Archive for the ‘Horde Druid Leveling Guide’ Category

Posted by Mason Johnston at 24 April 2012

Category: Horde Druid Leveling Guide


Druid Leveling Guide

Endless adventure and untold excitement await! Prepare to effort forth with your bold compaions into a world of heroic fantasy. Within these pages, you'll discover all the tools and choices you need to construct characters worthy of song and legend for the Dungeons & Dragons roleplaying game.

The revised Player's Handbook is the definitive rulebook for the Dungeons & Dragons game. It holds finish rules for the most recent edition and is an necessary buy for any person who wants to play the game.

The revised Player's Handbook received revisions to reputation classes to make them more balanced, including updates to the bard, druid, monk, paladin, and ranger. Spell lists for characters have been revised and galore spell levels adjusted. Skills have been consolidated more or less and clarified. A more prominent number of feats have been added to give even more choices for reputation customization in this area. In addition, the new and revised content instructs players on how to take full vantage of the tie-in D&D miniatures line planned to release in the fall of 2003 from Wizards of the Coast, Inc.

ReviewThis Revised Edition (also called 3.5) of one-third of the Dungeons & Dragons trinity of core rulebooks (the other two being The Dungeon Master's Guide and The Monster Manual) holds errata, rules updates, and straightout changes to the already-published Third Edition rules. The majority of changes are made in a quest for the holy grail of game rules: balance. To prevent boredom and enable originative choices, no single ability, spell, reputation class, or weapon must have an overpowering vantage over another. So what has changed?

  • The spells Harm, Heal, and Haste have been toned down. Other spells have been adjusted or renamed.
  • Weapons are classified by the Size of the intended wielder, not the size of the person weapons. A noteworthy effect of this new weapon size scheme is that Small characters may wield small-size greatswords, longswords, longspears (with reach), and other two-handed weapons.
  • Classes have been tweaked. Bards and rangers received the most changes.
  • New feats have been added (some original, a great deal of from the builder books), and a lot of feats have been modified (a Power Attack now gives double gain for two-handed weapons).
  • Redundant accomplishments have been rolled into one (such as sense motive and read lips) while others have been renamed (such as "wilderness lore" getting "survival"). Skill synergies have been expanded and cognition achievements now include suitable monster lore.

In addition to straightout rules changes and tweaks, much of the core rule content has been clarified and altered with 3E errata. The combat section, in particular, is coordinated much better. Even the dreaded grapple rules are now comparatively clear. A much-appreciated import from the D&D Miniatures game are new and simple rules for cover and line of sight, as well as clear photographic illustrations of the conceptions of facing, attacks of opportunity, and reach.

All in all, 3.5 is a welcome update. The typographical faults are forgivable, given the extent of the update. The new choices available to players (in the form of new class features and feats) make the play experience more fun. Veterans will get enjoyment from re-learning the game they love and exploring all the new reputation possibilities. Perhaps more importantly, they'll find that introducing new gamers to the admittedly formidable D&D ruleset is requiring little effort with 3.5 than it was with 3E--call it a +2 circumstance bonus. --Mike Fehlauer


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287 of 312 people found the following review helpful.
star30 tpng Druid Leveling GuideI'd like to address issues raised in other reviews
By M. Spielman
My gaming group has swopped to edition 3.5 principally becuase we started adding new players, and the 3.0 books were no longer available. Also, I'd been rough on my 3.0 books and they were falling apart. It was a matter of convenience.

It is not a perfective system. As a matter of fact, it's only margionally "better" than the 3.0 game it's replaced. It is not a new edition - that will be D&D 4.0. But it's changed more than a simple errata sheet could explain, so it's not in truth 3.0 any more either.

It in all likelihood did not need to be made.

That said, I think numerous of the reviews here have been rather unfair.

There's the "I've been playing D&D since the 70's and this sucks" reviews. Version 3.x is a dissimilar game. Get over it. You may still play D&D the way you like - nobody's stopping you. Dust off your old rulebooks and have yourself a good time. It's awefully childlike complaining that the new version of the game isn't the game you fell in love with 25 years ago. Of course it isn't! When you complain that the things you loved regarding D&D have changed, you don't come off as a seasoned, intellectual role-player, you come off as a whiney old fogey pining for the "good ol' days."

