Beruflich Dokumente
Kultur Dokumente
Introduction
Classes, Talents, and Gameplay
...Warriors
...Priests
...Paladins
...Druid
...Warlock
...Hunter
...Rogue
...Mage
Resetting Dungeons
Professions
Tryhard Tactics
Items to Look Out For
Leveling Guide
Part 1: Level 1-11
Part 2: Level 11-17
...Darkshore Cycle 1
...Darkshore Cycle 2
...Darkshore Cycle 3
...Darkshore Cycle 4
Part 3: 17-18
Part 4: 17-19
Part 5: 18-20
Part 6: Deadmines 19-22
Part 7: The Stockades 22-25
Part 8: 25-27
...Duskwood Cycle 1
...Duskwood Cycle 2
...Duskwood Cycle 3
Part 9: Gnomeregan 26/27-30
...How to Grind Gnomeregan
...Completing the Quests
Welcome to my 1-60 Alliance leveling guide for Classic World of Warcraft, and
thank you for purchasing the guide and supporting my channel, it goes a long way in enabling
me to continue to pursue my passion of making videos and guides for the games I love.
This guide was intended to be used by Alliance players during Phase 1 of Classic World
of Warcraft, but can be used by all phases. It is designed around leveling in a group of 5 players
that are able to cleave down dungeons quickly. While it's ideally used by a group focused
around warriors, any group composition will work.
The estimated time to reach level 60 using this guide is anywhere between 72 hours(3
days) and 96 hours(4 days). The speed at which you level will be based solely on how fast you
clear the dungeons, but if you follow my instructions exactly you shouldn’t encounter any
difficulties. With a completely optimized group this guide does have the potential to be even
faster, but it takes a lot of focus and practice of all 5 members to pull that off.
The best way to get the most out of this guide is to have it on a second monitor or print it
out in front of you to refer to it as you go. I recommend reading through the entire guide at least
once before using it. The instructions in this guide are very precise down to when you should
train abilities and buy water and arrows. While many advanced and experienced players may be
able to make changes to the guide, I recommend against this unless you are truly confident in
what you are doing. There are many decisions and paths taken in this guide that I do not fully
explain the reasoning behind, but they are all taken for a good reason. Quests that I skip or
dungeons that I choose to go to, or not go to, are all a result of hours and hours of testing with
myself and my guildmates.
The guide does not require you to use it for the entire journey to 60. Unlike solo leveling
guides, each sections doesn’t require a previous one to be effective, so it is possible to jump in
and out of the guide and switch between solo-leveling and group leveling based on your groups
availability. Just be aware that if there are large gaps in levels between your group members,
the amount of experience you will get will start to suffer. For the most optimal usage of this
guide you should stay as a 5man party all the way until 60.
If you encounter any sections of the guide you feel could be improved or has mistakes,
make sure to send me a message on Discord Hakurai#9797, or an e-mail at
www.domeran@mail.com. You can contact me about anything in the guide you find confusing
or you have trouble understanding and I’ll respond as soon as possible.
Each group composition will likely be different, so these builds are not one-size-fits-all,
but more of an outline of how each class should act and what roles they should fill in a 5-man
dungeon leveling party, keep in mind this is based around a Melee-cleave strategy, so
adjustments will need to be made for those using a more AoE-centric strategy.
Warrior
1-35: Talent Build
Gameplay: For this build its fairly easy to swap around parry talents for charge
talents, but you’re primarily going to be using Thunderclap as your main source of damage.
Initially I was unreasonably against this gameplay - but we don’t use cleave for the same reason
we don’t use heroic strike unless our rage is full: because it removes rage we get from weapon
swings. Your primary damage up until level 18 will be rend, then with R2 Thunderclap and the
talents it’ll offer you the most DPS in the dungeon clears on pulls with 4+ targets, with rend
coming in second, and sunder armor getting priority on single targets that will live long.
Make sure at least one warrior in the group is keeping up battle shout, and if your healer
has having continuous mana problems then make sure someone is using demo shout as well.
Once you unlock sweeping strikes at 30 it should be used on cooldown, and if you are having
trouble using all of its charges on a use (Parries/Misses) then consider throwing in cleaves to
get quick use of the charges, otherwise stick with Thunderclap. Obviously Overpower whenever
its available as well. Try to charge whenever you are out of combat to get extra rage, and
always be sure you are attacking targets that are not attacking you, so you can hit them from
behind, so that they cannot parry you, this is particularly important on higher level enemies.
Priest
1-60: Talent Build
Gameplay: As a priest your main role should be to keep your allies alive and
maintain Spirit Tap uptime by last hitting mobs at opportune moments. Because a dungeon
grind group will want to be pulling quickly, you’ll want to maximize the use of the 5second rule
by frontloading healing in most situations, and then waiting until the last second to start healing
again, but this takes a lot of practice and game sense to get a feel of your allies incoming
damage, being too risky will result in many deaths.
Don’t be shy about telling your group when you need to drink, but it's your job to make
sure you always have enough water for the longer grinds - if you are having bag space issues
then ask the other members of the group to carry water for you, there are some sections of this
guide where we don’t visit a vendor for 10~ hours of gameplay.
Avoid shielding warriors unless it is a desperate situation, because hits on a shield do
not generate rage for them. Many mobs put out nasty diseases and magic debuffs, but some
are not so harmful. Dispelling is mana-intensive so always decide what needs to go, and what
can stay on your group.
There will be periods at which your wand damage will be too low to reliably get last hits,
during this time you should instead use mind blasts or smites in between. In a full melee-cleave
team it's likely you are the only cloth wearer, but regardless make sure all spirit loot is given to
you as a first priority to help lower the groups downtime.
