Leveling as a Mage – Levels 11-20

Leichi and her monk friend run across the Barrens.

It’s really unusual that, even without heirlooms, I can break 100 DPS no sweat. Back in my day, 300 DPS at level 60 was “doing really well.” Now that we’re actually starting to get into the meat of leveling, I figured that I ought to break up the guides into sections for ease-of-use. Hopefully you’ll find this a bit more useful if you just need help with one specific part of leveling in each block.

Spells

11 through 20 gives you another block of very important utility and resource skills that as a mage; spells you should become accustomed to using. At level 12, you get your second specialization-only spell (Arcane Barrage/Fireball/Frostbolt). Fireball and Frostbolt are your main “nuke” spells in that they are what you will be casting a good majority of the time. They are a decent chunk of your damage.

Arcane Barrage however is slightly different. Arcane Blast is the main nuke for Arcane spec, and Barrage is our secondary – how it works is that it clears all your current Arcane Charges, but each charge you have when you cast it increases the damage it does, as well as hit the same number of mobs in a small radius. So, for example, if you use Barrage when you have 4 charges, it will hit 4 targets around whatever you are casting at currently (if there are that many mobs) for 50 percent of the damage your Barrage hit for. It’s a very nice brainless way to do AOE damage at early levels.

Polymorph is level 14 and is your first real crowd control. While Polymorph does tend to vanish at the drop of a hat if someone even so much as LOOKS at your sheep, it is considered one of the more prized crowd control abilities in that is it easily renewable and has no cooldown. A good mage will master the art of keeping a focus target sheeped and being able to polymorph on the fly and I will give you a great macro for how to do that:

#showtooltip 
/stopcasting
/clearfocus [mod:shift]
/focus [@focus,noexists]
/cast [@focus,exists,harm] Polymorph

This macro does a couple of things right off the bat – first, it stops your cast (meaning you can sheep on the fly if need be), secondly, it sets a focus if one does not exist already, and it casts Polymorph. It is going to set whatever you’re targeting and sheeping as your focus, so keep in mind that if you need to swap your focus/sheep target, you press the macro while holding down your modifier key (in this case is SHIFT). If you want to change your modifier key (to say, ALT or CTRL), you merely change the [mod:shift] part.  I also like to use my macro as a nice “set a focus” button as if you are out of range or a mob cannot be sheeped, it will just simply focus the mob you are targeting, provided it is a harmful entity. If you want to eventually use other spells besides just the flat Polymorph spell (like Polymorph: Black Cat, Polymorph: Pig), you can simply change the last line to something like this:

/castrandom [@focus,exists,harm] Polymorph, Polymorph(Rabbit), Polymorph(Black Cat)

The only problem you might run into is if you have other spells that work on a focus – such as Counterspell (like in our last guide). What I’ve done is used modifers in all my macros for those spells so in the fairly rare case I need to counterspell a non-focused target, while having a focus target polymorphed, I can shift-Counterspell the non-focus target and still keep my focus target sheeped. Glyphing Polymorph lets you turn your boring old sheep into a penguin or monkey as well, or allows polymorph to remove damage-over-time spells on a mob (a must for dungeons.)

Level 16 isn’t a spell but rather a passive effect called Shatter. Shatter used to be a talent as part of the Frost talent tree but instead is now something all mages get by default. What it does is double the critical strike chance of all your spells against frozen targets. Now, what freezes targets? Frost Nova, Deep Freeze (basically any spells that root with an icy graphic) do this. This means even if you aren’t specifically a Frost Mage, Frost Nova is a useful utility for the root as well as the damage, especially if you are out questing by yourself. However, rooting mobs while doing a dungeon might not endear you well to tanks.

One of the key perks of being a mage comes at level 17: Teleport. This is a slide-out panel spell icon (see screenshot) that you can stick on your bars and clicking on it allows you to access every teleport spell you have learned. All mages get one “free” teleport to their home city (my pandaren mage got Orgrimmar) and to learn the rest of the cities for your faction, you will need to visit a Portal Trainer in any of the capital cities. You will learn at least one teleport spell per expansion, so keep visiting periodically to get new ones.

