Every week, Arcane Brilliance works its way into your spell-rotation, right between Fireball two and Fireball three. It has a zero second cast time, doesn't trigger the global cooldown, costs no mana, does ridiculous amounts of damage, creates no threat, and is entirely unresistable. Yes, I'm aware that's not a word. Yes, I understand that "irresistible" is the grammatically correct alternative. Yes, I like to make up words. Also, apparently Arcane Brilliance is the greatest spell ever, and should probably make up your entire spell rotation, and not just a part of it. The good news? I just saved you space on your action bars.
If forced, at gunpoint, to identify the most daunting aspect of the World of Warcraft experience, I know exactly what I'd say. It wouldn't be starting the game, as Blizzard has done a wonderful job of making entry into the game itself incredibly user-friendly. It wouldn't be beginning to raid, as hopefully when you go into your first raid, your guild will be fully aware that it is your first raid and won't expect too much of you, so you can participate without pressure.
No, I'd have to say the single most daunting part of the game happens at a very specific point, and that point is the moment you ding level 70.
Perhaps you don't realize it at that exact instant. For most, the moment of realization comes later. Perhaps it happens when you hop into your first Arena match and die two-and-a-half seconds later. Perhaps it happens when you get thrown into a Karazhan pick-up-group and notice half of your spells are being resisted by Attumen the Huntsman. Perhaps it happens while walking around Shattrath, and you notice a GnomeMage, ostensibly at the same level as you, wandering around in full tier 6 gear, sporting a mana pool twice as large as yours and around a kajillion spell damage. Perhaps it happens when your guild leader tells you no, you can't come help on Gruul, because you have no spell hit rating, and you don't even know what that means.
So what are you to do? How do you turn your mismatched greens and quest-reward blues into gear that will get you a raid spot? Read on after the jump, and find out how to start down the road to becoming epic.
Each Saturday, Arcane Brilliance jumps off the ledge near the lumber mill in Arathi Basin and Slow Falls all the way to your computer screens...at which point it PoM-Pyroblasts the guy defending the blacksmith and caps the flag solo...after which it gets killed by a Warlock at 25% health. Last week we discussed four of the seven crafting professions and what they had to offer Mages. This week we'll move on to the rest, including wild speculation about what Inscription might have to offer those of us who enjoy wearing dresses into battle.
When I started WoW and rolled my Mage, I asked around and perused the official website and learned that I should probably be a tailor. I wore cloth armor, so it seemed like a no-brainer that I should take the profession that would give me gear I could wear. I gave that strange undead man outside Brill my ten copper pieces and he taught me to fashion pants from scraps of linen I had removed from corpses. I have never really regretted that decision, though I have since learned that while Tailoring is a fine choice for a Mage, it's certainly not the only choice. Almost every profession out there offers something worth having to our wonderful class, and some of them might surprise you. Last week we went over the unique benefits of Enchanting, Engineering, and Blacksmithing (although that last one really doesn't offer much to us at all), in addition to Tailoring, the old stand-by. This week, we're going to explore Leatherworking, Jewelcrafting, Alchemy, and the three secondary professions.
Come back after the jump for the details, along with as much unsolicited commentary as you can stand.
Each week Arcane Brilliance offers a place for Mages everywhere to take a short break from opening portals to Shattrath and just relax and enjoy a thousand words or two about their class. That's right, my robed brethren, nobody's going to ask you to "sheep square" or demand "table plz" around here. Yep, 'round here, all the Fireballs crit, the tank never breaks your Polymorph, and aggro is just a five letter made-up word that doesn't mean anything. So set aside your threat meters and your spell damage trinkets, sit back, and enjoy this brief respite. You can always get back to pulling aggro off the tank later.
Much like life, playing World of Warcraft is a series of choices. Some of these choices (should I jump that flagged Gnome while he's already in combat, or wait till he's done and engage him honorably?) are smaller than others (should I roll Mage, or some other, crappier class?). You choose a class, a race, a hairstyle, a guild, a spec, and whether or not to accept a party invite from that Hunter who has no pet and has decided melee suits him better than attacking from range (psst...always choose "not" on that last one, trust me). One of the most important choices you will make, and one that will effect your entire WoW experience from start to finish, is your choice of professions.
Your choice of a crafting profession will offer you benefits as you level your Mage to 70 and then determine many of your opportunities at end-game. Thankfully, this choice is one you can always undo, although doing so can be costly and wasteful. Join us after the jump for part one of our look at the seven primary crafting professions and what each one has to offer us as Mages throughout our WoW careers.
