Tagged: Garissons

In patch 6.2 your garrison will be focused on The Shipyard. This is a new building that doesn’t take up any existing slots. This preview will focus on everything from obtaining The Shipyard to leveling it up and the rewards you can get. Update: There is now also a video preview of the shipyard which you can find here.

As with the other PTR previews/guides, this is still on the PTR and anything can change!

Obtaining The Shipyard

To get the newest addition to your garrison you will have to complete a small chain quest.

  • Go to the town hall in your garrison.
  • Talk to your faction leader.
  • After accepting the quest, head on over to the gryphon/rylak master and get a ride to the Iron Docks.
  • Complete a total of 3 quests in the Iron Docks questline. If you need the resources, also complete the bonus objective for 200 garrison resources.
  • Head back to your garrison and talk to your faction leader.
  • You will now be able to walk to the spot where your shipyard will be built and construct it. (Check your map if needed)
    • You will require 150 garrison resources and 150 gold.
  • Continue the quests within your Shipyard. You will gain the following:
    • 200 oil
    • Blueprints for your first ship type: Transport
    • Your first Transport ship – This will cost 25 garrison resources and 50 oil.
  • Wait a couple of minutes for your first ship to be built. Go get a drink or read up on what you can do in Tanaan Jungle.
  • Once your Transport is done, you will have to complete the starting quests in Tanaan Jungle before you can send your ships out on missions.
  • You will again have to do a small quest chain. Kill a few mobs, talk to a few people.
  • Once you have the quest to go back to the shipyard you can finally go back and start sending ships on missions.

Your Fleet

You will be able to build up your fleet through your shipyard. At level 1 your shipyard can hold a maximum of 6 ships, at level 2 8 ships and at level 3 10 ships. You build this at the same NPC as you built your Transport ship. While your very first ship took just a few minutes to make, every other ship you make will take up to 2 hours to complete. It works just like a work order, but you can only queue up 1 ship at a time.

The 4 ships you’ll be able to get blueprints for are:

  • The Submarine – obtained by upgrading the shipyard to level 2
  • The Destroyer –  obtained by completing the introductory quest chain to naval missions
  • The Battleship – obtained by buying the blueprint from your faction rep vendor (Hand of the Prophet / Vol’jin’s Headhunters) when you reach friendly
  • The Carrier – obtained by upgrading the shipyard to level 3

These 4 ships will counter ship threats during missions:

  • Submarines counter Carriers
  • Destroyers counter Submarines
  • Battleships counter Destroyers
  • Carriers counter Battleships

There are other mission threats, but we’ll get to those later.

Your ships can be of uncommon, rare or epic quality. Just like your followers they can be leveled by completing naval missions, however if your ships fail to complete a mission there is a 50% chance that they will be destroyed!

  • When they are uncommon they have their ship counter ability and they have a crew. The crew will be a certain race and will give it a bonus. For example a night elf crew will allow your ship to complete the mission 50% faster, while a gnome crew will give you a chance to loot equipment from the mission if it succeeds.
  • When they are rare the first equipment slot opens up
  • When they are epic the second equipment slot opens up

Threats and Equipment

So let’s talk threats and equipment. Basically these work just like the threats work from your regular followers. There are different types of threats to counter, and equipment helps you do so. You’ll be able to replace already existing equipment in your ships with new ones. So you can choose which threats your ships counter. This means you’ll be able to re-customize your ships as needed.

There are also 2 other types of equipment. Equipment that increases the success chance when with a certain type of ship (like the race boosts from followers) and special bonus equipment.

Increases the mission chance when working with a certain ship type.

Provides other bonuses.

To obtain the equipment for your ships you will have to earn blueprints from things like quests and reputation. Once you have done so you’ll be able to buy them for 500 resources from a vendor in your shipyard. This vendor also has an item to instantly complete a ship yard work order!

You can earn the threat counter equipment blueprints by doing the following:

  • Blast Furnace is earned by completing the introductory quest chain to the Shipyard and Naval missions.
  • True Iron Rudder is looted from Zoug the Heavy in Ironhold Harbor.
  • Felsmoke Launcher is looted from Felsmith Damorka in the Fel Forge.
  • Trained Shark Tank is looted from the Savage Whale Shark in the bay of Ironhold Harbor.
  • Bilge Pump is looted from Belgork in the tunnels between Zeth’Gol and the Fel Forge.
  • High Intensity Fog lights is looted from Xanzith the Everlasting in the Throne of Kil’jaeden.
  • Ice Cutter is looted from Cindral the Wildfire in Ironhold Harbor.
  • Gyroscopic Internal Stabilizer is looted from Iron Reaver in Hellfire Citadel.