Finally at level 18, you learn Arcane Explosion. This is one of the only AOE spells you have this early. For Arcane mages, it has the additional benefit of generating Arcane Charges, meaning AOEing doesn’t damage your DPS as much. However, much like Frost Nova, this spell requires you to be in melee range of mobs to use it effectively. This can be particularly dangerous, so use with caution. Also, jumping while using this spell increases its damage.**

Talents

Blizzard revamped their talent system heavily – instead of there being clear “talent builds” that required many talent points and had a lot of bloat, there is now a very elegant 6 talent system. You are given 3 talents per “tier” and can only choose one of them. However, using reagents, you can swap them on the fly if you want. This means that as you change activities, say like dungeons or battlegrounds, you can swap talents around that fit your playstyle best. Your first talent choice comes at level 15, so let’s look at the “Casting while Moving” tier:

tier-1-talents

  • Presence of Mind - I chose this because I used to use it as a cooldown when I played Arcane in Firelands. I use it for my second-to-last Arcane Blast stack to build up my charges, or to cast Arcane Blast on the run.
  • Scorch - This is a short cast-time fire spell that can be used while moving. It is really good for activity that requires a lot of movement since you can keep Scorching as long as you want.
  • Ice Floes - This has similar feel to the other two talents. It allows you to cast it and then cast any two spells that have less than 4 second cast-time be cast on the move. You can use it even when you’re already casting something so this means you can use it whenever you want, especially if you weren’t expecting to have to move.

None of these are “tied” to a spec, like any of the other talents, and should be chosen for what works best. Experiment!

Leichi picks out some new gear.

I want this one!

Gear

Obviously this early on, gear will basically be whatever you pick up questing, in dungeons or off mobs. Always prioritize for intellect if you can. If you get some gear that has spirit on it, don’t fret. While spirit does nothing for mages, if it also has intellect on it, it is an upgrade. As more gear becomes diversified for healers versus casters, it’ll be considered better if you let healers in your group roll over you on spirit items, but for now, anything that has more intellect should be something you pick. Intellect and stamina gear is fairly plentiful from quests, however. Secondary stats like haste, crit or hit is very rare at this level, even if you do dungeons. Slots you won’t really see gear for  yet is shoulders (besides some white or grey ones), necklaces, head pieces, or trinkets. If you are an alt with heirlooms, this is largely meaningless to you!

At level 20, you get a class quest (Horde/Alliance) that takes you to Shadowfang Keep and gets you an awesome staff. Do this if you can!

Helpful Tips:

  1. If you want to swap any of your talents, make sure you have Vanishing Powder (this will change at later levels.) You can buy Vanishing Powder from most reagent vendors!
  2. At level 15, you can now use the Looking for Group tool to queue up for a specific or random dungeon that is appropriate for your level.
  3. Past level 15, your accelerated mana and health regeneration is turned off, so you will have to start paying attention to your HP and mana pool!

Leichi drives through Orgrimmar on her goblin trike.

**Arcane explosion used to do damage to any mobs in the radius of the spell but would “drift” if the mage moved locations rapidly, hence jumping would increase the range your Arcane Explosion would hit in. They fixed this a long time ago, but it is still fun to jump.

Some Improvements for Playing with Portals

Apple Cider asks a portal trainer about portals.

Come on, how the heck do I get to Shrine of Seven Stars?

When I was writing another installment of my mage leveling guide today, I noticed something I had come across the night prior on my new level 20 mage – mages now get all their relevant city teleports at level 17. At the time, I didn’t realize this though. The system for mages of all levels to learn relevant teleport and portal spells is still very unintuitive. I believe that there is a reason why it happened and I hope to suggest some things to fix this, however.

