Battle for Azeroth: Horde Leveling Guide

Having played through multiple alts, I’ve worked out my best ways of leveling through the zones.

General notes: 

  • The goal of this guide is to provide climactic story experience;
  • Without getting lost in side questlines;
  • And leaving no side questlines behind.
  • Exploration achievements will be completed on the way.
  • As well as all flight paths opened.
  • The order of the zones is optional.
  • Each zone provides ~4-5 levels upon full completion.
  • You will hit level 120 by the middle of your third zone.
  • I choose to put aside gathering and war campaign quests until level 120 – not to distract from the zones, but you may choose to do them in between.
  • Beware the spoilers ;)

Zuldazar

Zuldazar is the southern part of Zandalar continent and holds the magnificent Zandalari capital city. The city itself has three flight hubs, and holds a couple of main story quest hubs as well. Something evil lurks behind the golden facades, and you’re investigating it. Zuldazar also provides multiple wildlife side questing.

It’s very non-linear, and you get side questlines upon advancing through the main story arc. You will report to the central hub after every part, and find new quest errands waiting for you.

zuldazar-leveling-map

  • After reporting to the king and king’s advisors, fly to the harbor and solve the disturbance among the troll factions (1). Don’t forget to befriend Tortollans there and run a couple of their quests.
  • Travel to the second pyramid of Zocalo in the north and investigate the blood cult (2). Open a flight path when there. Don’t forget to meet and do your first errand for the mischievous Jani (hek hek hek).
  • Help Zul the Prophet deal with his rogue pupil in Tal’Gurub (3). By now you should have quests to Nesingwary and Warbeast Kraal.
  • Travel to Warbeast Kraal and have fun educating a direhorn (4).
  • On your way to Nesingwary, open the Tortollan flight path (5).
  • Complete Nesingwary’s questlines (6). We will need this flight path soon. This time it’s real big game you’re hunting.
  • Return to the main story arc. Travel to Warport Rastari and open their flight hub (7). Do all that must be done – the plot against the king is solved immediately after.
  • Another round in Zocalo (8) and Garden of Loa (9).
  • As long as you’re there, deal with a minor sethraki attack (10).
  • Then via Nesingwary flight path we travel to Zeb’Ahari, deal with traitors (11) and help the mighty T-Rex loa Rezan (12).
  • Deal with blood troll invasion at Blood Gate (13).
  • Now we go for a shore tour. Start with Kaja’mite/gorilla questline (14).
  • Proceed to Xibala excavation site (15).
  • Battle mogu in the southern Tusk Isles, starting from major harbor (16).
  • Solve Tortollan/naga story in Dreadful Shallows (17) and Talanji’s Rebuke (18).
  • Deal with Alliance castaways in Talanji’s Rebuke (19).
  • Return to the high seat and finish the story by the gates of Atal’Dazar (20).

The zone is a lead-in to Atal’Dazar and King’s Rest dungeons.

Nazmir

Nazmir is a very straightforward questing experience with almost none side questlines, and they are done on the way. Actually you do a perfect circle and then hit the heart of the zone.

nazmir-leveling-map

  • Arrive at Nazmir entrance, kill your first pack of blood trolls (1) and see the epic horror awaiting.
  • Retreat to Zul’jan ruins and make plans with Talanji (2).
  • Help a troll crazy hunt a mighty t-rex Urok (3).
  • Proceed with the main questline to the north, dealing with blood troll enclaves (4).
  • Make a base, enter the Necropolis, home of the death loa Bwonsamdi, and do his bidding (5).
  • Travel southwest and do three quest hubs there (6): main story of Zalamar where you kill a corrupted loa Hireek, dealing with a necromancer blood troll and dealing with a monstrous dino which ate the whole exiling party. Hard to miss once you’re there. I suggest doing it in this order: dino -> necromancer -> Zalamar, because Zalamar questline drives you back to your base.
  • Drive all the way east along Tortollan pilgrim path and deal with blood troll cannibals (7).
  • Save the remnants of loa Torga from blood trolls (8). This is the creepiest questline in all BfA questing.
  • Arrive at Gloom Hollow (9).
  • Do Kragwa’s biddings (10). Don’t forget to deal with side naga (11) and pet crawg (12) questlines.
  • Now it’s time to help the goblin squad and acquire our doom weapon hailing straight from Warhammer 40000 (13).
  • Just around the corner we unveil the mystery with the help of a titan keeper (14).
  • Now armed with knowledge and with a Warhammer dreadnought, sail these treasures by raft to Zul’jan base (15).
  • Storm the Uldir surrounding nest of blood trolls! (16) Don’t forget to do Rokhan’s quests before talking to Krag’wa and final onslaught.

