Showing posts with label instances. Show all posts
Showing posts with label instances. Show all posts

23/05/2026

Turtle WoW's Version of Gilneas

I said I had one more post about Turtle WoW's custom content coming up, and this is it - about the Turtle WoW version of Gilneas. I'm glad I still managed to make it to this zone before the shutdown (it was designed for levels 39-46) because it was uniquely interesting in the sense that it was the first custom zone I encountered that had a direct retail counterpart.

I mentioned in my post about Grim Reaches that in terms of location and vague themes it had connections to retail's Twilight Highlands, but they weren't exactly the same zone. Gilneas though, that's the same place at its core as in retail: the werewolf-infested kingdom beyond the wall, ruled by Genn Greymane. Somehow, that made the differences all the more fascinating.

A female high elf on a unicorn riding up to the open gate to Gilneas in Silverpine Forest

As I hadn't come across a breadcrumb quest to lead me to the zone, I simply rode over to the Greymane Wall from Southshore and stepped through the now open gate, bursting with curiosity. Visually, it was very much a continuation of Silverpine with slightly fewer trees.

The first quest hub I encountered was a refugee/rebel camp whose residents needed help with fending off the local wildlife and gathering food - pretty standard fare, but it did make me wonder what these people were fleeing from/rebelling against. My eyebrows shot up some more when further down the road, I encountered hostile mobs with names like "Greymane Enforcer" - followers of Greymane are the bad guys here?! What the heck is going on?

Fortunately I didn't have to wait too long to find out what was happening, as the town of Ravenshire contained an NPC called Lord Darius Ravenwood that was more than happy to provide an exposition dump about what the zone was all about. In short, Gilneas' isolation led to famine and unrest, which was only exacerbated by Genn having outsiders that were stuck in his castle whispering in his ear and ultimately led to him seizing the nobility's lands to provide food. After his wife Mia was killed in a riot, Genn completely withdrew from the public, and the population is now in open rebellion.

The first of several dialogue pages with Lord Darius Ravenwood: "I'll try to keep things short. Genn Greymane sought to shield Gilneas from the troubles that plagued the rest of the world. He firmly believed that we possessed the strength and resilience to stand alone, that the outside world brought nothing but strife. And for a time, it seemed he was right. Soon after the completion of the formidable Greymane Wall, the dread Scourge descended upon the North, leaving only desolation and ruins in its wake. However, isolation came with its own trials. Food became scarce, trade collapsed, and the Scourge and worgen began to infiltrate our lands. Despite these hardships, King Greymane remained steadfast, refusing to open our gates. This stubbornness only deepened the divide between the king, his nobles, and his people."

Now, I hated the bit about Mia dying because it seemed pretty much like a copy and paste of Tiffin Wrynn getting a rock to the head, and I don't consider the fridging of female characters a classic trope to be preserved. However, other than that, I thought it was an interesting twist. Genn is no werewolf in this alternate history of Azeroth - in fact, most Gilneans aren't.

This got me thinking about how the worgen lore in Vanilla is a bit confusing - in Pyrewood Village in Silverpine they are basically classic werewolves, living like normal humans by day, but the Scythe of Elune quest chain, somewhat contradictory to this, describes them as these demonic beings from another dimension that were summoned onto Azeroth. I can see on Warcraft Wiki that this has since been recontextualised so that the first worgen were actually druids... but regardless, the point is that in Turtle WoW's Gilneas, the worgen are still more like these strange, demonic creatures that are to be avoided at all costs, not like in Cata where they were made more obviously werewolf-like and Worgen and Gilnean became largely synonymous.

Anyway, to get back to the point - I had a feeling that Lord Darius' quest would result in more story about all that Greymane business, but I made it a priority to explore and do basically every other quest first instead, which led to some interesting discoveries.

In a crypt I found a cult of worgen worshippers that did want to become werewolves, so that idea was also present in Turtle WoW after all. It wasn't quite clear to me from the quests whether they were already capable of turning or were still working towards that part, as they were all normal humanoids and friendly towards me.

The view up towards the tree high atop a mountain in central Gilneas
It took me embarrassingly long to notice because I so rarely look up in MMOs, but the centre of the zone was a tall tree on top of a mountain, and in a cave under said mountain I encountered the Pellars, a word I had to look up. They're kind of... nature-aligned witches friendly to the populace, but also a bit weird. One of them spoke in rhymes for example.

There was also a ruined town where the Scourge had broken through once, and a naga incursion from the south. The beach with the naga was a bit wonky as there was an invisible border where you could suddenly phase, with the current mobs around you disappearing and different ones suddenly popping into existence. It also made me realise that for all the love and care the Turtle devs put into their zone design, I don't think they were very good at beaches, as those always seemed more dull than the ones designed by Blizzard.

Zone map of Turtle WoW's Gilneas, showing the circular design around the central mountain, the town of Ravenshire and Gilneas City on the west coast

Regardless, I did decide to follow what I'd call the "main story chain" eventually, which tasked me with freeing Liam and Tess Greymane - yes, Liam is alive in this one! I already knew that Tess had escaped as I found her hanging out with the Pellars before I actually got sent there, but Liam was chained up at the back of a cave. Rescuing him was pretty tedious as I had to fight my way in, back out to get the key to his shackles, and then back in again - this was probably less annoying when there were more other players around than there were towards the end of my play time. I was half expecting that I'd have to escort him out as well, but escort quests are one thing I didn't see the Turtle WoW devs port over from Vanilla actually, and there wasn't one here either. Liam just finds his way to Ravenshire on his own once you've freed him.

In a nutshell, you then go on to fight some more Greymane soldiers, as well as recruiting the werewolf worshippers and the Pellars to your cause. Then you get given a quest to do the local dungeon, Gilneas City, to "save" Genn Greymane. Yes, it's in quotes in the quest text as well, which gives the game away a bit.

Unfortunately I didn't get to run the dungeon before the shutdown, but I did pop my head in the door and used my hunter's Eagle Eye to look around a bit. I could tell from the map at least that this one wasn't another mega dungeon like Dragonmaw Retreat or Stormwrought Ruins, but much smaller, so I don't feel I missed as much. I also watched a YouTube video that someone recorded of the place and it's basically a few streets full of Worgen and then a tower in which you kill Genn, who I presume has gone mad with grief or something (still not a werewolf though).

The Gilneas City dungeon map, which just shows a few streets similar to parts of Stratholme, leading to a "Greymane Tower"

So I ultimately didn't get to see everything the zone had to offer - there were also a couple of elite quests I wasn't able to complete, and in a small house I found a guy that taunted me with a grey exclamation mark over his head, but at 45 I was apparently still too low to see what he wanted people to do.

However, I do think I got the gist of the zone, and I really enjoyed it. I might even go so far as to call it my favourite of all the Turtle WoW custom zones I played through, possibly outdoing even Northwind and Balor (and I did like both of those a lot as well). The people who designed it really seemed to get what makes a Vanilla WoW zone great, with lots of little stories woven together to form rich tapestry of everything that's going on in the zone, culminating in a big finale in the zone's dungeon, similar to how the lawlessness of Westfall makes you wonder just who these Defias guys are, until you eventually take the battle to the Deadmines. That's pretty much the highest praise I can give I think!

24/04/2026

Turtle WoW Dungeons: Crescent Grove vs. Stormwrought Ruins

Let's talk more Turtle WoW while it's still around, shall we? Next on my list to explore and write about were the two custom dungeons Crescent Grove and Stormwrought Ruins.

