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Filed under: Alts

Totem Talk: From Scarlet Monastery to Outland

This week on Totem Talk we're going to continue the leveling with coverage of going from level 41 (so actually a little beyond SM, but "Razorfen Downs to Outland" or "Uldaman to Outland" didn't really have the same zing) to level 68, which is the level at which you can board the boat to Northrend. Some basic things to consider before getting to the meat of things.
  • It is this writer's opinion that these are the levels that really define your spec and role. It's in the 40's that you can actually have enough talents and have trained enough skills that the real potential of each spec comes through: your elemental shaman actually feels and plays significantly differently than your dual wielding enhancement shaman, and while both can still heal, resto really starts pulling ahead here.
  • Shamans were originally designed as 'offensive hybrids' to balance out the paladin's 'defensive hybrid' nature. Since shamans and paladins are no longer designed in opposition those roles have blurred somewhat, but elements of the original intent still show through. Keep in mind that two of the three shaman trees are DPS oriented, and at these levels the fact that one is a ranged DPS while the other is melee will not seem as distinctive as those roles become in raiding/instancing.
  • Gear will start to drop in Outland that is more optimal for individual shaman specs. Before then, mail with spell power and/or MP5 is still somewhat rare on the ground in Azeroth outside of the various instance blues that drop. You're just going to have to work around it, annoying as it is.
  • Shamans are pretty bloody flexible. I have a friend (Hi Will) who has leveled an orc shaman to 80 as resto, and is working on an alliance shaman as well. Again as resto. And he kills things just fine. It's slower, yes, but it can work, so if you have a spec you really like don't despair of leveling with it as a shaman.
Okay, now to talk about what you'll be doing for 28 levels.

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Encrypted Text: Leveling a rogue, level 1-10


Every Wednesday, Chase Christian of Encrypted Text invites you to enter the world of shadows, as we explore the secrets and mechanics of the rogue class. This week, we talk about leveling a rogue from level 1 to level 10.

So, after reading the list of pros and cons, you've committed to starting your new rogue. This is a proud day for the brotherhood of assassins, as we welcome a new member into our fold. You will learn to embrace the shadows and your adrenaline will spike after your first kill. You will learn to hide your tracks and strike fear into your enemies.

Before you're ready to slay dragons and assassinate high-profile targets, you've got a lot of learning to do. Rogues can be a complex class, with our nearly limitless bag of tricks and a playstyle that is uniquely our own. You must learn how to use your techniques effectively, and how to maximize your damage output while staying alive. The journey from a young rogue to a powerful assassin begins today.

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Breakfast Topic: Once more through the breach

You hear a lot of complaining about leveling up new alts. Having to see the same content again. And I've even said so myself from time to time and meant it. But recently, I dusted off my JC alt and decided to make a push to 80 with him, in part to have a toon to cut all these epic stam gems I need for my tank set now that I'm prot/arms... and also because, griping be damned, I missed fury. (Yeah, yeah, no one's surprised I caved and went back to Titan's Grip, not even me.)

Yes, that's right. My JC alt was a level 70 warrior. And now, he's a level 76 warrior. And I'm having a blast seeing all the stuff I've already seen four or five times now (depending on if you count my Horde alts and taking into account that they have different quests to some degree) on a class I've already leveled to 80 twice. (I also leveled my draenei warrior to 76 before abandoning him.) To be honest, part of it is the fun of trying out a fury spec designed entirely around as much self healing as possible with the Glyph of Bloodthirst and Blood Craze, and part of it is just that I missed these particular questlines.

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Hallow's End 2009 first impressions


It's Hallow's End and the Headless Horseman is back. As soon as my wife saw that our server had clicked over to 1 AM, she had me in my tanking finery and a group assembled lickety split for purposes of killing him and trying to get her a mount. A group of five stalwarts (warrior tank, mage, hunter and DK DPS, disc priest healing) fought our way through the trash mobs and soon had the area around the altar clear and ready for summons.

The fight mechanics this year are absolutely unchanged. The gear itself is updated for level 80, and is about the same quality as Naxx-10, heroic epics or non heroic Trial of the Champion. There's a physical DPS ring, a caster DPS ring, and a healing ring that I saw drop as well as a plate DPS helm and a one handed sword that we didn't see once even though we ended up rotating enough alts through to kill him nine times. The Horseman himself doesn't seem to hit very hard at all (I easily healed the fight on my shaman even when the druid tank disconnected) but having your healer get Conflagrate for a group in lesser gear might be pretty nasty.

All in all, it was a fun way to try and get a pony. Sadly, no pony dropped for us, but I know I'll be back for at least five tries a day until the end of the holiday.