Sending your fleet on missions

Your ships are ready to go and explore the seas of Draenor, but how do you send them out on missions? Well this works exactly like sending out your followers, but in a different mission table. This one is located in your shipyard. This means you will have to go to both the mission table in your town hall and to the one in your shipyard to send all your followers and ships on missions.

You’ll see which threats need to be countered and then you can make a choice of which ships go out. These missions will cost oil, which you can obtain via regular garrison missions, the new apexis daily in tanaan, killing the 4 “event” rares in Tanaan and building an oil rig once you have revered with your faction’s reputation faction in Tanaan.

A final word

From testing the shipyard on the PTR, the pace of leveling ships and sending them out on missions seems to be a lot slower. If you want to complete your legendary ring you will need to use your shipyard, but it seems like it’ll require less time investment than your followers did when they first had to be leveled. The shipyard naval missions award things like a mount, a pet and gear you can send to your alts. So it’s certainly worth putting the time in your shipyard.

There was a lot of information to cover, so if you have questions or suggestions for this guide feel free to let us know in the comments!

Patch 6.2 Preview – To the Shipyard!

Quote from: Blizzard
Patch 6.2 Preview – To the Shipyard!

In World of Warcraft Patch 6.2, you’ll oversee your Garrison’s first new major construction project—and take command of your forces in a whole new theater of war. In order to push back against the twisted remnants of the Iron Horde, you’ll need to expand your operations to the shore and set your sights on the seas between you and the mysterious Tanaan Jungle. To do that, you’ll need a Shipyard.

Alliance Shipyard

The Shipyard is a new building available to all Garrison commanders who have reached level 100 and improved their Garrison to level 3—and after you travel to the Iron Docks and discover just how dire the naval situation is, you’ll want to make your Shipyard a top priority. As soon as you return to your Garrison, you’ll be able to raise a level 1 Shipyard and begin construction on your first ocean vessel immediately.
Horde Shipyard

Your Fledgling Fleet

In war, you need soldiers to fight on the front lines—with that in mind, your first ship will be the mighty Troop Transport, a vessel designed to help you tackle a variety of seafaring threats. This stalwart ship will help you initiate combat, and will serve as the backbone of your fleet as you’re getting your feet wet.

Ships are managed much like Garrison Followers. You’ll send your ships on naval missions, and each naval mission will present a new set of challenges for you to counter with your ships’ abilities. Some of the new abilities include Salty Crew (improves success chance by 10%), Unsinkable (shields the ship from a fatal shot), and Trained Shark Tank—because navigating through mine-studded waters is no problem when you have trained sharks on your side.

And guns. The sharks have guns.

Setting a Course

Just as your Followers need Garrison Resources to operate, your ships will require Oil. Collect enough Oil to send your ships on many naval missions, and you’ll unlock the level 2 and level 3 Shipyard, allowing you to maintain more ships and take on more naval missions.

There’s oil on Draenor! And as fate would have it, it’s mainly to be found in Tanaan, where the enemy has been collecting the precious substance for a while now. They’ll have to be relieved of it in some way or another . . . and that’s where you come in. Your ships need oil. Your entire war effort now depends on it.

Naval warfare to take place precisely right there!

Your ships also come with equipment, and how you use it will play a key role in your success on the high seas. For example, a ship with a Gyroscopic Internal Stabilizer can deal with Chaotic Whirlpools by staying upright and stable. A ship with a Food Storage Bay has additional space for stashing extra supplies, and is therefore better at taking on longer naval missions.

Your ships can be manned by a specific crew, and the composition of the crew helps determine your results and rewards. For example, a goblin crew increases the gold gained from the mission; a night elf crew reduces mission time; and a human crew increases your success chance.

A tauren crew is sturdy—and rewards a 50% experience bonus.

The high seas are filled with threats, and they won’t be easy to deal with. Take too much of a risk on a naval mission, and you could lose your vessels and all of the time and resources they represent. You’ll want to pay close attention to which ships counter which threats. For example:

  • Submarines move silently underwater, sneaking up on unsuspecting ships.
  • Destroyers counter Submarines with Depth Charges.
  • Battleships fire long-range artillery to sink enemies such as Destroyers.
  • Carriers deploy bombers to attack Battleships from the air.

