Arcane Brilliance: Mage leveling guide: getting started

Welcome to another edition of Arcane Brilliance, the weekly Mage column that believes leveling a Mage is a noble endeavor, worthy of praise, tax breaks, and probably some kind of discount at Denny's. Arcane Brilliance also believes leveling a Warlock means you're going to Hell.
So, you may think I'm doing things backwards. You're right. I totally am. I spent the last two weeks blathering on about gearing up for raiding. This week, we're talking about the first twenty levels of the game. It makes no sense. Feel free to mock me in the comments. I'm freely admitting I'm a sad, confused individual, with little to no sense of journalistic etiquette. Also, bite me.
In any event, the last round of Mage leveling guides are growing decidedly long in the tooth, having been written sometime around the same time as the Carter administration. Back then, Mages were still the "Kings of AoE," 2v2 was still a viable Arena configuration, and crowd control was still something Mages were expected to actually do in instances. Remember all that? Me either. It's a whole new World of Warcraft out there these days, but it's the only World of Warcraft we've got. Let's get out there and nuke the living crap out of it, shall we?
Now before we start, let's lay out a couple basic assumptions. First, I'm going to assume you're not a level 80 Mage, angry about the fact that I still haven't written an encounter guide to hard mode Trial of the Grand Crusader. We'll get to that stuff, I promise, but first, we'll tackle these updated leveling guides. They're so long overdue it's not even funny, so it's high time we revamped them for this brave new world, just in time to revamp them again next year (fingers crossed) when Cataclysm again renders them entirely moot. If the idea of content in this column aimed at lower level characters somehow offends your sensibilities, I humbly request your patience. Come back in like four weeks. We should be done by then. Maybe.
Second, I'm going to assume you're interested in a Mage leveling guide for one of two reasons:
- You just started playing the game, correctly identified the Mage class as the best class in the game, and are looking for advice on how to proceed.
- You are a hardened WoW veteran, are looking to roll an alt, correctly identified the Mage class as the best class in the game (not on your first try, but we can't all hit the bullseye with our first shot, right?), and are looking for some pointers specific to the class.
The final assumption is this: I'm going to assume you're not looking for a "go here, do this" guide. Those guides are boring. And, really, if we're being entirely honest with ourselves, taking into account all of the streamlining the leveling process has undergone in recent times, here's what that kind of guide would look like, stripped down to it's fundamental concept:
"Go...pretty much anywhere. Do...whatever you want. Ding!"
Leveling in WoW is no longer anything even resembling difficult. Not that it was ever really all that hard, but now, you can level to 80 almost without even trying. Just continue to log in, spend time in the game doing things, and watch the experience roll in. Whole chunks of the game can be skipped, entire facets of gameplay can be ignored, and almost everything in the game is entirely optional. With the recent advent of experience gain in Battlegrounds, you can now level from 10-80 without doing a single quest. If you happen to be a giant scumbag and a horrible human being, you could probably just AFK your way up levels in those same Battlegrounds, gaining experience points without pressing a button. Please don't think I'm advocating such nonsense. I'm of the opinion that people who AFK in Battlegrounds should be jettisoned into space to prevent them from spreading their taint any further into the gene pool. I'm just saying.
So instead of giving you a guide on how to do something that's actually incredibly easy to accomplish, I'm going to try to focus on how to do it well. It isn't hard to level. The trick is actually learning how to play a Mage as you go. Those abilities you keep getting every couple of levels--how do they work? What are they good for? What's wrong with just casting my favorite spell over and over till the kobold goes boom? What talents are worthwhile for leveling, and which should I avoid? We'll try to touch on a bit of everything.
Enough with the preamble. Let's get this thing started. We'll begin this week with actually creating your Mage. One thing you should know: Every time a Mage is created, a Warlock gets eaten by an angel.
Why choose a Mage?
Do you like bullet points? I do!
- Mages are damage dealers, rock solid DPS, and stay that way from day one to the day you stop playing. When you roll a Mage, you're getting a top tier nuker, period.
- Mages are incredibly fragile, preserving the whole archetypal "glass cannon" aesthetic Mages have traditionally occupied since the early days of games like Dungeons & Dragons. We wear fancy robes, shadowy cowls, and possess the structural integrity of a snowflake.
- But we're tricky. Eventually, we gain some very fun tools for escape and control. Much like gym class, playing a Mage makes fleeing from a confrontation fun.
