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12/06/2014
Best Garrison Buildings To Make Gold - Tier 3 Small, Medium, and Large
We finally hit level 100 on one of our characters and are now faced with what new small, medium, and large garrison buildings to build.
Just like when we wrote Best Starter Tier 2 Small and Medium Garrison Buildings To Make Gold? we're going to look at what we might want to do in Tier 3.
Update
Since writing this article I've found out about the achievement "Working More Orders". It requires one character to do 250 work orders and gives you account-wide access to all tier 3 building blueprints.In order to most efficiently complete this achievement (and benefit my alts with the reward) I've chosen the following buildings:
- Large: War Mill/Dwarven Bunker - I built this in case the work orders from level 2 count towards the achievement. This is not confirmed to work but I'm going to test it.
- Medium: Trading Post - I'm going to be working on work orders here as well as using it to generate garrison resources.
- Small: Tailoring Emporium - I built this to do work orders. The main reason for this is that I have lots of cloth from questing ans skinning an the mats don't conflict with my other buildings.
While the above negates/modifies some of this post, I wanted to bring up this achievement in case you can use the information to build the buildings on at least one of your characters to get these achievement rewards.
It should also be noted that this achievement has to be completed all on one character. You can't pool work orders from multiple characters. Pick one and push through.
And now back to the original post:
Older (Maybe Not Wiser)
When we wrote our tier 2 piece we were still very new to garrisons. Also we now realize that at this point most people's garrisons are made up of all types of buildings.That said we are going to be discussing our potential choices in the context of our Horde level 100 leatherworker/skinner who is starting with a level 2 Barracks, level 1 Tannery and a level 1 Engineering Works.
Your make up is going to be different but I hope the insight into my thought process will help.
Large Buildings
Our choices here are:- Goblin Workshop - Creates devices and ultimately give a siege vehicle
- Spirit Lodge - Unlocks Orge Waygates. I'm assuming these are used to teleport around Draenor.
- Stables - Allows collection of some mounts and ultimately gives 20% mount speed.
- War Mill - Allows better chance for random item upgrades, gives armor scraps, work orders for items and ultimately give bonus for raid rolls.
Large Building Thoughts
Looking at this large building list it is hard to make a choice as far as gold-making goes. If you can sell the transmog items than the War Mill seems like it could be interesting. If nothing else it would potentially give you better loot for your own character.
The other one I'm looking at is the Stables simply for the mounts and riding speed which aren't necessarily gold-making but would be nice.
I think for this character specifically, mainly due to the fact that she is kind of an engineering nut, and I'm not sure I'll ever build it on any of my other toons I'm going to go with the Goblin Workshop. Not for gold-making but mainly for fun.
Medium Buildings
Our choices here are (remembering that we already have a Barn):
- Frostwolf Tavern - Unlocks dungeon quests, newfollowers you can (kind of) pick the type of and ultimately unlocks "Treasure Hunter" missions.
- Gladiator Sanctum - Enables better out of combat regen, safe fall, underwater breathing, deduced damage under 35% life and a gladiator tournament.
- Lumber Mill - Allows you to mark timber for turning into Garrison Resources
- Trading Post - Allows access to a trade in for garrison resources and a vendor for mats for garrison resources, two factions, ability to build an auctioneer in your garrison and ultimately 20% increased rep gain.
Medium Building Thoughts
On this one I'm still not sure how valuable the Tavern is due to not knowing how good extra followers will be. I do like having lots of followers but at this point I'm struggling to get the ones I have quests.
I don't PVP so the Gladiator Sanctum doesn't really appeal to me.
The Lumber Mill is one that I have my eye on. I would really like the ability to get a good amount of Garrison resources but I'm not sure if I'll reach a point at which I have more resources than I know what to do with.
From a gold-making perspective while I might be able to build these buildings faster with the Lumber Mill I'm not sure if there are good ways to "burn" resources into something that can be sold.
I have Trading Posts on a few of my lower level characters and I really like the ability to turn in items from outside the Garrison system (mats) for Garrison Resources.
If I was able to "keep up" with having all the mats ready to turn in it could work but I've also run into the case where I don't have the mats I need to turn in and therefore I don't get the Garrison Resources that day.
Also the idea of building an auction house in my garrison doesn't really appeal to this character as she sends off her auction items to an alt who lives in the city.
The Lumber Mill, while it takes "active play", also offers a consistent flow of Garrison Resources without needing to buy resources from the AH that I can't get myself.
I think I'll go with the Lumber Mill for this character because the idea of heading out into the world to pillage gather is resources sounds fun.
Small Buildings
Our choices here are (remembering that we already have a Tannery and an Engineering Works):
(Also I'm going to assume you understand how small profession buildings work: allow to make items, cooldown items, more work orders, etc. I'll just highlight any unique features of the building)
- Alchemy Lab - Standard
- Enchanter's Study - Allows disenchanting of Warlords green and blue items without the enchanting skill.
- Gem Boutique - Standard
- Salvage Yard - Get Salvage as a drop, get follower and ultimately player items in salvage.
- Scribe's Quarters - Standard
- Storehouse - Allows personal bank, guild bank and void storage/transmog access, increases total number of work orders of all buildings by 15.
- Tailoring Emporium - Standard
- The Forge - Standard (Blacksmithing)
Small Building Thoughts
One thing I've noticed is that if I have two profession buildings that take the same material I run out of it very quickly.
With that in mind I don't like to have two buildings (a Jewelcrafting and Blacksmithing building for example) together unless I know for sure I'll have enough mats to fill my work orders every day.
As I have a Tannery and a Engineering Works I won't want anything that takes Leather or Ore for work orders.
The salvage yard seems interesting but I can't really tell the value of Salvage yet. Maybe I'll build one on another toon.
I like the idea of being able to disenchant my items but so far I haven't shed a tear while vendoring my items.
I want to thank Tailswish for taking the time to comment and correct me in my thinking that more work orders = faster resource gathering. It doesn't make resources faster it simply makes a bigger "box" (so to speak) to hold finished work orders in thereby allowing you to log in less often while producing the work orders.
Tailswish writes as part of their comment below (be sure to read the whole comment for more info):
"…all the storehouse does is increase the cap on work orders for the buildings. It won't, in and of itself, increase the yield you get per hour/day/week from those work orders. The only case where it's actually useful is when you're not logging on often enough, and the potential of these buildings is therefore going to waste because you've gone through all your queued work orders and haven't been on to queue more up.
The only thing I could see the storehouse being marginally useful with is the Trading Post. The trade orders ask for a different material every day, with some being much easier than others. The higher the work order cap, the more you can queue up when it's Blackrock Ore day, for example, and the less likely you are to have a day where the resource it wants is prohibitive and your queue is empty."
Even though the Storehouse will only let me space out how often I have to log in and not generate resources faster I think I'll still build it just so I can see how useful it is to not have to log in as often and also see how mush a convenience a personal and guild bank at my garrison is.
In addition as an owner of a barn I really like the idea of being able to open my bank and stick caged animals that I'll turn in for Barn work orders into my personal bank. Having to carry 14 of those around with me takes up bag space.
In addition as an owner of a barn I really like the idea of being able to open my bank and stick caged animals that I'll turn in for Barn work orders into my personal bank. Having to carry 14 of those around with me takes up bag space.
So I think I'll go with the Storehouse for my last small building. The convenience it offers outshines the ability to have a third profession building that I'll need to "feed". Another building that I'll have to make sure I have materials to build work orders on.
Also by not having a third profession building it frees up all of her Herb Garden herbs to go to alts who might need them for work orders.
Conclusion
That is my thoughts as I stand here ready to build my three new buildings on my fresh, new Tier 3 Garrison.
For my Large building I'm going with a Goblin Workshop because…well because it sounds cool.
For my Medium Building I'm going with a Lumber Mill to keep the Garrison Resources flowing in (until I decide that I don't need any more).
For me Small Building I'm going with a Storehouse mainly to get easy access to my personal bank to store caged animals for my barn and eventually allow me to queue 15 more work orders for all my buildings.
Not all of my decisions are based solely on how it affects gold-making. I've learned from building then taring down and rebuilding then tearing down and building buildings that I'm much better off building buildings that make sense with my character rather than ones that are only there to squeeze out a few extra coppers.
In addition it is a good idea to think of how "hungry" a building will be. How much resources will you have to keep pumping into the buildings to maintain them properly.
It might be easy to set yourself up for a situation where you're working to "feed" your buildings but not really knowing why.
In my case I'm "feeding" two buildings: my Tannery "eats" leather and my Engineering Works "eats" both kinds of ore.
When my Storehouse hits level 3 and my work orders go up by 15 I'll need even more resources to "feed" them.
As mentioned above a Storehouse won't make your buildings more "hungry" it will just allow us to "stack up" (or queue up) orders and log in less often to put in new orders.
By limiting how many buildings and what resources they take I'm hoping to be able to have a safe and sane time every time I log into my garrison.
I want it to be fun rather than feeling like a set of chores.
