Tagged: Outposts

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.

Over the lifespan of the WoD Beta we’ve covered a lot of what you can expect from the Garrisons. however because there’s so much information to cover here’s a complete guide with just about everything you need to know as well as links to our various videos/guides.

The basics

You get your garrison almost right after you finish the Tenaan Jungle intro event. You get a set of quests that take you through all the waves and motions of the Garrison mechanics. Let’s go over each of those mechanics.


When going about the daily goings of your garrison you’ll need resources. You can earn these from multiple sources: The garrison resource chest, quests, garrison missions, rare mobs and garrison buildings such as the lumber mill and the trading post. Once you reach maximum level you’ll mainly earn the resources from the garrison chest, garrison missions and garrison buildings.

You’ll use resources for things like building buildings, upgrading them and sending followers on missions.

Plots/Garrison Leveling

garrisons picWhen you build up your garrison you can build the garrison buildings in plots. The type of plot determines which buildings you can put on them. There are more buildings per type of plot than there are plots, which means you will have to make a choice as to which buildings you want. This matters because you get perks depending on the buildings you choose (more on that in the buildings section).

You will need to level your garrison up to get more plots. Your garrison starts at tier 1 and you can level it up to a maximum of tier 3. See the below table for the amount of plots per tier.

Tier Amount of Plots
1 1 small, 1 large
2 2 small, 1 medium, 1 large
3 3 small, 3 medium, 2 large


Tier 2

To level your garrison up to tier 2 you will simply need to have completed both buildings in the plots. You will then get the quest to upgrade your town hall. To do so you have to click on the town hall in the architect interface and click upgrade.

At tier 2 you will also get quests depending on your level to unlock new buildings, these don’t cost extra plots.

Level Required Building
92 The Mines
94 The Fishing Shack
96 The Herb Garden
98 Pet Menagerie

Tier 3

To level your garrison up to tier 3 you simply need to be level 100. The upgrade itself will require 5000 gold and 2000 resources.


As mentioned before the plots determine which buildings you can build. At garrison tier 3 you can build 3 small, 3 medium and 2 large buildings. Each building has 3 levels and depending on the level you’ll get perks from having those buildings. Check below for all the different buildings and their perks so you can start thinking about which buildings you will want to build first when you get your own garrison. To build and level up your garrison you will need to get blueprints.


Type Blueprint How to Obtain
Level 1 blueprints Become available to you when your Garrison reaches Tier 2.
Level 2 Small building blueprints Reach level 96 or complete the Talador zone
Level 2 Medium building blueprints Reach level 98 or complete the Spires of Arak zone
Level 2 Large building blueprints Reach level 100 or complete the Nagrand zone
Level 3 blueprints Become available as you complete certain achievements across Draenor

Level 3 blueprints are account-wide. Once you unlock one on a character, it’s available to all characters on your account.



Level Perk Comment
1 Unlocks patrol missions. Patrol missions have higher than normal follower experience rewards.
2 Allows a follower with the bodyguard trait to accompany you as a guardian in Draenor zones.
3 Increases your follower limit by 5 and grants access to racial guards and banners.  Level 3 Perks Video


Level Perk Comment
1 Doubles the chance for your quest rewards to get a rare or epic Bonus Upgrade, and increases the potency of the upgrade.
Allows the collection of armor scraps from the orc clans of Draenor for armor transmogrification use.
2 Opens up work orders for follower weapons and armor in exchange for garrison resources. Also, new armor transmogrification items unlock.
3 Grants 1 of your 3 seals of tempered fate (raid bonus loot roll) at no cost each week.


Level Perk Comment
1 Unlocks a personal engineer that creates a powerful invention each day. Exceptional work!
2 Your engineer gains access to five new and amazing devices.
3 Allows the creation of a siege vehicle once per day. Drive it to victory in Draenor! (Can be used in Ashran)


Level Perk Comment
1 Allows the collection of ogre waystones from Ogres on Draenor.
These waystones can be used to power an Ogre Waygate of your choice on Draenor. Also occasionaly triggers Runes of Power during combat.
2 Unlocks access to a second Ogre Waygate for a total of 2.
3 Unlocks access to a third Ogre Waygate for a total of 3.


Level Perk Comment
1 Enables the capture and training of special mounts on Draenor.
Also allows you remain mounted while interacting with objects in outdoor Draenor zones.
 Taming Quest Video
2 You will no longer get dazed by enemies while riding mounts in outdoor Draenor zones.
3 Increases mount speed in Draenor by 20%.  6 Stable Mounts Video



Level Perk Comment
1 Allows you to mark small trees in Draenor for harvest. Harvested Timber can be converted to work orders for garrison supplies.
2 Allows you to mark medium trees for additional Timber.  You can earn a special follower via the lumber mill.
3 Allows you to mark large trees for even more Timber.