Do your best to time your heals so that you don’t pull aggro. In some dungeons,
monsters behave strangely and aggro healers for no reason, but in the cases you can prevent it,
you should. A lot of mobs do deadly close range abilities so its best to keep them away from
yourself to avoid deadly debuffs like polymorphs, stuns, or silences. In addition, if the warriors
have to constantly chase down mobs that are running after you, it will lower their kill times
significantly.
Retribution
1-60: Talents
Gameplay: Your main source of damage will be auto-attacks and SoC. You will not be able to
compete with the damage of the warriors and other cleavers in the group, so it’s important not to
try by draining all your mana, and focus on utility. Consecrating is deceptively bad for your mana
and not worth it overall, mana will be a constant issue for you as the other melee classes don’t
need to stop and drink.
Utilize HoJ and Repentance as a form on interrupt early on. Cleansing annoying debuffs
are important as it can be mana intensive for healers to try and heal and dispel all of the stuff
that enemies throw out, you also want to make yourself free to dispel polymorphs and stun on
the healer, and offheal anytime a pull is going badly. Casting blessing of might on cleaving,
whirlwinding warriors will generally be a bigger DPS increase than other spells like consecrate.
You’ll be priority for any mail or plate pieces with spirit and intellect, but otherwise you
should opt to hand over all strength and agility items to warriors in the group first. You’ll need to
bring a lot of water with you and take sips at every opportunity between pulls. Pulling off Ret
paladin well in a dungeon grinding group is difficult because you need to constantly jump
between healing, support, while keeping up relevant damage, so you’ll be getting your money's
worth out of Pursuit of Justice.
Druid
1-60: Talents
Gameplay: Starting out in the early levels with bear form, you will be the groups
highest damaging melee because of swipe. Throughout the 1-60 experience and through all
dungeon grinds you want to be in bear form and utilizing swipe as your main source of DPS, but
at the same time if you are tanking all of the enemies constantly you will reduce the rage that
the warriors will get, and overall reduce the groups DPS.
It’s important to realize that even though you are in bear form, you are not the groups
tank. You should only utilize taunt on extremely dangerous enemies or if they were going for
your healer, or if another group member is at risk of dying. It will be tempting to pull threat off of
the warriors, but remember that this will be a DPS loss for the group
After level 30, your damage may fall below what the warriors are dealing and you will fall
into a utility role, making sure to keep your buffs up and providing them with 3% crit, applying
faerie fire to targets, and using moonfire to pull distant mobs to the group when in the open
world questing.
While a druid won’t bring a ton of damage, they have to make up for it in utility, and they
have a lot of it in their kit. Use bash and feral charge on deadly enemies or to interrupt and cc,
Keep MotW and Thorns on the group and throw out innervates to keep the group pulling and
you will be able to make the runs go smoothly in ways outside of just adding to the pure DPS -
but that being said, you still need to contribute as much damage as possible.
Cat form will not be worth it at any point because of the rate of mobs being pulled and
dying and lack of AoE, so expect to be roaring along as a bear.
Rogue
1-60: Talents
Gameplay: Rogues will arguably be the lowest damage in a melee cleave group
beyond level 20 because of the lack of AoE - to make up for this you will need to
focus your damage on threatening targets and use your interrupts on heals and other high
damage enemy casts.
The unfortunate high cooldown on Blade Flurry should still be used every chance
possible, as should stuns and lockpicking to help with the groups income and looting. Using
poisons such as crippling will help with fleeing mobs but will be troublesome when the group is
trying to move mobs with them as they clear, so make sure to keep track of what poison the
group will get the most use out of at each stage of the dungeon grinding process.
What you will lack in damage needs to be made up for by taking out and disabling
threatening targets to allow the group to pull more recklessly without having to worry about
certain enemies that heal or do deadly casts. Your talent build is flexible and can change based
on what weapons you get on the trip to 60, and what weapons you favor.
Resetting Dungeons
In order to make the most of this guide you will need to know how to reset and teleport
back to a dungeon’s entrance. Some of these dungeon clears become massively inefficient if
you don’t do this, so here’s a simple step by step walkthrough of how to reset a dungeon and
teleport the party back to the dungeons entrance.
1. Form your party into a raid group
2. Invite a 6th member, this can be an alt, friend, or 2nd account
3. Make the 6th member the party leader of the group
4. Have all 5 members of the group logout of the game
5. Once they are logged out, the 6th member can reset the dungeon by right clicking their
portrait, and once its done should alert the other players.
6. When the 5 party members log back in, the dungeon should be reset and all players
should be back at the entrance ready to clear again.
Just remember that in Classic WoW, while you are in a raid group you will be unable to
complete any quests, so remember to reform the group into a normal party again before you
begin questing.
To get the most out of this guide I recommend you skip professions while leveling and
instead level them up once the group has hit max level, with the exception of First Aid. All
non-healing members should be sure to pick up first aid in their starting zones and level it up
during any downtime. The dungeon clears should provide each member with plenty of cloth to
keep it up to date on the road to 60.
Cooking is worth taking at level 1, only to get it to level 10 and unlock a quest in
Darkshore. While there is some potential to keep cooking up to date while you level, it’s tricky to
find time to do so without having your bag space struggle.
Enchanting may be worth having for one member to disenchant the groups extra drops
to use for leveling enchanting at a later date, but I recommend simply vendoring extra items to
help pay for the mounts that will come up at level 40.
Tailoring has its use in that it is relatively easy to level using the excess cloth drops in
the dungeons and will be a great source of bags for the party early on, so it may be worth
considering having one of the less active classes pick it up and bring it along for the journey.
As for mining, skinning, engineering and blacksmithing, none are worth leveling while
dungeon grinding.
