Those of who are interested in getting a jump on (most) crafting profession quests want to head Arjuna immediately. Pros: If you happen to have Goblin Glider Kit or other similar devices and spells, you’ll want to have them handy.
It’s easy to fly and glide around in order to quickly travel to certain quest hubs. Hemingway’s camp is here which means you’ll be helping him catch some big game.
I’d save this zone last or else you’ll be tapping your foot impatiently as you wait for the elevator… and I’m sure we all know from experience how dangerous WoW’s elevators can be. There’s no real reason to start here other than the amount of lore you’d be exposed to as you’ll be assisting Marion and Trade as you progress here.
It can blow your mind and cause you top stop playing temporarily as you process what just happened, which could be a real problem for speed levelers. This is the only way to unlock world quests which will help with rewards that can progress your character, your Artifact weapon, and your Class Order Hall.
Banned In your opinion what is the BEST Legion Zone ? For me it's the Broken Shore, so much to do there, lots of variety, fun world quests.
Titan Such a huge surprise you would pick the one zone most of the community hates, almost as if you're trying to bait people into trash talking you. It has a Dungeon, a Raid, it's the Legion's capital, it houses the Army of Light, and it's badass.
Such a huge surprise you would pick the one zone most of the community hates, almost as if you're trying to bait people into trash talking you. I picked Samar tho because I loved the aesthetics of the main city.
Mechanize Originally Posted by Peacocks The Warlock Those are also great in Samar, which we did enjoy hanging out at too.
But the place is a bit darker and more hostile in climate. It's too bad there's no “freed” version of the city we can visit after completing the content, really.
The Broken Shore is my favorite zone due to the easy BOS Was I can do from the safety of my Classroom and free 880 gear. In terms of which one brought me the most fun initially, I would have to go with Stormed.
I also like the idea behind Valsharah but that zone is too much of a clusterfuck, even with flying I have avoided it leveling alts. Titan Stormed is my personal favorite.
Andean Monk Originally Posted by Peacocks The Warlock Wow. The Irony is strong in this one <3 Stormed Broken Shore Highmountain.
All zones suck, because they are a pain in the ass to navigate without flying. All zones suck, because they are a pain in the ass to navigate without flying.
TBF, if you have trouble navigating those zones, it's because you're a bad player. The zones shouldn't be designed to hold the hand of players who can't use a map or common sense.
The only zone that is remotely difficult to navigate, is high mountain, and that's only because the paths that lead to the higher parts of the mountains, aren't shown on the map. Scarab Lord Personally I'm a fan of High mountain, because it's just a beautiful zone with a nice atmosphere and lots to explore.
I find the forests of Samar to be stunningly colorful and gorgeous. High mountain, on the other hand, is just a bland brown and white pallet like we've seen in many zones before it, and brings almost nothing new to the table.
Speaking of things that are expansion-specific, if you haven’t earned flight via the Pathfinding achievements in Warlords or Legion, that may not be as influential a decision as it was in previous expansions. However, Battle for Zeroth currently appears to be keeping its Pathfinder requirement, which could make it a frustrating expansion to level through.
For myself, looking at the expansions and remembering how much I enjoyed certain ones as leveling experiences, I think the strongest contenders are Legion, Warlords of Drano, Wrath of the Rich King, and Mists of Mandarin. I think if I had to rate them, it would depend on if I were playing a Light forged Drained or not, but for pure ease of getting XP from quests, for having the most varied dungeons to run, and for the least amount of travel time problems between quest hubs, I’d make the following call.
Legion is similar, but I think for a lot of players Wrath of the Rich King combines decent quest flow with nostalgia that will keep them playing, and that’s worth considering. Wrath of the Rich King is a lot of players’ favorite expansion, and it managed that through some excellent storytelling, potent nostalgia, zones that packed a solid amount of questing in relatively close quarters, and some excellent dungeons (even if they’ve become very familiar to us over the years).
Once you’ve decided on a new main for the coming expansion, or possibly alts you’d like to have around, a second question arises. Before there were some questions along the way, as Burning Crusade and Wrath shared a bracket as did Cataclysm and Mists of Mandarin, but you still largely had your path decided by the release order.
For many players, this is a good excuse to revisit content from the past that used to be out leveled quickly and hard to actually experience in any meaningful way. Burning Crusade, Wrath, and Cataclysm should generally be avoided unless you have a specific quest or activity you hope to complete along the way.
For the average player, this sort of play isn’t exactly desirable, and estimates extrapolated from applying a raw multiplier to what PTR speed runs aren’t accurate. Some zones are improved far more by using these speed run strategies than others, so it’s best to keep the rankings in mind and focus on minimizing your downtime more than quibbling overestimates; the time you spend worrying your choice might not have been perfect is probably enough to cover the difference between them.
It’s hard to keep a dense experience down, and despite several nerfs The Iron Horde campaign from Warlords is still the quickest expansion. It’s important while you’re in Drano to take advantage of grabbing any treasures you see and never miss bonus objectives near your path.
Going far out of your way for one that doesn’t have any quests associated may not be worth it, but missing bonus objectives that are on your path is a good way to really lower the yield in Drano. Picking up just a few that are close to your path quickly adds up to a quest’s worth of experience and even counting the time to get to them, this will probably take only a minute or two.
This is another reason why preexisting knowledge really helps Drano’s speed, knowing the path to get to the harder treasures can add multiple full quests of experience for very little work. Puzzling them out for the first time or even finding someone else’s solution likely takes long enough to make them no longer worthwhile after the nerf.
The zones are suited well to leveling through and leaving, as well, with stories that are mostly self-contained as you search for items important to the main plot of the expansion. The biggest downside is that there are a number of quests that may slow your class hall campaign or professions if you choose to use them as they require dungeon completions.