Sunday, September 20, 2009

Real Life Called

This week, a wedding has called me away from my play time. In most cases, I would have played last weekend and caught myself up, but real life duties called me away last weekend as well.

I also just got a new job, so Sneeky will have to wait until my free time frees itself up. This week, on Hiatus, next week, maybe back, depending on Real Life. Read more!

Sunday, September 13, 2009

We're Not in Kansas Anymore

This week I've been a bit under the weather, so I decided to have an easy week, do my mage training, do some sight seeing, and just generally not work to hard.  Hey, everyone needs a break some times, right?


-----
Congratulations and Achievements to me, finally hitting level 20 means I get my game changer, teleport.  Though, again, this was a bit of a let down.  Simply learning from the trainer was a little too easy.  I guess the trial is the need to visit Ironforge, Stormwind and The exodar in order to learn the spell. On the good side, I can now travel back and forth for my jewel crafting.  

I also get to learn a new level of conjure water, and polymorph, as well as 4 other new spells.  Focus Magic, good for party groups, Mana Shield, good in emergencies, and Blink, good for a quick get away.  My personal favorite, Evocation, which will, while channeling, give me back mana without a drink break.

Hard to see, 
but my little tree frog is beside me.

This weekend also was the beginning of the Darkmoon Faire in Elwynn Forest. It's the only place the Faire comes that is safe for me until I hit level 60, so I decided to take some time and go have a look.  In Ironforge, I picked up a quest to turn in a voucher for free tickets, but I didn't find much to do with my tickets, so I traded for a pretty flower (you can't see it, it's one of those off hand items) and caught the running boy to buy a tree frog pet.  I always wanted one, but the only place to get them is the faire.  Cost me 1 gold, but I think he's cute. 
Then I decided to take some time to explore.  Started with Elwynn Forest, the level 1-10 area, before heading east to pick up a flight path in Redridge Mountain.  Then back west to Westfall to pick up the flight path and get the achievement for the zone.

Westfall looks like Kansas. Farms everywhere.

Doesn't sound like much, but now I have enough flight paths that I never have to visit Elwynn Forest again. Until, of course, I decide to come back for the Loremaster Achievement. Right now though, it's a good thing.
Read more!

Saturday, September 5, 2009

A little help in Loch Modan

This week in my continuing travels through Loch Modan, I set out to tackle the remaining lag of "in defense of King's land".  Along the way I met a new friend and got some much needed help on some of the trickery quests.  I also picked up a couple of great upgrades. 

-----
Entering the tunnel for "In defense of King's land" was not the hard part.  Staying alive once there, however, a little harder.  The Toggs seemed to agro in groups.  Groups that hit hard.  When I resurrected, I got a whisper from "Tickle*" (name masked) asking if I was on the quest.  Two heads are better than one.  Especially when the other one is a warrior who can hold agro while I shoot off fireballs from range.  

Love it.  This is exactly how a mage should be playing.  

We killed off the boss and his minions and set out to collect our reward.  I cannot remember what my original pair were like, but my new Lucky Trousers were an upgrade.  If not in armor, for sure in spell power, which I like.  Plus, completing the quest bumped me up to level 18.  

In Ironforge, I was trained in a new level of Fireballs and two brand new spells.  Amplify Magic and Remove curse.  Neither of my two new spells will help much in solo battle, but removing a curse might keep me alive and amplify magic will help when I finally join a group for an instance.  Talent wise, I accidently clicked World in Flames instead of incineration.  OH Well. (I did chose Incineration on my level 19 talent, just to save time later)

Next, Tickle and I went off to tackle "Gathering Idols" at the dig site.  This fairly easy quest provided me with my first wand.  I am still not too sure about its usefulness. It hits harder than my staff, but it has a cool down.  Maybe after some time, I'll figure it out. ;-) At the moment though, these monsters were too high a level to even hit.  Every attack missed.