With Patch 5.0, Blizzard significantly revamped the leveling and talent system so that when anyone is leveling up, they no longer have to visit a trainer to acquire new spells. This is great; it means you’re not constantly running back to a city and tracking down a trainer for your next spell. You can just pull it out of your spellbook and stick it on your bars. Mages had it slightly easier as we could, after a while, just teleport to our trainers. Everyone else was fucked though.

At level 17, all mages learn the base Teleport spell as well as the Portal spell at level 42. These two spells were designed recently to be icons that are a fly-out menu of every Teleport/Portal spell you have learned, making it easier for mages to pick an appropriate spell and keep your UI uncluttered. When you gain Teleport/Portal, you are given one free “out in the wild” teleport or portal spell to your “home” city (based on race). While leveling my Pandaren, I noticed she was given Orgrimmar. I figured I’d get other teleport spells at a later time. When checking the spells list on Wowhead, I noticed that every single city is listed as being learned at level 17. In order to learn all the cities available to you prior to level 60, you have to visit a Portal trainer.

This becomes somewhat of a problem to newer players (or even veteran players like myself) because it is not indicated anywhere that you can learn all the appropriate cities at level 17, or that to do so, you have to visit a Portal trainer.  Also, what city you learn for free is based on your race, so if you’re a Draenei, for instance, your free teleport is Exodar. This is great if you are still questing in that area, but most players I know skedaddle to Eastern Kingdoms by that point. Most cities are slightly more well-connected now but giving a mage a teleport spell to a city that isn’t central to their activities with no indication of where to get the other cities from isn’t very helpful. Sure, I eventually figured it out with the help of Wowhead, but what about someone who is new? Portal trainers aren’t listed on a guard’s gossip option, nor are they even standardized in terms of location when a mage teleports in.

This isn’t even limited to low-level mages either – it’s not immediately evident where to get new portals as you change expansions. I hit level 90 on my mage and it took me a while to find Larimaine here in Stormwind to learn my portal to Shrine of the Seven Stars. There’s no portal trainer in the faction capitals in Pandaria (despite having a portal room), unlike in Shattrath or Dalaran.

I believe that several things that could be changed if we want make this system better for everyone involved:

  1. Indicate in both the level ding pop-up and a mage’s spell book (similar to Riding skills) that there are additional teleport/portal spells available from a Portal Trainer.
  2. Standardize portal trainers in ALL cities, in similar locations. Some are near the Blasted Lands portal, some aren’t. Some are near portals to Stormwind/Orgrimmar in later content, some aren’t.
  3. Standardize a faction teleport – this directs all players to the faction capital. Make that portal trainer prominently standing when a mage teleports there to learn the other spells.
  4. Use a pop-up quest or tip to “teach” players where to go or who to talk to. Similar to the Dalaran quest about how to use the teleport stone at level 72, this might be an alternative method to teach newbies as to where to go.
  5. Give guards a gossip option for where a portal trainer in cities is located.

Hopefully if Blizzard makes some of these changes, it could lead to some nice quality of life changes for my fellow mages who are learning the teleportation arts. For any other issues with portals, please consult our handbook.

Edit: http://us.battle.net/wow/en/forum/1012760/

I posted a version of this up in the Mage forums (for lack of a better place) so if you want to go discuss there or gives a thumbs up!

 

 

Leveling as a Mage – Levels 1-10

A pandaren lady mage stands under a canopy of leaves.

Meet my mage, Leichi!

You created a mage! Congratulations! What do you do now?

Starting a mage from scratch, especially when you may have not played a caster before, can be a little confusing. Hopefully this series of guides will help you understand mages a little better as you are leveling them. It is pretty fast work these days to get a character to 90, so I don’t need to tell you necessarily where to go, but giving you some pointers on talents and spell choices, plus some mage tips might turn you into better “career” mages and make the leveling experience more fun.

