at 6K, I made it myself.  I used two flasks that night which cost 200 gold each on the auction house, I made those myself.  I used maybe a stack of healing tonics which go for about 5 gold each meaning 100 gold, which I made for myself and a stack of potions, which go for 30 gold each which means 600 gold, and I made them myself as well.  So if I actually went out and spent money for the night I would have spent over 7,000 gold for one nights raiding and it cost me nothing.  Nothing but time of course.

It made me think about the people that do not have their own enchanter, their own alchemist, and their own first aid leveled.  They would be out of their pocket over 7K for the night whereas I spent nothing.

I have been so self sufficient for so long and I do not mind the time it takes to level the professions and make sure I have the materials because to me that is just part of playing the game.  I actually like leveling professions and knowing that I can make anything I ever need for myself.  I am never going out of my way to get these things, they just come to me during my general playing of the game.  But being I have been so self sufficient for so long I think I lost touch with how expensive this game has become for those that are not.

I never know what the prices for enchants are on the market because if I need one I make it.  I never know what the prices are for gems on the market because if I need one I make it.  Even with the new 30 slot bags when a friend told me they are 12K on the market I said, are you kidding me, I just made one for my hunter today, it only takes a few days to make one, how can they be so expensive.

Then he said, effectively you just spent 12K on that bag.  I said, no I didn't, I made it with materials I had anyway as I leveled tailoring and I was not using them for anything else so if I did not make something with them it would have gone to waste.  And that is where we differed and I wonder which side of the line people think on in regards to things like this.

He said if I sold it I would have made 12K.  So by using it that means it is the same as if I spent 12K on it.  He does have some logic to his thinking.  If I sold it I could have sold it for 12K, then waiting 3 months and when the market is flooded with them buy 4 for the price I sold the one for.  But like I said, if I did that it would thinking of making gold, and I rarely think that way.  I thought more along the lines of, oh my god I need more bag space.

So do you think of it as spending money when you craft something for yourself?

Using the bag as an example, if you used the bag would you consider it as spending 12K?

New topic, or call it a tip if you will.

A couple of weeks ago before the raids opened when a guild mate mentioned he was going to craft some gear for himself I gave him a tip.  Don't craft gear for yourself.  Sell everything instead and wait for the raid to open up.

He had multiple barns running, some crafters, and other support characters running.  He took my advice.  He started selling savage bloods, some crafted pieces, anything he could sell.

Now he has purchased every single 665 BoE, 670 BoE and 676 BoE that he can get his hands on from the market and is still making gold hand over fist selling the savage bloods instead of using them to upgrade the crafted gear he never made, on my advice to ignore it.

He said thank you for the tip and is now much better geared than if he has crafted the gear for himself.

The thing is, this tip still works, but the market is drying up for it.  Do not craft yourself crappy gear and then spend a million and one resources to upgrade it.  Craft the base 640 / 630 stuff, sell it cheap, and sell all those savage bloods and sorcerous elements to the people that want to upgrade a 640 to a 655 and use their gold to buy a 676 instead.  Trust me, you will be the winner in the end.

There is a time to craft for yourself to save money, and a time to sell everything and buy later.  Blizzard, with the excessive amount of materials needed for crafted gear and the much better item level BoEs out there, basically made the decision for you.  Sell low level items, buy high level ones.  Enjoy.

Tuesday, November 4, 2014

Garrisons: Spotlight on Medium Buildings

This post in one in a series of posts that will be in regards to garrisons, the main new feature in Warlords of Draenor.  In the previous posts we went over the last of the small buildings and all the standard buildings that come with every garrison.

This post will focus on medium buildings and explain what they can be used for.  You will not be able to build a medium building until your garrison reaches level 2 and you will be allowed to add a second one when your garrison reaches level 3.  You can always build over a building you no longer want and replace them with something else, but even if you can afford it, having an idea what you want beforehand can't hurt.  I hope this post will help in that endeavor.

Note:  As warlords is still in beta, it is possible some of this information might change before the expansion is released.

Medium Garrison Buildings:

Each medium building is tailored to a specific style of game play.   It is quite possible all these buildings will seem as if they were designed just for you, but you can only have two.  As such, while I review the buildings and make suggestions on them, your mileage might vary, depending on what aspect of the game interests you.  It is possible that none of these buildings will really tickle your fancy, but that is alright too, I will still have a suggestion for which ones to build if that is the case.

Spotlight on the Barn:

The barn, as you might have noticed I mentioned in the professions guides, is the only place you will be able to get savage blood from.  Being savage blood is used for basically every piece of crated upgrade gear items that means that the barn is focused on people that are into crafting.  It is a professions building, if you will, and the most important one at that no matter what your crafting profession might be.

Edit: It has been noted in the comments that you can also get savage blood from trading in 50 primal spirits.  As it remains to be seen how rare these drops are (I've never seen one) I will refrain from considering them a viable option for buying savage blood.  It has been said they will also come from gathering nodes, which might make this a possibility but a barn would still be the best and only predictable way to get savage blood.

Level 1 Barn:

A level 1 barn requires you to have a level 2 town hall.
A level 1 barn will take 1 hour to build and requires 100 garrison resources and 150 gold.
A level 1 barn allows you to use iron traps.
A level 1 barn allows for the capture of clefthoofs for leather.
A level 1 barn allows for the capture of elekk for leather.
A level 1 barn allows for the capture of wolves for fur.
A level 1 barn allows for the capture of talbuk for fur.
A level 1 barn allows for 7 work orders.

Level 2 Barn:

A level 2 barn requires you to be level 98 or have completed the spires of arak outpost quest line.
A level 2 barn will take 1 hour to build and requires 300 garrison resources and 300 gold.
A level 2 barn allows you to use improved iron traps.
A level 2 barn allows for the capture of riverbeasts for meats.
A level 2 barn allows for the capture of boar for meats.
A level 2 barn allows for 14 work orders.

The level 2 barn blueprint can be purchased after meeting the above requirements from Rezlak (H) or Sparz Boltwist (A) in your garrisons for 1000 gold.
Alternatively you can purchase the level 2 barn blueprint with a copy of the Outpost Building Assembly Notes item from Torgg Flexington (H) or Kinkade Jakobs (A) at your ashran base.
Two copies of the Outpost Building Assembly Notes can be obtained free from questing by completing the outpost quest line, in both Spires of Arak and Gorgrond.  This could effectively save you 2000 gold.

Level 3 Barn:

A level 3 barn requires you to be level 100 and have completed the [Master Trapper] achievement.
A level 3 barn blueprint will cost you 1000 gold.
A level 3 barn will take 1 hour to build and requires 600 garrison resources and 500 gold.
A level 3 barn allows you to use deadly iron traps.
A level 3 barn allows you to capture elite beasts for savage blood.
A level 3 barn will award you with the pygmy cow battle pet.
A level 3 barn allows for 21 work orders.

Work Orders:

Work orders are different in a barn when compared to everything else I have written about thus far.  In a barn you can start many different types of work orders depending on the items you have to start them.  Each work order will give you different result depending on what you used to start the work order.

When clefthoofs or elekk are captured you get an item that can start a work order for leather.
When wolves or talbuk are captured you get an item that can start a work order for fur.
When riverbeasts or boars are captured you get and item that can start a work order for meat.
When an elite wetland trampler is captured you get an item that can start a work order for savage feasts and it gives you a chance at getting some savage blood.
When an elite iron hide bull is captured you get an item that can start a work order for raw beast hide and it gives you a chance to get some savage blood.
When an elite direfang alpha is captured you get an item that can start a work order for sumptuous fur and it gives you a chance to get some savage blood.

You can mix and match starting a few different work orders of a few different types.  Over all the elite beasts will be the most important ones, not only because you get more materials from them, but because they give you savage blood, a much needed commodity to crafters, and this is the only way to attain it.

Work orders will stack up if you are not online for a while and you will not miss out on anything. So if you have a 21 order queue you would only need to collect your products and place new orders every 84 hours, which is three and a half days, making this fantastic for those alts you sometimes forget to log into.

Traps:

To trap a beast you need to first injure it so that it is below 25% health and then throw the trap to capture it.  Once you capture it an item will be placed in your bag representing the beast you caught.  This item is used to create work orders.  Note, for pet classes, it might be a good idea to put your pets on passive when you are trying to capture a beast, even more so if you are a considerably higher level than the beast you are trying to trap.

Iron Traps allow you to capture clefthoofs and elekks which can be used to place leather work orders and wolves and talbuks which can be used to place fur work orders.
Improved Iron Trap allows all the previous in addition to being able to capture boars and riverbeasts used to place work orders for meat.
Deadly Iron Trap allows all the previous in addition to being able to capture elite beasts which give the very important crafting material known as savage blood.

My personal assessment of the barn, opinion only of course.

The barn is of huge importance but like all medium buildings it will depend on your focus for game play.  If you are in a serious raiding guild that will be downing bosses with ease the second normal and heroic are released the value of the barn is greatly diminished as the most important thing that comes from a barn is savage blood which is used to craft weapons and armor, but no greater than a 665 item level, which gear from both normal and heroic raids is higher than.