Tryhard Tactics
For those of you interested in not just going fast, but going the fastest, there are some
additional tactics you should employ that add to the complexity of this guide.
1. Layering: Take advantage of layering if you are encountering some of the quest mobs
being killed by other players at launch. The further ahead you get, the less this will be an
issue - but there are cases of high value quests not being completable on a single
spawn cycle. In those cases, use an alt or guildmate to find a new layer, then bring your
party to it to clear a second spawn of those same enemies.
2. Dedicated Support Players: If you have any guildmates or friends that will be playing at
launch but are not in a rush to level, consider asking them to bang out some professions
for the party and send the group useful consumables and items to help your party level
faster. This can include wands from enchanting, or tons of elixirs from Alchemy - and
even quest items such as Frost Oil or Murloc Fins
3. Second Accounts: Registering a subscription for a second WoW account will enable
you to play classic and log in on another character. This character can be used for
numerous things:
a. Camp the second account character near high valued vendors that sell limited
stock items, such as the Bronze tubes or the green shoulders in Southshore
b. Use the second account character to help reset the dungeons using the tactic
mentioned in this guide
c. The second character can constantly seek out layers different than the one the
party is on so that a new layer is always readily available to be swapped to as
needed
Throughout this guide we’ll encounter a few quests along the way that utilize non-quest
items that can be obtained from vendors or by farming beforehand, or simply looting a lot of
chests. Keeping an eye out for these items and having them on hand will have nice boosts of
experience.
1. Bronze Tube: This will enable the party to do a very valuable quest chain at level 25.
There are three ways to obtain one for each member. A) Use a second account to camp
Engineering Vendors, utilizing the layering system B) Check every vendor as you are
leveling 1-25 and buy them every chance you get, utilizing the layering system. C) Loot
the boxes during the deadmine grind in the foundry. Because of the value of the Bronze
Tube quest, this guild will progress on the assumption that you were able to get 5 by the
time they’re needed at level 25.
2. Silver Bars: There are two quests that ask for Silver bars, 1 is needed with 1 Moss Agate
at level 30, the other needs 4 silver bars at level 44. The only way you’ll get these is from
looting chests, so try to assign one member who has a less active role to keep looting
chests for these. In total the party will need 5 for everyone to complete both quests.
3. Moss Agate: Needed in the same quest as 1 Silver bar, this will also likely be found as a
random drop or from a chest.
4. Murloc Fins: These drop early on in Darkshore, and can be turned in for easy experience
at level 20, so be sure to hold onto them
5. Silk Cloth: A quest after stockades will require 3 silk per party member. This shouldn’t be
any trouble to obtain, just remember to hold onto it for the quest beforehand.
6. Buzzard Wings: These can be used to turn in a quest at level 44 which, when completed,
will enable the completion of some other high value quests. The buzzard wings are hard
to obtain by the party, as you’ll only have chances to kill them in Badlands or Arathi, but
if you’re able to get some from a guildmate or off the AH, make sure to do so. The group
will need 4 each, so 20 in total
There are other items the group could make use of while leveling, but when playing at a
server launch it's unlikely to see them, so I won’t include them in this guide. (Frost Oil, Thorium
Bars)
Now that we’ve covered all you need to know on how to play your class through this
group grind, and the extra tactics you should utilize to maximize your efficiency, it’s time we
jump into the actual guide. Remember you can jump in and out as needed based on your
groups availability, but I recommend against second guessing my instructions and deviating too
much unless you are a very experienced and confident Classic WoW player.
Starting out at level 1, it's highly likely that each of your party members will be playing
different races and therefore will be starting in different parts of the world. The time lost to
switching zones is not worth it early on, so it's best to quest through the starter zones in order to
reach level 11 or 12 as fast as possible. Generally the starter zone quest culminate in sending
you to your capital city, which all have easy access to each other.
For leveling through the starter zones, you should consider utilizing the layering system
and leveling alone if your members are able to stay ahead, as generally speaking leveling alone
will be faster for most classes. I recommend practicing solo or duo routes through the zones
prior to launch using private servers or repacks, such as Kronos or Silverhand who have a
relatively accurate starting experience, I won’t specifically cover it in this guide.
In addition to hitting level 11 and finishing the zone you should try to complete any
key/relevant level 10 class quests such as Fear Ward, Defensive Stance, Tame pet, ect. Any
class that doesn’t have healing should also pick up first aid and start leveling it along the way as
it will be very helpful to have throughout the leveling process.
The ultimate goal at the end of the starting zone is to position yourself to easily reach
Darkshore and group up with your party members there. Anyone who gets to Darkshore early
should use the time to start working on 2 loot based quests while waiting for their allies to catch
up: [Buzzbox 827] and [Bashal’Aran]. Doing these before your party arrives will save the
group time without putting your fellow party members behind you.
Humans should make sure to grab the Westfall and Lakeshire flight paths as they quest
through Elwynn forest. I recommend you follow my leveling guide, or Joana’s, or focus on your
own efficient route that incorporates these, and plan ahead for how you will deal with situations
where you are stuck in the zerg of other players. Once you are 11, ride the tram to Ironforge, do
the jump over the western Dun Morough mountains and suicide to spirit res in Menethil, and
then ride the boat to Darkshore.
Dwarves and Gnomes should quest up until Loch Modan and get the flightpath as well
as do the Flight Path tutorial quest, then return to Ironforge and do the same jump over the
mountains as the humans to reach Menethil, then ride the northern boat in Menethil to
Darkshore. Night Elves should arrive in Darkshore naturally.
Video of the Dun Morogh - Wetlands Mountain Skip:
Why Darkshore?