There's the "how come they have to make everything balanced?" reviews. D&D has never made sense. No matter what edition you played, if you were a God and set up a world that followed the D&D rules, it would fall into chaos within weeks becuase things don't make sense. Why compain that wizards and fighters are now finelooking close to each other in terms of power? Why does it "make sense" to do it numerous other way? This is, ultimately, a game, not galore sort of simulation. All the players around the table is worthy of to have equivalent amounts of fun. It's no fun to have the player of a low-level mage being bored at low levels 'cause he only has one stinkin' spell to cast. It's no fun to have your high-level fighter eclipsed by a mage that may deal hundreds of times more harm than he may in a single round. The game is not regarding making sense, it's when it comes to having fun, and that's the way the rules ought to be designed. If you want to alter it, you may house rule it. The 3.x default of equally-powerful characters is a good thing, and ought to have been done earlier.

There's the "this game is the best thing ever" reviews. Get a great deal of perspective people. It's not perfect. Unless you may confess to the flaws in the game, you're going to be interpreted as a lacking in knowledge fanboy, mindlessly drooling over the next release.

There's the "version 3.x is for powergamers and is like D&D the video game" reviews. This is a bit unfair, but I have to confess that the rulebooks are very rules-heavy. In fact, there are almost no rules for "role playing" becuase this is an action that, by it's nature, can't be covered with rules. The quality and frequency of quality "role playing" (which means dissimilar things to dissimilar humans anyway) is going to vary depending on the humans in the group you've joined. It may take months or years to find a group with the battlegame-to-roleplay symmetry your actually like. This has not changed through the years.

Just for clarity's sake, and the sake of any individual reading these reviews, let me go over in brief a great deal of of the more contraversial changes from the 3.0 edition to the 3.5 edition.

1) Spells have been nerfed!
This is true. Several spells have been severely scaled down in power. Harm now allows a saving throw, Haste no longer lets wizards cast extra spells, and the stat-booster and invisibility spells are much shorter in duration (the stat-boosters, by the way, now increase a stat by a set amount, rather of rolling).

2) Rangers have been nerfed!
Previously, Rangers got all of their cool abilities at primary level. To the savvy power gamer, there was no need to take more than one level of ranger. It was pointless. Now, their abilites are gained more tardily as they level up. Also, they get less hit points per level now. This changes their special and significant stress from front-line warrior to something more akin to a wilderness-oriented fighter-druid multiclass. You now get to choose, at second level, whether you want your ranger to specialize in archery or two-weapon-fighting. This basically subdivides the class into two more classes, and a more refined and tasteful solution could in all likelihood have been found.


3) Bards have been increased in power
This is true. Bards in 3.0 were practically useless. Their spell progress was slow and their special musical powers useless at higher levels. To me, a bard is now a utile reputation and worth playing.

4) Somebody complained that Sorcerers are now overpowered equated to Wizards.
I don't see this. The major modify to the Sorcerer class was to concede them to, when they level up, swap out a single spell already in their repitoire for a dissimilar spell of the same level. This alter was made because persons playing sorcerers would keep away from sure spells on their spell list becuase these spells would become useles later on. A sorcerers primary less favorable advantages are still present. They get less known spells. They get 2 new spells per level that they may cast, and may never exceed this amount. Wizards can, conversely, scribe any spell into their spell book they feel like (for a price). Second, sorcerers have a slower spell progress than wizards. A 5th level wizard has access to 3rd level spells and a 5th level sorcerer doesn't. Wizards always gain access to the higher levels of spells more quickly than sorcerers do. A sorcerer's only compensation for this is the fact that they may cast more spells per day than a wizard, and they don't have to prepare their spells in front of time.

5) Square monsters
This makes no realistic sense, but is the logical progression of the "no facing" rules introduced in 3.0. It is assumed that, in battle, a reputation is constantly turning around, assessing threats, etc..., and can not be said to be "facing" a particualar direction. The rules aid this conception by permitting the reputation to strike opponents on all sides without penalty, letting his shield bonus affect creatures on all sides, etc... No "facing" rules means simpler, more quickly combat at the expense of realism. But a lot of creatures, dragons for instance, plainly have a front and a back. On a battle mat they are rectangular. Characters on all sides are still subject to all attacks, breath weapons, etc... This seems foolish when you have a rectangular critter. It would have to turn to point it's head in the right direction to bite or breath fire. But what if there's a reputation there and there's no room to turn? The rules say it may still do it, but it's silly. So they simplified the combat rules further and declared all creatuers, huge and small, take up perfective squares on the battle mat. Horses take up 4 squares now rather of 2. Again, it was a sacrifice of a lot of realism for a little more ease of play.