One more task to complete while we had each others help, Ogre-side. We were hired to kill a set number.   Again, with the help, it was a fairly easy quest which netted some good experience. - Time for a break.

After a break, I travelled back to Ironforge.  I knew of a corner in the subway station where rats regenerate so quickly, you can skill up in no time.  I used this tactic for my wand.  Rats dropping like flies.  Level 5-90 in no time.

Then, back to the Loch to pick up the last quest line of the zone. I don't know why they called this a level 18 quest, but the zone transition between the Loch and the wetlands was populated by level 20 and 21 orcs.  I made it though.  Woot.  The rest of the run was pretty painless. The experience from turning in the quests, discovering areas in the wetlands and a few kills on the second step bumped me up to level 19.

The Loch Dam. 

But, this quest is tricky and it's time to call it a day.
Read more!

Saturday, August 29, 2009

The order of things (in Loch Modan)

Last weekend, I posted about my grind to hit level 16, and commented on the lack of level readily available quests.  I would have shouted a similar sentiment this week if my exploration did not give me an unexpected surprise, two or three properly leveled quests, giving me the experience points I need to hit level 17 and continue.

-----
When I returned from Stormwind after my level 15 mage quest, my next step was simple and already laid out before me - Complete "In defense of Kings Lands" and "Find Bringle's supplies", re-asses my level and train if required.   

As I expected, the two quests gave me the experience points I needed to hit level 16; for a standard upgrade of Arcane Missiles and a new A.O.E called Flamestrike.  I also had some talent points to use up.  Talent points are highly customisable, and so will have the possibility of being unique to every player, but for those who are interested, I used my first 5 points in improved fireball, and my next two points in improved frostbolt.   As you can tell, I seem to be leaning towards spells that make my casting quicker.  My opinion, faster spell means less time a mob can hit me.  I'm still a little bit soft for hand to hand combats.

Training done, talents used, I was once again in the familiar position of not having any quests.  I attempted the last leg of "in defense of kings lands" but failed miserably.  Instead of grinding, this week I wanted to work on my "explore Loch Modan" achievement.  (Which, innocently, I got!)

I made my way cautiously around the lower edge of the loch (which is empty except for a few level 13's and an easily avoidable Level 21 Elite group - wish I knew that earlier) towards the excavation site and picked up a quest.   Went around a corner mountain to clear a dark spot and found a little refuge.  There, I spoke with Daryl the Youngling, who gave a timed quest, and then another.  The rewards, for a mage, suck; seriously, a bow, a gun, a knife-but the experience was worth it.

I wasn't quite to 17 for the second timed quest, but these two, along with the turn in quests that sent me to ironforge and back, were enough to push me to 17.  I wasn't expecting an escort quest, but that was the end of the chain.  My first attempt, I got in the path of that Elite Patrol group I mentioned earlier, but my second attempt passed no problem.  

Now most quests are available to me.  They always were, but I'm less likely to be made into mage pancakes now.
Read more!

Saturday, August 22, 2009

Breaking News/Security Watch

This weekend was the official start to the Blizzard Conference, or BlizCon 2009 as fans and bloggers have named it.  I suppose Cloth and Fireballs would not be a World of Warcraft blog if I did not take the time to mention the news coming out of the conference.  Like most of you, I tried to avoid reading the advance alerts.  Some may still be avoiding the news so I've decided to add the details that interest me after the fold.  Click the "Read More" link to see what's come up.  Though, if you're a fan of the game, you will have been bombarded in the game chats.   I'm better safe than sorry!

Before I get to that, I want to take a moment to talk about the recent escalation in security breaches.  Perhaps I only see it as an increase because I effected not only me, but an in game friend of mine.  In any case, it does not hurt to tell my story.

