Wednesday, May 3, 2017

20170429: Demon Hunters and Professions

Demon hunters start at level 98.  What is their overall initial state?

1. Pieces that start rather nicely:
  1. Armor: your average iLevel is 660, which is rather nice.  It would take some definite effort (gold, dungeons, nasty quest chains) to get it otherwise.
  2. Your character starts with four 20 slot bags.  This would also be expensive.
  3. Your character starts with a viable weapon that is good enough to let you get your first artifact weapon.

2. Professions: start quite unevenly.
  1. The common professions (First Aid, Cooking, Fishing, Archaeology) all start at 1/75.
  2. The optional professions Gathering (Herbalism, Skinning, Mining) and Construction (Weaponsmithing, Jewelcrafting, Engineering, Herbalism, Alchemy, Leatherworking) also start at 1/75.
  3. Normally ('before Warlords of Draenor') one with 1/75 must only gather low-level materials, and construct only low-level products for which one already has recipes.
  4. That means that, normally, the Demon Hunter would have to go back to Stormwind, Goldshire, and surroundings to work with the lowest of the low critters, herbs, and ore deposits.
  5. Thankfully, Blizzard changed everything in WoD.
  6. Take First Aid and Skinning for instance.
  7. Usually one would have to work up from level 1 in skinning to level 601 just to start skinning in Draenor.
  8. Instead, one can skin Draenor animal monsters with skinning at level one, not 601.  These same animals will drop Fine Fur.  Fine Fur can be used in First Aid (even if you are at level 1 in First Aid) to make Draenor level bandages. 
  9. For instance, by DH harvested 102 Fine Fur by killing elephants, wolves, and giant birds.  I converted the Fine Fur to bandages in lots of 4, yielding +4 on First Aid per lot.  So...100 Fine fur from pre-skinning gave me +100 in First Aid, even though my character started at 1/75 in First Aid.  The parallel skinning results lifted my skinning level by over 100.
  10. Fishing is another place where Blizzard made allowances.  After some enabling quests, one has an official Fishing Shack on the Garrison property.
  11. There are daily fishing quests from the Fishing Shack.  Each success is worth +15 (yes, fifteen) in the fishing level.
  12. To make things even nicer, the products of filleting the fish can be used in first aid to produce anti-poison and anti-venom products that further level up First Aid. 
  13. Fish fillets can be used in Draenor cooking to level up cooking.
  14. At level 96, one's Garrison gets a quest that enables an herb garden to be built.  Herbs mature everyday, and even with a low level herbalism initial rating, one can level up quickly, at about +8 per day.
  15. Mining gets engaged early on.  Even with a low initial rating, the garrison mine allows for +8 or so mining improvement per day.
  16. Engineering, Blacksmithing, Leatherworking, Jewelcrafting, Alchemy, and Inscription also get boosts from WoD's new design permissiveness, but not nearly as good as with fishing/first aid/skinning/herbalism.
  17. Archaeology, as usual, gets little respect.  One starts at 1/75, but one can do archaeology on the planet Draenor and also in the new continent Broken Lands on Azeroth.


Friday, April 28, 2017

20170412: Death Knight Order Hall

Death Knight Order Hall

Location:
Planet: Azeroth
Continent: Eastern Kingdoms
Region: Eastern Plaguelands
Where: Acherus: the Ebon Hold, a fort floating above Light's Hope Chapel near the eastern border
Specifically: the whole fort is devoted to Death Knights
Faction: the Ebon Knights

Your title in the order hall: Deathlord (one word)

What one does there:
Get quests
Set missions
--as in Lords of Draenor, the Legion missions are done by named NPCs.
--examples: Thassarian,
--also available: nameless followers (ghouls of one sort or another)
Upgrade permanent followers from mission rewards
Do order research: most of this is done at the 110 level
Edit the artifact weapon at the weapon forge.  This is the only place for Death Knights to update traits.
Train temporary troops; here called 'ghouls'
Engrave weapons with enchantments
As one accomplishes more, be able to change the weapon's appearance with the artifact forge

How to get there:
Every Death Knight has a spell that invokes a portal to Acherus.  Only Death Knights can go through one of these, and one Death Knight may not use another's portal.