6) Weapon sizing rules
This was an odd change. In 3.0, a longsword was a "medium" weapon, a dagger was a "small" weapon, etc... The size of a weapon depended on the physical size of the weapon. This has changed. Now, weapon size is specified by the size of the creature intended to wield it. There are longswords. A Large longsword is a longsword meant for for a Large-sized creature to use. A Small longsword is a longsword meant for a Small-sized creature to use. If you use a weapon too big for you, you suffer penalties. This modify did not need to be made and needlessly elaborated the routine of buying equipement, as well as mixing up existent players.

7) Cover and Concealment
These are combined into one concept: Concealment. Anything that in any way obstructs your view of your target provides concealment, from invisibility to hiding behind an arrow slit. I feel this change primarily simplified the Cover/Concealment rules, specially in cases where both applied.

All in all, I feel the humans who complain that this revision was unnecceary are justified. The rules worked just fine before, and if you already have a 3.0 library there is no real convincing reason to change and undertake to convert everything. You might complain in that case that new productions and whatnot that are printed with 3.5 rules are not compatible with your 3.0 game, but I have often employed material from 3.0 and 3.5 interchangably and not a single soul has noticed or cared. The rules changes are so minor, and the odds of a player auditing the DM's NPCs and modules so slim, it works out just fine. Purists will cringe, but my last group had a new player join with a 3.5 bard, and I was the only person in the course of 4 months to have noticed that he had abilities our other bard did not.

So if you have 3.0, and have no need to upgrade, just don't. Go in front and use new material from Dragon Magazine or online message boards just as if not one thing had changed and it will someways all be fine.

129 of 143 people found the following review helpful.
star50 tpng Druid Leveling GuideIf it was broke, then it necessitated to be fixed.
By Adam Tabb
I've heard all the backlash before I got a prospect to review this. I heard that this update was not only not needed, but an ill concieved try just to boost Wizard's profits for the year. I've heard some people describe the evils of the D20 system. I heard it all, and needless to say, I feel that critism was unfounded.

The Player's Handbook 3.5 does a fixes a good deal of of the difficultnesses of the initial book. Wizards of the Coast came up with a much overdue and spectacular idea a few years ago when they opened up their game mechanics wth the open gaming license making source books for any type of reputation (gladiators, necromancers, and even shamans) easy to find, and it all fit together. 3rd edtion was the grandaddy that started it, and it gets an overhall.

Most notably, they modify 3 of the classes. The Bard ultimately gets more skill points (6) so that he may more resemble the "Jack of all Trades" than a low rent, underpowered mage/theif that not anyone wanted to play.

The Ranger, perhaps one of the most loved classes in First and Second Edition D and D was closely unplayable in 3rd edition (past 1st level anyway.) This problem is fixed, with selections in specialization with the bow or two weapon fighting, more skill points, and increments in power more in line with the other classes. (No more playing for one bestloved enemy and a few cantrips you may cast at 8 level.)

The Monks are no longer cookie cutters of each other, as you have selections to make along the way so that you may do things that not each other monk you'd meet would be capable to do.

Oh, by the way, now each race that has a particular weapon (Dwarven Warhaxe) may fight with it without a feat. What an idea!!

The races have minor tweaking, with changes to the Gnome, Half Elf, and Dwarf the most notable.

Feats have been expanded, and galore combined. Gone is Ambidextarity, which is now just "Two weapon fighting." Some of this is from the class books (Song and Silence), and some new. Cool feats that give you bonus to a few attainments rather than one are a nice touch.

Skills have been combined. Gone is Intuit Direction and Wilderness lore. Hello Survival, that now does both. There are more examples like this. Slight of Hand, which is better, replaces pick pocket in one example of the new attainments that are listed.

The combat chapter is rewritten and top notch, answering a lot of of the questions that have come up since we primary adopted 3rd edition.