-----
Now, first off, I run a Mac.  I feel its important to mention because many Mac users believe they are safe from virus and attacks.  I still do, but I'm a little more paranoid now, even after I did a complete sweep of my computer.  
Thursday morning I awoke to an email from Blizzard, advising me my account is under 24 hour suspension due to unauthorized users accessing my account.  When I asked for further information, I was told the GM's were notified to a problem on my account because my characters (a high level alt I have) was reported.

Jeepers!  

If you're like me, the first thing you ask is, How.  The answer, Key Loggers or other programs that steal your password or bust into your account.  Blizzard changed my password for me (and I have done it again before logging into the system) which ended the hacker's fun, but not before they emptied my bags and stole all of my gold.  Now, Sneekypeach has more gold than my level 74 hunter.  The "unsavory characters" did not even leave me enough gold to purchase a flight path to my questing zone.
Now I await judgement from Blizzard regarding my stolen items and gold.  They advise it could take up to a week.  Not a big deal, considering I don't play the character often.

The whole experience has put an unappetizing taste in my mouth.   I've run two different security programs, both of which found zero virus' running on my system, making me all the more curious.  Why me and How?  I guess I'll never know.  In the mean time, everyone should check their computers and possibly update their passwords.


Now, unto the news that is rocking fans of the franchise - The official announcement of the next expansion.  No word yet when it will be release, as far as I've read, but fans are already getting themselves worked up - either in angry or joy.

The major change, and one that will effect all players, even those who choose not to buy the next expansion, the redesign of the old continents.  According to Blizzard, Eastern Kingdom and Kalimdor will be changed.  There will be a world event in the future that will change the look, feel and play style.  The original content gone or changed, even for players who are new to the game.

When the Cataclysm occurs, it will occur for all players, whether they have purchased the expansion or not--you will no longer be to play in the original version of Kalimdor or the Eastern Kingdoms. However, certain features such as the new zones, new races, and new level cap will only be accessible to players who purchase the expansion. - Blizzard Cataclysm F.A.Q

I can see both sides to this news.  

On a plus, those players who have moved onto Outlands and Northrend have also moved on from the playable content and usefulness of the original continents.  To them, these are just places one needs to return to for visiting trainers and auction houses.   The cataclysm will bring them back to the old country to complete new quest lines revolving around the event. 

However I feel that I can speak for new players, and from the point of view of one (After all, I only started playing the game in May and have not found original content expired), when I express my disappointment in the permanent and automatic change.   The new expansion may well bring new players to the game, and will surely cause veteran players to re-role new characters.  The unfortunate part - all of the new toons will loose out on the original content.  They will only experience the world after the disaster.

Which is not a major deal, except new players and players on new characters will not feel the same emotions caused by the changes as older players will.  I imagine Blizzard's choice to destroy Orgrimmar, for example, was, in small part, designed to tug at the heart strings, just a little.   If you are a new player, you will not feel that sadness. 

My hope, before the official announcements were made, was to see the changes happen as an instance based event.  These types of story lines already occur in Wrath of the Linch King.  I hoped to see the changes happen for players who complete a set level cap, or story line or event.  Of course, this would mean that some players are working with the new content and others are not.  This fact should have tipped me off to the unlikeliness of the idea - but a girl can dream.
Read more!

Stretching (a little further) to Level 15

Yesterday I wrote about my grind through level 12 and 13.  And grind it was.  This has happened to me before, once on another toon, when I found the easy quests of the zone after I completed the trickery ones.  This is not the case here in Loch Modan.  I have simply run out of quests for my level 14 self.  One more level to go and then I should be back on track.