Crescent Grove is a level 32-38 dungeon located in southern Ashenvale. I actually played through this one last year already, and did originally mean to write a post about it at the time - but then it turned out to be kind of boring, and I was like "wow, this is not enough material for a post, I'll have to bundle it up with whatever the next dungeon on the list is and write about them together". And then I lost interest, naturally.

To be clear, Crescent Grove is not a bad dungeon. I had a perfectly fun time running it with a friendly pug. It just seemed pretty uninspired, especially after my previous experience in Dragonmaw Retreat. I couldn't help but think that it must've been one of the first dungeons the Turtle WoW devs built by themselves, as it actually didn't feel very dungeon-like and nothing about it felt in any way original. To me it kind of felt like someone was just familiarising themselves with the devs tools and played around with Ashenvale assets, adding a little vale to the map where they tried out all the different environmental textures available in the zone and populated it with matching mobs, such as furbolgs, satyrs and demons.

A WoW-style dungeon map of Crescent Grove, which just looks like more Ashenvale with a few boss icons on it

I checked the Turtle WoW Wiki and according to that, Crescent Grove was added at the end of 2021 - compare that to Dragonmaw Retreat coming out in 2025. It makes sense that they would've learned some things about how to do more interesting things with the tools available to them over the course of four years.

Stormwrought Ruins on the other hand, a level 35-41 dungeon, came out in the same patch as Dragonmaw Retreat, and boy, does it show. The first time I zoned in and opened the map, I was stunned by how massive it was. It's not quite as sprawling as BRD, but in terms of number of bosses it certainly comes close.

A WoW-style dungeon map of Stormwrought Ruins, showing many different sections and twelve different bosses. Also, a large drawing of a scary-loooking death knight
I'd been aware from the group finder that it had two Stormwrought instances listed, Castle and Descent, but I hadn't realised that it was effectively one giant dungeon that they'd just split into parts for the sake of the queue. I was quickly introduced to how that worked as the first group I got into only wanted to do the higher-level half and headed straight for the back door, even though I'd specifically queued for the first half. I didn't feel like I was in a position to complain and was just happy to take in whatever sights they were willing to show me.

Like Dragonmaw Retreat, Stormwrought Ruins goes extremely hard on the ambience. The custom music featured what sounded like church bells, choirs and... synthesisers? I don't know, music is not my area of expertise. But it was very loud and basically screaming "epic and scary stuff is happening here" (you can listen to some of it on this playlist).

Like everything else on Turtle WoW, all the environments and bosses were strongly reminiscent of existing dungeons, but unlike in the Crescent Grove example above, existing assets were put together in a way that still felt refreshing and new, even if it was clearly a derivative creation. The first half set in the castle reminded me of Shadowfang Keep and Scarlet Monastery in places, which makes sense when you think about it. That didn't change that the Duke's throne room looked pretty cool and impressive.

Duke Balor's throneroom in Stonewrought Castle is lined with statues of swordsmen

Also, the mobs were mostly (Stormreaver) orcs, which did make for an interesting combo with the human architecture. One of the bosses was Oronok Torn-Heart, and I've got to admit that with this one, I definitely felt a bit bad about killing him, recalling his canonical retirement in Outland as a peaceful boar farmer.

The mid section of the dungeon, where the two halves meet, is dominated by wetness and fungal decay, reminiscent of Maraudon or the Naxx plague wing. There's a room with a death knight boss that was pretty intimidating.

The Deathlord's Sepulcher is suffused in green glow, with giant white crystals hanging from the ceiling and a Dark Portal style statue looming ominouslyThe rotting caverns feature red waterfalls and a forest of giant decaying mushrooms

You encounter members of the Shadow Council as trash mobs throughout, but the final section of the instance is dedicated to them in specific being, well, horrible, conducting human sacrifices and shit. The penultimate boss was a giant red blob called "Remains of the Innocent" and there's a quest that has you confirm that this used to be the missing son of a grieving mother in Northwind. It strongly reminded me of Scholomance, but even that has less of a downer ending, because at least you give the ghosts some peace at the end.

The second group I ran with did the full dungeon from start to finish and it took us something like two and a half hours. At the end, people wanted to pose for a screenshot together, which I thought was cute. A true adventure! In both runs, the more experienced players had been more than happy to explain to us newbies how everything worked as well, which was very much appreciated.

A proud party of adventurers poses next to a dead ogre and beholder at the end of Stormwrought Descent. The group consists of my high elf hunter, a tauren druid in bear form called Beefarilla, an undead rogue called Brainiac, a gnome warrior called Shkvarchik and a human priest called Torstein.

28/03/2026

Casual Midnight Endgame

Considering my slow start into Midnight, I'm really having a lot of fun with it. Now that the expansion's first season has started and (almost) everything has opened up properly, there are a lot of things to do every week, without anything feeling like mandatory chores.

Story

In my post about Midnight's launch I said that "the levelling campaign itself was enjoyable, but isn't it always? And then we quickly forget about it again for the next two years." However, it turned out that Blizzard had other plans than simply letting us forget about the story this time around, with every weekly reset continuing the storyline a bit further.

They were already kind of moving towards something like this in War Within, but back then the story updates still mostly came with the minor patches, and those minor patch updates tended to feel more like interludes or epilogues - basically, not that important.

This time around, they are all in on the storytelling though, with literal weekly updates (Remember when updates this frequent were "the dream" for many MMOs?) driving the plot forward in major ways. I've honestly been pretty impressed, not just with the update cadence but with the content of those story chapters as well. I was worried that Metzen's return would result in the plot retreading the same old tropes, but at least so far, that hasn't been the case. Instead we've just been getting all kinds of callbacks to really old (and probably largely forgotten by most of the player base) lore, with references to previous expansions being woven into a coherent picture of "now" that makes sense and explains why we are where we are.

A lone rider riding towards a dark beam coming from the sky above the Isle of Quel'Danas

The only problem is that the story mode for the raid once again released a full week after raiders had gotten access to the final cut scene, so there were spoilers all over the place, and trying not to be told everything about the ending was like navigating a minefield. Even people who clearly didn't consciously want to post spoilers were "vague posting" about events in very obvious ways within days of release. God help anyone who doesn't see everything the day it comes out. I wonder if that will ever get better.

Dungeons

I don't quite know how I feel about dungeons in retail right now. In old WoW, they were one of my favourite things to do, but in retail, they are nothing like the content I used to love and generally responsible for my worst experiences with other players. I had fun trying out M+ with friends for a bit in Dragonflight, but that ultimately didn't end up working out for me either.

That said, Blizzard is still quite capable of making interesting and beautiful instances, and follower dungeons have made it easier to take a look at them and enjoy them at your own pace, even if you don't have enough friends (or any) to run them with. The normal mode pugs I've done in Midnight so far have also all been really nice? Very little "bat out of hell" level rushing - in fact, quite often I'll see people who are very obviously not super familiar with the dungeon and still learning as they go, which is nice to see even if people aren't particularly chatty.

It really feels like Midnight is encouraging more lapsed players to dip their toes back into the game. In fact, I was making this observation to my husband today while healing a Maisara Caverns on my priest, and at the end of the dungeon the tank whispered me to thank me for my heals and we had the most wholesome little chat. Nicest interaction with a random stranger I've had in retail for years!

WoW chat with Auset from the Aggramar server. Them: "ty for the healing, was my first time tanking" Me: "ty :) you did fine!" Them: "need to learn the maps, last time i played was lich king -_-" Me: "seems many people are coming back after a long time :)" Them: "got to work now"

Also, I may not be feeling the M+, but I did do a few regular mythic dungeons with friends last weekend, and it was interesting to see the updates to the older dungeons that Blizzard decided to put into the mythic rotation this season. Pit of Saron is an old favourite of mine, and it was intriguing to see the mechanical changes they made to bring the bosses more in line with modern dungeons. Also, Seat of the Triumvirate was hilarious - I had minimal experience with this dungeon to begin with but I do know that L'ura was not as insane a laser show originally. We wiped quite a few times (also on Saprish) but it was pretty fun to actually figure things out together.