The zone is a lead-in to Underrot dungeon and Uldir raid.

Vol’dun

Vol’dun is a vast desert inhabited by a sethraki snake people faction (split into good and bad), sturdy and kawaii scavengers vulpera and a bunch of surviving exiles from Zuldazar. Yet another bitching counsellor is plotting something here, far from king’s eyes, and an ancient evil sleeps under the sands.

The major questline is straightforward, but there are lots of side quests scattered across the desert which require some leg work.

vol'dun-leveling-map

  • You arrive by the air, but not for long: your party is blasted from the skies and you find yourself trapped by sethraki. Meet your first vulpera and escape together (1).
  • Arrive at Vulpera Hideaway and do some simple quests (2).
  • Take a caravan to Temple of Akunda. On your way you will hear the famous Dolly and Dot song! Do all th Temple questing (3) – first funny, then disturbing.
  • Proceed with the main story arc towards Atul’Aman grounds and befriend your first nice sethraki, a major guy (4).
  • Now a big distraction. Solve the melioration problem nearby – make the desert bloom! (5)
  • Help the troll exiles nearby (6).
  • There is an Ashvane Company port we will disrupt for disruption sakes (7).
  • Then we go for treasure hunt in Port of Zem’lan! (8) If that doesn’t sound cool enough, we’re doing so with… troll skeleton pirates.
  • Now we can return back and take flight to a friendly sethraki Temple of Devoted (9). Repel the evil sethraki invasion there.
  • Distraction again: help a vulpera snake-charmer (10).
  • As long as we’re there, help the goblin azerite miners – Horde’s force (11).
  • Now we’re good and ready for a major battle against evil sethraki’s strongholds around Temple of Sethraliss. Naturally all forces combine there (12).
  • When done, there is another distraction: scavenge the ancient troll temple with mysterious constructs and spirits (13).
  • And proceed to Tortollan reclusive hub to repel naga invasion (14).
  • Now we can fly back to Temple of Devoted and get a climax quest to solve all the mysteries (and witness an unspeakable horror) (15).

The zone is a lead-in to Temple of Sethraliss dungeon.

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Battle for Azeroth: Alliance Leveling Guide

Having played through multiple alts, I’ve worked out my best ways of leveling through the zones.

General notes: 

  • The goal of this guide is to provide climactic story experience;
  • Without getting lost in side questlines;
  • And leaving no side questlines behind.
  • Exploration achievements will be completed on the way.
  • As well as all flight paths opened.
  • The order of the zones is optional.
  • Each zone provides ~4-5 levels upon full completion.
  • You will hit level 120 by the middle of your third zone.
  • I choose to put aside gathering and war campaign quests until level 120 – not to distract from the zones, but you may choose to do them in between.
  • Leave all dungeon quests and dungeon runs until 120! I’ll explain this further.
  • Beware of the spoilers ;)

Drustvar

Drustvar is a straightforward story with small number of side questlines.

