At 98 you have the option to drop what you're doing and return to your capitol city to start the quest for your Legion Artifact weapon. However, I do not believe this is necessary to do right away unless you're struggling with kill speed in your current gear. I would recommend waiting for a natural pause, such as hearthing to repair and clear your bags. From 100 to 107 you won't even really fight mobs that often; only just enough to clear the way to any treasure you need to pick up.
In Kul Tiras, the Alliance's initial attempt to gain the nation's assistance ends disastrously when Katherine Proudmoore, Lord Admiral of Kul Tiras and mother to Archmage Jaina Proudmoore, not only refuses the Alliance's request for aide but also orders Jaina arrested and exiled for her role in the death of her father, Daelin Proudmoore, in the aftermath of the Third War. It quickly becomes apparent that Kul Tiras has become mired in corruption and outside threats, so Anduin and Genn Greymane send Alliance Champions to aid the Kul Tirans and earn their trust. Aiding them in this quest are Flynn Fairwind, a "retired" privateer, and Taelia Fordragon, the idealistic daughter of Bolvar Fordragon, former High Lord of Stormwind and current Lich King of the Undead Scourge. The Alliance is successfully able to earn the trust of Kul Tiras by combating the pirates of the traitorous Ashvane Trading Company in Tirisgrade Sounds, the Naga and corrupted agents of Queen Azshara in Stormsong Valley, and the occult forces of the ancient, ghostly warlord Gorak Tul in Drustvar. After these threats are defeated, Katherine is left despondent at her inability to lead her people, and resolves to help the Alliance find Jaina and reconcile with her. The Alliance eventually track Jaina to the prison island of Fate's End, where Gorak Tul, having survived the events of Drustvar, has kidnapped her and is tormenting her with visions of her past failures. The Alliance champions and Katherine destroy Gorak Tul once and for all and rescue Jaina, who is finally able to let go of the hate, anger and obsession with the past that defined her ever since the destruction of Theramore. The Alliance and Proudmoores then unite to defend the capitol city of Boralus from a massive pirate siege, after which Jaina is named Lord Admiral and pledges Kul Tiras' navy to the Alliance.
If you’re a returning player, consider paying for a month’s worth of playing time—a mere $15—and using the game’s newer Class Trials to see if you still have that spark for higher-level play. While you can also go the “Starter Edition” route for a free, limited romp through Azeroth, you might need a little more than the newbie zones to help you decide whether you want to play through the game’s latest expansion.
Elixirs serve the same purpose as Flasks, but the buff expires if you die. You'll only use these between 1-70, generally speaking, until you can start buying Flasks which persist through death. Try not to die, and carry extras just in case. If you can't find an Elixir with the stat you want, look under scrolls, since they count as battle or guardian buffs as well.
Once you have your potions, proceed to complete all the bonus objectives in your starting zone. This should easily level you to 92, where you can proceed to Gorgrond. Interesting enough, for some reason many Gorgrond quests are worth nearly double the experience of quests in other zones. Maybe this is a bug, maybe intended, I'm not sure. But I actually recommend you do all the quests and bonus objectives in Gorgrond. For your outpost choice, I recommend choosing the Gladiators, since they give access to more treasures than the shredder IMO.
The prepatch for Battle for Azeroth first hit on July 17th, but the first real pieces of story weren't available until this week (more on that in a minute). The storyline is called the War of the Thorns, and it's intended to hype up the faction-vs.-faction conflict that makes up the core of BfA. Instead, it feels like it's sucking the air out of the room.
If you love running old content for transmog items, you'll love the new legacy loot system. Whenever a player enters a dungeon or raid where they are 10 or more levels above the content, the dungeon or raid bosses drop an amount of loot equivalent to what would have dropped for a full group when the content was current. That means players could earn loot for five people in dungeons and loot for 20 people after soloing a raid. The legacy loot system also drops other gear types, like cloth dropping for a plate wearer. It's now much easier to get the transmog gear you want, and you can also collect gear for your alts on the same run.
Level 120 comes and goes. Island Expeditions have unlocked, but it turns out they’re not much fun, and the most rewarding versions are only accessible to premade groups. You turn to Warfronts only to realize they’re not available this week. Fine. You can always grind out better gear. Except as you do, you notice your new gear has higher Azerite requirements than your old gear, which means your shiny new items have fewer unlocked traits than what they replaced. Discouraged, you decide to roll as one of the cool new Allied Races. Except you can’t because they’re all locked behind reputation grinds.

Heirlooms. At the bare minimum you make sure all the armor pieces upgraded to 110, since this is the lion's share of your experience increase. Neck and Ring upgrades are secondary, but still important due to being able to enchant them. Trinkets can't be enchanted, but you'll want them at max as well, if only to save time by not having to worry about replacing them as you level.
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.
 Mag'har orc - "For untold generations, the orc clans of Draenor battled one another in endless war. But when Gul'dan offered them the blood of his demonic masters, the disparate tribes of Mag'har—the orcish word for "uncorrupted"—refused the dark bargain and banded together to drive out the Burning Legion. United under the leadership of Grommash Hellscream, the Mag'har pledged to one day repay Azeroth's heroes for aiding their cause. As war against the Alliance intensifies, the Horde must call upon the might of the Mag'har to seize victory."
jame, addon version or your guide is F$%&ING AWESOME, THANK YOU. there is a part in the first section of the guide where im instructed to take shindrell's not to kayneth stillwind, but there is no instruction to pick up that quest on the way through astranaar, if i find anything else like this ill let you know, love your guide, thanks for taking the time to put it together!!
And if anything, this addon is more legit than an addon such as auctioneer. You can effectively set auctioneer up to auto purchase or at least auto prompt you to buy out items within a price range you specify - that's far more automation (rescanning the AH once per second, automatically informing you of deals with a buyout option button ready to be clicked, etc) than Zygor's does.
It’s a good thing that the previous expansion, Legion, was the best in the game’s history because Battle for Azeroth is coasting on its success. The major class redesigns that happened then remain in effect (though some are a little worse, and some a little better), and the combination of World Quests and Mythic+ dungeons means there’s always something to do, no matter your skill level or how long you can play.
These guides are completely automated and work in-game, so you can see step-by-step instructions as you play. The guides automatically move to a new step as you complete the quests. You are told where to go i.e. the questgivers for accepting and turning in quests along with where and how to complete the quests. Zygor has more steps and details, which would be more suited to beginners. Dugi condenses the info into fewer steps, but still has all the necessary questing info.
War Mode: War Mode can be turned on at level 30 through your talent window, and will give you 10% bonus XP. You will, however, be attackable by players of the opposing faction, but changes have been made so that all players have a fair shot in a fight and even low-level players can kill much higher level players, and at least not get ganked and one shotted. Note: As of patch 8.1, you can get an additional call to arms bonus with war mode on if your faction is underepresented.
-New dungeons- About 3/4 are fairly decent, not too long not too short, but none of them are compelling, none make me say to my friends and guildies, "Hey, let's do this instance, I love the theme and encounters." They're dull but tolerable. The other 1/4 of the dungeons just aren't fun and you will groan when you get a mythic Keystone for the Underrot, the snake temple, or Waycrest Manor. Waycrest Manor is actually one of the better dungeons, however, with the new Infested affix, Waycrest Manor suffers from many game-breaking bugs that end in the entire instance being pulled due to doors not properly working as intended.
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