Delves

In War Within, delves were the shiny new feature that took several rounds of tuning to find its feet, and even longer for me to warm up to it. Since then, it's become a staple of our duo play for the husband and me, and in Midnight it's been fun to jump into things right away, knowing right from the start how everything works.

The new delves are fun, with some minor iterations that seem sensible. For example Blizzard got rid of all those various utility items that you could loot inside delves and that people either tended to vendor or forget that they even had them. The new buffs are things you click on inside the delve and you either use them right then and there, or you simply don't, which feels much more straightforward to me.

You also no longer collect keys for bountiful delves, only key shards, but they are much, much easier to get than they were in War Within, as they drop from pretty much everything, which I expect will make it easier for me to justify doing more of them on alts when the time comes.

There's also a book in the delvers' quarters that straight up tells you which delves are bountiful each day, meaning you no longer need to click your way through all the maps just to see which icons are glowing.

The one thing I'm still undecided on is Valeera as the new delve companion. I thought Brann was extremely annoying at first, plus a complete joke, but over time I started to find his antics endearing. Comparatively, Valeera is inoffensive but also kind of boring. She has voice lines for various moves, but nothing that feels super quotable. She also seems even more prone to ninja-pulling than Brann was, as she just outright shadow-steps (?) into the next group down the hallway sometimes. On the plus side, she's actually controllable via the ping system now, which I wouldn't have found out if it wasn't for Wowhead, but which is definitely useful once you know about it. 

Prey

Prey/hunts are the new expansion system that I had no particular hopes or fears for, but which has turned out to be decent fun. In a nutshell, you get sent to one of the four new zones to kill a named mob, but it's not a specific location at first. You have to do various activities in the zone to progress your hunt, and sometimes the mob will ambush you mid-combat (and then run away again once they reach half health). After a certain number of these progress events, the enemy's true location is revealed and you can go there and kill them properly.

It doesn't sound super exciting on paper, but it's a nice new twist on open world progression. Plus nightmare hunts count as tier eight delves for the purposes of filling out the Great Vault, so you can increase your number of slots without going completely nuts with delves.

Astalor, the NPC that gives you all the hunt quests, is a complete psychopath by the way, so I'm not surprised that some people absolutely adore him. A bit more concerning to me is when I see comments about how all the blood elves should be like him because they are "too nice" now. Regardless, his voice actor does a bang-up job and I've done quests for worse characters, so I don't mind. It all adds flavour.

PvP

What's this? Yes, I haven't really done PvP in WoW in a while - the last time I got really into it was while levelling my priest during Shadowlands from what I remember (I'm not counting Plunderstorm). What got me this time was a simple incentive quest to "do three battlegrounds" to progress towards a hero quality item - I mean, I didn't even have to win them? Before I knew it, I'd also picked up the PvP weekly and was checking out the weekly brawl.

My draenei warrior standing victorious with an orb in Temple of Kotmogu

I still like SWTOR PvP better, but it's made for a nice change of pace to re-visit all those classic battlegrounds as well as to discover some new ones. I was completely taken by surprise when I found out that there's actually a new Midnight battleground called "Slayer's Rise", set in Voidstorm, because I hadn't heard a single peep about it until I actually loaded into it. It's even funnier because I remember having the exact same experience in War Within, where I had no idea that Deephaul Ravine was a new expansion feature until I got put into a match there. WoW's PvP really doesn't get much publicity nowadays.

On the classic battleground front, it was fun to see that Isle of Conquest still has people yelling about glaive throwers fourteen years later, that AV is still about who can rush to the end faster, and that Warsong Gulch still sucks. Good on Blizzard for cross-promoting this content a bit with some simple quest incentives though.

09/02/2026

Running Out of Steam in MoP Classic

I got back into MoP Classic around Christmas one and a half months ago, and while I was initially surprised by how much fun I was having, it looks like my enthusiasm may already be on the decline again.

I got to exalted with the Golden Lotus, saw the relics of the Thunder King get stolen (no surprise there) and got to defend the Vale against a big Mogu incursion with the aid of the Celestials. I'm glad I got to see all of that, but I've found little reason to keep going afterwards. There was a small incentive at least as I picked up a few Skyshards during my time doing dailies in the Vale, and I was always curious what was up with that big hostile cloud serpent that's generally un-attackable (turns out you need 10 Skyshards to dispel the shield, and then it drops a mount on defeat), but the drop rate of the shards is so low, who knows how many months I'd have to keep grinding to get ten.

There are only three or four Tillers with whom I'm not quite best friends yet (can't be long now though), and I'm close to maxing out all my cooking skills as well. Then the only thing left to do on the farm would be to keep planting crops for other Pandaria reputations, which is not as interesting. Plus I learned that apparently things like the plow, sprinkler system etc. all came in with a later patch, and having to till every spot on the farm manually every day is getting a bit tiresome.

I've also been doing the Anglers dailies for a few weeks now, and happened to fish up the Sea Turtle mount on one of these days. I don't have that in retail, so that's another +1 for having this character merged into my retail stable one day I guess.

A female night elf riding a Sea Turtle underwater, with her lynx pet swimming by her side

My enthusiasm for the other factions has been more limited though. I've done a bit of work on the August Celestials, but being sent to a different corner of the continent every day gets old quickly. I also did the Klaxxi dailies for a few days but just didn't enjoy them, even though I think they're a faction with an interesting story. Just never liked the Dread Wastes I guess.

I started the legendary cloak quest chain with Wrathion, another piece of content that's no longer accessible in retail, but I've got to admit I don't find that nearly as interesting as I found exploring the old Vale. It's just so grindy, even if the devs made it a bit easier in Classic by also allowing you to progress certain steps through dungeons, without needing to raid. The first stage felt like it took forever, and then it was immediately on to "earn 1600 valor", ignoring the thousands of valor I'd already ground out previously, which just made me sigh.

I did actually get into the dungeon endgame for a bit and did every dungeon on Celestial difficulty. It took me three runs to realise I was supposed to talk to a Celestial at the start of the run to get a buff, and I only did that after I saw someone complain on reddit about stupid slackers who nerf their whole group by not picking up their buff (oops). It didn't take too long to get the hang of what the different buffs do though, and ultimately the gameplay isn't really that different from heroics.

After my initial experiences with dungeons in MoP Classic were pretty mellow, zoning into any Celestial is full rush-rush mode by this point though. The tank will pretty much always pick up all the trash at once and drag it to the next boss to AoE down. If they die while doing that, they'll blame the healer. If it's after the second boss in Shado-Pan Monastery, it's almost guaranteed to result in a wipe regardless, but that doesn't stop people from doing it. I can just about keep up with the madness most days, but I've got to admit I don't find it very fun.

Curiosity and gear were enough of an incentive at first. The special currency that drops in Celestial dungeons lets you buy pretty high level gear pretty quickly. While I didn't need any of it, it was still nice to grow more powerful, and while doing dailies it was very noticeable when my kill time on a named elite went from several minutes down to a single full skill rotation. At this point I've got 502 gear in most slots though, and while there are more things to buy, such as a goodie bag that drops rare pets and mounts, I just don't care enough about any of that.

At one point I saw a familiar name online - my 2020 guild's Scarab Lord, a fellow hunter. We chatted a bit and he's basically kept playing and raiding all this time, now a member of a guild that has also been around since Classic's launch and that I was friendly with back in the day. He said that if I was feeling lonely, I shouldn't hesitate to give the GM a poke for a guild invite.