drustvar-leveling-map

  • Start with Fallhaven and clear the witch corruption to earn your tavern and flight path (1);
  • Do Carver’s Harbor and solve a cult problem (2,3);
  • Save stranded kid explorers from troggs (4);
  • Clean the Barrowknoll cemetery on your way to Hangman’s Point (5);
  • Prove Lucille Waycrest innocent at Hangman’s Point (6);
  • Solve the crazy fisherman’s trouble (7);
  • Solve the trouble at Fletcher’s Hollow (8), return to Hangman’s Point;
  • Solve Gol Koval troubles (9), then hearthstone to Boralus and fly back to Fallhaven;
  • Do the yeti and Order of Embers in the mountains (10);
  • Finish the questline with Drust druids (11);
  • Complete Arom’s Stand (12);
  • Proceed to the south (13);
  • Clear the Crimson Forest – this is a long and climactic story (14);
  • Earn your flight path in Anyport (15);
  • Solve mushroom problem (16);
  • Do Corlain (17);
  • Do Whitegrove Chapel (18) and don’t forget to sail/travel by water strider to the island to complete Explore Drustvar (19);
  • Storm the Manor grounds! (20)

The zone is a lead-in to Waycrest Manor dungeon.

Tiragarde Sound

Tiragarde Sound leveling is split in half in two even parts: north and south of Boralus. I choose doing the north first and finish with the zone climax in the south which leads you back to the capital.

tiragarde-sound-leveling-map

North: 

  • Go to Hatherford with your bundle of furs quest and solve a witch problem in Alderson’s Lumber Yard (1);
  • Solve Thovas Base-Camp (2);
  • She sells sea-shells on your way! (3);
  • Hunt beasts and save a Timmy from troggs (4);
  • Complete Norwington Estate prancing and tortollan story (5);
  • Save castaways from sirens (6);
  • Hunt with the Roughnecks! (7);
  • Complete Anglepoint mystery (8) – a climactic and long storyline with lots of swimming and grinding;

South: 

  • Travel with your lead-in quest and clear Ashvane Foundry (9);
  • Go to Bridgeport and take the quests, but don’t go with Flynn yet (10);
  • Go to another town on the shore and proceed to the gnome steam resort (11, 12);
  • Help hunters from Kenning’s Lodge (13);
  • Solve the mine trouble (14);
  • Now return to Bridgeport, go with Flynn to clear the castaways and sirens quest (15);
  • Proceed to Freehold outskirts and Freehold itself (16);
  • Fly to Vigil Hill by quest and repel the invasion (17);
  • Participate in the zone climax in Boralus (18).

The zone is a lead-in to Freehold dungeon.

Stormsong Valley

The zone has mutiple themes – mostly you help the farmers to repel different threats, as well as solving the mystery of a lost Kul Tiran fleet.

stormsong-valley-leveling-map

  • Learn more about the fleet mystery in Boralus (0);
  • Storm through the ‘gates’ and meet Brother Pyke in the zone capital city – Brennadam (1, 2);
  • Solve a lost caravan trouble and kill some saurolisks (3);
  • Advance with the main story towards totem-enslaved citizens (4);
  • Solve the Mildenhall Meadery mystery (5) and open a flight path;
  • Advance with the main story and fight in the Brineworks (6);
  • Proceed to unveil the threat at ship parking zone (7);
  • Storm Sagehold (8);
  • Proceed up to the entrance to Shrine of the Storms (9, 10);

Here ends this big story arc which leads into Shrine of the Storms dungeon. But we have more troubles in the west and more than half zone unexplored!

  • From Shrine, fly to Brennadam to witness… Horde invasion! Help to protect the city (11);
  • Help a smaller village in the north (12);
  • Lay waste to the Horde base in Clearcut (13) and leave it for now;
  • Find an old sunken treasure in Deadwash (14);
  • Help the farmers with quillboar invasion from Briarback Kraul – this is a long and grindy questline (15);
  • Help the mill town to cope with ettin (16);
  • Start your acquaintance with naga in Seabreeze village (17);
  • Solve naga problem in Fort Daelin (18);
  • Aid tortollans in their ecological efforts against the Trade Co. (19). Here you can give in your tortollan pilgrimage scrolls from treasure chests.