- We get to use a magic wand. Mine's made of Griffin poo and Phoenix testes. Just like Harry Potter's. All kidding aside: it's a magic wand. It's impossible for that to not be awesome.
Which race do I choose?
Here's what each race has to offer that's specifically useful to Mages:
- Humans have Human Spirit, which increases total spirit by 3%. This gets more and more helpful as you go up levels. Spirit decreases your downtime by restoring mana, and increases your crit percentage once you get access to Molten Armor at level 62. It's not worth much for most of the leveling process, but becomes quite valuable as you near the end-game. Every Man For Himself is far more useful, providing a much-needed countermeasure against anything that causes you to lose control of your Mage. Losing control of your Mage for even a few seconds can often spell death, especially if you choose to use PvP as a leveling tool. This gives you one more weapon in your arsenal to stave off impending doom. That's life as a Mage, you see: doom is always impending.
- Gnomes get Expansive Mind, which increases a Mage's key leveling stat, intellect, by a flat 5%. This is fantastic. They also get a very nice defensive mechanism in Escape Artist. Again, Mages run into a preponderance of situations that they need to run from, so this is a good thing.
- Draenei make pretty awesome Mages for one reason: Heroic Presence. This increases a stat that helps you increase your damage output against higher-level enemies, hit rating. It becomes almost invaluable at higher levels, as you join groups and fight bosses in instances, because it increases the entire party's chance to hit with spells and attacks. It's only 1%, but trust me when I say that's a lot. Gift of the Naaru is also quite nice while leveling, since Mages need any way to heal themselves they can get.
- Trolls get one of the best racials in the game in Beserking, which is an on-use ability that grants 20% haste. 20% is a good chunk of haste, equal to one of the most valuable Mage DPS talents, Icy Veins. Da Voodoo Shuffle is another good escape skill, and becomes especially handy in PvP.
- Undead have access to one of the best PvP racials in the game: Will of the Forsaken. It removes sleep, charm, and fear effects, making it the perfect anti-Warlock ability, and it doesn't share a cooldown with your PvP trinket like, say Every Man For Himself does for Humans. Also, Undead are undead. That makes them 100% cooler.
- Blood Elves are pretty. Also, they get Arcane Torrent, which is an AoE silence that restores a bit of your mana. It's on a relatively long cooldown, but it can be a lifesaver. It's a fantastic PvP ability, and the mana return comes in very handy in a lot of situations.
A few random general tips
We'll start on the actual leveling process next week, but here are a few tidbits going in:
- Pick up everything, sell everything. When you kill something, don't leave any loot to molder on its corpse. Money is hard to come by if this is your first character, and selling junk that you find on dead enemies is going to be a major source of income for a long time. When your bags fill up, go back to town and sell everything off, unless it's something you can use.
- Visit your skill trainer every two levels, no matter what. Don't put it off any longer than you have to. The new skills they teach you will make everything infinitely easier.
- Don't name your character something stupid. You're stuck with that name for the rest of the game. It costs actual real life money to change it. I'm not saying you can't use the random name generator when you create your character--some of those names are pretty decent--but just don't name your powerful archwizard-in-training "Lolmagelol" or something. Nobody thinks it's funny.
- Take a profession early. Take two, even. You can pick them up at level 10 5 (Edit: I'm a moron), in the second town you visit. Gathering professions are fantastic for making money early, as long as using the auction house doesn't intimidate you. Crafting professions can be a money-sink, but can also be great for providing your Mage with useful gear and items as you level. And more important than that, in my personal opinion, learning a profession as you level adds a lot to the game. It's fun, and gives you a use for a lot of the junk you'll be picking up other than just selling it.
- Take your time. I know. You have heirlooms for every slot. You're gaining 420% experience for every kill. You have a guildmate, standing behind you, healing you. That's nice. I'm not talking to you. I'm talking to you, guy who's just starting out, or you, guy who's rolling a Mage alt but still enjoys playing the game. Or girl. I fully recognize that I have a nasty habit of being very chauvinist with my nouns. I just don't know how to stop. Anyway, the point I'm failing to make here is this: The leveling process is going to be pretty quick, no matter how you do it. There are people who do it naked. There are people who do it without killing anything. Whatever you do, eventually, you're going to hit 80. One way or another, the leveling process will end, and you'll be doing all of the wonderful things there are to do once your experience bar stops moving from left to right across your screen. Leveling provides a tactile sense of progression that you simply can't replace at endgame. Enjoy it while it's going on. There are so many options for leveling, there simply isn't any sense anymore in making it a tedious grind. Switch things up. Learn your class. PvP. Get groups for instances. Quest. Look for rare spawns. Level your professions. Shop at the auction house. Join a guild. Explore the world. Pursue a few achievements. Don't just sit in elwynn forest and kill boars.