I thought very long and hard about this. Part of me was amazed that there was an opportunity here to come back to the game after several years of absence and potentially fit right back into an old and at least somewhat familiar structure. I thought of the potential fun and companionship, and wondered whether I would maybe even want to try attending a casual raid or two. However, ultimately I decided against it. I already have enough going on in SWTOR and other modes of WoW without attempting to put down roots in MoP Classic again. I think I'll be happy to just drop it again in a few weeks to be honest. 

17/01/2026

MoP Classic: Still the Better Housing

I expected that I'd be dropping Mists of Pandaria Classic the moment I finished my "Project Vale", but surprisingly, this has not been the case. In fact, I got back into it more vigorously than I'd been playing while just trying to get to level 90.

I think the main reason for that has been the farm. Everything associated with it, from the Tiller reputations and the vegetable-planting mini game to maxing out my cooking skills in all the different Pandaren "ways" is just plain fun to me. It helped to keep me engaged for a few months during my original time in MoP back in 2013/14 and wasn't part of the MoP Remix experience, so it's genuinely been over a decade since I last did all these things and I'm happy to do them again.

A female night elf hunter sleeping on the ground amongst a bunch of growing vegetables on the Halfhill farm
After my disappointment with retail's new housing system, it also stood out to me how the farm, to me, still feels like better housing than the new system. The farm is located in a beautiful, central zone and while it uses phasing, you can transition into your personal area without needing to go through a portal or loading screen so it's a very integrated experience. The neighbourhood feels alive with all the different Tillers visiting the Halfhill market throughout the week. And the farming gives you a reason to visit every day and spend a few minutes there, without trying to keep you cooped in all day like the WoD garrisons did. It's the reason I've got my hearthstone set to Halfhill instead of the Shrine of the Seven Stars, even though the latter is where all the portals and vendors are. It feels like home. Comparatively, retail housing allows me to place and arrange my own chairs in a dark box that's an instance inside an instance located nowhere in specific. I know what matters more to me.

Another thing that I've been working on has been the Golden Lotus reputation, because I wanted to see whether raising it would unlock some more quests that no longer exist in retail. And indeed, my first reward for doing all those dailies was to unlock even more dailies. They're still not among my favourite quests, though I did do a double take when Ren Firetongue casually suggested that Anji and Kun Autumnlight may be looking to have a threesome with me. Not something I would've expected from WoW quest dialogue to be honest!

Ren Firetongue giving the quest "Setting Sun Garrison". The dialogue says: "Anji and Kun stopped by on the way to the garrison. Lovely pair, don't you think? So different, yet so devoted to each other... ah, it makes my heart swoon just thinking about it. They asked for you by name. Maybe they want to put you through some of the training paces? I certainly hope they don't have something more naughty in mind..."
I also unlocked a one-time quest that had me collecting three relics of the Thunder King, with the Golden Lotus deciding that the safest thing to do was to put them all into a single room in the Guo-Lai Halls. There's no way that could possibly go wrong, I'm sure!

Doing all these dailies has been pretty good for my hunter's wallet as I have very few expenses, so her savings have shot up by the thousands. I'm sure it's still nothing compared to someone who's actually played through the last three Classic expansions consistently but it still makes me feel pretty rich. I actually don't think it's as easy to make money just from questing in modern WoW, which is weird when I think about it. I've noticed that throughout the first few expansions, gold rewards from quest completions kept going up in pretty big leaps. In vanilla Classic you get about four gold per quest completed at max level, in BC that doubled to about eight or nine, I think in Wrath it was fifteen? Don't quote me on the exact numbers, but the point is that rewards kept going up for several years, and then they just... stopped. Inflation kept going, and there are some quests in retail that give payouts in the hundreds and thousands, but "regular" questing is way less profitable in modern WoW than it used to be. Just something to think about.

The wider endgame in MoP Classic is of course a bit disappointing compared to modern WoW. It's basically dailies, dungeons or raiding, and that's it. I wasn't initially planning to engage with any of that beyond the dailies I'd already chosen to do for other reasons, but at some point I found myself wondering whether I had earned enough reputation with the Golden Lotus to buy a gear upgrade or two, and that quickly led me down a rabbit hole of where else you can get what gear, how crafted gear compares, how the item upgrade system works, trying to figure out what stats I wanted as a hunter in MoP, and more.

So now I've also run all the dungeons on heroic, and today I ran my first three "celestial" dungeons, the "slightly harder" version of heroics that's meant to serve as a replacement for LFR in terms of gearing. I'm not quite sure what to think of those yet. There were a lot of celestial-related fireworks going on that I didn't fully understand, with some coloured circles actually being good to stand in, but in terms of overall feel they didn't seem significantly harder than heroics. (Though there was that one time I got one-shot by some sort of explosion where I'm still not sure what caused it.)

People are definitely not as forgiving as they are in LFR though. In those three runs I was in, there were two vote kicks. I actually voted yes on the first one, because the guy had joined with res sickness, which... yeah, you shouldn't do that (though I wouldn't have initiated a kick myself). The second time someone tried to kick another hunter in the group for the reason "low", which I assume meant dps, but I voted no on that one cause it seemed mean, and it failed. Karma promptly punished me for my solidarity as the same hunter then outrolled me on all the hunter loot that dropped at the end. Oh well.

26/12/2025

Starting to Wrap Up Legion Remix

Legion Remix has less than four weeks left to run, and I'm slowly starting to think about how to wrap things up. The phased approach Blizzard has been taking with Lemix makes the whole experience a bit odd, as they added a couple of quests with the release of the last phase that are all about how the timeline is collapsing and we need to say goodbye! Except then we still had more than a month left at that point.

I've ticked off all the Lemix-specific achievements except for needing to level four more classes to 80, and there's one lesser invasion point commander that keeps eluding me. Not much to be done about that last one other than going back to Argus over and over again for another roll at the dice.

The whole "levelling all the characters" experience has been nothing but wacky. By character four or five, thanks to the stacking XP bonus, it was no longer a matter of timerunning but more like... time-tumbling. XP was just happening to me. You could no longer call it "earning" experience by any stretch of the imagination. Even with every quest rewarding a gear box, the constantly rising levels made it impossible to keep up with even the game's most basic gear requirements, and the last leg of each levelling journey was once again a painful struggle even in normal world tier as I tried to kill things with gear that's thirty levels too low for the intended difficulty. Your best bet at that point is to hope for an easy carry through some random dungeons and raids, which does work a lot of the time (it only takes one extremely OP person in the group) but not always. Not exactly my idea of fun, which is one of the reasons I've been stalling on the last four characters. But I'm still working on it.

Most other achievements have been easy and unremarkable enough. Do all the quests once, do all the dungeons once etc. I did want to take note of a few that stood out though.

First there was "Building a Heroic Army", which required you to earn 200 points in Withered Army training in heroic world tier. The trick there is that your Withered don't scale at all and are basically a bunch of fragile little dudes that will die almost instantly if any mob so much as sneezes at them. This turns the whole thing into a challenge of avoiding mobs that do AoE damage and/or that take a while to kill, while guiding your little "army" through the area in a way that allows you to more or less one-shot any opponents you encounter so they don't have a chance to hurt your guys.

I only really engaged with the Withered Army Training briefly during my first run through Legion, meaning I was vaguely familiar with the system but with no real understanding of the details. I had quite a bit of fun running through normal difficulty a few times to learn the lay of the land and collect the various upgrade chests (even if it's my understanding that these don't really make a difference on heroic mode either). Once I finally felt like I knew what I was doing it only took me two or three more tries to get it right and I felt quite accomplished for finding a good route.

