OKbuff: How to race to level 60 fast Dec-02-2019

Vanilla W0W or"W0W Classic" came before the concept of respecting the participant's time. It had been when MMORPGs were designed to sap every minute of your free time up but we all loved it. After all, Blizzard had the time to crank out new content and making content that was present take hundreds of hours to finish was the surefire way of doing this. This culminated in a W0W leveling experience which was by no means short. Along with W0W Classic, it is back with a vengeance.

An run to degree 20 could take between 7-10 hours, but anywhere that and you're looking at a real struggle that is uphill. This W0W Classic leveling guide will not detail every single one of the countless quests you'll need to finish to hit the Level 60 cap, but it will offer some alternative suggestions that will assist you climb that mountain.

Always log out in inns or cities

Inns and Cities are points of comfort. Safe spaces away from Murlocs and wolves. These won't be too much use to anybody doing a marathon run to the conclusion, but for anybody taking it easy and trying to find the most experience points to get their period, logging out in an inn or town will allow you to collect"Rested exp" while you are away. Rested EXP doubles monster kill EXP totaling the amount accumulated over time, which means that you'll find a nice little bonus.

Kill everything you see

Grinding: it's an idea dropped to time. Unless it's a MMO or some thing such as Oldschool Runescape, grinding EXP against mobs has been replaced with questing or dungeon farms. In W0W Classic, it is almost a requirement to bridge the level gap between two zones. With supplementing quests with monster 13, It's possible to find a headstart on this. Aim to kill every monster you encounter as you travel to another. It may not seem like much in regards in, but little additional EXP will really develop with time.

Budget your gold

One of the biggest challenges of early W0W was earning money(okbuff provide you need). The game was designed to wipe our your wallet at particular levels. New skill ranks would chip off, flight prices would accumulate, and by getting your first mount, you would be basically bankrupted. All that is back with W0W Classic, and understanding how to make and funding your gold can go quite a distance.

Despite how it appears early on, you don't have to spend your cash on every new rank of skill or spell you come across. These can become very pricey, and offsetting purchasing a mount for the interest of possible 1% damage increase somewhere in your rotation is bound to end up costing you longer than a mount would have stored. Only look up rotations are workout whether that beefed up Thunder Clap will make much difference.

Grab First Aid ASAP

Nearly every single hero in W0W can fall some kind of cloth like Linen. These can easily be crafted into useful triage items such as Bandages. Bandages are economical and effective healing items which may significantly decrease downtime between fights. They're comparatively less costly, although they're not as effective as sitting down for a fast meal. They are fast, too, which means that you wrap up an injury or even are able to restrict the period between pulls. It is a must-have tool for classes like Warrior with restricted self-sustain. First Aid trainers are found in every significant city and it doesn't count toward both livelihood limit.

Train crafting and/or gathering professions while leveling

Crafting and collecting professions aren't only good for making piles of money in the future, but they can let you craft armor and weapons that will help you through leveling. You can learn any two of those professions at a time, and while crafting may take some time from your leveling procedure to work on, gathering is easily worked into every one of your kills.

Most critters you kill could be skinned for leather and hides, and plant and mining nodes will frequently replicate your minimap as possible quest. Just right click on these things as you move about your daily grind and you'll wind up with piles of helpful materials to sell or become items for yourself, friends, or anyone on the server looking to purchase.

Best leveling methods in W0W Classic

For the vast majority of gamers, questing will make up nearly all of your W0W Classic leveling period. You won't get huge amounts of EXP per quest, but when tackled in batches, they are a lot more rewarding than just killing mobs alone. But you can not just go and complete any old quest you would like to. Every zone in W0W is tailored toward players of a specific level, making it necessary to wander over one better suited to a degree when you reach this stage or run from quests in a different. The way loot is shared out between classes means quests are better suited to solo players or, at a push, duos. Anything more than that and you may want to look at our alternative leveling process under.

We've listed down zones under according to their average level. It is prudent to head to these if your degree allows instead of hanging around to mop up any unfinished quests a zone you've outleveled, as creature kills lower than your character level will award vastly reduced expertise factors. It's rare for any zone to include enough quests to carry you from 1 end of this level threshold into the other, so don't expect to move around a long time.