When you finish up the zone leveling, you will get Jaina’s questline. Jaina’s questline requires several dungeon runs:

  • Waycrest Manor
  • Shrine of the Storms
  • Tol Dagor
  • Siege of Boralus (mythic-only)

That is why you postpone the dungeons until 120. This way you could do zone quests and Jaina quests simultaneously, and also get gear for 120 instead of poor leveling items.

How to Get Your Class Mounts: Breaching the Tomb Guide

There’s one more lore achievement in Legion, and I’ve decided to introduce a guide for it’s completion. Which also results in getting access to your class mount quests!

So, Breaching the Tomb.

Lorewise, we’ve helped the good people all over the Broken Isles and eradicated possible Legion threats and corruption. We even chased Gul’dan himself in a corner and finished him, resurrecting Illidan in the process.

As of now, Kil’Jaeden is mad at another failure and now launches a full scale invasion rather than trying to corrupt some factions in the region. This results in swarming demons all over Broken Shore which are preparing to strike at Dalaran directly along with their flagship Sentinax, and also attempts to invade Broken Shore regions during so called assaults.

Not relying on Alliance or Horde, Khadgar puts forward class orders which work together to eradicate the immediate threat and then breach into Tomb of Sargeras to seal the portals to Twisting Nether.

Step 1 and 2 – ARMIES OF LEGIONFALL / ASSAULT ON BROKEN SHORE

Right after cinematic where Khadgar talks to the class order leaders, the hero is given a task to lead the first assault. You start at Dalaran, and with a careful guidance you do a one-man scenario in Broken Shore and then disembowel and break their ship (you’ll be doing WQ in its debris afterwhile). There’s nothing too complex about its completion for any class.

Step 3 and 4 – AALGEN POINT / VENGEANCE POINT

This part is introducing Broken Shore terrains to you and opens flight points. You need to visit two points and also complete a small kill-me-some quest at the latter.

If you don’t have flights yet, I suggest you travel with water strider and avoid every enemy on the way. I found this the easiest and the fastest way to complete on alts:

Broken-Shore-Aalge-Vengeance

If you are doing Seeking Lost Knowledge  simultaneously – it opens traits over 35 for your artifact weapon – then the route should be like this:

Broken-Shore-Seeking-Lost-Knowledge

First you open Aalgen flight point, then you grab a tome at an elven shrine around the corner near slag pools. Then you return to Aalgen and follow the stream up until you find a ramp up to the mountains. Just ride past fel guards and ignore them. Grab a tome at the second shrine at the top and follow the stone road to find the next shrine. Then you can jump down and proceed by the sea to Illidari fly point.

Step 5 – BEGIN CONSTRUCTION

Just donate 100 Legionfall resources to the command table and any building. Mostly they are earned from World Quests: 25 per quest, so it’s 4 quests at most if you have zero resources on you.

Step 6 – DEFENDING BROKEN ISLES

All you have to do is wait for another Legion assault in any of four zones (Azsuna, Val’sharah, Highmountain or Stormheim) and complete it. This includes doing four assault world quests, then completing a pair of quests more and completing a scenario for 3 people.

Step 7 – CHAMPIONS OF LEGIONFALL

This is a class-unique questline, and I found them awesome. You need to complete a small round of quests to acquire a new class champion. The important thing here is that different classes find their champions in different corners of Azeroth, but the last quest is always on Broken Shore. Every class order hall strikes demons in a specific area of Broken Shore, so if you did every class quest chain you see how class order halls attack demons from all sides.

Step 8 – SHARD TIMES

Yeah, well Khadgar asks you to bring him 2500 nether shards, a Broken Shore currency. The easiest way to get them is completing Legion assaults, so if you didn’t waste them you probably already have them.

Step 9 – MARK OF THE SENTINAX

Sentinax is a big flagship of the Legion which looms over Broken Shore. It’s seen on the map, so you may go to that area.

To get badges of Sentinax for the quest, you need to kill Sentinax demons. To kill Sentinax demons, you need to summon portals under Sentinax’ current location. To summon demon portals, you need beacons. The beacons drop with a 100% chance from elite demons in Broken Shore (marked with big green skull on the map), and with a small chance off the common mobs under Sentinax.