Darkshore is one of the most efficient questing zones in Classic World of Warcraft. Many
of the quests are complete-able in one or two actions that are uncontestable, be it interacting
with objects or exploring areas. There are a few loot
quests that may be difficult to deal with on a server
launch, but even when skipping them, the XP/Hour of
Darkshore is too high to ignore if you are trying to speed
level. In addition, for melee cleave specifically, we want to
target a quest at level 15, [WANTED: Murkdeep!] for an
easy green mail belt for the warriors and spirit bracers for
the healers.
Darkshore Cycle 1
Darkshore Cycle 3
Darkshore Cycle 4
10. Turn in all three quests that are possible ([One Shot, One
Kill] - [The Sleeper Has Awakened] - [The Tower of
Althalaxx]) - accept no follow ups.
11. Follow the road south west and turn in [Therylune’s
Escape!](5)
12. Continue east to Astranaar to get the flight path(6), then fly
back to Auberdine
13. Turn in All quests, this should have you ding 17 easily if you are not already, only take
the followup to [The Absent Minded Prospector]
14. Take the boat to Darnassus (Night Elves should train here now). Get the flight path in
Rut’theran Village and turn in the [Absent Minded Prospector] on the outside of the
temple of the moon in Darnassus, on the south western side. Take the Followup, then fly
back to Auberdine and ride the boat back to Menethil and turn in [The Absent Minded
Prospector] in the tavern upstairs, don’t take its followup though.
15. Fly to Ironforge (Night Elves should run directly to Loch Modan to meet the others)
16. In Ironforge, train abilities !!Make sure to train 2handed Maces!! and turn in [The
Powers Below], then all members head to Loch Modan
Part 4: 17-19
Each race should be attempting to reach Redridge while completing various tasks on the
way. If you are lacking certain races you will need to compensate by making sure at least one
person does each task.
Once humans have obtained the Defias Brotherhood quest, they should go to Lakeshire,
Redridge and gather up all of the quests. Humans should use this time to complete easy object
quests: [Hillary’s Necklace], [The Lost Tools]
Once all party members arrive in Lakeshire, Redridge, Humans must share [The Defias
Brotherhood] quest and then all members turn it in and Set their Hearthstones to Lakeshire,
Redridge.
Next Step:
Humans should run to Darkshire in Duskwood simply to get the flight path which will be
needed later, while Ni ght Elves, Gn
omes, and Dw
arves should use this time now to get the
Westfall flight path by flying to Stormwind and running there. Make sure to turn in [Messenger
to Stormwind] on the way out of Stormwind and stop by Goldshire to turn in [The Price of
umans will fly to westfall.
Shoes] for their follow-ups. From Darkshire, H
In Westfall, the group will turn in [The Defias Brotherhood] for the followup quest, then
all fly to Stormwind
In Stormwind, turn in [The Defias Brotherhood] quest in the barracks, in south eastern
Stormwind, then Non-humans may Hearthstone back to Lakeshire, but humans will then turn
in [Messenger to Stormwind] at the gates of Stormwind, then run to Goldshire and turn in [The
Price of Shoes], and then Hearthstone back to Lakeshire - if anyone arrives early they
should try to do [Hillary’s Necklace] or [The Lost Tools] if they haven’t yet.
Turn in inside the town hall [Messenger to Stormwind] and accept [Messenger to
Westfall], and turn in [Return to Verner] which should unlock two quests, accept [A Baying of
Gnolls] and [Underbelly Scales].
Make sure you have these quests, or you have completed them already (I assume
[Hillary’s Necklace] is done already): [The Lost Tools], [Underbelly Scales], [A Baying Of
Gnolls], [Assessing the Threat], [Blackrock Menace], [Selling Fish], [An Unwanted Guest],
[A Free Lunch]
Part 5: 18-20
Westfall Goals:
We’re fully equipped and high enough level to cruise through Deadmines even without
level 20 cleave. All that's left is to finish the prerequisite quests for the Vancleef quest, The
Defias Brotherhood, so we may as well do some easy quests along the way that follow the
same path at the same time.
Why Stockades?
Stockades mobs do have some annoying abilities for melee, and there is no loot
upgrades for us here, but the alternatives require too much travel and the XP/Hour in stockades
is still extremely high, we just need to target the lower leveled mobs and avoid the High HP
Bosses.
Note: Before the group has finished with the Stockades, you’ll want to get all of the quests at
the first opportunity, but because 2 of the quests are in other cities, it is ideal to wait until our
hearthstone is off cooldown before going to get them.
1. [The Unsent Letter] quest from Vancleef, once turned in at the Cathedral District should
turn into [Bazil Thredd], which turns in outside of the stockades for the quest [The
Stockade Riots] - You should already have this quest on-hand.
2. [Quell The Uprising] is available right outside the stockades
3. [The Color Of Blood] comes from Nikova Raskol, who patrols around Old Town in
stormwind, warriors on their way to train abilities should be able to grab this and share it
with other members.
4. Once hearthstone is available, one party member should fly to Lakeshire, Redridge, and
grab the quest from the entrance of the tavern: [What Comes Around…] - then Hearth
back to Stormwind and share this with other members and resume clearing Stockades.
5. Once Hearthstone is available, a human party member who had grabbed the Darkshire
flight path around level 18 should use it to fly to Darkshire and go into the townhall to
accept the quest [Crime and Punishment] - then Hearth back to Stormwind and
share this with other members and resume clearing Stockades.
1. Grind on the stockades until 25 and make sure you complete all of the quests but !!DO
NOT TURN IN THE QUESTS UNTIL YOU ARE 25!!. The early levels are tough and its
important to manage the disarm debuff, don’t pull more than you need to at first, stick to
3-4 man pulls and take it slow. The quests do not need to be completed right away, its
recommended to grind optimally until level 24, then attempt to kill the bosses for the
quests
Part 8: 25-27
Why Questing?
