Start Here: Picking Your Ruleset, Faction, and Launch Plan
Four rulesets, faction locks, and the level-10 meetup point — the decisions that are painful to undo after launch.
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Four decisions shape launch week: ruleset, faction, class, and route. Make the permanent choices first — everything else can be fixed later.
Four rulesets, faction locks, and the level-10 meetup point — the decisions that are painful to undo after launch.
A practical class picker for launch: leveling speed, group demand, gear competition, and the role you will actually enjoy at 60.
Starting zones by race, the level-10 meetup, and the 10–20 push through Westfall or the Barrens — plus the bottlenecks nobody warns you about.
Forever goes live November 4 at 3 PM PT. Launch times by region, what the stress test showed, and the answers people search for on day one.
Once those are locked
The leveling route from 20 to 60 by faction and zone band, with the dungeon checkpoints that actually save time — and the launch-week traps.
Two talent configurations from level 40 means one character can solo and group. How to plan the second spec before you get there.
Which two professions to level first, what actually sells on day one, and the secondary skills your group needs before the first dungeon.
A minimal addon stack for launch week: quest tracking, bags, unit frames, meters, and the one rule that keeps you from breaking your UI.
Before launch
First hour
Do not