All in all, I think this was a much necessitated update, and will be imediatly adopted in our playing group. I told a few of the changes at our last session, and all of the ones who "swore" they'd never get it, were already making plans to do so.

Highly Recommeded.

15 of 17 humans found the following review helpful.
star40 tpng Druid Leveling GuideNot perfect, but an incremental improvement
By C. W. Lester
First things first: If you already have Third Edition, you in all probability don't need this book unless you're the Dungeon Master. The material is by and big similar sufficient to 3.0 that you may proceed using your PHB and trust your DM to advise you of any essential changes.

If you don't have 3e, though, or if you're a DM, this is the most usable, accessible, exhaustively playtested version of D&D yet. 3.5 came out of tons of feedback WotC received on 3rd edition, specially through the RPGA's Living Greyhawk (basically a huge global multi-party venture for D&D). It seems that there were a lot of play-balance issues that were not apparent for the duration of in-house development, but speedily emerged in the face of thousands of min-maxers attempting to game the system. Some things were too strong, others too weak, etc., for the game to be as fun as it could have been.

3.5 is an undertake to fix those imbalances, as well as make everything just a little posing no difficulty for the players and the DM. Examples:
--Skills have been condensed, so your hard-earned skill points go farther
--Rules for concealment and cover have been simplified. No longer does the DM have to try to figure out whether that rogue sniper has three-quarters' cover or only half cover.
--Spells that were being rampantly abused, such as haste, were doctored to fit the firstborn design intention -- no more hasted sorcerers walloping your party with two fireballs per round.

Some things were just modified so they made more *sense*. For example, 3rd edition rangers all had Two-Weapon Fighting, period. But the archetypal rangers, LOTR's Aragorn and Legolas, were known far more for their archery achievements than for two-weapon fighting (Legs' tricky knife work in the movie version notwithstanding). So now rangers may choose whether to primarily follow the melee path or the archery path. They also get cool new ranger-like abilities, like the capacity to run for days without tiring (again, harkening back to Aragorn and Legolas).

Some persons will always believe that things were better in the Good Old Days. More power to 'em -- let them curl up with their old boxed sets and dungeon modules and live in the 1970s. For those who are mesmerized in playing a sweet fantasy RPG that has gone through more playtesting and fine-tuning than any other, take a look at D&D 3.5. Is it perfect? No. But it's the nearest D&D has come yet, and it's well worth your time.

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Posted by Kaleb Sloan at 18 April 2012

Category: Horde Druid Leveling Guide


Posted by Jimmy Bryan at 12 April 2012

Category: Horde Druid Leveling Guide


Joana Levelling Guide

Gamersloot.net, #1 marketer of cd keys and gametime cards online is now supplying a simple, no-nonsense and lowpriced leveling guide to get you to 80 fast in World of Warcraft, Wrath of the Lich King.

Part of their Gamersloot.net Gameguides series, this guide covers each area of the game, finish with coordinates.


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Posted by Keyon Monroe at 6 April 2012

Category: Horde Druid Leveling Guide


Horde Level Zones

World of Warcraft: Cataclysm

An ancient evil lies dormant within Deepholm, the domainname of world in the Elemental Plane. Hidden away in a secluded sanctuary, the corrupted Dragon Aspect Deathwing has waited, recovering from the wounds of his last battle versus Azeroth and biding his time until he may reforge the world in molten fire.

Key Game Features

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129 of 138 persons found the following review helpful.
star20 tpng Horde Level ZonesA streamlined experience and old world...that falls off a cliff towards the end
By VA Gamer
(+) The old lands of Azeroth were refined to great effect:
* Zone design and lore is more interesting
* Quest hubs are more ample and feel more organic, major cities and population centers were redesigned to be more practical and useful
* Phasing, cinematics, real time events, RTS segments, and guided messages that tells the particulars of an act or occurrence or course of events make it feel more like a progressed RPG hybrid and less like a MMO
* The new game experience has been streamlined, flowing much more coherently levels 1 through 60

(+) The slight graphic updates and introduction of DirectX 11 effects make the game look far better than you might suppose - peculiarly for a distinctly aging engine with cartoonish art design and direction

(+) There is an absurd amount of quality solo and small-group content in the new post level 80 zones