The XP/Hour for Darkshire quests is very high and offers a good way to break up the
repetitiveness of Dungeon Grinding. While the initial quests to ding to 26 are definitely worth it
before moving on to Gnomeregan, you may consider skipping out after 26 and passing on the
rest of the zone if you find there are already too many players questing in Duskwood. Almost all
of the quests are kill quests though, so as a 5man party they will go extremely fast. In addition,
at the end you will get a 10 slot bag, a new wand for casters and a spirit cloak, and it will enable
us to get more free experience later on.
Choose:
The group should decide whether Duskwood is too contested and will be slow or not. If it
is not contested, the XP/Hour is higher than grinding Gnomeregan at 26 by about 25%. If you
would rather continue dungeon grinding, skip ahead to the Gnomeregan section and fly to
Ironforge, otherwise continue on with Duskwood.
Those that are deciding to leave duskwood now can safely abandon [The Legend of
Stalvan] and [Totem of Infliction] quests, and dump any relevant quest starting items from
your bags.
Also keep an eye out for the quest starting item that drops zone-wide in Duskwood
called An Old History Book, it’s a bit out of the way to turn it in normally but if you continue with
Duskwood it will end up being convenient, free XP.
Why Gnomeregan?
Simply put, there aren’t better options for us alliance
players that don’t involve excessive travel. The quest to kill the
last boss rewards good leather pants that give essentially 2%
crit, and the spirit robes are very powerful for the healers. The
XP per/hour is good, made better by being able to turn in the
quests at the end to get a nice bump in XP/Hour. Because the
later mobs in Gnomeregan are high level though, we’ll resort
to grinding the early half and only go for a full clear for the
quests when we’re preparing to leave.
Summary of Gnomeregan
Grind on the Troggs while working on all of the
quests until the group is level 29. At level 29, Do a full clear
of Gnomeregan to complete all of the quests and obtain
Grime-Encrusted Rings for the party off of the Dwarves.
If after the full clear there are members still without
the Grime-Encrusted Ring, do another clear using the
Workshop key through the Backdoor
When all members have the Grime-Encrusted Ring,
do another clear through the troggs to clean the ring on the
Sparkle-o-matic and take its followup quest [Return of the
Ring]
As soon as your party has enough experience to hit 30 from the quest turn-ins, you
should leave, regardless of the status of any incomplete quests. In order to figure out when your
party is ready to leave, check the list below and calculate how much experience is waiting for
your group outside of the Dungeon.
2700 [Return of the Ring] (Possibly Skipped)
2650 [Save Techbot’s Brain!] (Possibly Skipped if group didn’t complete Duskwood)
3650 [Data Rescue!]
2750 [The Grand Betrayal]
3050 [Essential Artificials]
2200 [Gnogaine]
44300 Experience Needed to go from 29-30
24 850 / 44 300 Experience needed to ding 30 from all quest turn ins.
It will depend on whether your group is able to get all done or not how much you need to hit 30,
make sure to not stay longer than needed as the next sections will juice up your XP/Hour
massively - but also do not leave Early.
When the group is ready to leave Gnomeregan, do so by committing suicide - this will
send you to the Kharanos graveyard. Spirit res and run to the north western house to turn in the
quest [Gnogaine], then use your Hearthstone back to Ironforge
15. In Southshore, go into the town hall and accept [Syndicate Assassins], then inside the
tavern accept [Down The Coast] and north of the tavern turn in [Southshore] if your
group has it, skip the followup. And accept [Costly Menace] - also snag the flight path at
your earliest convenience
16. Make sure at this point you are stocked up for the long SM grind ahead of you, buy 30
and 35 water/food, and 30 arrows. We will be staying in SM until level 36, roughly 6
hours of grinding.
17. Go south west and kill 10 murlocs of each type to quickly complete the quest [Down the
Coast], then go back to Southshore and turn it in, don’t take the followup
18. Follow the road north out of southshore into Alterac, and travel along the hills west to kill
the lions needed to complete [A Costly Menace] - we do not need all the Hulking Lions
here but get as many as possible
19. On the eastern cliffs, kill the Syndicate needed to complete Syndicate Assassins. At the
same time, clear to the middle of the camp and interact with the paper to accept the two
quests [Encrypted Letter] and [Foreboding Plans]
20. If you run out of Syndicate to kill, there are more across the road east, Finish killing them
then travel east towards the river, hop off the road. The land around the water should
have more Hulking Mountain Lions to complete the quest. Warriors can dip over the
ruins to turn in [The Windwatcher], do not accept the followup.
21. Run north to Chillwind Camp and grab the flight path. Clear your bags as much as
possible here
22. Travel west on the road until the bridge reaches Andorhol, then jump into the water and
swim up on the northside and run to the Bulwark. Stay as a group and hamstring kite any
enemies that aggro you until you reach Tirisfal Glades, and be wary of some aggressive
horde npc’s here.
23. Go north into the Scarlet Monastery
The cathedral is the money shot of SM. It has a lot of high level
caster mobs that will get shredded by ravager and whirlwind. When you
come here with a full ravager squad of melee, you can handle pulls of
7-8 mobs and aoe them down very quickly. You’ll need to practice not
interrupting ravager procs, and at this time be wary of the Wizards and
their blizzard casts. Use the pillars outside to LoS and group up casters
and don’t sit in Blizzards.
Try to keep your pulls to around 6-8 unless you’ve gotten many
armor upgrades already, and be wary of the same mobs - some will
heal, some will enrage. The largest pull will be the side rooms on the
left side before the boss. In the case of Cathedral, it's good to clear up one side on the outside
courtyard, clear inside the Cathedral and kill the boss, then clear back out down the opposite
side, removing the need to reset the dungeon.