Same goes for if your focus is PvP.  Being the crafted gear is not PvP gear than the savage blood and the ability to make gear with it is all but meaningless to you.  Add people who have a lot of gold and do not mind spending it to that list of people this might not be the best choice for.  Being savage blood is not souldbound someone with a fair deal of gold can just purchase it, or the item to upgrade, from someone else, and choose to have a different medium building while someone else does the work of collecting the materials for them.

On the other hand if you are not a raider, at least on the terms of normal mode or better, than this building could be a very good way to build toward making your own gear.  For alts this works wonders as well, as the gear the savage blood makes is better than LFR gear.  Also, if you are looking to make gold, irregardless of  if you want to make gear for yourself or not, farming and selling the savage blood on the auction house will no doubt be a fantastic to make some early expansion gold.  If you are someone like me, that will be raiding and downing bosses, but has notoriously bad luck with drops, this could be worth it so at some point I can craft a missing piece or two without having to spend the gold to do so.

Rating: 5 out or 5 stars if you need the gear, need the gold, like to craft your own stuff or are an alt.
Rating: 1 1/2 out of 5 stars if you do not care to make the gold, are a PvPer, or will be downing every boss the moment it comes out.

Spotlight on the Gladiator's Sanctum:

The gladiators sanctum can best be described as the PvPers building.  It focuses only on the player vs player aspect of the game.  Of course anyone can build it, but if you are interested in that aspect of the game you will most definitely get more out of it.

Level 1 Gladiator's Sanctum:

A level 1 gladiator's sanctum requires you to have a level 2 town hall.
A level 1 gladiator's sanctum will take 1 hour to build and requires 100 garrison resources and 150 gold.
A level 1 gladiator's sanctum increases your out of combat regeneration of health and resources while on draenor.
A level 1 gladiator's sanctum allows for the collection of broken bones from players defeated in combat.
A level 1 gladiator's sanctum allows for 7 work orders.

Level 2 Gladiator's Sanctum:

A level 2 gladiator's sanctum requires you to be level 98 or have completed the spires of arak outpost quest line.
A level 2 gladiator's sanctum will take 1 hour to build and requires 300 garrison resources and 300 gold.
A level 2 gladiator's sanctum grants the safe fall ability while on draenor reducing fall damage.
A level 2 gladiator's sanctum grants underwater breathing while on draenor.
A level 2 gladiator's sanctum opens a daily quest entitled nemesis.
A level 2 gladiator's sanctum allows for 14 work orders.

The level 2 gladiator's sanctum blueprint can be purchased after meeting the above requirements from Rezlak (H) or Sparz Boltwist (A) in your garrisons for 1000 gold.
Alternatively you can purchase the level 2 gladiator's sanctum blueprint with a copy of the Outpost Building Assembly Notes item from Torgg Flexington (H) or Kinkade Jakobs (A) at your ashran base.
Two copies of the Outpost Building Assembly Notes can be obtained free from questing by completing the outpost quest line, in both Spires of Arak and Gorgrond.  This could effectively save you 2000 gold.

Level 3 Gladiator's Sanctum:

A level 3 gladiator's sanctum requires you to be level 100 and have completed the [Bone Collector] achievement.
A level 3 gladiator's sanctum blueprint will cost you 1000 gold.
A level 3 gladiator's sanctum will take 1 hour to build and requires 600 garrison resources and 500 gold.
A level 3 gladiator's sanctum reduces all damage taken by 50% when below 35% health while outdoors on draenor.
A level 3 gladiator's sanctum grants access to the highmaul coliseum gladiator tournament.
A level 3 gladiator's sanctum allows for 21 work orders.

Collecting Broken Bones:

Broken bones are automatically awarded to you, and added to your inventory, whenever you beat an opponent that grants honor or experience in player vs player battle.  Each honorable kill will grant you anywhere between 3 and 8 broken bones.  The bone collecter achievement, which is needed to get the pattern for a level 3 gladiator's sanctum, requires you to collect 4000 broken bones and is account bound, so once you get the achievement on any single character all your characters will have access to the level 3 plans for the gladiator's sanctum.

Broken bones are not only just a measuring stick of collection to open up the level 3 blueprints but also a commodity for the Warlord of Draenor [H] / Warlord of Draenor [A] quest that requires you to turn in 50 of them.

Broken bones will also be used as the commodity that you will need to fill work orders in your gladiator's sanctum.  It takes 10 broken bones per work order and you could be awarded with 620 gear (675 in PvP) when completing a work order.  So keeping the broken bones, and blood, flowing and the work orders running is most definitely a good idea.

Nemesis Quests:

Nemesis quests will ask you to seek out a specific race for extermination.  A standard quest will seek the heart of a specific race, such as bring a human heart for the horde, or bring an orc heart for the alliance.  However there are other quests that require much more work over a long time and offer titles in return.  Each of these quests will require you to kill 500 of a specific race and once completed, besides giving you some gold and some garrison resources, it will award you with a title. You will not be able to choose the quest, it will just be given to you and you have to complete it before moving to the next.

Horde Titles:

Kill 500 Draenei: (name), Draenei Destroyer
Kill 500 Dwarves: (name), the Dwarfstalker
Kill 500 Gnomes: Gnomebane (name)
Kill 500 Humans: (name), the Manslayer
Kill 500 Night Elves: (name), Scourge of the Kaldorei
Kill 500 Tushui Pandaren: (name), Terror of the Tushui
Kill 500 Worgen: (name), Worgen Hunter

Alliance Titles:

Kill 500 Blood Elves: (name), Slayer of Sin'dorei
Kill 500 Forsaken: (name), the Death Stalker
Kill 500 Goblins: (name), Killer of Kezan
Kill 500 Huojin Pandaren: (name), Huojin's Fall
Kill 500 Orcs: Orcslayer (name)
Kill 500 Tauren:  (name), the Butcher
Kill 500 Trolls:  Troll Hunter (name)

Highmaul Coliseum:

The highmaul coliseum is like the gurubashi arena in STV or the darkmoon deathmatch arena at the darkmoon faire.  Many people enter, only one comes out.  If you win the highmaul coliseum gladiator event you will be awarded the title , Lady of War or Lord of War.  The winner will also receive a new toy to add to their toy box, the Warlord's Flag of Victory.

My personal assessment of the gladiator's sanctum, opinion only of course.

Being I am not into player vs player combat to begin with my interest in this building started at a low point.  However, as I researched on garrisons while playing and further more while writing this, I must admit even myself, who is not really into the PvP aspect of the game, is interested in this building.

Sadly for me, as a PvE focused player this would still be my last choice.  If it were a standard building like the mine or the garden I could very well see myself getting active in PvP and even starting to enjoy it as I worked toward titles and collected broken bones along the way.  But even at that, and my knowing that at least at the start of the expansion I will not be building this building, it sure does seem like something I will switch to later on if and when I feel like one of the other medium building are no longer suitable for me.

I personally believe blizzard made a huge mistake by not making this building part of the standard buildings that everyone gets like the garden and mine because it could have very well started to get some interest from people that are not into PvP, but having to waste a space on it will hurt them even trying.  Each time I look at this building on the beta I keep thinking "lost opportunity".

Rating: 0 out of 5 stars if you are absolutely against PvP and not interested in it at all.
Rating: 3 1/2 out of 5 stars as a non PvPer that is open to the idea.
Rating: 5 out of 5 stars if you are a PvPer, because this is fantastic PvP content.

Spotlight on the Lunarfall Inn / Frostwall Tavern:

For the sake of sanity as to not type both names each time I will just refer to this building as the Inn, thank you very much.  The inn is a place where you will see many faces passing through that you might recognize.   Even if it were only for the fun and nostalgia reasons this could be an interesting building to consider spending one of your two medium spot on, but we would need more.

The inn does offer more.  The inn serves as a dungeon quest hub.  Each day two visitors will come to your inn and offer you quests in dungeons and they offer some unique goodies like toys, pets or just more junk to take up bag space.  The inn also offers you a place to recruit some additional followers, which if you are trying to build up quickly can really help, and if you are trying to get all the follower achievements, is required.  This building works as a daily quest hub best, if I needed to tie it to what it is best suited to fill the space of, as I have with all buildings.

Level 1 Inn:

A level 1 inn requires you to have a level 2 town hall.
A level 1 inn will take 1 hour to build and requires 100 garrison resources and 150 gold.
A level 1 inn has a visitor come every day to offer a daily dungeon.
A level 1 inn does not have any work orders that can be filled.

Level 2 Inn:

A level 2 inn requires you to be level 98 or have completed the spires of arak outpost quest line.
A level 2 inn will take 1 hour to build and requires 300 garrison resources and 300 gold.
A level 2 inn will allow you to recruit one follower each week.
A level 2 inn allows your to specify what abilities or traits you are looking for in a follower.
A level 2 inn does not have any work orders that can be filled.

The level 2 inn blueprint can be purchased after meeting the above requirements from Rezlak (H) or Sparz Boltwist (A) in your garrisons for 1000 gold.
Alternatively you can purchase the level 2 inn blueprint with a copy of the Outpost Building Assembly Notes item from Torgg Flexington (H) or Kinkade Jakobs (A) at your ashran base.
Two copies of the Outpost Building Assembly Notes can be obtained free from questing by completing the outpost quest line, in both Spires of Arak and Gorgrond.  This could effectively save you 2000 gold.