All the World's a Stage: So you want to raise up the shadows of doom


Today, All the World's a Stage concludes a series on "how to be evil," bringing the bad guy back into your fantasy roleplaying, complete with ideas, methods, warnings, and practical examples. Be sure to check out steps 1-3, steps 4-6, and steps 7 and 8 on the path to evil!

Your friends keep telling you, "you can't play Arthas, man! Nobody's going to believe that your little human death knight is actually the Lich King in disguise. Get real!" But your idea just won't go away. You admit that creating a human death knight named "Ahrrthyss" might not be the best way to go about it, but you're in this guild which is devoted to fighting the Scourge, and you want Arthas to be a part of your story, not just an NPC who shows up in some quests and at the end of a raid.

We've already discussed a number of ways to be a villain in WoW – so you look at them to see if you can get one of them to work for you: The most obvious is to just start a new character and designate it to be one of your guild's antagonists, but the problem here is that making Arthas as an actual player character is way too Mary Sue. Such a tactic usually only works for very subtle villains (more like flawed heroes really), or for short-term possession, and your guild has done 3 "possessed by the Lich King's power" type stories already. You need something new! Another choice is to create a disposable villain, perhaps, some agent of the Lich King, which could be interesting, but still doesn't put you in touch with Arthas himself.

But there is another way, which many people have not thought of: to put the villain entirely in the shadows of the background, let him never actually be seen, but let his effects be felt based on what happens to the heroes. Arthas can indeed play a huge role in your story, without ever having to appear in person. It has been done to great effect before, even in novels. Sauron, anyone?

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Arcane Brilliance: Mage leveling guide, 11-20


Welcome to another installment of Arcane Brilliance, the weekly mage column that dares to ask the question: how much mage is too much? Then Arcane Brilliance slaps itself in the face, because that's a stupid question. You can never have too much mage.

So, your mage is leveling nicely. You've wandered out of the starting area and into the wider zone beyond, done a bunch of quests, learned a rudimentary spell rotation (Frostbolt-->Fireball-->Fireball-->Fireball-->Conjure Water-->Drink) and now you've gone and hit level 10. This is a milestone for a number of reasons:
  1. The mage staff quest we talked about two weeks ago.
  2. You can now begin doing PvP in an actual battleground against players in your level bracket (as opposed to doing PvP against bored 12-year-olds who think it's fun to run around the starting areas with their level 80 death knights ganking lowbies).
  3. Your first talent point!
Let's discuss the second two of these three things before we move forward.

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All the World's a Stage: So you want to be a disposable villain

Today, All the World's a Stage continues with steps 7 and 8 of a series on "how to be evil: bringing the bad guy back into your fantasy roleplaying," complete with ideas, methods, warnings, and practical examples. Be sure not to miss steps 1-3 and steps 4-6 on the path to evil!

So, you want to be evil? It's not as easy as it seems. Perhaps you've watched a lot of movies or TV shows in which the bad guy has amazing powers, threatens human civilization, and nearly destroys the universe in his quest for domination. Perhaps you were playing Warcraft and saw characters like Arthas and Archimonde wrecking things up pretty bad and said to yourself, "I wanna be just like them when I grow up!" You open up your copy of World of Warcraft and find that you can't play a Lich King or Eredar Overlord, so you just click on the "forsaken" or "draenei" options as the next best things available. "Yup! I'm all ready to go!" you say to yourself. Everyone is just gonna love my idea about being an immortal demigod out to destroy the universe!

But it turns out no one believes you're actually the Lich Prince instead of just another forsaken dude. And people just roll their eyes whenever you reveal your draenei's secret eredar affiliation. A lot of people want to play a raid boss, but the fact remains, you're just not. You're a generic adventurer like everyone else. That doesn't mean you can't be bad... it just means can't be 20 feet tall and out whole cities with a flick of your hand. Once you start thinking practically, about doing something with what you've actually got, then you can start getting somewhere.

One of the most practical tools you can have for playing a bad guy is the disposable low-level character. Keeping your villain at a low level means you don't need to hesitate when he's been defeated, you can roleplay his glorious death and delete him. Your friends save the day -- you save a lot of leveling time. How is it done? Read on.

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Arcane Brilliance: Mage leveling guide: 1-10


Welcome to another installment of Arcane Brilliance, the weekly mage column that thinks nothing goes better with strudel than a warm ball of fire.

Ok, so last week, we all clicked the "Create Character" button and selected a mage. We picked a race for that mage, gave him or her facial features, a skin tone, a hairstyle, possibly even a lower jaw, and chose a non-stupid name for our fledgling master of the arcane arts. This week, we're backing our new mage out of the garage and taking him for a spin. Interesting fact: mages actually appreciate in value the more mileage you put on them!

