Arcane Brilliance: Five things every Mage should do before they ding 80

Each week Arcane Brilliance waves its wand and conjures a column about Mages. Then Arcane Brilliance turns the column into a sheep, sets that sheep on fire, and then freezes it into a flaming-sheep-sicle. This flaming-sheep-sicle-that-used-to-be-a-Mage-column is actually tastier than you might think, but also quite deadly. Having created it, Arcane Brilliance then proceeds to find the nearest Warlock and hurl the tasty-flaming-sheep-sicle-that-used-to-be-a-Mage-column-of-death at that Warlock, killing him or her instantly. It's the flamingest, frozen-sheepingest, tasty-deathiest Warlock-killingest column on this website, let me assure you.
Contrary to popular belief, Mages do not simply spring to life at level 80. Just like other, lesser classes, we too must begin at the lowly level of one. Even Mages must put their robes on one leg at a time, place one frail foot in front of the other, and trudge across Kalimdor, the Eastern Kingdoms, Outland, and finally Northrend until our experience bars progress from the left side of the screen to the right side a total of 79 times.
Once upon a time, this process took awhile. An average trip to level 60 used to require the following:
- Approximately 192 trips from the north end of The Barrens to the south end...on foot, uphill both ways, fending off Mankrik's wife and Chuck Norris with a stick.
- Actually setting foot in Desolace.
- Getting dismounted several hundred thousand times in Dustwallow Marsh because you'd strayed across three inches of water.
- Having to wait several hours to turn in every quest in Hillsbrad Foothills, because the questgivers in Tarren Mill and Southshore are always dead.
- Getting eaten by a giant and improbably stealthy Devilsaur in Un'Goro Crater at least a million times, and always as far from the nearest graveyard as possible.
This isn't a list of things you have to do while leveling your Mage. In fact, there simply isn't much left in the game these days that you have to do. Leveling is such a quick, streamlined process now (and only getting more streamlined in the upcoming patch), that you can really pick and choose which quests you'll do and which you won't, which zones you'll visit and which you'll never even bother to pick up the flight paths for, and which instances you might actually try to get a group for and which you'll just have a high-level guildie run you through. Gear is out-leveled so quickly that there aren't many pieces left that you need to go out of your way to get.
No, this is simply a collection of uniquely valuable experiences, and/or loot that will actually last you a few levels, I feel every Mage should partake in on their way up the level ladder. You'll make it to 80 just fine if you skip them, but they'll make the experience that much more enjoyable if you don't. In fact, even if your Mage is far beyond these things, a few of them are worth a trip back to visit the old content.
Also, none of these are absolutely mandatory (except maybe for #4). They're just ideas. In the end, level your Mage how you want. But if you do these things, I promise you one thing: You'll be more magely. What does that mean, exactly? I don't know!
1. Complete Mage-only quests
Remember these? Part of Blizzard's early design philosophy with WoW involved several quests unique to each class that provided rewards specifically valuable to that particular class. They added a bit of flavor to the proceedings, and made each class feel that much more special and different. These sort of vanished with the advent of the Burning Crusade, and I miss them.
The first of these comes into play at level 10 and provides you with your choice of what will likely be your first green-quality staff or off-hand frill item, with another following at level 15 that grants you a nice green-quality robe. There's a chance, especially if you have a high-level main bankrolling your Mage, that you'll already have better gear than these quests provide by the time they become available, but the quests are worthwhile simply from a lore perspective in any event. Doing them just makes you feel like a Mage, and I can't think of many things more valuable than that.
The level 10 quests for Alliance Mages can be found here and here, their Horde counterparts here and here, and the level 15 mini-chains end here, here and here.
More Mage-only quests come along as you go, but most require trips into instances that may or may not be worth the effort to get groups for. I did them back in the day, when you could actually find other people who wanted to visit Uldaman, and they were a pain even then. If you're willing to invest the time and possible frustration, I'd encourage doing them, but if not, I suspect you'll still find your way to 80 anyway.