   • Durotar (1-10)

   • Mulgore (1-10)

   • Teldrassil (1-10)

   • Darkshore (10-20)

   • Barrens (10-25)

   • Stonetalon Mountains (15-27)

   • Ashenvale (18-30)

   • Thousand Needles (25-35)

   • Descolace (30-40)

   • Dustwallow Marsh (25-45)

   • Tanaris (40-50)

   • Ferelas (42-50)

   • Azshara (45-55)

   • Un’goro Crater (48-55)

   • Felwood (48-55)

   • Winterspring (53-60

   • Moonglade (55-60)

   • Silithus (55-60)

Eastern Kingdoms

   • Dun Morogh (1-10)

   • Elwyn Forest (1-10)

   • Tirisfal Glades (1-10)

   • Loch Modan (10-20)

   • Silverpine Forest (10-20)

   • Westfall (10-20)

   • Redridge Mountains (15-25)

   • Duskwood (18-30)

   • Hillsbrad Foothills (20-30)

   • Wetlands (20-30)

   • Alterac Mountains (30-40)

   • Arathi Highlands (30-40)

   • Stranglethorn Vale (30-45)

   • Badlands (35-45)

   • Swamp of Sorrows (35-45)

   • Hinterlands (40-50)

   • Searing Gorge (45-50)

   • Blasted Lands (45-55)

   • Burning Steppes (50-58)

   • Western Plaguelands (51-58)

   • Eastern Plaguelands (53-60)

   • Deadwind Pass (55-60)

W0W Classic Dungeon Farming -- Spell & Melee Cleave

While not really considered worthwhile from the vanilla W0W times of yore, increased player skill and understanding of the sport has caused the idea of dungeon grinding being a rewarding alternative to questing. The idea here is to grind EXP from elite mobs found in dungeons as a group. When done properly, they could offer comparable or greater EXP per hour ; even if split between members.

Once a group has been discovered, compared to quests, dungeon grinding demands far less travel time between goals and less time relying on particular creatures falls. Party composition becomes very important here as critters need to get bunched up and efficiently AOE'd down to reap the rewards. This has caused Spell Cleave and the term Melee Cleave based on the compositions used. Clear communication is key here, so it is best reserved for great friends and guildmates over voice conversation.

"Melee Cleave"

As you may expect,"Melee Cleave" groups concentrate on melee AoE damage. Warriors are typically best for this, thus a common composition (as outlined here) is just three warriors (with Cleave), 1 paladin, and a priest for healing. Shamans can fill for the priest , but rouges are basically a no-go due to their lack of area damage. It's a simple case of getting the Paladin pull entire rooms using a protection bubble and allowing the warrior's twist to win while the Priest buffs and heals as needed. There's a bit less risk involved using a melee cleave group over charm cleave, but the latter can beat out the other for raw exp once mastered.

"Spell Cleave"

Spell Cleave dungeon groups are far more involved. Spell Cleave classes can burn entire dungeons in one go if done correctly, but it is incredibly difficult to pull away. Be prepared for small pulls with plenty of downtime for mana regen. The idea here is to pull packs with a warlock/hunter puppy or keep druid and have mages slow/freeze them with their spells and burning down them with items like Blizzard. The packs will be large enough to one-shot almost anyone if they get shut, meaning Paladins with a bubble will also be good for large amounts. Priests are excellent healers here, but shamans and paladins could possibly fill in.

Instead, it mages. The frost mages with enhanced blizzard traits the greater.

Open-World grinding

If you're at a smaller group of two or three, open-world grinding can grow to be an option. It's probably not something you'll want to do all of the way to 60, but it can help bridge the gap between one zone and the next if you're stuck somewhere with too few quests to complete.

Open-World grinding is the simple idea of rounding up dinosaurs in pursuit zones and burning them down in packs with two or three friends. It is less lonely than questing alone, but it's bound to get old quickly. It will not get you nearly as much EXP as a conventional Spell or Melee Cleave set in a dungeon, but it's far simpler to organize and pull away. AOE damage is obviously key here, so Rogues will have a challenging time. You're done

And that's it! W0W Classic leveling will soak up a huge chunk of your spare time. And much more if you factor in extra courses. While it may seem exhausting and borderline pointless at times, it is well worth slogging through only to experience just how far games have come. Love it or hate it, there's no denying W0W Classic meant a great deal to lots of people, and having the opportunity to check it out now is like going back in time to witness a Jimi Hendrix gig.