The "Building a Heroic Army" achievement pops up at the end of Withered Army Training
The other achievement that truly excited me was the one to either earn 999 ranks of the inifinte power progression or beat a M+ dungeon on level 49 or higher. I didn't think I was likely to have the motivation to grind out the power ranks (even at the time of me writing this, my Lemix main is only sitting in the 300s), but the M+ way seemed achievable. Together with the husband and a guildie we slowly increased our key level over the weeks as our power levels increased.

Ironically, at the higher key levels I saw way more boss mechanics than I've ever seen while running any of these dungeons in other modes. We failed the timer on our first Return to Upper Karazhan because we'd gone in blind and hey, it turns out you actually need to do mechanics on Medivh!

Our worst week though was the one when we had an Eye of Azshara level 40-something, failed the timer but decided to power through to the end anyway, just to then have to abandon the key at the very end as it turned out the final boss had an unavoidable mechanic that had buggy scaling and would one-shot even players at max gear and power level. (We confirmed this on the forums after a few wipes.)

However, the very week immediately afterwards I got a really easy key, which when we timed it turned into another easy key, which finally turned into a Neltharion's Lair (another easy key) 49, which we managed to time for the achievement. That felt pretty great. 

A pop-up announces that Dagrul the Underking has been defeated, earning the achievment "Putting the Finite in Infinite"

The reason we were always three-manning was that there was unfortunately less interest in this version of Remix in our little guild than last time. For raids we could also only get three to four people together. Still, we managed to make our way through all the mythic raids including Tomb of Sargeras (Archimonde was a pain but we got him eventually).

Mythic Antorus turned out to be the final obstacle and we were pleasantly surprised that we managed both Enonar and Imonar (though the latter was a hilarious shitshow - definitely a memorable experience, especially me always having to push him through his first phase by myself while the other two were put to sleep). The unexpected dead stop came at Aggramar, since we couldn't burn through his first phase before he did his knockback, and since the strength of that move is inversely proportional to how many people it hits, the three of us were always yeeted into space the moment he used the ability.

We eventually ended up building a normal pug for it, which I simply titled "Antorus for all" (since we knew we were capable of doing most of it with the three of us anyway and just needed more bodies). People applied faster than I could click "accept". It was a fun breeze that eventually ticked off my last raid achievements too.

I'll probably want to write another full post or two about Lemix once it's over, similarly to how I did for MoP Remix. The experience of levelling all these characters and playing through their class order hall campaigns has definitely been something. It's also been another generally enlightening reminder of what worked and didn't work about Legion in general - some of which I already wrote about a few years ago, but I think I have an even clearer picture of it now.

17/10/2025

First Thoughts About Legion Remix

Legion Remix is here and I've finally had a reason to spend more time in official WoW again. As mentioned in a previous post, I wasn't quite sure what to expect - while I enjoyed MoP Remix, the news I'd seen coming out of the PTR about this new installment didn't sound particularly encouraging, and unlike many, I don't have any nostalgia for Legion since I wasn't subscribed for that expansion. I only experienced its story for the first time about four years ago, when the husband and I levelled a pair of demon hunters through Legion Chromie Time, and while I came away with a vague feeling of "I can see why people enjoyed this at the time", it's not the same thing as when you were there yourself.

Anyway, last week "Lemix" finally arrived, and it's been pretty fun! In a departure from our usual tendency to roll tank/healer duos, and considering how superfluous I'd ended up feeling as a healer in MoP Remix, I created a Kul Tiran blood death knight as my first character, and my husband accompanied me as a gnome warlock. I'd forgotten just how fast you fly through the levels in Remix, and we levelled this first set of characters all the way to the cap right there on that first weekend.

A female Kul Tiran death knight sitting down at Krasus' Landing to be face to face with a male gnome

When you have to sit down to be at eye level with your spouse. 

I will say that I was also reminded of some of the things that I didn't like about the last Remix at the beginning - the sheer speed of progression is extremely good at/bad for making you feel larger than usual levels of FOMO, because you log in for the first time on day three and people who've had nothing else to do during that time are already running around one-shotting everything, making you feel like you're hopelessly behind and will never catch up. But of course that's not true - progression is very quick for everyone; I just can't deny that it's a bit intimidating at first. Never mind the prompt on the character selection screen that constantly tells you that there are only X days left in Remix.

I'd also forgotten about my ambiguous relationship with the dungeon rushing meta. Sometimes it's funny to zone in and see some demon hunter just zoom ahead and kill everything before you can even get anywhere close. Other times though it just feels tedious to spend the whole dungeon jogging after someone else, unable to actually contribute anything and possibly not even getting any loot (the Postmaster will only recover certain types of items). It just requires a certain mental adjustment that whenever I zone into a pug instance, I can't expect to have much fun and have to accept that I'm just gonna be in and out to get something specific done/get my participation medal.

(The glorious exception to this that actually made me squee with delight was the Court of Stars run in which I was the one to successfully identify the spy at the end. People have explained to me in the past how that puzzle works, and I figured I'd understood it, but in practice I'd just never been the first one to find and talk to the right NPC. Actually having that honour for the first time felt weirdly validating and exciting.)

Anyway, I'd like to talk a bit about what's the same and what's different in Legion Remix compared to the MoP variant.

Lore-wise, the Infinite Dragonflight is experimenting again and we're time-travelling to help them out. I think the quest writers must have had a lot of fun coming up with explanations for certain mechanical changes that poke fun at the game while also making a weird kind of sense in-universe. Legion is one of those expansions where everyone addresses you as "champion" because the presumption was that your character would've levelled through the five previous expansions and defeated all kinds of potential world-ending threats. How do you reconcile that with dropping a freshly created level 10 into the storyline at this point? Your Infinite Dragonflight companion has answers:

A WoW "talking head" quest pop-up. Moratari, a dragon with a female blood elf visage, says: "I've discovered why you have amnesia! When you entered this timeline, you took the place of "another you," a hero of vast renown."

Even better is what happens a bit later, when you get various quests to do table missions in your class order hall, and she outright says: "Like Eternus mentioned before, this experiment will eventually end. So, we have to be wise about how we spend our time." And then the quest just auto-completes. Considering they included these kinds of mobile-style waiting games in four expansions until they eventually left them behind with Shadowlands, it just cracked me up to have your in-game guide effectively admit that these systems are a waste of time, never mind.

Gear-scrapping and Bronze dropping as a currency everywhere are back, though the latter can no longer be used to increase your item level and only serves as currency to buy cosmetics this time, something that many people requested after the last Remix. I'm actually not sure how the gearing up works this time around. I tried to read up on it but found even the guides a bit unclear. It doesn't seem to matter though as simply doing various bits of content every so often rewards me with gear boxes that increase my item level ever so slightly, so I guess I'll just keep doing that and maybe it'll become more clear over time.

Instead of a magic cloak that constantly increases in power, we got the Legion artifact weapons growing with us this time. This generally seems to work well, except (in my opinion) for the missions to acquire the artifact weapons for your other specs, as these force you to respec and unequip your current artifact, making you feel terribly weak for the duration of those quests. There's also no power transfer to alts this time around, not even a little bit, with the exception of the event's XP bonus.

The tooltip for "Infinite Power" shows that my alt has +83% experience gain but only +1 stamina.
Things that are new are "heroic world tier" and obelisks, which are basically temporary power-ups that sometimes appear after you kill things in the open world. The latter led to one of my most memorable Remix experiences so far as it turns out there's at least one type of obelisk that doesn't actually power you up but summons a doomguard instead that you have to fight. Worse, these have a variety of different abilities, one of which involves them turning the floor to lava instantly and this floor then doing insane damage - that exact encounter and ability were what caused both of us to die for the first time and it was quite amusing and surprising. (For real though, I feel that particular ability needs a nerf. At least give it a cast time so you have a chance to start moving without the floor just disappearing from under your feet instantly.)