First Look: Ships

Alliance and Horde Destroyers

Alliance and Horde Submarines

Alliance and Horde Carriers

Alliance and Horde Battleships

Alliance and Horde Transports

Want to get a better look at the next patch for yourself? Join us on the Patch 6.2 Public Test Realm, and share your thoughts and opinions on everything coming to World of Warcraft in our PTR General Discussion forum. If you find a bug while testing, let us know about it in our PTR Bug Report forum.

See you at sea!

Timewalking Highlight: The Arcatraz

Quote from: Blizzard
Timewalking Highlight: The Arcatraz


In World of Warcraft Patch 6.2, we’re introducing a new series of seven different weekend events, and two of the seven weekends will make Timewalking Dungeons available to characters at level 71 and higher for Outland dungeons or 81 and higher for Northrend dungeons. When you Timewalk these dungeons, you’ll find that your character’s power and gear has been scaled down to a fraction of what they normally are, and you may have never ventured into some (or all) of them, so it’s a good idea to prepare yourself now.

Outland: The Arcatraz

The mighty Tempest Keep was created by the enigmatic naaru: sentient beings of pure energy and the sworn enemies of the Burning Legion. In addition to serving as a base of operations for the naaru, the structure itself possesses the technology to teleport through alternate dimensions, traveling from one location to another in the blink of an eye.

With Outland serving as the strategic battlefront in the ongoing Burning Crusade, the naaru recently used Tempest Keep to reach the shattered land. However, when the naaru set out from their stronghold, Prince Kael’thas and his blood elves quickly raided the dimensional fortress and assumed control over its satellite structures. Now, guided by some unknown purpose, Kael’thas manipulates the keep’s otherworldly technologies, using them to harness the chaotic energies of the Netherstorm itself.

Dungeon Maps

Click to enlarge


Zereketh the Unbound

Most creatures from the Twisting Nether require constant directions from their masters, but a select few voidwraiths need no such orders. Zereketh stands at the entrance to Arcatraz, ready to slay all who would dare challenge him.

Dalliah The Doomsayer

Before she was imprisoned by the naaru, Dalliah was one of the most vicious and aggressive warriors within the Burning Legion. Spending so much time as a cellmate to Wrath-Scryer Soccothrates did not improve her disposition either.

Wrath-Scryer Soccothrates

Millennia ago, Soccothrates held a position of honor among the Wrathguards, standing at the side of the Burning Legion’s top commanders. Confinement did not suit his considerable ego. Neither did his cellmate.

Harbinger Skyriss

The naaru believed the persuasive voice of Harbinger Skyriss was silenced when they contained him and forced him into a long, dreamless sleep. The unfortunate warden of Arcatraz learned the naaru were wrong.


  • Zereketh is known for summoning void zones. Run out of them immediately!
  • Zereketh’s Seed of Corruption causes his victim to explode with damage. It’s best to stand apart when you’re the seedy one.
  • Dalliah’s Whirlwind should be avoided by all but the stoutest of tanks.
  • Her Gift of the Doomsayer channels healing to you if you have it. Healers beware!
  • Stay out of Soccothrates’ fel fire.
  • The one and only Millhouse Manastorm assists you in your battle with Harbinger Skyriss and his many “friends”. Keep Millhouse alive.

Achievements and Reputation

If you’ve not gotten them before, completing this dungeon will award The Arcatraz and Heroic: The Arcatraz , the latter of which is required for Outland Dungeon Hero.

Killing enemies in this dungeon increases your standing with The Sha’tar. For a full breakdown of what you can do with Sha’tar reputation, check out Wowhead and Wowpedia.

Get in there and Fight!

Timewalking dungeons are coming to WoW with Patch 6.2: Fury of Hellfire. Keep an eye out for the weekend-only quest “A Burning Path Through Time”, which rewards a Seal of Inevitable Fate when you complete five Burning Crusade Timewalking dungeons.

How to get the Garrison Jukebox in 6.1

In preparation of the 6.1 release this week we released a How To guide this morning for obtaining the Garrison Jukebox.

Podcast Episode 60: A look at Blackrock Foundry

We also released the newest podcast. We are not sure what went wrong the the audio, but after roughly the first 6 minutes the audio evens out a bit.

Welcome to the Design Corner! As a small introduction to the design corner, I took a look at the garrison and the current 6.1 PTR patch notes and thought about what I felt what was still missing in terms of improvements. I originally posted the suggestions on the WoW EU forums in the Garrisons subforum and I invite you to post in the thread with any constructive ideas you might have for the garrison!