-----
So, I took my level 14 self and decided to attempt to find Bringle's tools. At the same time I could tackle "In defense of King's Land", which is the quest to kill two Togg types, some of which were protecting Bringle's tools.  I ended up getting one of the tools, dying 3 times in the process, and decided to call this quest quits for the moment.
Instead, I put peddle to floor and went back to the Tunnel Rats to farm for bronze and linen.  It was dreadfully boring and slow going, but I eventually made it to 15, hitting  the next level in first aid and mining in the process. 
I wasted no time in hitting the road for Ironforge and speaking to Dink, who sent me to talk to Jennea in Stormwind.  Easy enough, so I was off again to Stormwind.  You know, for a Gnome, I spend a lot of time in the Human capitol.   First task, investigate the haunting in the local pub.  It was a lot harder than it looked too, 3 ghosts to one squishy mage. My personal suggestion, go downstairs and call one out.  In the basement they only spawn one at a time. 
Handed in and she told me to get some linen and gems for my robe.  Okay.  I can do that.  Funny thing was, she sent me back to the cave of Tunnel Rats that I had already looted for a previous quest.   Looted the cave again, just as hard the second time, and returned back to Stormwind to turn in my findings.  
The reward, a shiny new robe, which, compared to my old robe, is an armor boost of 6 and +6 intelligence traded for +4 stamina.  
Onward, but not until next week.
Read more!

Friday, August 21, 2009

Stretching to Level 15

Last week, I lamented about the lack of substance in the class quests for mage.  I still feel that way, but then read about a second mage quest at level 15.  Yes, still not my teleport - I'm very excited for that level 20 skill - but still something special.  The tricky bit was how to reach level 15 when all of my level applicable quests ended at 11.  

My solution, grinding.  I know, it's not glamorous or particularly interesting, but, as a mage, I'm a little too squishy to tackle the upper level quests.  But somehow I got there, and then it was onward to the mage quest.
This week is another two part entry.

-----
Last we met, I hit level 12.  To start, I completed my remaining level 11 quests, collect spider parts, boar parts and bear parts, (ok. I can deal with that), kill a set number of Toggs and collect their teeth (ew, but ok), kill tunnel rats and collect their ears (ew!)  A lot of the quests here are grind type quests.  The brighter side of the coin, Toggs and Tunnel Rats both drop coinage and linen for first aid. So there could be worse things.  Even the boars drop meat I can use for cooking skills.  

I had a turn in quest, a level 15, which could have been labeled level 10.  How easy was it to walk up the path, talk to the fellow and be told travel to Stormwind and deliver this letter for me.  Pardon me?  Stormwind?  Is that all?  That place that I can, and have, been traveling back and forth to and from since I was a little level 7?  Well, that's worth an easy experience boost, reputation boost and 6 silver.  And even better, when I arrived, I noticed a quest giver across the square who wanted me to make a return delivery.  Sure, I can deliver your package while I collect my next quest.   Easy experience, easy reputation and 7 more silver.  Sure!


*The above picture is fuzzy because of the tram movement.  Also, don't move around too much or, like me, you'll fall off.

In no time at all, I returned to Loch Modan and find my quest log listing only quests for level 15. Unfortunate, seeing as I'm only level 13.

I attempted a level 15 quest I picked up in Ironforge.  It was a simple turn in quest.  "Go find Bingles", who, according to my carbonite addon is on the opposite side of the loch.  Yeah, sounds easy enough, until you find out that there are level 19/20 Lurkers (Loch Monster type animals) that agro from miles away.  I died on the swim over to Bingles, only to find out he wanted me to go hunt for his missing tools.  Another level 15 quest.   :-P   No, I wasn't expecting to get a level 13 quest after I turned in a level 15, but where are my level 12-14 quests. 

But with 2 levels to go, I had to do something so I reviewed my quest log.  I had a collection quest, into the tunnels where the Tunnel Rats lived.  I figured that, of all my available quests, this one might be the easiest.  The Rats are only level 10-12.  The trouble, they come in droves and some have an ability that resists fire damage.  I died a few times, but managed to complete the quest.   Lucky for me, the experience boost brought me up to level 14, so it was back to Ironforge for my training.  Boy oh Boy do I wish I had a teleport spell.  No more dropping what I'm doing and running back to a flight paths for training. 

