Level 15 Paladin Healing

Posted in Gameplay Mechanics, Guides, Healing, Nyxxe with tags , on June 29, 2012 by Nyxxe

Fridays Feelings on Healings by Nyxxe

This is in correlation to deathwysh’s guide on beginning tanking which you can find below. This will be a guide on low level healing for those who have never healed or have never done so on a particular class. This week I will be covering Paladin’s.

[For the Priest version click here]

[For the Shaman version click here]

[For types of heals and tips on mana click here]

[For level 15 tank guides click here]

Paladin Tree

Upon choosing the Holy Paladin tree you will be equipped with the correct spells and talents to heal your party with. These include Walk in the Light which increases your healing spells by 10% and the effectiveness of your Word of Glory by 30% and also removes its cooldown. You will receive a spell called Holy Shock, which allows you to heal a party member for a small amount or damage an enemy with it.

Start Spec

To begin with http://www.wowhead.com/talent#soh is a good choice as it allows you to increase your haste and also gives you some mana back. This is a spec that works well with both heirlooms and normal questing gear. If you are not very aware of your own health when healing, which many new healers are not, then perhaps placing your points in Protector of the Innocent instead of Arbiter of the Light will work better for you.

Spells

There are five main spells that you will be using as a Holy Paladin at level 15.

1) The first spell is called Holy Shock, which you will be using every time it comes off Cooldown until you have three of your holy powers. The cooldown of this spell is 1.5 seconds, which means you can have a full Word of Glory in roughly 5 seconds. Because it takes five seconds to charge your most efficient heal it is best to keep casting Holy Shock until you have a full bar of holy power at all times. Holy power is the resource other than mana that Holy Paladins use. The more of it you have, the better your Word of Glory heal will be, but once you cast your Word of Glory heal it will go back down to zero and you will have to cast Holy Shock three times again.

2) Word of Glory grows stronger when you have more Holy Power. The actual calculation per Holy Power is  ((88 + 96 / 2) + 0.198 * SP). If Holy Shock is on Cooldown, and the tank has lost a chunk of health, with two or more Holy Power I would recommend using this spell. (Even two Holy Power at level 15 creates a very large heal).  Holy Shock is also a good heal at this level but if the tank has taken a lot of damage I would definitely cast Shock first to gain three points of Holy Power, then follow it up with a Word of Glory unless Holy shock is on Cooldown.

3) Your final main healing spell is Holy Light, which you should not need to use too often at this level unless the tanks damage mitigation is particularly bad. This has a cast time of three seconds which is the equivalent of casting 2 Holy Shocks in a row. Holy Light will cost less mana than casting two Holy Shocks but you will not generate any Holy Power for a Word of Glory. Holy Light is 12% of your base mana, as an oppose to Holy Shock which is 7%, meaning that one Holy Light is cheaper than two Holy Shocks. In all it is more efficient to heal with Holy Shock, but if the tank is loosing a lot of health and Shock is on Cooldown and you have only one Holy Power or none, this would likely be the best spell to use. This spell heals for approximately 156-172 at level 15.

4) The aura that you want to turn on as a Holy Paladin will be Devotion Aura. At level 15 this will grant 101 more armour to all party members within 40 yards. This should help with some damage mitigation for all members of your party and make healing easier.

5) The last spell that does not heal or cast any buffs on your party but may be useful in certain situations is Hammer of Justice. This will stun an enemy in place for six seconds. This is particularly useful if the tank has more than one enemy on him and the damage is hard to out heal, or if you have an enemy on you and the tank has not pulled it off yet. This will mean that over all you will need to heal less and use less mana as one Hammer of Justice is 3% of your base mana compared to one Holy Shock at 7%.

