Sorry about the lack of updates, folks. Had some real life and connection issues for a while, but I hope to put that behind me for the next few weeks or so and try to get back into the swing of things.
This makes me smile.
Cold snap will be moved to Ice block's position in the talent tree and its cooldown will be reduced. As a side note, it will no longer reset the cooldown on fire ward. Moving in to Cold snap's spot will be a brand new ability called Icy Veins. This new ability will decrease casting time for all spells by 20% and increases the chance that chilling effects freeze the target by 25%. It's an active ability, lasting 20 seconds and has a 3 minute cooldown.
Welcome to your new Frost hell. Maj? Time to respec, bro.
Wednesday, November 21, 2007
Friday, November 9, 2007
Mage Basics. Part Three.
So now you've hit level 10. Yay! Congratulations! Head to the trainer, pick up your new spells and get ready for another way to customize your character. We're talking about talent points.
Every class has three trees. For mages, these trees are Arcane, Fire and Frost. You get a talent point for every level. Your talents get better as you put more points into them. You get more points by leveling? See? Easy. Those Blizzard folks are smart.
So what are our options at level 10 for our first talent point. This is a deeper question than it appears, because you might be stuck with it for a while. I'll break down the trees into some basic forms and talk about the first tier of talents.
Arcane.
The Arcane tree is generally regarded as a "utility" tree. It is designed to support the fire and/or frost trees in nearly any build. From improving your Intellect to giving you free spellcasts, putting points into the Arcane tree is a must for most mages in both PvE and PvP.
Arcane Subtlety. Reduces your target's resistance to all spells by 5 and reduces threat of Arcane spells by 20%.
Arcane Focus. Reduces the chance that the opponent can resist your Arcane spells by 20%
Improved Arcane Missiles. Gives you a 20% chance to avoid interruption caused by damage while channeling Arcane Missiles.
Fire.
The Fire tree is a raw damage tree. Most of the talents are based around putting out lots of damage in a short period of time. In most PvE encounters, a fire- specced mage will out-DPS any other class in- game. You give up the extra survivability of the Frost tree in exchange for a much higher damage output.
Improved Fireball. Reduces the casting time of your Fireball spell by 0.1 seconds.
Impact. Gives your fire spells a 2% chance to stun the target for 2 seconds.
Frost.
The Frost tree is powerful in it's own right. You will not have the high burst damage a Fire mage will, but you will still put out significant amounts of ranged DPS on your own. Where the Frost tree really shines is increased survivability and enhanced AoE. This allows a Frost mage to shine in PvP encounters and utilize a tactic referred to as "AoE grinding" while leveling.
Frost Warding. Increases the armor and resistances given by your Frost Armor and Ice Armor by 15%. In addition, gives your Frost Ward a 10% chance to reflect Frost spells and effects while active.
Improved Frostbolt. Reduces the casting time of your Fireball spell by 0.1 seconds.
Elemental Precision. Reduces the mana cost and chance targets resist your Frost and Fire spells by 1%.
Every class has three trees. For mages, these trees are Arcane, Fire and Frost. You get a talent point for every level. Your talents get better as you put more points into them. You get more points by leveling? See? Easy. Those Blizzard folks are smart.
So what are our options at level 10 for our first talent point. This is a deeper question than it appears, because you might be stuck with it for a while. I'll break down the trees into some basic forms and talk about the first tier of talents.
Arcane.
The Arcane tree is generally regarded as a "utility" tree. It is designed to support the fire and/or frost trees in nearly any build. From improving your Intellect to giving you free spellcasts, putting points into the Arcane tree is a must for most mages in both PvE and PvP.
Arcane Subtlety. Reduces your target's resistance to all spells by 5 and reduces threat of Arcane spells by 20%.
Arcane Focus. Reduces the chance that the opponent can resist your Arcane spells by 20%
Improved Arcane Missiles. Gives you a 20% chance to avoid interruption caused by damage while channeling Arcane Missiles.
Fire.
