Highmountain tauren - "Descended from Huln, brave hero of the War of the Ancients, the Highmountain tauren honor the spirits of earth, river, and sky. Though the Legion invaded their lands and sowed seeds of distrust between them, the tribes of Highmountain stand united once more. At long last they are ready to venture beyond their sacred mountain and stand beside their kin from Kalimdor, lending their nobility and strength to the mighty Horde."
Anyway both got to 110 at around 50h played. I messed up with my Pal by going to Legion once I hit 100 instead of finishing treasures and bonuses in WoD. All in all, if I picked the best zones and was only trying to level as fast as I could, I would probably could have done it in roughly 40h. Note that it would have a been A LOT faster with a Monk as both Ret and Rogues don't really have a decent AoE until 40+ (45 for Ret and 63 for Rogue I believe). The daily also helps a lot. I know that leveling my Monk before the pre-patch was insanely fast. Might be slower with the changes to FoF, however.
Allied races: Our new allies will join the factions and players will be able to unlock the ability to play their race. There are 6 planned for launch. Horde: Nightborne, Highmountain tauren, Zandalari troll. Alliance: Void elf, Lightforged draenei, Dark Iron dwarf. Additional races are planned for the future. Receive a Heritage Armor set, if you level an allied race character to level 110.[5][6]
Anyway both got to 110 at around 50h played. I messed up with my Pal by going to Legion once I hit 100 instead of finishing treasures and bonuses in WoD. All in all, if I picked the best zones and was only trying to level as fast as I could, I would probably could have done it in roughly 40h. Note that it would have a been A LOT faster with a Monk as both Ret and Rogues don't really have a decent AoE until 40+ (45 for Ret and 63 for Rogue I believe). The daily also helps a lot. I know that leveling my Monk before the pre-patch was insanely fast. Might be slower with the changes to FoF, however.
Once a week, you will be able to open a chest rewarding between one and three items, with the number and quality based on the difficulty of the highest M+ dungeon that you finished the week before. Unlike the end-of-dungeon chest, this chest can contain Azerite items. Gear from the weekly chest starts at 355 and can increase to 380, or 340/385 for Azerite pieces.
XP Potions: The Elixir of Rapid Mind and Elixir of Ancient Knowledge no longer drop. They can be bought on the AH still but are way to expensive for it to be worth it. The Excess Potion of Accelerated learning is available from your garrison quartermaster but only works for level 91 to 99. As of Patch 8.1 you can also buy the 10% XP Potion Draught of Ten Lands.
This includes the “Tides of Vengeance” campaign missions, which continue the War campaign introduced when the expansion launched. Two new island expeditions called Jorundall and Havenswood were also added. Weekly quests also require less Azerite than they did in the past, Mythic and player-versus-player islands award more Artifact power, and new vendors were made available.
XP Potions: The Elixir of Rapid Mind and Elixir of Ancient Knowledge no longer drop. They can be bought on the AH still but are way to expensive for it to be worth it. The Excess Potion of Accelerated learning is available from your garrison quartermaster but only works for level 91 to 99. As of Patch 8.1 you can also buy the 10% XP Potion Draught of Ten Lands.
Drustvar is far and away the hardest Alliance zone, which is exactly why you want to do it first. If you have legendary items, they’ll still be usable, and if you don’t, this zone will still be easier early on than it will be later. Drustvar is also extremely fast and will let you jump out ahead of your competition in other zones, which means fewer players around to take your quest objectives.
 Dark Iron dwarf - "Known for their fiery tempers and fierce determination, Dark Iron dwarves have a turbulent history with the other clans. A failed coup in Ironforge ignited the War of the Three Hammers, and many of the Dark Iron once fought in the service of Ragnaros the Firelord. Though one faction is pledged to Queen-Regent Moira Thaurissan, others refuse to stand alongside their kin. The Alliance seeks a united Dark Iron clan to harness the power of Azerite and aid their struggle against the Horde."

The Horde will now control most of Kalimdor, and the Alliance most of the Eastern Kingdoms. For a low-level character the quests and storylines won't change, but for high-level players many zones will see changes via phasing. Teldrassil is burned and Undercity is in ruins as the story progresses by phasing. At max level Arathi Highlands and Darkshore are phased to be updated to reflect their status as locations for Warfronts.
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.
The expansion is set immediately after the events of Legion.[4] Two continents have been added within the Great Sea between the Eastern Kingdoms and Kalimdor: Kul Tiras, one of the major human kingdoms, and Zandalar, the homeland of Azeroth's trolls.[4] While the Alliance and Horde will initially travel to one continent respectively, both continents will be available to both factions at level 120.[4]
Tiragarde Sound and Stormsong Valley are both fairly similar zones, but Stormsong is a little longer, meaning that you might not even have to finish it to hit 120. Tiragarde also comes with a bit of a warning. There are plenty of side quests to do in the zone after you finish the story quests. Don’t do them. It’s not worth the time or the experience you’ll get.
Plus, I am a pet collector, and there are plenty of pets to collect in the new dungeon. Completing the dungeon’s challenge mode grants players a Mini Spider Tank battle pet. Continue playing on a weekly basis to earn currency towards items like the Unopened Gnomeregan Supply Box, Mechanical Cockroach, Schematic: Mechantula, Leper Rat Tail, and Rechargeable Alarm-O-Dog Battery.
But the system offers a painful and mindless grind. At worst, it feels like a cheap and artificial wall blocking you from playing your character to its full potential. Levels of your heart come fast at first, but the costs become prohibitive when you get up into level 20 or so. This wouldn’t be an issue if the most powerful Azerite gear didn’t require reaching level 22 to unlock even 75 percent of their full damage, leaving players left out of features from gear they’ve already collected. This means more grinding.
These are a genuinely challenging and dynamic way to play. No two are alike, and the A.I. actually does give you some real opposition. Island expeditions are like dungeons, available in normal, heroic, and mythic difficulties. That means you can press into higher difficulties for more of a challenge. Of course, the PvP version pushes everything to the max.
Island Expeditions:[5] 3-Player co-op with optional 3v3 gameplay. Players will explore uncharted isles across the Great Sea. There is azerite and other unclaimed resources bubbling to the surface that is highly sought by both factions. Complete varied and dynamic objectives with a large variety of challenges to overcome. Race against advanced AI opponents designed to thwart players using tactical and strategic moves that consistently change. Optionally, players can choose to race against other players, creating a 3v3 PvP environment. 
In addition, you'll want to pick up leg and shoulder enchants and have them in your bags. These enchants have a level requirement of 80/85, but can't be placed on items above iLVL 136. You can get around this by having a level 85-100 character apply the enchant before mailing it to the character you're leveling, thus getting use of the enchants before level 85. I've personally confirmed that this works.
Players who were around during Mists of Pandaria might recall a dungeon mode called Scenarios, which involved teams of three players instead of the traditional five. Island Expeditions bring a similar feel, with groups being tasked with plundering treasure off various islands. Your team faces off against other players or AI-controlled characters from the opposing faction and whoever can collect the most treasure, or "Azerite," wins.
New to Patch 8.1 is a new leveling flask called the Draught of Ten Lands which increases all primary and secondary stats by 20 and experience gained by 10%. This effect lasts for one hour and persists through death, similar to other battle flasks. This item can be purchased using a new Patch 8.1 currency called 7th Legion Service Medal or Honorbound Service Medal which can be earned doing the new incursions and Warfront activities. Simple earn these medals on your main character, purchase the flasks, and send them to your other characters. The cost is 10 of the medals.
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
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