If anyone is interested in more low level Healing tips and have any questions feel free to leave a comment or email me at Nyxxeheals@gmail.com 

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Improve Your Reflexes

Posted in Guides, Nyxxe on June 27, 2012 by Nyxxe

Wednesdays Wondering’s with Nyxxe

Reaction Time and Gaming

Probalistic Inference refers to how your brain process’ information. When scanning your screen in a gaming environment you are making several observations and transferring them into statistical data on what is likely the correct outcome. For instance in a PVP environment if you were to cast mass dispel on a moving target; You must first notice the paladin bubble, then transfer that into a decision to mass dispel and finally weigh up where to cast the spell on a moving target in order to remove the bubble accurately. All of this processing cannot be done efficiently without a fast reaction time. Unfortunately a lot of this is genetic and athletes have a reaction time close to approximately 0.19, the average person will find their reaction time is 0.2-0.3 seconds. However, there are ways to improve your reaction times and therefore improve your gaming.

Why not test your base reaction time now by clicking here

My Base Results: 0.25

How to Improve

The first thing you can do is to engage your stimulatory neurotransmitters, which will allow you to absorb information more efficiently. There are a couple of ways you can do this; one of them is to drink caffeine. The drawback to this is that your body becomes accustomed to the amount of caffeine you put into your body, so I would suggest not doing this every day. The increased arousal to the stimulatory neurotransmitters from caffeine will boost your reaction times.

My Caffeine results: 0.22

Another great thing to try that also affects your adrenaline levels is music. [Click here for full article on music and gaming]. Adrenaline when pumping through your body allows you to comprehend and react to your environment quickly. Why not try something upbeat, which gets you moving.

My music results: 0.24

Once we have that adrenaline in your body, the next step is to warm up. When we haven’t played our class in a day, week, or longer we are rusty on our reaction times in terms of our spells. You may find that you make mistakes you wouldn’t usually make and things feel clumsy or slow. So I would recommend before a raid that you run a dungeon or before going into an RBG match/Areana Match you do a regular battleground or two. This should help keep your memory sharp which will improve your reaction times.

My After Practice Results: 0.23

A great way to practice visual stimulation and your accuracy in probabilistic inference is with this neat website, which is designed to help you improve your reflexes.

Click here if you would like to give it a go.

My After Practice Website Results: 0.21

If all else fails there are options in game to help maximise your reaction times. You can change how fast your mouse moves across the screen as a healer using heal bott, or as a player who uses spells that involve clicking (e.g. mass dispel). To do this you simply adjust your mouse sensitivity in game Click esc > Interface > Mouse > Mouse Sensitivity. Move the little bar to the right until the speed of your cursor feels comfortable to you. It should move across your screen a lot faster. Improving your latency will also mean that you do not have any visual lag, which has obvious improvements to processing things visually.

Have fun practising these different techniques and good luck with your gaming!

Dungeon Runners: Scarlet Monastery: Library

Posted in DeathWysh, Dungeon Guides, Guides on June 26, 2012 by deathwysh

This week on Dungeon Runners I’m going to be covering Scarlet Monastery: Library.  This is the second part to four part Scarlet Monastery complex. The dungeon itself exists in northeast corner of Tirisfal Glades and is reached by entering Scarlet Monastery complex and taking the portal on the left hand side of the main hall.

Quests:

Both the Alliance and the Horde have quests in this dungeon.  The Alliance quests are given by Joseph the Awakened and the Horde quests are given by Dark Ranger Velonara.  This dungeon introduces the neutral quest giver Dominic, a undead rogue, who will give quests to both factions.

Horde:

  • Stripping Their Defenses
    • This quest requires you to kill Houndmaster Loksey and Arcanist Doan.  The Houndmaster is the first boss and The Arcanist is the last.  You will turn this quest in to Dark Ranger Velonara at the end of the dungeon.

Alliance

  • The Only True Path
    • This quest requires you to kill Houndmaster Loksey and Arcanist Doan.  The Houndmaster is the first boss and The Arcanist is the last.  You will turn this quest in to Joseph the Awakened at the end of the dungeon.

Neutral

  • Compendium of the Fallen
    • This quest requires you retrieve the Compendium of the Fallen which is located near the end of the dungeon and is marked with the green triangle raid icon on the map.

