Butwhich are the best?

To be clear, the best is subjective.

Of course, weve added style points for aesthetics, theme, and popularity.

A character flexing in Dornogol in The World of Warcraft: The War Within.

We’re going off of the starting zones in Vanilla and Hardcore, not the other Classics.

Draenei, Sin’dorei, Death Knights, Worgen, and Goblins are all absent from this list.

So why is it coming in last on the list?

A tri-split image of the Expedition Yak, Brutosaur, and X-53 Touring Rocket mounts in World of Warcraft.

The answer for that comes when you leave Shadowglen.

The rest of Teldrassil ispackedwith treacherous barrow dens that hold hyper-spawning mobs.

Paired with this issue is a set of lengthy runs.

The world bosses of Khaz Algar, clockwise from the top: Kordac the Dormant Protector, Aggregation of Horrors, Orta the Broken Mountain, and Shurrai Atrocity of the Undersea.

Since the whole zone is a circle, you have the perk of rarely beingtoofar from your objective.

Unfortunately, Blizzard tests that with quests that send you running to the farthest reaches.

Past these issues, theres plenty to love.

A tri-split image of Mulgore, Teldrassil, and Tirisfal from World of Warcraft Classic.

The zones aesthetics are, without a doubt, some of the best in the game.

It feels smaller than other zones due to its circular nature.

Night Elves are the only Alliance race that can be druids in Classic.

A shot of Teldrassil’s entrance into Shadowglen in World of Warcraft: Classic.

If you leave Teldrassil early, you’ll have to travel for a Druid trainer when you level.

5Mulgore

Mulgore is arguably one of the least popular of the starting zones.

Partially, this is because Tauren is one of the least popular races.

An image of Mulgore, the Tauren starting zone in World of Warcraft: Classic.

Most Tauren players have rolled so as to get the only Druid race on the Horde.

Theres more to it than that, though.

The zone, while beautiful, feels exceptionally large.

An image of Dun Morogh, the starting zone for Dwarves and Gnomes in World of Warcraft: Classic.

Another issue is the difficulty oftraversing to other areas.

Youll need to make a Barrens run, which isnt always survivable.

Thats particularly troublesome on Hardcore, but even on normal Classic, its still a headache.

A shot of Tirisfal Glades from the opening cinematic on World of Warcraft: Classic.

These inconveniences arent too steep a price for a beautiful zone.

The spirituality of the Tauren and the simplicity of most of the quests make this a wonderful place.

Just verify youre ready to reroll if you make your Barrens run too early.

A shot of Durotar just outside of the Valley of Trials on World of Warcraft: Classic.

There aren’t very many highly dangerous areas here.

But if you play Hunter, be careful when taming your first pet.

The quest vulture has a stun that can knock you out of training and kill you.

A picture of Northshire Cathedral in the Human starting zone in World of Warcraft: Classic.

Ironforge isnt too terrible of a run away.

But the mountainous region isnt known for its easy runs outside of that.

Crossing this zone can take you quite some time, especially when youve just started.

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These mounts will help you make the most of your time on Azeroth.

Its got some great quests that wont challenge you too much, and very few spots are highly dangerous.

You also have easy access to Loch Modan to overlevel yourself a bit before you get to Westfall.

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The connection between Ironforge and Stormwind makes the run to other zones a breeze as well.

Dun Morogh is full of caves that can trap you with enemy spawns.

If you’re playing Hardcore, consider over-leveling before you dive too deep into cave quests.

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Thankfully, it wasnt just aesthetics - the Forsaken have one of the best starting zones.

If Durotar and Elwynn werent so good, this would be our first pick for sure.

Deathknell is arguably the quickest and easiest of the one through six areas.

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Even then, it shouldnt be too risky.

Here’s a quick guide to all the world bosses in Khaz Algar!

Once you leave Deathknell, the big hassle becomes the long trek to get from A to B.

It’s a good way to grab another level before moving on to more difficult quest mobs.

That said, the Florida-esque length of this zone makes almost every run an obnoxious slog.

Quest density is top-notch here, though, making it easy to save on those lengthy runs.

Youll be able to knock three or four out with almost every trip.

Trips into Orgrimmar are a headache due to the walk, but its a good proximity to be in.

Naturally, the immediate transition into the Barrens is a huge timesaver as well.

Just be careful of Fizzle and his hyperspawning cronies, or of Skull Rocks lethal depths.

Both have claimed more players than you might imagine.

Use ranged abilities and thrown weapons to pull individual enemies.

With the exception of Hogger, theres no dominant threat here.

Hoggers even a benefit since youll get your first green out of his quest.

Quests are densely packed together, and the zone is split pretty evenly between west and east.

Frequent vendors on both sides, as well as the center, help your bags stay managed.

Youll also be able to step right into Westfall when the time comes.

Overall, there are next to no problems with this zone.

Elwynn isn’t a one-and-done zone.

Quests from Westfall, Redridge, and Duskwood will all send you back through here.

It might be worth keeping your hearth set to Goldshire for a few levels.

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