For example, the Azure Whelpling belongs to the Dragonkin family. However, it has Beast, Magic, and Elemental abilities in addition to a Dragonkin attack. Different attacks are strong and weak against different family types. Having a diverse spell selection might increase your chances of being prepared with a strong attack against an opposing team.
Other methods have been discussed. For example, mods could be crippled. DBM didn't exist back then, and the other boss that did that I don't remember the name of, didn't do as much back then as DBM does now. If our goal is to recreate the experience as it was, then obviously not having DBM would be a reasonable way to accomplish that. DBM simply existing, makes the game today easier than it was. So disallow it. Again, this is completely consistent with the spirit of vanilla. Remember one-button-decursing? That was nerfed. They crippled the capabilities of the modding API to disallow that because it made the game too easy. So what if they cripple it a little bit more to once again make the game less easy?
Sharding eliminates server load and realm stability. Cross-realm sharding is here so that players are evenly distributed across realms and helps combat underpopulation. Sharding at launch is vital to ensure a stable launch of an expansion. Starting zones would be filled with millions of people and that would turn even accepting a quest into a nightmare. Disadvantages of Sharding
We’re still looking at how we can best deliver an authentic Classic experience at launch, and in the weeks and months that follow - both in terms of gameplay and community. You won’t see phasing (which is tied to specific quests that don't exist in Classic) or cross-realm zones (which combine multiple realms together) in Classic. However, realm sharding is one of the best tools we have to keep realms stable when hundreds of players are swarming the same initial few zones and killing the same few mobs (like they will be at the launch of Classic). To that end, we do believe that some form of sharding may be helpful, especially in those early days. But we recognize that a cohesive world is critical to WoW Classic and are committed to bringing that to you. Layering in Classic WoW
It’s important that you levelling in certain areas around your characters level to gain the full XP reward for slaying monsters. Below is a list of all the best location for grinding XP from level 1 to 60, these locations are good for AOE spells and should have plenty of mobs. The Level you should be before you enter that specific location will be indicated to left in a Blue Color for Alliance [Lvl 35-39] and Orange Color for Horde [Lvl 35-39] the Mobs you are looking for Bolded [Mob Name].
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The leveling guides on my site are essentially speed leveling guides. My leveling guides are the same guides I use myself to speedrun to 60 on new servers to get 60 server first. I list many occasions where I tell the player to "die on purpose" to go faster. I tell the player to skip certain quests, because some quests are just not worth the time/XP. I list tricks and shortcuts to go faster so you can reach level 60 much quicker. I am still constantly going through them over and over again perfecting the guides to make them faster and easier to follow. For the most part, the guide can be followed without the need from other player's help, as the whole guide was made from a solo run anyways. Although I do list quests that can optionally be done if you have a group.
Another way to make gold. This option works well at level 60 when you have some good gear already. Obviously, you should have some gold ready to buy reagents. Be ready for expenses up to 225 skill points in any profession: items below that are not worth much. You will get first income after 225 skill points in Leatherworking, Blacksmithing, Alchemy or Tailoring. Unfortunately, Engineering and Enchanting will still require some investments. The only way to make gold with enchanting is disenchanting skill (we talked about it).
Wait, /sit to trigger crits is p-server thing? I distinctly remember people saying that if you sit, you will be crit when I played 1.12 Vanilla. On top of that - there’s that pally that one shot Kazzak in early Vanilla because he stacked a shitload of reckoning when it didn’t have a limit - it’s not inconceivable that he did it without /sit to trigger crits, but it would take him so, SO long to do that without /sit.
I think that the token is a nice solution for the problem. Back in the days, blizzard tryed to ban gold sellers, but it was a lost cause. Instead, the token seems to have resolved the problem, letting workers that want to raid with consumables and stuffs to have the golds to do it. Personally, I don't find the gold buying really fair, but I understand that for many people is a necessity and I prefer to leave the economy and the farming spots to the player instead to the gold sellers.
When hovering over an ability, the tooltip will tell you whether or not that attack is weak or strong against certain pet types. Additionally, you can hover over the opposing team's pets and view their attacks during combat. This will be important since it’s a good idea to pit a pet that's strong against the opponent's pet who's vulnerable to that type.
