Feels like a decade since i last posted but thankfully nothing much has changed in The Worrrrrlddddddddd...........................(of Warcraft)
So I wave goodbye to the Christmas trees in the capital cities and realise I have to focus on the task at hand which is leveling my mage to 80! (For those of you that don't know I got bored of my 3button melee hero class shitnight)
My last blog post gave an update on my mages level at that time which was level 53, It is now level 71... which is far from chinese, the leveling has been so casual my friends have been raging at me at my snail like leveling pace.
BUT NEVER FEAR GUIZ
Your are about to read the simplest mage leveling guide you have EVER had the pleasure of reading!
Tip1: Specc frost, I have tested every spec and it is miles better than any other specs for a few reasons. Including the fact you take hardly if no damage from mobs, you can 2shot mobs with a shatter combo (Frostbolt + Icelance on a frozen target) When you finally run out of mana Evocate should be off cooldown so you will never need to drink.
Tip2: Spam the frost tree and take any talents which you believe to help you kill a mob faster, I literally think every talent in the frost tree has its uses for leveling apart from: Frost Warding and Frozen Core.
Tip3: ADDONS! Two great addons i use is first of all:
Questhelper: I find this addon twice as good as the new Blizzard ingame Questhelper for many different reasons.
Power Auras Classic: Great for making the game easier, helps with notifying you of procs such as instant fireball and fingers of frost!
Tip4: I find music helps me with the boring task of leveling, i recommend something intense for some INSTENSEEE mob killing. When bored i sign for a dungeon or sign for Alteric Valley.
Tip5: Try do quests together and hand them in together, try avoid doing one quest at a time.
Tip6: Log out in Inn's DUH.
Tip7: Thats about it, told you it was simpleZ. Oh make sure you slowfall off big things, its quite fun.
People who have been reading my blog will know my 'main' is a Death knight and im currently leveling a mage (level 53 atm), I have played a DK since season5 and watched the class turn from a much hated true hero class to full on joke. The Scourge Strike buff at 3.3 was promising, the HOTFIX was not.
A Death knights tale by Steezebo baggins...
So most of you will take the approach that the class got what it deserves, It sat on a thrown for one season as was untouchable, now its the other classes turn right? WRONG
Every Death knight knew the class was bullshit in season 5 but that wasnt our fault, we wasn't gonna not play the class because you could spam one button and collect points. Season 6 the class was still pretty decent but slowly DKS drifted from top spots, surely every patch including a DK nerf and now we have gotten to the stage were it feels like Blizzard are making the class pay for having a free season back in S5.
Where is the consistency ?
Bar season 5 most classes have consistently been decent, mages/rogues/priests/resto druids/ holy paladins, warriors........etc.
So.. Thank you Blizzard, I will level my Mage and hope that Catacylsym doesnt include so many jokes.
So the awaited patch 3.3.0 arrived today and like any normal wow player i wanted to jump into the new content ASAP!
And here it is, proof of my journey:
Altogether the instances are pretty fun, i think it took the party around 1hr30minutes to do all 3instances and we only wiped twice. Boss fights are typical Wow including 'MOVE FROM FIRE' stlye bosses and gauntlet like events.
This instance is great for players who do not have the gear for ToC10/25, in theory players could do these instances daily and reach full 232 item level gear in no time.
As expected the instances are currently the hardest heroics in game, though they shouldnt cause much trouble to players with decent gear and a brain!
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Movie Spotlight: Hydra 7
Current Warcraft movie in the spotlight is: Hydra 7!
Hydra's seventh video, he is seen as many as the best priest in the world. This video is packed with entertaining arena footage and shows off Hydra's skills.
Matches include: Priest/Rogue . Priest/Mage . Rogue/Mage/Priest.
My rating : 5/5
The video can be found at:
This is the seventh blog entry making Steezecraft one week old, happy birthday!
A quick note about 3.3.0, the patch is expected to come tommorow which is the 9th of Decemeber.
Now onto the tier gear you can expect to see dropping in the depths of the Icecrown Citadel:
Death Knight. Druid. Hunter. Mage.Rogue
In my opinion these sets look way better than some of the useless looking sets Blizzard have put into the game in the past, especially the warrior one!
So..one week running and 315 unique visitors :) if you wish to stay upto date with the latest Steezecraft topics dont hesitate to subscribe via Rss feed on the top right corner :)
Well thats about it..Mage current level49 and about to learn water elemental!
