Attention, Azeroth adventurers! Season of Discovery (SoD) Phase 7 has arrived in 2025, offering a revamped classic World of Warcraft experience with new mechanics and an accelerated pace. Whether players are considering a new journey or returning after a hiatus, this phase - active from 5 March 2025 - promises a unique grind. Here's a detailed breakdown of leveling from 1 to 60, insights into the endgame, and an objective assessment of whether it's worth the $15 subscription fee for newcomers or veterans. Let's dissect the data and strategies to help players decide!
Leveling from 1 to 60: The Accelerated Path
For those starting a new character, class choice will shape the journey. Hunters stand out as strong choices - historically fast levelers, further enhanced by SoD's rune system. Upon entering the game, players will encounter a significant change: Rune brokers in the starting zones sell each rune for just 1 copper. This removes the need for rune-hunting quests, streamlining power acquisition but removing the exploration that defined earlier phases. Quests remain optional for purists, though most will opt for efficiency.
Permanent buffs add to the pace: a 150% XP bonus ensures rapid progression, while a 300% gold boost from quests keeps spell purchases manageable - a relief given the accelerated leveling curve. From levels 1-25, zones such as Teldrassil quickly fall to rune-powered characters, transforming early gameplay into a power fantasy where mobs pose little threat.
Nightmare Incursions: The levelling powerhouse
At level 25, players unlock Nightmare Incursions - Phase 7's cornerstone for fast XP. These daily quests, concentrated in areas such as Duskwood, offer substantial experience rewards, often granting multiple levels per session in the early stages. The design is unforgiving: spiders spawn reinforcements, treants unleash damaging whirlwinds, and dense mob packs with short respawns demand vigilance. Solo play is punishing, but grouping turns it into a chaotic, rewarding romp.
Benefits: Exceptional XP gains, a push towards cooperative play, and a thrilling sense of danger elevate the experience.
Drawbacks: Rewards beyond XP feel lacklustre - reputation gear, pets or rested XP items could increase the incentive. After level 50, only Gathering Dailies remain, which offer minimal XP or reputation, limiting their longevity.
From 25-50, raids dominate - players log in, complete dailies and log out, quickly outleveling world quests. Dungeons offer gear, but frequent Incursion leveling renders it obsolete within days. Efficiency is the name of the game.
Levels 50-60: Returning to Azeroth's Wilds
Once the Incursions taper off at level 50 (except for the Gathering quests), players will venture into larger zones - Felwood, Plaguelands, Searing Gorge and Burning Steppes. Attunement quests for Molten Core and Onyxia's Lair become priorities, along with dungeon runs such as Blackrock Depths for gear and reputation grinds (such as Timbermaw Hold). Felwood's repetitive treks test patience, but the slower pace post-Incursions makes gear weighting - dungeon blues - important again.
For some, the 40-60 stretch in classic WoW is tedious, with zones lacking the charm of the early areas. Phase 7 changes this dynamic - grouping with allies can make it a highlight. One notable twist is that runes allow for unconventional builds, such as melee hunters wielding dual one-handers (such as the Hand of Justice). While DPS may falter in groups, the fresh play style reinvigorates the drudgery, making the mobs of Plaguelands a playground for experimentation.
Endgame Overview: Coins, Dungeons and Raids
Reaching 60 opens up Phase 7's endgame, fuelled by Tarnished Undermine Real coins dropped by dungeon and raid bosses. Old dungeons - Blackrock Depths, Scholomance - thrive, with bosses dropping 1 coin each, while Molten Core bosses drop 3. Level 1 equipment costs 15-25 coins; level 2 wrists, belts and boots cost 35. These hubs are bustling with activity, ensuring that newcomers don't get left behind. Raids such as Karazhan Crypts (28 January 2025) and Naxxramas loom on the horizon, offering substantial content for geared players.
The endgame remains accessible - dungeons aren't abandoned and raid groups welcome new 60s. Coins keep older content relevant, bridging the gap to top-tier challenges.
Is Phase 7 worth playing? Key considerations
Phase 7 offers a compelling case for both new and returning players:
Leveling experience: Raids turbocharge from 25-50, while 50-60 rewards group play - soloists may find it monotonous without allies. Rune drops slow down exploration but increase efficiency.
Endgame vitality: Far from stagnant - Incursions teem with alt-levelers, dungeons hum with coin farmers, and raids await. No one has missed the wave.
Content ahead: Karazhan Crypts, Naxxramas and the new Phase 8 raid ensure longevity - plenty to chase after 60.
Social Factor: Group dynamics add to the fun - solo play runs the risk of boredom, especially early on.
It's never too late for newcomers - communities are active and progression feels achievable. Veterans returning with friends will find a refreshed grind worth revisiting. The subscription unlocks it all - players can test the waters without a long-term commitment.
Thanks for Reading
Phase 7 turbocharges leveling with incursions, revitalises 50-60 with group play, and keeps the endgame humming with coins and raids. New or returning, it's prime time to jump in—grab allies and conquer Azeroth's chaos!