WoW: back to the beginning


I’ve been persuaded of the many virtues of playing a monk by various guildmates in WoW. My partner has also wanted to level a warrior for a long while; so we decided recently to go back to the start and level up a new pair of characters.


My first character in the game was a night elf druid – created back in April 2007. I loved the feel of the Teldrassil starter zone and going back now to play it again, I get that a similar feeling of the zone’s quiet beauty. The graphics may look dated but the world building is still first class.


Some of the NPCs have evocative stories to tell you of the night elf race’s history and recent troubles. The zone is quite hilly and has carefully placed buildings and features. Even the crafting class trainers are placed in sensible locations – not simply grouped together for player convenience at the hub.

There has been some Cataclysm era remaking of the zone however. The stories reflect the developments of the Cataclysm. Also the zone ends with a ‘vehicle-fight’ style segment where you are transformed and have a common set of abilities regardless of your character’s class.  It was ok to play through, although not challenging at all, but I suppose it does cap the story for the zone in a better way than the original might have (I can’t honestly remember what the end of the zone story was six years ago!)


As we make the transition to Darkshore, the next zone, we’ve leveled to 11 and have our class specialisation chosen. This shows the uneven power progression that has been in place since the big talent tree ‘massacre’. My warrior companion’s new shield bash ability will one-shot almost any mob we face at the moment – clearly Blizzard didn’t care too much about balance for low-level characters!

This journey will be about finally exploring some of the remade zones in Cataclysm, personally I wasn’t motivated to level a new character during the last expansion because neither of the new races appealed to me. However having a new class to level is more interesting (in my opinion) so I’m willing to give it a go.

We're not in Auberdine anymore...

We’re not in Auberdine anymore…

We’re leveling with rested bonus but without any heirloom gear at all. We started on one of the other EU-RP servers, which we hope will soon be coalesced with our home of Moonglade. This means no ‘twinking’ by sending money or crafted gear from our many high level characters. That said it’s not much of an issue, we don’t need the superior stats of crafted gear to feel super powerful anyway. Money likewise isn’t the issue it once was as you don’t pay for training new skills anymore. I kind of miss having to scrimp and save to afford training in those first few levels, it was character-building!

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3 Responses to WoW: back to the beginning

  1. Shintar says:

    As far as I remember the original Teldrassil didn’t have a coherent story arc – at least not like they make them now. It was just about discovering various sources of corruption within the tree I believe?

    My own partner actually convinced me to give WoW another try this past month; I’ve revived my old WoW blog to write down some impressions here. You better get used to that shield one-shotting everything; I’m levelling as a “warrior sidekick” myself, and he kills three mobs in the time it takes me to take down one (as a feral druid)…

    • Telwyn says:

      Welcome back to WoW 🙂

      I’m not surprised there wasn’t such a story, thinking back I think I didn’t finish Teldrassil completely as a friend wanted me to join his human Mage in Westfall so I got escorted by his high level main through the long tortuous journey via Wetlands/Ironforge. It meant that finishing the island this time gave me some closure on the Night Elf starter zone!

  2. Balkoth says:

    Yeah, generally story arcs in early WoW either meant 2-3 related quests, 2-3 related quests which you had to finish in a dungeon, or a quest series spanning 3+ zones and 10+ levels.

    Tanks in general do a ton of damage while leveling — not surprising to see a tank doing 50%+ of the damage in dungeons.

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