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.
Unlike previous expansions professions are much more involved this
expansion, even if somewhat simplified at the same time. Being tied to
buildings in the garrisons it not only opens up more options but
different options to either supplement a profession you already have or
fill the role of a profession you do not have.
Note: As warlords is still in beta, it is possible some of this information might change before the expansion is released.
Spotlight on Enchanting:
List or all materials you will need to make all items in your enchanting skill book:
Dust and Shards: Draenic Dust, Luminous Shard, Temporal Crystal.
Elements: Sorcerous Air, Sorcerous Earth, Sorcerous Fire, Sorcerous Water.
Ore: Blackrock Ore, True Iron Ore. (leveling to 600 only)
Cloak Enchants:
Breath of Critical Strike: Cloak, +100 Critical Strike
1 - Luminous Shard
Breath of Haste: Cloak, +100 Haste
1 - Luminous Shard
Breath of Mastery: Cloak, +100 Mastery
1 - Luminous Shard
Breath of Multistrike: Cloak, +100 Multistrike
1- Luminous Shard
Breath of Versatility: Cloak, +100 Versatility
1 - Luminous Shard
Gift of Critical Strike: Cloak, +100 Critical Strike +10% Movement Speed
4 - Temporal Crystal, 3 - Sorcerous Air
Gift of Haste: Cloak, +100 Haste +10% Movement Speed
4 - Temporal Crystal, 3 - Sorcerous Earth
Gift of Mastery: Cloak, +100 Mastery +10% Movement Speed
4 - Temporal Crystal, 3 - Sorcerous Water
Gift of Multistrike: Cloak, +100 Multistrike +10% Movement Speed
4 - Temporal Crystal, 3 - Sorcerous Fire
Gift of Versatility: Cloak, +100 Versatility +10% Movement Speed
4 - Temporal Crystal, 3 - Sorcerous Air
Neck Enchants:
Breath of Critical Strike: Neck, +40 Critical Strike
1 - Luminous Shard
Breath of Haste: Neck, +40 Haste
1 - Luminous Shard
Breath of Mastery: Neck, +40 Mastery
1 - Luminous Shard
Breath of Multistrike: Neck, +40 Multistrike
1- Luminous Shard
Breath of Versatility: Neck, +40 Versatility
1 - Luminous Shard
Gift of Critical Strike: Neck, +75 Critical Strike
4 - Temporal Crystal, 3 - Sorcerous Fire
Gift of Haste: Neck, +75 Haste
4 - Temporal Crystal, 3 - Sorcerous Air
Gift of Mastery: Neck, +75 Mastery
4 - Temporal Crystal, 3 - Sorcerous Earth
Gift of Multistrike: Neck, +75 Multistrike
4 - Temporal Crystal, 3 - Sorcerous Water
Gift of Versatility: Neck, +75 Versatility
4 - Temporal Crystal, 3 - Sorcerous Fire
Ring Enchants:
Breath of Critical Strike: Ring, +30 Critical Strike
1 - Luminous Shard
Breath of Haste: Ring, +30 Haste
1 - Luminous Shard
Breath of Mastery: Ring, +30 Mastery
1 - Luminous Shard
Breath of Multistrike: Ring, +30 Multistrike
1- Luminous Shard
Breath of Versatility: Ring, +30 Versatility
1 - Luminous Shard
Gift of Critical Strike: Ring, +50 Critical Strike
4 - Temporal Crystal, 3 - Sorcerous Water
Gift of Haste: Ring, +50 Haste
4 - Temporal Crystal, 3 - Sorcerous Fire
Gift of Mastery: Ring, +50 Mastery
4 - Temporal Crystal, 3 - Sorcerous Air
Gift of Multistrike: Ring, +50 Multistrike
4 - Temporal Crystal, 3 - Sorcerous Earth
Gift of Versatility: Ring, +50 Versatility
4 - Temporal Crystal, 3 - Sorcerous Water
Weapon Enchants:
Mark of the Bleeding Hollow: Sometimes increase mastery by 500 for 12 seconds.
15 - Temporal Crystal, 10 - Sorcerous Air
Mark of the Frostwolf: Sometimes increase multistrike by 500 for 6 seconds, may stack 2 times.
15 Temporal Crystal, 10 -Sorcerous Water
Mark of Shadowmoon: Sometimes increase spirit by 500 for 15 seconds.
15 - Temporal Crystal, 10 - Sorcerous Fire
Mark of the Shattered Hand: Sometimes bleed for 1500, sometimes an additional 4500 over 6 seconds.
1 - Temporal Crystal
Mark of the Thunderlord: Sometimes increase crit by 500 for 6 seconds, additional crits while active may extend time.
15 - Temporal Crystals, 10 - Sorcerous Air
Mark of Warsong: Sometimes increase haste by 1000, decreasing my 10% every 2 seconds.