When I roll a new character, what I like to do before literally anything else is make sure my bars are set up. Put any guild perks (if you are in a guild) or racial skills (like Will of the Forsaken or Every Man for Himself) on your bars. I’ll talk about keybinding a little later but for right now, put these out on your bars or hidden somewhere if you use them regularly.

Blizzard’s done a really good job of trying to prepare mages early on with learning the sights and sounds of their class – this includes giving you a mixture of spells to use early on.  Your very first spell at level 1 is Frostfire Bolt. This is a really interesting choice as that spell is only used by frost mages later on in the leveling. But is nice for practicing using a primary “nuke” (longer cast filler spell that will be your bread and butter) and it comes with a slow built in, which is nice.

Having the choice of keeping a mob crawling along after me makes it easier to keep them away. I can also pull more than one mob at a time if I don’t feel I’m going to get overrun. A really good set of skills to start practicing now, little mages, is how to cast while just barely facing a mob. It is an essential ingredient of kiting later on. You turn yourself sideways, just enough that you still have facing on whatever you are targeting and can shoot a spell. Then continue running, using instant cast spells (like Fire Blast at level 5) and Frostbolt again when you’re a safe distance. Immediately after getting starting, you get Frost Nova (level 3).  Your first snare! Huzzah. This makes kiting easier and will also help with AOE-mob-grinding at higher levels if you choose to go frost.

At very low levels, you are just a glorified bag of meat that shoots magic out of your hands occasionally. I didn’t die too many times while starting out, but the possibility of being overwhelmed by more than one mob when you’re questing will ultimately kill you. This is why having a snare and a slow right away is useful. But it all changes at level 7 when you get your first utility spell:  Blink. This is easily your best way to escape a bad situation. Pull too many mobs? Frost Nova them and Blink away to safety!  It can also be used to save you from an accidental fall if you choose to use it right before you make a mage-shaped crater into the ground.

The first ten levels gets rounded off by Counterspell at 8. This interrupts spellcasts from monsters or other players. This is such a marked difference over leveling back in vanilla. You had no way to interrupt caster mobs (which there were many) early on in the game.  You just had to hope you could survive. Giving casters tools like snares and interrupts this early makes the game a lot more fun.

Learning how to interrupt on a dime is crucial! Sometimes you will have to stop DPS immediately and interrupt something in dungeons and raids. It does lower your DPS if you have a tendency to “hammer” an interrupt like I do, but hopefully you’ll get used to it and have it as a reflex. Mages who can successfully interrupt make more money, lead better lives and have more friends (maybe.)

This macro allows you to Counterspell a mob even if you have something focused, or only Counterspell your focus target. This is handy when you can Polymorph:

#showtooltip
/stopcasting
/cast [@target,mod:alt] Counterspell
/cast [@focus,exists,harm] Counterspell; Counterspell

When you hit level 10, you gain the ability to pick a “specialization.” This is basically what kind of mage you will be – you have access now to spells only your kind of mage can use. I picked Arcane Specialization. You can go to the specialization page (default to access this is “N”) and see what spells you will be learning or what will be changing:

Specialization panel in game.

I immediately learned Arcane Blast; fire mages will be learning Pyroblast, and frost mages can summon their Water Elemental pet.  For fire mages specifically, your Fire Blast is now a spell called Inferno Blast and you learn it at level 24.

Helpful Tips:

  1. If you are unsure about what your spells are used for, check your “Core Abilities” tab in your spellbook, they give advice on when to use a spell.
  2. Spells are now instantly learned, so when you hit a new level, just open up your spellbook and drag it onto your bars.
  3. If you don’t like your Specialization, you can change it at any time with a mage trainer.
  4. Mages have changed a little bit since Mists of Pandaria – we can now use wands as main-hands, some talents have become specialization spells, and Arcane specialization uses “charges” now as a resource.
  5. Don’t get frustrated if you die a lot in the beginning, trying new things is what makes you better!
  6. At level 10, you can now queue for battlegrounds.

Leichi cheers at dinging level 10.

Patch 5.2 – The Problem with Twins

New Mogu female model in Patch 5.2.