Return from Acherus:
There is a portal to the new Dalaran floating over the Broken Isles.
Alternately, fly out to the Eastern Plaguelands.

Artifact weapons: (can only be updated in Temple of the Five Dawns)

Blood (Tank):
--Maw of the Damned, two-handed axe
--relic slots: Blood, Shadow, (initially locked) Iron

Unholy (DPS):
--Apocalypse, two-handed sword
--relic slots: Fire, Shadow, (initially locked) Blood

Frost (DPS):
--Blades of the Fallen Prince; two one-handed swords (Frostreaper and Icebringer)
--relic slots: Frost, Shadow, (initially locked) Frost

Tuesday, April 18, 2017

20170412: Druid Order Hall

Druid Order Hall

Location:
Planet: Azeroth
Continent: Broken Isles
Region: Val'sharah
Where: the Emerald Dream subregion of Val'sharah
Specifically: the Dreamgrove, from a portal in the Emerald Dream
Faction: 

What you are called there: Archdruid

What one does there:
Get quests
Set missions using NPC followers
--known NPCs, such as Naralex and Zen'tabra
--train and use nameless troops, here Dreamgrove treants; cost for training is in Order resources
Upgrade followers from mission rewards
Do order research
Edit the artifact weapon at the weapon forge.  This is the only place for druids to update traits within the artifact weapons.
Train temporary troops; these are called treants (rather like Lord of the Rings treants)


How to get there:
Every druid (of any race) has a skill called Dreamwalk, which teleports the druid to the Emerald Dream, which is sort of a place, sort of a state of mind.  Within the Emerald Dream are a number of portals.  Choose the portal called The Dreamgrove.

Return from The Dreamgrove:
Take the portal back to the Emerald Dream.  Act like it's a physical place and walk out into Val'Sharah.
First alternately, there is a flight master in The Dreamgrove.
Second alternately, use the Dalaran hearthstone to return to the new Dalaran floating above the Broken Isles.
Third alternately, there is a direct portal to new Dalaran in the Dreamgrove.

Artifact Weapons for Druids:

Balance (DPS; Moonkin form):
--Scythe of Elune: two-handed staff
--relics: shadow, life, (initially locked) shadow

Monday, April 17, 2017

20170412: Paladin Order Hall

Paladin Order Hall (Sanctum of Light)

Location:
Planet: Azeroth
Continent: Eastern Kingdoms
Region: Eastern Plaguelands
Where: Light's Hope Chapel, toward the eastern border
Specifically: under the floorboards in the chapel itself

Your title: Highlord (one word)

What one does there:
Get quests
Set missions executed by NPC followers
--get armor for followers for harder later missions
--get artifacts that strengthen your weapon
--get buffs for followers
Do order research; this needs to be complete before the third relic slot is unlocked
Edit the artifact weapon at the weapon forge.  This is the only place for paladins to update traits.
Train temporary troops; here called 'squire squads'
One uses 'order resources' as currency to grease most of these operations.

How to get there:
1. If you are in the Eastern Kingdoms, fly to Light's Hope Chapel; walk in.

2. Hearth into the Dalaran that lies above the Broken Isles in the Legion expansion.  Inside the Kirin Tor building, teleport to the inner part of the building.  There is a portal to the Dalaran crater that is from the pre-Lich King period.  There is an immediate drop upon arrival.  Use some protection to avoid the damage from the long drop.  From the bottom of the crater, fly to Light's Hope Chapel to the east.

3. In the Greyfang Enclave building in new Dalaran, there is a portal up one flight of stairs that activates when a paladin is near it.  Take it for direct teleport.

Return from Light's Hope Chapel:
In the order hall there is a portal to the new Dalaran floating over the Broken Isles.
Alternately, fly out of Light's Hope Chapel to the Eastern Plaguelands or other destination.