Level 3 Inn:

A level 3 inn requires you to be level 100 and have completed the [Stay Awhile and Listen] (A) / [Stay Awhile and Listen] (H) achievement.
A level 3 inn blueprint will cost you 1000 gold.
A level 3 inn will take 1 hour to build and requires 600 garrison resources and 500 gold.
A level 3 inn opens up the chance to get treasure hunter follower missions.
A level 3 inn does not have any work orders that can be filled.

Dungeon Quests:

There are two types of daily dungeon quests, I am only going to list the ones needed for the achievement.  But there are others.  Any others listed just drop baggies as rewards.  What they might contain is mostly still unknown.  But I would guess a bag of skins contains skins, and so on.  Hey, I could be wrong.

Needed for the Achievement:

And No Maces!: Grimrail Depot, rewards Cache of Arms.
Aviana's Request: Skyreach, rewards Aviana's Feather.
The Brass Compass: Iron Docks, rewards Plundered Booty.
Cenarion Concerns: The Everbloom, rewards Ever Blooming Frond.
Cleaving Time: Grimrail Depot, rewards Gamon's Braid toy.
Cold Steel: Grimrail Depot, rewards the Bloody Bandana cosmetic.
Cro's Revenge: Bloodmaul Slag Mines, rewards the Fruit Basket toy.
Damsels and Dragons: Upper Blackrock Spire, rewards Maximillian's Laundry.
The Cure for Death: Auchindoun, rewards Leonid's Bag of Supplies.
Family Traditions: Upper Blackrock Spire, rewards Huge Pile of Skins.
Feeling A Bit Morose: Iron Docks, rewards Moroes' Famous Polish.
For the Birds: The Everbloom, rewards the Everbloom Peachick battle pet.
Glorious Incandescent: Skyreach, rewards Faintly Sparkling Cache.
The Huntress: Shadowmoon Burial Grounds, rewards Sentinel's Companion battle pet.
Oralius' Adventure: Upper Blackrock Spire, rewards Oralius' Whispering Crystal.
Shadowy Secrets: Shadowmoon Burial Grounds, rewards the Void Totem toy.
The Soulcutter: Auchindoun, rewards the Lilian's Warning Sign toy.
Time Lost Vikings: Bloodmaul Slag Mines, rewards Sack of Mined Ore.
Titanic Evolution: The Everbloom, rewards Bag of Everbloom Herbs.
The Void Gate: Shadowmoon Burial Grounds, rewards Manual of Void Calling.

Recruiting Followers:

While I will not go into details on all the followers that can be recruited through the inn, it should be worth noting that followers that require you to do other things, like complete an achievement, a dungeon, own a building, etc, will not be capable of being recruited this way.  If you want those followers you need to do those things.

One follower may be recruited per week from Lysa Serion (A) or Akanja (H) located at your inn.  Each week they will look around for you to find some people willing to work for you and offer you a selection from what they have found.  There are some gems to be found in this bunch, don't get me wrong, but the majority of the followers they find will basically be filler until you get better ones.  They are still worth recruiting as there are achievements tied to recruiting X amount and leveling X amount of followers.

You can only pick one of the followers that are offered each week so pick wisely.  I suggest looking for followers that have traits none of your current followers have because it will better help balance your group and later on when harder missions come having a follower with the correct traits for the task can be the difference between success and failure.

You will have a tab on the follower selection screen where you can specify which traits or abilities you are actively looking for.  Like if you are looking for someone with the orc slaying ability to have better success on missions against orcs, or you would like a follower with jewel crafting to work at your gem boutique.  Selecting these will mean that next week, after your headhunter comes back with some new possible recruits, they will be more likely to suit your specific needs.

My personal assessment of the inn, opinion only of course.

I must say there is little not to like about the inn.  It gives daily quests, something this expansion is desperately lacking, even if they are only in the form of dungeon dailies, and it allows you to recruit followers, even more so when you can specify what you need.  The lack of ability to make work orders could slow you down if you are pushing quick to get those 250 work orders finished to get the level three profession blueprints, but outside of that the lack of work orders at the inn means little.  Might have been nice if there were food oriented work orders in the kitchen of the inn however. Suggested it on the beta but doesn't seem like they thought my idea was all that good.

This is a content filler building for PvE just as the gladiator sanctum is for PvP and I can see it as being worthwhile for those looking for something to do.  Being you need to queue directly for the daily dungeon however, meaning no extra gold from the random finder, is a huge drawback.  It makes it that once you have completed all the goodie giving dailies and gotten all your toys and pets and other things I am not sure how useful this building will remain long term.

Rating: 5 out of 5 stars for the short term while getting your goodies.
Rating: 1 out of 5 stars because after you are done with the quests and recruiting followers, outside of looking good there is no reason for this building, except for role play purposes.

Spotlight on The Lumber Mill:

The lumber mill seems to be something that supports garrisons.  You can use to to create garrison resources, which unless they changed anything at the eleventh hour on beta, will not really be a problem, to get a few titles, a few toys, a couple of followers you can get no other way, as well as achievements.  In a way, it gives you a new gathering profession that you need this building to have and a bunch of other little goodies.

Level 1 Lumber Mill:

A level 1 lumber mill requires you to have a level 2 town hall.
A level 1 lumber mill will take 1 hour to build and requires 100 garrison resources and 150 gold.
A level 1 lumber mill allows you to harvest timber from small trees on draenor.
A level 1 lumber mill grants you the ability to track trees on your mini map for harvesting.
A level 1 lumber mill allows for 7 work orders.

Level 2 Lumber Mill:

A level 2 lumber mill requires you to be level 98 or have completed the spires of arak outpost quest line.
A level 2 lumber mill will take 1 hour to build and requires 300 garrison resources and 300 gold.
A level 2 lumber mill allows you to harvest timber from medium trees on draenor.
A level 2 lumber mill allows for 14 work orders.

The level 2 lumber mill blueprint can be purchased after meeting the above requirements from Rezlak (H) or Sparz Boltwist (A) in your garrisons for 1000 gold.
Alternatively you can purchase the level 2 lumber mill blueprint with a copy of the Outpost Building Assembly Notes item from Torgg Flexington (H) or Kinkade Jakobs (A) at your ashran base.
Two copies of the Outpost Building Assembly Notes can be obtained free from questing by completing the outpost quest line, in both Spires of Arak and Gorgrond.  This could effectively save you 2000 gold.

Level 3 Lumber Mill:

A level 3 lumber mill requires you to be level 100 and have completed the [Upgrading the Mill] achievement.
A level 3 lumber mill blueprint will cost you 1000 gold.
A level 3 lumber mill will take 1 hour to build and requires 600 garrison resources and 500 gold.
A level 3 lumber mill allows you to harvest timber from large trees on draenor.
A level 3 lumber mill allows for 21 work orders.

Note:  The achievements for the lumber mill require filling 10, 50 and 100 work orders, but since they increased the number or work orders I am not sure if they intend to make these numbers a little higher or leave them this low. If they do reach live this low, consider it a gift from blizzard as you can fill them all, with some work of course, in less than a week.

Work Orders:

A work order at the lumber mill requires 10 timber to start.  The only place to get timber in the game is from chopping down trees on draenor, which luckily enough the lumber mill grants you the ability to do.   Each work order will get you 100 garrison resources.

Work orders will stack up if you are not online for a while and you will not miss out on anything. So if you have a 21 order queue you would only need to collect your products and place new orders every 84 hours, which is three and a half days, making this fantastic for those alts you sometimes forget to log into.

Titles:

There are two titles that you can get from owning a lumber mill.  The lumberjack title, Lumberjack (name), come from completing the achievement [Choppin' Some More Logs] which requires you to complete 50 work orders at the lumber mill and the commandojack (A) / timber lord (H) title. (name), the Commandojack and Timber Lord (name), come from the achievement [Chopping Even More Logs] (A) / [Chopping Even More Logs] (H) which requires you to complete 100 work orders at the lumber mill.

Followers:

There are three different followers that are unique to the lumber mill but you can only get two of them.  Two come from a quest where one is offered to you depending on which faction you are, meaning you can only have one as you can not do both quests.  The alliance quest is, The Rise and Fall of Barov Industries: Weldon Barov which will award you with the Weldon Barov follower and the horde quest is, The Rise and Fall of Barov Industries: Axeli Barov which will award you with Alexi Barov follower.

The third follower, the Phylarch the Evergreen follower is uniquely suited to work at your lumber mill.  To get him as a follower you need to have a level 3 lumber mill.  While out in the world chopping down trees he will occasionally appear as a 400K plus NPC that you must fight.  After enough appearances he will no longer be hostile with you are offer to join you so that he can teach you to gather your timber in a more humane way.  Hey, he is a tree.

When assigned to your lumber mill as a worker he will help make your work orders more profitable as well as offering to sell you a fun item.  The Everbloom Seed Pouch will cost you 250 garrison resources and is one of those transformation goodies that turn you into a tree but only had three charges. It will surely be something fun for some people that like those sorts of things.

