Entries by Amatera (189)
Tabard or Not Tabard













Sit around in General or Trade chat long enough, and you're bound to see someone or other recruiting members for their freshly-formed guild. Part of the pitch almost always incorporates how "freakin' awesome" their guild tabard is. Now, I'm all for guild pride, but it's just so damn hard for me to get excited about tabards.
iTZKooPA recently posted an article about fashion sense in WoW, namely how awful it can be at times (though nothing will ever compare to the Subligar class of armor from FFXI -- man-thong anyone?). One of his key complaints was the lack of available customization in the game and, indeed, if you play a certain class, you've got few options moving forward through each tier of equipment. I mean, if you've got an ugly set, you're pretty much stuck with it.
So you say, "Hey, Amatera! What about tabards?! They're one of the few pieces of gear that anybody can put on!"
And my response to that would be, "Maybe they can be worn by anybody, but I don't know why anybody would want to wear them!"
Ugh.... it just ruins the entire outfit!
Let's face it, tabards are a fashion faux pas. Even a cool design on the front (as rare as they actually are) doesn't prevent them from covering up that sweet, new breastplate you just picked up. What's the point in throwing a dirty bedsheet on top of your ass-kicking getup? It makes you look like you're getting ready for a sleepover with Ysera!
Unfortunately, Blizzard sought to complicate matters with the release of Wrath of the Lich King. Leaving your guild tabard in the closet is one thing, but it's much tougher to stop yourself from wearing something that could greatly increase your ability to earn reputation. Generally, the rewards associated with the four factions that offer such tabards piddle away quickly the farther in content you get, but they still provide an easy avenue for completing rep-related Achievements, as well as add more incentive to go back and complete Heroic dungeon runs.
I still hate wearing them, though. All except for the Tabard of the Ebon Blade completely clash with the dark hues of end-game Rogue armor. Just as well, they seem far too easy to come by these days. Used to be that if you were wearing a fancy Tabard of the Argent Dawn, it actually meant something!
So, is there anyone else out there that hates tabards as much as I do? Or do you think they're the greatest thing to happen to fashion since Vera Bradley (and, yes, I'm ashamed to actually know what that is)? Granted, I'm pretty much a t-shirt and jeans kind of guy in real life, so if there are any experts out there, feel free to tell me off in the comments section!
Self-Help Guide: Defeating Downtime!











Master these bad habits, and you too can be a Lord of Time like Nozdormu!
Despite how stressful it can get sometimes, I'm a multi-tasker at heart. When I'm doing one thing, I generally have to be doing two or three others. Got to keep that brain entertained! Though WoW is far from being the worst offender where downtime is concerned (go play Final Fantasy XI!), there are nonetheless those times when waiting on things to happen is just too much to bear, and your mind begins to wander...
As I've already established, I'm especially bad about this. When my guild wipes on a boss, it generally takes anywhere from five to ten minutes to rebuff and get set up for the next attempt, and that's more than enough time for me to begin losing interest. I mean, as a rogue, there's not a whole lot I have to prepare before a fight. Often, I'll just tab out and start reading something on the internet while I wait, and it takes a fellow officer barking at me over Ventrilo about missing the Ready Check to get back into the game.
I'm sorry, it's a habit! I have the attention span of an excited puppy on speed! It gets so bad at times, that I'll be multi-tasking right in the middle of an intense fight.
Regardless of whether I'm just killing some time, or yawning in the middle of a stationary boss battle (hello, Patchwerk!), here are a few of my favorite ADD-friendly activities:
- Watch TV - Television is traditonally a passive medium, and as long as you've got the muscle memory down for a particular encounter, turning your eyes towards the boob tube for a little while probably won't impact your game much. I'm guilty of watching such thought-intensive shows as LOST while raiding, which isn't the best of ideas (hey, not my fault my favorite shows come on during raid nights!), but trash television is absolutely perfect. Turn on a reality show or set your receiver to just about any Discovery Channel network and you're good to go! It'll give you something vaguely interesting to look at when you're bored without having to spare too many synapses. Optionally, movies you've seen before work, too (I'm watching The Last Action Hero while typing this article, in fact)!
- Personal Grooming - We all play Warcraft, sometimes a lot more than we should. And, on some days, this means we may skip the shower or sit around in our dirty boxers all day. Contrary to popular belief, taking care of yourself doesn't need to be hassle, so when you're waiting for a fellow raider to come back from their smoke break or kid aggro, why not pick up a pair of nail clippers and trim those claws of yours? Try brushing your hair or your teeth. I don't think I'd recommend anything too crazy, like shaving or waxing your chest (imagine the yelps of pain over voice chat), but there are plenty of little things you can do to make yourself a tad more acceptable when you crawl out of your cave to grab some midnight burritos.
- Eat! - Feed your face! I can't count the number of times I've come home from work, hungry as a bear in Spring, right around the time a raid starts. Grab whatever deliciously greasy snack you can and pound it down your gullet during or between attempts. Make a little game of it to see how many french fries you can consume while healing through Hard Mode Iron Council!
- Play With Your Dog - Or cat. Or guinea pig. Or whatever. If you've got a pet, force it to entertain you! Got your face smashed in on a fight and staring at the release button? Pick up a damn tennis ball and throw it down the hallway for Fido. Guaranteed to be more fun than waiting for a battle rez! Cats will probably still ignore you, though.
- Play Another Game - Go on. What's stopping you from loading up old classics like Minesweeper and Solitaire. I prefer console games, myself, and usually have one running in the background when there's nothing on TV. Honestly, it's even easier to ignore the raid now that semi-official Peggle and Bejeweled add-ons are available (and you can even set them to pop up when you die, too!).
Bringing Up Magey: The Clash With Bangalash












Outside of boss fights, PvE encounters are rarely challenging. That is, unless you really want them to be. If you've been following my Mage's progress, you'd already know that I'd been traipsing around Stranglethorn Vale for the past few levels. I was 38 then, I'm 41 now. And... still stuck in that balmy, tropical death pit.
But I can see the light at the end of the tunnel, and I'm raring to cross the finish! My last round of quests involves the final in the line that Hemet Nesingwary Jr. tasks you with, Big Game Hunter. While all previous missions have requested that you simply go out and depopulate the local fauna, the fanged white tiger Bangalash proves to be a more devious foe.
I'd tackled him before on other characters, so I knew that when the wily feline had lost about half of his health, he'd summon a pair of panthers to assist in the beatdown. On top of that, Bangalash is an Elite, which means he packs more of a punch than usual. A clothie like me could be toppled by the mere tickle of his whiskers! I wanted to get this over and done with before I left Stranglethorn, though, and was determined to use the most of my elite wizardry to take him down. The rewards, primarily for Huntards, meant nothing to me (but there was a sweet Achievement -- The Green Hills of Stranglethorn -- to be had upon victory).
Setting off from Grom'gol on my Emerald Raptor, I traveled south-east towards the mound that the devilish terror calls home. I often had trouble remembering precisely where it was on other characters (and Nesingwary is of little help), but this time I found it in short order. Just off the road, roughly west of the Ziata'Jal Ruins, if you were curious.
As Bangalash stalked the crest of the hill, I went about picking off the mobs, one by one. In the frantic battle to come, I couldn't afford to deal with anymore critters than the ones I knew he'd call to his side. Eventually, it was just me and the cat, mano a gato. I conjured a Mana Gem and refreshed my Ice Armor and Arcane Intellect just to be sure, before sitting down to replenish the mana I'd just spent.
After my energizing snack, I backed off as far as I could. Mages are at their best when distant from the enemy, and this fight was no cause for exception. In fact, I was depending on it. The objective, of course, would be to minimize the number of times Bangalash could get close enough to swipe me.
It took me far too long to get this shot.
We circled eachother like two members of Fight Club ready to bleed. When I hit max range, I let the first Frostbolt fly. His attention immediately turned towards me, a menacing gaze in his eyes even as my chill effect slowed him down. He narrowed the distance, but three casts later (one a crit), and he was at least a thousand health the lesser. A quick Frost Nova was enough to stop him in his tracks. I took this opportunity to toss up a Mana Shield (a decision which I actually would come to regret) and continued my icy assault.
By this point, Bangalash had yet to touch me, but he was about to pull his Ace. Two protectors appeared by his side and immediately went in for the kill. With three mobs on my butt, normal spell-casting was an impossible venture. With my Nova on cooldown, I decided to reverse, Blink, and kite them all to the other side of the mound. Another Mana Shield kept me from dying before I could fire off my second Frost Nova.
Bam! All three frozen in place, I felt that it this would be good a time to release a Blizzard. The regular crits reduced them all to low health, with Bangalash only several hundred points from death. But suddenly my mana was gone! I clicked on my Mana Agate and a Minor Mana Potion that I still had in my inventory from so long ago. Though a bit was restored, and Lifebloom provided some reprieve, the attacks from all sides were proving too much.
I called on the few instant spells I had to clobber the ferocious felines. I was close to death, but so were they! Having used up even my reserve energy, I switched to my wand. Bangalash's health went from around 70 to 29 and then.... a miss! My last ditch effort had failed, and there was no longer any option for preventing the incoming damage. The panthers' final swipes did me in, my troll gurgled with death, and then I found myself in a nearby graveyard.
It was time for Round 2!
As I ran back to my corpse, I wondered what could possibly have killed my mana so quickly? Despite belly-aching about energy problems in my last post, things had vastly improved since then! My thoughts quickly ceded as I was face-to-face with Bangalash again.
I can't say that my strategy changed a whole lot this time, but I did correct a few of my missteps. First of all, the Mana Agate I had in my inventory was from a lesser rank of the spell and, therefore, restored less MP. Had I only a few more on the first attempt, victory could have been mine. Likewise, I was going to save my Frost Nova for when the adds popped, instead of blowing it right away on the single mob, even if it meant eating a few hits.
Thankfully, that didn't prove to be a problem. I managed to completely freeze my foe twice before he even reached me, allowing for several critical Frostbolts to break him down. The panthers, as expected, came out much faster this time and the Nova + Blizzard combo proved equally as effective. They did manage to catch up to me after that, but once again Mana Shield saved my kiester.
That is where I noticed my problem. I had overused Mana Shield on my first attempt, and it had completely killed my pool! How could I have been so naive?! I was aware of the spell's effects, but didn't think that they would be so drastic.
Nonetheless, I was getting lucky this time, and with my second Frost Nova and a couple of instant spells, Bangalash's corpse lay motionless before me. I was low on health and mana, but not critical. I looted the head and trotted merrily back to Hemet Nesingwary Jr. to complete the quest. The promised Achievement popped up on my screen, and I can report that my victory tasted, very much, of happy.
When your average Mage fight consists of Frostbolt spam, it was immensely satisfying for me to use a wider range of my skills on a battle like this. Sure, I could've skipped Bangalash and come back to it many levels later just like I had on other characters, or I could've scouted for partners over chat, but that wouldn't have been any fun!
As I push forward into the wilds of the Hinterlands next, I certainly hope that there are opportunities for another good workout. Got to keep those finger muscles nice and loose, after all!
How about you folks, though? Ever encountered a non-instance fight that truly taxed your abilities? Was it for fun or did you haphazardly wander into a situation and end up fighting for your life? Let me know whether or not you successfully bested your enemies or met your untimely end!
Battle Bots Are GO!











Ever since Mountain Dew's Game Fuel promotion started back in May (the drink itself is just now starting to show up on store shelves), people have been wondering when exactly they'd be able to get their hands on the associated Battle-Bot vanity pets. Well, good news everyone! They're finally here!
Here my puny pugilist is trying to convince me that Game Fuel is part of a balanced diet.If you've already signed up for the promotion, then you're halfway there. Simply go to the website, log in, and click the button in the lower-right hand corner. Be warned: you will need to have a Battle.net-linked Warcraft account in order to receive the pet (it's a good thing to do anyway, for added security and the option to digitally download all your favorite Blizzard games once you've authenticated them through the site -- not to mention beta opt-ins!).
Once you've gone through all that, simply log out of your WoW account in-game and then log back in. The key to your new mechanical bruiser should be in your mailbox.
I have to say that these little guys (invented by famed Gnomish toymaker and proprietor of Wonderworks in Dalaran Jepetto Joybuzz) are actually really cool. Click on them, and they babble in some obscure techno-language (no doubt subliminal messages telling you to buy more Mountain Dew). You can also fuel them up with either a red or blue mixture, and when your Battle Bot encounters another one with the opposite color, they'll get into a fist-fight. Sadly, it seems that the only way to obtain the fuel right now is to visit the Mountain Dew page every day and click through the same image as before.
Hopefully, there will be some sort of in-game method for claiming the juice once the promotion period is over.
On that note, I have actually found individual bottles of Game Fuel at the local Wally World, but only the Horde-themed red (perhaps this town ain't so bad after all!). The bottle says "Citrus Cherry," two flavors that I generally like, but ends up tasting something like carbonated bubble gum. Not entirely unpleasant, but it probably won't appeal to everyone's palette. Never tried the Halo 3 stuff, so I'm not sure if it's any different, though the Alliance version is some sort of berry (and I use that term very loosely).
Building A Better Battleground












As a dedicated progression raider, I may only PvP once in a blue moon, but when I do it's almost always in a Battleground. To be frank, the beating handed down for my first and only Arena match several years ago was enough to let me know I wasn't cut out. And world PvP? Well, there just doesn't seem to be a whole lot of incentive beyond a hearty laugh from ganking some flagged Alliance outside of an instance portal!
But I love the concept of a Battleground: a protracted war against a set number of people with actual goals beyond random slaughter. My favorite? Alterac Valley. Sure, the other ones are just fine, each representative of a type of match you're bound to find in other popular, competitive online games (Capture the Flag, Assault, and so on), but AV comes closest to matching my ideal.
Or, at least, old Alterac did. It borrowed a lot of ideas from WoW's RTS predecessors, including the gathering of resources, help from NPCs, unit upgrades, and base destruction (well, by proxy through "capturing" towers). By looting materials off of enemy players or the local fauna, you could summon several types of destructive assaults, as well as your faction's super-unit: either Ivus the Forest Lord or Lokholar the Ice Lord. Battles could (and many times would) last for hours, no less heated towards the end than when they began.
You'd be hard pressed to find this icy bruiser on the Fields of Strife these days.
If you never played World of Warcraft before its first expansion, you might not even realize this version of Alterac Valley once existed. For the rest of us, my complaints aren't exactly recent news. Sure, many of the mechanics are still there, and you might find someone running off to capture a mine once in awhile, but for the most part it's an honor grind these days, likely accounting for why it continues to be the most played Battleground despite the introductions of Eye of the Storm and Strand of the Ancients since.
Admittedly, it's hard to keep any aspect of gameplay from narrowing to the razor sharp point of efficiency. Players always tend to figure out the best way to do something, whether it be class tweaking, boss strategy, or otherwise. Their methods get posted on the internet, and everyone else follows. I'm actually not surprised at all that Alterac Valley has turned into what it is, considering that rushing through it is absolutely the best way to earn honor. Of course it could be argued that if Blizzard had retained its original tuning, AV would still as interesting as it once was. On the flip side, there would be a whole lot fewer people playing it.
So, keeping these issues in mind, how do we go about making a Battleground that is compelling and fun while satisfying all those ravenous honor hounds out there?
Lake Wintergrasp is the first place to look, having revived the same sorts of large-scale battles that Alterac made popular. The addition of destructible buildings and siege vehicles is a step in the right direction. Unfortunately, there are also a few drawbacks. As an element of World PvP, you can't simply jump into a fight any old time you want. Wintergrasp is on a strict schedule, so as to allow the winning side the chance to defeat the raid bosses inside of the Vault of Archavon.
Likewise, it seems to accommodate pure Assault gameplay. Wintergrasp is a big zone. It can support a lot of people, but it doesn't exactly give a whole lot of incentive for the defending faction to protect anything but the castle itself, and perhaps the closest factories. On top of all that, there are no hard player limits. Even considering the buffs and debuffs doled out for population control, individual bodies still matter. An Alliance force with 50 players is going to whoop a Horde that only had 10, and vice versa.
Battlegrounds tend to ensure that sides are kept even, at least in terms of raw numbers.
So, then, what about Strand of the Ancients? It features some of the same conceits as Wintergrasp (namely Assault style gameplay and controllable vehicles/defenses), and makes up for the core balance deficiencies non-Battlegrounds suffer from.
Despite that, it has yet to give me a rise, and I blame that on how absolutely wimpy it feels. For a scenario based loosely on D-Day, I expected masses of people, seemingly insurmountable defenses, and bullets flying everywhere. As it is, Strand feels a lot like the Battle of Normandy conducted on a lazy Sunday afternoon. Was 10 people people per side really enough? Or how about those pea-shooters they call defensive cannons?
Clearly, both Wintergrasp and SotA suffer from their own unique problems, but I do think they're evidence of Blizzard proceeding in the right direction with Battlegrounds. In fact, the description for their next attempt leaves my mouth watering:
Isle of Conquest, a new large-scale siege Battleground, will be open. The Horde and Alliance will battle head-to-head for control of strategic resources to lay siege to the keeps of their opponents.Kind of speaks for itself, but let me zero in on the key phrases: "large-scale," "control of strategic resources," and "lay siege." We're talking, in all likelihood here, a happy marriage between the Alterac of old and the best bits of Lake Wintergrasp. Though I'm a bit hesitant to go so far as to say that would be the "perfect" Battleground, it comes damn close to what I've always wanted. Of course, that little blurb is all we know about it so far, and it may not be until Blizzcon that we get a whole lot more. That considered, the only thing left to do is speculate. How could a battle on the Isle of Conquest be executed so as to meet the criteria (fun and gobs of honor) I set above? The simple answer is to actually dole out the amounts of honor people want. Put hard locks on different phases of the battle so that there is no possible way to rush right into the opposition's keep, and give large quantities of honor to everyone who participated in pushing forward. In order to keep people from bailing early, withhold their rewards until the very end of the battle, and at that time, give them appropriate bonuses for completing objectives/gathering resources that are not one-hundred percent necessary to win. In fact, I would award more honor for the optional bits than those required, perhaps as some sort of PvP version of raiding's "hard modes." For instance, how about a fight over some sort of bridge that both sides need to cross over at some point to assault the enemy's keep? Holding the bridge is one thing, but destroying it locks both sides out of the option of a direct ground attack, forcing the adoption of new, more complex strategies. The faction that chooses to destroy said bridge gets the bonus honor, but must also gather resources to produce air units necessary to continue the fight (assuming there will actually be any available), while the other side gets some free "emergency" reinforcements, but no honor at all for it. The bottom line is that there must be some way to incentivize the (perceived) optional mechanics of a Battleground so that the aggregate honor is significantly greater than a pure rush to the end. Now, as we know little about the actual nature of the Isle of Conquest, similar conceits may already been in place, but I'm also quite sure that it's far enough into development that no further major changes to its basic setup can be made before its release with 3.2. Those are my thoughts anyway, and I applaud anyone who's sat through my lengthy brainspew long enough to reach this point! If so, Why not contribute yourself? Let me know what you think of my ideas. Are they shining examples of game design brilliance or pure poppycock? Should Battlegrounds be epic in scale or do you prefer more intimate experiences like Warsong Gulch? What would your perfect Battleground be? Don't be shy, the comment box is just a few scrolls below!
Hot Button Issue: Raiding Rogue Rotations













[caption id="attachment_3267" align="alignright" width="300" caption="Don't let those bars fool you! I only use like three or four of those buttons!"]
[/caption]
The Rogue is, by magnitudes, my favorite class. I've played one as my main (Amatera) for over 4 years now and enjoyed every second of it. Out of all my alts, not one has yet convinced me to give up on the master of melee combat. Or at least what should be, considering the lack of other roles for a Rogue to fill.
No doubt that the class has seen its ups and downs. I was pretty excited by the new abilities and talents introduced with Wrath, but, like many others of my ilk, came away disappointed with a pretty significant (and unexpected) drop in playability caused by the new mechanics. Raid DPS went down the tubes and, on my server, level-capped Rogues were a scarce lot.
Heck, I was (and still am) the only non-alt Rogue in my guild. And I'm surprised that I stuck through it, considering that towards the tail end of Burning Crusade I was regularly in the top 3 for damage and was now struggling to break 10.
Things have taken a turn for the better since 3.1. I've reclaimed my position in the charts thanks to the modification of Hunger for Blood and a slight respec back into Improved Poisons. But it did something else that makes me wonder whether or not playing a Rogue is too easy -- it made my core rotation reductively simple again.
Now, it takes skill and a keen reaction time to play any class well, but that doesn't change the fact that I'm tailing a boss spamming Mutilate and Envenom whilst our healers have their hands full playing whack-a-mole with raid frames. There is a certain sublimity, a zen-like state if you will, about punching only two or three keys and outputting the insane amount of damage that a Rogue can, but I think people get excited about simplicity until they start to feel the guilt of not putting in the same amount of effort as others. Or, at least I do. Maybe not all those chumps riding coattails for gear.
Before 3.1, my rotation was a lot more complicated than it is now (or was when I was playing Combat in BC), but my damage clearly suffered. Having to maintain three stacks of Hunger for Blood and Slice and Dice was a pain, between expensive Mutilates and the occasional Rupture where I could fit it. The thing about Energy is that, even though you may never run out, your cap is always fixed. So when your pool of the good stuff is being sucked dry by a few expensive skills, it destroys your DPS. With a duration of only 30 seconds, Hunger for Blood was the main culprit: easy to let drop, and far too expensive to get running again. Considering I needed the skill's buff to even compete on the damage meters, leaving it out was not an option.
Thus, it seems, that the smaller a Rogue's rotation ultimately is, the more efficiently they can utilize their Energy, and the changes made to the class reflect that. Hunger for Blood now lasts a full minute and need only be triggered by a Bleed effect. In a raid situation, those are going to be a dime a dozen, so unless you're off tussling with some off-tanked mob, you rarely have to worry about it (and it frees you from having to queue up Rupture, as well). Slice and Dice? Well, that's refreshed by Envenom, which an Assassination-specced Rogue should be dishing out relentlessly anyway. Like a Showtime Rotisserie, all you need to do is "set it and forget it!"
Sure, I've found a few ways to improve my utility, even if only by a tad. I'll throw an Expose Armor up on a mob if there are no Sunders to be had, I'll use Feint to ignore some of the crazy Area of Effect damage most of the new Ulduar bosses dish out. Heck, Cloak of Shadows is as useful as ever, especially for those pesky light and gravity bombs XT-002 is fond of afflicting players with.
These skills aren't ever in my regular rotation, but I'd be more than willing to take a slight hit to my DPS if it meant giving the class more raid-enhancing utility skills. Then again, that might go against the selfish, dirty-dealing, throat-slitting, gold-stealing spirit of a Rogue!
Considering these dynamics, must we be crucified for sins we did not commit? My "Damage-Dealer's Burden" aside, is there some way to stop the general populace from slinging bawdy insults our way and sermonizing about how over-powered our class is?
I don't know. Blizzard has stated that they, too, are unhappy with the ease with which a Rogue can obliterate their opponents (especially in PvP). The changes made to Hunger for Blood, after all, were a bit of a hot fix. It's a fundamentally broken skill, once detrimental to the Rogue itself and now detrimental to everyone else (at least in their eyes). Makes you wonder why it was even incorporated as a new talent in the first place if it was going to cause so much trouble.
For now, we wait impatiently for an answer. We have been told that it is not the right time for a total rehaul of the class and Blue posts concerning Rogues have dwindled since the raid damage output issue was finally "addressed."
But there must be other Rogues out there reading this. Let me know what's on your mind! Does "easier-to-play" equal "overpowered?" Do you feel some deep sense of personal guilt when your healers and tanks are yelling at each other as your raid falls apart in front of you, wondering if there was anything you could've done to help? Or do you go stealth and wait in a corner until the smoke has cleared?
Rogue or not, what are your feelings on the ethics of rotation complexity? Do you feel as if the game is at its best when it gives you a lot of skills to manage at once, or is a simple hotbar better and more fun? Does it make certain classes more "fair" to play than others?
Fancy New Furs for the Fashionable Feline













After revealing the new Druid bear-form skins just a couple of weeks ago, Blizzard promised that we'd get to see the new cat digs, too. And deliver, they have! Well, at least for Taurens (though I'm sure Night Elves can't be too far behind).
Despite not being into the whole "accessorizing" thing as the bears seem to be, I'd have to admit that the cat reworkings come off a whole lot more impressive. The new bears maintains the same snarling, wide-eyed look as the original, but the cats... oh, no, they're sleeker. Meaner, even.
So fierce!
Bringing Up Magey








Whew, long walk! Glad I brought some snacks!
I was recently told by our readers (several times, and with gusto), that if I'm so damn tired of raid content, why don't I go try out one of the other multitude of things to do in WoW? Well, I'll have you know that leveling alts, as banal as it can be at times, is one of my hobbies, and this post is proof positive! Allow me to take you on the mystical journey of a mage's life from a mana-limp bolt-slinger to face-wrecking powerhouse. Geez, that's a lot of hyphens.
Now, let me throw out a couple warnings before I continue. I know I'm new around these parts, and there's a good chance this stuff has been covered before, but I do hope you enjoy my, er... unique slant on things. The other issue, which stems from the same basic problem, is that my mage is actually already level 38. Ideally, I would've liked to start this article at square one, but I'm not about to reverse all my progress just for that.
So what I want to do is talk about what I've learned so far.
I started off, like all Trolls, in the Valley of Trials. I tend to play a Troll whenever I get the chance; they're pretty awesome, and since they're the least played race in the game, I'm always up for increasing the server population. Drawback? Lack of shoes. I'll never have cool-looking kicks.
The beginning levels were easy enough, especially since I suited Forcekin (yes, that's his name) up with a couple heirloom pieces:
[Tattered Dreadmist Mantle]
[Discerning Eye of the Beast]
But even with the buffs these items provided, it was evident early on that mana would be a problem. I'd always heard that about mages and dreaded dealing with it myself. At 38, I'm happy to admit that things are improving, but prepare to grind out your first thirty-or-so levels like a sloth on Sunday.
Taking a time-out to drink and eat after every pull or two really put a damper on my motivation (and its even more annoying when you have to stock up every time you log on), but I kept reminding myself that one day I'd be popping crits like a bag of Orville Redenbacher and destroying mobs before they even get within spitting range.
A pleasant surprise came from how well my mage was able to take his lumps (when the enemies do manage to close in on you). Ice Armor, Mana Shield, Elemental Wards, and even Dampen Magic can take you far when spells like Polymorph and Frost Nova fail to keep the baddies at bay. And, of course, there's always Blink for getting your keister just out of harm's way.
Indeed, the mage's repertoire of mitigation and avoidance skills is first-class.
I chose to level as Frost spec in order to take advantage of the slow-down effects, and they've served me well so far, but I was initially disappointed in the lack of damage being dealt. For me, leveling an alt is a race to the top, so I often don't bother with group quests or dungeon runs unless it happens to be with a fellow guildie or I find myself in the right place at the right time.
So, aside from the heirloom equipment, I've had very little to increase my crit chance -- no blues, no enchants, and I haven't even slotted any glyphs yet. But in my early 30s, I decided to go back and look at what Frost had to offer and found a magic combination I'm surprised I didn't see at first. I specced out of Cold Snap (boy was that a mistake at this level) and put a few points into the first-tier talent Frostbite. Combine that with Shatter, and you've got a 15% chance to increase your crit against a target by a full 50% when both talents are maxed out! This also applies to any other time a mob might be frozen, as with Frost Nova. Really nothing like flash freezing a bunch of mobs as you proceed to rain down some icy armageddon in the form of Blizzard.
This probably seems like grade school for any mage in the know, but things really started picking up for me at that point. It even helped with my chronic mana problems! More crits per point of mana = less mana spent. Math is not my strong point, but even I can dig that brand of algebra.
So, I'd have to say I'm in a pretty good spot with my frosty mage wonder. Being able to skirt around hapless mobs whilst nuking them in the face is getting to be pretty enjoyable.
Unfortunately, I'm at that part of the game where, at least for a Horde player, there's a lot of running around to do. I have yet to make the long journey to Badlands or Swamp of Sorrows and I've still got a boatload of quests in Stranglethorn to complete. Not to mention that Tanaris, Hinterlands, and Feralas are all on the horizon. And all my mage trainers want me to hotfoot it to Duskwallow Marsh for some reason!
But, hey, that's where a Mage truly shines. Portals anyone?
I'd like to continue updating everyone on my progress, if you'll have me, but in the meantime, I'm curious as to what kinds of experiences Project Lore readers have had leveling their own mages. Did you make any of the same stupid mistakes I did? Attempt to level as a different spec? Find the constant picnicking too much of a hassle or did the crazy damage co-efficients see you through to the end?
Modern Raiding: Wasted Potential?










I admit that little of Blizzard's new raiding philosophy has sat well with me, so when details started trickling in about the next major content patch, you can imagine that I had a few beefs. Most notably, this little nugget:
Crusaders' Coliseum: In order to prepare for a siege on Icecrown Citadel, players will be called by the Argent Crusade to test their mettle in the Coliseum. 5-player, 10-player, and 25-player challenges await inside.With the wealth of raiding content added in Burning Crusade, am I the only one that feels like Blizz has been sort of phoning it in? Sure, Ulduar's a fantastic instance, but Naxxramas really did feel like recycled content. Remarkably few people experienced its first iteration, and it was nice to smash Kel'Thuzad's face in, but the feel and design screamed "hand-me-down." Likewise, before Wrath hit the market, we knew Ulduar was on the horizon and were told that the doors to Icecrown Citadel would creak open with the release of 3.3, but Blizzard also hinted at a mystery raid that would appear sometime in-between. Now they're telling us it's the Argent Coliseum, a raid instance that Blue Zarhym describes as "Ring of Blood or Amphitheater of Anguish, but more epic" is the only bone being thrown?