Each week, Arcane Brilliance is conjured out of thin air after a three-second cast, and then handed over in stacks of twenty to everyone who cares to have some. Actually, it's usually written over the course of a few hours by a half-asleep father of two after the kids have gone to bed. It may or may not be written while eating Cakesters and listening to a giant, largely embarrassing playlist of 80's music that includes Jan Hammer, Joe Esposito, and the illustrious Ronnie James Dio. So in a way, I suppose, perhaps magic is involved in the creation of this column. How else can you explain my ability to right-align a screenshot or create hyperlinks to Wowhead under those conditions? I'm some kind of sorcerer, that's how.
This week we continue our look at who Mages can kill, and who we can only kill if the other guy spills Red Bull all over his keyboard mid-fight. Just like every other class (except Druids) in this game, there are some good match-ups for Mages, and some incredibly bad ones. Last week we touched on several of these, and this week, we'll go over the rest. To review, according to the unscientific and largely arbitrary rating system I invented for the purposes of this column, it was decided that Warriors were very killable, Hunters were killable with some skill and luck, but Druids and Warlocks were not very killable at all.
So who's on tap for this week? Priests, Pallies, Shammies, and Rogues. Just for fun, I think we have to throw in some hot (or cold, depending on spec) Mage on Mage action, too. Join me after the jump for all the good stuff.
Every Saturday, Arcane Brilliance opens a portal to the wonderful world of Mages and encourages one and all to step through. This week, we'll be taking a hard look at Mage PvP in the Arena combat era, specifically two all-important questions. First, who can a Mage kill? And secondly, who can generally kill a Mage? The answer to the second one--and this may surprise you--is not "an AFK Warlock." Of course, I've never found an AFK Warlock to test that out on, even though I pray every single night that I will. Every...single...night.
In days of yore, before the Burning Crusade brought us Arenas and Blood Elves and approximately 974 new factions to grind reputation with, 1-on-1 match-ups (besides the occasional random ganking over a mining node) tended to only happen in meaningless duels outside Orgrimmar or in Goldshire. Back in those wild, crazy times, before diminishing returns and 41 point talents, most of the meaningful PvP took place in the Battlegrounds, and for Mages, it usually involved hiding behind a tree casting Blizzards down at the bridge in Alterac Valley. When a Rogue unstealthed behind us and planted a dagger in our backs, we died quietly, with a spell on our lips, and revenge in our hearts. Then we rezzed, ran back to our tree, and started the cycle over again.
When the expansion dropped Arena combat into our lives, everything changed. Suddenly, some of us found ourselves in a 2-man team with a Druid or a Shaman, facing off across Blade's Edge Arena against a Warrior and a Paladin. Dying in a blaze of flaming glory after three seconds of combat was no longer going to cut it. Mages adapted. We stacked on the new PvP gear, jacking up our stamina and resilience in the process. We fell in love with Blink, Ice Block, and Frost Nova. We respecced Frost. We learned how to survive, and soon found that we were living six, seven, and sometimes even eight seconds before dying quietly with a spell on our lips.
We also quickly learned that there were some classes we could consistently defeat, as well as several that made us curl up into the fetal position and rock back and forth, weeping softly. Several patches and multiple class-balancing tweaks later, some things have changed, but one thing still holds true: In Arena combat, it's all about the match-ups.
Join me after the break to find out who we can kill, and who we can't.
Every week, Arcane Brilliance strives to make us all a bit Mage-ier. This week, we shine our spotlight on two stats every Mage should have, but far too few of us know enough about: Spell hit rating and spell haste rating. Last week we saw that patch 2.4 has made these two ratings a bit easier to obtain on gear, and this week we'll find out why that should make the Mage nation a happy place.
When I wrote up the list of shiny new Mage gear the patch delivered to us last week, I couldn't help but notice a strange preponderance of two stats I was relatively unfamiliar with. Currently, I have a whopping 53 spell hit rating on my Mage, from the Scryer's Bloodgem and the Gladiator's War Staff. None of my current gear gives a single point of spell haste rating. When I saw those stats reflected on so much of the new 2.4 gear, I became very curious. Why is Blizzard pushing these two ratings? Where's my spell crit and spell damage?
I broke out my most scholarly looking pair of glasses, perched them upon the end of my nose so that I could squint down through them at my computer screen, and did some research. I may have scribbled some complex formulae upon a chalkboard, and it's entirely possible that I muttered the occasional "astonishing!" or "brilliant!" under my breath in a faux English accent as I conducted this study.
What did I learn? Well, two things really: first, both of these ratings are important to Mages, and in PvE you can make the argument that spell hit is the single most important end-game stat for a Mage to have. And secondly, I fricking hate researching things. I mean seriously, my mind pretty much shuts off when I see a decimal point. After the break, I'll try to save you the trouble of doing what I did this week, and break down what these two ratings mean in layman's terms. Don't worry, math nerds, I'll link you to the crazy numbers articles too, so you can go make out with your calculators or whatever.