Goodies:

Speaking of goodies the lumber mill offers a few more things that might be of interest to collectors.  Sadly these are not toys so they will take up some bag space and they will not be shared across all your characters like toys are.  Lets hope blizzard changes their minds on these before the expansion goes live.

Treessassin's Guise transforms you into a tree and you get it after completing a quest that requires you to assassinate 4 trees.  Not kidding, that is what makes you the treessassin.
Barov Lumberjack Caller is a 550 item level trinket with 75 critical strike and 75 mastery which effectively makes it useless from a gearing perspective, but its use ability calls for a bunch of lumberjacks to come to your side.  You will be award this are part of the quest line that gets you the appropriate barov follower.

My personal assessment of the lumber mill, opinion only of course.

While at face value a building that only offers ways to get more garrison supplies, when they are never in short supply to begin with if you are active, seems a little underwhelming.  But it can be put to good use if you pair this building with another medium building, namely the trading post, which allows you to trade garrison resources for any material basically.

This building does however offer some unique things like the titles, followers, goodies, achievements, that could woo some people to play with it for a while just to get them and then maybe move along to another building. I can most definitely see this being the case for players like me.  I will, at some point, build this to get all of those things on my main, but I can't see this being the type of building serving a long term purpose.

If you want to use it to get all the stuff and move along, this is a good building.  If you want to use it early on to get some quick extra garrisons resources that could make for a solid strategy.  If you want to change to it later and use it in conjunction with the trading post to get lots and lots of extra resources (read trading post section for more on that) than that is a solid game plan.  All in all, this building seems to have its purpose, but only as a part time building.  Not as something you will want to keep forever, unless it is on a rarely played alt you use as a material gathering mule, then this would be a great choice, but once again, only when paired with a trading post.

Rating: 2 out of 5 stars when standing alone.
Rating: 3 1/2 out of 5 stars when paired with a trading post.

Spotlight on the Trading Post:

It should go without saying that the trading post is all about commerce.  Trading this for that is implied with the title of this building and it does not let down on that aspect.  A great building for gathering garrison resources, trade resources for materials, and trading with other players via the auction house.  Some might say that this building best suits a goblin trying to make money but I say it best fits a player trying to play.

Level 1 Trading Post:

A level 1 trading post requires you to have a level 2 town hall.
A level 1 trading post will take 1 hour to build and requires 100 garrison resources and 150 gold.
A level 1 trading post allows you to trade garrison resources for crafting materials.
A level 1 trading post allows for 7 work orders.

Level 2 Trading Post:

A level 2 trading post requires you to be level 98 or have completed the spires of arak outpost quest line.
A level 2 trading post will take 1 hour to build and requires 300 garrison resources and 300 gold.
A level 2 trading post allows you to assemble a auction house robot in your trading post.
A level 2 trading post allows you to get reputation with the Shattari Defense (A) or Laughing Skull (H) faction.
A level 2 trading post allows for 14 work orders.

The level 2 trading post blueprint can be purchased after meeting the above requirements from Rezlak (H) or Sparz Boltwist (A) in your garrisons for 1000 gold.
Alternatively you can purchase the level 2 trading post blueprint with a copy of the Outpost Building Assembly Notes item from Torgg Flexington (H) or Kinkade Jakobs (A) at your ashran base.
Two copies of the Outpost Building Assembly Notes can be obtained free from questing by completing the outpost quest line, in both Spires of Arak and Gorgrond.  This could effectively save you 2000 gold.

Level 3 Trading Post:

A level 3 trading post requires you to be level 100 and have completed the [Savage Friends] (A) / [Savage Friends] (H) achievement.
A level 3 trading post blueprint will cost you 1000 gold.
A level 3 trading post will take 1 hour to build and requires 600 garrison resources and 500 gold.
A level 3 trading post increases all reputation gains on draenor by 20% account wide.
A level 3 trading post allows for 21 work orders.

Work Orders:

Work orders at the trading post are unique in the fact you can not plan for them like you can with all other building work orders.  All work orders in all other buildings are a set item but with the trading post you never know what they will be looking for.  Today they might ask you to fill some work orders with 10 raw beast hide, tomorrow they might ask you for 10 nagrand arrowbloom, the day after they might need 10 sumptuous fur.

While some of those items you might be swimming in, say as an herbalist when it is arrowbloom day, others you might not be, like raw beast hide day on that herbalist, who might not have many or any of them.  So the way I suggest handling this building is to stack up on the work orders when it is an item you have a surplus of, and then when it is a day when it is an item you do not have many of let it sit for a while and work on your backed up work orders.  Only add new work orders when you need to because they are about to expire, or when it happens to be an item you have a lot of.

Work orders will stack up if you are not online for a while and you will not miss out on anything. So if you have a 21 order queue you would only need to collect your products and place new orders every 84 hours, which is three and a half days, making this fantastic for those alts you sometimes forget to log into.

Acquiring the Trader:

With your level 1 trading post you will be given a simple quest to find the missing trader, Tricks of the Trade (A) / Tricks of the Trade (H), and wake him with a cup of coffee.  Hey, it would work on me.  It is a simple quest and once you finish it the trader will appear in your trading post offering you a vast selection of items which you can trade garrison resources for.  While really early on you might find yourself on the short end of the garrison stick in due time you will have more than an ample amount and you will be able to use this trader to the best of his ability.  Remember, you can use this very same building to create garrison resources.

List of Materials for Resources:

20 Garrison Resources = 5 Raw Boar Meat, 5 Raw Riverbeast Meat, 5 - Raw Elekk Meat, 5 - Rylak Egg, 5 - Raw Talbuk Meat, 5 - Raw Clefthoof Meat

25 Garrison Resources = 5 - Blackwater Whiptail Flesh, 5 - Abyssal Gulper Eel Flesh, 5 - Sea Scorpion Segment, 5 - Fire Ammonite Tentacle, 5 - Blind Lake Sturgeon Flesh, 5 - Fat Sleeper Flesh, 5 - Jawless Skulker Flesh, Crescent Saberfish Flesh

30 Garrison Resources = 5 - Blackiron Ore, 5 - True Iron Ore

40 Garrison Resources = 5 - Draenic Dust, 5 - Raw Beast Hide

50 Garrison Resources = 5 Sumptuous Fur, 5 - Chameleon Lotus, 5 - Talador Orchid, 5 - Nagrand Arrowbloom, 5 - Starflower, 5 - Frostweed, 5 - Gorgrond Flytrap, 5 - Fireweed

You can also trade for a smuggled sack of gold for 50 garrison resources which will contain a small amount of gold and and a bloody gold purse for one savage blood which will net you around 50 gold but I suggest never doing that, as I expect savage blood to go for a lot more on the auction house, at least at the start of the expansion.

Acquiring the Ancient Trading Mechanism:

I know you want an auction house on your garrison, do not deny it.  A trading post will allow you to build a robot right there called the ancient trading mechanism once you reach level 2.  The quest to open up the auction house, Auctioning for Parts, will require you to do a variety of things all around draenor to complete it.  Or to go to, ironically, the auction house and buy them.  Yes, these quest items will not be placed with your quest items, but will be in your bags, and are not soulbound so you can sell them.  Or in some cases if need be, buy them.  Lets take a look at the parts and where you can get them to build your auction house in your trading post, or to sell the parts for what is sure to be an obscene fee at the start of the expansion.

Arcane Crystal Module:
Requires: Arcane Crystal Casing, Arcane Crystal Conduit, Arcane Crystal Amplifier, and Arcane Crystal Focusing Lens.
Found At: Garrison Invasions and Raids.

Auction Control Module:
Requires: Auction Memory Socket, Auction Connecting Valve, and Auction A.D.D.O.N.S. Installer.
Found At: Dungeons

Cyclical Power Module:
Requires: Cyclical Power Convertor, Cyclical Power Housing, Cyclical Power Framing and Cyclical Power Sequencer.
Found At: Frostfire Ridge, Gorgrond, Spires or Arak

Super Cooling Module:
Requires: Super Cooling Regulator, Super Cooling Tubing, Super Cooling Coolant, and Super Cooling Pump.
Found At: Shadowmoon Valley, Talador, Nagrand.

Universal Language Module:
Requires: Universal Language Compensator, Universal Language Filter, and Universal Language Repository.
Found At: Ashran

Once you collect all the items and assemble the machine you will have an auction house in your trading house making it a full service trading house.  Be aware the parts do not stack so they take up a lot of space.

My personal assessment of the trading post, opinion only of course.

I like the trading post.  I can not tell you the number of times I needed just 2 or 3 more of something and going right over to the trading post to get it was really nice.  Having an auction house in your garrison is also a wonderful thing because, lets face it, anyone that is not an engineer always hated having to head back to the main city out of the way just to list a few things and then head back to current content.  With so many people crafting goods in the garrisons having the ability to instantly turn around and list them on the auction house is a good thing.

The fact that the trading post offers you the ability to fill work orders with extra resources for garrison resources is also something that can help you both early in the game and late in the game.  Early in the game, even more so if you are power leveling, you might find yourself on the short end of the garrison resource stick and this will ease the pain.  Late game you can turn that X commodity that sells for crap on the auction house into garrison resources and then buy Y commodity that is in high demand.