Try to avoid killing Fairbanks as he doesn’t drop anything good and puts an annoying
10minute curse on someone that increases their damage taken - unless your group can remove
curse.
When the party hits 43, the XP/Hour will dip significantly, but we want to be able to hit 44
before we head to Kalimdor, and a full Uldaman clear will only grant us roughly 62 000
experience with quests included, so continue grinding SM Cathedral until the entire group is at
least 40 000 / 10 6300 experience towards level 44. Once you reach this point, it's time to
Hearth back to Ironforge
4. In Gadgetzan, get the flight path and accept the quest [Waterpouch Bounty](1) and
[Wastewander Justice](1) as well as [Wanted: Caliph Scorpidsting](2) and [Wanted:
Andre Firebeard](2) from the wanted poster on the big fenced arena.
5. Ride west to Steamwheedle port. Accept, [Screecher Spirits(3)] [Southsea
Shakedown](3)
6. Ride south into the Pirates cove(4) through the cave
and kill every Pirate you see to complete all of the
quests. [Stoley’s shipment](5)is located inside the
pirate camp in the first house on your right. Andre
Firebeard(6) is located in the middle of the camp.
Keep killing all of the pirates until everyone is
finished every quest.
7. When the quests are complete, run out of the cove
and west a bit into the wastewander camps. Kill all
the wastewanders you need to complete
[Wastewander Justice](7) and loot pouches for
everyone to get [Waterpouch Bounty] completed,
and use a target macro to hunt down Caliph who
patrols the southern camps of the Wastewanders.
Kill him to complete [Wanted: Caliph
Scorpidsting](8)
8. Once the quests are finished, run back to Steamwheedle Port and turn in all of the
quests,
9. Run back to Gadgetzan and turn in [Wanted: Caliph Scorpidsting](1) [Wastewander
Justice](1) - accept the followup, and [Waterpouch Bounty](1)
10. Fly to Thalanaar
If your group is now level 45, move on to the next step, if you aren’t 45, reset the
dungeon and grind through purple side again until everyone is 45, then move on. Whenever
your group is ready and level 45 the group should commit suicide somehow, either by drowning
or pulling a bunch of enemies and being naked.
Quests:
We do still have 3 quests to complete that will require us to break off of this path.
[Vyletongue Corruption] - Once the group is 46 or higher, start clearing beyond the
sludges at the end of the Waterfall to Razorlash and use the Cerulean vial on any red flowers
you see to get quest credit. You’ll need to do this a few times to complete it, because of the
annoyance of clearing through the pulsing slimes and the AoE knockdown Lashers, I
recommend you get all of this quest done in one clear so you don’t have to go through the mobs
more than once
[Twisted Evils] - These drop off of everything in Maraudon, so it shouldn’t be a problem
to finish by the time you’re done grinding.
[Corruption of Earth and Seed] - This quest is a P.I.T.A - a melee group will kill
Princess very slow, and the xp/hour for inner Maraudon is extremely low, you only want to do
this once to get the quest done. If your group has a hunter, you should prioritize completing this
quest right away at 45 to get them the bow, otherwise I would put this off until the group is at
least 48 to make it go faster. Ignore the temptations to boss farm if you want to keep leveling
quickly - trying to farm the bosses will slow you down -massively-
If you continue to grind middle Maraudon, your group should be able to go from 45-49 in
roughly 8-9 hours. Not quite as long as the SM grind, but this grind has no variety to it, so
buckle in. Unfortunately there is nothing that competes with the XP/hour of middle Maraudon, so
we want to milk it until its dry.
Once the group hits level 49 you should grind just a bit more to get the group at least
20k experience towards 50 - and also make sure the group has completed all of the quests.
Then commit suicide somehow. Spirit res in Desolace and run to the goblin hut to turn in
[Twisted Evils], then go to Nijel’s point and turn in [Corruption of Earth and Seed] and
[Vyletongue Corruption] - once that's done, Hearthstone back to Ironforge. Hallelujah it's
time to train!
The goal here is to just full clear the dungeon as fast as possible while completing all 4
of the quests. The mobs themselves are a pain but luckily we out level them so it should be
smooth sailing. Make sure to keep Mortal Strike on the Blooddrinkers and interrupt heals and
shadowbolts as much as possible while killing the wards. Manage the hexes the Shadow
Hunters put out as well by dispelling.
For the Troll Temper quest it's likely you’ll need to kill 100+ trolls to get it done for
everyone, so kill the trolls excessively. Focus on the Scarabs where they are concentrated
around the boss and you should be able to get the shells needed to complete [Scarab
Shells](1) near the named enemy that drops the first tablet for [The Prophecy of Mosh’aru](2)
To complete [The Divino-matic Rod](3) the group
will need to clear to the large altar in southern Zul’farrak
and kill the Executioner at the top, loot him for his key and
then use the key to open the cages to start the event. The
Friendly NPC named Sergeant Bly must survive the event
so that your group can kill him at the end and loot him for
the quest item. The event itself should be very easy for your
group at level 49. Once it's completed and you kill Bly for
the rod, the goblin should open the door to the final boss
Dispatch the last boss atop the ramp south of the
altar for a chance to get some decent gear upgrades, then
clear the western path to kill the Hydromancer for the last
tablet to complete [The Prophecy of Mosh’aru]
At which point just continue to kill trolls/ect. until the
quest [Troll Temper] is complete, then run out of the dungeon to Gadgetzan.
In Gadgetzan, turn in [The Divino-matic Rod] [Scarab Shells] [Troll Temper] and
[Gadgetzan Water Survey], accept the follow up [Noxious Lair Investigation] - then ride to
Steamwheedle to turn in [The Prophecy of Mosh’aru] b ut don’t take the followup. In the
southernmost building accept the quest from the female goblin [Yuka Screwspigot] while you
are here.