Every week, Arcane Brilliance endeavors to provide a small peek into the mysterious world of Mages. On Tuesday--in case you just teleported in from under the Dalaran bubble this morning and weren't aware--we got a new patch. This week, we'll take a long hard look at the patch as it relates to Mages, including some Mage-related observations and a giant list of all that sweet, sweet, cloth gear.
I almost didn't have time to write a column this week, guys. I don't know if you've noticed, but there are 8 billion daily quests out there for us to do and most of them involve competing with several hundred players for the same 3 mobs. At some point on Tuesday I may or may not have started sprinting around Quel'DanasArcane Explosioning over and over until I tagged something, but I can't be sure. The whole day is sort of a blur.
So far I absolutely love the patch. We've had the better part of four days with it now, and I have a few thoughts, if you'll indulge me. First, Magisters' Terrace is hard. I like that. You have to know what you're doing in there, so either find a patient group, study up yourself on what to do for each of the boss fights, or invite someone who's run it a few times. Unless you know what you're doing, you're going to wipe a few times. It's just the right amount of challenging for what will eventually be the final 5-man dungeon before the expansion. There are a lot of ways for Mages to make themselves useful in the place, what with all the sheepable mobs that pull in large groups and the value of ranged DPS in many of the encounters. If you haven't gotten to AoE the living crap out the room before Vexallus yet, you're missing out. Just make sure the healer has a quick trigger finger.
Secondly, If you haven't respecced to try out the new Improved Blink, you should consider it. It isn't going to let you tank an instance by any means, but it provides some very nice extra survivability in PvP. When you Blink, you get this very nice phased-out effect going on, and you can actually see the arrows and spells pass through you instead of hitting you 25% of the time. Good clean fun, believe me. Makes running the flag in the new and improved Warsong Gulch slightly more entertaining.
Come back after the break for more gear than you can shake a magical stick at.
Each week Arcane Brilliance brings you a new batch of Mageliciousness, served fresh and piping hot on a magical floating snack table. This week, we take a long hard look at a sore spot for the Mage community at large: Arena PvP. Don't despair! Mages can be useful in Arenas...as long as we aren't being hit...or silenced...or cycloned repeatedly...or looked at sideways by a Warlock...
With patch 2.4 looming, many Mages may be making that final push to level 70 so they can participate in all that wonderful new content. If you missed Arcane Brilliance's look at what's new for us, you should check it out. We'll wait. Done? Good, because once you've had your fill of all that shiny new PvE hotness, you may find yourself wondering what else there is to do until the expansion hits. If you're slightly masochistic, or into self-flagellation, or possibly just mildly deranged, you may decide to try out the Arena.
Some may try to talk you out of it. You should probably listen to them. I'm not going to lie to you; it isn't pretty. People get hurt in there. Keyboards tend to become airborne. Expletives may be uttered, and not in a conversational tone. We're talking "hide the children, Daddy's saying the naughty words" kind of stuff. Especially when you're a Mage.
What's that? You still want to go?
Ok. But don't say I didn't warn you. Now that you've decided you simply must touch the stove in order to learn how hot it is, the least I can do is prepare you for that eventual burning sensation, and the emotional and possibly physical scarring that will eventually result. I will try to arm you for the coming battle, my friends, the best I know how.
After the jump, I'll list 10 things that I wish I'd known when I started my career as a gladiator.
With so much to look forward to in patch 2.4 and WotLK, Arcane Brilliance would like to take one last look back at the road behind, mostly to see if there's a Rogue back there waiting to stab us. It's a little late, perhaps, but here's a look at the year that was, from a Mage's perspective.
2007 was a splendid year. Someday, when our children's children are grown, we will bore them with stories of 2007, and perhaps refer to it as "back in the day," or "the year I dinged 70," or "the year I learned never to mix chili with microwavable burritos in the hopes that their powers will combine to form 'Chilitos,' the perfect food." Here at Arcane Brilliance, we like to think of it as the "Year of the Mage." We also like to think of 2006 as the "Year of the Mage," and frankly we think of 1902 the same way, so take that in whatever way you wish. Basically we like Mages here, and 2007 was a fun year for those well-versed in wizardry. Not everything was magelicious, though. The highlights--and lowlights--after the jump.
Last week in the leveling 1-20 guide I promised that we would spend some time today talking about the specifics of the AoE spec here on Arcane Brilliance.AoE grinding is a skill that I have only recently put to good use, namely in my desire to raise some cash for an epic flying mount. A mage friend of mine spent some time sifting through Bangy's guide on the European Forums, and built a spec that maximizes talents for AoE grindage.He pointed me to the core talents required for the build, and explained that he routinely is able to gather large crowds and burn them down with ease.Intrigued, I tried it myself, and was surprised and happy with the results.