Filed under: Mage, Analysis / Opinion, Tips, Features, Leveling, Guides, Classes, Alts, (Mage) Arcane Brilliance






Reader Comments (Page 1 of 4)
Lys Sep 19th 2009 8:18PM
You referred to Miracle Max... you are now my hero.
sccorp.sc Sep 20th 2009 10:31AM
WaRlOcK PrIdE
selport Sep 19th 2009 8:19PM
Good post, thanks for writing it. =)
Gormaggus Sep 20th 2009 6:14AM
How to play a mage :D :
http://www.youtube.com/watch?v=u-jHePE6m1Y
And great column as always Chase.
syi Sep 19th 2009 8:41PM
you can pik up gathering proffs at level 6
Evlyxx Sep 19th 2009 8:43PM
Just a correction, you gain the ability to train professions at level 5 not 10.
Also a pair of tips on making money and levelling faster:
1) grab skinning and herbing or mining and sell the materials on the AH;
2) make your first investment the biggest bags you can afford, and upgrade the bags regularly. Big bags = more loot you can carry = less time travelling to sell items and more time killing and questing = faster levelling.
Gessilea Sep 19th 2009 9:50PM
I absolutely second both of these tips. I tend to direct newer players toward herbing rather than mining because a) it's generally less annoying than mining (less running around out of the way) and b) the herbalism self-heal is probably the single most useful leveling benefit you'll get from any profession.
Sylvantar Sep 20th 2009 12:13AM
In fact the gathering professions (Herbalism, Mining and Skinning) can be learnt at level 1.
Docp Sep 20th 2009 6:45AM
Another tip that took me ages to realize, when you're offered a load of quest rewards and don't need any of them you can select the items you're not able to use (the ones in red). This is useful because plate tends to sell for a lot more than cloth (and weapons even more than plate) and by selecting the plate option you'll usually be able to vendor it for quite a bit more than the cloth option.
I think Blizzard now tell you how much each item vendors for in the tooltip but if not theres addons that will do it for you so you can be sure to select the reward with the best monetary value.
Turtlehead Sep 20th 2009 4:23PM
Yup! Bags, bags, bags! Best single investment for new 'toons (aside from wand for casters). More storage in the field = more money. More money = accelerating advancement of the character.
The second best advice is don't buy crap from the AH. With a few exceptions (wands) you DON'T NEED IT.
Firestride Sep 19th 2009 8:47PM
For any real newbies, I've always found that when I start geeking out over picking up specific gear from dungeons as I level, it's a very short road to me quiting the game for a while. It's just no fun repeatedly trying to get together groups to run SM only to have the I-Rod not drop, again. You'll replace anything in a few levels anyways, so relax, and don't worry about the gear.
Ayiano Sep 20th 2009 12:16AM
From my personal experience: I wanted to hit 80 fast as possible (questing, not PvP). I didn't even bother with instances precisely because the gear would be outdated in just a few hours of leveling, especially in Old World with it's insane experience. I'm not saying I didn't go even if a friend or guildie invited me, I just didn't actively pursue it. You'll be perfectly fine 1-80 with quest rewards and drops, though once you hit Northrend, start paying close attention to the stats, you'll need them to break into end-game instances.
Gothia Sep 21st 2009 7:23AM
Ayiano
I am of a different opinion, I believe it is imperative that all classes experience instances early as possible so they have a chance to learn their role. Aggro is a major problem for mages and if you do not learn how to control it early nobody is going to want you along for endgame instances. A fire mage especially has this issue and hopefully Mr. Belt will go into a proper spell rotation of this spec. I believe fire is one of the most popular spec's at early levels until said young mage learns just how much aggro it generates. I would like to see more pure fire mages, but they seem to lean more towards arcane and frostfire specs lately?
Tirrimas Sep 19th 2009 8:51PM
My mage is my fifth toon. If I'd known how much fun they are to play, she probably would have been my SECOND and last.
Srsly. Frying stuff is FUN.