The Fire tree is a raw damage tree. Most of the talents are based around putting out lots of damage in a short period of time. In most PvE encounters, a fire- specced mage will out-DPS any other class in- game. You give up the extra survivability of the Frost tree in exchange for a much higher damage output.
Improved Fireball. Reduces the casting time of your Fireball spell by 0.1 seconds.
Impact. Gives your fire spells a 2% chance to stun the target for 2 seconds.
Frost.
The Frost tree is powerful in it's own right. You will not have the high burst damage a Fire mage will, but you will still put out significant amounts of ranged DPS on your own. Where the Frost tree really shines is increased survivability and enhanced AoE. This allows a Frost mage to shine in PvP encounters and utilize a tactic referred to as "AoE grinding" while leveling.
Frost Warding. Increases the armor and resistances given by your Frost Armor and Ice Armor by 15%. In addition, gives your Frost Ward a 10% chance to reflect Frost spells and effects while active.
Improved Frostbolt. Reduces the casting time of your Fireball spell by 0.1 seconds.
Elemental Precision. Reduces the mana cost and chance targets resist your Frost and Fire spells by 1%.
Thursday, November 8, 2007
Breaking the Ice
I have been hassled and bothered by Maj over there to drop a little specific info on your heads. He keeps asking "How do I kill frost mages?"
Here's the short answer, and you're not going to like it.
You can't.
Here's why. Your burst damage as a deep fire or hybrid arcane/fire spec cannot overcome the inherent survivability of a frost mage combined with his substantial burst damage, water elemental burst damage and freeze effects, and crowd control capabilities. Work all these together with Arena gear and high resilience and your crit-happy fire spec gets the fork stuck in it.
Arcane/ fire and deep fire all require critical hits to be truly effective. Your only way to resist spell pushback is Mana Shield. Never, ever use mana shield. With the low +Intellect on Arena gear, your mana pool is going to be hurting anyways (another reason to steer clear of AP+POM+Pyro). Since most Arena fights turn into "drain the other healer of mana faster," you're in for trouble.
But a frost mage? Ice Block and Ice Barrier. These options, especially Ice Barrier, are far and away superior to Mana Shield. Pre- 2.3, Rank 5 Ice Barrier absorbs 1003 damage. More importantly, spellcasting cannot be interrupted or pushed back during this time. With Cold Snap, that's 2006 damage absorbed. No Hypothermia debuff. 24 second cooldown when talented.
Oh, did I forget to mention that Ice Barrier damage absorption scales with +spell damage in 2.3 (which drops Tuesday and I gave to you first)?
But not just Ice Barrier. No way. The frost mage's 41- talent point spell is "Summon Water Elemental." Yep, you can have your own elemental fight for you for 45 seconds. His DPS adds with yours. That's two spells for the price of one. That's almost twice the damage at no extra mana cost. And with Cold Snap, he comes out twice, pounding upon thee for almost two minutes straight.
This nifty elemental doesn't just DPS though. He has a ranged Frost Nova that you can place practically anywhere. Damage is negligible, but it has a wide area of effect and otherwise operates just like your own Frost Nova. It's a ranged root and no one else has it. Do they trinket out only to get stuck again in your Frost Nova? Or do they eat those tasty, tasty Ice Lances?
Which reminds me, Ice Lance. Wicked spell, this one is. Untalented, this spell costs 150 mana, has no cooldown, is an instant cast spell and triples it's damage against frozen targets. An example is needed.
An example 17/0/44 frost build.
Elemental Precision reduces your opponent's resistance.
Ice Shards increase your critical damage bonus by 100%.
Frostbite gives all your frost spells a chance to freeze a target in place for 5 seconds.
Piercing Ice increases our frost damage by 6% across the board.
Shatter increases our critical strike chance against frozen targets by 50%.
Winter's Chill gives us the chance to increase our critical strike rating by *another* 10%.
Arctic Winds increases all our frost damage by *another* 5% and decreases the chance we're going to get hit by 5%.