Map

Scarlet Monastery: Library Map

Huntsman’s Cloister

The Huntsman’s Cloister is the first segment of the dungeon and ends at the first boss, Houndmaster Loksey.  The easiest path through this section is marked with a red line on the map.  Things to note:  once you enter the open green area the group will need to be careful where they walk and who they attack.  There are a lot of enemies in this area and a number of patrols so it’s easy to accidentally pull more than expected.  It is also recommended that you kill all mobs that have been pulled before engaging the boss otherwise the tank will most likely die due to the large amount of damage taken during the boss fight.  You may notice that the path skips the mobs in the upper right corner of this zone, this is because these mobs can be ignored without fear of accidental pulls.

Boss #1: Houndmaster Loksey

Houndmaster Loksey

This boss fight is relatively simple mechanic-wise and the boss has no major abilities to watch out for.  What the group does need to pay attention to is the 3 Scarlet Tracking Hounds that come along with the boss.  The Scarlet Tracking Hounds are elite and hit hard, so it is usually advised that the group focuses down the hounds first before finishing the boss because they do not despawn upon the boss’s death and killing them will reduce the likeliness the tank will die during the course of the fight.

Gallery of Treasures

The Gallery of Treasures is the second segment of the dungeon and immediately follows the Huntsman’s Cloister.  The path through this segment is defined by the blue line on the map.  One of the items of note in this section is the neutral quest-giver Dominic, marked by the yellow exclamation mark, who gives out the quest: Compendium of the Fallen.  The first part contains a total of three side rooms that can be skipped.  When you reach the “block” sections of the segment it is advised that you follow the path marked on the map for pulling, this will allow you to pick up the whole room without having to worry about stragglers.

Athenaeum

The Athenaeum is the third and last segment of the dungeon and follows the Gallery of Treasures.  The path through this segment is defined by the same blue line that defined the path through the Gallery of Treasures. The item to note in this segment is the Compendium of the Fallen, marked by the green triangle on the map, which is the required item for the quest of the same name and can be found on the bookshelves sticking out beyond the regular books.  This segment is a straight shot to the final boss, Arcanist Doan, the only thing you need to watch out for are the casters who have a tendency to drop behind, if not silenced, and can often end up switching targets to the DPS or Healer.

Boss #2: Arcanist Doan

Arcanist Doan

Arcanist Doan is the final boss of the dungeon and has a number of abilities to watch out for.  The first of the abilities is Polymorph,  he will cast this periodically throughout the fight and it lasts for up to 6 seconds, so it’s advised that healers try to keep the tank topped up at all times to prevent a death due to lack of heals when Polymorphed.  The next ability is an AoE silence that lasts 4 seconds.  Healers and Caster DPS are advised to stay back from the boss to avoid the silences.  The last ability to watch out for is his Detonation ability which he will cast at 50% health.  Detonation is a casted ability and the boss will put a shield on himself for the duration of the cast making him impervious to damage.  Detonation does a huge amount of damage to all targets affected, but the damage can be avoided by line of sighting the boss.  This is usually accomplished by tanking the boss near the door to his room and then running out of the room when he begins the cast.  If you are not going to avoid the damage it is advised that the healer keeps everyone above 50% health to avoid any unnecessary deaths.

That is the entirety of the Scarlet Monastery: Library.  This dungeon will be removed come the release of Mists of Panderia and my guide will change accordingly at that point.  If you have any questions, comments, or noticed anything I left out, feel free to contact me at deathwyshe@gmail.com

Good luck and Have fun.

-Deathwysh

Secondary Stats: Tanking

Posted in DeathWysh, Gameplay Mechanics, Guides, Tanking on June 22, 2012 by deathwysh

In this week’s segment of Secondary Stats I will be covering those secondary stats that are most useful to tanks.  I am going to stick to the mitigation stats and not cover those stats that were covered in the previous segments of Secondary Stats.

Dodge

Dodge is the stat that determines if an attack received can be completely avoided.  Dodge is only effective against melee attacks as ranged attacks and spells cannot be dodged.  Players can only dodge attacks from the front while mobs can dodge attacks from behind.  When stunned or incapacitated you cannot dodge.  Dodge is gained primarily through Dodge rating.  Dodge rating is converted into Dodge at a rate of 177 Dodge rating per 1% of Dodge.  Druid tanks also receive Dodge from Agility at a rate of 1% Dodge per 243.58 Agility.  Dodge rating suffers from diminishing returns but this is a topic I will cover at a later date.