Thanks for reading
Time to fill your brains with more information on the upcoming megaaaaaa important patch 3.3.0!
I believe the biggest change to any patch is what happens to the classes, I mean of course new things are pretty cool and help to maintain the joy of the game BUT the class changes are what people really want to know about!
For example, they better nerf destruction locks or i swear I'm going to.... write a very angry blog entry about it.
Time for the Daily wall of text guys, if you read anything you approve or disprove of don't hesitate to leave a comment under the blog entry!
I've done you guys the job of reading through all the changes, I have picked out the big changes for you, these include:
Death Knight tanks will now be more viable, rune strike will cause more threat and Scourge Strike should be hitting harder making DK's more viable in arena again!
Hunters Deterrence will now be able to immune damage from ranged attacks!
Pets can now be cleaved down again by AOE BUT they will have all of their masters resilence.
Deep freeze will now hit 'immune' to stun players hard with some lol DPS. Mage pets water bolt mana cost reduced by 80% so... it will never oom :)
PROTholy paladins will no longer have Flash of Light HOT!
Shadowpriests will have a bigger range of Mindflay (this change should have come years ago)
All rogues at any level will move at 70% speed in stealth.
Elemental shamans will have increased haste but crit less.
Conflag redesigned, in theory this will make the warlock 3button domination combo hit for less instant burst!
Thanks for reading, On a side not my mage is now level47 and powering through ZF :)
I PITTY THE STEEZE FOOL!
This is going to be the last major patch before the Cataclysm expansion, which i will be covering in depth in the upcoming weeks!
General Class changes:
Area-of-Effect Damage Caps: We've redesigned the way area damage is capped when hitting many targets. Instead of a hard cap on total damage done, the game now caps the total damage done at a value equal to the damage the spell would do if it hit 10 targets. In other words, if a spell does 1000 damage to each target, it would hit up to 10 targets for 1000 each, but with more than 10 targets, each target would take 10,000 damage divided by the number of targets. 20 targets would be hit for 500 damage each in that example.
Attack: Level 1 druids, mages, priests, and warlocks will no longer start with the Attack button placed on their action bars by default.
Default Equipment: Starting weapons are now more uniform. Rogues now start with a pair of daggers equipped. All other classes except shamans start with a 2-handed weapon equipped and the required skill already known. Shamans start with a 1-handed weapon and a shield, as they benefit more from the shield than they would from a 2-handed weapon.
Glancing Blows: The mage, warlock, and priest classes no longer have an increased chance for their melee attacks to be glancing blows; and the damage penalty due to their glancing blows is the same as for other classes.
Health and Mana Regeneration: These regeneration rates have been increased by up to 200% for low level characters. As a player's level increases, the regeneration rates gradually reduce, returning to normal rates at level 15.
Pet Resilience: All player pets now get 100% of their master's resilience.
Spell Mana Costs: These costs have been reduced for almost all lower level spell ranks. In general, if a spell decreased in cost with a higher level rank in patch 3.2.0, that spell now has the decreased cost at all ranks. In addition, spells learned before level 20 with reduced cast times and/or durations have even further reduced mana costs, proportionate to their reduction in cast time or damage.
Taunt Diminishing Returns: We've revised the system for diminishing returns on Taunt so that creatures do not become immune to Taunt until after 5 Taunts have landed. The duration of the Taunt effect will be reduced by 35% instead of 50% for each taunt landed. In addition, most creatures in the world will not be affected by Taunt diminishing returns at all. Creatures will only have Taunt diminishing returns if they have been specifically flagged for that behavior based on the design of a given encounter.
General Race changes:
Orc and troll shamans now have their own unique totem art.
Racial Attribute Bonuses: These bonuses have been recalibrated to even out the amount of starting health on the various races. All races start with a standardized level of stamina, except for orcs, dwarves, and tauren who now start with 1 extra point of stamina. For each class, bonuses and penalties to all attributes have been adjusted so that each race has an equal attribute total.
Will of the Forsaken now shares a 45-second cooldown with similar effects, including the all pvp trinkets and Titan-Forged runes.
Thats about it for todays wall of text :D My mage is current level 45 because im slacking hard :( If you have any questions just leave a comment below any blog entry!