For example, if it is frostweed day and you have thousands of them and it seems everyone else does because they are not selling on the auction house, fill out all your work orders with frostweed.  When the work orders are done you can take those 100 garrison resources and buy 10 sumptuous fur, which might happen to be selling for quite a lot and basically have turned your 10 worthless frostweed into 10 very valuable fur.  Sounds kind of good to me and a great mini game for the money maker in all of us.

Rating: 5 our of 5 stars in any situation.

Sunday, November 2, 2014

Garrisons: How to Get Nat Pagle as a Follower?

This post in one in a series of posts that will be in regards to garrisons and professions in Warlords of Draenor and how they interact with each other, and on their own.  Of all the followers you can get to work with and for you in your garrison only one follower in particular would be considered beneficial to get more than the others and that is Nat Pagle, famous angler, because he is more than just a follower.

Each profession building can have a follower with the profession skill work there to give you some sort of added bonus from the building itself but Nat Pagle is a unique follower in the fact that when he is assigned to work at the fishing shack, he does not give the fishing shack an added bonus, he himself becomes the added bonus.

So while I will not be doing any other singular spotlights on followers for these guides this one follower, thanks to him being unique in the sense that is he is the bonus instead of activating the bonus, is well deserving of a post all on its own.  Not to mention, unlike all other followers, this follower requires a lot of work to get and a guide might really help some.

Note:  As warlords is still in beta, it is possible some of this information might change before the expansion is released.

How to get Nat Pagle as a Follower?

Requirements to start the recruitment process:

A fishing skill of 700.
A level 3 fishing shack.
The [Draenor Angler] achievement.
Completing a quest line.

The first three things should be easy enough to attain as completing the draenor angler achievement will not only grant you the achievement, but the ability to open the level 3 fishing shack and you will easily be a fishing skill level of 700 by the time you complete it.  The forth thing will be easy enough to complete and will be given to you once the other three are completed.

So lets start at the beginning, getting the achievement for Draenor Angler.

Draenor Angler is a meta achievement that requires you to complete 7 other achievements to attain.  I have done this whole process on the beta and while it does seem daunting reading the description of the achievements involved, it really is not half as bad as it seems to be.  Even less so if you actually enjoy fishing, achievement hunting or really want the worlds greatest angler as a follower.

All achievements needed for the draenor angler meta require you to catch 100 enormous versions of the fish in question, so a quick over view of how fishing works this expansion would be beneficial.

Each type of fish has multiple catches related to it, for this example I will use the sea scorpion.  You will come across sea scorpion bait, small sea scorpion, sea scorpion, and enormous sea scorpion.  The bait will help you with catches in open water and can be fished up in the zones where those fish are found, as well as in your garrison waters.  The enormous versions are the ones we are interested in mostly for this achievement however.

How to Catch Enormous Fish:

The chances to catch an enormous fish are based off of your fishing level.

Fishing skill under 650 = 0% chance of catch
Fishing skill 651 - 700 = between 0% - 50% chance of catch
Fishing skill 701 - 950 = between 50% - 100% chance of catch
Fishing skill 951 or higher = 100% chance to catch

Be aware that even if you have a 100% chance to catch an enormous fish if you are not using the appropriate bait the enormous catch you will end up with will be crescent saberfish, which is not part of the achievement.  Even if you are using bait there is still a chance you will catch crescent saberfish if you are not fishing from a pool.  But do not worry too much, the crescent saberfish is needed for many things and can be used and / or sold as you wish later on.

To reach those required fishing skill numbers you should consider using what ever fishing boosts you can manage to get your hands on.  I had a stack of glow worms sitting in my bank from back in wrath when doing the dalaran fishing daily and they came in handy.  Those, along with my mastercraft kalu'ak fishing pole along with my 700 skill level was enough to get my to an 830 fishing skill which did manage to move along with the achievement decently as it allowed me to catch some other things that made it capable for me to get over that 950 mark we were looking for without even putting much work or effort into it.

While fishing I managed to fish up some items that increased my fishing even higher.

The Ephemeral Fishing Pole increases fishing by 100.  It has a 1 day limit to use, which will be more than ample to finish all these achievements if you have the time to spend that day.  The pole alone, with some worm supreme with its +200 fishing for 10 minutes, which you will fish up as you are doing this, will get you to 1000 fishing skill easily which is more than ample or guarantee enormous catches 100% of the time.

Do not worry if you do not fish up the pole, there is also a hat you can fish up that will increase your fishing by 100 as well, and many other items you can pick up, or already have, that can increase your fishing.  So even if you do not snag the hat or the pole, using what you do have with the worm supreme will make even the most unprepared fisherman burn through the achievements in short time.

This is a case of once you start, it will only become better.  Just remember to use bait, and to fish in the correct places to fish up the fish you are looking for.

Tip:  Start off in pools.  From my personal experience getting the appropriate bait seems easier from a pool.  Once you have the bait and use it, it will provide you with a 5 minute buff to catch the fish you are looking for.  You will usually catch another bait during that five minutes.  You can only hold one of each type of bait at a time, so you can not stock up on it.  During the course of the entire achievement hunting only once did I not catch the bait I needed again while fishing in open waters and not pools once I had the bait in those 5 minutes.

Where to Catch Enormous Fish?

While trying to get this achievement I looked around for the best places to fish.  Requirements for me were that my fishing would remain mostly uninterrupted.  I will share those spots were I was able to fish without interruption with you.

[Abyssal Gulper Eel Angler]

The enormous abyssal gulper eel can only be caught in the spires of arak.  Of all the areas this was the hardest one to find a good place for, as there are few inland places to fish in the spires of arak.  However, as it turned out, this is the place I found the best spot to fish in.


Best Abyssal Gulper Eel Fishing Spot
There is a small spot, marked on the map, where you will need to jump down to get to.  There are no mobs there, there are no quests there, there is not much of anything at all there around this fishing area and pools do spawn in it as well.  This makes it the perfect fishing spot.  No foot traffic and no mobs makes for a peaceful fishing place.

[Blackwater Whiptail Angler]

The enormous blackwater whiptail can only be caught in talador.  There are many places in talador where you can safely fish, some with minimal interference, some with none.  You can feel free to find your own place here as there are many good fishing places.

Best Blackwater Whiptail Fishing Spot
While there are many places you can fish here for blackwater whiptail the above marked place is where I decided to fish because it is near a flight point where I landed when doing these achievements at level 100.  There are some hostile frogs there, but based on your level, they will never bother you if you do not get close to them around the fishing hole.  No other mobs are near the area and nothing patrols there to bother you as you reach your fishing zen place.


[Blind Lake Sturgeon Angler]

The enormous blind lake sturgeon can only be caught in shadowmoon valley.  This is alliance territory and as such limits the number of pure safe spots for horde as the best spot for alliance is close to where they originally zone into the zone, marked at the top, the best space for the horde is a little more central to the zone.  However, horde can still use the one at the top marker, they just need to be careful where they step unless they want to get into a fight.  Don't be fooled with the top area either.  Some might look inland but are actually open water.  So maybe for both alliance and horde using the middle spot might be easier.

Best Blind Lake Sturgeon Fishing Spot
The top marker is the best place for alliance, the bottom marker is the best place for horde.  Warning about the bottom marker.  There are mobs around that immediate area.  My maker might not be perfectly exact as to where the safe spot is.  Just walk along the water there, you will know it when you see it.  It will be when the quest mobs from one area are to the left of you and the quest mobs from the other quest area are to the right of you, and you are alone without any mobs near you, which is exactly what we look for in a good fishing spot.

[Fat Sleeper Angler]

The enormous fat sleeper can only be caught in nagrand.  While there are many places where you can fish for fat sleeper I found what worked as the best place for me when going back to do this achievement was right were a fight path left me off.  You might find a place you like better but this one worked well for me.

Best Fat Sleeper Fishing Spot
So what makes this the best spot in my opinion?  The fact it is exactly is where a flight path is.  In a world without flying the less you need to run around the better.  Being able to land right here and start fishing instantly made for a very easy achievement.  Also, as it is near a flight point and between quest hubs, there are no roaming mobs to worry about.  Perhaps the only issue you might run into is clicking on one of the fish that swim around there, but otherwise, this is a great place for fat sleeper.

[Fire Ammonite Angler]

The enormous fire ammonite can only be caught in frost fire ridge.  As this is the horde starting area any alliance anglers need to take caution heading over to it.  It is not very far from one of only two flight points alliance has there.  If you have the flight point as alliance, head to it and walk down, if you don't, while you are there, head north some to pick it up.  You will be coming back here for fishing dailies.

Best Fire Ammonite Fishing Spot
Unlike its alliance counter part where the horde and alliance have different places to fish for the blind lake sturgeon, in frostfire ridge the best spot happens to be the same for both horde and alliance.  You will see the rather large skeleton on the map.  In the water, right where the arrow is pointing, is a little bit of the skeleton poking out of the water.  Standing on that means none of the mobs in the area will aggro on you and you can fish, peacefully, until your hearts content.

[Jawless Skulker Angler]

The enormous jawless skulker can only be caught in gorgrond.  As of this writing, this is the only zone in which I could not find a completely peaceful place to fish.  There are a couple of decent places however where you will face minimal interruption.