Here’s what you do: go to Sentinax area and use a group finder. There’s always “Sentinax Farm” group on, and if not, start one. Collect five people or less (don’t turn the group into a raid), and just use the beacons to summon portals and kill everything until you collect enough marks for the quest.

  • Tip: the elite summoned demons drop LOTS of badges. The whole enterprise could take you from 15 to 30 minutes. Me myself have completed this step for six alts in under 2 hours.
  • Tip: you could start a group or join one even without beacons in your bags. You are not lazy, you contribute your DPS or healing or tanking! And when the group slays demons, you’ll get some beacons from loot by all means, and then you will use them too. If still worried, kill an elite (green skull on the map) – there’s a 100% chance of beacon drop from them.

Step 10 – SELF-FULFILLING PROPHECY

This one’s easy. Velen would ask you to complete 8 world quests in Broken Shore. Just do them :) You can complete this in two or three days – just grab every quest available, or miss the ones you don’t like.

Step 11 – INTOLERABLE INFESTATION

Grindy! Maiev would ask you to slay 100 demons either in Suramar or Azsuna Legion camps. You know, the ones with trademark scorched black and fel green terramorphing.

Just fly to Illidari point in Faronaar, Azsuna. And in the neighbourhood to the south there’s a vast area of pools where you could find imps. The respawn is pretty great, so just spam your instant and AoE spells. 10-15 minutes at max for every class.

Broken-Shore-Intolerable-Infestation

Step 12 – RELIEVED OF THEIR VALUABLES

This is the most annoying quest in all the campaign. You need to find and loot 10 wyrmtongue caches. They are marked on mini-map, but respawn is shitty, and you may fly around the whole Broken Shore three times and never find one.

How to complete it:

  • Caches have a respawn rate of 15-20 minutes
  • They work like ore or herb nodes: several people can loot them, but they disappear soon enough after first loot.
  • Hover at the middle of Broken Shore.
  • Wait 15-20 minutes until the caches spawn and you see them on mini-map.
  • QUICKLY make a circle (Circle 1) in the central area, and grab every chest you see avoiding the mob fights as possible. With any luck, you will get 4-6 caches.
  • Make a bigger circle (Circle 2) all over the whole Broken Shore to see if there are more caches. You could grab from 1 to 3 extra caches.
  • Return to the center and wait for another respawn.
  • UPDATED: Blizzard nerfed the requirements, so you need only 5 caches to collect now.

Broken-Shore-Relieving-of-Valuables

Basically the quest is a time-killer. And when caches spawn, you have to be quick! Because you have competition from other players.

Step 13 – TAKE OUT THE HEAD

Easy. Find a big green skull at the Broken Shore map, follow there, see a 45-60 health elite mob. Wait until other players arrive and slay it. Certain classes may even solo them.

You will need to kill three elites.

  • Tip: a kill will also count if you are in group with a guildmate.

Step 14 – CHAMPIONING OUR CAUSE

Probably the easiest step after this week’s nerf. Go to your order hall, send your followers to complete one of the missions with Broken Shore destination. Some missions in Broken Shore don’t count for reasons unknown. So to make it a sure thing, choose the ones with Legionfall resources or Legionfall reputation token rewards.

Step 15 – STRIKE THEM DOWN

Just slay 100 demons in Broken Shore, and you will get the achievement.

  • Tip: try to choose an area where a world quest is running – it provides a quick respawn
  • Tip: try to choose a world quest like with water elemental or death knight drake bombardment – those quick kills with quest action buttons count as well

After you give in this last quest to Maiev, look around: there will be one of your order hall champions with a big exclamation mark. This starts your class mount questline.

You may also read all the class mount stories for all classes (spoiler alert): 

Leyline Bling Achievement Guide

Today we are talking about Leyline Bling achievement.