I'd at least recommend doing the chain that leads you to Sunken Temple to kill Morphazz. The trinket you can choose as a reward will serve you well into Burning Crusade's content, and is worth picking up if you're a Fire Mage, even with the hassle that is Sunken Temple taken into account. If you aren't a Fire Mage, the dagger is at least unique, and the neck item is decent also, though far more quickly replaced than the trinket.
2. Take Tailoring
This is more a mater of personal preference than anything. Take whatever professions you want to take. But unless you have a high-level character funding your newbie Mage, leveling one can be so much easier with Tailoring. Here's why:
- Gear you can use. Most of everything you can make with Tailoring can be used by a Mage, and if you level it on pace with your experience level, you can generally upgrade your gear largely through your own sewing prowess, which is always a good feeling.
- Bags. It's difficult to describe how much simpler the leveling process is with bag-space than it is without. Being able to make your own instead of having to brave the auction house or pray for drops is a wonderful thing.
- Excellent at end-game. Two words for you: Lightweave Embroidery. That alone makes this one of the prime raiding professions at end-game for Mages, and you'll already have it leveled up when you get there.
- Extra professions slot. Since there's no gathering profession associated with Tailoring, you can fill that leftover slot with any other tradeskill you fancy.
I know it's a pain now. Nobody's looking for groups for the low instances anymore. In fact, it's entirely possible that you'll have to wait to get into Outland to group with all-Death Knight parties or something to even find a group. It's a crying shame, but people just don't seem to want to bother with places like Shadowfang Keep or Scarlet Monastery anymore. But look at some of the loot you can get in those two instances alone:
Robes of Arugal
Belt of Arugal
Eerie Stable Lantern
Feline Mantle
Blighted Leggings
Bloodmage Mantle
Hypnotic Blade
Illusionary Rod
Mantle of Doan
Orb of the Forgotten Seer
Whitemane's Chapeau
Triune Amulet
Plus, by going in as a group, no matter the hassle in getting that group together, you will get much-needed experience. I'm not just talking about the experience that comes in the form of actual points, but the experience that comes by doing a thing. Which brings me to the next thing every Mage needs to do...
4. Learn how to Mage
You can really only do this in similarly leveled groups. With the general speed of leveling, the watering down of previously elite group quests, and the difficulty in finding low-level instance groups of late, the opportunities for traditional grouping while leveling have become increasingly rare. Many Mages are making it all the way to level 80 in a largely solo fashion, meaning that it's entirely possible for us to make it to endgame without ever learning the most essential roles of our class. Three basic lessons we need to learn during the leveling process and before trying to step into the end-game content:
- How to sheep. Though this isn't as imperative as it once was, it's still important. Mages need to learn how to set a mob as their focus, then keep that mob CCed while still DPSing the group's main target.
- How to manage threat. When you're solo, you're focused on nuking your enemies down as fast as possible, but this mentality can and will get you and your group killed in an instance. Get a threat-meter mod like Omen and learn to throttle back on your DPS a bit before you yank mobs from the tank.
- How to DPS. Fireball>Fire Blast>Arcane Explosion may be how you kill mobs while questing, but it isn't an effective spell rotation. Learn an effective rotation for your spec and level, and refine it as you advance. By the time you hit level 80, you'll have a better handle on how to pump out consistent, mana-efficient DPS on a ranged target, and this knowledge is essential as you set foot in your first raiding encounters.
This is another Mage-only quest, and one that's especially easy to miss these days. By the time it becomes available at level 60, most of us will be halfway through Hellfire Peninsula, and we may have skipped the zone it's found in (Ashzara) altogether. If this is the case, make the trip back to Azeroth at least long enough to pick up this variation on our signature spell. Track down Archmage Xylem way up in his tower in the mountains and start the relatively simple chain that leads to this spell. Again, this is more for flavor than anything else, but I'd recommend it, if only so that you can have a little variation in your sheeping.
Some other random tips that aren't Mage-specific enough to be part of the list:
- The Blood Elf/Draenei starting areas are better organized, prettier, and offer better loot than any other level 1-20ish zones in the game.