Level Perk Comment
1 A merchant shows up each day selling trade goods. Also allows the trade of crafting reagents for garrison resources.
2 Grants access to the Sha’tari Defense or Laughing Skull factions. Also unlocks the ability to acquire parts from around Draenor to build an auctioneer.
3 Increases reputation gain in Draenor by 20%.


Level Perk Comment
1 Allows you to capture clefthoof, elekk, wolves and talbuk for leather and fur. used for leatherworking and tailoring recipes.
2 Allows you to capture boars and riverbeasts for rare meats used to create the most powerful food. Expected to use for raiding food.
3 Allows you to capture elite beasts to harvest for savage blood, used in all epic crafted armor and weapons. Required for crafting the best armor and weapons.


Level Perk Comment
1 Increases your out-of-combat regeneration in outdoor Draenor zones and allows the collection of broken bones from defeated enemy players (used for Conqueror’s Tribute).
2 Enables safe fall and underwater breathing in outdoor Draenor zones. Also enables the Nemesis quest series for defeating enemy players of specific races.
3 While below 35% life, all damage taken is reduced by 50% in outdoor Draenor zones. Grants access to the Highmaul Coliseum gladiator tournament. Coliseum Video preview


Level Perk Comment
1 Each day, a visitor offering a dungeon quest with generous rewards will spend the day at your inn.
2 Recruits random followers each week. You can specify traits and abilities you’re especially interested in.
3 Unlocks the particularly lucrative treasure hunter missions.



Level Perk Comment
1 Allows the production of profession items. Enchanter’s study allows disenchanting of items.
2 Allows followers with profession trait to work here, granting a unique bonus. Also allows up to 14 work orders at a time.
3 Allows up to 21 work orders at a time.


Level Perk Comment
1 Allows Salvage to be occasionally recovered from missions
2 Increases your chance at recovering Salvage from missions. In addition, you may now discover follower items in Salvage
3 Greatly increases your chance at recovering Salvage from missions. In addition, you may now discover player items in Salvage.


Level Perk Comment
1 Enables access to your personal bank and increases the total number of active work orders for all buildings by 5.
2 Enables access to your guild bank.
3 Enables access to an Ethereal Trader for Void Storage and Transmogrification and increases the total number of active work orders for all buildings by 15

The Salvage Yard

The salvage yard is the only building for which you will need to earn the level 1 blueprints in a seperate way. You will need to finish the goblin chain quests to the east/southeast in Spires of Arak at lvl 98. Together with the work orders from the Dwarven Bunker, the salvage yard is your main source of follower gear upgrades. But not only that, you can get legitimate item upgrades as well as character creation screen transmogrification sets. Check out some of the possible items below (note the dkp values are from a custom addon)!

The non full set upgrades are now either +3, +6 or +9 item levels.


As you adventure through Draenor you’ll get the chance to build up your own private army. You can earn these followers through exploring, questing, achievements and dungeons. You can send these followers on missions to earn follower experience, gold and other tidbits. There’s a few things you need to know about these followers.

  • You can have up to a maximum of 20 active followers (25 with lvl 3 barracks)
  • Once you have more than the maximum amount active you cannot send followers on missions until you put followers on inactive (right click follower to do so) until you have the maximum amount of active followers again.
  • Followers can be leveled up to lvl 100
  • Followers have uncommon (green), rare (blue) or epic (purple) quality. These determine the amount of abilities and traits the follower has.
  • Abilities and traits counter mission dangers or give your followers buffs during missions to increase the chance of succesful missions. They can also have profession traits, in which case you can assign them to the appropriate profession building via the architect interface.
  • Once a follower is level 100 they can continue to gain experience until they are of epic quality.
  • Once a follower is level 100 they will have an item level, starting at 600. You can upgrade their gear, which will be needed for harder missions.

For an overview of all the followers we’ve found check out these guides.


Missions are your way to keep your followers busy. Once you have your very first follower you will be sending them on a mission right away. Missions have many rewards, from gold to experience to follwer item upgrades there’s plenty of reasons to keep sending your followers on new missions. You can choose which follower you send on which mission in the mission interface by dragging them to the open follower slots.

The list of missions you get can grow for a bit, so if you can’t log on for a day there’s no harm done, you’ll still be able to send your followers on plenty of missions without falling behind in leveling them up! Missions at maximum level have 4 tiers, corresponding with follower item level. There are even raid missions, Kalgan explained them a while back:

Once you have followers at ilvl 615, the second tier of level 100 missions unlocks, at 630 the third tier unlocks (includes missions with ilvl 645 gear for your character), and when you have followers at ilvl 645 the fourth tier unlocks.