(+/-) The class and mechanics changes, overall, were well thought out. They made the game even more accessible, early progression more fun and rewarding, and the frequent gameplay more elegant. However, customization is fixed and stunted. The last leg of levels, 81-85, leave you sentiment like you're putting in time and benefitting levels without growing in power or versatility

(-) Too much homogenization amidst classes, specified by role, has occurred. Class and spec combinings that once felt distinguishable have been modified in a ham fisted way, now functioning in an basically identical manner to others

(-) Cataclysm is short on raiding content. What's present feels uninspired and rushed - galore dungeon and raid bosses are copies from past expansions wrapped in new skins/assets

(-) Changes to healing mechanics have rendered the role formulaic and rote

(-) Despite the smorgasbord of content the "grind" (repetitive actions that must be performed ad naseum for reward or advancement) has been ramped up far beyond anything I ever thought I would see in a WoW expansion. This terrible design approach is pervasive, affecting everything from dungeon progression to tradeskill progression - in particular the new Archeology skill

(-) There is a gigantic gulf in difficultness among normal and "heroic", or innovative difficulty, dungeons. Many tedious mechanics are introduced, faults are far less forgiving, there are too numerous enemy abilities that kill without any delay or almost instantly, and the time required to finish a single dungeon has been extended from a sensible 20-30 minutes to an hour or longer. It's not not common to invest hours in a dungeon only to have the other players give up out of feeling of annoyance at being hindered or criticized - leading to no one seeing any kind of reward or progression for their efforts

A symptom of the poor heroic dungeon design is an ugly social atmosphere. Players quickly grow short tempered and irate. The sense of gregariousness and community is abandoned, substituted by single minded greed as players squabble over any sensed reward their hours upon hours of grinding might, on a lot of off chance, grant them. It's a terrible and sudden shift that ruins the game and drives players away from a substantial chunk of content.

Blizzard keeps introducing changes that exacerbate the issue, rather than palliating it. And they apparently do so to spite their customers, as feedback has been overwhelmingly negative towards all of their recent developments. As a result the heroic and raiding community has sharply declined since the launch of Cataclysm. It has been distilled down to small, unsavory cliques of elitist and socially awkward players - the kind that, prior to WoW, could only have been found in the darkest corners of the grindiest and most unfun MMOs of 2000-2003.

--- Conclusion ---

Cataclysm is a lot of fun for new players and those looking to experience the rebuilt world of Azeroth. Blizzard has shown that innovative game design and proficiencies may work in MMORPGs. It's worth the cover price for the hours of quality gaming it provides to new and old players alike.

However, the wheels come off as you approach "the end game". The game transforms into a soul-sucking trial of banality and tediousness - seemingly designed with cold and uncaring calculation to make players unhappy and question their enjoyment of the genre as a whole.

World of Warcraft came along in 2004 and dragged this genre out of relative obscurity, leading to hundred million dollar MMO budgets and prime time advertising campaigns. So it's ironic that here, in it is twilight, Blizzard has abandoned the casual players that made it a success and transformed WoW into a ghoulish doppelganger of the MMOs it conquered long ago. Do they intend on courting the types of players that reigned over those archaic fossils of MMO past....and their unimportant subscription tallies? One may only wonder how Blizzard may do so much right in a game, just to turn around and basically soil their own hard work.

464 of 514 people found the following review helpful.
star10 tpng Horde Level ZonesFreed me from my WoW addiction
By MSB
I played WoW for six years and loved it. I downed most raid bosses while they were still relevant, achieved very high-rank PVP (and later Arena) titles, and was even satisfied as a casual player for over a year when my work schedule was rough. Then the Cata beta came along. Over the course of closely half a year, I dutifully tested each bit of content available and experienced more of Cata than most persons have on live, even now. And I hated it so much that I permanently left the game.

---

Having participated in former betas, I was struck by the divergence in tone this time around. Developers seldom responded to constructive feedback, no worries were ever addressed with in-game changes, and the bug reporting and suggestions feature was broken for months. The game was distinctly going to go live as the developers envisioned, reality be damned.

So what did beta testers take issue with and the developers ignore?

1. Questing. The quests are fun, but for the most part only the firstborn time around as the new "on rails" design requires each zone be done in the precise same order - no choices, skipping, or jumping around. Leveling is likewise too quick. It took longer to get from level 70 to 75, let alone 80. Even at a leisurely pace, it takes only days to get to...