The dungeon is extremely efficient XP per hour in the early sections, it is also home to
many quests and a lot of pre-raid BiS gear, though in order to level efficient we will not target all
of them specifically, as many bosses are time sinks and slow down your experience per hour - if
you wish to start deviating from leveling in favor of gearing, BRD is the place to start though. We
will be working on getting attuned to The Molten Core and Onyxia’s Lair in the process so we’re
that much closer to being raid ready the moment we hit 60.
7. Fly to Lakeshire, Redridge. Enter the townhall and turn in [The True Masters] for the
followup, then fly to Stormwind
8. Go to the Stormwind Keep and turn in [The True Masters] at Bolvar, the followup has
you talk to Lady Prestor, then turn it in again for the follow up which sends you back to
Lakeshire, so fly there again and turn it inside the town hall once more for the followup
9. Fly back to Morgan’s Vigil, turn in [The True Masters] and accept the followup.
10. Run north to Flame crest and turn in [Broodling Essence] but don’t take the followup.
Then have a conversation with Ragged John to complete the quest [The True Masters]
11. Go back to Morgan’s vigil and turn in [The True Masters] and take the follow up
[Marshal Windsor]
14. Run into Blackrock mountain and immediately upon entering the center room, jump off
into the lava and hop towards the north side. Right before you reach the platform, let the
lava kill you. Release spirit and run back to Blackrock mountain, but as a spirit this time
use the chain to get to the center structure, and inside talk to the ghost NPC Franclorn
Forgewright for the quest [Dark Iron Legacy] Once you have the quest, resurrect on the
platform near your body.
15. Make your way towards the entrance of BRD. In the entry hall just before the dungeon
portal should be a wandering fire elemental named Overmaster Pyron, kill him to
complete the quest aptly named [Overmaster Pyron], then zone into the dungeon
8. In Ironforge, train your level 52 abilities, repair and restock, then go to the throne room
and turn in [Smoldering Ruins of Thaurissan], this should unlock the quest from
Magni, so accept [Kharan Mighthammer] from him.
1. Train level 54 abilities, stock up on 50 arrows and be sure to buy lots of 55 water and
food now
2. Go to Magni and turn in [The Bearer of Bad News] and accept [The Fate of the
Kingdom]
3. Look for a Courier roaming around Ironforge as you train and take from him the quest [A
Call to Arms: The Plaguelands] if you can grab it, but not a big rush for this yet.
We’re setting ourselves up for a very fast last 2 levels, there are a few quests in LBRS
that give big chunks of experience, and we’d also like to get the items needed to form a UBRS
key for at least one member to assist with doing UBRS quickly when we are 60. UBRS is
required to finish the Onyxia Attunement chain as well as the chain that will give us the
Quintessences to summon Ragnaros, but the key can be a bit of a pain to get. In addition,
LBRS has some very powerful BiS gear and the mobs in here have a chance to start dropping
the BoE tier0 set pieces which will tremendously increase clearspeeds and help us out at 60. As
an added bonus, the density in LBRS is high and it gives high XP/hour, the only downside being
that some of the mobs can be deadly if not dealt with correctly.
1. As we clear into this dungeon, keep an eye out for a drop that can come off of every
enemy, an Unadorned Seal of Ascension - this will be important for the UBRS key but it
has a low drop rate, each member who wants a key will need one, and the UBRS key
quest can’t be done until 57, so you’ve got some time to get it.
2. The majority of the pulls in this dungeon are packs of 4-6, so we don’t need to pull more
than one pack at once. The wolves are non-elite so can be cleaved down, but the
Scarshield Warlocks need to be focused first in any pack they are present. They will
attempt to open portals that summon swarms of demons, so kill them and interrupt them.
Second kill priority will be the Spellbinders just because they die quickly. Be wary that
the Legionnaires have two types, some are wielding shields and some are dual-wielding,
and you should focus down the dual-wielders first as they hit harder and have less
armor. .
3. Clear the first room and go down the southern ramp for your first big pull of 6, the pull will
be made into 7 if you are not mindful of the patrol, but if you have at least a few
members with BRD weapons and gear then you should be fine handling them. You can
1. Train 56 abilities if you are 56, restock on arrows and water, clear up your bags
2. Fly to Morgan’s Vigil. Turn in [Message to Maxwell] and accept [Maxwell’s Mission],
then turn in [Jail Break!] for the quest [Stormwind Rendezvous] a nd also turn in [Put
Her Down]. Also turn in from the letter, [General Drakkisath’s Command] and take the
followup [General Darkkisath’s Demise]. This is UBRS quest you can do at 60 for a
BiS trinket.
3. Go north to Flamecrest and turn in [En-Ay-Es-Tee-Why] and [Kibler’s Exotic Pets],
inside the cave turn in [Ribbly Screwspigot]. Then talk to Ragged John and let him
‘Milk’ you of the poison to complete the quest and turn in [Mother’s Milk]
4. Go back to LBRS
At this point, all we want to do is complete [Urok Doomhowl], [Seal of Ascension] for
at least one member, ideally everyone because of how nice of a QoL it is to have the UBRS key
for classic wow, and also complete [Maxwell’s Mission] which basically asks us to kill every
boss in LBRS. Aside from that, it’s grinding. The density of the mobs and their level is ideal up
until the spiders, but the spiders themselves slow down the XP/Hour - if you can pull them
efficiently then go for full clears, especially if your group wants some of the great pre-raid gear
off of the later bosses. Make sure you get enough gems for at least one completion of [Seal of
Ascension] and turn it in at your earliest convenience.