15 - Temporal Crystals, 10 - Sorcerous Fire
Misc:
Enchanted Dust: Make someone shine for 5 minutes.
1 - Draenic Dust
Luminous Shard: Material
20 - Draenic Dust
Secrets of Draenor Enchanting: Currency (cooldown)
5 - Draenic Dust
Temporal Crystal: Material (cooldown) May create sorcerous fire or air.
1 - Luminous Shard
Learning Draenor Enchanting:
You will receive a quest
early on from a draenei chest for alliance or a bladespire chest for
horde that will start a quest line. Once you've completed the small quest line you will receive Draenor Enchanting and Garrison Blueprint: Enchanters Study, Level 1.
Draenor enchanting, once clicked on and learned, will boost your
maximum enchanting skill to 700 and will teach you all of the
following skills. Secrets of Draenor Enchanting and Temporal Crystal,
which you should start doing
immediately as they are cooldown abilities, as well as the patterns for Breath of Critical Strike, Haste, Mastery, Multistrike and Versatility for rings as well as Breath of Versatility for the neck.
All other enchanting patterns listed above but not listed as being learned
from the manual will need to be purchased with the currency you create
from the daily cooldown for secrets of draenor enchanting.
If you have the enchanters study in your garrison there will be Yukla Greenshadow
(horde) or Ayada the White (alliance) whom you can purchases the
plans
from right there in your enchanters study. If you do not have an enchanters study on your
garrison you can travel to your hub near ashran and purchase
the plans from the appropriate vendors there.
There are no items that you need both the enchanters study and the enchanting ability
to make so as an enchanter you will be able to make everything with or
without an enchanter study, when the time comes for you to make that decision.
Once you have learned everything there is to learn, you can continue to make secrets of draenor enchanting to purchase a small pouch of coins.
It remains to be seen if this will be worthwhile come live but it is
nice to see that there might still be a reason to keep doing the daily
secret cooldown after the 54 days it would take to purchase all the patterns.
Spotlight on The Enchanters Study:
This section will contain two parts. One if you have enchanting as a profession, one if you do not.
If you have Enchanting as a Profession:
Level 1 Enchanters Study:
Once you complete the small quest, mentioned above, that will award you
the garrison blueprint for a level 1 enchanters study and you will be able to
build your enchanters study.
A level 1 enchanters study will take 1 hour to build and requires 150 gold and 50 garrison resources.
A level 1 enchanters study allows you to produce 7 work orders at a time.
Level 2 Enchanters Study:
A level 2 enchanters study requires you to have a level 2 town hall.
A level 2 enchanters study requires you to have set up your talador outpost or be level 96.
A level 2 enchanters study will take 1 hour to build and requires 300 gold and 100 garrison resources.
A level 2 enchanters study allows you to produce 14 work orders at a time.
A level 2 enchanters study allows you to assign a follower with the enchanting trait to work there.
The blueprint for the level 2 enchanters study is available for
purchase, after you meet the requirements listed above, from Rezlak (horde) or Sparz Bolttwist (alliance) in your
garrison town hall for 750 gold.
Alternatively you can purchase the blueprints with an Outpost Building Assembly Notes item from Torgg Flexington (horde) or Kinkade Jakobs (alliance) at your ashran base.
Two copies of 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 Enchanters Study:
A level 3 enchanters study requires you to have a level 3 town hall.
A level 3 enchanters study requires you to have completed the [Working More Orders] achievement and be level 100.
A level 3 enchanters study will take 1 hour to build and requires 500 gold and 300 garrison resources.
A level 3 enchanters study will allow you to produce 21 work orders at a time.
The blueprint for the level 3 enchanters study is available for purchase, after you meet the requirements listed above,
from Rezlak (horde) or Sparz Bolttwist (alliance) in your garrison town
hall for 1000 gold.
Work Orders:
Enchanting study work orders require 5 draenic dust to produce and each order
takes 4
hours to finish. It will award you with a temporal crystal or temporal crystal shards depending on your current enchanting skill level and
sometimes one or more sorcerous elements needed for enchanting. Having
a higher level enchanters study, which allows you to produce more work orders,
means you need to
log
in to check less often. 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.
Working Follower:
Once your enchanters study reaches level 2 you will be allowed to assign a
worker to help there. The worker must have enchanting 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 enchanters study 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 enchanters study you will be able to craft illusion scrolls for your weapons that will give them a different look than their actual enchant.
List of past illusions you can put on your weapons are as follows. They all have the appearance of the original enchant of old.
Illusions for All:
Agility, Battlemaster, Beserking, Blood Draining, Crusader, Elemental Force, Executioner, Fiery Weapon, Greater Spellpower, Jade Spirit, Landslide, Lifestealing, Mending, Mongoose, Power Torrent, Rivers Song, Spellsurge, Striking, Unholy
Shaman Only:
Earthliving, Flametongue, Frostbrand, Rockbiter, Windfury.