We've been told that mages are supposed to be the kings (and queens) of AoE damage, so why not take advantage of our strengths to maximize our potential for destruction?There are several talents that are very important in this particular spec, but more interesting are those talents that can completely ruin your build.First, let's look at the talents that will help you own with AoE:
It's only been a few days since Patch 2.3 was released, and you are already itching to create some new alts, aren't you?Totally understandable, lots of lower level characters are getting some love now that the experience gain has been accelerated.But seeing as how that exp boost doesn't kick in until level 20, Arcane Brilliance is here to provide you with some tips and tricks for getting your mage leveled with speed and style.Now, we've already talked about low-level gear, so let's move on to some of the more juicy parts of leveling your baby mage. So roll your new mage in your starting area of choice and meet us after the jump.
For the super mage gods out there: I realize that there are plenty of ways to level a mage, but this guide is my take on the quick and dirty way to get to 20.Perhaps you did it differently, and perhaps you don't even think this worthy of a guide.But that's the lovely thing about our class: we go with what works.In my experience having leveled a couple of mages past their 20's, these tips work, and so I share them with those looking to level their mage alts. This guide is for those who are new to the class, and as such might seem elementary to you, but we all had to learn the basics as some point, right?
As it turns out, there's a whole heap of great items out there for leveling mages.There's so very much available that sometimes it's hard to pick and choose what to look for at any given level.That's where we come in.The last couple of weeks we've been doing the research so you don't have to, coming up with suggestions for items that will help you in your quest for magey world domination.
As the levels get higher, the situation with mage gear gets more complicated.While on the one hand more options are open to you, selecting between those options becomes more important, as this is gear you will wear longer.Simply put, since it takes longer to level between levels 40 and 60 than it does to level between 20 and 40, the gear matters more.
It's at this point in the game that you want to start looking into getting some lower level enchants on your gear to give you the best possible performance out of your armor.If you happen to have trained in enchanting along with your tailoring, then you're ahead of the game.
Last week's Arcane Brilliance looked at some of the shiny mage items available out in Azeroth for low level mages.We're continuing our look at the clothes at that make the mage this week, with the level 20 to 40 range.
At this point you've gotten into your own identity as a mage, started defining yourself as frost, pyro, or arcane.Still, the gear in this bracket is mostly defined by general spell damage, which means that for the most part you can get items that will work for any type of play style or spec.
At least once in the comments last week I ran across the argument that one shouldn't gear up a low level mage, but I have to disagree with that notion.Yes, you are leveling up your character, no you shouldn't need to go buy gear.But the items you choose to wear go a long way toward determining how fast you will level. When you do more damage, you kill mobs quicker, you die less, you get more experience. You level faster.Gear helps you be a better mage, even at the beginning of the game.
My mage was not my first character, but it was the character that I began to play and really enjoy first.Being new to the game and not understanding the importance of gear, I collected items with as much armor as I possibly could.It wasn't until around level 25 that I took a look at the items I was collecting and realized that they weren't right for me.What did I need a nature damage wand for anyhow?I began the journey toward gear enlightenment.I haven't reached the end as of yet; I'm still learning.Each day I learn something new about the items that Blizzard has placed in the game for mages to play with.
I thought that this week I would spend some time going over some of the mage specific items currently in the game.Realize, of course, that the selection of gear is a personal decision, and no one can tell you how to deck out your mage.These are just some suggested items I found useful as I leveled my mage.Also, I play an alliance mage, and the horde mage I have leveled isn't above level 16 last I checked, so if there are items you know of that your fellow mages would find valuable, please let us know.After all, this column is all about learning together how to improve ourselves as mages. Also note that this isn't a comprehensive list by any means.I've simply pulled a selection of items from the vast choices out there to try to give you some idea of what is out there.
We're going to start at the beginning, since I've heard it's a very good place to start, and move chronologically up through the levels.Our first segment will be on items for mages levels 1-20, so those of you that are higher level, hang in there, more is most definitely on the way.
It's time once again to celebrate our mageness with Arcane Brilliance, and this time we're going where I certainly have not gone before: the PTR.I finally got my character transfers to go through, and my immediate thought was to slip on into the PTR and check out how the changes to mage spells and talents affected my character with the addition of Patch 2.3.A lover of experiments, I figured one was in order, and so happily spent the morning blasting things in the name of gaming science.
The parameters of said experiment were the following:I used the same spec on both the PTR and the live server, and decided that for simplicity's sake I would record data on three separate types of spell damage: using only Fireball, using only Scorch, and using my normal spell rotation.Now, you'll notice that my spec is a basic fire spec, newly reclaimed after some time spent as a blended POM/Pyro mage.I have decent gear, not the best, not the worst.I would say that I wear middle-of-the-road items, some Tier 4, Spellstrike and Spellfire, and the enchants and gems I have are also of the meh category.They aren't terrible, but I haven't had the opportunity to deck out this mage with all the snazzy +12 spell damage gems I would like.So the following are the experiences of a mage with some lower-end raiding gear, a fire spec, and a curious nature.