There are a number of garrison followers you can pick up as a result of your outpost selection so I thought I’d take a closer look at what each follower brings to the table. The only exception comes from the end of the Thunder Pass chain in Frostfire Ridge which offers you a choice of three.
In general, they will all have one ability and in most cases, a random trait. Additional traits and abilities come from playing through the beta with the potential to become epic from garrison mission XP.
Frostfire Ridge
The Battle for Thunder Pass
Greatmother Geyah (90) Restoration Shaman
Default Ability and Trait
- Purify Spirit (counters Magic Debuff)
- random trait
Kal’gor the Honorable (90) Elemental Shaman
Default Ability and Trait
- Chain Lightning (counters Minion Swarms)
- random trait
Lokra (90) Enhancement Shaman
Default Ability and Trait
- Ghost Wolf (counters Danger Zones)
- random trait
Gorgrond
Lumber Mill
Kaz the Shrieker (93) Elemental Shaman
Quest: Iyu
Default Ability and Trait
- Hex (counters Deadly Minions)
- random trait
Penny Clobberbottom (93) Survival Hunter
Quest: Penny For Your Thoughts
Default Ability and Trait
- Deterrence (counters Massive Strike)
- random trait
Random Traits
- Guerilla Fighter
- Talonslayer
Savage Fight Club
Talador
Arcane Sanctum
Magister Krelas (94) Fire Mage
Offered at the end of the Arcane Sanctum questline
Default Ability and Trait
- Counterspell (counters Powerful Spell)
- random trait
Random Abilities and Traits:
- Polymorph (counters Deadly Minions) ability
- Burst of Power – trait
- Furyslayer – trait
Vol'jin's Arsenal
Morketh Bladehowl (94) Fury Warrior
Quest: The Only Way To Travel
Default Ability and Trait
- Shield Wall (counters Massive Strike)
- random trait
Spires of Arak
Tavern
Dark Ranger Velonara (96) Marksmanship Hunter
Quest: Standing United
Default Ability and Trait
- Counter Shot (counters Powerful Spell)
- Skinning (boosts work order production based on follower level while assigned to the Barn)
Smuggler's Run
Ziri’ak (99) Arms Warrior
Obtained from the Smuggler’s Run merchant window.
Default Ability and Trait
- Pummel (counters Powerful Spell)
- random trait
Random Abilites and Traits
- Cleave (counters Minion Swarms) ability
- High Stamina – trait
- Furyslayer – trait
- Burst of Power – trait
For those who plan on making the most out of their mission table, it would be wise to have a follower who can counter any threat so follower choice would be a valid reason to choose which outpost to build.
At 60, you can switch over any outpost for a 5K fee by speaking to the camp foreman. This allows you to complete the related questline and obtain any outpost-specific followers. There’s also an option to buy any outstanding followers from the contract NPC located in your Town Hall for 5K gold.
I’s finding what countering threats becomes increasinglies important as yer followers gear up. Fer the 630-level missions (heroic dungeon-like) I ended up makin’ a spreadsheet ta track everyone’s abilities ta see where me weak spots was. At raid level missions, where ya gets ta counter six different threats, I expects matching up three followers is gonna be like playin tetris.
Sounds like the raid mission I had last night. I waited until I geared them up a bit more before I sent them out but it’s true, it’s a bit like playing snap or something.
It also feels great when you see that armour or weapon go from rare to epic. :)
Hmm, I’m beginning to worry. It looks like there’s so much to know about garrisons I shouldn’t be waiting until WoD to learn about them. Maybe I should get my head out of the sand, lol.
The in-game tutorial is pretty good but you don’t have to be too serious about it. It’s quite fun either way.