- Dustwallow Marsh is awesome now; make it your stop in the 35-40 range instead of boring old Stranglethorne Vale. But for heaven's sake don't try to fight Overlord Mok'Morrok when the quest to do so becomes available to you. He will kill you. It will be violent and quick. The rewards are kind of crappy anyway. Have a high level friend help you, or get a group when you get to a higher level. I will never understand why they made this quest so much more difficult than the quests that led up to it. It's plain stupid.
- The Inscription-made Darkmoon decks are great sources of cheap gear and experience when you hit their appropriate levels. Pick them up at the auction house (usually on the cheap) or make friends with somebody who's leveling Inscription (or level it yourself, if that tickles your fancy) and steal the cards from them.
- No single chains are more valuable while leveling in terms of loot, experience, gold, and potions than the Ring of Blood quests in Nagrand at level 65 and the Amphitheater of Anguish at level 75 in Zul'Drak. There are almost always people looking for these in their respective zones, so when you hit the appropriate levels for them, go forth and group up.
Filed under: Mage, Alts, Classes, Leveling, Features, Quests, Tips, Analysis / Opinion, Tailoring, (Mage) Arcane Brilliance






Reader Comments (Page 1 of 5)
Keyra Jul 18th 2009 6:07PM
You forgot "From levels 20 through 26, covering at least three times as much ground on foot as a spirit than you covered while alive."
Erik Jul 18th 2009 6:23PM
this is why my mage stopped leveling at 26 about a year ago.
Kylenne Jul 18th 2009 6:49PM
The first 40 or so levels are really, really painful for a mage. I think I only made it through with my very first toon without losing my marbles because I leveled with a prot pally.
40 is when you start getting the really fun stuff like ice barrier and you can start raining death on mobs in earnest, and it just takes off from there.
SpearXXI Jul 18th 2009 6:27PM
Well, I'm only level 10, but there are two things I have noticed because I don't have evocation yet....
6) Don't bother making your own water because it is not as good as vendor bought water, when you level.
and
7) Play in windowed mode, because you will be browsing wow.com or other websites as you drink. XD
I want to lvl my mage, but I'm focusing on other classes at the moment. They do look like they are fun to play at higher levels though...
codexx Jul 19th 2009 7:37AM
I never had money years ago, when I was level 10. Free water is free water, and it will add up over time. It will almost never be the absolute best available food until the level cap, although it will close the gap on the vendor food sooner.
Funny you should mention evocation. When I hit level 10, I started getting Arcane talents. I skimmed through the three trees, and went "well, arcane is first and seems the most magey". So I got Evocation pretty early. I think it was around 15...or it may have been 25. But it was extremely useful, especially in Deadmines. The neat thing was, I got evocation free when Blizzard made it trainable...or I think I did. It was a long time ago lol.
Yeah, just random memories. Level my mage has been the more enjoyable characters I've leveled in MMOs over the year, almost as fun as my Mastermind in CoV. My only character to ever have hit the level cap, too. The "boring early levels" are a barrier to keep the newbs out. I've only met a few mages who suck at WoW entirely compared to basically any other class.
Valensword Jul 19th 2009 10:04PM
@ Codexx
Haha thats awesome, i love hearing about people's first ever experiences playing WoW. I had so many funny moments of learning like that, I went fire cause I loved playing with fire spells in Oblivion. I named my first ever toon Valensword cause I wanted to be a mage with a sword who casts fireballs and does loads of damage even if he is weak.
Luckily I think I got it pretty right in my head cause that's exactly what I started with and it's still my only toon! And the only person on the armory called Valensword to boot ;)
So much has changed since then but I will never forget levelling and learning.. It was the best ever, and I found some amazing people along the way that I grew really close to cause we were all learning together, it was awesome :P
Erlec Jul 18th 2009 6:32PM
Btw, you forgot being asked every time you even went into a capital city you got whispers of "Portal to storwind/Ironforge+food/water!". Even if it's pretty much "Portal to dalaran" many people remember to have their hearthstones set there. Just being in a major city in vanilla wow was an ordeal. (must have 160 water/food in backpack was a must back then as well)
Knighthawk Jul 18th 2009 6:36PM
A bit of advice to my fellow leveling Mages would be to acquire a Glyph of Slow Fall as early as possible, and bind the spell to a convenient key. Once you do so, get used to pushing that button the moment you fall off of something; it's going to happen very, very often.