Last week a preview of patch 5.2 dropped, with all the attendant fanfare and data-mining. It seems the focus of this newest content patch (which is going up on the PTR after the holidays) is the Thunder King, along with a corresponding raid Throne of Thunder, which is supposedly reminiscent of Ulduar in both size and aesthetics. What caught my attention initially, other than benefits for Sunsong Ranch was this gossip about how a female mogu model had been dug up.

I raced over to Wowhead to get a gander at what it might look like and was presented with this. We finally get a female version of one of the NPC races in game (out of so many that do not have female counterparts) and it is that? I mean, I’m always glad for more representation but this feels like a step in the wrong direction. It is obviously skinned over a draenei female’s animations/skeleton for the most part, but it is intensely dimorphic (like draenei, troll and worgen women) and very sexualized. Granted,  while the clothing isn’t much different than what mogu dudes wear, the effect combined with the posture, ornamentation and -ahem- ample cleavage skews the aesthetics in quite a distinct direction. At the very least the faces and headdresses radiate more power than sex. That is something, right?

Wrong!

Apparently this model isn’t an added NPC model for mogu areas, this is one half of a set of raid bosses. Yup, that’s right, we’re getting the Eredar Twins v.2 in the Throne of Thunder! Two more specific, incredibly sexualized models that only ever make an appearance as a raid boss (and one quest NPC.) And get this – the name of these mogu women in the raid are Twin Consorts. That’s right, the Thunder King has two royal “partners” (or chattel) in whatever way you take that to mean. But given the name, the attire and the history with this sort of thing, I am guessing we are in for a boss encounter that is full of breathy, sensual emotes. We’ve seen it before, why not again? Why not make them curled up and flanking the Thunder King’s throne? I’m not holding my breath that there’s going to be some radical change of tack for these ladies.

But that’s not even the weirdest part.

Given the idea that these Mogu female models are only going to be present in the raid, it sort of rattles the tenuous consistency that pervaded the Mogu as a race. While most other NPC races that only feature male models sort of laugh off this idea that their women are tucked safely away in villages somewhere, Mogu could pass as a seemingly male-only race because as far I could understand, they weren’t really constrained by the issues of flesh that most other races are. The idea that they were brutish proto-beings (or maybe even Titan constructs?) twisted by the waters of the Vale gives rise to the idea that created, rather than born. This means that they aren’t tied to reproduction and so Mogu females could just be a figment. Or, if they originally were mortal, just hidden away from view like every other group of NPCs that Blizzard has neglected to realistically portray. It raises a lot of questions and creepy concerns with this sudden and very specific appearance of just two women in the entirety of Mogu society – especially if they are merely decadent sexual companions to the Thunder King.

The Mogu are adept fleshcrafters and spiritbinders and very often view death as inconsequential. They also have a habit of putting spirits into shaped stone bodies, some from Mogu who “died” and were resurrected and others from those they’ve conquered or enslaved. Are the Twin Consorts created out of stone and enslaved spirits of the Thunder king? Were they his lovers or companions prior to his death and entombed with his unmarred body? Were they brought into being as some sort of Mogu ideal of decadence, like Pygmalion creating his ideal woman out of marble? So many possible theories and all of them make me squirm. Given the fact that Blizzard has a terrible track record with populating the NPC world with women, coupled with their narratives regarding their place in the world, it seems likely that these consorts could be far more chilling than I could ever imagine.

This expansion has been slightly better than most in terms of representing stories and background characters that are also women. This just feels like a step backwards and a reminder that so many times, women are an afterthought to the creative development team. I know that making two models just to represent a non-PC race is extra development time, but default models for NPC races are still coded as men only (Vrykul/Hyldnir aside), and this bothers me. It makes the female exceptions in the Eredar and now the Mogu stick out like sore thumbs and it always seems to give rise to really sexist representations.  This creates the message that the non-PC women of Azeroth are not terribly important.

