Step-by-step class guides are on the way!  The 1-12 Mulgore Guide is the first guide to get all the individual class steps.  At the top of the guide, simply select which class you are playing and the page will dynamically update all the steps in the guide for that class (both text and images).  The rest of the guides will be slowly updated overtime to include all the class steps, but you can see how it's going to work with the 1-12 Mulgore.  I want to thank crazyK and his Placeholderguild for helping me out with the individual class content.  They are allowing me to get the 1-60 Alliance guide done while also getting all the class steps done at the same time, so everything can be ready for Classic launch (hopefully).
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.
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.
 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."
I've used WoW-Pro for years and in WoD, Legion and now BfA it's been awesome for just going on auto-pilot and working your way through a zone. It has 3 levels of depth you can set, so you can set it to just do 1) the main story, main points of interest and rare mobs and treasure that aren't far off the beaten path; 2) every quest with a more thorough dive into the side stuff; 3) absolutely everything.

Yes. I believe so. It plays nice with most Addons; even many that are out-dated. The only Addon with known issues is the mini-map in Bandit's UI (the rest of Addon works well with this Addon). The issues with Bandit's mini-map are fixable by disabling its mini-map (how to do that https://i.imgur.com/2zl3IEV.jpg) and using Fyrakin's Minimap. I found no issues with Fyrakin's Minimap. I have not testing other mini-map Addons but I assume the results should be like Fyrakin's.

Alpha Beta PTR Classic 1.1.0 1.2.0 1.3.0 1.4.0 1.5.0 1.6.0 1.6.1 1.7.0 1.8.0 1.8.4 1.9.0 1.10.0 1.11.0 1.12.0 Burning Crusade 2.0.1 2.0.3 2.0.4 2.1.0 2.1.2 2.2.0 2.3.0 2.4.0 2.4.3 Wrath of the Lich King 3.0.2 3.0.3 3.0.8 3.1.0 3.2.0 3.2.2 3.3.0 3.3.3 Cataclysm 4.0.1 4.0.3a 4.0.6 4.1.0 4.2.0 4.2.2 4.3.0 4.3.2 Mists of Pandaria 5.0.4 5.0.5 5.1.0 5.2.0 5.3.0 5.4.0 5.4.7 Warlords of Draenor 6.0.2 6.0.3 6.1.0 6.2.0 Legion 7.0.3 7.1.0 7.1.5 7.2.0 7.2.5 7.3.0 7.3.5 Battle for Azeroth 8.0.1
What’s worse, it’s rarely satisfying when you do make it to a new milestone in your grind to unlock the gear you need. Legion had legendary items that changed the way an ability functioned, which would also completely change the way classes played; the Azerite traits in the Battle for Azeroth are rarely as interesting. Instead, they are simply passive bonuses that, in most cases, help you do more damage without any extra effort on your part. While some classes are lucky enough to have traits that change their gameplay slightly, Blizzard has so far seemed to favor nerfing those traits out of viability for most specs.
Unfortunately, the BfA prepatch took away more than usual--having an entire expansion balanced around an ultra-powerful weapon that abruptly turned into a dead stat stick made the end of Legion particularly depressing--and offered very little in return. The patch didn't flop because of bugs; it failed because it's boring, unrewarding, limited, unambitious, and actively feels like it's punishing players at a time they should be celebrating.
I used Zygor for legion and BFA, used AA on an alt for BFA. Personally i like Zygors format more. I like being able to target things like achievements. I used Zygor to get my Mindworm and my Lucid Nightmare as well as finish the Rep grinds for the allied races. I have zero complaints. My experience was great. I also used Zygor for some professions, recipe acquisition, a couple mounts, all of the Suramar quest line. Thank God for that. And for the last zone of Draenor on my Demon Hunter.. i forget the name.. Whatever the big daily hub thing was called.
“That’s the impetus behind everything, is to just make sure that players feel like things that they do in the game will have great consequences or great victories or whatever it’s going to be, right? Ultimately, our job is to create a world and environment and mechanics that support all that stuff. And however the players choose to make their choices is really up to them.”
Mythic+ has some similarity to raiding, but it’s designed for just five players, instead of the 10-to-30 that can make up a raid. This mode tasks players with clearing the game’s dungeons, but with specific changes that make them harder, scaling up until it’s impossible for groups to finish. Players receive a keystone in their inventory that assigns them their dungeon, one of the game’s 10, and gives the dungeon a level. This determines how difficult enemies are and what effects might make them harder. If the group completes the keystone in time, they get a new, higher-level stone; if they, don’t they get a lower-level stone.
Enchants. I honestly wasn't 100% certain which enchants were best, since scaling has screwed up a lot of things. IMO, just pick the enchant for each armor slot that has the highest bonus without level restrictions. The exception is that you'll definitely want Mark of the Hidden Satyr for your neck piece, and probably Elemental Force for your weapon. Both of these proc consistently and strongly across all levels.
Meanwhile, on the island continents introduced in the Battle for Azeroth expansion, players level 110 and above who have unlocked world quests can participate in Faction Assaults. These special events, alternating between Alliance and Horde territory, will give each faction a chance to band together to defend their territory or invade their enemy’s via a series of world quests. The prize? Survival! Also faction, gear and gold. Maybe even some pride.
Update: The reason for less experience from gathering is due to how Blizzard revamped professions and broke them down by expansion. In order to get full exp from gathering you'll simply need to find a profession trainer for the relevant expansion. (WoD you just mine or herb the first one ypu come across and the game gives you a scroll for learning WoD gathering).

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.


Island expeditions require groups of three players to venture to islands with randomly spawned enemies and piles of AP. The island expedition ends once they collect a certain amount of AP, and they are granted about 300 AP as a reward — unfortunately, players don’t get any of the between 6,000 and 12,000 AP they collect during the expedition. These missions can take anywhere from three to 20 minutes, and never once offer any real challenge or depth.
That’s because armor of higher level has higher Azerite power requirements than lower level armor. That means a shiny new piece of Epic gear will have better stats but, unless you’ve been diligent about your Azerite power grind, won’t have as many traits unlocked. You lose options as you earn better gear. Eventually, you’ll grind out enough Azerite to earn those traits back, but you’re left with limited customization until then.
Heirlooms: Heirlooms are the best source of bonus XP for leveling. All slots can be gotten pretty easily now, except the rings. The time you need to spend to get the rings if you haven’t gotten a level 3 shipyard in WoW is way too long, so getting the rings is generally not worth it. Having all your heirloom gear will boost XP by 55%. Generally, you want heirloom gear with crit on for leveling as you want to kill mobs in a few hits as possible
But compare that with BfA's lackluster prepatch. Last week, players' uber-powerful Artifact weapons, which they had spent the entire Legion expansion building up, abruptly burnt out with no in-game explanation, no storyline, no quest, no Dad jokes from Khadgar, just a line of text on the Artifact screen saying they had been sacrificed to help stop the destruction of the world--part of the ending quests for Legion.
That lack of storytelling agency may soon change with Patch 8.1, Tides of Vengeance, which is coming to Battle for Azeroth soon. While there are plenty of fun gameplay changes that should make the expansion better, one of the most interesting additions is that of choice. In an upcoming quest, players will be able to choose whether they want to support Saurfang or Sylvanas — essentially honor or evil — in the struggle for Horde warchief.
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