Showing posts with label Mage training. Show all posts
Showing posts with label Mage training. Show all posts

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?


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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.
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Saturday, August 22, 2009

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.

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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.
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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.

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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.
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