The group can also considering dipping out to turn in [Maxwell’s Mission] at their
earliest convenience if they want the gear upgrade that the quest provides which will likely be
significant, if not, we’ll be handling it with our real dipout at 58
When the group hits 58, continue grinding until you are at least 135 000 experience
towards level 59, this will guarantee that the rest of this guide will get you to 60. When you have
this amount of Experience we will be dropping by BRD, but make sure you have turned in [Seal
of Ascension] and [Urok Doomhowl] inside the instance first. If you are interested strictly in
hitting 60 as fast as possible, skip the next section and hearth to ironforge and fly to chillwind,
otherwise follow the next steps for a BRD Lava Run.
1. Make your way towards BRD in lower Blackrock Mountain. On the way there, near the
entrance should be an elf with the quest [Attunement to the Core] - accept it.
8. Run east and south to reach Light’s Hope. On the north side talk to Smokey LaRue for
[The Great Fras Siabi], in the back of the church talk to Leonid for [Houses of the
Holy], grab the flight path and talk to Duke Nicholas for [The Archivist] and turn in
[Uncle Carlin] for [Defenders of Darrowshire] - then lastly to the south a bit talk to
Caretaker Alen for [The Restless Souls] and [Zaeldarr the Outcast]
9. Fly back to Chillwind Point. Turn in [The Eastern Plagues] and accept [The
Blightcaller Cometh], then turn in [ Return to Chillwind Point], this will activate a quest
nearby [Mission Accomplished], turn this in instantly for a cool 9300 experience.
10. Hearth back to Stormwind City
11. Run north to the Cathedral district, upstairs in Alexston’s house (You’ve been here many
times already). Turn in [Better Late Than Never] and accept [Good Natured Emma].
This turns in just outside to the south on the canals, so once its turned in accept the
followup [Good Luck Charm]
12. Run to Stormwind Keep and talk to Bolvar to turn in [The Blightcaller Cometh] and
accept [Order Must Be Restored]
13. Fly back to Chillwind Camp. In total this Stormwind detour will only have taken 10
minutes equating to 83k xp/hour and enables us to get 7k worth more of quests in WPL,
so it's worth it.
24. Turn in [A Plague Upon Thee] and accept the followup, you should also be able to turn
in [Skeletal Fragments] by now, so do that and accept [Mold Rhymes With…]
25. Run straight north through Andorhal beyond the
farms until you reach the Northridge Lumber Yard.
Clear inside to the back and interact with the crate to
place the barrel on it, then talk to the barrel to turn in
[A Plague Upon Thee](1) and take the followup.
26. Go slightly east and north into the crater and find the
wagon with the NPC beside it, Kirsta Deepshadow,
accept [Unfinished Business](2)
27. Directly south of Kirsta you’ll find a path and a camp,
each have different mobs you need to finish
[Unfinished Business](3) and should be easy.
Once it's done, go back to her and take the followup
quest(2).
28. This time you’ll need to follow the road south of
Kirsta to find two named mobs. The first is up the
hills east of the road, the 2nd patrols the first Watch Tower on the road. Once you’ve
killed both and completed [Unfinished Business](4) you can drop down west into
Kirsta’s crater and turn it in for the last follow up(2)
29. The last quest asks you to enter Hearthglen, its filled with elites. Ride along the same
path to the gates and clear inside the tower just beyond the gates. Climb to the top of the
tower and run around to complete [Unfinished Business](5), then drop down and go to
the western most building (Townhall). Clear inside and on the table, loot the item Davil’s
Libram for [Heroes of Darrowshire](6)
31. Make your way south and east back to Gahrron’s Withering, the eastern most farm.
Clear the outside of the barn where you should find a shield on the ground to complete
[Heroes of Darrowshire](1)
32. Run back to Tirion Fordring in Eastern Plaguelands and turn
in [Of Lost Honor](2), accept [Of Love and Family](2)
33. Run straight south east back to The Undercroft, and behind
the building you’ll find a mound of dirt. Use it to turn in
[Hameya’s Plea](3)
34. Go straight west to Darrowmere lake, ride around south
side and cross the bridge to Caer Darrow, on the west end
turn in [Of Love and Family](4) for the followup.
35. Ride south back across the bridge and east back to
Chillwind Point and turn in [A Plague Upon Thee], then fly
to Light’s Hope.
36. Turn in [Heroes of Darrowshire] but you don’t need to
bother with the followup.
Level 60!
If you followed all of my instructions up until now, you should be level 60, most likely you
will have hit 60 well before reaching the end of this guide. Congratulations! :) If all things went
as planned your group should have made it in under 4 days played, so now you can finally play
the game?
We set ourselves up nicely for a few tasks that will help us jumpstart our Classic WoW
journey.
1. Finish the [Seal of Ascension] quest chain, which requires you to let a dragon breath
on it in Dustwallow
2. Finish the Onyxia Attunement quest chain, there are only a few steps left - find the NPC
in Winterspring and kill the last boss of UBRS
3. Level your professions. If you hit 60 fast, you may want to up your skinning to get some
Devilsaur leather, or raise up mining to start taking advantage of the free reign on
Thorium Veins in the higher level zones before other players catch up
4. Work on Hydraxian Waterlords. The quest chain starts off the eastern coast of Azshara,
ad you can raise your rep by killing Elementals in Silithus
And most importantly, have fun! Don’t forget to play in moderation now that the initial burst is
over. Phase 1 is going to last a while so don’t get yourself burned out, ‘cause all the fun stuff
comes after!
Thank you so much for supporting me by purchasing and using this guide. It helps me
continue to pursue my passion of making youtube videos and guides for the games I love, and I
hope this guide helped you finish your journey with ease!