The fourth tier is special in that they show up rarely, but they’re raid missions for your followers that reward your character with raid quality loot of a tier higher than you’re currently running. If you’re doing LFR, you’ll get normal quality raid loot, if you’re running normal raids you’ll get heroic quality loot, and heroic raiders will get mythic quality loot. Mythic raiders will get mythic loot and 1k gold.

These missions show up rarely enough that you won’t be able to deck out your character in these items before the next raid zone shows up, but having a handful of them will give you a nice edge.

(Note: DKP Value in item is from a custom addon)


In your garrison you will be able to put up monuments that commemorate the feats you’ve achieved in draenor. There are currently 6 monuments to earn and 3 slots in a tier 3 garrison to place them in. You can earn them in the following ways:

  • Get 5000 honorable kills in Draenor
  • Craft 50 epic items with an item level of at least 600
  • Complete mythic raiding achievements
  • Win 2000 pet battles in Draenor
  • Collect 100000 Apexis Crystals
  • Complete a likely legendary ring achievement

The monuments are purely cosmetic and allow you to customize your garrison a bit.


You will be able to take part in invasion events. In these your garrison is under attack and you’ll need to defend it from various invaders. The fun part of these is that your followers will fight alongside you and that you’ll be able to earn points and try and earn rewards with these!


In each zone other than your garrison zone you’ll get to build a garrison outpost. At each outpost you’ll have be able to build 1 building, with the choice from 2. Once you’ve built it you will have access to a garrison ability in that zone. Check out the table below for the overview.

Zone Building 1 Building 2
Gorgrond Lumber Mill Sparring Arena
Talador Mage Tower Artillery/Armory
Spires of Arak Inn Trading Post
Nagrand StablesPerk: Special Mount For Combat, allowing casting while moving Siege Works


Concluding Remarks

Garrisons are a big part of WoD (but optional for the most part), and this guide certainly shows it. There are many aspects to it and it might seem like much, but once you play with it yourself and start building your garrison it is actually quite easy to deal with. If you’re a collector you’ll enjoy going around Draenor to collect the followers and build up your own private army!

Warlords of Draenor: The Burning Crusade 2.0 – Part 1

WoD Logo

Warlords of Draenor is coming out in 3 months time and at the time of release we’ll have had 14 months of Siege of Orgrimmar, 2 pvp seasons, the timeless isle and countless heroic scenario runs. While usually I look at something game design/philosophy-wise with the Mezzy Talks series, instead I’ll review Warlords of Draenor as an expansion. Keep in mind that it’s still in Beta, so anything that might be a concern could very well change before release.

Anyone who has been lucky enough to get a beta invite will probably agree that it’s a breath of fresh air: Back to leveling, building a base for the first time in WoW, building up your own personal army and a lot of story integrated in the leveling experience.

Before we get into a zone by zone analysis, the general feeling: While questing in Draenor it really does feel like you’re back in Outland, playing The Burning Crusade expansion, except even better. The difference is that the story is much more cohesive and the graphics blow it out of the water.

It’s hard to get everything across so let’s go zone by zone what makes it good or bad. After that, in part 2, we’ll take a look at the features/changes to game mechanics that come along in WoD.

Shadowmoon Valley


Shadowmoon Valley2

When questing in Shadowmoon Valley as an alliance player you really feel like you are on a strange outlandish planet. The draenei have their own problems they have to deal with and you have to prove yourself to them as an ally. The flaura and fauna are beautiful and are not quite what you would find on azeroth. You’re just as foreign to the locals as they are to you. There is one thing you might get annoyed by though, and that’s the amount of hills you have to get around while questing. Although in most zones I did not miss my flying mount, at some points I did on SMV. If you read quests or pay attention to what happens during the RP this zone certainly brings some shocking story progression, which you would not expect from just questing. As an alliance player this is a good zone to start Draenor with and you’ll certainly enjoy it.

Frostfire Ridge


Whereas Shadowmoon is the re-envisioning of a zone in outland, Frostfire Ridge is a brand new zone. You get the same type of feeling in Frostfire Ridge, except you’re helping Thrall’s ancestor’s clan. FRR (Frostfire Ridge) is a cold desolate vast plain, a similar feeling to Hellfire Peninsula, except much much grander. The Bladespire Fortress alone is a testament to how the environment team has continued to grow after Mists of Pandaria. Most of the zone is quite fluid when it comes to questing here. There is one particular quest that comes to mind though that you can’t pick up until level 92, which rewards a follower, but you’ll come across it at level 91. Meaning that if you forget to come back after leveling up again you’ll miss out on a follower. Between the two starting zones it’s hard to pick a favorite, both are quite enjoyable to play through and I certainly won’t regret using my lvl 90 character boost to get a lvl 90 horde character.