Artifact weapons: (can only be updated in Sanctum of Light)

Protector (Tank):
--Truthguard, Shield and Oathseeker, one-handed sword
--relics: holy, iron, (initially locked) shadow

Holy (Healer):
--The Silver Hand, two-handed mace
--relics: holy, life, (initially locked) holy

Retribution (DPS):
--Ashbringer, two-handed sword
--relics: holy, fire, (initially locked) holy

Friday, April 14, 2017

20170412: Monk Order Hall

Monk Order Hall

Location:
Planet: Azeroth
Continent: Unknown, but sort of near Pandaria
Region: the Flying Island
Where: the Flying Island, the newbie region of Pandas
Specifically: the Temple of the Five Dawns in the center of the island

Your title in the order hall: Grandmaster (one word)

What one does there:
  1. Get quests from NPCs
  2. Set missions using NPC followers
    --known NPCs like Taran Zhu, Chen Stormstout, Li Li Stormstout
    --a few new NPCs, like
    --renewable temporary troops

  3. Upgrade followers from mission rewards: the NPC followers have iLevels that have to be increased in order to do tougher missions
  4. Do order research: one must do this in order to unlock the third relic slot for your weapon.
  5. Edit the artifact weapon at the weapon forge.  This is the only place for monks to update traits.  The forge is in the center of the Temple at the top level, on the face of the big turtle statue there.
  6. Train temporary troops; here troops are called '{Ox, Tiger} x {initiates, adepts}'; the troops cost order resources and last exactly one mission
  7. Get buffs from the Stormstout Brewery
  8. Buy Grandmaster armor and armor upgrades after passing a variety of milestones

How to get there:
Every monk (of any race) has a skill called Zen Meditation.  Use this to travel to the Temple.

Return from the Flying Island:
Use Zen Return to get back to where you came from.
Alternately, use the Dalaran hearthstone to return to the new Dalaran floating above the Broken Isles.
After some leveling, there is a portal from the Island to Dalaran.

Artifact weapons: (can only be updated in Temple of the Five Dawns)

Brewmaster (Tank):
--Fu Shan, the Wanderer's Companion; two-handed staff
--relic slots: Life, Storm, (initially locked) Iron

Mistweaver (Healer):
--Sheilun, Staff of the Mists; two-handed staff
--relic slots: Frost, Life, (initially locked) Storm

Windwalker (DPS):
--Al'Burq, Fists of the Heavens; fist weapons
--relic slots: Storm, Iron, (initially locked) Storm

20170413: Demon Hunter Order Hall

Demon Hunter Order Hall

Location:
Planet: Azeroth
Continent: The Broken Isles
Region: Floating spaceship; has a helmsman and a control room
Where: Above Broken Isles, though peaking off the sides, looks like another dimension
Specifically: Mardum, the Shattered Abyss

Your title in the order hall:

What one does there:
  1. Get quests from NPCs
  2. Set missions using NPC followers and the scouting table
    --a few named NPCs, like Altruis the Sufferer, Asha Ravensong, Kor'vas Bloodthorn or Akama
    --unnamed temporary NPCs (troops) one buys with order hall resources
    --troops (Ashtongue Warriors) only last one or two missions, then have to be refreshed.
    --costs: order hall resources for the missions
    --rewards: armor for followers; in-game gold; new quests; artifacts
  3. Upgrade followers from mission rewards: the NPC followers have iLevels that have to be increased in order to do tougher missions
  4. Do order research; this takes a considerable number of the currency called 'order resources' --one absolutely has to do order research to unlock the third relic slot on your artifact weapon!
  5. When one has enough artifact power assigned to the weapon, edit the artifact weapon at the weapon forge.  This is the only place for demon hunters to update traits.  The forge lies at the lowest level in the fort.
  6. Buy demon hunter armor and armor upgrades from the Illidari Provisioner (higher level stuff) or from her assistant (the very lowest level DH armor).

How to get there:
Near Dalaran there are two floating islands.  One (Illidari Redoubt) holds a gate to the order hall.  Get close to that island, then take a running leap toward the island.  While in the air, engage the Glide skill.  Try to hit the green bull's eye on the island, then take the gate near the center of the island.  Just where the gate takes you is quite a mystery.

If you miss the island, all is not lost.  A strange bird catches you in the air, flies a bit, then drops you on the island.