Level 14 brings me Level 2 Arcane Intelligence, Level 2 Fire Blast, Level 3 frostbolt, all standard upgrades, and a new spell, Arcane Explosion, which is an Area-Of-Effect, excellent for when those extra monsters attack at once. 
Then back to grinding.  Part two tomorrow with the last of the grinding and my mage quest write up.
Read more!

Saturday, August 15, 2009

Onward into Loch Modan

When I left off last week, I achieved level 10 and received notice from my trainer to speak with Bink in Ironforge.  I also had a second 'turn in quest' in Ironforge, so set off into the great city to begin my new tasks, leaving much of Dun Morogh behind me until I reach a level where I can safely venture into Gnomeregan.

Ironforge is the Capital city of both Gnomes and Dwarves, and the population ranges all spectrums of the Alliance fraction.   In the past, before Stormwind Harbor connected the Human city with all areas of Alliance life, Ironforge played the role of major gathering point.  To be honest, I still find it more busy than Stormwind, but that could just be my opinion.

-----
I find moving about in Ironforge easy, and less confusing than other capitols I've been in, but getting from one side to the other does take a while.  As a Mage/Miner, I find my time split mostly between The Commons (bank), The Great Forge (for mining), and the Mystic Ward (Mage training).  I also find I spend a fair amount of time in the Forlorn Cavern, where I have taken some time to relax and fish.

For the moment,  I only needed to find the Mage area and speak with Bink.  She's a little Gnome who set me off to find her gizmonitor in exchange for a new staff or an orb.  
Perhaps I'm a bit spoiled from my past characters, but the level 10 mage quest was a big let down.  At level 10 as a Hunter, you get a quest chain giving you the ability to tame your pet, at 10 as a Druid, you get a quest chain to learn your Bear Form, your first shifted form.  

For me--I chose the new staff, which, when compared to the Staff I already had, okay, yes, it was a good upgrade, including a stat boost of +1 intellect and +1 spirit, but it didn't feel like much compared to my past characters.   Where is the great game changer? Where is something unique to Mage?   Portals are fun, what about them (Oh, not until level 20 I see) -- I also find it funny the second choice for reward was an off-hand item when we are trained in, and melee with, a two handed staff.  Yes, I suppose, in Blizzard's defence, we do have the ability to use a wand, but at this point in the game, unless you're a spoiled alt, you don't have enough money to buy one.


In any case, my mage training was over and done with before I knew it.  However, before I continued with levels, I needed to decide on where to use my talent point.  I had 6 choices and chose improve fireball, (to save time, I chose improve fireball for my level 11 talent too), to speed my cast time of the spell, then continued with my questing to the east of Dun Morogh.  There is a tricky set of quests in the quarry to the south of the zone which netted me experience points, bags full of loot to sell and a lot of copper for my crafting.  Unfortunately, no cloth armor to replace my own, but I made some good cash.   
Speaking of crafting, both are going well.  With my jewel crafting, I have been able to make myself 2 rings, one for stat boost +1 intel, and one for stat boost +1 spirit.  When I reach level 13, I will be replacing my spirit ring with one I can make myself with +Stamina.  Intelligence and Stamina are my two best attributes. 

In my attempt to clear the zone and receive the "Explore Dun Morogh" achievement, I found a short quest line at the Northern gate of the zone, centered around a downed pilot, with an easy end pray.  It's rather dull to blog and then I went here, and did this, and then I went there and did this, but in reality, that is what the game is all about.    What is interesting is how the zones all tie together.  I've always been a fan of organically moving through the land as you are sent on your quests, and the beer delivery quests, as well as the honor picks quest line does just this.   This is about when I hit level 12 and landed in Ironforge for my mage training in Fireball (3),  Slow Fall, a spell to, well, slow your fall and Dampen Magic, a spell to help you and/or your party against spell casters.   One thing more to know about Dampen Magic, if you're in a party, it will also dampen any healing spells being cast on you and your party, so the use of this one will be hit or miss.

