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Article #351283Some thoughts on garrison buildings...
From: Cryptoengineer
Date: Mon, 12 Jan 2015 18:38
Date: Mon, 12 Jan 2015 18:38
39 lines
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3431 bytes
I now have two toons with lvl 3 garrisons, and a 91 with a lvl 1 (he's acculmalating garrison resources atm). I'm trying to find the best mix of buildings. I have an alchemist/botanist, and a miner/engineer. The mining ability is semi-useless, as is botany. *Everyone* has a mine and a garden, and prices are very low. While it supplies some feedstock for making potions, the garden has very little value-add otherwise. The mine is even worse - I have over 1000 of each ore clogging up the bank. The engineer uses a tiny amount for levelling, but that's about it. I'm wondering if a smithy would be useful. I continue to run it for the Primals it produces. The trading post turned out to be a waste - it supplied too few GRs to be worth it. I like having the ability to dis-enchant non-useful drops, but haven't done much with the produced mats yet. Its annoying that it can only DE item lvls 500 and up, since Salvage produces a lot of lower level items. The engineering building is of minor use - it uses up some ore, and produces some extra parts, but not many. The Gnomish Gearworks (lvl 1) is semi-useful for the toys, but not very. The Dwarven Bunker, lvl 2 seems a bust - I'm not into transmog, and the follower upgrades from the salvage yard don't require spending resources. The most useful so far have been the Salvage Yard (lvl3) and the Farm (lvl 3). Since my followers go on a lot of missions, the Salvage Yard has produced a lot of income and upgrades. Ditto the Farm, now that I have a toon which can happily solo the needed elites for hide and Savage Blood. Anyone else have any thoughts? I do have lvl 100s working in most of the buildings. pt
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