When it comes to gold-making and garrison buildings my guess is that all of my garrisons will be more like intricately hand-woven tapestries of interconnected buildings than regimented "this is always best" rigid guidelines for building planning.
In addition it is a good idea to think of how "hungry" a building will be. How much resources will you have to keep pumping into the buildings to maintain them properly.
It might be easy to set yourself up for a situation where you're working to "feed" your buildings but not really knowing why.
In my case I'm "feeding" two buildings: my Tannery "eats" leather and my Engineering Works "eats" both kinds of ore.
As mentioned above a Storehouse won't make your buildings more "hungry" it will just allow us to "stack up" (or queue up) orders and log in less often to put in new orders.
By limiting how many buildings and what resources they take I'm hoping to be able to have a safe and sane time every time I log into my garrison.
I want it to be fun rather than feeling like a set of chores.
When it comes to gold-making and garrison buildings my guess is that all of my garrisons will be more like intricately hand-woven tapestries of interconnected buildings than regimented "this is always best" rigid guidelines for building planning.
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Jim, I feel the need to make a point here, because in both your level 2 and 3 garrison posts, you seem to be misunderstanding the Storehouse, or perhaps misunderstanding how work orders work in general.
ReplyDeleteWhen you put in work orders for a building, they're put into a queue. The building finishes one work order, then moves on to the next. Each work order takes 4 hours to complete. So if you place 7 work orders, one is worked on for four hours, finished, and put in the box, the next one starts, and because only 6 orders are in the queue, there's a free slot to place another one. The queues for each of the buildings are independent of each other.
Getting a building to level 2 increases the cap for work orders at that building to 14. All this means is that you can queue up more at a time, so if you can't log onto that character at least once every 28 hours to "feed" that building, you're not letting potential go to waste. Level 2 is also significant because you can assign a follower to the building, increasing its yield. Level 3 only raises the cap to 21, so if you're checking in on those characters often enough, there's no work order advantage to upgrading a building to level 3.
Similarly, all the storehouse does is increase the cap on work orders for the buildings. It won't, in and of itself, increase the yield you get per hour/day/week from those work orders. The only case where it's actually useful is when you're not logging on often enough, and the potential of these buildings is therefore going to waste because you've gone through all your queued work orders and haven't been on to queue more up.
The only thing I could see the storehouse being marginally useful with is the Trading Post. The trade orders ask for a different material every day, with some being much easier than others. The higher the work order cap, the more you can queue up when it's Blackrock Ore day, for example, and the less likely you are to have a day where the resource it wants is prohibitive and your queue is empty.
Similarly on the subject of resources, you may not have noticed that the trading post also has a trader that lets you trade garrison resources for materials. The exact costs for the various materials varies from day to day, but there will always be a "dump" for garrison resources, even if the profitability of that dump shifts from day to day.
Ahhh. That does make sense. Thanks for the clarification. In the case where I plan on logging in regularly a Storehouse doesn't give as much of an advantage. I'll update the post with the clarified info.
DeleteHey Jim! There is a good shuffling business in the Trading Post. Its pretty much a must for gold making to have that in your Garrison at least!
ReplyDeleteBasically you want to load up your work orders when the basic material is stupid cheap, Like ores or certain herbs. Then you stock the resources you get from them until a trader with a good deal comes to your garrison. (They are always located inside the trading post building.) So you would want to spend your garrison resources when the trader has meats for 20 resources for 5 or 20 resources for 5 dust. So basically, you would be trading 5 blackrock ore (1g) to 5 Raw Boar's meat (50g+)
I hope you know about this, if not, there you go ;)
I learned after 3 lvl 3 garrison: you should always start with a lumber-mill. On mage I had that + trading post, never run out of resources. After I build up everything probably will change lumber-mill but until then.
ReplyDeleteStables - grants you collect herb (ore?) w/o unmount + mark trees for lumber-mill. Great building for herbalist.
Inn + Dwarven bunker = raider toon. I build them on my healer who able to get in and complete the quests easily every day. (No que time or max 5-10 min). I will not build any of them on non raider toon. Dwarven Bunker gives you 1 loot in raid (Like extra loot)
About work queues: each work order takes 4 hrs to complete. Easy to calculate, if you put 6+ work order in every possible place you shouldn't worry about a thing for a day.
1 work order takes = 4 hrs
2 work orders take = 8 hrs
etc...
The storage only gives you extra slots + ban access. LVL 3 requires 10.000 gold looted from killed enemies. To reach it you really have to go out and kill. Reached lvl 100 with questing + dungeons = 528g.... do the math.