Terethall Sep 20th 2009 8:23PM
Or you could totally make the right choice and roll a warlock.
stillnotking Sep 19th 2009 8:53PM
"Pick up everything" is extremely bad advice if you're not starting out with 16-slot bags. Those bat parts that sell to the vendor for 3cp each are not, by any stretch of the imagination, worth carrying around. Your time is much better spent killing more stuff (so you level and get better drops) than running back to town every ten minutes to sell junk.
Pick up greens, pick up quest items, pick up grey weapons (vendors pay reasonable prices for those), pick up meat and other tradeskill items that can be used or sold at the AH. Don't pick up
Mage leveling is very simple. Spec fire until level 40-50, taking only talents that increase your single-target damage. Then spec frost until 80, because you'll start to need the survivability and AoE.
Frank Sep 19th 2009 10:08PM
if you don't pick up everything, you are seriously throwing away precious money. grab even the greys & whites... they are precious coppers, and they add up.
Peacebone Sep 20th 2009 5:48PM
I totally disagree with speccing fire while leveling. I don't think I would have lasted long as a new mage without Frostbite and Icy Veins.
leveling as a mage isn't very easy at all, but it's a lot of fun because it adds a level of challenge to playing that I never had when I was a paladin.
Rob Oct 6th 2009 11:31AM
I just rolled a mage on a new server. So, starting from scratch. With all the vendor junk, you have *just enough* to train. You need money to train, its critical. So, for your first toon, yeah you need to start picking up stuff from say level 1-10. After that, if you are smart you have two gather profs, and you have a AH alt, and you are selling all your white stuff by sending it to your AH alt. The economization at level 10 is vastly different from 80, where a SINGLE HERB is enough to fund your training for 10 levels. You can go to the herb trainer, look at the herb supplies. They often have single low level herbs, grab them. Go to the AH. Sell them. I made 1.3 g from this. Not enough to get bags, but enough to train and start ignoring the 3cp grey items.
Once you are level 10 you should have several stacks of herbs. Sell them on AH at the same price as the lowest price. This may or may not be enough to buy a netherweave bag. You can buy a few mageweave bags to hold over. At this point you can start to ignore the vendor trash and focus on herbs and white items.
Buy a magic wand ASAP (also buy the level 13 wand) , and some minor mana potions. These can be had for under 50s total. The magic wand is pretty vital.
Once you have 10-20g you can start buying stacks of netherweave cloth and rune thread, and ask a tailor to make bags for you with 1g tip (if that's cheaper than buying bags).
At level 20 you should have enough to have 8 bags (4 for you, 4 for your AH mule), and your mount (lol - its what 5g now?). You are pretty much set for life at this stage. Continue to accumulate white and green items, sell them on the AH. Every new town you hit, buy the recipes, sell them. Especially cooking recipes.
By level 40 using this you will have several hundred gold readily. Buy your epic mount, drop your skinning prof and start to level tailoring. Buy whatever you need from AH slowly, over a period of a week or two. The trick is to buy several stack of linen, wool, silk, etc. every day. You may have to farm for wool in stockades or elsewhere. Linen and silk should be dirt cheap. I think you can start to make mageweave now, so get ready to sell the mageweave bags. Not huge money makers, but 5-10g every day isn't bad at this level.
By level 60 you can finally make netherweave bags. This is your bread and butter. Know the market, love the market. Buy cloth when it's low, make bags when prices are high. You may have to wait. Cloth is cheap on the weekends, bags are expensive during the week. It never fails. You will make at least 10g a day and up to 100g.
By level 70 you can start your NR tailoring and make the frostweave bags. This market is competitive right now, but you should be able to make some money. Look for the other bag patterns, and consider rep grinding to get them. For example, nobody sells herb bags any more. THey are pretty useful. Same thing with mining bags (although I think LWs make those). Sapphire spellthread is very popular but you need exalted with wyrmrest to make them if I receall. You will burn through tons of cloth in NR, untnil you hit the bag making phase. At that point you can safely make bags until at least 440 (its still green at that level).
Irregardless, if you've been picking flowers the whole time you should have 5000g when you hit 80. Buy your mount and enjoy raiding! (You will have about 2000g from quests alone in NR without factoring in training costs which can be huge)
Vreditel Sep 19th 2009 8:59PM
guys, can you tell me where can i find a priest guide in here that covers Outlands (60 - 70) plz.