The most important part of saving is to never buy equipment unless you're positive that it will increase your earning potential, or significantly speed your character's leveling progress. While it is true that gear is important (particularly for melee combat characters), it is also true that an overemphasis on having great gear before maximum level is dumb. Who cares if you're wearing a green sword at level 43? If you're advancing well, you aren't going to be level 43 for very long anyway. The only gear that currently "counts" is max level gear.
The home page for the guide says that using it is like having a leveling guru giving you constant advice. Having used the guide for a quite some time now I’d say that’s pretty accurate. You’ll always know what to do and where to go next, automatically. Remember all those questions in the in-game trade chat, asking what to do or where to go next (for whatever level?) It won’t be you asking those questions.
What is it? Zygor’s Guide is an in-game addon that resides in a small window on your main screen. (See below for more.) It tracks your current quest and where you have to go next. It points the way and provides locations and tips. It even skips less useful quests and will offer to take you to the next are if you are leveling past the current one. All in all it will greatly speed up your quest leveling.

If you are not the leader of a high tier guild, do not worry because you can still make gold off of raids. This is the newly emerging GDKP runs that a respectable raider can put together (See why it is so important to keep a good reputation on your main toon?). Respectable raiders often take a few of their friends they can trust that have a lot of gear and bring random people along through the raid. Whenever a boss is killed, the items are auctioned for whatever base price you establish or more. You then split the money with your friends to keep everyone trying and happy, while you become richer without doing anything out of the ordinary. This seems like a perfect idea that can not fail, but it still has its risks. The tips below will help maximize the potential of the GDKP run.
As for the classes themselves, they almost all play like slower and slightly less interesting versions of their Legion counterparts. This is thanks in large part to the loss of one ability from each class that came along with Legion’s own AP dumping system: the artifact weapon, which added a unique ability to every spec in the game. The loss of these abilities left most classes feeling frustrating and incomplete, and though Azerite gear was supposed to be the replacement, it missed the mark completely. There will always be one Azerite trait that reigns supreme for each spec, meaning that the frustration of that particular loop will be unavoidable as long as the system is in the game.
There are times when you will be fighting things a couple of levels higher than your character. This is easy enough for some, but others might find that they need to be a bit more careful. If you let yourself get a couple of levels ahead of the guide then this ceases to be an issue. If you look through the configuration options you’ll see a place to set your difficulty rating.
This is cumulative, as you take into account each failed sale as a loss. In the event too many deposits accumulate, you must decide whether to continue selling the item inflated by too many sales or finding of another way to dispose of it. One final tip: when you find that an item fails to sell in one AH, selling it on the other may finally dispose of it and get you your earnings.
Okay, this farm really picked up steam here in late legion.  Generally what we're looking for is volatile air, and other volatiles when combined with the potion of treasure finding.  This farm is as easy as pulling the entire instance all the way to the first boss – and AOE'ing down ebery mob that follows.  In the video you can see me getting volatile airs in stacks of 11 for each pull I make.   Wit the trending price of each volatile being worth at least 100g, I was making 1100g per pull.  It's by far the most effcient volatile spot, but it has hits limits as you can only reset an instance 10 times before you have to wait a while to do it again.  If you only going to be on for an hour or so, this is the spot you want to hit.  It's great, fast, and awards a high liquid value of items.  Awesome Stuff.
-Gameplay- Gameplay has largely been stripped down to be a shell of its former self. This trimming has been going on for several expansions, but now it's even worse. Classes only have so many buttons which has resulted in very little skill involved in PvE (even PvP is a faceroll for most melee, lacking any sort of depth and decision-making as it's pretty clear what buttons to press in any given situation) and it's become more of a gear check. This expansion gave zero new abilities to classes, only took them away.
In player vs. player designated zones, you will still be viewable and attackable by players, but you are not left completely defenseless. While engaged in a Pet Battle, any attack from another player will break you out of the battle. You will receive a 3 second damage shield that will absorb 50% of incoming attacks. The same exact wild pet that you were previously battling will respawn after you come out of combat with the other player. However, if you defeated the primary pet in battle prior to leaving the match, the pet and its team will not respawn.
For items that you can gather directly, you have the choice of either going out to gather them yourself or to buy them from the AH. The former adds no cost to your item but requires time and effort, while the latter can be quick and hassle-free. Even should you choose to get the materials yourself, don't forget to add them to your cost — your labor and time should be compensated for, even if just a little.
It’s easy for the new player to follow and efficient enough for the experienced player to want to use it. That’s a tough act, but John pulls it off nicely and his Zygor’s Guide rocks. Of course, one can argue that it makes the game too easy, but I’m not one of them. Want to make it a bit more difficult? Don’t worry so much about your gear and send those heirlooms to your other alt.
Formerly, when you visited a new zone, you would be very careful, tiptoeing around, cause everything was higher level than you. But as you dinged (leveled up), you would get more powerful relative to the locals. So you would feel more confident and capable. Dinging came to represent more HP, more Mana, better hit ratio, more crits, more talent points. you felt REALLY good when you dinged, like you had accomplished something. Almost tangible. You would think "now I can go back and take that mob/group that ganked me". And then when you had done all the quests, you would move to another zone and do it again. Fun!

We’ll be receiving more details on Patch 8.2, Rise of Azshara, once it hits the public test realm. The core issue that Blizzard will need to solve is restoring a sense of player agency. While the new patch seems chock full of endgame content and systems, it remains to be seen whether those help make players feel more powerful and in control. Azshara is one of the most intimidating villains remaining in World of Warcraft, and she may be able to restore a sense of agency and urgency to players as they prepare to raid her eternal palace.
What’s worse, it’s rarely satisfying when you do make it to a new milestone in your grind to unlock the gear you need. Legion had legendary items that changed the way an ability functioned, which would also completely change the way classes played; the Azerite traits in the Battle for Azeroth are rarely as interesting. Instead, they are simply passive bonuses that, in most cases, help you do more damage without any extra effort on your part. While some classes are lucky enough to have traits that change their gameplay slightly, Blizzard has so far seemed to favor nerfing those traits out of viability for most specs.

The latest expansion from World of Warcraft has been nailing the high points players expect from the MMO: The raids are excellent, the cinematics and cutscenes are stunning, and the visuals and music set the scene perfectly. The problems players have with Battle for Azeroth are with the connective tissue of the game: character motivations, endgame rewards, content at level 120, the Azerite system, and technical issues.


The Broken Isles are unique among WoW continents in that you can progress through zones in any order you want. Once you have made it through the initial quests in Legion, you are free to move about four of the new zones — Val’sharah, Azsuna, Stormheim, and Highmountain — as you wish, with enemies, quests, and rewards scaling to your level. The fifth zone, Suramar, is mostly locked away until you’ve reached a certain point in the story.
The most rare and expensive poly morph tome drop and for a reason.  The bears that drop it are VASTLY spread out across the zone and getting one can mean hard farminh for a while.  They also take a while to respawn so watch out.  Getting one to drop can mean a staggering 48,000g, and on top of that compared to other pet farms and such, they have a much higher drop chance.  Simply head over to dragonbligh ona mage character (class trial is perfect) and start the killing.  Cross you fingers as there is an 0.4% chance to get one on each kill.  Thats actually pretty high considering..
One thing to realize is that once you hit 15 you have a lot more options for speedy leveling. Right now (you seem to be level 9 at the time of this writing) you only have questing and grinding, which are inefficient. Once you get the ability to use the Random Dungeon Finder (often called LFD, Looking for Dungeon) you can queue for dungeons in between questing. Often one dungeon, up until 25 or so, will give you most of a whole level off the XP and quests within.  
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