It seems every day that someone keeps asking the question how do I make (large) piles of gold in Warlords. So we're going to break it down for you in 1 singular post.
Crafting Professions - Overview:
The primary hurdle in crafting profession in making gold for Warlords is that Blizzard has placed barriers of entry to slow the market. First, it takes a lot of resources to make most epics (100 profession specific daily mats + extra items) and the truly valuable upgrade tokens require Savage Blood to make.
Daily Mat Production:
While you can speed up daily mat production by having the specific garrison profession building (small buildings) and having a follower assigned to said building to increase production, you are basically limited by the internal work order processing time of 4 hours. This means that a maximum of 6 work orders can be completed by a building every day. Having more than 6 work orders submitted just means that you don't have to check in as frequently to collect the processed items and re-queue up the work orders.
Savage Blood Production:
Savage blood comes from two sources (so far). The first is via a work orders from a level 3 barn when you turn in Elite trapped animals from Nagrand. The second is via Primal Spirits which can be traded to a vendor for Savage Blood (among other resources). These will be BoP and similar to how Spirits of Harmony worked in Mists prior to patch 6.x
Crafting Professions - Analysis:
The ranking of what will likely yield the highest profit from WoD is as follows:
- Savage Blood
- Upgrade Tokens
- Profession Specific Items
- Epic level crafted weapons
- Epic level crafted armor
Savage blood farming is the highest yield because this mat is used by various crafting professions to make the upgrade tokens for epic level crafted items. Next would the be the actual upgrade tokens themselves as only people with professions can make them (garrison buildings can't produce them). After the specific profession made items such as the new 30 slot bag (Hexaweave Bags for instance), new mounts and new pets are viable markets because of the unique nature of people wanting exclusive items. Then after that will be the Epic quality weapons then armor (un-upgraded) if they exist at all as markets because a lv 3 garrison building can make most of these items (some exclusions can be found).
Gathering Professions - Overview:
Surprising, herbalism and fishing have increased in significant for Warlords. Numerous recipes in Alchemy require different kinds of fish as reagents and Gorgrond Flytrap is a key mat required for Tailors and Leatherworkers for their daily CD. The need for the latter can be reduced significantly with a level 2 Herb Garden and assigned follower (to allow this specific herb to be planted). Mining will still see significant interest from both blacksmiths, engineers and jewelcrafters. However skinning has a lower significance as the Barn can provide skins through work orders while not as convenient as the skinning profession, it does devalue the profession since the alternative (Barn) can also produce Savage Blood. Fishing is also an interesting choice now that fish are main reagents for Alchemy potions/flasks and First Aid pots which are being brought back in Warlords.
Gathering Professions - Analysis:
While garrisons do provide buildings that can provide a limited supply of ore and herbs, initial demands for raw materials will always be high on expansion launch. However there are a few notes worth mentioning:
- Gorgrond Flytrap - Demand will be very high until people unlock a lv 2 herb garden and assign a follower
- Skinning - Demand should not taper until lv 3 barns come into play (account-wide achievement locked, more under garrison)
- Fishing - Changes in Alchemy and First Aid creates new markets
Garrisons - Overview & Analysis:
As it has been alluded to earlier, garrisons in Warlords are a contributing factor in reducing player dependence on other players. With exception of very specific items, any player can make most things on their own if given enough time and resources without the need of leveling a new profession (or grinding a profession on an alt). However, Blizzard has taken appropriate steps to ensure that garrison buildings have flaws in them.
First off, the exception items that garrison buildings can't make are arguably the best things from those professions. Weapon/Armor upgrade tokens, new glyphs, weapon enchants, etc. can only be made with having the profession itself.
Second, more advanced craftables require that the garrison building to be upgraded. Interestingly enough, Blizzard has chosen to use account-wide achievements to lock lv 3 buildings from players as a way to slow the "garrison grind".
Some examples:
Level 3 Barn (necessary for Savage Blood production) requires achievement: Master Trapper. This means turning in 125 work orders at the Barn which would take up to 21 days if using just 1 toon. Since the achievement is account wide, this could be reduce to 2 days if using 11 toons.
Level 3 Profession buildings requires achievement: Working More Orders. Which requires 250 total work orders to be done but several factors help you here. There are up to 7 buildings that take work orders on a level 3 garrison and they are: mine, garden, lumber mill, barn, and 3 profession buildings.
In fact, most lv 3 buildings has some sort of achievement tied to it that must be completed for you to get the plans to make them.
Gold Making - Action Plan (TL;DR):
AH Market leaders:
- Savage Blood - First few months only or till Blackrock Foundry opens?
- Gorgrond Flytrap - First few weeks only
- Mats for WoD craftables
- WoD craftables
Quick Notes:
- Gathering good and expanded to Fishing
- Garrisons = Good but Limited
- Alts = Faster unlock for Garrison
Special cases to follow in future posts.