In all likelihood, Blizzard doesn’t see this as a problem and it definitely shows. Taking the time out to fully represent NPCs races in such a narrow way intimates a very specific mindset. It is probably “natural” to stick a couple of women (sexy ones, no less) to “change it up a bit” probably because so much of our world (not just Azeroth) is still depicted as men only. It is catering to a male audience and the male gaze when the token women stuck in the scenery are there as eye candy. While Blizzard has made leaps and bounds in both their main stories and player character races (to some extent), their lack of thought into fleshing out the rest of the world is pretty clear to anyone who cares to look.

 

This Fight’s On Fire: Brawler’s Guild in 5.1

The Brawler's Pit in Deep Run Tram, Stormwind When Blizzard first announced this feature, I was excited. I loved soloing things! I really enjoyed being able to outlive and survive something incredibly big. Even though I was slightly squishy on my mage, I was a pretty veteran player and could keep up. I even had entire alts developed towards being able to solo stuff as well. The idea of being a non-traditional (see: Not a Death Knight) soloer is something I’ve always enjoyed.

Then all the drawbacks came in – invites would be sold via the Black Market Auction House. It would be open to a very select group of people at first. It was difficult in nature. It would be a queued line. And originally, that it had spectators and they were allowed to toss buffs or debuffs at you. This made me lose all interest in competing at first. The idea that your skill mattered very little if you were someone that would earn a lot of buffs or debuffs galled me in terms of having it be pure display of your ability to solo stuff. Having spectators made me a little queasy in terms of possible jeering as well. Thankfully, they removed the buffs/debuffs thing early on, but it still left a bad taste in my mouth. This wasn’t necessarily the soloing challenge I had in mind, and it seemed to me that it was geared towards a different sort of people. An affluent, fairly well-geared person that enjoyed putting on a show. It was very gladiatorial in that aspect and I never considered myself as such. So in my mind, it would attract at first just the top-end raider types on my server who made most of their gold selling heroic Deathwing mount runs or something of that nature. I’d never be able to afford an invite, I’d never get in, and if I did, I’d be boo’ed to hell and back.

Curiously, I found myself sitting at the Black Market Auction House even still, chasing around bids as they spiraled up and up. I managed to scoot away with one for 60k, very pricey for the privilege of getting in on this on the first day, but with the same feeling of excitement nonetheless. What was wrong with me? Didn’t I already eschew the idea of the people getting into the Brawler’s Guild? I pushed the feeling aside and made my way to where-ever this guild might actually be. There was no note in the mail and no real indication other than the achievement.

The bar where the matches are held (Alliance-side, at least. Horde is actually held in Orgrimmar proper and is something akin to a tennis match with more spiked fencing) lives up to the hype: it’s tucked away in the tracks of the Deeprun Tram, far away from the civilized Stormwind. It’s full of NPCs who drink, fight, spectate and make bets. There’s shady vendors at every turn, dimly lit booths for people to drink and make deals. It’s modern, industrial and if the game were in real life, undoubtably would flirt with no smoking laws. You walk past the bouncers and definitely get the feeling that you’re in someone’s exclusive and dirty club.

Strangely, I didn’t really see all the high-end people (what ones my server actually has) I expected to be there on the first night; the same people who I saw with Cloud Serpents first after they had spend their first 24 hours of being 90 grinding out eggs without competition. No, it was a lot of people like me – somewhat casual, decently geared but not in full heroic kit. Players with some non-trivial amount of money but not a ton of obvious AH barons. Regular folk who obviously had the passion and the interest and who, it seemed to me, really wanted to be there. This is where my expectations and my reality met head-on and collided.

Everyone was really having a good time.