Patch 6.1 has some great changes coming to the garrison, however there’s still a few things I feel could change so here’s a list of suggestions I feel would improve the garrison in one way or another.

  • Currently when you assign a follower to the herb garden you can choose which herb you want to grow each day. However you can quickly get too much of that herb when doing so. – So what I would love to see is that at level 3, if your herb garden has a follower assigned, you can choose to grow any herb including any Azeroth/Outland in your garden. Perhaps make it a 50/50 split, you can use 50% of the herb spots for old types of herbs.
  • Currently you can only get the orc clan transmog items for your armor class, which is really too bad because art is subjective. – Make the clan transmog items cosmetic items so all armor type classes can be a part of their clan of choice. (As a hunter I would like to be able to use part of the leather set to mimic the set from the Beastlord in BRF)
  • Reputation is a real grind in WoD, which isn’t bad per se however – I would love to see a daily Trading Post quest for random faction, to get perhaps 250 reputation as a reward. This means that over time players have an alternative to level up their reputations, while people who love to grind can still get their reputations up a lot faster without feeling the need to get the Trading Post.
  • Collecting all the ore from the mine every day is a hassle when you have many alts. Let us pay a miner x amount of resources to collect all the ore from veins/carts each day for us to pick up – Or have this be the perk of assigning a follower to the mine, as the carts appearing for everyone bug is still in, meaning a different perk might be the better alternative to add in.
  • The full armor and weapon set items for the followers are quickly becoming useless, especially with the item level requirement going up to 660 with the BRF raid missions. There’s been a few suggestions over the forums about how to make them useful again. I would like to highlight two, with the second one having my personal preference.
    • Allow players to turn in 6 of a set to get 1 of the next level set. E.g. 6 615 weapon sets for 1 630 weapon set.
    • Allow players to break down weapon sets into singular upgrades E.g. 1 615 weapon set into 3 +3 weapon ilvl items.
  • To end my list, not much a suggestion but a personal pet peeve, the rarity of the modules (especially the ashran one) for the Auctioneer quest for the level 2 Trading Post. I would really like to see the drop rate increase a bit so that I can use my auctioneer in the garrison.

One question I have for all of you – A while back there were a post or two about making garrisons more alt friendly in a future patch (possibly 6.1). Since then I haven’t seen anything about that, nor do I really have a solution myself. So my question to you is, how would you make the garrison more alt friendly?

Other than that – what other constructive suggestions do you have to improve the garrison, that the current changes in the 6.1 PTR notes don’t fix? Let me know in the thread on the official WoW forums, or in the comments below!

There’s a bunch new hotfixes / changes already out or soon to be! Check them out below

6.0.3 Hotfixes: December 10

Quote from: Blizzard
6.0.3 Hotfixes: December 10

Here you’ll find a list of hotfixes that address various issues related to the recently released World of Warcraft patch 6.0.3. Hotfixes are updates we make on our end without requiring you to download a new patch. Some of the hotfixes below take effect the moment they were implemented, while others may require your realm to be restarted to go into effect. Please keep in mind that some issues cannot be addressed without a client- side patch update. We will continue to update this list as additional hotfixes are applied.

Hotfixes have been listed by the date they’ve been implemented.

Patch 6.0.x Information

December 10

Garrisons, Followers, and Outposts

  • Resolved a situation that could cause ore and mining carts in a player’s Garrison to despawn.
  • Resolved an issue where players may sometimes not correctly accrue rested experience when entering their Garrisons.
  • Garrison Invasions
    • Players defeating the final boss that pushes their invasion score to over 1000 should now correctly be able to receive credit for obtaining a gold rating.


  • Druid
    • Balance
      • Shooting Stars should no longer fail to trigger if the most recent target of Moonfire or Sunfire dies.
  • Hunter
    • General
      • Resolved a number of additional situations that could cause Kill Shot (Beast Mastery, Marksmanship) to not correctly reset its cooldown.
  • Monk
    • General
      • Transcendence: Transfer should now continue to correctly reference new transfer locations after multiple uses.
  • Priest
    • Talents
      • Insanity’s (Shadow) snare should now be correctly affected by abilities that remove or reduces the duration of snare effects.
  • Rogue
    • Subtlety
      • Honor Among Thieves should no longer cause Rogues with the Anticipation talent to stand up after receiving a Critical heal.