Let's say we have a 25% spell critical strike rating. Add a full 5- stacked Winter Chill debuff (it probably won't happen, but you never know). That puts us at a 35% chance to crit with our frost spells. And we have a 15% chance to freeze an opponent in place with a normal frost spell, plus our Water Elemental's Frost Nova and our own, which gives us a bonus 50% spell critical strike rating. Math is your friend. Enjoy.
Now let's say we have +600 frost damage. Ice Lance takes about 42% of your +damage and applies it to the spell. That's about 300 damage on an instant cast without a frozen target. Triple that damage on a frozen target. About 900 damage, right? Now double it because of Ice Shards. Roughly 1800 damage. On an instant cast spell. That costs 124 mana. With no cooldown. And +600 frost damage is... conservative.
Maj, one on one, you're going to have rough going. Of course a well- played and well- geared fire mage can beat a poorly- played frost mage. I won't talk about mages in Arenas because, well, they're about as prolific in 2v2 and 3v3 as a hunter is. 5v5 is better, though.
Oh wait, you wanted me to tell you how to beat one, didn't you? (That's my dig.)
Here's the short answer, and you're not going to like it.
You can't.
Here's why. Your burst damage as a deep fire or hybrid arcane/fire spec cannot overcome the inherent survivability of a frost mage combined with his substantial burst damage, water elemental burst damage and freeze effects, and crowd control capabilities. Work all these together with Arena gear and high resilience and your crit-happy fire spec gets the fork stuck in it.
Arcane/ fire and deep fire all require critical hits to be truly effective. Your only way to resist spell pushback is Mana Shield. Never, ever use mana shield. With the low +Intellect on Arena gear, your mana pool is going to be hurting anyways (another reason to steer clear of AP+POM+Pyro). Since most Arena fights turn into "drain the other healer of mana faster," you're in for trouble.
But a frost mage? Ice Block and Ice Barrier. These options, especially Ice Barrier, are far and away superior to Mana Shield. Pre- 2.3, Rank 5 Ice Barrier absorbs 1003 damage. More importantly, spellcasting cannot be interrupted or pushed back during this time. With Cold Snap, that's 2006 damage absorbed. No Hypothermia debuff. 24 second cooldown when talented.
Oh, did I forget to mention that Ice Barrier damage absorption scales with +spell damage in 2.3 (which drops Tuesday and I gave to you first)?
But not just Ice Barrier. No way. The frost mage's 41- talent point spell is "Summon Water Elemental." Yep, you can have your own elemental fight for you for 45 seconds. His DPS adds with yours. That's two spells for the price of one. That's almost twice the damage at no extra mana cost. And with Cold Snap, he comes out twice, pounding upon thee for almost two minutes straight.
This nifty elemental doesn't just DPS though. He has a ranged Frost Nova that you can place practically anywhere. Damage is negligible, but it has a wide area of effect and otherwise operates just like your own Frost Nova. It's a ranged root and no one else has it. Do they trinket out only to get stuck again in your Frost Nova? Or do they eat those tasty, tasty Ice Lances?
Which reminds me, Ice Lance. Wicked spell, this one is. Untalented, this spell costs 150 mana, has no cooldown, is an instant cast spell and triples it's damage against frozen targets. An example is needed.
An example 17/0/44 frost build.
Elemental Precision reduces your opponent's resistance.
Ice Shards increase your critical damage bonus by 100%.
Frostbite gives all your frost spells a chance to freeze a target in place for 5 seconds.
Piercing Ice increases our frost damage by 6% across the board.
Shatter increases our critical strike chance against frozen targets by 50%.
Winter's Chill gives us the chance to increase our critical strike rating by *another* 10%.
Arctic Winds increases all our frost damage by *another* 5% and decreases the chance we're going to get hit by 5%.
Let's say we have a 25% spell critical strike rating. Add a full 5- stacked Winter Chill debuff (it probably won't happen, but you never know). That puts us at a 35% chance to crit with our frost spells. And we have a 15% chance to freeze an opponent in place with a normal frost spell, plus our Water Elemental's Frost Nova and our own, which gives us a bonus 50% spell critical strike rating. Math is your friend. Enjoy.
Now let's say we have +600 frost damage. Ice Lance takes about 42% of your +damage and applies it to the spell. That's about 300 damage on an instant cast without a frozen target. Triple that damage on a frozen target. About 900 damage, right? Now double it because of Ice Shards. Roughly 1800 damage. On an instant cast spell. That costs 124 mana. With no cooldown. And +600 frost damage is... conservative.
Maj, one on one, you're going to have rough going. Of course a well- played and well- geared fire mage can beat a poorly- played frost mage. I won't talk about mages in Arenas because, well, they're about as prolific in 2v2 and 3v3 as a hunter is. 5v5 is better, though.
Oh wait, you wanted me to tell you how to beat one, didn't you? (That's my dig.)
Wednesday, November 7, 2007
Just Because.
Hot on the heels of the release of Patch 2.3, a Blue actually did something useful on the WoW forums.
Your Hypothermia debuff is now back to 30 seconds.
Even better, however, is this.
"Two things we'll be making improvements to in the near future (although these aren't likely to make it in on time for 2.3) are having iceblock be trainable (to make sure all mages have it as a tool for pve encounters and to open up other trees as being more viable options for pvp), and to-be-finalized improvements to mana issues in longer fights."
Allow me to repeat. "...iceblock be trainable."
The possibilities this opens are endless. Granted we have a long way to go to see the patch after 2.3, but still. Arcane Power + Presence of Mind + Pyroblast and Iceblock... together? Boggles the mind.
And Mabd/Maj? I'm digging up a video just for you. You'll wish you were a frost mage yet!
Your Hypothermia debuff is now back to 30 seconds.
Even better, however, is this.
"Two things we'll be making improvements to in the near future (although these aren't likely to make it in on time for 2.3) are having iceblock be trainable (to make sure all mages have it as a tool for pve encounters and to open up other trees as being more viable options for pvp), and to-be-finalized improvements to mana issues in longer fights."
Allow me to repeat. "...iceblock be trainable."
The possibilities this opens are endless. Granted we have a long way to go to see the patch after 2.3, but still. Arcane Power + Presence of Mind + Pyroblast and Iceblock... together? Boggles the mind.
And Mabd/Maj? I'm digging up a video just for you. You'll wish you were a frost mage yet!
Tuesday, November 6, 2007
A Diversion.
My computer ate itself and lost my post. Once again Murphy's Law sticks it to me. So instead of my really groovy talent tree post, I give you a distraction. What you may see will instruct you.
It's up to you to determine if the instructions are good or not.
M.A.G.E. by Nymh
Breaking News!
We interrupt the craziness for a Blue confirmed post.
Patch 2.3 date confirmed.
Oh yeah, and "First."
It's up to you to determine if the instructions are good or not.
M.A.G.E. by Nymh
Breaking News!
We interrupt the craziness for a Blue confirmed post.
Patch 2.3 date confirmed.
Oh yeah, and "First."
Monday, November 5, 2007
Mage Basics. Part Two.
So now we've decided what race our new little mage is going to be. Take the time to get a feel for the class in the starting zone. Make sure you train at every even level and vendor everything you can't use. You're going to need the cash.
You will pick up Arcane Intellect soon, which is a good thing. Arcane Intellect is a buff that increases the Intellect of your target by a certain amount. This means you have more mana which means you deal more damage because you can cast longer which means less downtime between mobs which means more experience and gold and chance for good item drops.
At all times when running around, keep your Frost Armor and Arcane Intellect up. Some folks are nice and buff random passers- by with AI, but that's up to you.
Our basic mage weapons are Fireball, Frostbolt and Arcane Missiles. Fireball deals a lot of up- front damage with a DoT (Damage Over Time). Frostbolt deals damage and has a slowing effect. Arcane Missiles deals a lot of damage, but it's spread out into bursts. This is also your first "channeled" spell, which means it deals damage on a timer instead of "charging up" like your fireball and frostbolt.
Your initial spell rotation will depend on you. I always preferred casting Frostbolt first, which slows the enemy, then Fireball and maybe Arcane Missiles. AM (Arcane Missiles) is *very* mana- intensive, so you might want to use it sparingly. Be aware that you will follow your target while casting AM, which can be a good thing.
While you're testing your new mage- ly skills, make sure you check the area you can cast in and get a feel for it. The cone you cast in is rather wide, which means you don't have to be directly facing your target. Some of the spells you learn don't even require your targets to be in front of you. We'll get to those later.
Have fun, kill some mobs and get the basic idea down. Level 10 comes fast, and that gives us new spells and something new entirely: talent points.
You will pick up Arcane Intellect soon, which is a good thing. Arcane Intellect is a buff that increases the Intellect of your target by a certain amount. This means you have more mana which means you deal more damage because you can cast longer which means less downtime between mobs which means more experience and gold and chance for good item drops.
At all times when running around, keep your Frost Armor and Arcane Intellect up. Some folks are nice and buff random passers- by with AI, but that's up to you.
Our basic mage weapons are Fireball, Frostbolt and Arcane Missiles. Fireball deals a lot of up- front damage with a DoT (Damage Over Time). Frostbolt deals damage and has a slowing effect. Arcane Missiles deals a lot of damage, but it's spread out into bursts. This is also your first "channeled" spell, which means it deals damage on a timer instead of "charging up" like your fireball and frostbolt.
Your initial spell rotation will depend on you. I always preferred casting Frostbolt first, which slows the enemy, then Fireball and maybe Arcane Missiles. AM (Arcane Missiles) is *very* mana- intensive, so you might want to use it sparingly. Be aware that you will follow your target while casting AM, which can be a good thing.
While you're testing your new mage- ly skills, make sure you check the area you can cast in and get a feel for it. The cone you cast in is rather wide, which means you don't have to be directly facing your target. Some of the spells you learn don't even require your targets to be in front of you. We'll get to those later.
Have fun, kill some mobs and get the basic idea down. Level 10 comes fast, and that gives us new spells and something new entirely: talent points.
Sunday, November 4, 2007
Mage Basics. Part One.
As I posted yesterday, I have decided to give what I hope to be a primer on the mage class. So let's get started, shall we? According to the World of Warcraft info page, a mage is all about the following.
"Mages wield the elements of fire, frost and the arcane to destroy or neutralize their enemies. They are a robed class that excels at dealing massive damage from afar, casting elemental bolts at a single target, or raining destruction down upon their enemies in a wide area of effect. Mages can also augment their allies spell-casting powers, summon food or drink to restore their friends, and even travel across the world in an instant by opening arcane portals to distant lands....
"Damage is the name of the Mage game, and they do it well. Their arsenal includes some powerful crowd control spells, also, giving them the ability to keep hordes at bay -- in fact, these abilities can be used on the most common creatures in the game, thus making them extremely valuable for this purpose."
Seems pretty simple, yes? Especially when compared to other hybrid classes like shamans or paladins. Blizzard says you blow things up and provide crowd control. You, the mage, are uniquely suited to both tasks.
So you want to create a mage. Your first major choice is race.
For the Alliance:
-Human - Increased stealth detection, Spirit increased by 10%, increased reputation gains, +5 to sword and mace skills.
-Gnome - "Escape Artist" (break out of roots and snares), Intelligence increased by 5%, +10 Arcane resistance, +15 to Engineering.
-Draenei - +5 to Jewelcrafting, Gift of the Naaru (free heals!), Inspiring Presence (1% +spell hit for you and party members), +5 Shadow resistance.
For the Horde:
-Troll - Berserking (decreased spellcasting time when hurt), 10% health regen, 5% damage bonus to Beasts, +5 to throwing weapons and bows.
-Forsaken - Will of the Forsaken (immune to fear effects for 5 seconds), Cannibalize (eat bodies to regain health), underwater breathing, +10 Shadow resistance.
-Blood elf - +10 to Enchanting, Arcane Torrent (AoE silence and mana regeneration), +5 to all resistances, Mana Tap (suck mana to power Arcane Torrent).
That's it. Of the six races, there are four good choices. The other two, well, you can do it if you want.
