4/27/2023 0 Comments Mage tower wow garrisonIf I were into PvP, the Gladiators Sanctum looks like it might be fun, esp. You need 50 broken bones (3-6 per PVP honorable kill) to unlock a quest line to get the title "Warlord of Draenor", and Nemesis titles for every race (aka. You can't get the level 3 blueprints without 4000 bones (~900 HK's). ![]() It might make sense for even non-PVP chars to get the Gladiators Sanctum for the buffs (1) OOC regen, 2) safe fall, 3) hard to kill). This might matter now that CRIT has changed in WOD - especially for some classes, like Fire Mage, where crit is 2nd only to their primary stat.Īt least one char will have a trading post as long as I'm rep grinding on any character, which for me will probably be until the next expansion. It also seems to enable a RNG proc of Rune of Power for 30 sec when you are fighting (every 60-120 seconds) increasing your critical strike by 100%. ![]() Mage Tower/Spirit Lodge may be interesting depending on the utility of the one way waygates. ![]() My Engineer/miner will take the Engy works, storehouse or Gem/Scribe for the gold and stuff for medium, inn and lumber mill for large, gnomish gearworks, and barracks or stable I guess.My LW/Tailor will take the small tannery/tailoring, for medium a barn, and trading post or lumber mill for large a barracks and stables or mage tower.For medium, I guess trading post (I don't like rep grind) and Inn to start with, and for large it would be stables and barracks - I think if you are a regular raider then the Bunker/War Mill and salvage yard make some sense. Then, as you suggest, change out later once more alts are up to speed with higher level buildings. possibly a storehouse to begin with to allow for more simultaneous work orders. My main has Alchemy, and herbs, so for her Alchemy, and one other.There may be reasons I don't know about yet to do things entirely different. But, also, the Rumsfeld rule applies: I don't know what I don't know. My three level 90's cover Alchemy/Herbs, LW/Tailor, Engineering/Mining. But, for example an enchanter building will let you give work orders on making enchantments, which you can use to sell (not), or upgrade your gear too. You'd lose your investment of gold and GR into that building, of course.Ī building in your profession will allow you to build more of that profession, and get the special plans/recipes. Ugh, why did I only find out about this now?I've read that you can switch them, if you know the plans. (11-12-2014, 10:37 AM)NiteFox Wrote: Why did I suddenly decide to come back for WoD, even though I said I wouldn't? ![]() Ugh, why did I only find out about this now? Spirit Lodge and Goblin Workshop don't seem useful at all, so I'll probably go with the War Mill and maybe switch to Barracks (If that's possible) once I've exhausted questing. Wait, the Barn actually has some LW synergy too. I do PvP a fair chunk, so the Gladiator's Sanctum is appealing, but I'm torn between the Inn and Trading Post. I mean, I'll probably do LFR at endgame, but being guildless I won't actually be raiding the bleeding edge. Naturally the no-brain option for small buildings would be Tannery, Salvage Yard, and Storehouse, yes? Or am I misreading things and having profession buildings allows you to craft a good chunk of of that profession's items while withholding the best-in-profession recipes for anyone not competent in that profession? If so, I'd probably swap the Storehouse for. Um, okay let's see what would work for my main character. Why did I suddenly decide to come back for WoD, even though I said I wouldn't?
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |