Showing posts with label professions. Show all posts
Showing posts with label professions. Show all posts

29/07/2026

Midnight Profession Goals Achieved!

The other day I was very pleased to finally get this pop-up:

Achievement pop-up for "Working WAY Past Midnight", worth 50 points
For the uninitiated, that's the achievement for raising every primary profession in Midnight to (the max skill level of) 100. (In case you're wondering, this is now my new 7th rarest achievement according to Data for Azeroth.)

On top of that, all my profession alts now have the purple version of all their profession tools and accessories. I actually made a little spreadsheet to keep track of that, and yes, it took a crapload of Abundance runs - but that wasn't a problem for me because I enjoy the Abundance event! In fact, I'd already gathered all the rare materials I needed from that a while ago; the thing holding me back on the last few crafts were other materials and concentration.

In general my attitude to this project was that I wanted to do it all "in house" with my alt army supporting each other and with minimal purchasing of mats or reagents off the auction house. At the same time, I also wanted to avoid crafting crappy or useless items just to skill up, which slowed me down some more as it often meant spending more time and resources on more expensive/harder-to-make items for skill-ups.

In that regard, the easiest crafting profession to level was engineering - I didn't start playing my engineer until quite late, but skilling up was so fast and easy that she soared right past the progress of several of my other crafters in no time. Especially compared to blacksmithing, all the crafts were so much cheaper in terms of mats, and engineers make a ton of profession tools (which were my focus) so she had lots of things to craft that gave multiple skill points each per craft.

Hardest for me personally were probably inscription and jewelcrafting, due to how many steps the mats for my desired items had to go through, with each step requiring use of concentration to get a good result, e g. prospecting ore to get gems, crushing the gems for shards, turning the shards into lenses and so on.

There seem to be certain "break points" with these where you can suddenly get the high quality result by simply using high quality mats - without having to use concentration on top of it - which speeds things up considerably, but I was probably assigning my points badly for those and it took a while to reach them.

Of course that doesn't mean that I'm "done" with professions - there are plenty of knowledge points left to earn in order to fully populate the various spec trees, but I've got to admit that's less interesting to me now, as I no longer have a specific personal goal to work towards, so it's just a matter of more gathering/grinding and fulfilling patron orders that aren't too expensive as and when they pop up.

Still, this was one of my major goals for Midnight, and since professions don't reset seasonally (please Blizzard, I'm not trying to give you ideas), there won't be as much to do on that front as the expansion progresses. Presumably there'll just be a couple of new recipes to collect in 12.1 and 12.2. 

21/07/2026

A Peculiar Casual

I've been kind of fascinated by Data for Azeroth ever since I found out about the site via a Bellular video. What blew my mind at the time - around halfway through War Within from what I recall - was that it claimed that I was among the rare five percent who had completed the Khaz Algar Diplomat achievement (to max out your reputation with War Within's four base factions). The reason this was shocking to me was that it's something that's extremely easy to do, as every piece of casual content (quests, world quests, delves) awards reputation with at least one of these factions. I get that this isn't something raiders would spend time on, but I'm a casual and lots of other people are casuals like me, right? Right?!

As far as the Khaz Algar Diplomat achievement goes, my assumption did eventually bear out, kind of - now that War Within is in the rear mirror and all subscribers have access to its content even without shelling out extra for the newest expansion, Data for Azeroth says that more than 50% of all its tracked accounts have completed this achievement. I guess I was just ahead of the curve, so to speak.

Looking again more recently, I've once again been surprised by what sorts of achievements of mine are classified as super rare. Here's a list of my currently rarest achievements according to their database, as of today:

  1. A Hal'hadar Walks into a Swamp - complete a quest line in Naigtal
  2. Lorewalking: The Loa - complete the lorewalking quest about the Loa
  3. Disguised to the Nines - complete all Decor Duel achievements
  4. Omnium Folio Studies - complete the Omium Folio quest line
  5. Doing Your Share - smelt 5 Enchanted Elementium bars
  6. Prey: Hard Mode III - kill all Prey targets on hard mode
  7. Champion of Ulduar - completed a deathless 10-man Ulduar run back in Wrath
  8. Destined to be Legendary - craft a Sulfuron Hammer
  9. Abyss Anglers: Jeju's New Rival - complete most Abyss Anglers achievements
  10. Abyss Anglers: Top of the Class - swim through 250 schools of fish
  11. Null and Avoided - get found but not tagged in Decor Duel five times
  12. Prepared for a Showdown - complete quest lines on Val and Naigtal
  13. Abyss Anglers: Myths from beneath - catch a mythic creature six times
  14. Deployed to the Void - tag five players while seeking as a Nullifier in Decor Duel
  15. Midnight Delver III - complete every Midnight delve on tier 11 with lives remaining as every role
  16. Grand Magister's Sommelier - drink a lot of different wines during a rare Midnight world quest
  17. The Ancient Keeper - acquired Rhok'delar before the Cataclysm
  18. Bringing Order to the Isles - completed all order hall campaigns during Legion Remix
  19. Midnight Delver II - complete every Midnight delve on tier 8 with lives remaining as every role
  20. Abundance: Ain't Dun Till It's Dun - complete all the Abundance achievements
  21. Heroic: Worlds Ahead - complete 15 different world quests on heroic Naigtal or Val
  22. Collector's Edition: Netherwhelp - have the pet from the BC collector's edition
  23. Abyss Anglers: Certified Depthdiver - earn 250k cumulative points in Abyss Anglers
  24. Midnight Delver - complete every Midnight delve on tier 4 with lives remaining as every role
  25. Amani War Bear - earned the Zul'Aman timed run mount back in Burning Crusade
  26. Abyss Anglers: Pearls to the Abyss - acquire all the diving upgrades for Abyss Anglers
  27. Tagged and Bagged - tag five players while seeking as an Arcane Ranger in Decor Duel
  28. The Balance of Light and Shadow - acquired Benediction/Anathema before the Cataclysm
  29. Abyss Anglers: Vintage Collector - collect 250 treasures
  30. Abyss Anglers: Reservation for One - do a dive and do nothing but kill a mythic creature
  31. Abyss Anglers: Pahk Trench Fins - buy an upgrade and catch 500 fish
  32. Abundance: Artisan - earn 10k points from artisan nodes during an Abundance event
  33. Flame Warden of Midnight - honour the flames in Midnight zones
  34. Pinnacle Ritual Work - complete both ritual sites on tier 6 with all challenges active
  35. Abyss Anglers: Now That's Anglin' - catch 100 fish from bubbles
  36. Abyss Anglers: The Finest of Fish - catch a mythic creature three times
  37. Sunreaver Onslaught - maxed out the Isle of Thunder rep on Horde side during MoP Remix
  38. Abyss Anglers: Delicate Diver - catch all small creatures with nets
  39. Kirin Tor Offensive - maxed out the Isle of Thunder rep on Alliance side during MoP Remix
  40. Midnight Lumberjack - harvest 250 Thalassian lumber
  41. The Whole Kit and Caboodle - unlock all upgrades in Decor Duel
  42. Rise of the Ultradon Slayer - kill the enemy Ultradon in the Slayer's Rise epic battleground
  43. The Key to Madness - open 500 bountiful coffers in delves
  44. T-A-G that spells "Gotcha!" - tag five players while seeking as a Spellbreaker in Decor Duel
  45. Algari Master of All - raise all War Within professions to max skill
  46. Abyss Anglers: Luck of the Loa - catch an epic fish from a bubble
  47. Putting Wilhelm Out of Business - return all of Omarion's notes from Naxxramas (part of unlocking the old Naxx resist gear to craft)
  48. Showdown Success: Val - complete 8 different world quests on Val
  49. Algari Delver II - complete every War Within delve on tier 8 with lives remaining as every role
  50. Showdown Success: Naigtal - complete 8 different world quests on Naigtal

All of these are only owned by 3% of the player base at max. Some of them make obvious sense of course. Anything that's old and/or no longer obtainable is bound to be rare - 7, 17, 18, 22, 25, 28, 37 and 39 fall into that category.

Similarly, I wouldn't put too much stock into the rarity of anything that was only released as part of the most recent patch (12.0.7) about a month ago, because it makes sense that most people wouldn't rush to do every new thing on launch day. However, even if they did, Data for Azeroth only refreshes character data every few weeks (unless you request a manual refresh) so a lot of these probably wouldn't be nearly as rare if the data was truly up to date. That applies to 1, 2, 4, 12, 21, 34, 48 and 50.

The first big surprise to me were the number of Abyss Anglers and Decor Duel achievements on this list. Now, I'll fully admit that I did get a bit more into these than the average Joe after my initial feeling of simply feeling whelmed by their addition had faded. But uh... being a top 1%-er for casual mini games in WoW feels weird.

In a similar vein, I was surprised by some of the delve achievements that are apparently rare - not the one to open 500 bountiful coffers, that clearly required some level of grinding - but that even completing delves on tier 4 as every role is this rare surprised me. Looking at my achievement list beyond the 50 I reproduced here, it seems that people don't like doing delves as healers, as even the "do every delve on tier 4 as a healer" achievement has only been completed by 4% of players. Tanks and damage dealers have nearly double those completion rates. Still, while there are clearly a lot of people who've engaged with delves in some way (the "complete a delve" achievement is apparently owned by 92% of players), I once again appear to be among the most hardcore for this casual content.

There are a few more achievements that fall into this category: I won't deny that I clearly like the Abundance event more than the average person, and the Sommelier achievement does require you to have more than a passing interest in world quests. Flame Warden of Midnight was only available for a limited time, but I'm still surprised it's so rare, considering that there were only five new fires in obvious places, and it's basically free gold for a click. Then again, I'd managed to fly past the Harandar flame repeatedly without noticing it I guess...

For most of the profession achievements on the list it does make sense for them to be rare in my mind. Learning to craft a Sulfuron Hammer and getting all the mats for it is not difficult but definitely qualifies as an obscure old-school grind nowadays, and most players won't have any reason to learn how to smelt Enchanted Elementium bars, never mind actually doing it. Maxing out all the War Within professions was something that actually took a lot of effort and that I was actively proud of.

The 250 Thalassian lumber is not difficult either but I guess requires both at least a passing interest in housing (to learn how to gather lumber) and a love for gathering in general. I haven't gone out to "grind" lumber at any point but will happily grab a piece here or there as I see it, and over time that has simply added up.

The Naxx recipe gathering is definitely an obscure thing to do, something I didn't even see discussed on any news site when it came out and that I had to actively look up after learning of its existence.

The two (to me) funniest achievements on the list are probably Rise of the Ultradon Slayer and Prey: Hard Mode III. The former I got for the one and only time I got into a Slayer's Rise epic battleground, and I had little idea what was going on in it at any point, so I couldn't even tell you whether this is rare because it's hard or just because not a lot of people have even set foot into this battleground.

The Prey achievement is funny to me because it's three times as rare as the equivalent achievement for nightmare mode, even though it's easier - but I guess more people felt motivated to do the nightmare version for the gear rewards. The equivalent normal mode achievement is even rarer and I don't have it either because normal mode preys just give terrible rewards.

Still, I think what ultimately got me about all of this is the rarity of all of these achievements compared to some of the more common ones. Sure, you can say that almost every activity in WoW is only done by a (relative) minority, so it shouldn't be surprising that only 10% of players have a single Decor Duel achievement of any kind. But then I look at stuff like Myth of the Dawn, for which you needed to have done either mythic raiding this tier or a lot of M+ at level 10 or higher this season, and apparently one in five WoW players has this achievement. Or look at the achievement to beat the final encounter in the Voidspire raid on any difficulty (which does include LFR and the solo story version) - more than 40% of WoW players have done this! How have less than 20% of players ever clicked on all the Midsummer Fires in any expansion but 70% have timed an M+ key on level 10?

It's just wild to me that the WoW player base as a whole seems to be so endgame progression-brained that being someone who focuses on casual content seemingly makes you a rare weirdo in comparison.

10/07/2026

Why Is Fishing So Weird Now?

I mentioned in a previous post that my fascination with Midnight professions made me pick up fishing again for the first time since Shadowlands, motivated by a desire to gather all the fish required for my skinner's majestic beast lures. Since then I've maxed out Midnight fishing on two characters and many more are on their way towards the same. As I've learned more about the uses of fish in this expansion, my desire to fish has only grown, even though I'm simultaneously vaguely confused and annoyed by the whole thing. Fishing is so weird now compared to how it used to be!

Fishing in Vanilla was primarily a slow activity that rewarded patience and persistence. It took long to level up, you had to work on your skill in the right zones for your level, and most of the stuff you caught in open water wasn't actually that valuable or useful. For the good stuff you usually had to hunt down specific pools, which were limited and required even more skill. (There've been times in Classic when my character more or less lived in the Bay of Storms, swimming slow laps around the spawn points for patches of elemental water.)

Even though I enjoyed the change at the time, I think things already became a bit unbalanced when Blizzard changed it so that fishing in pools would always succeed, meaning they went from a reward you had to work for to the opposite: an easier way to level your skill. Nonetheless I'd say that by, say, Mists of Pandaria things still had a certain logic to them (as I've had a chance to re-experience in MoP Classic recently): open water was a bit "meh" and fish from pools were more desirable and something you'd specifically hunt for and farm. 

My hunter Tharisa fishing in the pond in central Silvermoon

The thing that immediately threw me off about fishing in Midnight is that all pools contain a selection of fish now. So if you fish in a "Bloom Swarm" for example, you're slightly narrowing down what kinds of fish you'll catch compared to open water, but it's still no guarantee you'll get anything you actually wanted.

Pools have a higher chance of containing rarer fish (as Midnight fish also come in the classic white-green-blue rarity colours) but this actually only adds an extra layer of confusion in so far as more rare doesn't necessarily translate to more valuable. A few weeks ago I did a quick price check of all Midnight fish on the auction house and came away with the following:

Common:

  • Arcane Wyrmfish - 90g
  • Gore Guppy - 32g
  • Lynxfish - 8g
  • Root Crab - 5g
  • Sin'dorei Swarmer - 1g

Uncommon:

  • Bloomtail Minnow - 54g
  • Fungalskin Pike - 90g
  • Hollow Grouper - 50s
  • Restored Songfish - 1g50s
  • Shimmer Spinefish - 80s
  • Shimmersiren - 52g
  • Sunwell Fish - 1g50s
  • Tender Lumifin - 3g

Rare:

  • Blood Hunter - 2g
  • Eversong Trout - 46g
  • Lucky Loa - 1g50s
  • Null Voidfish - 173g
  • Ominous Octopus - 42g
  • Twisted Tetra - 32g
  • Warping Wise - 29g

Prices have probably changed again since then, but the point here is just to illustrate the huge variance in price in each rarity group. White, green or blue, each group contains both fish that sell for barely a gold and fish that sell for close to one hundred or more. This can lead to the bizarre scenario that in some zones, one of the supposedly more common fish is actually more valuable than the rare ones, meaning you're better off fishing in open water and/or using an alt with lower fishing skill as they are less likely to fish up the (less valuable) rare catches. It's wild to me!

Now, you might argue that this sort of variance is just a normal part of the game, as if you look at gear for example, not all items of the same rarity are of the same value either, and that's true, but in general Blizzard has always worked towards streamlining that. If you get an epic drop at max level, there shouldn't be any situation where your old green is actually better, even if the purple item's stats aren't 100% optimal for you. Why make fishing more confusing and complicated by adding indicators that don't actually relate to value at all?

The many different ways in which fish can be used don't help either. Again, in Classic fish were either for cooking/eating (most of them) and some rarer ones were required for alchemy, but it was all fairly straightforward.

The first thing that threw me off about cooking with fish in Midnight is that you can "fillet" any given fish to turn it into the fillet cooking ingredient, but then some recipes still also require whole, unfilleted fish. So you better make sure to only fillet the most worthless ones - check the AH before getting that knife out!

Next we have lure-making, which is what started me down this whole rabbit hole, and here the value of each fish involved varies greatly based on which beast it lures, what those beasts drop, and which recipes those ingredients are used for in turn. 

As far as I can tell, fish are no longer used in any potions, but my mind was blown when I found out that alchemists can turn fish into gems now. I've been doing that a lot since I learned about it, since my jewelcrafter's gains from prospecting ore have been so anaemic. Getting about ten guaranteed gems out of a bunch of fish feels like an amazing deal in comparison. But I wouldn't exactly say that's intuitive.

Then there are additional "fun" items like fishing lures, but most of them are only for worthless fish so why would I want to lure more of them? Or the Aquarius Bloom item which turns any Midnight fishing pool into a "Bloom Swarm". The description for these says that they have a higher chance to contain rarer fish, but again, I wouldn't necessarily want that! When I consulted the Wowhead comments to find out what I could possibly want with that item, the most upvoted comment stated that they just used it to clear some unwanted pools away more quickly (as Blooms Swarms disappear after a single cast, so even if you don't care about what you get, it makes the pool go away and another one, one that you might like better, can respawn elsewhere). There's even more random stuff like that going on that I won't even get into but I still wonder how we ended up in this place.

What's funny to me though is that I'm not even sure whether I like or dislike it. I think the way I described things above, they sound kind of bad and confusing, no? Yet at the same time, it seems to be exactly that friction and strangeness that has led to me being more motivated to invest time in fishing than I've been in in a long while, similarly to how I like the way primary professions are in Midnight for all the same reasons that make many people hate them.

05/06/2026

Why I Like Midnight Professions

Back in March I wrote about how after the initial levelling frenzy that followed Midnight's release, I ended up turning my attention towards professions. This is an interest that hasn't dropped off since then. Sure, I also do other content such as delves, but the first thing I do after each Wednesday's reset is log into my (currently) seven profession alts and do their weekly profession quests. I didn't think too much about that at first, but after a few months of doing it, it does seem like I'm rather in the minority in enjoying the profession system this much.

My warrior flying past Silvermoon on her windsteed

Flying across Eversong in search of copper, like I do every week 

I hesitate to put too much stock into the WoW subreddit because it's hardly representative of the player base as a whole, but it does tend to give at least vague insights into what a lot of players are happy or unhappy about at any given time. The profession system seems to be fairly solidly in the latter category, with threads decrying its terribleness receiving thousands of upvotes, while one I found that said it was great was sitting at a rating of zero, with over a hundred disagreeing comments.

After a bit of reflecting, I think the reasons I've come to like the current iteration of the profession system so much and why so many people on reddit seem to hate it are probably the same: it's honestly more reminiscent of the way a lot of things worked in Classic than modern retail's general design philosophy.

I suppose you could argue that the way the acquisition of knowledge points is time-gated is very un-Classic-like and you wouldn't be wrong about that, but I'm less talking about the nitty gritty details and more about the overall vibe of the system.

One part is that you are forced to make choices about what to prioritise that you can't take back. Sure, eventually you'll be able to fill out all the profession skill trees if you grind long enough, but if you pick one tree early on and then wish you'd chosen another one instead - tough luck, no resets. (Though I seem to remember that they are going to implement a once-per-expansion reset opportunity or something.)

On my tailor, I made a similar mistake as the guy who wrote the second post I linked above, specialising into profession equipment at first, only to find out that the epic pieces I wanted to craft all required me to have dozens and dozens of bolts of a special rare cloth that I couldn't even loot until I'd gone halfway down a completely different skill tree - that sucked, and is one of the reasons my tailoring is one of the professions on which I'm still more behind than some others.

However, I don't feel like I'm in a race and my error is something that will be rectified over time, which brings me to another big "Classic-like" positive about professions from my point of view: that the work you invest into them isn't tied to the whole seasonal cycle that constantly obsoletes your gear every major patch. (Let me knock on wood and hope that Blizzard has no plans to change this.) It's very grindy and you have to keep coming back to it week after week, but the benefits remain and accumulate over time.

Thanks to the spark system, crafted gear is relevant each new season without you necessarily needing to learn a lot of new recipes, so if you put the time into learning how to craft gear for every armour slot under the sun - that will still be useful as the expansion progresses! Same with gathering professions, where the benefits of grinding out those knowledge points are very noticeable - when I started on my blacksmithing in Midnight, I was constantly short on copper (another callback to Classic if I've ever seen one) and the output of each mining node felt absolutely anaemic, with many of them only yielding one piece at a time when I needed dozens to create a single alloy bar. But as I've filled out those skill trees and the yield of each type of node has increased, I could feel the pain easing, and now it actually feels like I'm already in a pretty good place in terms of raw materials, helped by the way the weekly knowledge point unlocks encourage me to keep gathering and not just stop the moment I have enough for my current project.

It's basically slow and grindy but rewards you in a way that is consistently useful throughout the expansion and to some degree even past it, now that housing exists and some decor items can only be crafted. A few months ago I levelled Cataclysm blacksmithing and now I can make pitchforks - not the most popular thing ever, and also only tangentially related to the new crafting system in particular, but it's something, and it's a big contrast to the way any gear you earn will be worse than a random world quest item by the time the point one patch hits.

I wonder if this old-school feel of the post-Dragonflight profession system was an intentional decision to bring a bit of classic flavour back to retail and appeal to different player types, or whether the devs will eventually decide that it was an accident that needs to be rectified and streamlined, considering how much pushback there has been against the way things work from more entrenched retail players.

12/04/2026

More Notes from Midnight

The husband and I are continuing to play a lot of Midnight, both together and individually. Over Easter we both had a few days off and used most of that free time to binge on the game together. It was actually really nice that we were equally excited to play for once. Often our shared play time consists of one person gently coaxing the other into doing a specific thing they want to do, while the other just goes along for the sake of playing together without necessarily caring that much about the activity. However, right now we're both equally keen on the new WoW expansion.

Delving Deeply

We jumped into delve week with so much gusto that we already have the achievement for doing all the delves on tier eleven as both tank and dps roles. For the first round, I tanked on my warrior while he did damage on his mage, and then we did the whole thing again with him on his death knight and me on my hunter.

Delves were already a source of fast gear in War Within, but with the extra streamlining Blizzard has done, my hunter went from freshly dinged to full champion gear in something like three days. Some of that was probably luck, but they also upgraded the vendor at the end of delves so that he sells gear for other slots than trinkets now, so when he had something my hunter could use, I was able to just transfer some Undercoin from my main and bam, another gear slot sorted.

Despite this I was never running out of keys, and my levelling alts are already swimming in them before they've even hit max level. A guildie surprised me by saying that he didn't like the change because he used to farm key shards via World Soul memories in War Within at the start of the season, and now he felt more limited by being hard capped at six keys per week, which was a stance I'd never even considered. For me the effort required to farm keys had just always felt like too much and often prevented me from doing even four delves on alts because I couldn't bear to go through the same lot of key-awarding activities on every single character. Now that shards come from seemingly everywhere including treasure chests, they've just become a complete non-issue for me and I love it.

I also learned that you can apparently meet yourself in delves. This is my priest (who was my third character to 90) sitting across an "echo" of my hunter. 

Soloing Nullaeus

Somewhat related to delves, there's the new nemesis boss. Let me backtrack to the end of War Within for a second: back in September I stated that I was still planning to do ?? difficulty Ky'veza at some point, but then Legion Remix happened and that was just so much more fun that I never even bothered with Ky'veza again. (Not to mention that I'd already found the regular version of the fight extremely un-fun. Having every single mechanic be a one-shot if you mess it up is just not my cup of tea; I prefer the elation of being able to recover from a slight misstep over feeling like I have to force my brain to achieve 100% perfect execution through endless repetition.)

When Midnight came out I heard that the newest delve boss was really easy, so I went to check him out sooner than I normally would have. Normal mode was indeed a cakewalk and I one-shot him without even having read any kind of guide, but ?? still took a bit of practice (though not nearly as much as Zekvir or the Underpin did).

Nullaeus basically feels a bit like Zekvir with all the edges filed off: there's crap to dodge on the floor, something to interrupt, something to dispel, and adds you need to kill, but everything is easier. The stuff you need to move out of doesn't hurt so much that clipping it a bit will kill you, and when adds are summoned, the boss goes into an immunity state and leaves you alone so you're able to focus on the adds without also having to worry about him.

Finally, this boss is where Valeera really shone as a companion for me as it was noticeable that she'd been tuned to be much more competent than Brann. One of the difficulties with Zekvir was that Brann would only interrupt or cleanse every other cast, but it could be inconsistent when he'd do it, which made it hard to coordinate with his abilities. Valeera in dps mode on Nullaeus just interrupts every single cast that needs interrupting, or alternatively, if you set her to heal, you need to do the interrupting yourself but she'll reliably dispel you at all times so you don't have to worry about that.

Doing ?? Nullaeus on my protection warrior was my first experience with Valeera set to healer and the healing orbs she throws are also much more consistently targeted than Brann's potions used to be - one will always land right on top of you, with the other two to your left and right, so no having to race across the room to find Brann's latest drop in Narnia.

One of the things that challenged me on ?? Nullaeus was, ironically, maintaining focus for the interrupt through the tedium of nothing much happening. On Zekvir it was hard to keep track of everything that was going on, but here there's so little going on that after a few minutes my mind tended to wander and I would lose focus and miss an interrupt (which was a guaranteed one-shot).

The other thing was the tank buster, which I didn't even realise was a mechanic exclusive to tanks until he flattened me from full to dead with the boss at about 1% health. It was only when I googled what the heck was going on that I learned that this one ability exclusive to tanks is meant to be mitigated - while I'd been able to get by with sloppy shield blocking for most of the fight, his damage increases during the final burn and that's why I'd died. Still, after about half a dozen attempts he was down.

Majestic Beasts and Where to Find Them

I mentioned in a previous post that I've been very motivated by the profession system and have been enjoying the new "high value beast" designation for skinning targets. This has since intensified with a renewed focus on what are called "majestic" beasts, which need to be called forth with a special crafted lure and have a chance of dropping valuable epic materials.

This is a system that has existed since the profession revamp in Dragonflight, but I distinctly remember crafting my first lure back then, using it, and getting absolutely nothing useful from the mob it spawned - which led to me concluding that the whole system was a waste of time and then never bothering with it again.

In War Within, I became somewhat more aware of the value of these rare materials as certain patron crafting orders kept requiring them, but I just tended to skip those. However, in Midnight the new epic profession tools that Blizzard has added all require the new "majestic" materials to craft, so I've been on a mission to learn how to lure all five of these beasts so I can hunt and skin them every day. While the RNG can be frustrating for sure - the day after I'd crafted my shiny new epic skinning knife with a boost to perception I didn't find a single purple item on any of the beasts - doing my daily tour of the four zones is a routine I enjoy right now.

My human hunter and her pet wolf fishing near the spawn point of Silverscale in Zul'Aman
It's also motivated me to pick up fishing again - prior to this, the last time I maxed out my fishing skill had been during Shadowlands. During Dragonflight and War Within I dabbled a little but found it too difficult to make sense of which fish had value and why. All the beast lures require specific fish, which has provided me with a new motivation to gather that is easy enough to understand.

Nightmare Prey

Seguing from the subject of hunting to the prey system - I did already mention it positively in my last post, but I did want to give nightmare difficulty another shout-out now that the husband and I have had a chance to dig into that too. Basically, I really like it! Sure, we'll both complain when we're on a squishy character and things go terribly wrong when too many random events happen at once, but as I also said to him, it weirdly reminds me of vanilla gameplay in a way, in the sense that one of the biggest challenges of questing in the open world in vanilla WoW is accidentally pulling more than you can handle, and Nightmare Prey kind of pushes the same buttons for me as it expects you to keep an eye on your surroundings and prepare for the worst at any moment whenever you're on a hunt. That's cool and I like it!

They also work pretty well in a party - I haven't fully figured it out, but it does seem like progress is shared to some degree as long as you're not too far apart, as we'll always find our prey at the same time. It even overrides the penalty you get from dying, where it will say that your progress has been reset to zero, but if your partner pushes their own hunt to completeness while you're close by, your own progress indicator will also instantly go back from empty to full. 

16/03/2026

Exploring Midnight (Professions & Abundance)

I've got to admit, after finishing the Midnight campaign and hitting the new level cap on my warrior, I initially felt a bit lost. Not in the sense that there was nothing to do, but in the sense that I wasn't entirely sure what it was I wanted to do next. I already knew that I was going to spend some time going through all the side quests with the husband later, but activities to gear up initially felt quite limited due to access to a lot of expansion features being more time-gated than ever. (There are two whole delves that you can't even access yet, at all, and I only found out because I googled them after I couldn't find their entrances on the map.) However, I also wasn't sure whether I really wanted to get back into the gear grind just yet anyway - and levelling my army of alts towards an uncertain future at the level cap didn't seem particularly appealing either.

Eventually it hit me that what I really wanted to do was level professions on my alts. The Dragonflight profession revamp didn't really work for me when it first happened, but something about the tweaks Blizzard made to the system in War Within just made everything fall into place all of a sudden, and as a result I had a lot of fun spending time gathering and crafting throughout that expansion.

The Midnight loading screen features a simple painting of the northern Eastern Kingdoms, including the golden mountains of Quel'Thalas

With me being armed with a better understanding of how things work right from the start in Midnight, I decided that the next alts to follow my mining and blacksmithing warrior should be my hunter (skinner/leatherworker) and my warlock (herbalism/alchemy). Well, those two and my tailoring/enchanting priest, but I've mostly used her to dip my toes into healing some random dungeons. I can't tell whether people are genuinely a little less unpleasantly rush-rush at the start of a new expansion or whether I've just become desensitised to the whole experience by now, since I simply know that I need to constantly be running in order to keep up. Regardless, those few normal mode pugs I've had were all pretty okay.

But primarily, I've spent time on my warrior, hunter and warlock flying around and simply gathering. I like the system with the "special" gathering nodes, but I feel like it must already be getting difficult for Blizzard to keep coming up with new ideas for them every expansion. I'm not sure anything will be able to top the explodey ones from War Within for me, which I genuinely came to enjoy once I'd gained the ability to mine them a lot faster.

In Midnight so far, my favourites are the "wild" nodes in Zul'Aman, which spawn little rock elementals (ore) or lashers (herbs) when you gather them. Fighting those is extra work, but since they also drop extra resources it feels to me like you actually get more bang for your buck on each node. (Initially the lashers were much less lucrative than the rock dudes, but just this morning I did another round of herbing and it seems that Blizzard has now buffed their drops to be more competitive.)

Unfortunately, the overload effects that I've seen so far all seem pretty boring. I don't think I've tested all the herbs yet, but not a single one of the ore effects actually felt worthwhile to me, which was disappointing. Maybe once I've upgraded my skill tree for the special nodes a bit.

My human hunter tracking down a high-value eagle high up in the trees of Zul'Aman

The most delightful surprise however has been skinning. I love skinning for the soothing "swish swish" sounds and for the fact that you can basically do a lot of gathering as you go along, without having to go out of your way for it. The problem I had in War Within was that once I was done with questing, farming more leather always felt like a chore, since I basically either had to go out and kill things specifically just to skin them, or keep an eye on opportunities to skin other people's kills (such as when certain world quests were up).

In Midnight, Blizzard introduced a new feature called "high value beasts", which show up on your mini map as little knife icons. Skinning one of these marked creatures will yield much more leather than normal. I've really enjoyed flying laps around Eversong and Voidstorm looking out for these little treasure troves, since it makes for a farming experience much more similar to a classic mining or herbing round. The only slight disappointment I've had with the system so far is that it seems to be completely random which animals get the buff, and sometimes it's given to something like a neutral eagle soaring so high up that you can't actually attack or otherwise aggro it.

View of the mini map with the little knife icon marking the location of a high-value target

Professions aside, another thing that's been interesting to me have been the new open world activities. I loved almost all of these in Dragonflight, and still enjoyed most of them in War Within. Midnight so far seems a bit... eh. Sartheril's Haven and the different factions there are a nice callback in terms of lore but gameplay-wise it just feels like an old-fashioned daily hub to me. Stormarion Assault looked like a chaotically fun group event at first but in reality just seems to come down to several minutes of AoE spam. We'll see whether my opinions on these change as the weeks go by.

The one thing that immediately charmed me was the Abundance event. When I first did it in duo mode with my husband, it didn't seem that exciting, but I soon heard whispers that it was great in a group so I decided to sign up for a raid one night - and it was insane!

To take a step back and explain what it is, it's basically just a timed mini game where you run around a cave gathering resources (mostly little bubbles that you simply run through, but there are also some things to tap regardless of your profession, like ore nodes or plants) and depositing them at the altar of Dundun, the loa of Abundance. There's probably a whole sub-genre of single player games like that, but in WoW it's just this little side activity.

Screenshot of an Abundance raid. You can barely tell what's going on due to all the screen clutter. Dundun yells "Glory be to a bounty so richly abundant!" while players in chat praise him and you can see my character getting an "Cannot carry more Abundance!" error.
Anyway, what made it so funny in a raid group was that the altar has a shared progress bar, and every time it gets filled up, Dundun yells about GLORIOUS ABUNDANCE and unleashes some kind of bonus that lets you gather even more (such as additional bubbles falling from the sky). With enough players in the raid you could trigger a cascade where people would basically deliver resources almost faster than the bar could deplete itself again, so that it was constantly going up and down like a yo-yo, with Dundun yelling and spawning extra treasures non-stop.

Also, did I mention that Dundun is voiced by Darin de Paul? As a SWTOR player, that's just a whole extra level of bizarre.

Close-up of Valkorion from SWTOR with the line: "Magnificent contributions, my acolytes! Revel in this divinely abundant boon!"

Anyway, this madness was incredibly fun, and not even that overpowered because there was a pretty low hard cap on your personal rewards anyway, so it's not like we were unduly enriching ourselves. The problem was just that since the cave wasn't an instance, the whole zone would lag like hell, much to the chagrin of people who weren't busy worshipping Dundun.

So I can't say that I'm entirely surprised that Blizzard quickly ended up nerfing the whole thing, though it's still sad to me. You can still do it in a raid group and Dundun still triggers more bonus events that way, but they aren't even remotely as crazy and entertaining as they were beforehand. Oh well.

31/12/2025

Retail WoW & Me in 2025

What with the 80/20 split in play time mentioned in my previous post, it seems hard to deny that I'm more of a retail player now, even if it still feels weird to me. I still prefer the way many things work in Classic, but with retail being the mode that both my husband and many of my friends prefer, it's easy for me to end up spending more time there.

I'll have to change the way I do the character round-ups this time, since we got the new warband character selection screens this year! It's technically still possible to take individual shots of each character by dragging them out of their groupings, but that's too much extra effort for me, so I'll just follow the groupings I've created for myself in this post as well.

Oh, and I've decided that I'm not going to get into Legion Remix at all in this post. I'll just note that I created twelve new characters for it, most of whom have had very little play time, have no professions (since those are disabled in Remix) and I don't quite know yet what I'm going to do with them going forward. I intend to make a separate post about that whole experience later down the line. Meanwhile, let's look at the best of the rest:

Mains

A warband camp screen showing a female dranei warrior called Milita, a dracthyr called Shindragosa, a female lightforged draenei priest called Tilarea and a female pandaren called Shinfur

My main warband screen contains the four characters that I've played the most throughout the year.

Milita - Quel'Thalas

  • Level 80 draenei warrior
  • 16 days, 16 hours /played (+11 days, 23 hours)
  • War Within professions: 100 Blacksmithing (+17), 100 Mining, 48 Cooking (+12), 139 Fishing (+91)
  • Other professions (changed from 2024 only): 66 Outland Blacksmithing (+66), 15 Cataclysm Blacksmithing (+15),  5 Kul Tiran Blacksmithing (+5), 58 Dragon Isles Blacksmithing (+58), 300 Classic Mining (+5), 75 Outland Mining (+75), 75 Cataclysm Mining (+62), 28 Pandaria Mining (+28), 14 Kul Tiran Mining (+14), 100 Dragon Isles Mining (+100), 7 Outland Fishing (+7), 4 Kul Tiran Fishing (+4), 7 Archaeology (+7) 

Towards the end of last year, the warrior I levelled in MoP Remix was still kind of transitioning into being my new main, but 2025 was definitely her year entirely, as no other character came close to accumulating even half as much play time. At the start of the year I was still tanking M+ dungeons for guildies, but I dropped M+ entirely at the end of season one, for a variety of reasons. I continued to have lots of fun duoing delves with the husband though, which probably took up the majority of our time. I also did some work on professions though, some of which I talked about in this post. (No, that second Thunderfury binding still hasn't dropped.)

Shindragosa - Azjol-Nerub

  • Level 80 dracthyr evoker
  • 27 days, 2 hours /played (+2 days, 13 hours)
  • War Within professions: 100 Leatherworking (+17), 100 Skinning, 100 Cooking (+27), 250 Fishing (+106)
  • Other professions (changed from 2024 only): Legion Leatherworking 3 (+3), 218 Classic Skinning (+89), 69 Outland Skinning (+8), 5 Pandaria Skinning (+5), 31 Draenor Skinning (+31), 100 Legion Skinning (+15), 36 Kul Tiran Skinning (+6), 31 Kul Tiran Fishing (+1)

I still feel attached to my Dragonflight main because I loved that expansion so much, but she got the least play time of the four characters in this group because preservation evoker just hasn't felt good to play for me ever since War Within dropped. It's not terrible, it's just felt slightly off all expansion, leading me to prioritise my priest whenever I felt like healing.

Tilarea - AN

  • Level 80 lightforged draenei priest
  • 12 days, 9 hours /played (+4 days)
  • War Within professions: 100 Tailoring (+35), 100 Enchanting (+39), 39 Cooking (+18), 88 Fishing (+15)
  • Other professions (changed from 2024 only): 75 Northrend Tailoring (+44), 75 Cataclysm Tailoring (+30), 76 Dragon Isles Tailoring (+2), 300 Classic Enchanting (+204), 51 Outland Enchanting (+25), 25 Cataclysm Enchanting (+10), 78 Dragon Isles Enchanting (+4)

... this being the aforementioned priest. She remains that character that serves no particular purpose in our little group's adventures; I just really like playing holy priest sometimes. I also did some real work on her professions this year, levelling up enchanting and tailoring skills from several old expansions. 

Shinfur - Earthen Ring

  • Level 80 pandaren monk
  • 4 days, 20 hours /played (+3 days, 16 hours)
  • War Within professions: 100 Mining, 100 Engineering (+17), 36 Cooking (+30), 63 Fishing (+59)
  • Other professions (changed from 2024 only): 12 Classic Mining (+12), 7 Legion Mining (+7), 3 Classic Engineering (+3), 5 Outland Engineering (+5), 6 Draenor Cooking (+6) 

The monk I levelled during MoP Remix ended up supplanting my human monk from Shadowlands somehow, maybe because I'd levelled the latter primarily as a healer while this one gets played as windwalker all the time. She's the one dps character I have on whom I feel moderately competent and who was also the one on whom I beat Zekvir's Lair on ?? difficulty.

Melee dps alts

A warband camp screen showing a female night elf demon hunter called Mehg, a female undead death knight called Hekatie, a female worgen rogue called Grogue and a female human paladin called Isadora
I've had kind of mixed feelings about my melee dps alts all year. I mostly decided at one point that I wanted to have one of every class at 80, plus more alts allowed me to work on more professions. But when push comes to shove, I only have so much time to grind delves or whatever other gameplay to gear up, which was mostly invested in the mains, meaning all of these ladies came out only now and then whenever the mood struck me.

Mehg - AN

  • Level 80 night elf demon hunter (+8)
  • 12 days, 12 hours /played (+1 day, 15 hours)
  • War Within professions: 100 Mining (+70), 100 Jewelcrafting (+75), 40 Cooking (+40), 53 Fishing (+53)
  • Other professions (changed from 2024 only): 290 Classic Mining (+274), 39 Outland Mining (+39), 44 Cataclysm Mining (+17), 11 Classic Jewelcrafting (+11) 

Hekatie - ER

  • Level 80 undead death knight
  • 12 days, 16 hours /played (+17 hours)
  • War Within professions: 100 Herbalism, 100 Inscription (+29), 43 Cooking (+13), 63 Fishing (+21)
  • Other professions: no changes this year

Groghue - AN

  • Level 80 worgen rogue
  • 3 days, 15 hours /played (+17 hours)
  • War Within professions: 100 Herbalism (+13), 105 Skinning (+35), 25 Cooking (+25), 12 Fishing (+12)
  • Other professions: no changes this year 

Isadora - Norgannon 

  • Level 80 human paladin (+61)
  • 3 days, 8 hours /played (+1 day, 10 hours)
  • War Within professions (new in 2024): 44 Blacksmithing, 100 Mining, 25 Cooking, 30 Fishing
  • Other professions (changed from 2024 only): 43 Dragon Isles Blacksmithing (+43), 15 Northrend Mining (+15), 94 Dragon Isles Mining (+94), 23 Dragon Isles Cooking (+23)

The paladin (who was the very first character I ever created, located on a German server) probably had the most interesting journey as I decided to level her up on a whim during a Winds of Mysterious Fortune event. 

Ranged dps alts

A warband camp screen showing a female human hunter, a female human warlock and a female draenei mage
Yes, that's right, there's only three of these! I guess there's a job opening here for whenever I hit level 80 on another ranged class.

Tharisa - AN

  • Level 80 human hunter
  • 5 days, 19 hours /played (+1 day, 4 hours)
  • War Within professions: 88 Leatherworking (+32), 100 Skinning, 32 Cooking (+6), 53 Fishing (+20)
  • Other professions (changed from 2024 only): 20 Outland Skinning (+14), 53 Legion Skinning (+4)

Hunter is a class I kind of want to like and play more since I loved classic hunters so much, but for some reason Blizzard just keeps making the retail version of the class worse and worse. I still think that turning survival into a melee spec in Legion was a mistake, and trying to take MM hunters' pets away in War Within just to appease raiders was even worse. They just don't seem to have any kind of clue what hunter players want from the class, and this reddit post on the subject I saw this year really resonated with me.

Willowie - QT

  • Level 80 human warlock (+6)
  • 1 day, 16 hours /played (+1 day, 3 hours)
  • War Within professions: 100 Alchemy (+52), 100 Herbalism (+38), 37 Cooking, 45 Fishing
  • Other professions (changed from 2024 only) 2 Classic Alchemy (+2), 11 Classic Herbalism

My perception of warlock gameplay tends to oscillate between "this is terrible" and "wait, this is fun" but then Blizzard changes something again, I get confused and lose interest again. This is the warlock I levelled in MoP Remix by the way. 

Daerys - Darkspear

  • Level 80 draenei mage (+10)
  • 31 days, 6 hours /played (+21 hours)
  • War Within professions (new in 2024): 100 Mining, 53 Jewelcrafting, 25 Cooking, 1 Fishing
  • Other professions (changed from 2024 only): 4 Legion Mining (+4), 6 Legion Jewelcrafting (+6) 

Honestly, I just levelled this one so I would finally have all classes at 80. And so someone could wear the banging tier one mage transmog once I'd finally completed the set. 

Tank and healer alts

A warband camp screen showing a female night elf druid called Berrine, and two female dwarves, a paladin called Helena and a shaman called Shimeri
Yeah, so... I already have a tank and two healers in my "mains" group, how much time could I realistically have left for these guys? They just exist for the occasional change of pace at this point. 

Berrine - QT

  • Level 80 night elf druid
  • 2 days, 16 hours /played (+1 day, 5 hours)
  • War Within professions: 100 Herbalism, 100 Skinning, 1 Cooking, 32 Fishing (+16)
  • Other professions: no changes this year

I'll say that my bear druid came close at one point to getting some more play time, after I kind of ran out of things to upgrade on my warrior main, but for the rest of the year Blizzard was very good at drip-feeding me just one more upgrade over and over again, which kept me chugging away at the warrior until the very end of most seasons. 

Helena - Darkspear

  • Level 80 dwarf paladin
  • 4 days, 12 hours /played (+22 hours)
  • War Within professions: 100 Mining, 100 Skinning, 4 Cooking, 9 Fishing
  • Other professions (changed from 2024 only): 7 Northrend Mining (+4), 300 Classic Skinning, 28 Northrend Skinning (+16), 56 Archaeology (+6)

Shimeri - AN

  • Level 80 dwarf shaman (+10)
  • 5 days, 2 hours /played (+18 hours)
  • War Within professions (new in 2024): 93 Alchemy, 100 Herbalism, 25 Cooking, 1 Fishing
  • Other professions: none 

Recent levellers

A warband camp screen showing a female blood elf hunter called Surly and her lynx pet, a female gnome monk called Spinny and a female Kul Tiran shaman called Tidella
The last grouping I'm going to feature here is... a bit of a lie, because none of these have actually been levelled "recently". They had been when I named the group though. 

Surly - QT

  • Level 25 blood elf hunter
  • 5 hours played
  • Professions: none

Surly was originally created because I had picked up a "bound to warband" polearm that I thought would be good for a survival hunter. Not that I ever levelled her that far. Instead I just got a bit of a first impression of melee survival (extremely clunky in the first few levels) and got to revisit the blood elf starting zone (pretty nostalgic). She was also my first test subject for doing Lorewalking on a low-level character.

Spinny - QT 

  • Level 21 goblin monk
  • 3 hours played
  • Professions: 34 Classic Herbalism, 20 Cataclysm Skinning

Spinny was created so I could refresh my knowledge of goblin lore before the release of Undermine. After that I couldn't quite decide where to level next and ended up going nowhere.

Tidella - AN

  • Level 55 Kul Tiran shaman (+1)
  • 2 days, 1 hour /played (+4 hours)
  • Professions (changed from 2024 only): 292 Classic Mining (+186), 9 Cataclysm Mining (+6), 245 Classic Engineering (+105) 

When I first looked up this character I was like "what, I gained a level, I didn't think I even played this character this year" but then I checked the profession stats and oh right, I guess I worked on her Classic mining and engineering at some point. ¯\_(ツ)_/¯

Also ran:

No more warband screens, just two more characters for whom I noted down some minor changes: 

Shinlu - AN

  • Level 71 human monk (+3)
  • 22 days, 16 hours /played (+2 hours)
  • Professions (changed from 2024 only): 12 War Within Skinning (+12)

Again, I hardly remember playing my old monk from Shadowlands this year, but apparently she gained three levels. I think I took her to Khaz Algar and did a couple of easy delves to explore more variants back before they made it so you can see the delve variant of the day on the map.

Eartha - AN

  • Level 52 earthen shaman (+26)
  • 8 hours /played (+6)
  • Professions: none 

Finally, this character! I mentioned last year that I'd created her to benefit from the earthen racial bonus to exploration XP and that I was going to write about that... but then I didn't. We'll see whether I eventually get around to it or not.

07/09/2025

I Decided to Try Turtle WoW Before It Shuts Down

Strictly speaking we don't know how soon it's going to happen (the server owners at least still seem to be in "we can totally do this" mode), but I did find myself thinking that if Turtle WoW does end up biting the dust in the near future... after everything that I've heard about it, I would like to at least have tried it myself, to see some of the things that people have been praising over the moon and form my own opinion.

So I downloaded a private server client for the first time in nearly a decade. (Don't give me the side eye, Blizz, my subscription is already paid up until next year.) On the plus side, with them offering the launcher right there on their own website, there was no faffing around with dodgy file sharing sites or editing realmlist.wtf files. However, it was also a reminder that a private server is still a private server with all the jank that entails, as I had to spend a fair amount of time dealing with errors and fiddling with settings until I had everything running smoothly. (In a similar vein, every single screenshot I took during my first play session was apparently lost as they wouldn't save properly unless I ran the client as administrator.)

One thing I was very impressed with though was the detailed list of server rules I had to agree to while signing up. I'm someone who likes clear rules, and I think that having some basic politeness standards for something that is supposed to be a relaxed, escapist space should not be controversial at all. Unfortunately we live in times where the argument of "free speech" is often abused to let pointless toxicity spread far and wide - when WoW players were asked to agree to a comparatively short and simple pop-up asking them to be nice a few years ago, there was a veritable uproar. So good on Turtle WoW for making it clear that good behaviour is not optional (and based on everything I've heard, they actually enforce these rules as well).

I created a blonde high elf because that seemed like a good way of diving straight into the custom content unique to the server. At first I was going to make her a paladin but then I saw that high elves get bonuses to their agility and bow skill, so I decided that I was clearly meant to create yet another hunter.

A blonde and blue-eyed female high elf standing in an autumnal-looking, sunny glade reminiscent of the blood elf starter zone

I was kind of impressed to find that the experience started with one of those fly-over introductions with a narrator explaining the race's background, even if the voice-over was done by a woman with a Russian accent. In a video about Turtle WoW from years ago, I'd seen newly created high elves simply get plopped down in Loch Modan with some starter quests around Farstrider Lodge. This was clearly outdated, as they now had their own starting zone called Thalssian Highlands, located north-west of the Plaguelands.

I will admit that after how much praise I'd seen heaped on the Turtle WoW devs for their custom content, I found it easy to immediately find things to nitpick. For example the first few quests I read were written in such incredibly purple prose, it actually made me laugh. (Though in fairness, later quests were not like that, so maybe the writers just thought that those particular characters should sound pompous and over the top.) More importantly though, the quest writers often seemed to forget that when you write quests for a game mode without quest tracking, you need to give some actual directions in the quest text. There were many occasions when this wasn't done and I was left slightly bewildered and confused after having been given instructions to kill some mobs without any idea of where to actually go.

It was difficult to find NPCs to repair my gear as most weapon and armour vendors didn't offer repairs like they would normally do in WoW. Guards seemed to be purely cosmetic and did absolutely no guarding. (My first death occurred when a higher-level mana wyrm attacked me on the road and a guard watched me die right next to him without offering any assistance.) Clickable quest items didn't despawn after I clicked them, so I often ended up clicking on them again without being able to loot anything, meaning I had to memorise which boxes or buckets I'd already interacted with.

The quest flow also seemed slightly off in general, as even though I picked up every quest I could find and killed plenty of mobs along the way, I was permanently slightly under-levelled for the next few quests I was given, and as a hunter without a pet... let's just say this was extremely painful and I died many times. (The issue was exacerbated by the all the mobs seemingly running too fast and having leashes that felt way too long for a starting zone - so any attempts to kite or simply run away from a fight were pretty much always unsuccessful as the mobs were impossible to outrun and would just chase me forever.)

Another thing that fascinated me about the quests in general was just how openly derivative many of them were, especially after the many comments I'd read about how Turtle WoW apparently understands better what defines Vanilla WoW than Blizzard does. "Come on," you might say, "it's kill-ten-rats kind of stuff, how much originality do you expect?" But I'm not talking about the tasks themselves - rather about the story and theming around them.

Every WoW starting zone has quests to kill some local wildlife, but the context varies. As a whole, each starting zone paints a picture of the culture your character belongs to, what its values are and what problems it faces. The blood elf starting zone is very different from the human starting zone, which is very different from the undead starting zone. What stood out to me about the high elf starting zone in Turtle WoW was that it seemed to lack a clear theme and felt more like some weird amalgamation of Elwynn Forest and Eversong Woods quests viewed through a fun house mirror: Here's the quest where some guy asks you to pick flowers for a girl he likes, here's the quest where an elf wants to throw a party and needs you to fetch supplies. Here's the quest with the vineyard where grapes have been abandoned in buckets and you need to fetch them. (Though oddly, no grapevines in sight - the implication seemed to be that they grow on the giant trees?)

All that just hit a nerve with me because I hate the idea that people might think that the gold standard for Classic+ should be to just retell the exact same stories over and over again. It's like those people who don't like anything Star Wars if it doesn't have a lost Skywalker finding the Force in it.

Anyway... that was a bit of tangent. Let's talk professions! I initially wanted to learn skinning and leatherworking, but the skinning trainer in town didn't seem to exist. I saw a jewelcrafting trainer nearby and went "Ooh, they have that here?", so I trained that and mining instead. In an interesting twist, it's not the same as Burning Crusade jewelcrafting. From what I've seen so far, the basic rings are present but have had their recipes changed, and there are a lot of new and different recipes as well.

Unfortunately, secondary professions seem to have gotten the short end of the stick in comparison, at least based on my experience in this zone. While there was a fishing trainer, the fishing skill requirement was way too high for a starter zone and fish were always getting away from me even with a lure applied. There were no fishing pools along the coast either. Cooking and first aid were likewise trainable in the vicinity, but none of the animals actually dropped meat that could be cooked, and apart from a handful of ghost mobs in the north-western corner of the map, nothing seemed to drop linen for first aid either.

I could go on and on... but despite these nitpicks and annoyances - I had fun. There was definitely something very refreshing and exciting about being in a vaguely Vanilla-like starting zone without having any idea of what awaited me. I loved not knowing what I'd see next whenever I crested a hill, or finding an unexpected quest giver inside a building. I quickly lost track of time while playing, and when I got up the next morning, I kept thinking about my little elf, eager to go back and play some more in a way I probably hadn't done since 2019's Classic launch.

For all the small details I noticed being off, there was still a lot to be impressed by, such as the fact that the whole zone of Thalassian Highlands is an original creation (even if it clearly recycles a lot of assets from Eversong), including the composition of original zone music. And there are other loving touches, such as that they updated the Vanilla loading screens for Kalimdor and the Eastern Kingdoms to include high elves and goblins. The Turtle WoW creators clearly have a lot of love for Vanilla; there are just gaps in the details.

The Classic Eastern Kingdoms loading screen, with black and white drawings of a human, dwarf, gnome and undead, with a high elf added in the bottom right corner, and the WoW logo having the subtitle "Mysteries of Azeroth"

At one point when I got tired of dying constantly due to my low level, I ran towards what looked like the local docks on the map, and jumped onto the first boat that arrived to take me somewhere else, anywhere else. I ended up in Auberdine, and found that someone had pitched a tent outside the inn. I had heard about these, so I stood under it, and within the course of five minutes or so, I saw my rested XP shoot up by about half a level. While I soon hearthed back home, that restedness helped me to finally catch up a bit in levels, so thanks, anonymous tent-builder.