Return from the Mardum:
There is a portal in the order hall to new Dalaran.

Artifact weapons: (can only be updated in Mardum)

Vengeance (Tank):
--Aldrachi Warblades, glaives
--relic slots: Iron, Arcane, (initially locked) Fel

Havoc (DPS):
--Twinblades of the Deceiver, glaives  (Verus and Muramas)
--relic slots: Fel, Shadow, (initially locked) Fel

Wednesday, March 1, 2017

20170315: The Return, Part 3. Early Legion material.

  1. The biggest differences between Legion and previous WoW material.
    1. Artifact Weapons.
      1. Earlier WoW weapons could be leveled and improved, but this is a step beyond that.
      2. Your artifact weapon will be your last weapon, in Legion, anyway, levels 101 to 110.
      3. Artifact weapons allow for leveling, from the initial iLevel 750 to well over iLevel 900.  This helps your average armour level grow significantly.
      4. Beyond the iLevel, the artifact weapons have an associated large tree of nodes that can be grown by the player.  The nodes have levels.
      5. The levels of the nodes strengthen or alter existing skills, and sometimes create all new skills that are few but extremely powerful.
      6. Buying a traditional WoW weapon that is similar or better just will not happen.
      7. One evolves the artifact weapon through joining artifacts or relics to the weapon.  Such artifacts are obtained at the end of hard quest changes, from boss drops, or from raiding treasure chests.
      8. Smaller quest drops or field drops allow increase of node levels through 'artifact power.'  As one spends artifact power on node level increases, the cost for the next bump goes up.
      9. The first bump cost is 300; the next is 325, after that 350 and so on.  At level 13, the cost to level up goes from 1000 artifact power to 6875.  Later on there are even bigger jumps.
      10. Each artifact weapon allows for the installation of 3 relics.  The relics enable level increases of the weapon itself, plus an increment in a single node.  For instance, a relic might increase the iLevel  of the weapon by +2 (early acquisitions, when the character is around level 101) to +56 (later in the game, character at 110, tougher quest chains or raids).
      11. The relics come in types: Frost, Iron, Storm, Blood, Holy, Life, Fel, Shadow, Fire.
      12. Relics can occasionally be purchased at the Auction House. Look under 

    2. Armor improvements.
      1. Each class/specialization has a primary statistic: Strength, Agility, or Intellect.
      2. When a character switches specialization, say Monk/Mistweaver => Monk/Windwalker, the primary statistic might change. In this example, Intellect => Agility.
      3. In Legion, the statistic (Strength, Agility, Intellect) for most armor pieces changes when the specialization changes.
      4. This is true for (head, shoulders, chest, wrist, hands, belt, legs, boots), but not for the decorations (neck, shirt, cape, tabard, rings (2), trinkets (2)).
      5. When making weapon sets for characters, one good piece of armor for the head will work for any specialization.  However, a trinket, for example, might have a fixed primary statistic, say Agility.  When switching to a specialization using Intellect, one needs to get a piece of armor with Intellect or just use one that has neither.

    3. Specialization switching is easier and cheaper.
      1. When switching specializations, the artifact weapon is switched automatically in your armor set.
      2. The primary statistic (Strength, Agility, Intellect) is automatically switched on eight pieces of armor (see above).
      3. This makes it unnecessary to have separate armor for the eight most expensive pieces.
      4. However, take care with the choices for the decorations.  If you have a trinket, for example, that has only Agility as a perq statistic, switching to an Intellect or Strength specialization renders the trinket almost useless.
      5. If you have all three artifact weapons (two for Demon Hunters), and you have chosen decorations carefully, selecting the specializations automatically accomplishes the full armor set change.