Back to Thelsamar, where I set my hearth and logged out for the week.
Read more!

Saturday, August 8, 2009

Travel on the road to professions (part 2)

Yesterday, I wrote about my thoughts toward professions and how I chose the professions I would like SneekyPeach to participate in. For those who skipped yesterdays post, I chose mining and jewel crafting. Of course, like anything else in World of Warcraft, it was not as easy as it sounds. Especially when you have little money and even less in the way of directions.

-----
When I left SneekyPeach in Kharanos, she had just reached level 6. I woke her up with almost 2 full levels of rested experience - a side perk of signing out inside the inn for almost a week - and decided I wanted to train her up in professions and mage levels before I start my questing in the zone. Mage levels always come first for me, but unfortunately there is an extortionist pretending to be a class trainer here in Kharanos and the training is more than I have available in my pockets. At this point, the only way to make extra cash is from quests or selling items found on animals killed. I should have looked at the quests before I set off to kill and gather. If I had, I would have found one of the quests available would pay me to kill and gather from the boars and bears I was killing for free. Long story short, I could have saved myself a lot of time by accepting the quests first. In my defense, I was trying to avoid leveling until after I trained. It backfired, I had a lot of experience points from all the boars and bears I killed. I passed into level 7, and then some, in this way.

Once I had some more cash in my pocket I was able to speak to the mage trainer again. At level 6 we get fireball, level 2, conjure food, and a new instant cast spell, fire blast. I found that I still use my Frost bolt and Fireballs, only using fire blast in emergencies. It's a mana guzzler.

I had previously chosen to learn all of the secondary professions. Really, why would you not. Two of the secondary professions can be learned here; A cooking trainer can be found at the inn, so can the trainer for first aid (though he's called Physician here for some reason). It's inexpensive to train and level a secondary profession and most of the time you can cook or craft with items you find in your travels.

My mining trainer was also near by. I wish there was a forge here. The closest one is in Ironforge. Looks like I'll be saving my crafting until I hit Ironforge... or I'll be running back and forth - A lot.

I knew that I was setting off on a long journey for my jewel crafting. I could have waited until a later level to make the run, but I am a strong believer in leveling your crafts as you go. Any way I sliced it, I would have to run, now or later; the only jewel crafting trainer was found in The Exodar of Azuremyst Isle, home of the Draenei.

Reading up on travel options for the alliance, I found that the voyage would be safe for anyone of any level, which fit into my plans of training up as quickly as possible.

Breadcrumbs of my trip: Kharanos > Ironforge > Stormwind City >Auberdine > Azuremyst Isle.

Kharanos to Ironforge was not difficult. In fact the entire trip was pretty smooth sailing (no pun intended, as most of the trip was by ship). The segment from Ironforge to Stormewind was quite fun actually -- riding the deeprun tram.



I really like that you can get clear across the country as a level 7 and not get smashed to bits. This has just been rectified on the Horde side with the addition of the Zeppelin from Thunder Bluff to Orgrimmar. Here on the Alliance side of things, it has been so for a long time. I took the above picture while waiting for my third vessel of transportation, yet another boat - this time Darkshore to Azuremyst Isle. I believe I shot this when I took the dock straight across and ended up waiting, unknowingly, for the boat to Teldrassil by mistake. It could be the dock to Azuremyste Island though, I could be wrong. I just love how little SneekyPeach looks when she's sitting alone.

When I got back to Dun Morogh it was l-a-t-e! I decided rather than level much more that evening, I would learn and level up my fishing. It's convenient that the fishing trainer is right beside the only fresh water in the whole zone, the forlorn caves. Fishing requires no thought or skill, and is an excellent way to make money at a low level. I felt safe in fishing, where as in questing I would have died several times from lack of concentration. Once I hit my first cap of 75, and found I was too low for my next level training, I called it a night.