Best Jawless Skulker Fishing Spot

The area I pointed out, like many others, is near a flight point.  Between both a horde and an alliance fight point, and in the heart of a questing area for both, this will not be a very peaceful place if you do not like crowds.  But it is easy to get to, has a few areas in the immediate vicinity to choose from, and even the occasional mob that does spawn will likely be killed quickly by people questing and if not, they are extremely low health mobs that serve as nothing more than a minor distraction.  While fishing up my 100 I only got interrupted by a mob 4 times, which when you think about it, is not so bad.  Perhaps with some positioning, you could do even better thanks to the level of the mobs compared to yourself when you are level 100.

[Sea Scorpion Angler]

The enormous sea scorpion can be caught in any zone with open water.  Unlike all the other fish that need to be caught in inland waters thus restricted to a singular zone this one is not.  You can find many places were you can peacefully fish up the enormous sea scorpion and any one will do just fine, but like anything else, I have my favorite place to do so.

Best Sea Scorpion Fishing Spot
While there might be many places you can fish for sea scorpion and many places which would be more peaceful, as this area does have the occasional mob you will need to kill, this place or these places as it may be, seem to be the best in my opinion.

I found that sea scorpion, probably by process of their location in open sea, have a worse capture rate in open water as you will end up getting enormous crescent saberfish instead of enormous sea scorpion, even with bait active.  This area, all along the water, usually will have many sea scorpion pools which will make sure you get the right catch.  Having to kill a few mobs here and there while walking between pools makes it worthwhile in my opinion because you will spend less time catching the wrong fish, as could happen in open waters.

Achievement earned [Draenor Angler]

Once you earn this achievement you will need to upgrade your fishing shack to level three before you can continue on your quest to recruit Nat Pagle.  It takes one hour to build, so while it is doing so, maybe you can level up your cooking with all those fish you caught, level your first aid with all those sea scorpion, visit the auction house to sell fish off, or find something else to do.  Whatever you do, don't vendor the fish, that is just plain silly.

After one hour, when you return to your now level 3 fishing shack, a new quest will appear for you which will start your adventure on getting Nat Pagle as a follower.

The Quest for Nat Pagle:

Luring Nat (H) / Luring Nat (A) is the quest that will start your adventure to get Nat Pagle as a follower.  You will be asked by Rak'jin to catch a molten catfish if you are horde.  This fish can be caught right outside your garrison in the lava pools.  If you are alliance you will be asked by Segumi to catch an arcane trout in the inland waters just south outside of your garrison

The idea is that if you are capable of catching a really rare catch that perhaps you can convince Nat to come to draenor and work with you while you fish for these rare catches.  Nat has always been known as a sucker for rare catches, but as Nat is a hunter, does it surprise anyone?

Once you complete the quest you will receive a follow up quest called Finding Nat Pagle which will send you back to the shores of Pandaria where you will need to go to travel to the Anglers Wharf in the Krasarang Wilds to speak with Nat.  Did you manage to become best friends with him while we were in mists?  I sure hope you did, because we will need that reputation soon.  But if you did not, do not worry, you will be able to get reputation this expansion as well.  If you did become best friends with him in mists, that reputation does carry over.

Once you show Nat the molten catfish / arcane trout, you will have gotten his attention and he will accompany you back to draenor, but do not get too excited yet, he is not accompanying you as your follower, he is just coming to see what the fishing is like on draenor.

The Great Angler Returns is the follow up quest that has you returning to your garrison with a page from Nat's very own fishing book.  Once you turn this in Nat will arrive at your garrison and ask you to head out into the world and catch some really rare catches for him.

Nat will ask you to go back to all the fishing spots you went before when gaining the draenor angler achievement and get him something even bigger, a better catch.  He wants a type of fish called a lunker.  Each type of fish you have previously caught has an even larger version than the enormous version you have already been catching, in great quantities.

Nat will ask you to return to him with an Abyssal Gulper Lunker, a Blackwater Whiptail Lunker, a Blind Lake Sturgeon Lunker, a Fat Sleeper Slunker, a Fire Ammonite Lunker and a Jawless Skulker Lunker.  Apparently there are no Crescent Saberfish Lunkers or Sea Scorpion Lunkers.  You can fish these lunkers in the same exact places I suggested you fish the enormous versions up.  Or any place you decided on to get your enormous fish from.  As I recall it took me no more than 5 casts to fish any of them up.  It was quite quick and painless.

Once you return to Nat with the 6 lunkers you can complete the final step to getting Nat Pagle as a follower by turning in the quest An Angler On Our Team.  This will award you with Nat Pagle as a follower.  Being Nat is already level 100 when you get him, you can put him right to work.

So what is the big deal with getting Nat Pagle as a follower?

When Nat is placed as a follower at your garrison he also becomes a vendor which allows you to buy things from him.  Having him as a follower also grants you the ability to catch lunkers on draenor.  Without him as a follower working at the fishing shack you can not catch lunkers.  Lunkers are good for one thing and one things only, giving them to Nat.  Each lunker you give to Nat will grant you 350 reputation with Nat, if you are not already his best friend like you should be, and he will give you one of Nat's Lucky Coins.

Nat's lucky coins are used as currency to purchase things from nat, which include a BoA skill boost you can send to other characters, a pet that can be caged and sold, and a water walking mount among other things.

Nat's Draenic Fishing Journal:  BoA, increases fishing skill by 50 up to 700.
25 - Nat's Lucky Coin
Nat's Drinking Hat:  BoP, Head, increases fishing by 10, attach a lore of +150 for 10 minutes.
25 - Nat's Lucky Coin
Draenic Fishing Pole (A): BoP, increases fishing by 30, attach a lore of +200 for 10 minutes, 20 minute cooldown.
25 - Nat's Lucky Coin
Savage Fishing Pole (H): BoP, increases fishing by 30, attach a lore of +200 for 10 minutes, 20 minute cooldown.
25 - Nat's Lucky Coin
Land Shark: Battle pet.
50 - Nat's Lucky Coin
Reins of the Crimson Water Strider: Mount, walks on water.
100 - Nat's Lucky Coin

How long will this take?

Depends on the luck of the catch.  It took me around 6 hours of total play time to do everything, catch all fish and do all quests, including upgrading the fishing shack time.  Be mindful that I was already fishing skill 700 when I started however and had some limited progress on catching some of the enormous fish as I managed to snag a few while leveling fishing.  If you are a lower fishing level, or have less luck with catches, it could take a little bit longer.

Is it worth it?

That is entirely up to you.  I sure think so and I am looking forward to getting both the mount and the pet on live when warlords comes out.

Good luck, and may the fish keep biting for you.

Saturday, November 1, 2014

Garrisons: Small Buildings and Standard Buildings

This post in one in a series of posts that will be in regards to garrisons, the main new feature in Warlords of Draenor.  In the previous posts we went over most of the small buildings and professions as nearly all small buildings have professions tied to them.  Those posts work as both a profession guide and a small building garrison guide for the buildings associated with the professions.

This post will focus on the other small buildings, the ones not tied to professions, and the 5 buildings that every garrison gets that you do not even need to make a decision on.  One of those buildings will require you to have, and use, a profession, namely fishing, to level it and another building will require you to have learned a skill, pet battling, and have leveled at least the appropriate pets to max level to open.

Note:  As warlords is still in beta, it is possible some of this information might change before the expansion is released.

Small Buildings:

Most of the small buildings are tied to professions and were individually written about in the previous posts.  However there are two small buildings that are not tied to professions that will be vying for one of those limited three small building plots, those are the storehouse and the salvage yard.

The Storehouse:

Level 1 Storehouse:

The level 1 storehouse blueprint will be automatically learned when your town hall reaches level 2.
The level 1 storehouse takes 1 hour to build and requires 150 gold and 50 garrison supplies.
The level 1 storehouse increases the maximum number of work orders at all buildings by 5.
The level 1 storehouse enables you to access your personal bank.

Level 2 Storehouse:

The level 2 storehouse requires you to have a level 2 town hall.
The level 2 storehouse requires you to have set up your talador outpost or be level 96.
The level 2 storehouse will take 1 hour to build and requires 300 gold and 100 garrison resources.
The level 2 storehouse increases the maximum number of work orders at all buildings by 10.
The level 2 storehouse enables you to have access to your guild bank.

The level 2 storehouse blueprint can be purchased after meeting the above requirements from Rezlak (H) or Sparz Boltwist (A) in your garrisons for 750 gold.
Alternatively you can purchase the level 2 storehouse blueprint with a copy of the Outpost Building Assembly Notes item from Torgg Flexington (H) or Kinkade Jakobs (A) at your ashran base.
Two copies of the Outpost Building Assembly Notes can be obtained free from questing by completing the outpost quest line, in both Spires of Arak and Gorgrond.  This could effectively save you 1500 gold.

Level 3 Storehouse:

The level 3 storehouse requires you to have a level 3 town hall.
The level 3 storehouse requires the achievement [Got My Mind On My Draenor Money].
The level 3 storehouse will take 1 hour to build and requires 500 gold and 300 garrison resources.
The level 3 storehouse increases the maximum number of work orders at all buildings by 15.
The level 3 storehouse enables you to access the Ethereal Trader for your Void Storage and Transmogrification needs.

