This book fails to delve into any significant gameplay strategy, like a walkthrough of an instance dungeon or few -- all of which start well after the short (and mired in fluffy content) introduction walkthrough is long over with. Really, they give you strategy to help with the part of the game where there's nothing to screw up? They've got a bonus binder option for added cost to cover this gaping issue, but it's only got one such suppliment thus far which came out in March with a promise of more content faster. Seeing as how it's now July, I'm not springing to give more money to these folks.
Some dungeons are also much better than other. Some take a long time to finish and some are quick. Some have few quests and others have many. The ideal dungeons have a lot of quests and are quick to finish. If you are sent to a long dungeon that you have already completed, you can leave but you won’t be able to enter a new dungeon in 30 minutes. Dungeons like the Stockade are super quick, so it will still be good XP if you are sent here more than once.
Some quests in my guide are marked as "SKIP" and colored in red. These quests are simply either too hard to solo or not worth the XP/time and are skipped. My guide will only list SKIPPED quests if the quest is a direct follow up after completing a quest, not one that you have to click the NPC again to get it. If you hover over the skipped quests, it will give info on why it is skipped in the guide (unless that info is already listed directly in the guide text).