Parry

Parry is the stat that determines if an attack that is received is negated which is to say that no damage is done. Parry, like Dodge, is only effective from the front, this applies to both players and mobs.  Unlike Dodge, not all classes can parry.  The list of classes that can parry are as follows: Warriors, Paladins, Death Knights, Rogues, Enhancement Shamans, and Hunters.  Note: Hunters will no longer be able to parry upon the release of Mists of Panderia.  Parry is gained from two sources: Parry Rating and Strength.  Parry is gained from Parry Rating at the rate of 1% Parry per 177 points of Parry rating.  Strength is converted into Parry Rating at the rate of 1 point of Parry Rating per 3.7 points of Strength.  Reminder:  Druids cannot parry so any items that have Strength or Parry Rating are completely useless.  Parry suffers from diminishing returns like dodge.

Armor

Armor provides a damage reduction to physical damage taken.  Armor does not suffer from diminishing returns like Parry and Dodge do.  You can calculate the amount of damage absorbed by armor with the following equation. Damage Absorbed = (Player Health) / (1 – (percent damage reduction given by armor as a decimal)).  The percent damage reduction given by armor is more complex to calculate and I will probably devote a post to it at some point in the future.

 

Block

Block is a stat that determines if you are able to block an attack with a shield.  A blocked attack has its damage decreased by 30%, but this amount can be increased by certain abilities.  In order to be able to block an attack a player must have a shield equipped.  The chance to block can be calculated with the following equation.

Percent Chance to Block = (5% + bonus from talents + Mastery bonus + ((Defender’s level – Attacker’s level) * 0.2)

Block chance, unlike dodge and parry, does not suffer from diminishing returns.  There is currently no stats that increase block chance directly, instead Protection Paladins and Warriors get a bonus from their Mastery ability.  No other classes have this bonus.

 

These are the basics of Tanking Secondary Stats and thus concludes my series on Secondary Stats.  If you have any questions or find any inaccuracies in my information please leave a comment or contact me at deathwyshe@gmail.com.

Good luck and have fun!

-Deathwysh

Level 15 Shaman Healing

Posted in Gameplay Mechanics, Guides, Healing, Nyxxe with tags , , , , , , on June 22, 2012 by Nyxxe

Fridays Feelings on Healings by Nyxxe

This is in correlation to deathwysh’s guide on beginning tanking which you can find below. This will be a guide on low level healing for those who have never healed or have never done so on a particular class. This week I will be covering Shamans.

[For the Priest version click here]

[For types of heals and tips on mana click here]

[For level 15 tank guides click here]

Shaman Tree

Upon choosing the Restoration tree you will be equipped with the correct spells and talents to heal your party. These include, Purification which increases your healing by 25% and reduces the cast time of Healing and Greater Healing Wave by 0.5. An Earth shield spell which is discussed below and 50% extra mana regen in combat. This means that if you try to heal in other specs you will run out of mana quickly, and your spells will be slower.

Starter Spec:

With Heirlooms http://www.wowhead.com/talent#hZZzh try this spec which is less focussed on the mana cost of your spells. Without Heirlooms you may find you run out of mana a lot, in which case try http://www.wowhead.com/talent#hZZco or if you notice now your heals are too weak due to lack of intellect on your gear try http://www.wowhead.com/talent#hZZMb

Spells

There are 5 main spells that you will have to worry about as a restoration shaman who is level 15.

