Apparently some people have already levelled two or more characters from one to sixty since the Shattering. Where do people find the time?!
My druid is still coming along nicely; I even managed to do some questing in Stonetalon without anything turning grey. I might write a post about that as well at some point. But first, more observations about what has or hasn't changed in low-level dungeons:
The Stormwind Stockade has been completely revamped like the Deadmines and Shadowfang Keep, but remains a fricking boring place anyway. It's a bloody cellar with some generic enemies in every room! Pah. I don't know whether the Alliance still gets the same quests as before for it, but as Horde we didn't even have a reason to kill any trash and with just going straight towards all the bosses, things went incredibly fast. Oh, and none of the trash mobs are called Defias anymore.
The new bosses are some random rogue type with a hat, a fire elemental (about a third of the instance has been invaded and wrecked by elementals, you'd think the prisoners would be a bit more concerned about that), and Hogger! I knew that the latter would be there because I happened to do the new Hogger quest in Elwynn Forest before, which ends with him getting taken to the Stockade. All the fights were fairly boring compared to DM and SFK, but Hogger at least seemed to be a nice exercise in learning to interrupt, as he keeps spamming an ability with a cast time that damages the whole group a little bit and debuffs everyone's damage output. Basically it's not vital to interrupt it (and unlikely that you'll manage every time anyway, even if you try), but considering how often it happens during the fight and that the spell affects damage output, even slow dpsers might eventually connect the dots and give it some thought...
This was also the first instance where I started to feel that our characters are clearly advancing in power faster than the dungeon mobs, despite of the buffs. Back in RFC the trash seemed tough, but in here our paladin tank started by pulling a group of both elite and non-elite mobs two levels below him, and all the non-elites got one-shot by his Avenger's Shield. Ouch...
Blackfathom Deeps has changed very little, apart from the mob buffs and new quest givers that all the instances seem to have received. The biggest change I noticed was that there is now a trapped fire elemental in front of the Twilight's Hammer cultist area who gives you the quest to kill Kelris. The old dying Argent Dawn guy in his cavern that used to give this quest before is still around but seems to have been turned into a member of the Alliance and wouldn't talk to me.
Ghamoo-ra has roughly doubled in size and been given a scarier model, presumably to justify a turtle being a boss. (Kresh in WC was still the same though...) Lorgus Jett is still around too, but contrary to what I had hoped he still isn't a proper boss, and the quest to kill him seems to have gone as well from what I could tell, so I'm not sure why they kept him in. Maybe for the Alliance? Oh, and Kelris lost his annoying tank-sleep ability I think. The devs did mention wanting to get rid of that kind of thing.
Gnomeregan again has hardly changed at all, which I found particularly disappointing considering that the story of the gnomes has been advanced so much otherwise. In fact the only changes that I noticed at all were that the Viscious Fallout has been doubled in size as well to stand out from the crowd of smaller elementals in the same area, and some of the sludges have been changed to a new, "blobbier" ooze model. Oh, and the goblin escort quest seems to have been removed, presumably because it kind of broke the "flow" of the instance, forcing you to go back to the entrance.
Scarlet Monastery next!
D&D Multi-Edition Adventures
4 hours ago