New:
Hidden, Poisoned (rogue only)
Pros to having the profession:
Increased temporal crystal generation to make enchants faster, chance for additional materials from work orders.
If you do not have Enchanting as a Profession:
Most things will remain the same with a few notable exceptions.
You will not be able to build an enchanters study on your garrison until you level your town hall to level 2.
Once you have a level 2 town hall you learn all level 1 profession
building blueprints, so do not worry that you were incapable of doing
the quest.
You will be able to make all breath ring enchants, luminous shards, enchanted dust, and mark of the shattered hand weapon enchant with a level 1 enchanters study.
You will be able to make all other breath enchants and gift ring enchants with a level 2 enchanters study.
You will be able to make all other gift enchants as well as disenchant items using your enchanters study at level 3.
You will not be able to make any weapon enchants.
You will not be able to make any temporal crystals.
Cons to not having enchanting as a profession:
No generation of temporal crystals, the requirement of having to have
a certain level building to craft stuff, and not being able to craft
your own weapon enchants. While not horrible by any means, being an enchanter offers more options. Best for a hunter as they do not need any weapon enchants that the enchanters study has to offer, so they lose nothing in the process.
Catching up or Switching to Enchanting in Warlords:
Even as a level 1 enchanter you can do the quest that will get you
the enchanters study blueprints for your garrison along with the draenor enchanting which when
learned teaches you some items you can make. Also, as a side bonus,
even if you are a skill level 1, once you use the draenor enchanting item you will
attain a max level of 700, meaning no need to ever go back to train up
again.
The patterns learned, while being native to draenor, do not need a high
profession skill level to create. You can craft them, and all others you
learn, at level 1. Yes, this means you can craft top end enchants the moment you pick up enchanting, even weapon enchants. This means
you can level up from 1 to
catching up, through making patterns with just draenor based
materials.
In addition to that there are many items you can find in the world that
will help increase your enchanting skill and will speed you along up to
a skill
level of 600, where you will now be working on current content as the only
things that will continue to give you skill ups. All drops
that start these skill gaining quests are dropped from random mobs and
require
an enchanting skill level of 1, so you can start from the bottom up. All
of
these are turned in at your garrison.
Cracked Wand: 5 skill ups, up to skill level 600
Requires: 5 Draenic Dust
Felled Totem: 5 skill ups, up to skill level 600
Requires: 4 Black Rock Ore
Gnarled, Splintered Staff: 5 skill ups, up to skill level 600
Requires: 5 True Iron Ore
Ritual Mask Shards: 5 skill ups, up to skill level 600
Requires: 3 Draenic Dust
Torn Voodoo Doll: 5 skill ups, up to skill level 600
Requires: 10 Draenic Dust
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?
Day Twenty-One - Nice
2 hours ago
Overall do you think a player with tons of alts (all professions) should go with their specialties for maxumum effect and efficiency? Sometimes i get the impression the crafting is more to make up for things you DONT do.
ReplyDeleteGenerally, you should get the profession buildings to match your professions. Even more so if you have alts to cover everything. The tricky part comes into picking your 3rd small building on each character.
DeleteFor example, my main (hunter) is not an enchanter, so I'm certainly considering having the enchanting building as my 3rd so I can DE all the extra gear I get. I'm not 100% certain on this yet though.
I would say to match professions, even more so if you have all of them covered by alts, to maximize them.
DeleteWhile in theory it was supposed to be a way to get professions you did not have it really is not worth it to do so in most cases. Even some when you do not have many profession alts.
The more I write about it the more apparent it seems that in nearly all cases it would be best to go with the correct building to match you.
@Jaeger
Use 2 professions and a salvage yard as your 3 small. You can go to a friends garrsion and use their enchanters study to disenchant at. I have a post coming this weekend about the salvage yard that I am sure will convince you that is the way to go.
i definetely plan on matching professions with the profession buildings. being someone who never was into alting, i've already got 3 chars ready and 1 in the making. that's a lot for me.
Deletealso, i've already planned the other buildings to match each char's function best. e.g. my AH char will have a trading post, my worgen skinner a stable etc.
Oh, cool. Didn't know you could use someone else's building like that.
Delete@Ril
DeleteSounds like you have a solid plan there. I will be doing medium and large buildings next week for completions sake.
@Jaeger
Unless they decide to change it at the 11th hour, it is still working that way on beta. I hope it is intended, that would be cool for so many people and so many alts that do not have the enchanting professions for me.
