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Posts with tag mage-tailoring

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 is all fact. Sadly (or totally not, depending on how sado-masochistic you are), leveling is no longer nearly as grueling and refining an experience as it once was. It's entirely possible to skip a whole lot of the early-game content these days, and come patch 3.2, PvP experience will allow us to skip all of it on our way to level 80. Still, there are some things I feel we're missing out on as we cruise through the old-world content these days. Follow me beyond the jump for a list of five things every Mage should do on their way to level 80.

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Filed under: Mage, Tailoring, Analysis / Opinion, Tips, Quests, Features, Leveling, Classes, Alts, (Mage) Arcane Brilliance

Arcane Brilliance: The world of Mage-crafting, part 1



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.

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Filed under: Mage, Blacksmithing, Engineering, Tailoring, Enchanting, Items, Analysis / Opinion, Leveling, Classes, (Mage) Arcane Brilliance

Arcane Brilliance: Mage version 2.4



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'Danas Arcane 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.

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Filed under: Mage, Tailoring, Patches, Items, (Mage) Arcane Brilliance

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