Trust me, it's an underused spell that will drastically cut not only the amount of time you spend as a ghost, but the amount of cash you have to fork over for repair costs.
P.S: Jumping off really big cliffs is really, really fun.
schwonga Jul 18th 2009 7:17PM
I concur
greenthumbs Jul 18th 2009 7:56PM
Same tip for the leveling priest with Glyph of Levitate. I don't think i'll ever let go of that glyph.
Friday_Knight Jul 21st 2009 1:00AM
Both Slowfall and Levitate have their ups and downs. Both do the job nicely of preventing you from falling to a very messy death, yes.
Slowfall has the shorter duration at only 30 seconds, meaning for long falls you will have to recast it to avoid said messy death. However you can mount up after casting it and not lose the buff, so you can hit the ground running.
Levitate has the longer duration at 2 minutes, but unfortunately breaks when you take damage or mount up. The true plus side of Levitate however is the cool effect of getting to float in the air like some kind of cool comic book super hero.
Albrechtae Jul 19th 2009 5:27AM
Great tip!
Also, when you get high enough level for a flying mount, it makes for an easy dismount-in-air option.
If I'm flying along and I see a herb/quest giver/etc. on my mini-map I dismount my flyer in the air, plummet towards the ground, and hit my Slow Fall key a few metres before I hit.
It's great fun AND it saves time!
Wyred Jul 19th 2009 6:59AM
Oddly, other classes don't seem to remember that priests and mages can do this. Jumped off the top of dalaran's violet citadel the other day with a drood buddy, and right-clicked my parachute buff. Levitated my way to safety in style, only to see a druid-shaped blur pass me on the way to a not-so-soft landing.
Xanthum Jul 19th 2009 11:40AM
The feathers are just Sooooo wasy to come by, I have never had to buy one in my entire career as a mage, and I use the spell quite often. I would much rather use the glyph spot for something more useful. Don't get me wrong, its nice for the bag space I suppose, but when there is such a supply of feathers in easy to get to places like mulgore, why bother?
Brasson Jul 19th 2009 12:19PM
If you can find a useful minor to replace it with, by all means do so. But you save a bag slot by converting feathers to glyph.
Fired Jul 20th 2009 1:42PM
You know, if you blink at the last second while falling from any height you can take no damage and get to the ground quicker than with slow fall.
Friday_Knight Jul 21st 2009 1:10AM
Xanthum, the best reason to get the Glyph of Slow Fall is so that you don't have to carry around a supply of feathers or go farm them from time to time. It saves you bag space and time. And as our goblin friends say, "Time is money, friend."
As far as putting a better glyph in that socket: There isn't one. I don't use Glyph of Polymorph since it causes the regular Poly spell to not work in a /randomcast Poly macro. The Flame and Frost Warding glyphs only do anything if you have the talents in question, and I don't. Glyph of Blast Wave is CRAP. That only leaves the glyphs for Arcane Intellect, Frost Armor and Slow Fall, the only 3 worth having imo.
Otome Jul 18th 2009 6:42PM
Except for running up and down Barrens 192 times, I recall all that fun stuff while leveling, especially the 'oh CRAP' moments when a Devilsaur pops out of stealth (or so it seems).
And I don't know about other Realms, but on mine there always seems to be a lowbie group aiming for Scarlet Monastery, which is fine since it still holds it's place as my all-time favorite instance.
I wasn't aware Dustwallow Marsh was buffed, but I'm glad for it since I'm sick of STV.
For leveling I would also take Mining. A good source of income for new Mages and the HP buff never hurt anyone.
Urza Jul 18th 2009 11:08PM
The goblin town they added to it really made it viable for leveling.
placebo Jul 19th 2009 8:41AM
They also added expanded quests for Brackenwall Village and Tabetha's Hut.