Gorgrond is a mixed bag of feelings for me, the start of the zone is hard to get in to, the story did not really feel engaging. On the other hand you build your first outpost which is your garrison away from your garrison. You’ll get to choose between the lumber mill and sparring arena for your outpost. Each gives a different garrison ability for you to use in the zone. The LM gives you the ability to use a shredder which has 2 dps abilities and can fly for a short while. The SA gives you the ability to summon a gladiator. It’ll be a different one each time on rotation. When the gladiator leaves you’ll have a buff for a short while. By far the worst was the chance on hit reduced damage taken and the best was the chance to stun your target. So the usefulness of this ability will vary each time you use it. This is also the first zone where you’ll get different followers depending on which outpost building you choose.

Once you get past the initial quests it will start to feel more fluid. There is a lot of traveling here so prepare yourself for it. It’s not a bad thing however, as while exploring (or using this guide) you can come across 2 events which give you unique looking followers to add to your personal army. Another perk is that there are bonus objectives everywhere. These are quests on location that give A LOT of experience compared to regular quests (3 to 5 times as much), which make them very much worth doing. You’ll have already come across bonus objectives in your starter zone, but this is where you’ll want to do as many as possible if you haven’t yet, and that’s because of the next zone.



Oh Talador, how you remind me of Terrokkar forest. While the nature of the zone is for the most part nice, the quests are scattered. It doesn’t feel coherent and it’s just a lot of traveling that makes you long for your flying mount. I’m painting a bleak picture here, but it is compared to the other dreanor zones because they are just that good. Once you get to the main questline for Talador things turn around and things actually get quite epic as you get your first big series of encounters with the burning legion. The story is engaging, the quest flow is good and you get a good follower out of it at the end.

When it comes to your outpost building choice, I feel that the artillery tower/ armory is by far the best choice. It gives a cooldown with 3 charges that bombards an area for roughly 300k damage and each bombardment stuns those hit.

The mage tower gives you a 5 minute cooldown that summons an arcane orb for 30 seconds. Although it looks cool as it reminds you of Algalon and titan technology, it has a pretty weak AoE for the duration as it follows you around.

Overall this zone will feel rather slow for a while but once you get to Auchindoun you’ll enjoy yourself when kicking some demon butt.

Spires of Arak



The spires of arak is another completely new zone where you’ll encounter the Arrakoa, both with the old and new models. If you’re into lore then you’ll want to pay attention here as you get into Terokk’s past.

A fun addition to this zone are the archeaology treasures that you can loot through the completion of jumping puzzles that you’ll encounter here. As of right now the treasures show up on your mini map, so you’ll come across these naturally if you just quest. They’re particularly good because of the amount of fragments they give. Allowing for a quick headstart on solves while questing, and if you’re lucky enough (like I was on the beta, meaning I won’t on live) you might even already get a rare solve.

Your outpost choices consist of the inn and the trading post. The inn gives you a extra hearthstome which brings you back to your Spires outpost and a passive 20% experience bonus. Which is nice if you want to level quickly. There’s a price you pay for this choice though, as you can not currently switch outpost buildings. The trading post allows you to summon a trader who sells rare goods, including a follower with a sun guardian model. Choosing the inn currently means sacrificing the chance to get him.

Due to the arrakoa pressence this zone continues your feeling of being in another world and the meaningful outpost choice and archeaology jumping puzzles make this a meaningful zone.




Nagrand is the last of the leveling zones and it feels just like the original one, except that it’s so much bigger. It has not only expanded on the ground level, it has also expanded towards the sky giving you a lot to explore. The latest beta build added new flightmasters, making it easier to get from one side of the zone to the other.

You continue the Iron Horde story and encounter Highmaul, the ogre raid. You also get to tie up some loose ends in a questline. For the outpost you get to choose between the siegeworks and the stables. The siegeworks gives you a siegetank which does plenty of damage and is definitely the way to go if you’re a hunter. The stables gives you a talbuk mount that you can ride in battle. You’ll be able to cast while moving at a 100% movement increase.

The pacing of the zone feels good, there’s a lot to see and you’ll feel good being back in Nagrand. Again with exploring (or with our guide) you’ll be able to find some interesting followers to add to your garrison. Exploring is highly recommended for Nagrand just because of it’s grand scale and it feels like a good last leveling zone.


The leveling in Warlords is a lot more fun compared to previous expansions, the zones and quests are more interesting and the many rares and garrison interactions give it a breath of fresh air. In part 2 we’ll take a look at the features/changes to game mechanics that come along in WoD.