    4. The game recommends pursuing more than one specialization for a given single character.
      1. I took my lead monk to level 101 as a Mistweaver (healer).  I chose Windwalker (DPS) for the second artifact weapon to pursue.
      2. The game suggested I look for a second artifact weapon.  The second go was easier since I started at a higher rank and was familiar with the process by then.
      3. After playing with the Windwalker for a while, I noticed that the quest giver offered a quest to start looking for an artifact weapon for the third Monk specialization, Brewmaster (tank).
      4. I had not played a tank for five years or so, but I thought, why not.  See what it's like.
      5. I got through levels 106 to 110 as Brewmaster faster than I did levels 98 to 105.  Brewmaster is really good for quest chains in the Broken Isles, where mobs tend to gang up on you, and are fast relative to what I was used to from Mists of Pandaria.
      6. Keeping separate artifact weapons of Mistweaver, Windwalker, and Brewmaster approximately equal in strength has been challenging.  Still, this seems a good idea, since I might start dungeons and quests again.  I'm not sure whether to go with DPS (probable for dungeons) or healer (most of my WoW experience) or tank.

    5. As in Warlords of Draenor, Legion characters get followers that one can send on missions.
      1. The followers are more configurable in Legion.
      2. One of the followers will, at your choice, follow you around on the Broken Islands to assist in your questing.
      3. Some of the rewards in the follower quests are armor upgrades to the followers.
      4. After level 110, followers get a listed iLevel, which starts at 760.  The armor upgrades increase the iLevel of the followers.  Some quests will not start unless the followers are above a certain level.
      5. Followers, as opposed to your character, continue getting experience after level 110.  Followers are first green (ordinary), then progress to blue (kinda special), then progress to purple (more special).
      6. After a time, your followers have to be purple with iLevel 830 or more, then 850 or more.
      7. All missions cost order resources.
      8. The missions give better rewards after a while, but never great.

  2. Early tasks that one must do to continue.
    1. Do the Alliance or Horde quests that lead to the Broken Isles.
    2. Do the return quests. By this time, you'll have some significant armor upgrades.
    3. Get the quest that lets you observe the teleportation of Dalaran to the Broken Isles.
    4. Do the quest sequence that allows you to get your first artifact weapon.  This quest is class-specific, and on the difficult side.  The artifact weapon is likely a big armor level boost; the weapon is usually iLevel 750, a big jump up from WoD levels.
    5. Also, the artifact weapon has an entire tree within it that allows improvement through getting rewards that include 'artifact power.'
    6. Your single artifact weapon grows with you for levels 99 to 110.

  3. Around level 102, one might get the option of pursuing a second artifact weapon.
    1. For example, I got my first artifact weapon as a Mistweaver Monk, around level 99.
    2. I got some advancement through artifact power.
    3. Later I got a summons to the home region of the Monks, which was updated from the Pandaria expansion to the Legion expansion.
    4. Then I got a chance to do quests to get an artifact weapon suitable for Windwalker or Brewmaster Monks. I chose Windwalker.
    5. After completing those tasks, I was asked whether I wanted to get a Brewmaster weapon. I passed on that.
    6. After attaining the second weapon, it is a good time to configure a second armor set in the Character pane.
    7. After I equipped the new fist weapons, I went through the talent tree, and chose talents for Windwalker, then ordered the skill bars.
    8. Fortunately, the Intellect rating I had for Mistweaver was automatically switched over to Agility when I activated Windwalker.
    9. That represented a huge savings in not purchasing new armor.
    10. Also, to interchange Mistweaver to Windwalker, I only need to activate the specialty and switch armor sets.
    11. The choices in the Talent pane and in the skill bars are remembered and returned.
    12. In DPS only classes (say Warlock), one can still choose among different specialties, such as Affliction versus Destruction versus Demonology.  There are separate Talent choices, skill choices, and weapon choices that can be interchanged quickly.

Tuesday, February 7, 2017

20170228: the return, part 2

The Return. Comments on changes, part 2.

