Showing posts with label frost. Show all posts
Showing posts with label frost. Show all posts

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.

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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.
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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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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.

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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.
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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.


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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.
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