This seems like a good point to mention community. Again, this is something that I'd heard a lot of praise for before, so I was admittedly a bit confused when for my first few levels I couldn't get anyone to talk to me. By that I mean that people would group up for a quest and cooperate, but I would literally get zero reply to anything I said. I was starting to wonder whether there was some hidden chat restriction for low-level characters or something. I think I was around level 9 when a friendly mage finally talked to me while we briefly grouped up for a quest to kill murlocs. They even offered to continue questing together, but unfortunately I had to log off just after that. The only other verbal interaction I've had since then was some random whispering me to compliment me on my "thicc elf booty". All in all, I would rate that as similar to playing on a Blizzard PvE server before they merged everything into the mega servers - neither notably better nor worse. But then, you can't really have a non-megaserver experience in most of the official Classic versions anymore, so...

After I'd completed all the quests in Thalassian Highlands (as far as I could tell), I tried to do some research on what else might be interesting to check out, whether there was another custom zone I could go to at my level. As it turns out, there aren't actually as many of them as one might have expected after all the hype, and Thalassian Highlands is supposed to be one of the better ones. There do however seem to be a lot of smaller changes all over the place, and I have already encountered a few new quests sprinkled in here and there among the original ones from the existing zones.

I don't know how much time I will invest in this exploration (never mind how much I will have before the server potentially goes bye-bye) but there'll be at least one more post on the subject, about me trying to do my first dungeon and it being a very weird experience.

05/08/2025

Season 2 Roundup

With War Within's next/last(?) major patch coming out this week, I wanted to take a moment to look back at some of the things I've been busy with over the last couple of months.

I already talked about how I achieved my goal of beating the Underpin on ?? difficulty, but I also did a lot of delves in general. It's kind of funny how hard I've come around on this feature after really disliking it at the start of the expansion. I wasn't particularly interested in the special "delve belt" they added towards the end of the season and the new overcharged delve type, but as it turns out I ended up maxing out all its traits in no time anyway, simply due to just how many delves I was constantly running on alts.

Achievement pop-up for "Algari Master of All"

Not really tied to the season, but I also got my "Algari Master of All" achievement the other week - jewelcrafting was the last profession on which I hadn't hit 100 yet. Mind you, the real progress nowadays is in the profession knowledge, and on that front I've only maxed out mining and enchanting so far. Still, somehow that's less important to me and the achievement was still something I was very proud of.

Back in June I wrote about how I wasn't all that interested in the revamped Horrific Visions, but I actually ended up becoming more invested once I took some time to fully understand how they worked (instead of simply letting my husband herd me through them while constantly being yelled at about how I was standing in the wrong place or pulling the wrong mobs). I liked learning about all the hidden mounts and achievements and ended up earning most of them.

For a little while I was worried that the Revisited Horrific Visions were going to go away as well at the end of the season (because with how many things are temporary nowadays, it can be hard to tell) and started grinding them like crazy, but then I learned that they should hang around and eased up on that again. I got up to full completion with six masks, and I think I managed three districts with seven, but that was already quite stressful and I figured there was no way I was going to be able to add the eighth mask for 400% additional sanity damage without putting a lot more work into it than I was willing to invest, so I gave up at that point.

Throughout the month of July in specific, there were also two more temporary events, the Greedy Emissary event and the Collector's Bounty event.

The former was a promotional Diablo crossover, which is something that I'm vaguely aware has happened before and that I never could get myself to care about, but this time I was really intrigued by the recoloured armour sets from the anniversary celebration. Then my husband started grinding shards for them and for some reason I got weirdly competitive about the whole thing (I can't let him have all the mogs before I get them! Or something.) and did the same, and in the end I'd collected all the rewards except one of the rare drop transmogs. It ended up being surprisingly fun.

Finally, there was Collector's Bounty, an event that was slightly controversial in the way almost everything the devs do is nowadays: for the month of July only, loot drops in old raids were doubled (or even tripled?), and rare, coveted items such as legendary weapons or ultra-rare mounts had their drop rate increased by 5% each - which may not sound like much, but when the base drop chance was a lot lower than that to begin with, it was still a significant increase.

I mostly thought this was interesting in so far as I don't recall Blizzard ever having any kind of event for the collectors in their audience before, even though it's widely known that this is something a lot of people engage in. I'm even one of them, but a lot more half-hearted than most others I saw talking about the subject.

For example I watched a guildie of mine literally spend his whole Saturday afternoon cycle every single one of his alts through Eye of Eternity in pursuit of the drake mounts from there, and on social media I saw similar comments about how people were taking dozens of characters through old dungeons and raids every day in an attempt to maximise their odds. Personally, I did a few more runs of this type than I would usually do (which added up to maybe half a dozen old raid clears in total during a given week) but I couldn't muster anything close to the same level of enthusiasm.

The one thing I really would've cared about, getting the second Thunderfury binding on my warrior, didn't happen, and I didn't really do enough other raids and dungeons to significantly increase my odds. Aside from some "bonus transmog", my ultimate haul consisted only of one Warglaive of Azzinoth from Black Temple and the panther mount from the Cata version of ZG.

Oh, and I got the Deathcharger's Reins from Stratholme, though that was more of a bizarre accident than anything - you see, Blizzard claimed that timewalking dungeons weren't affected by the Collector's Bounty buff, but that didn't seem to be true. The drop happened during a Strat timewalking run, and not only did the recipient already have it, another person in the group also did and also claimed that they'd already seen it drop three times that week. The person who looted the mount and couldn't use it asked if anyone was willing to bid gold for it (something I'm not a fan of personally, if you're gonna give stuff away just let people roll for it in my opinion), so I jokingly bid 100 gold and ended up "winning" it! That sure felt strange, but I'm certainly not going to complain.

Dragon Isles Enthusiast Shindragosa, an evoker in a yellow dress, sits atop Baron Rivendare's Deathcharger

One thing I will say for the event though is that it really made me think about the meaning of travel in WoW again. I saw someone comment that they liked how the buff "brought people out into the world again" and my first thought was that this sounded ridiculous, seeing how the whole point of it was to farm for drops inside instances. But as I started travelling to different locations myself, I realised what that person had meant: many of these destinations were not exactly linked up to super-convenient portals, so there was sometimes a fair bit of travel involved, and you would indeed notice other people around you as you approached the instance portal, whether they were also just arriving or sitting on their vendor mount outside to clear out their bags.

For me personally, it was a bit of a reminder of why travel in WoW was such an important part of Classic and can still make a difference to your experience in retail too. You see, I was also going to fly to the Eye of Eternity for a quick clear when I flew over Wintergrasp and saw that it was about to start. Not having done Wintergrasp in ages, I thought it would be fun to join it for a lark just to see how much I remembered and how much I could do by myself as a max-level character. The surprising answer to the second question was: not as much as I would've expected, as everything was actually scaled to 80.

However, now I was intrigued and actually ended up coming back for the next battle, to see whether I could do better with a bit of prep. The answer was yes, but I still couldn't quite reach the central keep by myself (Horde seemed to be permanently in possession of the fortress, meaning all I could do as Alliance was attack). I told my husband about this and asked him whether he wanted to come along so we could see whether we'd do better with two, and he was up for it! We did indeed make some more progress, but still came up short once again (the fact that a Horde player was actually going around taking down all the towers to shorten the battle that time didn't help). After a little more research and planning we finally managed to conquer the fortress with the two of us in our fourth battle. It was silly and pointless but an incredibly fun little adventure, and I never even would've thought of it if I hadn't flown over Wintergrasp at just the right time on my way to the Eye of Eternity. Which is a weird thing to take away from Collector's Bounty I guess, but it did remind me of the sorts of random adventures that I always used to love best about WoW.