Characters, Antonidas Realm, 2016-1228 to 2017-0216


Character Class Sub-Class Level Sub-Class Level Armor Level
Kronoszero Druid Balance 37 Balance 38 n/a
Kronosten Priest Discipline 53 Discipline 56 n/a
Kronosnine Warlock Affliction 64 Affliction 66 n/a
Chronosnine Mage Fire 86 Fire 86 n/a
Chronosone Warrior Arms 86 Arms 86 n/a
Plutozero Hunter Marksmanship 85 Marksmanship 86 n/a
Chronosten Death Knight Blood 86 Unholy 92 565
Kronosone Paladin Retribution 34 Retribution 100 648

For the Realm Uldum, same period:


Character Class Sub-Class Level Sub-Class Level Armor Level
Kronoshunter Hunter Marksmanship 52 Marksmanship 54 n/a
Chronosmage Mage Fire 86 Fire 88 n/a
Chronospriest Priest Discipline 90 Discipline 93 542
Chronoslock Warlock Affliction 90 Destruction 96 541
Chronosmonk Monk Mistweaver 90 Windwalker 95 550
Chronosdruid Druid Restoration 90 Balance 98 550
Chronoslycan Death Knight Blood 90 Unholy 100 596
Chronosmwone Monk Mistweaver 90 Mistweaver 102 696
Chronosdh Demon Hunter dne 98 Havoc 101 683


Qualitative changes:

  1. New planet: Draenor; new player levels 91 to 100; new regions and many new quests
    1. Moonshadow Valley--levels 90-92
    2. Tanaan Jungle--level 100
    3. Gorgrand--levels 92-94
    4. Frostfire Ridge--90-92
    5. Spires of Arak--96-98
    6. Talador--levels 94-96
    7. Nagrand--levels 98-100

  2. Transition Activity: Pandaria expansion to Warlords of Draenor expansion
    1. My level 90 characters from 2013 started my 2017 experience with this.
    2. As part of a quest with Khadgar at the Dark Portal in the Blasted Lands/Eastern Kingdoms/Azeroth...
    3. ...go through the gate to Tanaan Jungle on Draenor
    4. Dozens of quests.  One gets improved armor and lots of XP.
    5. Shift to garrison site in Northern Shadowmoon Valley.
    6. Continue the quest for armour until one can quest easily and use LFG for dungeons.
    7. All that once fine 476, 483, 522 level armour from Pandaria raids and reputation: replace all of it.  You will need an average of around 520 just to get started on WoD dungeons.
    8. Professions: if you were 600/600 before, you are nowhere now.  Start doing quests, killing monsters, and finding the right professions merchants.  Instead of trainers, most professions upgrades come from dropped scrolls that allow you to learn levels 601-700.

  3. Alternate Transitions: Demon Hunters and straight to level 100 upgrades
    1. Demon hunters start at level 98 and have an alternate route (through 75+ quests) to start in the Battle Isles.
    2. In the Antonidas Realm, I used the Blizzard gadget (obtained by buying digital version of the Legion expansion) to promote my retribution Paladin from 34 directly to 100.
    3. Demon hunters are heroic characters that have excellent armour and weapons.  Their quest line provides further excellent armour choices.  The skill set gets a nice workout during the 75+ quests.  Gliding is a nice borrow from Guild Wars II, and the eye-beams are fun for mass destruction of enemies.  Demon hunters start with average armour level at 660.  After the 75 or so quests, my Havoc (DPS) DH had armour level 683.
    4. In similar fashion, the Paladin upgrade forced me to re-learn the typical Paladin skills. The initial new level 100 armour was rather nice as well.

  4. Garrisons:
    1. Do a few initial quests to get to Shadowmoon Valley, then build the first stage of your personal garrison (fort).  Upgrading the fort and getting new followers continues through level 100.
    2. Get a new hearthstone for the garrison in addition to the original hearthstone.
    3. Get your own fishing daily quests.
    4. Get your own mining daily quests.
    5. Get your own herbalism daily quests...all the harvesting sources.
    6. Keep building as your accumulate garrison resources, gold, and followers.  Send your followers on garrison missions to level them up and get occasional armour rewards.
    7. Cooperate with other parts of the Alliance (or Horde) to fight the Iron Horde.
    8. Build (option) your own bank.
    9. Build (option) your own auction house.