1) The Flametongue totem costs 11% of your base mana and is your most important totem at this level. Unless you notice that melee DPS is slow, I wouldn’t bother dropping any other totem at this level. Using this spell will put a little statue/totem on the ground that will increase your spell power by 6% if you stay within 40 yards. If you are unsure how far 40 yards is, it is about how much range you need to be able to heal someone. So if you stood at max range from the fight and placed this down, the entire party should still get this buff. The nice thing about spell power is that it increases the potency of your heals. To calculate how much this totem effects each spell you would have to take a lot of party buffs and other such things into account, including your level and whether a spell is instant etc. But here is a general article on the mathematical equations if you are interested, as it is an advanced subject in and of itself: [click here]

2) Earth Shield is one spell that is unique to this spec. You can only cast it on one person in your party and I recommend the tank because it will heal a target after they get hit, but only every few seconds. Remember if a tank is standing at 40 hit points, and is hit for 50 hit points he will still die even if the earth shield is on him. This is because it heals after the damage has taken place, setting it apart from Power Word: Shield which stops damage ever hitting the tank. So you will also need to heal your target as well as cast this on them. This will cost 19% of your base mana but is worth refreshing every time the 9 stacks have been used up. If the tank looses aggro a lot, you may need to cast this on the person who mostly has aggro.

3) Healing Wave is your partner to Earth Shield. At this level those two are the only healing spells you own. Watch your earth shield closely, and if it has recently ticked before the tank has lost health, then cast Healing Wave. The cast time on this is 3 seconds without any modification and it will cost you 9% of your base mana. Healing as a shaman at this level is in my opinion the trickiest of all classes, due to the lack of fast heals. You have to pay attention to your earth shield procs, whilst tossing out Healing Wave on your party members. I found it a little easier to do this once you receive Healing Stream Totem, as it will heal your entire party a little, meaning topping up your DPS is not very urgent at all.

4) Flame Shock can later be talented with Focussed Insight to reduce the cost of your next healing spell by 25% of the cost of the Shock spell used, and increase the potency of the heal. It is for this reason that I want to give you a macro so that if you have a chunk of mana you are not using, you can always practice Flame Shocking targets. This macro will allow you to keep the person you have targeted as your target, whilst casting Flame Shock on their target. I don’t like to include a lot of low level macro’s as they are not needed, but this one is a fun one to keep around, I also use this for shadowfiend with priests by replacing the word Flame shock:

#showtooltip Flame Shock

/cast [nopet,harm][nopet,target=targettarget,harm]Flame Shock

5) The last spell I want to discuss will not increase your healing, nor will it do any healing, but it may get you in range of a tank that has decided to run off without you. Ghost Wolf will increase your speed by 30%, can be used indoors and has a short cast time. If for instance you have sat down to regain some mana with a drink, but the tank decides that he is going to pull anyway, since Earth Shield is on him he will likely be safe for the current moment. Just continue to drink, and when the tank gets to an uncomfortably low amount of health for how long its going to take to get to him, simply cast Ghost Wolf and catch up to the tank. This way you are able to increase your mana pool without having to slow the party down.

If anyone is interested in more low level Shaman tips and have any questions feel free to leave a comment or email me at Nyxxeheals@gmail.com 

Dungeon Runners: Scarlet Monastery: Graveyard

Posted in DeathWysh, Dungeon Guides, Guides on June 20, 2012 by deathwysh

This week on Dungeon Runners I will be covering the dungeon Scarlet Monastery: Graveyard.  This is the first dungeon in the larger Scarlet Monastery complex.  The dungeon itself exists in northeast corner of Tirisfal Glades and is reached by entering Scarlet Monastery complex and taking the portal on the left hand side of the main hall.

Quests:

Both the Alliance and the Horde have quests in this dungeon.  The Alliance quests are given by Joseph the Awakened and the Horde quests are given by Dark Ranger Velonara.

Horde:

  • The Dark Side of the Light
    • This quest requires you to kill Interrogator Vishas and Bloodmage Thalnos.  The Interrogator is the first boss and The Bloodmage is the last.  You will turn this quest in to Dark Ranger Velonara at the end of the dungeon.

Alliance

  • The Dark Side of the Light
    • This quest requires you to kill Interrogator Vishas and Bloodmage Thalnos.  The Interrogator is the first boss and The Bloodmage is the last.  You will turn this quest in to Joseph the Awakened at the end of the dungeon.

Map

The Chamber of Atonement

This is the first major room you will come to and consists of four pulls, one in each of the “bulbs” of the room.  This room can be done several different ways.  It can be done in four pulls but many groups prefer to do two pulls.  These two pulls are done two ways.  The first method is to pull the first pack upon entering the room and then continue to the “bulb” behind it.  It is advised to stop and finish off all the mobs in both groups before continuing. Next you continue around the “loop” in a clockwise format pulling the next two groups.

