K Kael'thas Alliance Kael'thas Horde Karazhan Alliance Karazhan Horde Kargath Alliance Kargath Horde Kazzak Alliance Kazzak Horde Kel'Thuzad Alliance Kel'Thuzad Horde Khadgar Alliance Khadgar Horde Khaz Modan Alliance Khaz Modan Horde Khaz'goroth Alliance Khaz'goroth Horde Kil'Jaeden Alliance Kil'Jaeden Horde Kilrogg Alliance Kilrogg Horde Kirin Tor Alliance Kirin Tor Horde Kor'gall Alliance Kor'gall Horde Krag'jin Alliance Krag'jin Horde Krasus Alliance Krasus Horde Kul Tiras Alliance Kul Tiras Horde Kult der Verdammten Alliance Kult der Verdammten Horde
Take breaks. Unless you're straight up no-lifing it over a weekend or something, this leveling process is going to take ~40 hours. But any time you do need to step away, log out. That tiny little bit of rested exp is insignificant...but you never know when something might come up and you'll have to leave for a longer period of time than you expected. Better to be logged out and safe(especially with War Mode on) than AFK waiting for a d/c. Plus, you'll need to stretch, eat, shower, and maybe sleep. XD
EXCEPTION: If you have Mining and only use Jewelcrafting to craft stone statues (for additional in-combat healing), then this may be a useful tradeskill. However, like Engineering above, it should not be a leveling focus and should only be used to assist with power leveling. Doing any more than this will become costly and should not be undertaken during the power-leveling process.
Lastly: The zone order I recommend for Horde is Vol’dun- Zuldazar- Nazmir. Vol’dun is definitely the most challenging of the bunch and having the use of your Legion gear and leggos will smooth this zone out. Nazmir is the easiest of the bunch which is nice when things start to get a little grindy past 116. For Alliance, I recommend Drustvar- TS- Stormsong. Same logic as the Horde side, in my opinion Drustvar is the hardest and Stormsong is the easiest for when it gets grindy. I would recommend you waiting to do any of the War Campaign until you are capped because it just takes you out of the way. I also recommend not killing a single rare mob or picking up a single treasure because in my experience it is just not even remotely worth it. The gear scales up on the rare mobs so its smarter to keep them till 120 anyways. After you are done leveling, I do recommend taking the time to do all the quest at the Faction Outpost in your enemy territory. They do provide rep for the Honorbound which helps. Most of them are quite easy. If you do not level in Warmode, you will usually hit 114 from your first zone, 117 from your second, and cap 120 about 2/3 in your final zone.
The guide works great (of course expect a) BUT, after reaching 120 there should also be a guide to open and explore the remaining areas. Also, sometimes when multiple objectives are required, the guide forces you to follow in the order the guide prefers and if you don’t the objective is not rewarded. Gotta start catching up on the followers guides also. All in all, the $47 a year in-game guide is well worth it.
These quests for the amount of time to complete them are not worth a spot that a green quest and above takes up save for questing achievements - this can be finished up later at higher levels (such as for the Loremaster achievement) - or for later rep grinding. Do green quests as soon as possible to avoid the drop in experience when they turn gray.
So, the initial leveling process is probably the longest it has been in an expansion in a long time. My first play through, it took me about 12 hours to finish every single quest in every single zone. Needless to say, due to leveling 7 times, my last leveling was done by a ret pally and took me just over 8 hours and completed every quest in the Horde zones. There are a few tips I would like to give for leveling in BFA.
How many hours will players grind for a token now worth $15? On the Chinese and European servers — which include Eastern European countries where minimum wages are less than the equivalent of $2 per hour — there are plenty of people willing to sell their time for these prices. There is more of a question of relative value in North America, where players tend to value their time more highly relative to subscription costs.
Once characters reach the level cap, gameplay turns from leveling to the end-game. This represents the culmination of the leveling process and the beginning of the deeper challenges awaiting max-level characters. While play prior to this point is oriented around accumulating experience and gaining new skills, the end-game represents the polished 'final destination' for players, at which characters are fully developed and ready to tackle the biggest challenges in the game, or to relax and make their own adventure.
For reference, my previous best time abusing Method-0 in 7.3.5 was 32.4 hours(as show in the old thread). A difference of just over 8 hours; which isn't all that bad, all things considered. And I believe I made several errors along the way, which could be cleaned up in future runs. I believe that that gap could be significantly closed by using a monk's bonus, but I hate playing monk...so...yeah. YMMV

Even though the value of gold relative to real money plunged during the Legion expansion, we didn’t see corresponding increases in auction house commodity prices, with the exceptions of big-ticket vanity items like TCG mounts. Consumable prices in gold were actually stable or falling during the same period that the value of gold relative to the dollar was plunging by more than 80 percent.

Skinning is a good money maker as throughout your travels you will fight many beasts. It also won't take much time, only 1-5 seconds after every beast. Miners and herbalists have to travel all the way to the nodes. Skinning also provides the passive bonus Master of Anatomy, increasing critical strike (which is especially helpful for agility-based characters who take it with Leatherworking).
“For more than a year in WOTLK I did nothing but raiding and some dailies here and there. I leveled a bit on a few alts and, as all are aware, it cost to support alts sometimes. I did dailies, and LFG quests until the Dungeon finder came along. I did 2 or 3 randoms then logged off if not a raid night. I was bored with the grind of dailies and wanted a change.
Gold in WoW has value based on the time it takes a player to earn it. The various methods of farming gold, such as growing herbs, yield maybe 20,000 gold per hour. That means at a price of 100,000 gold, a token represents about five hours of grinding, or offers a wage of $3 per hour. The idea of gold being worth a certain amount per hour is a useful way of framing this discussion, in fact.
Prices fluctuated so much because nobody knows what a WoW Token is worth now. Since the WoW Token interface also doesn’t let you know how many tokens are actually for sale at any given time, it’s unclear whether buyers and sellers are rushing into and out of the market at different price points, or whether a single gold-rich buyer using a low point as an opportunity to liquidate can send the price skyrocketing.