Be aware, someone can come and mine you mine and pick your herbs as well. So before inviting over strangers... clean up. ;)
@GE: yeah i only spent like 2 hours on google sheets to mix and match every building, with the main goal to get all profession buildings (2 for alchemy and engi each due to specialisation). but now that you released your opinion on storehouses, i might have to go back and re-think it a bit. but in the end at least 3 of my 6 characters aren't supposed to be used outside the garrison so probably it makes sense to keep the storehouse in the 3rd small plot. the only thing i'm really unsure about, is what to take in the 2nd plot of chars with a gathering profession: they will go out and kill stuff to farm stuff so it makes sense to take the salvage yard, but on the other hand i've never had to farm much until now so an extra profession building could make sense too. decisions, decisions...
DeleteWell alchemy is an option, you can not make the top potions but the lower ones are needed to make the top ones. That might be an okay idea. However doing work orders in the alchemy lab is useless as it gives you the special item needed for alchemy but without alchemy there is nothing to use them on.
DeleteI am in the same place with my double gathering characters. Not sure what to do. But the storehouse really does seem kind of worthless. Unless it is my bank character, who spends a lot of time going back and forth to my guild bank. Outside of that I do not see much use for it when the ashran hub is just 1 minute away or a hearthstone away.
Glad I bought up some ideas that might be able to help him. Sorry they just added some confusion. lol
Your guides are great - really helpful! It's food for thought and we know that anything that gives our brains some work is a good thing.
DeleteI'll admit I haven't read every post thoroughly just yet. However I've always looked at the section of what we won't be able to do without the profession, and since this always involved not being able to craft important upgrades, mounts, and above all, PETS!!!, you confirmed what I was already thinking and is pretty much common sense anyways: taking the main profession buildings just makes so much sense it's a no-brainer.
Good call on the alchemy building. I might do just that. Even if I don't need all small flasks to craft big ones, it's still nice to have a stack of minor flasks ready for soloing and pugging. Or I might just sell them.
I have a bunch of characters I don't plan to play outside my garrison, they'll only be my profession slaves with two crafting professions after I've done all necessary levelling and relevant achievements with them. So the storehouse will make sense for those, one because I'll need access to a (guild) bank, and two because being able to stack more work orders is just what I need to not have to log in more than 2-3 times (or will it be even less?) a week. Whereas the salvage yard, well, I won't be killing many things with those chars anyway so it's pointless.
I won't have double gathering characters anymore. My druid used to have herbalism and mining, but I'll re-spec mining to Leatherworking or any of the profession I don't yet have. Removing mining makes sense because it used to remove the shapeshift buff anyway (as opposed to herbalism), and LW makes sense because well, I don't have it yet and druids are leather wearers.
I have a hand full of double gatherers as well that I was thinking of doing the same thing you mentioned and dropping one of the gathering professions. Basically if you have an army of alts like I do I should have all the ore and herbs I need anyway right?
DeleteBut then the though popped into my mind. This is just one expansion. Maybe there will not be a super easy way to get ore and herbs next expansion. I would end up switching only to have to switch back again. And as we all know leveling a gathering profession is an absolute pain in the ass. I might just stick with what I have for the time being, or at least consider it.
So far I have build in my head for all types of characters, but none for a double gathering profession character.
Hmmm why would you have a gathering profession more than once per realm?
DeleteOn a side note, I started to look at profession buildings without said profession in depth and holy hell this is gonna be difficult... :D In any case an additional profession building is probably better than a storehouse on my played twinks so no matter what I'll choose, it'll make sense.
Just one thing isn't quite clear here, the way I understand it non-enchanters won't be able to make temporal crystals, but fractured temporal crystals will appearently be possible so there's still a possibility to get the crystals via work orders.
I always do, it depends on the character I want to be on, so I have something to do with them while waiting in queue.
DeleteIt goes back to wrath when they first added the group finder. DPS always had to wait, so all my damage dealers had gathering professions so they had something to do while waiting in queue. Believe it or not, this lead to a hell of a lot of gold being made. Tanks and healers had crafting professions only as they had no wait time.
I also level characters, always now, with 2 gathering profession and then switch at max level. Some characters I never got around to switching because I had everything already meaning I still have a few as double gatherers.
Also on solo servers, where I only have 1 90, which I have a few of those. I level with both gathering professions and normally just stick with it. I learned my lesson after leveling a priest with tailoring and enchanting as its profession as a solo character on the server. I spent the entire leveling process completely broke, to the point where I could not even by my mount speed increase when I got to that point or flying once I got to that point. Admittedly once you hit max level it became easy to make money, but getting there with 2 crafting professions was hell. (this was back when you still needed different rods for enchanting and each time I got to that point it costs me thousands to get the new rods and it killed me)
Yes you will get the fractured ones, but they will come in much lower numbers of course.
sweet - I am more excited about this town building stuff than the story at this point.
ReplyDeleteI am excited about finding followers all over the world to make my town the best it can be
DeleteCollecting and leveling followers is like a mini game in its own and can actually give you many in game benefits. So it is worth doing if you are into that sort of thing.
Delete