The level 3 storehouse blueprint can be purchased after meeting the above requirements from Rezlak (H) or Sparz Boltwist (A) in your garrisons for 1000 gold.

A storehouse can not have a worker assigned to it.
A storehouse can not produce work orders.

My personal assessment of the storehouse, opinion only of course.

Being a storehouse can not produce work orders and to get the blueprints for the much more useful level 3 profession buildings you need to produce 250 work orders for the [Working More Orders] achievement.  As such this building does not seem a logical choice if you want to move forward efficiently.

Also being you can set your hearthstone anywhere and still have a hearthstone back to your garrison separately it should be easy enough to access your bank, guild bank, void storage and transmogrification so that you would not need access to it at your garrison.  Even choosing a useless professions building for you could, with luck, produce some sorcerous elements which could be sold, making that useless building a better option than the storehouse.

Maybe for a really rarely played alt, an extremely casual player or much later in the expansion should professions materials be so plentiful and no longer useful to you, having those extra 15 work orders so you would need to log in and check for them less often could be useful.  But from the start the storehouse seems like the worst of all buildings offered in your garrisons.

Rating: 0 out of 5 stars

The Salvage Yard:

Level 1 Salvage Yard:

The level 1 salvage yard blueprint is a reward from the Flame On quest in Spires of Arak.
The level 1 salvage yard takes 1 hour to build and requires 150 gold and 50 garrison supplies.
The level 1 salvage yard allows you to occasionally recover salvage from follower missions.

Level 2 Salvage Yard:

The level 2 salvage yard requires you to have a level 2 town hall.
The level 2 salvage yard requires you to have set up your talador outpost or be level 96.
The level 2 salvage yard will take 1 hour to build and requires 300 gold and 100 garrison resources.
The level 2 salvage yard increases the chance to recover salvage from follower missions.
The level 2 salvage yard allows you to salvage follower items used to upgrade your followers item level.

The level 2 salvage yard blueprint can be purchased after meeting the above requirements from Rezlak (H) or Sparz Boltwist (A) in your garrisons for 750 gold.
Alternatively you can purchase the level 2 salvage yard blueprint with a copy of the Outpost Building Assembly Notes item from Torgg Flexington (H) or Kinkade Jakobs (A) at your ashran base.
Two copies of the Outpost Building Assembly Notes can be obtained free from questing by completing the outpost quest line, in both Spires of Arak and Gorgrond.  This could effectively save you 1500 gold.

Level 3 Salvage Yard:

The level 3 salvage yard requires you to have a level 3 town hall.
The level 3 salvage yard requires the achievement [Salvaging Pays Off].
The level 3 salvage yard will take 1 hour to build and requires 500 gold and 300 garrison resources.
The level 3 salvage yard greatly increases the chance to recover salvage from follower missions.
The level 3 salvage yard allows you to salvage personal items.

The level 3 salvage yard blueprint can be purchased after meeting the above requirements from Rezlak (H) or Sparz Boltwist (A) in your garrisons for 1000 gold.

A salvage yard can not have a worker assigned to it.
A salvage yard can not produce work orders.

My personal assessment of the salvage yard, opinion of course.

While the salvage yard suffers from the same drawback the storehouse does in the fact it does not produce work orders, which you will want to produce quickly to get the profession level three blueprints it does make up for it in the fact that you can help your followers greatly with it.  Helping your followers in turn helps you.

When you can start salvaging follower items you can gear up your followers faster which in turn means better mission success rates and harder missions offered, which in turn means better rewards.  Some of the upgrade items that could be received from salvaging are as follows:

Weapons:
Balanced Weapon Enhancement (+3 item level)
Striking Weapon Enhancement (+6 item level)
Power Overrun Enhancement (+9 item level)

War Ravaged Weapon (615 item level)
Blackrock Weaponry (630 item level)
Goredrenched Weaponry (645 item level)

Armor:

Braced Armor Enhancement (+3 item level)
Fortified Armor Enhancement (+6 item level)
Heavy Reinforced Enhancement (+9 item level)

War Ravaged Armor (615 item level)
Fortified Armor Enhancement (630 item level)
Heavily Reinforced Enhancement (645 item level)

Being you can get follower missions which offer gear up to one level higher than your highish level raid kill it is quite possible that your followers can be completing missions for gear greater than that of which you could craft.  This means if you are doing normal, you followers can get you heroic gear, if you are doing heroic, your followers can get you mythic gear.  With this thought in mind, as well as more complete missions meaning more apexis crystals, more gold, more garrison resources, more conquest points, more etc, it does make sense if you are going to sacrifice a profession building that does not produce work orders this would be the building to do it for.

I believe this would be a top contender for the most important building in the game, even more so for the casual player that might not have time to grind a lot or raid a lot.  It could potentially be a great way to gear up, albeit extremely slowly, by gearing your followers so they can get missions to gear you up, but even if it moves slow it does have its place for some players and many alts out there.  If a follower could be added or work orders could be done, it would earn another 1/2 star in my rating.

 Rating 4 1/2 out of 5 stars.

Standard Buildings:

Standard buildings are buildings that every garrison will have and they do not take up a plot space small, medium or large.  They already have their set places and are just waiting for you to activate them and upgrade them.

Town Hall / Great Hall:

Level 1 Town Hall:

A level 1 town hall is opened up during your initial questing once you arrive on draenor.
A level 1 town hall will effectively cost you nothing as you will be given everything you need in those initial quests.
A level 1 town hall allows for one small building and one large building.
A level 1 town hall will make you build a barracks as your one large building as part of the quest, this can be changed later if you wish.

Level 2 Town Hall:

A level 2 town hall requires you to be level 92.
A level 2 town hall is acquired by completing the quest Bigger is Better (A) or Bigger is Better (H) which requires (?) 500 garrison resources and 1000 gold.
A level 2 town hall allows for two small buildings, one medium building and one large building.
A level 2 town hall allows for the standard building, herb garden.
A level 2 town hall allows for the standard building, lunarfall excavation (A) / frostwall mines (H).
A level 2 town hall allows for the standard building, fishing shack.

Level 3 Town Hall:

A level 3 town hall requires you to be level 100.
A level 3 town hall is acquired by completing the quest My Very Own Castle (A) or My Very Own Fortress (H) which requires 2000 garrison resources and 5000 gold.
A level 3 town hall allows for three small buildings, two medium buildings, and two large buildings.
A level 3 town hall is required to turn in the quests started by solving pristine artifacts from archeology.

Your town hall will be the center of your game play in garrisons.  This is where you will send your followers out on missions, pick up the one daily quest for apexis crystals, have your pristine artifacts on display, and have access to various NPCs such as one who will keep track of your adventures and let you see any cut scenes from them again.

There will be vendors there as well such as the blueprint vendor, Sparz Blotwist (A) or Rezlak (H), who will sell you blue prints for gold which range from 750 gold to 1500 gold depending on their size and level.  Do not forget that if you complete all the outpost quests in each of the zone you can get yourself 4 books which can be turned in for free patterns at your ashran hub, thus saving you the cost of four building plans.  Two may be used for small buildings and two for medium ones.

Herb Garden:

The herb garden does not require you to have herbalism to take advantage of it.

Level 1 Herb Garden:

A level 1 herb garden requires you to be level 96 and to complete the quest clearing the garden at your garrison herb garden.
A level 1 herb garden will take 1 hour to build and requires 50 garrison resources.
A level 1 herb garden allows for the collection of draenic seeds while practicing herbalism anywhere in draenor, even at your garrison.
A level 1 herb garden will give you some herbs that will grow daily.
A level 1 herb garden allows for 7 work orders per day.

Level 2 Herb Garden:

A level 2 herb garden requires you to be level 96 to build.
A level 2 herb garden requires you to purchase the blue print for 1000 gold.
A level 2 herb garden will take 1 hour to build and requires 300 gold and 50 garrison resources.
A level 2 herb garden increases the number so plots in your garden.
A level 2 herb garden allows you to assign a follower to your garden.
A level 2 herb garden allows for 14 work orders per day.

Level 3 Herb Garden:

A level 3 herb garden requires you to be level 100 and get the [Draenic Seed Collector] achievement.
A level 3 herb garden requires you to purchase the blue print for 1000 gold.
A level 3 herb garden will take 1 hour to build and requires 500 gold and 100 garrison resources.
A level 3 herb garden adds a fruit tree which drops buff food to your herb garden.
A level 3 herb garden allows for 21 work orders per day.

The achievement that grants you the ability to buy the level 3 pattern is account wide, so you will not need to get it on every character.

Work Orders:

An herb garden work order requires 5 Draenic Seeds.  Draenic seeds are gathered from picking herbs in your herb garden and additionally out in the world if you are an herbalist.  A finished work order will award you with an small assortment of herbs.

Orders will stack up if you are not online for a while and you will not miss out on anything. So if you have a 21 order queue you would only need to collect your products and place new orders every 84 hours, which is three and a half days, making this fantastic for those alts you sometimes forget to log into.

Draenic seeds can also be used to purchases some items available only though your herb garden such as vanity farm implement weapons such as a Garden Shovel, Garden Pitchfork, Garden Scythe, Garden Sickle, or Garden Hoe but the most interesting, to most, might be the pet.  The Crazy Carrot pet will set you back 1000 draenic seeds, which when compared to the cost of the vanity weapons which range from 2500 gold and 500 seeds to 5000 gold and 1000 seeds is actually not all that crazy at all.