The first few levels can be a trying time for a new mage. A couple things you'll notice:
  1. You're wearing a skirt and wielding a stick.
  2. You're a huge wuss.
This can be quite vexing, especially if you're used to another class, possibly one that wears actual armor into battle, doesn't get a nosebleed from standing up too quickly, and isn't the dungeon master for the chess club's Dragonlance campaign. Well get used to it. You may have been on the football team before, sacking the quarterback and dating the head cheerleader, but that was before, when you were a paladin or a warrior or whatever. Now you're Bill Haverchuck. Intelligent and frail, mages are the geeks of the World of Warcraft. We might as well embrace it. We're the nerds, warriors are the jocks, and warlocks are the emo kids. The good news? Someday, they'll all be pumping our gas. At least that's what my guidance counselor always told me. Someday means soon, right?

Anyway, the fact remains that mages are wimps at low levels. Rest easy, though. It gets better.

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Arcane Brilliance: Mage leveling guide: getting started



Welcome to another edition of Arcane Brilliance, the weekly Mage column that believes leveling a Mage is a noble endeavor, worthy of praise, tax breaks, and probably some kind of discount at Denny's. Arcane Brilliance also believes leveling a Warlock means you're going to Hell.

So, you may think I'm doing things backwards. You're right. I totally am. I spent the last two weeks blathering on about gearing up for raiding. This week, we're talking about the first twenty levels of the game. It makes no sense. Feel free to mock me in the comments. I'm freely admitting I'm a sad, confused individual, with little to no sense of journalistic etiquette. Also, bite me.

In any event, the last round of Mage leveling guides are growing decidedly long in the tooth, having been written sometime around the same time as the Carter administration. Back then, Mages were still the "Kings of AoE," 2v2 was still a viable Arena configuration, and crowd control was still something Mages were expected to actually do in instances. Remember all that? Me either. It's a whole new World of Warcraft out there these days, but it's the only World of Warcraft we've got. Let's get out there and nuke the living crap out of it, shall we?

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WoW Rookie: Heirlooms ease the way for alts


New around here? WoW Rookie points WoW's newest players to the basics of a good start in the World of Warcraft. Send us a note to suggest a WoW Rookie topic, and be sure to visit the WoW.com WoW Rookie Guide for links to all our tips, tricks and how-to's.

While most of us want to bite into the big leagues as soon as we ding 80, some players are more interested in trying out another class or the other faction. As soon as they reach the top, they dip back down to the bottom again. Making the road to 80 quicker and easier the second (and each subsequent) time around are heirloom items.

First introduced in Patch 3.0.2, heirloom items are "big brother" helper items designed to be purchased by level 80 characters and passed along to younger characters on the same account, realm and faction. Heirlooms were specifically created to help your alts level up. Their stats get better and better as your character levels, and the shoulders and chest armor even provide an XP bonus. Such a deal!

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The problem of Outland in Cataclysm


Borex brings up a question I've heard ever since Blizzard first announced they were going to tear up Old Azeroth in Cataclysm: what's the deal with Outland? Up until now, continuity throughout the game has worked more or less the way it should: new content gets added on to the end of the game, so anyone leveling up sees the story as they're supposed to (more or less -- there have been a few elements that have had to be "dealt with" for sure, but for the most part Blizzard has just wiped those clean). But obviously, if Deathwing returns and starts messing with players right away at level 1, the whole continuity will get shaken up. Hence Borex's question: why will level 60s be bothering to go out to Outland and deal with the Burning Legion when, in the world Deathwing invades, the Burning Legion is no longer considered the most pressing threat? Is it logical for level 60s to leave the world, head to a distant planet, and then come back to Azeroth at level 70? Shouldn't they stay and fight?

Bornakk's reply hints that Blizzard will probably just gloss over it as best they can -- they're not going to build a whole new 1-85 experience involving Deathwing. When you constantly update a five-year-old persistent world game like this with new stories and content, something's got to give somewhere. My guess is that Blizzard, being the perfectionists they are, will probably come up with a quest or two that gives a lore reason to go out there ("Hmm, you're too green to face the power of Deathwing, but our companions in Outland need help holding what's left of the Burning Legion at bay!"), and leave it at that. They may increase the XP and get you out of there even quicker, but going to Outland at 58 is still a gameplay necessity (Northrend shares the problem at 70, but of course we don't actually know what's going to happen with the Lich King quite yet). It's likely the lore will just have to deal.

World of Warcraft: Cataclysm will destroy Azeroth as we know it. Nothing will be the same. In WoW.com's Guide to Cataclysm you can find out everything you need to know about WoW's third expansion. From Goblins and Worgen to Mastery and Guild changes, it's all there for your cataclysmic enjoyment.

All the World's a Stage: The art of the alt

All the World's a Stage, and all the orcs and humans merely players. They have their stories and their characters; and one player in his time plays many roles.