Day two this week (I know, I've already broke my own rule), I was able to reach two more level ranks as I completed my area questing, which, at this level, centers around the frosty trolls, local wildlife and angry leper gnomes of the area. At level 8, ah level 8, a second level of frostbolt and 2 new spells. A new Damage Over Time (DOT) conjure spell, Arcane Missiles and Polymorph sheep, a lifesaver of a crowd control spell that allows you to turn enemies into sheep for a set time. Lifesaver when a second mob comes into play.

At level 10, a second level of conjure water, a stronger level of frost armor and level one of frost nova, my first All Around Attack (AOE), which will also be helpful for crowd control because it roots those effected to the ground.

It's also mage quest time, directing me to talk to Blink in Ironforge, so this is a good stopping point for this week. Next week, mage quest and talent points.
Read more!

Friday, August 7, 2009

Thoughts on the road to professions

First things first, yes, I know it's not yet Saturday. I couldn't help myself. I'll try to be more restrained in the future. ;-) NO Promises. (In my defense, I have an action-packed weekend ahead of me and may not find time to play. So I had to come and progress SneekyPeach a bit further while I could.)
Plus, this weeks post will be a two parter. The first part today, the second tomorrow.

Now, onto the meat of the first post. In my opening blog, I mentioned the consideration of Engineering for SneekyPeach's profession. I did a lot of reading on Professions in the past week - Learned a lot in the process - and made my choice; though it wasn't was I originally believed I'd be interested in.

-----
I always knew I wanted to dive into mining. That was always going to occupy one of my two profession slots.

Mining is the single most useful gathering profession in the game. It fuels Engineering, Blacksmiths and Jewel Crafting, and, as a gathering profession, can fuel both your own crafting profession as well as your bankroll through the Auction House, I find having at least one gathering profession a very wise idea. The only consideration left was what to pair with it.

Right off the bat I crossed Herbalism and skinning from my list.
Many people advocate taking two gathering professions, especially as a youngster. It is an excellent idea if you are interested in acquiring items from many different crafted professions. After all, when you have no crafting profession to use up your finds, the money from Auctioning your raw minerals, herbs and skins is great and you can use your payment to buy what you like. Crafting players are rewarded with many bind on pick up items and special perks of leveling their professions. It is a toss up. For me, I knew I wanted the diversity of a crafting profession.

I crossed leather work and blacksmith off the list straight away as well. A mage cannot wear leather and has no need for the mail armor or bullets made through the blacksmith profession. If I was going to craft (and I am!) I was going to choose something that would benefit me directly.

I looked into Alchemy. Having my own healing potions, especially for a squishy mage, would be very helpful. In the end I decided it was not a viable option, especially without herbalism to fund it. The same was true of Inscription. The opportunity to produce your own glyphs was an appealing prospect, but would be very expensive without herbalism.

I looked into enchanting, but it seemed very expensive. Perhaps I am not understanding the profession correctly, but I believe you have to enchant and disenchant items around the world. It might have been a good idea, seeing I would be finding lots of leather and mail armor and many weapons I would not be permitted to use. In the end, I determined I would rather sell those unusable items to gather money for things like mounts, pets, training and flight paths.

I strongly considered tailoring. As a mage, this was one of the few crafting professions that would have impacted my life in a direct manor. It seems that tailoring is tailor-made for a mage. (har har har, how many people are closing their browser windows now?) I can only wear cloth and tailors, for the most part, make cloth armor. A big plus in the tailoring side was the idea, If I chose tailoring with my mining, I would be free to sell all of my mineral finds. I decided, after a lot of though, to cross tailoring off my list. Its downfall -- you need to either farm for your cloth or buy it from the auction house. That could get mighty pricey, especially since I am also going to level my first aid. With a crafting profession and a secondary profession both using the same cloth, I worried I would be outgrowing the area's where the cloth needed is naturally found, leaving me to purchase more than I'd like.