Gnomes. These are good for both PvP and PvE. The Intellect bonus means you have a deeper mana pool, which means that you can cast more and have less downtime between mobs. The racial ability "Escape Artist" is another way to get out of movement impairing effects. Combine it with the spell Blink (and your PvP trinket) and you are going to be quite a hard target for one so squishy.
Draenei. Pretty decent overall. Having a free Heal over Time (HoT) effect can get you out of many jams and keep your clothie self alive longer. Living longer means more grinding and less time graveyard running. If you mainly solo, this might be the class for you. The "Inspiring Presence" racial is also good for instances and raiding, as it reduces the resists you and your spellcasting party members see.
Forsaken. Nearly undisputed PvP kings (and queens). The "Will of the Forsaken" racial is incredibly powerful, which makes taking down warlocks much easier. Your bonus to Shadow resistance will also serve you well when you fight warlocks and mobs who cast shadow spells. Cannibalize is not quite as effective, since you can make your own food and water, but it can come in handy.
Blood Elf. Bonus to spell resistances. Mana sucking. An Area of Effect (AoE) silence. Blood elves appear to be tailor- made for PvP. Killing healers? No problem. Burst damage then silence and interrupt their heals. (My 19 twink hunter has killed plenty of casters this way before, as has any blood elf player who even sometimes PvPs.)
That's the basics. The rest on the character creation page is fluff. You want a mage? Go out and make one. Don't let crazy folks like me tell you not to roll a troll mage simply because their racial abilities are laughable. I'll just be happy to see another mage running around and blowing things up.
"Mages wield the elements of fire, frost and the arcane to destroy or neutralize their enemies. They are a robed class that excels at dealing massive damage from afar, casting elemental bolts at a single target, or raining destruction down upon their enemies in a wide area of effect. Mages can also augment their allies spell-casting powers, summon food or drink to restore their friends, and even travel across the world in an instant by opening arcane portals to distant lands....
"Damage is the name of the Mage game, and they do it well. Their arsenal includes some powerful crowd control spells, also, giving them the ability to keep hordes at bay -- in fact, these abilities can be used on the most common creatures in the game, thus making them extremely valuable for this purpose."
Seems pretty simple, yes? Especially when compared to other hybrid classes like shamans or paladins. Blizzard says you blow things up and provide crowd control. You, the mage, are uniquely suited to both tasks.
So you want to create a mage. Your first major choice is race.
For the Alliance:
-Human - Increased stealth detection, Spirit increased by 10%, increased reputation gains, +5 to sword and mace skills.
-Gnome - "Escape Artist" (break out of roots and snares), Intelligence increased by 5%, +10 Arcane resistance, +15 to Engineering.
-Draenei - +5 to Jewelcrafting, Gift of the Naaru (free heals!), Inspiring Presence (1% +spell hit for you and party members), +5 Shadow resistance.
For the Horde:
-Troll - Berserking (decreased spellcasting time when hurt), 10% health regen, 5% damage bonus to Beasts, +5 to throwing weapons and bows.
-Forsaken - Will of the Forsaken (immune to fear effects for 5 seconds), Cannibalize (eat bodies to regain health), underwater breathing, +10 Shadow resistance.
-Blood elf - +10 to Enchanting, Arcane Torrent (AoE silence and mana regeneration), +5 to all resistances, Mana Tap (suck mana to power Arcane Torrent).
That's it. Of the six races, there are four good choices. The other two, well, you can do it if you want.
Gnomes. These are good for both PvP and PvE. The Intellect bonus means you have a deeper mana pool, which means that you can cast more and have less downtime between mobs. The racial ability "Escape Artist" is another way to get out of movement impairing effects. Combine it with the spell Blink (and your PvP trinket) and you are going to be quite a hard target for one so squishy.
Draenei. Pretty decent overall. Having a free Heal over Time (HoT) effect can get you out of many jams and keep your clothie self alive longer. Living longer means more grinding and less time graveyard running. If you mainly solo, this might be the class for you. The "Inspiring Presence" racial is also good for instances and raiding, as it reduces the resists you and your spellcasting party members see.