While this might be a change for the better,leveling in Classic will most certainly be different than leveling in Vanilla. In addition to sharding making the beginner zones much more friendly to the hordes and hordes of players storming the gates when Classic comes out, theVanilla leveling process has been studied thoroughly since the game came out 14years ago. Since then, not only have players leveled multiple alts and characters through the beginning zones in Vanilla, but they have done so on a multitude of private servers intended to have the most ‘Blizzlike’ experience. So while leveling a character from 1 to 60 will still be a long, arduous process, it will no longer be marred by mistakes made by players going from zone to zone, continent to continent, searching desperately for a place to level. The zones and routes have been thoroughly mapped out by the Vanilla WoW community at large, and with the internet being much more robust in 2019, that information is just a google search away. Is that a bad thing? I would venture to say that it isn’t, as knowing where to go and what to do doesn’t make it any less challenging and time consuming. It does take away from that exploration aspect,however. You might not have those moments of wandering into Feralas for the first time, or running from Storm wind to Strangle thorn just for the hell of it,or getting lost trying to get to Iron forge from Darnassus on a fresh Night elf.No, those moments, just like many fond memories of Vanilla, are lost in time.
The Horde 12-20 (Barrens + Stonetalon Mountains) guide has been rewritten and revamped. In addition, there has been numerous tweaks to the speedrun route to make things faster and easier to follow. Also, in case you haven't noticed I am now adding about 40% more info per step and redoing all the images. Unlike with my previous vanilla guides, I am now giving a brief explanation of where to go and what to do with each step along with any other helpful tips.
There are more passive methods to gain wow classic gold, but these are slower. For example, many people choose to fish in places like Tanaris, or kill Harpies in Feralas and loot items such as mageweaves. These are rather AFK-able, but again, not as rewarding. Some people choose to favour fun over anything, and like in any MMO (massively multiplayer online game), the best way to have fun is playing games with friends or your guild. Dungeon runs with your friends provide social interaction and are definitely helpful over the long-term for your gold stack!
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Some quests in my guide are marked as "SKIP" and colored in red. These quests are simply either too hard to solo or not worth the XP/time and are skipped. My guide will only list SKIPPED quests if the quest is a direct follow up after completing a quest, not one that you have to click the NPC again to get it. If you hover over the skipped quests, it will give info on why it is skipped in the guide (unless that info is already listed directly in the guide text).
When it comes to Classic, Blizzard's goal is to provide an authentic Vanilla experience, but they also needed to come up with technology to handle many players at launch, which is similar to sharding. While the use of this technology will be limited to the first month following launch, many players are questioning this decision and wouldn't like to see layering in the game at all.
I now have a Patreon Page where you guys can support me while I work on Vanilla WoW leveling guides every day. I appreciate all of you who support me on there, it means a lot to me right now. Doing this full time is taxing on my financial situation. My goal is to make the best Vanilla WoW leveling guides on the web and the donations keep me going at it healthfully. There is also cool rewards you get in return for donating. Thanks!
The main topic for Classic at the moment would be whether the game is actually harder or just has more redundant activities you have to do before doing the stuff that's really fun. This is actually a good discussion to have, and not just for WoW, but gaming in general. The main sticking point for now, as most people are on (relatively) low levels is the breaks between killing mobs, especially for mana users. In the beginning it's actually refreshing having to think about what you can and can't pull, not just running into a bunch of mobs and killing them in *insert current optimal time to kill Blizzard determined is the most fun*. The food/drink breaks after a few (or even one) mobs provide time to actually look around the scenery and the mobs you're facing, and while there isn't much strategy involved at these levels, you still at least pretend to plan out how you're going to get to that quest mob without being killed by the 4 random ones surrounding them. Not being able to pull whatever mob you want, and actually having to check what mobs are there when you don't have interrupts yet (casters tend to be a nightmare) is definitely more difficult in a real way than what we have today. As a caster, having to actually think about which spells to use based on mana cost (and perhaps even using lower ranked ones) is definitely more difficult and requires more engagement with your character than we have in modern WoW.
The Horde levels 50-60 guide has been rewritten and revamped. My 1-60 Horde leveling guide is now completely updated for the 1.12 Drums of War patch. As you can see it is about 15% larger than the 40-50 guide (single largest guide page yet). There is also a lot of route changes. I moved the entire Silithus section from level 55 to level 58, which allowed me to include a lot more quests for that zone. There is also a lot of other improvement to the route, including adding a lot more quests into the guide, mostly from Moonglade, Silithus and Eastern Plaguelands. This will make the final level 59 grind much shorter.
I joined twitch in 2013 with the gamer name of FuriousPaul and I streamed speedruns of the classic Castlevania games from 2013 - 2017. Lately my streams have died down quite a bit due to working on Classic WoW leveling guides every day. Although I may come on occasionally and play a random game for fun on my Twitch stream. I talk a lot about WoW speedrunning on my channel, so feel free to follow and hang out to discuss vanilla WoW if you like. Classic WoW will be my main focus for a long time. Unfortunately I will have to wait until Classic WoW comes out before I start streaming it.