2. Level 85. Cataclysm raid bosses are split among assorted raids, but don't be befooled - Naxxramas alone featured more bosses than all Cataclysm raids combined. Cata also has the fewest at-release dungeons of any elaboration therefore far, profession-related quests which pale in comparison to former expansions, and few each and everyday hubs. You get to 85 too quickly, and then there's not one thing to do besides...


3. Heroics. They are too long for too little reward. For a mandatory (for progression), every day task for the entire expansion, two hours is an straightout chore (and it's ofttimes still over an hour in epics). Dailies on multiple chars + raid-prep gear grinds = recipe for boredom. But the greatest problem with heroics is...

4. Healing. Universally maligned for the duration of the beta, all five specs now have identical playstyles where one spell is spammed ad infinitum. There's numerous potpourri when raid healing, and your overall healing done per spell may vary, but one spell will dominate your time expended casting. To see to it hour-long queues, Blizzard also aimed the other critical group role...

5. Tanking. Skill- and control-based mechanics have been substituted by DPS-like rotations. Tank cooldowns are now along the lines of "Reduce harm by 10% for 10 seconds" - you don't even observe you've applied a particular ability. The changes to tanks and healers were part of a more spectacular problem...

6. Homogenization and loss of replay value. If you have one tanking or healing class, you have them all. The deviations are superficial, and with few talent and glyph choices, even DPS classes all provide basically the same experience. Every instance is the same, each reputation is the same, each day is the same - the game feels like a second occupation rather of an escape. There was only one thing left to screw up...

7. PVP. The imbalances are worse than at any point in WoW's history, and that's saying something. Tol Barad is an unmitigated disaster, with mechanics that were so poorly thought-out that it's mind-boggling. The "new" battlegrounds are quick clones of Warsong Gulch and Arathi Basin (Battle for Gilneas even displays AB node names at the start out of games, to make it clear just how little work was put into it). Rated BGs are regular BGs with 90-minute queues.

---

The hype coming from Blizzard merely does not resemble the reality of the game. The talent/glyph revamp made things more cookie-cutter rather of less. Homogenization not only made the game less enjoyable, but did not help at all with balancing - closely each patch (and now and then hotfixes, too) features massive (30-50%) buffs/nerfs.

Blizzard's biggest misstep was blaming players rather of admitting their mistakes. They've convinced half of the population that the other half are unskilled whiners, causing a permanent rift in the community. The devs are in a lose/lose circumstance now, as they'll lose players if they don't make changes, they'll lose players if they do make changes, and there will be caustic bitterness in the community no matter what.

After so a heap of years and so galore attempts by other companies to create a "WoW-killer," it is a hilarious sarcasm that WoW has itself become a WoW killer.

Update (06/07/2011) - I check community fan internet sites each so often to see what the state of the game is, and things proceed to get worse. They've declared premium subscription services (paid in-game features), confirmed that each new raid tier this elaboration will have around 7 bosses, and scrapped the Abyssal Maw, amongst other things. Cata lost 600,000 subscribers in the initial three months after release. At that rate, 2.4 million subscribers will have been lost by the end of the year. But with D3, GW, SW and other games due out this year and Cata having the slowest content release schedule of any WoW expansion, 3 million (1/4 of all WoW players) is a safe estimate. Sadly, this may be the end of WoW.

32 of 32 persons found the following review helpful.
star10 tpng Horde Level ZonesA Parody of It's Former Self
By Aging Punk
I started playing WoW for the duration of the Burning Crusade expansion. I enjoyed it altho as a "casual" (here specified as a capable player not capable or more than willing to spend the time required on attunements) I missed out on much of the endgame content and took a long break before the release of Wrath. The availability of that elaboration increased my enjoyment of the game. With Wrath, Blizzard seemed close to perfecting a formula that could please an amazingly wide spectrum of players.

Then came Cataclysm. 80-85 levelling and the two new starter zones are the only fun to be had specific to the elaboration pack, and that experience is more akin to a solo player adventure game than anything online or social. So much has been said already here and in forums with regards to the negatives of endgame: lack of choice in talents, lack of much to do besides raiding, overly reused content, overly long dungeons, tedious pass/fail mechanics, poorly designed pvp, un-fun tanking/healing, and (probably their biggest not-at-all-thought-out fault still snowballing) guild rep. The game is a mess once you hit 85 and the not long back acknowledged subscription losses are a reflectiveness of that.