Forsaken. Nearly undisputed PvP kings (and queens). The "Will of the Forsaken" racial is incredibly powerful, which makes taking down warlocks much easier. Your bonus to Shadow resistance will also serve you well when you fight warlocks and mobs who cast shadow spells. Cannibalize is not quite as effective, since you can make your own food and water, but it can come in handy.
Blood Elf. Bonus to spell resistances. Mana sucking. An Area of Effect (AoE) silence. Blood elves appear to be tailor- made for PvP. Killing healers? No problem. Burst damage then silence and interrupt their heals. (My 19 twink hunter has killed plenty of casters this way before, as has any blood elf player who even sometimes PvPs.)
That's the basics. The rest on the character creation page is fluff. You want a mage? Go out and make one. Don't let crazy folks like me tell you not to roll a troll mage simply because their racial abilities are laughable. I'll just be happy to see another mage running around and blowing things up.
Saturday, November 3, 2007
A Day Late and a Dollar Short
Okay, sue me. My internal clock is wrong and that means I'm stuck with it seeming like this post is a day late. It's not.
Regardless, I needed to go re-up my WoW account for the next couple of months, but wasn't able to make it to the bank before it closed. This is due, in full, to my sleeping. I had my alarm set and everything. I just didn't wake up. So my account goes away today (tomorrow, blast it all!) around 2ish. No worries, it just means I won't be on after that time tomorrow. Monday, however, is a whole new ballgame.
I have noticed a problem in people around my servers. There are a lot of mages (especially, but also hunters and warlocks) who have absolutely no idea what they're doing. These people have inspired me to figure out how to put into words the experiences I've had and the lessons I've learned. If anyone wants to share their perspectives, feel free to drop a comment or an email. I'm curious to know what people think!
Regardless, I needed to go re-up my WoW account for the next couple of months, but wasn't able to make it to the bank before it closed. This is due, in full, to my sleeping. I had my alarm set and everything. I just didn't wake up. So my account goes away today (tomorrow, blast it all!) around 2ish. No worries, it just means I won't be on after that time tomorrow. Monday, however, is a whole new ballgame.
I have noticed a problem in people around my servers. There are a lot of mages (especially, but also hunters and warlocks) who have absolutely no idea what they're doing. These people have inspired me to figure out how to put into words the experiences I've had and the lessons I've learned. If anyone wants to share their perspectives, feel free to drop a comment or an email. I'm curious to know what people think!
Friday, November 2, 2007
Razzlefrackin'
Okay. So because of certain people, I've decided to actually get off my backside and set about to posting at least once a day for the entirety of the month of November. Dunno how this is going to work, considering I'm going to be busy and possibly internet-less, but I'm willing to give it a go.
In case you haven't seen it yet (or don't have Background Downloader), the info for 2.3 is up but "no download will take place at this time." That's right folks. Start your alts now. Quicker leveling is right around the corner.
This is good for my newest project, an orc warlock. I know. I know. I've gone to the dark side. Hear me out though. A friend of mine (who runs a raiding guild and currently owns a 70 orc warrior) has promised me a spot in his raids if I hit 70. My warlock is level 15. Finally! I'm in- demand!
Poor Zball mage. Looks like I might have to relearn how to PvP and go back frost... At least my gear is somewhat ready.
Oh wait. No it's not. Le sigh. The life of a poor raiding mage who doesn't raid.
QQ.
In case you haven't seen it yet (or don't have Background Downloader), the info for 2.3 is up but "no download will take place at this time." That's right folks. Start your alts now. Quicker leveling is right around the corner.
This is good for my newest project, an orc warlock. I know. I know. I've gone to the dark side. Hear me out though. A friend of mine (who runs a raiding guild and currently owns a 70 orc warrior) has promised me a spot in his raids if I hit 70. My warlock is level 15. Finally! I'm in- demand!
Poor Zball mage. Looks like I might have to relearn how to PvP and go back frost... At least my gear is somewhat ready.
Oh wait. No it's not. Le sigh. The life of a poor raiding mage who doesn't raid.
QQ.
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