The other option is to pull the group that you encounter when first entering the room and then swinging right and picking up the next group with the boss.

Boss #1 Interrogator Vishas

This is an easy tank and spank boss fight with no mechanics to look out for.  The only thing the tank needs to worry about is the size of the group on him when he pulls the boss because with the boss’ increased damage in addition to a large number of mobs the tank can easily die when pulling this boss.

The Forlorn Cloister

The Forlorn Cloister immediately follows the Chamber of Atonement and consists of a large outdoor graveyard.  The player path is relatively simple, you just follow the path down the center to the other end, but there are a number of mobs that wander about just off the path that like to aggro.  The tank will need to stay vigilant for these adds because they have a tendency to aggro on healers and ranged DPS who are lagging behind.

Honor’s Tomb

This is the last part of Scarlet Monastery: Graveyard and is reached by entering the crypt at the far end of the Forlorn Cloister.  Mobs in this section have a tendency to aggro in groups of four or more and there are a couple wandering packs which can lead to a single large pull once you reach the bottom of the first set of stairs.  Once you descend the second set of stair there are two side rooms that it is advisable to pull because skipping one usually results in an accidental pull of that group when you try to go down the staircase to the final boss.

Boss #2 Bloodmage Thalnos

This is the final boss of Scarlet Monastery: Graveyard and while he doesn’t have any important mechanics to watch out for, he does have a number of AoE abilities so healers will need to keep an eye on the party health.

That is the entirety of the Scarlet Monastery: Graveyard.  This dungeon will be removed come the release of Mists of Panderia and my guide will change accordingly at that point.  If you have any questions, comments, or noticed anything I left out, feel free to contact me at deathwyshe@gmail.com

Good luck and Have fun.

-Deathwysh

LoreMaster Part 3

Posted in Loremaster, Nyxxe on June 18, 2012 by Nyxxe

Levelling with Nyxxe

Levelling through Lore master

–Warning; May not be the most efficient way –

The Loremaster achievement requires you to complete a whopping total of 3500 plus quests (give or take/dependant on faction).

Here is how I levelled from 1-85 through the Loremaster achievement and how you can avoid the many mistakes I made. Let’s get to levelling!

Total quests: 235

Total Deaths: 30

Level 30-31//Loch Modan//45 out of 45 quests

Murloc’s smell. I’m not just saying this because I am anti murloc. Honestly! In fact, I had to find their smelly glands, which meant a lot of murlocs had to die, so the fact they smell worked well for me. The fact that the drop rate was almost non-existent was really only part of my frustration. I was just beginning to wonder, if this was all a conspiracy when my suspicions were proved correct. Baby murlocs, I tell no lies. Baby murlocs that couldn’t be killed. I feel here there needs to be a dramatic scream of anguish, but instead I’m going to go kill the murlocs right in front of their children…Don’t look at me like that, I have no sympathies for walking fish, they had it coming I swear it.

In the quest [Thistle while you work] the seeds did not sparkle very clearly, but you can find them by trees.  Also there are many quests that you can pick up in obscure places. All quests can be found by following the quest trail, and checking your mini map regularly for any quests that may be around.

Level 31-31//Duskwood// 45 out of 45 quests

Upon entering this place I felt like I was in the movie Ghost Busters, all I needed was a ridiculous slogan and a vacuum on my back but ‘no job is too big, no fee is too big’ springs too mind. I wanted here to also put in an inspirational quote such as…

We came, we saw, we kicked its ass!” – Peter.

But I went, I saw, I died a horrible death. You see, Morbidius, the level 25 giant skeleton elite, had to die. It was an elite, it challenged me dammit. I got my pots ready, and picked my tanking pet. I was ready to go, or so I thought. He three shot me, and laughed in my face as I fell to the ground begging for mercy. Ghosties 1 – Warlock 0.