The developers have in a way become hostile towards casual players while furthering "elites" to equate time expended playing with hard work. WoW has become almost a parody of it's former self in this respect and allows those of us with better sense to in the long run give up a bad habit.

If this were a stand-alone adventure to be played once through, I'd give it 3.5 stars for the 80-85 levelling and the two new races (the revamped 1-60 is not part of the expansion). As the social online experience it presents itself to be that strongly emphasizes endgame it deserves only one. Time will tell whether or not Blizzard deems the return in investment worthy sufficient to restore WoW. They've got the talent and most surely have the funds even if it likely can't be done until the next expansion. However, the confoundingly self-destructive design conclusions they've made with Cataclysm give tinfoil hat wearers a great deal of reason to suspect planned obsolescence. It's that bad.

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Posted by Corey Valdez at 31 March 2012

Category: Horde Druid Leveling Guide


Joannas Horde Leveling Guide

World of warcraft is the most greatest and most successful Online game to date. Although it is easy for most too pick up and play. There are sure constituents that could make it not so easy to comprehend and/or enjoy. This guide is here to offer persons an idea how too level from level 1 to 60 with little time equated to months that it could take if you did not have this guide.


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5 of 5 humans found the following review helpful.
star10 tpng Joannas Horde Leveling GuideA terrible product
By E. Reedy
I am a long-time player of WoW (since May, 2005) and have 20 toons, both Horde and Alliance on two accounts. I am always looking for a good guide on the internet, whether it is for leveling, gold accumulation, or trading. So, when I saw this guide listed on Amazon, I jumped at the prospect to check it out. Unreadable is the best way to sum up my impression of this guide - and I mean that literally. The comparable Alliance leveling guide is much better in format and layout, but it is outdated (see my review of that product)World of Warcraft: Alliance Leveling guide.

By following this guide, a Horde toon may be expeditiously leveled from 1-70. It is assumed that your toon is produced as a Blood Elf and starting in Eversong Woods. If you don't want to invent a Blood Elf, there are helpful guides for the Undead and Tauren races up to level 12 on the introductory page - then move your toon to Ghostlands to carry on following the guide. This guide accomplishes it is goal, and with dedication, a player may level to 70 within a short amount of time of time. This guide will take you throguh the Outlands to Shadowmoon valley (The game has moved on since this point, but the guide may still be used).

The format and layout of this guide is terrible. It appears that they have reprinted screenshots from a website, and the font and pitch are so little as to be unreadable. The maps and accompanying text can not be read. The printed portion of each page only takes up in regards to ½ of the space available. A much better guide is the well-known downloadable internet guide by Jame ([...]). This link is for the most recent version. I have used Jame's guides to level my toons and I like them very much. I have not found any leveling guides for either Horde or Alliance that I like better.

DON'T BUY THIS GUIDE - YOU WILL BE DISAPPOINTED AND ANGRY THAT YOU WASTED YOUR MONEY.

I hope you find this review helpful.

5 of 5 people found the following review helpful.
star10 tpng Joannas Horde Leveling GuideA finish waste
By RayM
Not worth the paper it is printed on. Poor print quality, no elaborated directions or explanations, and not all classes included. Looks like something a 10 year old would put together.

3 of 3 people found the following review helpful.
star10 tpng Joannas Horde Leveling GuideWaste of money
By O. Sarch
My 9-year-old who has not so long ago gotten very mesmerized in World of Warcraft ordered this book in hopes of obtaining a lot of mysteries or tips in regards to how to get his characters to a higher level more immediate than usual.
Instead, this book seems to be an almost incomprehensible series of charts detailing what quests will have to be taken in what order. However, there is no written comprehensible statement of how to accomplish these quests or even how to use the book. Neither my son nor myself (although I ought to confess I am not very intimate with WOW) were competent to make head or tail of any share of this book. As far as we may tell, there are no tips or tricks included.
Perhaps if you're an progressed WOW user you might grasp this book, but my guess would be if you're an modern WOW user, you in all likelihood wouldn't need this book in the initial place.
Save your money.

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