Heroic world tier is basically a separate phase of the world where everything has more HP and hits harder. I think you also earn more rewards but I'm honestly not even sure. The husband and I just accepted the prompt to try it out when we were level 30 or 40 and then continued to spend most of our time in there as it made playing as a duo feel a lot more beneficial and rewarding. I hope that this is a sign that my dream of a simple two-phased Azeroth is something they are at least considering for the future. (I'd want one version where you can simply out-level things if you want, and one where you are always in sync with the world, regardless of where you go, instead of the limitations of all the different Chromie Times.)

My death knight fighting a Cove Skrog that glows from having additional Remix-specific buffs

With enough random buffs applied, even regular mobs can suddenly turn into what feels like world bosses. 

After rushing our first characters to the cap, the husband and I are now as usual butting heads a bit about how to proceed. He just wants to binge nothing else while I still want to do other things on the side (such as work on my seasons objectives in SWTOR), even if I'm enjoying myself.

I'm also a bit uncertain just what kind of goals I want to set myself in this Remix. We'll work our way through all the quests for sure, and ultimately I'd like to buy all the rewards from the vendors, but that's not something I'm too worried about at this point, especially as some of them can also be earned directly from gameplay, so I'd like to see where that gets me first.

I'm actually also not that fussed about making my character super powerful to be temporarily OP, but more interested in the class-specific bits of the story I haven't seen before. Legion is an expansion with an unusually high amount of unique content for each class, and I only ever played through it as a demon hunter before. I get the impression that these class order hall stories contain a lot of "side lore" about more minor NPCs, which is very much my kind of jam.

I remember at the start of Shadowlands for example, I was surprised to see the former Inquisitor Whitemane among the ranks of the Ebon Blade death knights, wondering when the heck that happened. I haven't completed my death knight's order hall story yet, but I have found out the answer to that question, so that was very interesting to me.

But do I really have it in me to level another character of every class just to see all the order halls? Even if the process presumably speeds up a lot as your account-wide XP boost grows (I saw on reddit that people have already found out that it caps out at 400%), that still feels like a considerable effort. I'm just going to roll with it for now and we'll see.

27/09/2025

Dragonmaw Retreat: A Custom Dungeon

I would describe my early dungeon experiences in Turtle WoW as "okay" for a Vanilla environment - neither worse than nor significantly improved compared to playing on official Classic servers. I knew that they had added entirely new dungeons to the world though, and I was very curious about those. I became aware of the first of these being called Dragonmaw Retreat, located in the Wetlands and designed for characters around level thirty.

As I was slowly getting the hang of the way the automated group finder without teleportation worked, I made a point of only putting myself in the queue when I was at least vaguely in the vicinity of the dungeon and not doing anything that couldn't easily be interrupted, so that I could pack up and start legging it to the instance at a moment's notice. I had picked up several quests for Dragonmaw Retreat by the time I got there and was very intrigued to find out what awaited me.

A WoW-style dungeon map showing Dragonmaw Retreat to be a convoluted maze containing a total of eight bosses

The healer in my first run warned me that it was going to be hard, and at the start of my second run someone cautioned everyone that the dungeon was quite long, wanting to double-check that all party members had sufficient amounts of time for the run. It wasn't all trepidation though: the aforementioned healer in run #1 also gushed about how cool and beautiful the dungeon was, comparing its vibe to Lord of the Rings.

The inspiration for that remark was hard to miss, considering we were soon climbing a long flight of stairs reminiscent of the way the Bridge of of Khazad-dûm was portrayed in the Fellowship of the Ring movie.

A high elf huntress jogs along a long walkway in Dragonmaw Retreat, with more walkways and stairs visible in the distance

I was pretty impressed by the dungeon in general. Mind you, to me as someone who's spent way too much time in the vanilla World of Warcraft at this point, it was still quite obviously custom content that didn't quite have Blizzard's level of artistic polish: Everything seemed just a tad too big, too straight, too symmetrical and simply lacking in detail (in a way this exercise has given me a new appreciation for just how much work Blizzard's artists put into these things) - but it wasn't off by much, and I could imagine a more casual visitor who's unfamiliar with many of WoW's dungeons perhaps being unable to tell that this wasn't in the original game.

Lord of the Rings comparisons aside, the dungeon's general vibe reminded me a lot of Lower Blackrock Spire, with a dashing of Blackrock Depths sprinkled into the mix perhaps. At one point we tried to jump across a gap in the stairs, but only the healer and I made it, while everyone else landed on a ledge underneath. When trying to get down to their level, both the healer and I then missed that jump and ended up going splat on the ground below, followed by a corpse run back... I thought that was very authentic to the Vanilla WoW experience for sure.

Difficulty-wise, everything hit very hard, as noted in my last post about how dungeons feel kind of overtuned on Turtle, but oddly enough I didn't mind here at all. I guess it felt more disruptive in the Deadmines, which I've run so many times that I'm very familiar with what to expect. With this being new content, I had no preconceived notions of what it should be like, and it was easy enough to accept that mobs hit hard so you have to pull carefully, which to be honest tends to be my personal MO most of the time anyway.

The bosses were all fairly straightforward affairs with usually just one real mechanic each, e.g. an add summon or a fear on a cooldown. (They also had voice lines, and one orc in particular had such an over-the-top death gurgle, it made me laugh out loud.) The biggest challenge was usually just to get to the boss without accidentally pulling additional trash, and honestly that's kind of how I feel like it should be in a Vanilla environment. I don't know why the Blizzard devs seemed so enamoured with stuffing the updated fights in Season of Discovery with extra mechanics (which were usually still too boring for retail raiders, but disproportionally demanding compared to Vanilla content). 

Speaking of just getting to each boss though, another thing that was interesting was that the last two bosses were hidden behind a locked gate, and to unlock it you needed to create a key from two fragments found within a dungeon. One can be looted from a chest and the other is a guaranteed green drop from one of the earlier bosses. In my first run, everyone greeded on the green drop but we didn't keep track of who won it, and when we got to the gate, everyone insisted that they hadn't been the one who won the item. This meant we had to abandon the dungeon at that point as we couldn't proceed to the last two bosses.

I initially thought that perhaps this key was a temporary item that you had to assemble every run, kind of like the head on a pike in Lower Blackrock Spire, but later I learned that no, it actually translates into a permanent key, as on my second run the tank already had it and told us not to worry about the drops, which I thought was interesting. The key fragments also don't bind and can be bought and sold on the auction house, though you need to be inside the dungeon to assemble them.

A pug group carefully navigates the hallway containing the dragon boss in Dragonmaw Retreat

The last bit of the dungeon hidden behind that gate was definitely the most interesting and impressive part of the experience, as you end up in this giant hallway in which a corrupted red dragon patrols, and you need to sneak around and kill six enchanters around the room to bring down his 95% damage reduction shield. That definitely felt very vanilla.

The very last boss turned out to be Zuluhed the Whacked, which made me go "oh, I know this guy", though it took me a moment to recall that in official WoW lore, this particular orc leader went to Outland and enslaved the Netherwing there. Not sure it's an upgrade for him to become a mid-level dungeon end boss instead, but it was a cool reveal nonetheless.

Also, shoutout to Hoodedmon the troll shaman, who was our tank on the second run and did a bang-up job both with the tanking itself as well as providing general leadership and explanations of what to do. He was also the first shaman tank I encountered on Turtle WoW, which wasn't that new a concept to me considering they were a big hit in Season of Discovery, but I hadn't realised that specialisation was available on Turtle WoW as well. 

09/09/2025

My First Dungeon on Turtle WoW (Was Messy)

I felt that my first dungeon run on Turtle WoW was worthy of its own post, because it turned into quite an unexpected adventure (in both good and bad ways).

To set the scene, I noticed early on that Turtle's UI included the little dungeon finder eye that was added during Wrath of the Lich King as an icon on the edge of the mini map. I clicked on it to make sure that it was indeed what I thought it was, and while there was a second tab for manual group finding, the primary one was indeed an automated dungeon queue, though it required level 13 to access. I thought to myself that this was a bit odd and un-Vanilla-like, but then it's not an unusual thing for private servers to mix and match different expansion features, so I just shrugged it off.

When my little hunter hit level 13, the option to queue up for Ragefire Chasm opened up, so I signed up for that. (If you have experience playing on Turtle WoW, you may already be able to guess where this is going.) Somewhat to my surprise, I was in the queue for over an hour before anything happened. I mean, I know that wait times as a damage dealer are always longer, but the low level open world zones had been plenty busy and I couldn't quite fathom why seemingly none of these people would be queueing for dungeons.

A female high elf hunter with her pet hawkstrider Redbeard inside Jasperlode Mine, with a group finder pop-up for Ragefire Chasm in the middle of the screen

I was inside a cave in Elwynn Forest when I finally got the pop-up telling me that a group had been formed. I excitedly pressed the "Let's do this!" button and quickly found myself in a group with four Horde characters. Now, I'd read some stuff about cross-faction play being a thing on Turtle, so that part wasn't really a surprise, however what was a surprise - and an unpleasant one at that - was the lack of a teleport to the dungeon.

So here I was, a level 13 Alliance player in Elwynn Forest, with the rest of my group waiting for me in Orgrimmar. Oh. OH.

I immediately apologised, telling them that I was new to the server and had expected this automated group finder to work like Wrath's, and that it probably wasn't worth waiting for me to get over there. I felt profoundly embarrassed, and part of me wanted to quit group right there, but I also hate leaving a group I only just joined, so I kind of hovered for a bit to await the party's judgement. Maybe Turtle WoW also had summoning stones? Someone (I think it was the tank but I'm not 100% sure now) said that it was fine and that they could probably wrangle a higher-level warlock into summoning me over there.

Still feeling a bit sheepish and uncertain about what to do with myself now, I decided that the best course of action for me was to at least make a good faith attempt at legging it to Orgrimmar in the meantime, even if I was unlikely to get very far. When I arrived in Darkshore, I noticed some strange things happening to the group, with people leaving and re-joining repeatedly, until the whole party was suddenly disbanded - or at least, I was suddenly group-less.

I just figured that I'd been kicked after all and felt a little sad, even if I thought it was understandable. As I was already on the road, I kept running south in an attempt to at least make it to Astranaar, since I was already in the area. However, not soon after, I got a re-invite to the group, and this time it included a level 60 troll warlock who sent me a summon. I appeared in Orgrimmar in front of the RFC entrance and thanked everyone once again.

Aside from me, the group consisted of a bear druid tank, an undead mage, a goblin warlock and an undead priest healer. The mage handed out some water and we quickly seemed to be off to a good start inside the dungeon.

At one point a green cloak with +2 agility dropped, and since I was still wearing a white, I rolled need on it. I wasn't surprised that I didn't win, but I was surprised that the other person who had rolled need on it was the warlock. Still, I wasn't going to complain - for all I knew, classes might be working differently on this server and I had only just had a demonstration of how little I actually knew about how things worked around these parts.

However, the mage took note, was not pleased and asked the warlock why they were needing on everything. It was only then that I noticed that the lock had indeed also needed on other items such as random gems. "I'm a JC" was their defense, which I thought was pretty weak (especially since I was one too) but again I didn't say anything. The mage continued to argue and rant about it though, and the lock started passing on everything for a little while, though they later resumed rolling.

The mage then also started complaining that the lock was just on follow and not actually doing any damage. I couldn't tell whether that was true, but it did seem like they were mostly just ambling about and not casting any spells. Still, nobody was responding to these accusations at all, even when the mage started outright demanding that the group leader should just kick the warlock already. It was as if they were just shouting into a void.

We made it past the first boss, but on one of the trash pulls that followed, my hawkstrider pet suddenly shot off into another group of mobs around the corner. I've played Classic hunter for so long now and have had so many pet accidents, but I still don't know what caused this particular one, as he was not on aggressive and the mobs were around a corner and not even visible to me. Either way, the moment I saw what was happening I said "omg, I'm so sorry, I don't know why he did that". We tried our best, but sadly it was too many mobs at once and we wiped.

The mage made one last complaint about how the warlock was supposedly only auto-attacking, before calling us all the "worst classic group ever" and quitting the party. Everyone else cared about that about as much as they had cared about the person's previous complaints, which is to say nobody even commented on it in any way. We just ran back, revived, and then finished the rest of the dungeon just fine with the four of us who remained.

When we exited the instance, my hearthstone was still on cooldown, so I thought I'd take a look at this apparently cross-faction-friendly Orgrimmar, but I had barely taken two steps away from the instance portal when a guard ran up and one-shot me. So, uh... so much for that.

Nonetheless, I thought this was a very educational experience. I can see now why no Alliance players are queueing for RFC, and I'm not sure why the game would list it as a "recommended dungeon" when you're supposed to walk all the way to Org as an Ally. Considering my encounter with the guard, it seems unlikely that a full Alliance group would even be able to make it there without a lot of corpse-running.

The mage was a weird character because I could kind of understand their complaints (my pet mishap wiping the group was definitely worthy of some disdain I thought) but they were just... so angry about everything. It's RFC, man, and maybe that warlock is someone's kid or a complete newbie or whatever, no need to get quite so wound up about it.

Meanwhile, the druid tank was an absolute saint, organising the summon for me and also telling me "no worries" after I'd caused the wipe. The best and the worst of most Classic environments in a nutshell. 

24/08/2025

Struggling to Enjoy the Journey in MoP Classic

As far as MMOs go, my attitude has long been one of enjoying the journey above all else. I've never really been able to relate to people who just want to get to "the end"/level cap/whatever and complain that everything along the way is boring and takes too long... until I played Classic Mists of Pandaria I guess.

It's not even that the quests are bad or anything. As I wrote last year while evaluating MoP Remix, aside from some specific plot threads, they were pretty decent overall. However, Remix is kind of the problem. I "just" did all of this content about a year ago, in an environment where everything was significantly sped up, it was easy to travel around with full flying enabled from the start, and killing mobs was a breeze. Re-doing the same quests while ground-bound and taking ten times longer to kill anything doesn't feel nostalgic to me right now, it just feels tedious.

I've been trying to "ease the pain" by picking and choosing my quest hubs so that I could focus on the ones I liked best, but it's still just so. Slow. At level 86 I pushed forward to the Valley of the Four Winds and did the majority of the quests there since I remembered quite liking them (plus there were a lot of animals to skin for my leatherworking), but since then it's been nothing but a drag.

I started running random dungeons on the side but they don't actually give that much XP - which I suppose is a good thing in some ways, as I noticed that people actually kill all the bosses and let others complete their quests, seeing how those things actually contribute significantly to your XP gains. (This is a contrast to retail, where people will skip absolutely everything just to get to the end as soon as possible and get the completion reward.)

In general, those dungeons were a bit of a weird experience initially, since my brain doesn't quite know whether to file them under Classic or retail. The way people tend to pull entire rooms in one go is certainly more retail-like, but then I was actually kind of surprised when I got my first pop-up to roll for loot, since I had expected everything to be personal loot already. I even had the option to roll need on items I couldn't even use, so I was briefly startled that I actually had to pay proper attention to which button to press. That's not meant to be a complaint; it just goes to illustrate that my brain seems to have different "modes" for Classic and retail, and MoP doesn't really fit either one at the moment.

I'm currently about halfway through level 88 and it feels like I still have an eternity to go. I did actually go ahead and do the quest to open the Vale of Eternal Blossoms early, but I soon ran into a "you're not seasoned enough to help us yet, come back later" wall, so I'll save that for another post.

On the plus side, after my initial reservations about MoP gameplay changes, such as the loss of my melee weapon or the new talents, the way hunter plays has actually turned out to be pretty fun, though I'd say the rotation is starting to veer into slightly too many buttons for my liking (Cata seemed close to perfect, while now there are pretty much always one or two that I forget to press regularly). However, the fact that they actually gave hunters full non-combat stealth with Camouflage in this expansion is wild to me and super handy for many quests (though it's also so alien that I sometimes still forget that I have it). 

Also, the farm! The farm and professions were not part of Remix, so I've been enjoying growing a few vegetables every day and working on my cooking again. It's just a shame that you can't unlock the full farm plot until max-level, adding yet another item to taunt me from the finish line if only I could get there sooner. I just need to knuckle down and grind out those last one and a half levels over a weekend some time, but WoW has just never felt slower to me.

A female night elf hunter sitting among growing juicycrunch carrots on the farm at Halfhill

09/06/2025

Cata Classic: Halfway There

Progress on my little Cataclysm Classic project has been swift. I played a fair bit over the past week and already hit level 80. I'm still dithering in Northrend as I'm writing this because I felt like I was actually progressing a bit too fast and I don't want to move on to Cata just yet. It's one of those flaws with the way WoW does expansion content, that because of how much of it is concentrated at the level cap, when the level cap moves up, it requires a lot of effort to actually still take any of that content in because you'll just be sailing past it way too quickly.

Tiirr the night elf hunter triggers the level 80 achievement during a run of Utgarde Pinnacle

The gameplay has been surprisingly enjoyable. For as much as Cata removed a lot of what made everything that came before feel "classic", there are still bits of flavour left in there that are now missing in retail, such as my hunter wielding both a melee and a ranged weapon. I always thought that was incredibly cool, even if I didn't use the melee weapon much - but shooting things with a bow from point blank range like you have to do in retail just feels dumb. My pet's AI also feels much better for some reason, with my pet actually reappearing reliably when I dismount (in retail I feel like I have to manually re-summon it every five minutes) and defensive stance working much more smoothly than the annoying split between assist and defensive that they introduced later and which makes your pet unresponsive at the most annoying times.

In general it's noticeable how damage rotations are still in a kind of sweet spot where they are more involved than Vanilla (requiring you to use, say, five different damage abilities instead of just one) but don't have all the annoying upkeep of buffs or temporary cooldowns that you're supposed to cycle through constantly in retail.

Not everything is great of course. After the War Within just made massive improvements to the way the game handles transmog collection, it's almost physically painful to be back to a system where collecting any appearances and even merely keeping track of what you've already got is strictly tied to your class and armour type.

Last week was also Darkmoon Faire week, so I hopped onto Darkmoon Island to do the rounds there like I do in retail. Since the Island was introduced in Cata, I didn't expect to notice many differences, but I was quite surprised. For example I had forgotten that there was originally no return portal, and the targeting circle for the "Target: Turtle" game was huge and incredibly inaccurate for some reason, making it feel much more difficult than in retail.

All that said, most of my levelling was spent in Northrend, flying around exploring the landscape, working on my professions and engaging with a quest hub here or there as the mood struck me. (As a hunter I just had to do the Nesingwary quests in Sholazar for example.) In-between I queued for dungeons - I have my gripes with Wrath, but the dungeons were pretty cool and I literally ran them hundreds of times back in the day. I initially expected that I'd have to look for groups manually, since I still remembered all the hubbub around WotLK Classic launching without a dungeon finder, but clearly they did decide to add it eventually.

I decided that I wanted to queue for all dungeons in order and even though that limited my selection and I was dps, my pops were always pretty quick. As if I needed confirmation that I wasn't the only one levelling a character now specifically for Mists of Pandaria Classic, I once ended up in a run with characters from two different guilds whose names implied that they were MoP levelling guilds, with the existence of a third guild implied.

Close-up of two characters in a dungeon run. Their guild tags are "MOP Level up II" and "Panda Levelling Club".
At first I still tried to say hi and bye, but people rarely responded so I quickly gave up on that. in Dark'tharon Keep I got kicked at the end of the dungeon for declining to immediately re-queue as I was trying to hand in the quest at the end of the dungeon and it has some RP that requires you to wait for a bit. At least this didn't come as a complete surprise to me at this point, so I wasn't exactly shocked and dismayed, just slightly exasperated. I manually flew to the dungeon to see if I could re-enter and hand in my quest that way, but all the mobs were back and I couldn't get to the end. I didn't feel like re-queuing for the same dungeon and risking people do the exact same to me again, so I just abandoned the (completed) quest.

I did note that the unfriendly group that had booted me consisted entirely of people from Firemaw, which was at least on brand. With how few actually active Cata servers there are, server identity is clearly still a thing, and it figures that the PvP mega server still has the most jerks on it. People from the other PvE servers seemed at least marginally friendlier. In Halls of Stone a group from Lakeshire (a German PvE realm) even managed to convince the tank to do the two optional bosses.

Looking around on my own server (Mirage Raceway), it was interesting to see that even though it was largely alien to me (I'd just taken the free transfers at the start of Cata and had never really played on it) there were remnants of things I recognised, such as certain guilds or characters I remembered back from Nethergarde Keep or even way back from Hydraxian Waterlords. It did bring me a little bit of joy to see that some people have weathered the repeated server consolidations and expansion changes against the odds.

Anyway, I continued my levelling journey and got into Halls of Stone at 77 or 78. The queue for this took longer than for any previous dungeon I'd done, and I figured that the rush-rush people were probably intentionally avoiding the fifteen minutes of Brann RP. However, after opening my dungeon finder window again at level 79, I was surprised to find that Halls of Stone was just... missing from the list. I figure that's probably an even bigger reason for why the queue for it took so long.

The Wrath of the Lich King dungeon list in the dungeon finder, with Halls of Stone being conspicuously absent

At 80, things got even worse as most of the level 80 dungeons I still hadn't done also disappeared from the list. I found a forum thread about this problem going back to 2023, and it appears that this issue still hasn't been fixed two years later. I guess that tells us all about how much love Cataclysm Classic has been getting from the development side. So that's how my Wrath dungeoneering came to an end.

The Wrath dungeon list in the dungeon finder, strangely reduced to just Old Kingdom, Azjol-Nerub, Drak'Tharon Keep, Violet Hold, Gundrak, Trial of the Champion and Forge of Souls

As I said, I'm still puttering around a bit as I haven't even explored Storm Peaks and Icecrown, and I want to get my leatherworking and first aid caught up. XP gains are already greatly reduced, but I expect to hit level 81 quite easily, by which point I'll probably feel the pressure to move on as XP payouts will likely go from reduced to near non-existent. I won't get away with getting as much levelling done in dungeons in Cata, as it says I'm currently ineligible to queue for any of them. I'm guessing they faithfully reproduced the mechanic where you had to find the dungeon entrance in the world before you could use the tool? I guess I'll just quest instead.