With all the talk lately about starting new characters once the Cataclysm arrives, it struck me that most roleplayers already have more than one, including myself. Like most players, I started with one, a night elf druid, and focused on playing that exclusively for quite some time. It didn't really occur to me that I would even want to play more than one.

Then, I began to notice that other people played more than one character, even within the same small group of friends. I had one friend in particular who had mastered the art of roleplaying multiple characters. She never said anything out of character to anyone in our group, and it took me ages to even realize that her characters were ally played by the same person in the first place. Each one had its own personality, and each had a different relationship with all our mutual friends.

Knowing her made something click inside my mind, and I began to see other possibilities for myself too, other sorts of characters I could play with different weaknesses, strengths, and entirely different stories to tell. As my roleplaying experience grew, I began to feel as though one character couldn't contain all the ideas I had jumbling about in my head, so... I started another one, then another, and ... another. Little did I know all the pitfalls I could run into with so many characters, nor the quirky little tricks that could become possible with multiple characters, a small group of friends, and a bit of creativity.

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Arcane Brilliance: Making your Mage raid-worthy, part 2


Welcome to the latest Arcane Brilliance, the weekly Mage column that believes there's no such thing as a wrong time to turn something into a sheep. Unless it was already a sheep to begin with. Then it would probably have been better to turn it into a pig or a rabbit or something. Or maybe just hit it with a Pyroblast. Mmmm. Lamb chops. What were we talking about again?

If you missed last week, here's a link to click on so you can catch up. If you can't be bothered to read the first part of this column, let me summarize the idea here: we're discussing ways to get your Mage all decked out in epic, raid-worthy gear without ever actually entering a raid instance. Now, more than ever before, we have so many options for obtaining raid-quality gear that actually raiding for it seems almost...old-fashioned.

Last week we talked about 5-mans in both their normal and heroic varieties, focusing on Trial of the Champion, because duh. But maybe you don't want to do 5-mans. Maybe your guildies aren't on, and maybe you hate pugs. Maybe you are a Mage, and because there are eighty-four DPSers looking for group for every one tank or healer, you threw your hands up after an hour of trying to get a group and went off to do dailies.

Well good news, everyone! Doing those dailies can get you epics too! Yes, it is entirely possible--even if you happen to be the guy on your server who ninjas gear in pugs and sucks at everything to the point that nobody invites you to groups anymore--to fill just every slot of your gear with sparkly purples without doing any instances of any kind. Isn't that wonderful? It tends to take a bit longer, overall, but these alternative methods for obtaining gear can be perfect for those of us who simply don't have a lot of time to commit to a group. Simply log in, craft an epic cloak, do a daily quest or two, blast out a couple Arena matches, and then repeat for a few weeks, and eventually you'll have epics too. Anyway, nice talking to you, see you next week! Wait...what's that? You want details? Oh fine. Clicky clicky.

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All the World's a Stage: Cataclysm's new race/class combinations


All the World's a Stage, and all the orcs and humans merely players. They have their stories and their characters; and one player in his time plays many roles.

As you know, the new race and class combinations coming up in the Cataclysm will open a whole new set of doors to people who want an alternative character choice that goes against the grain of their typical racial customs, to one degree or another. With the exception of a couple combinations that feel as though they should have been there from the beginning (such as blood elf warriors, which need no discussion here), each new possibility presents roleplayers with an opportunity to play an outcast of sorts, a character who has made a significant break from the traditions his or her race usually represent.

The lore behind each combination is not yet fully clear. We know tauren paladins will probably worship the sun and call themselves "Sunwalkers" for instance, but not much more than that. Some things are clear, though, and there's a lot to get the imagination going for those roleplayers who yearn to play something a little different.

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Breakfast Topic: The You that you can't leave behind


I have been playing a human warrior for almost five years now. So I'm looking at the new faction (and upcoming race) change feature with a different eye than some.

I've played other characters, of course... I have three Shamans now, a DK, a Paladin, a Warlock I occasionally log onto and stare forlornly at, and of course several other warriors scattered around various servers, two of which even hit max level... but in one capacity or another, I have logged onto that Human Warrior for the past five years and run five mans, done quests, raided, crafted, even occasionally fished on him. I've done every single instance in the game on him at this point. I even did Naxx 40 on him.

He's been a tank, he's been DPS. He was even just a "Hey, guys, what's everyone up to?" toon for a few months when I tried my level best to switch to Horde. (I'm sorry, guys, but as much as I love Tauren I can't really like playing Horde when I keep running into quests that have me poisoning prisoners of war, or even my own people. I'm the kind of guy who ends up with butterflies and halo's over my head in Fable, even when I start out determined to ravage the land as a force of pure destruction.)

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