Follower:

Once your herb garden reaches level 2 you will be allowed to assign a worker to help there.  The worker must have herbalism as a trait as not just any worker can be assigned to any building.  A follower working in any garrison building does not gain experience.  Consider leveling your follower first before placing them as a worker in one of your buildings.  Workers at the herb garden have a small chance to increase the materials you get when filling work orders, depending on their level, the higher the better of course.

Also, if you have a follower working at your herb garden you will be able to talk to them and choose which herbs you wish grow the following day.  For example if you are a leather worker you will need a fair deal of gorgrond flytraps for your daily cooldown and work orders so having a follower working at your herb garden will allow you to assure that only gorgrond flytraps are planted, thus helping you get the specific herb you need.

Lunarfall Excavation / Frostwall Mine:

The mine does not require you to have mining to take advantage of it.

Level 1 Mine:

A level 1 mine requires you to be level 92 and to complete the quest things are not goren our way at your garrison mine.
A level 1 mine will take 1 hour to build and requires 50 garrison resources.
A level 1 mine allows for the collection of draenic stone while practicing mining anywhere in draenor, even at your garrison.
A level 1 mine will give you some mining nodes that will appear daily.
A level 1 mine allows for 7 work orders per day.

Level 2 Mine:

A level 2 mine requires you to be level 96 to build.
A level 2 mine requires you to purchase the blue print for 1000 gold.
A level 2 mine will take 1 hour to build and requires 300 gold and 50 garrison resources.
A level 2 mine increases the number of nodes available in your mine by making it larger.
A level 2 mine allows you to assign a follower to your mine.
A level 2 mine allows for 14 work orders per day.

Level 3 Mine:

A level 3 mine requires you to be level 100 and get the [Draenic Stone Collector] achievement.
A level 3 mine requires you to purchase the blue print for 1000 gold.
A level 3 mine will take 1 hour to build and requires 500 gold and 100 garrison resources.
A level 3 mine adds the chance of getting rich nodes.
A level 3 mine extends the mine shaft even further for more nodes per day.
A level 3 mine allows for 21 work orders per day.

The achievement that grants you the ability to buy the level 3 pattern is account wide, so you will not need to get it on every character.

Work Orders:

A mine work order requires 5 Draenic Stone.  Draenic stones are gathered from mining ore in your mine and additionally out in the world if you are an miner as well.  A finished work order will reward you with an small assortment of ore.

Orders will stack up if you are not online for a while and you will not miss out on anything. So if you have a 21 order queue you would only need to collect your products and place new orders every 84 hours, which is three and a half days, making this fantastic for those alts you sometimes forget to log into.

Follower:

Once your mine reaches level 2 you will be allowed to assign a worker to help there.  The worker must have mining as a trait as not just any worker can be assigned to any building.  A follower working in any garrison building does not gain experience.  Consider leveling your follower first before placing them as a worker in one of your buildings.  Workers at the mine have a small chance to increase the materials you get when filling work orders, depending on their level, the higher the better of course. 

Also, a follower working at your mine will work when you are not there filling mining carts for you.  When you go to mine you will also be able to collect all the additional ore the worker gathered for you from the mine carts.  Mine carts also offer a chance to get additional items, some of which will help you while mining on your garrison.  The Preserved Mining Pick allows you to mine faster while in your mine shaft and the Miner's Coffee will allow you to move 20% faster though it.  The buffs these offer only last 10 minutes, only work in your mine, and can not both be used at the same time.  For those that are lucky, you will have a chance to get some orge archaeology fragments or some draenor clans archaeology fragments from mining carts as well.

Pet Menagerie:

Warning: You will need a nice collection of level 25 pets to complete the opening quest for the menagerie.

Level 1 Menagerie:

A level 1 menagerie requires you to be level 98 and to complete the quest pets vs pests at your garrison mine which requires you to defeat 3 elite pets.
A level 1 menagerie will take 1 hour to build and requires 50 garrison resources.
A level 1 menagerie allows for five of your favorite battle pets to roam around your garrison.
A level 1 menagerie will attract a new elite beast to battle every day as a daily quest in your garrison.

Level 2 Menagerie:

A level 2 menagerie requires you to be level 98 to build.
A level 2 menagerie requires you to purchase the blue print for 1000 gold.
A level 2 menagerie will take 1 hour to build and requires 300 gold and 50 garrison resources.
A level 2 menagerie increases your trap chance on draenor.
A level 2 menagerie reduces the revive pet ability cooldown while on draenor.
A level 2 menagerie allows for ten of your favorite battle pets to roam around your garrison.

Level 3 Menagerie:

A level 3 menagerie requires you to be level 100 and get the [Draenor Pet Battler] achievement.
A level 3 menagerie requires you to purchase the blue print for 1000 gold.
A level 3 menagerie will take 1 hour to build and requires 500 gold and 100 garrison resources.
A level 3 menagerie unlocks a new pet battle daily with the chance to win some new and interesting pets.

The achievement that grants you the ability to buy the level 3 pattern is account wide, so you will not need to get it on every character.

Pet Battle Dailies:

While not going into details about them the basic pet battles you will experience this expansion are as follows.  One elite quest right in your garrison each day.  The daily pet battles around the world, one per zone.  And the menagerie level 3 bonus quests which requires you to do all the pet battles in that day.  The final quest rewards you with a big bag of pet supplies.

Pet Charm:

Pet charms are a new currency for pet battles.  They are awarded from completing dailies or in your daily bags and can be used for purchasing some pet related items such as treats, bandages, pug costumes, experience boosts, and other assorted pet items.  New to warlords is the pet battle training stone for 2 pet charms that can be used to grant any pet 1 level.

Fishing Shack:

Note:  I will not be detailing how to get Nat Pagle as a follower in this post.  I will make a post about that specifically.  Lets just say, he is the only real option to choose as a follower to work at your fishing shack.

Level 1 Fishing Shack:

A level 1 fishing shack requires you to be level 94 and to complete the fish fight quest.
A level 1 fishing shack will take 1 hour to build and requires 50 garrison resources.
A level 1 fishing shack allows for small fish to be caught in your garrison waters.
A level 1 fishing shack opens a fishing daily quest.

Level 2 Fishing Shack:

A level 2 fishing shack requires you to be level 96 to build.
A level 2 fishing shack requires you to purchase the blue print for 1000 gold.
A level 2 fishing shack will take 1 hour to build and requires 300 gold and 50 garrison resources.
A level 2 menagerie allows for medium fish to be caught in your garrison waters.

Level 3 Fishing Shack:

A level 3 fishing shack requires you to be level 100 and get the [Draenor Angler] achievement.
A level 3 fishing shack requires you to purchase the blue print for 1000 gold.
A level 3 fishing shack will take 1 hour to build and requires 500 gold and 100 garrison resources.
A level 3 fishing shack allows for enormous fish to be caught in your garrison waters.
A level 3 fishing shack allows for a special bait that can lure mysterious creatures onto shore.
A level 3 fishing shack allows you to assign a follower to your fishing shack.

The achievement that grants you the ability to buy the level 3 pattern is account wide, so you will not need to get it on every character.

Nat Pagle:

Nat Pagle, which I will detail getting in another post, will be your fishing shack follower.  The main reason for this, besides the fact he is the best fisherman ever known in all of Azeroth, is that once he is your follower you can start collecting a new special type of fish called lunkers that you can turn in to him for nat's lucky coins which can be used to purchase the following items:

Nat's Draenic Fishing Journal:  BoA, increases fishing skill by 50 up to 700.
25 - Nat's Lucky Coin
Nat's Drinking Hat:  BoP, Head, increases fishing by 10, attach a lore of +150 for 10 minutes.
25 - Nat's Lucky Coin
Draenic Fishing Pole (A): BoP, increases fishing by 30, attach a lore of +200 for 10 minutes, 20 minute cooldown.
25 - Nat's Lucky Coin
Savage Fishing Pole (H): BoP, increases fishing by 30, attach a lore of +200 for 10 minutes, 20 minute cooldown.
25 - Nat's Lucky Coin
Land Shark: Battle pet.
50 - Nat's Lucky Coin
Reins of the Crimson Water Strider: Mount, walks on water.
100 - Nat's Lucky Coin

All items have a level of reputation required to buy them, any reputation gained in mists does count toward that reputation.

Cavedweller:

When you have a level 3 fishing shack you have the chance to fish up an item that can lure a rare cave dweller to the land. The Lunarfall Carp (A) or Frostwall Minnow (H), when used will draw the cave dweller to land where you will have to fight him.  He has a chance to drop many good items such as a Tentacled Hat which is a 7 day limited time item that increases fishing by 100, an Ephemeral Fishing Pole which is a 1 day limited time item that increases fishing by 100, and other things to help your fishing endeavors such as lures and bait.  There are also chances to get fish in large quantities, junk and various silly items like the Awesomefish or Grieferfish among other things.

Did you find this post useful?
Would you like to see more like this for other professions and garrisons buildings?
Is there anything you think should be added/updated?