Creatures and NPCs

  • Citizens of Dalaran! Raise your eyes to the skies and observe! Rhonin, Leader of the Kirin Tor, should now be reciting their spoken lines to characters within a much smaller radius in the streets of the city of Dalaran. Note that his text… his text are still worth reading and continue to still be visible to those within the city.
  • Rare creatures and NPCs are now immune to the Enslave Demon and Control Undead effect.
  • Goren Protector, Orc Ancestor, Ancient Ogre, and Ghostly Arakkoa should now correctly scale to level 100.
  • World Bosses
    • The world bosses Drov the Ruiner and Tarlna the Ageless in Gorgrond now share a single loot eligibility lockout.
    • Both Drov the Ruiner and Tarlna the Ageless should no longer be available at the same time.
  • Talador
    • Cordana Felsong should now be visible to characters that are at or above level 98.
    • May Tirta and James Lamone located in Zangarra can no longer be attacked by characters.
  • Spires of Arak
    • Solar Magnifier should no longer become untargetable if they are leashed while using the Excavation ability.
  • Nagrand
    • Gordawg no longer uses Tectonic Slam.

Dungeons, Raids, and Scenarios

  • Raids
    • Credit for defeating bosses on Raid Finder difficulty should no longer incorrectly have a daily reset instead of a weekly one.
    • Highmaul
      • Tectus: Motes of Tectus should now be properly tracked in the boss frames as intended.
      • Twin Ogron: Phemos’ thrown weapons now persist for 16 seconds after Quake has finished casting.
      • Ko’ragh should no longer benefit from Critical Strike auras from players that are under the effects of Dominating Power.
      • Ko’ragh: Resolved an issue where players may be unable to use execute abilities against Ko’ragh when his health is low.
  • Dungeons
    • Bloodmaul Slag Mines
      • Slave Watcher Crushto: After being defeated, the miners should no longer be attackable, and no longer cause Croman to chase them out of range.
    • Grimrail Depot
      • Nitrogg Thundertower should no longer be able to get thrown off the train and wind up being stuck in evade mode.
      • Added a second location for Iron Autocannon, Iron Limbcleaver, and Huge Crate of Weapons to the Grimrail Crash Site.


  • Ashran
    • Bonus objectives in Ashran now have a daily reset timer.
    • Fortune Favors the Bold no longer provides a bonus to Honor Point gains.

Battlegrounds and Arenas

  • Healers leaving an Arena match should no longer sometimes cause Dampening to reset.
  • Resolved an additional number of situations where players could incorrectly obtain items that require Vol’jin’s Spear or Wrynn’s Vanguard to equip from a Rated Battleground or The Coliseum.


  • Healing effects from healing potions should no longer incorrectly be able to critically heal or Multistrike.
  • Raid buffs to Mastery no longer counts for food that provides a well fed buff to the highest secondary stat.
  • Personal Hologram’s temporary hologram of yourself should now be easier to see.

Bug Fixes

  • Resolved an issue where dispelling Prayer of Mending was incorrectly only removing a single charge instead of the entire effect.

PvP Hotfixes 11/12/2014

Quote from: Blizzard
We wanted to take a moment to update everyone on some of the latest PvP related hotfixes that are incoming which will affect the following specs and classes:

Balance Druid

  • Starfall damage against players is now reduced by 33%.
  • PvP set bonus that grants a charge of Starsurge when Entangling Roots breaks now has a 15 second cooldown.

Discipline Priest

  • Silence now has a 2 second duration (Shadow Silence is unaffected).

Retribution Paladin and Enhancement Shaman

  • The PvP 2 set piece bonus now grants 25% reduction in crowd control effects (down from 50%).


  • Glyph of Shield Slam now requires defensive stance.

Upcoming Garrison Outpost Hotfixes

Quote from: Blizzard
We’re planning to make some changes to the Garrison Zone Outposts, to reduce the costs necessary to change out the building you initially chose while questing through the zone, and also allow you to earn the unique follower associated with alternate building choices. Specifically, these changes will be:

  • The cost to change your Garrison Outpost building in Gorgrond, Talador, and Spires of Arak reduced to 5,000 gold
  • The cost to change your Garrison Outpost building in Nagrand reduced to 500 gold
  • Changing your Garrison Outpost building in a zone will also grant access to the building-specific questline for that zone, including the building-specific follower

Note that you will still be unable to change your Garrison Outpost building until you’ve reached level 100 and earned your current building’s zone achievement, at which point the building can be changed by speaking with the outpost’s foreman NPC (who varies from building to building).

These changes are currently not planned to go live until the next maintenance period for each region, but we wanted to give as much advance notice as possible that they’re on their way.