[Part 1]

[Part 2]

Areas vs Quests & Level & Where I blogged them

– Titles in bold I have yet to do –


10 – 15 // Westfall – 35 Alliance Quests – Part 1
10 – 20 // Loch Modan – 45 Alliance Quests – Part 3
10-20 // Ghostlands – 50 Horde Quests
10 – 20 // Silverpine Forest – 55 Horde Quests
15 – 20 // Redridge Mountains – 40 Alliance Quests – Part 1
20-25 // Duskwood – 45 Alliance Quests – Part 3
20-25 // Hillsbrad Foothills – 50 Horde Quests
20 – 25 // Wetlands – 40 Alliance Quests
25-30 // Arathi Highlands – 18 Alliance & Horde Quests
25 – 30 // Northern Stranglethorn – 50 Alliance & Horde Quests
25-35 // Cape of Stranglethorn – 60 Alliance & Horde Quests
30-35 // Hinterlands – 30 Alliance & Horde Quests
35-40 // Western Plaguelands – 45 Alliance & Horde Quests
40-45 // Eastern Plaguelands – 70 Alliance & Horde Quests
44-48 // Badlands – 35 Alliance & Horde Quests
47 – 51 // Searing Gorge – 35 Alliance & Horde Quests
49-52 // Burning Steppes – 40 Alliance & Horde Quests
54-60 // Blasted Lands – 35 Alliance & Horde Quests
52-54 // Swamp of Sorrows – 25 Alliance & Horde Quests

10-20 // Azshara – 100 Horde Quests
10-20 // Bloodmyst Isle – 60 Alliance Quests
10-20 // Darkshore – 90 Alliance Quests
10-20 // Northern Barrens – 70 Horde Quests
20-25 // Ashenvale – 70 Alliance Quests, 62 Horde Quests – Part 2
25-30 // Stonetalon Mountains – 55 Alliance Quests, 40 Horde Quests
30-35 // Desolace – 55 Alliance & Horde Quests
30-45 // Southern Barrens – 50 Alliance Quests, 40 Horde Quests
35-40 // Dustwallow Marsh – 60 Alliance Quests, 48 Horde Quests
35-40 // Feralas – 40 Alliance Quests, 45 Horde Quests
40-45 // Thousand Needles – 60 Alliance & Horde Quests
45-50 // Felwood – 55 Alliance & Horde Quests
45-50 // Tanaris – 40 Alliance & Horde Quests
50-55 // Un’goro Crater – 41 Alliance & Horde Quests
50-55 // Winterspring – 58 Alliance & Horde Quests
55-60 // Silithus – 19 Alliance & Horde Quests

58-63 // Hellfire Peninsula – 76 Alliance Quests, 86 Horde Quests
60-64 // Zangarmarsh – 52 Alliance & Horde Quests
62-65 // Terokkar Forest – 63 Alliance Quests, 68 Horde Quests
64-67 // Nagrand – 75 Alliance Quests, 85 Horde Quests
65-68 // Blade’s Edge Mountains – 86 Alliance & Horde Quests
67-70// Netherstorm – 120 Alliance & Horde Quests
67-70 // Shadowmoon Valley – 90 Alliance & Horde Quests

68-72 // Borean Tundra – 130 Alliance Quests, 150 Horde Quests
68-72 //Howling Fjord – 130 Alliance Quests, 105 Horde Quests
71-75 // Dragonblight – 115 Alliance Quests, 130 Horde Quests
73-75 // Grizzly Hills – 85 Alliance Quests, 75 Horde Quests
74-76 // Zul’Drak – 100 Alliance & Horde Quests
76-78 // Sholazar Basin – 75 Alliance & Horde Quests
77-80 // Storm Peaks – 100 Alliance & Horde Quests
77-80 // Icecrown – 140 Alliance & Horde Quests

80-82 //Mount Hyjal – 115 Alliance & Horde Quests
80-82 // Vashj’ir – 130 Alliance & Horde Quests
82-83 // Deepholm – 110 Alliance & Horde Quests
83-84 // Uldum – 105 Alliance & Horde Quests
84-85 // Twilight Highlands – 120 Alliance Quests, 95 Horde Quests