Which leaves me with engineering and jewel crafting. Interestingly enough, and not at all planed this way, both are both fueled by mining, which is both convenient -- Both of my options will be fueled with my chosen gathering profession, and unhelpful-- neither option has a clear pro or con in the gathering department, making my choice harder.

Reading into Engineering, I found you can make all sorts of fun items -- robot chickens as pets being my favorite, many useful ranged attack bombs, and your own mounts. The item I found would benefit me most would be the goggles, head armor available to me much sooner than I would organically find. Jewel crafting would give me the opportunity to craft my own rings, necklaces and trinkets, again, much sooner than I would organically find. I did a lot of reading up on how long it would take me to reach a level where my crafts would help me, as well as what my end goal crafts would provide me. In the end, Jewel crafting won out.

So SneeyPeach is now a Miner/Jewel Crafter, with a secondary skills in cooking, fishing and first aid, or would be after I got her trained up. Tune in tomorrow (Saturday, my original blogging day) for my write up on the experience in receiving my crafting training. Trust me, it was quite the trip!
Read more!

Saturday, August 1, 2009

Coldridge Valley

A Gnome mage named SneekyPeach has begun her adventures in Azeroth. But if you're here for a 100% first person roll playing blog, you'll be disappointed. 'Cloth and Fireballs' is a blog space dedicated to the progression of a 'World of Warcraft' character, but I'm not much for the whole first person experience.

That being said, You've joined me on day one of my new mage adventures, and I plan to continue blogging about SneekyPeach as I progress through the ranks.

A little bit of background about my WoW experience first and then on to opening area excitement.


-----
SneekyPeach is my third devoted WoW character, but she is my first ever Alliance character, my first Mage, and my only character who will not be assisted by an 'older' player. As I have two other characters to nurture, and in order to keep the blogging experience nice and easy, I will attempt to play only on Saturdays and blog on either Saturday or Sunday. Though, to be honest, I did say the same thing for my Druid character who has quickly become my #1 devotion, leaving my higher level hunter rotting in Dalaran.

I chose to roll a mage because I prefer to fight at long range, and I chose Gnome because, of the alliance races available to roll a mage, Gnomes have the best opening attributes - especially Intellect, Spirit and Mana which are important for caster classes. They also have an aptitude for engineering, which I am considering as my profession on this character.

Gnomes begin their lives in Coldridge Valley, an area of Dun Morogh reserved for levels 1-5. We start out with a single offensive spell attack, fireball. Offensive spells are our bread and butter, but we also have our staffs to bash enemies that get to close. The idea is, however, to kill your enemy before it comes to that point. Nothing in this part of the area will attack you until you attack it, so feel free to run around and practice your timing and range.

So we gather our quest and are off to fight wolves. The fire has a 35 yard range, so target, get to the sweet spot and start firing. This is a nice one because the cool down time matches the cast time; in other words, it's ready to start again as soon as the shot leaves.

We progress very quickly through the ranks, killing first wolves, than toggs, boar and then trolls, and hit our training milestones with flying speed.

At level 2 we get a second buff, this time to boost our intelligence, Arcane Intellect. It increase our mana and our chance for critical hit, so always have this equipped. At level 4, we get 2 additional new spells--one offensive and one helpful; Frostbolt, a damage dealing spell which hurts the target as well as slows its advancement on you--a way to give you an extra spell in before the target reaches meele range--, and conjure water, helpful to regenerate mana. The trick there is you need mana to conjure water, so try to remember to always keep a conjure in your pack. It takes up a bag slot, but well worth it. Also, you're conjure will disappear when you log out--keep that in mind.

In no time at all we are ready to leave the starting zone. Climb up to the pass, journey through and march yourself on over to Kharanos. One of our quests brings us a delivery to the inn; excellent, because I was headed there anyways. Time to log out.
Read more!