The achievement requires you to open leyline feeds for Shal’Aran – the Nightfallen base. The result of opening all the feeds is:

  • Great advance of reputation with Nightfallen
  • Increased mana drop – you need the mana to fuel the withered scenario, feed the NPC and submit big chunks of it during the main questline
  • It reduces the cost of the most important mana buff from Valtrois – 10 against initial 50.
  • Finally, it’s required to complete Good Suramaritan – otherwise they don’t give you the last quests

Granted the mana importance in Suramar, you are bound to complete this achievement as fast as you can – priority number one.

You need to activate 8 beacons in whole, the first being Anora Hollow on introductory quest. That I will not mention as it’s easy to find following quest directions. The others require some tricky exploration and also mana submissions.

In this guide I will give you directions, exact mana costs/requirements and also some tips of when it is best to open the channels. As most of you have probably completed it on main toons – probably chaotically, the guide may prove useful to ease the job for your alts.

Let’s go.

*the picture is clickable – opens in new window

leyline-bling

1 – Moon Guard. From northern flight point, you cross the river by bridge, turn right to the north. Pass the kittens, corrupted bears and satyrs and climb up north and to the waterfalls bank. You need to find a smooth grassy descend to the river: no jumping. The entrance is a ruined gate entwined with twigs.

Cost: 200 mana
Extra requirements: Collect 6 quest items by killing arcane elementals in the very same place 

2 – Moonwhisper Gulch. Start with northern flight point. Go east. Pass the wolves and find a wide dark ravine (it’s wide like a highway) with aggressive panthers and a dangerous ettin (avoid him – yet). Follow the highway towards the bridge. When you pass the last mountain on your left, turn left to the river and cross it – here’s the entrance.

Cost: 200 mana
Extra requirements: You take a quest at a pillar and return for ettin! He stole an item and we must retrieve it. Ettin is marked with a star on the map. He’s soloable.

3 – Falanaar North. I suggest you do it during The Light Below questline – the last leg for Nightfallen But Not Forgotten. If you already did it, return to Falanaar where you are falling from a great height to the water pool. Fall again :) Then ascend the only staircase (one flight) – and the beacon is straight ahead guarded by an easily killed elite mob.

Cost: 250 mana
Extra requirements: none

4 – Falanaar South. It probably requires a separate travel if you don’t want to get lost in Falanaar tunnels and kill hundreds of mobs. Just ride from Meredil and find this lush riverbank outside :) There are withered dudes swarming, but you ignore them and just find the ruined entwined entrance on the south riverbank. Enter, follow where the only path leads you, 5 to 10 mobs to kill on the way, and you’re there.

Cost: 250 mana
Extra requirements: none

5 – Soul Vaults. Ride from Meredil to the demon grounds. When down there, find the most western highway and follow it all the way down, ignoring all the demons – infernals too. At the very southern Legion enclave you will find some chained nightfallen, inquisitors and fel hounds – that’s the place. Entrance to the cave is guarded by a pair of fel guards.

Cost: 250 mana
Extra requirements: none

6 – Kel’Balor. From the Crimson Thicket flight point, follow west through all the manasabers and Suramar beast hunters (ignore them) until you fall into a narrow mobless ravine. The ravine ends with Kel’Balor entrance.

Cost: 200 mana
Extra requirements: You need to activate the second beacon just beside the pillar and survive for three waves of 3 withered mobs attacking you. No time for food between attacks, a certain class without self-heals may want to bring healing stuff. Needless to say, clear the roaming mobs first before launching the defense.   

7 – Elor’shan. It’s best done with Kel’balor as it’s in close proximity. From Crimson Thicket flight point, follow a tidbit south and fall, then seek for the entrance against the mountains – the very same entwined ruined gate.

Cost: 250 mana
Extra requirements: none

The overall Suramar tip is you should go open the next feed as long as you have enough mana to do so. And remember having a buff from Valtrois all times on you when you’re in the zone. Completing this achievement at an early stage will greatly ease your journey through Suramar questlines.

Happy hunting!