This whole affair has caused myriad arguments with the community, with some old-timers noting that the time-to-level increase is a joke compared to Vanilla, and newcomers sharing their point of view that World of Warcraft is slower than a lot of other games on the market. I can certainly understand both mentalities, but given that the leveling system is sort of a token process now and is already frustrating for a lot of players -- seeing it shaken up this much can't be good for the game.

If you queue as a healer - take care to always have a stack of water of appropriate level. You can buy it at an innkeeper for next to nothing, but remember that it will become too low-lvl for you very fast, so you need to buy new water every 10-20 levels. Alternatively, you can buy a stack of every tier of water in Stormwind, and just always carry it with you. Another alternative, if you see a mage - always ask him (politely) to create a table for you. Grab 2-3 stacks so you have extra for the next runs.  
Most of the time you spend leveling will involve questing and slaying monsters, but there’s also a lot of travel. Travel earns you little experience (you do gain a bit for discovering new areas), so it’s wise to keep travel to a minimum. The new level scaling system, which scales zones to your level within a preset range, helps with that. You can choose what zones you want to experience and stick with them until you finish their quests.
This gold making advice is applicable to most players, except if you are an enchanter, in which case there is a very strong case to turn them into dust and essence for your profession needs. As an advanced tip, you can explore the use of mobile apps that let you post on the auction house at the right time because the price of greens tends to fluctuate rapidly, and could mean a large loss of potential gold income.

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).


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As you continue to push through end-game content and you raise your reputations with various groups, you unlock more quests that send you to the opposing faction's continent where you generally try to mess with them, gather intel on their movements, and, of course, kill a whole bunch of them. These quest lines are fun, but generally pretty short and don't actually propel you through much of the three opposing zones.
To give you some perspective I leveled both a LF Ret Paladin and BE Rogue (so one started from level 20 and the other from level 1). I focused on getting the achievements I was missing for the Loremaster, so not the most efficient route by any means. I was using full enchanted heirlooms (minus the ring) and the WoW-Pro addon though, as well as having War Mode turned on all the way.
“I am just stunned with the way Dugi Guides works. They are the absolute best around. From the ridiculously low price to the service provided, Dugi is the man! I struggled for years to get my Death Knight up in levels, now with Dugi Guides I turn days of leveling into hours! I am a casual player due to my extreme time constraints so I like to maximize my gaming effiency. I was getting bored with wow because leveling had become an agonizingly slow process. I tried Dugi Guides and BOOM, I’m a lean mean leveling machine! I love wow once again and it’s all because of Dugi! I showed my buddies and their eyes almost popped out of their heads, they all went home and got the guides. I’ve never seen a company work so hard for so little money.
The recruit also grants the recruiter levels, with the latter gaining one level for every two levels the recruit gains. There are a lot of rules and restrictions to that, however. It all basically boils down to leveling alternate characters together. The recruiter can even earn epic mounts and battle pets if you stick with the game for a couple months.
Then 8.0 came along and turned everything on its head. Most of the techniques and shortcuts discovered, after 7.3.5 introduced scaling, were nerfed into oblivion. Many of the old techniques were confirmed by myself, first hand, to no longer work. I'm hoping that this thread can serve a similar purpose as the old thread, and gather as much data as possible on the fastest methods under the new system, and facilitate as many different perspectives and opinions on speed leveling with constructive discussion.

War Mode, enabled and disabled in Stormwind, gives 15% bonus experience for quests and kills in any zone. whether you're a fan of pvp or not, this might be smart to turn on as Alliance starts on Kul'Tiras and the Horde are on Zandalar. Most horde are going to only be on our island for max level world quests. If you dont like PvP, my advice would be to turn Warmode on for the first few levels, then disable it around 112.
Special note: At 110 it's almost certainly worthwhile to go and immediately get your Heart of Azeroth and first piece of Azerite gear from the BfA opening quest. It doesn't take long and provides pretty high power levels. I'd then return to Legion quests until 111 or even 112, since the power of these items will increase your kill speed significantly over the scaled enemies of BfA content. 

Fourth: When the enemy faction controls the Warfront, you get access to 11 quests that allows you to trade materials for AP and honorbound rep. This is huge because you get 750 AP per turn in and 500 rep per turn in which gives you a total of 8250 AP and 5500 rep; that is a massive amount. All the material you got from scrapping all your leveling gear will come in handy here and I imagine that you will be able to trade other players for different turn ins. I highly recommend trying your best to do all 11. Also, this will be a great opportunity to make some serious cash for your profession because people will be buying the same items in bulk.
Fourth, beginning in Mists of Pandaria with the Halfhill farm, and continuing in Warlords of Draenor with various garrison buildings that produced resources, Blizzard has been making trade goods more plentiful and easier to obtain. In Legion, herbs, fish and enchanting materials were so abundant that a very small population of gatherers could supply more raw materials than the economy could consume.
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