  5. Transition from WoD (Warlords of Draenor) to Legion.
    1. I have only four level 100+ (100, 100, 101, 102) characters, so my experience here is limited, to say the least.
    2. WoD ends at level 100.  At level 98, WoD characters can start the Legion quests, which often yield armor fit for Legion environment.  Newfangled armour starts showing up at the Auction House at levels like 685 and 715.  Levels 98 to 101 are great for upgrading your average armor score.  Do the main quests.
    3. Early on, a level 98+ character gets a quest that allows witnessing Dalaran's move to the Battle Isles.  In addition, one gets a third hearthstone, used only for returning to the new Dalaran, which is mildly re-designed from the old one.  In addition, one gets quests that enable flight paths from new Dalaran to the Battle Isles.

Tuesday, January 31, 2017

20170131: The Return. Comments on changes, part 1.

The Return. Comments on changes, part 1.
I first started WoW in 2007, after The Burning Legion (2nd expansion) was released.
I left WoW in August of 2013, while Mists of Pandaria (4th expansion) was still current.
Since I left, two new expansions came out, Warlords of Draenor (5th expansion) and Legion (6th expansion).
  1.  What did I miss most?
    1. Flying.  Yes, it's a video game, but I love flying in WoW.
    2. Exploring: seeing new areas, or finding nooks and crannies I missed before is great fun.
    3. Running dungeons: free armour, defeating nasty monsters, seeing other players in combat action.
    4. Questing: another source of armour, a great stimulus for exploration, gaining familiarity with the new material.
    5. Raids: My level 90 characters had mostly raid armour, which let them be competent for most tasks in the game.  
    6. The armour iLevels here were around 476 to 522; this includes some high-end quest and reputation based armour.

  2.  The changes I've seen with Warlords of Draenor include:
    1. Draenor as a separate planet, and a new large area to explore and quest in.
    2. New dungeons peculiar to Draenor.  These all seem serviceable, and provide a supply of armour upgrades.
    3. Garrisons.  Hm, both pluses and minuses here.
    4. Raids: I've pretty much missed the boat on WoD raids, since Legion is already out and established.
    5. Armour iLevels up into the 500s, 600s, and the 700s.
    6. Crafting levels had a ceiling of 600 in MoP.  In WoD, this was raised to 700.

  3. The changes I've seen with Legion include:
    1. The Broken Isles as a new land mass in Azeroth, the base planet for WoW.
    2. The Demon Hunter heroic class for Night Elves and Blood Elves only.
    3. Armour iLevels up into the 900s.  Oi.
    4. The character GUI widget (press C on keyboard), has added lists of attributes the character needs most in the top-down proper order.  This beats looking it up to make decisions about what armour to pursue.
    5. Dalaran was moved from the Crystalsong Forest region in the continent of Northrend to the Broken Isles.  When a character reaches level 98, quests take the character to see this move.
    6. New dungeons for Legion.  I have made a new Demon Hunter character, which has progressed from level 98 to level 101.  I have not done any dungeon runs yet.  I'll likely start with this character.
    7. New raids for Legion.  I have not started this cycle either.  My DH qualifies, but just barely.  I'll need to do some reading to see the pitfalls for the various raids.
    8. Crafting levels had a ceiling of 700 in WoD.  In Legion, this was raised to 800.

  4. Adjustments.
    1. My good and competent level 90 characters from MoP, despite all their raid experience, could not qualify for a single dungeon at first.
    2. I had to get the armour average levels up over 500 to even get started in dungeons, then rise to 520, 540, 560 to progress in the WoD dungeons.
    3. Garrisons take a lot of effort for paltry returns.  Perhaps I'm not doing it right yet. I have more garrison work to do with my eight lead characters, so I might change my mind on this issue.
    4. I used the 'elevate an existing character to level 100' feature from buying Legion to change a level 34 paladin to a level 100 paladin.  The changes in armour, weaponry, and spell set were rather impressive.
    5. I have a fair number of characters in the 80s levels.  Moving them up to 110 is going to take forever.
    6. I changed my Restoration Druid to Balance Druid to make questing and dungeon runs easier and more enjoyable.
    7. I changed my Blood Death Knight to an Unholy DK for the same reason.
    8. I used the attribute order in the character GUI for my Windwalker monk (Agility > Critical Strike > Haste, and so on) to improve the character's effectiveness.
    9. I have a reasonable familiarity with the Warlords of Draenor material, but I have barely found my footing with the Legion material.