The stuffy elitism and stand-offishness that I had imagined in my head was replaced with a sense of camaraderie as I started to crank over matches. Maybe it was by the dint of our server designation (RP-PVE) but even the people piped in from other RP realms by CRZ were enthusiastically cheering and commentating matches. No one was behaving badly or being rude. I only had to snark one person for using crappy language. Overall, I felt pretty welcomed. Despite a fairly solid queue over the first day and the next, people started to recognize me really quickly. Friendships and alliances formed up even with other server folk; we gave out tips on fights, grouped together for buffs and shared feasts for optimal stat bonuses. Spectators and competitors alike would help resurrect the dead. I looked forward to going and seeing the same people being around. I even added a couple people to Battle.net.

If Blizzard had intended the small gateway growth to be a hidden social mechanic, then I think they are pretty genius in that respect. I’ve already made a friend or two and we’ve done stuff outside of Brawler’s Guild even. It’s fun seeing them succeed at matches or try out new things, and the banter between matches when you’re waiting on a deep queue keeps things from getting boring.

Murderaffes, Bombs and the Impending Enrage

Socializing and atmosphere aside, Blizzard did a decently good job creating and implementing the fights and queue mechanics themselves. For people who are not in the guild, it goes something like this:

  • A competitor talks to a bouncer standing at the match pit and gets in line. This queue is a buff that’s cast on you. You are alerted in-game when you next in line so you can prepare, and you can check your place in line with the bouncers as well. Leaving the Brawler’s Guild arena area will drop the buff from you.
  • You are ported into the arena when your fight is ready.
  • All fights are capped with a 3-minute enrage timer that lights up the floor nearing the 3-minute mark and then pelts you with fireballs until you die. Dying at the enrage even if boss also goes down results in a Brawler’s reward but no win to push you up in rank. This is so that tanks and healers can’t queue and elongate a fight to infinity. It also keeps queues moving decently fast though the expected time Blizzard wants you to spend in a queue is 15-30 minutes.

This process, via earned victories against bosses, moves you up from rank to rank. There are 8 ranks so far and most of the ranks have 3-4 bosses. The bosses are in a set order so that everyone fights the same mobs. A person in their first match of rank 5 will fight the same boss someone else at the same spot will. It makes things like watching others beneficial as it can give you ideas about how to approach a fight. The fights themselves are a mixture of all sorts of mechanics — council fights, environmental damage, kiting/facetanking, high DPS/burn fights, and using particular fight mechanics to debuff the boss. No one spec or class is ultimately suited better for all of the fights. Some classes that can kite effectively are good, but other classes that can self-heal are better on others. Some are tough for melee, some are tough for ranged. Most of the fights are memorable, either for being a smaller version of a more well-known fight, a famous NPC (which happens more in higher ranks) or a particularly amusing opponent. (Bruce, the first fight in Rank 1, is such an elegantly named croc that most people cheer him on instead of the player.) Some people will breeze through a string of fights and then get completely stuck on another. I’ve not really seen anyone approach the same fight quite the same way.

The fights I’ve managed to get stuck on were the fights with a very tight enrage timer with high execution needs. These are fights that require staying alive or kiting but also having to put out 60k DPS, somehow. All in all, even the fights I’ve gotten stuck on, I’ve had a decent enough time just trying over and over again to get it right and feeling that rush of adrenaline when I barely eek out a win while outrunning some raining fire.

The Downswing of Brawler’s Guild

My initial feelings on Brawler’s Guild were ultimately positive, but nothing gold can stay.

The first three or four days of the guild were really the pinnacle of the experience. I hadn’t expected Brawler’s Guild to be perfect forever, but I hadn’t foreseen that the good times would change so quickly.

Firstly, CRZ can be both a burden and blessing. CRZ is enabled for the zone provided that your server has not enough people queuing or participating on the server. I’m not sure how this works entirely, but the first couple of days were awesome, at least for me: RPers had flocked to spectate and made it definitely feel like a seedy fight club. It made the queues a bit unbearable at prime time and nights before midnight, but the spirit of socializing was fun. I can understand that this “benefit” can vary wildly depending on server designation and populations. Not every server is quite as quirky or polite as mine it seems.

However, CRZ has already been disabled on my server. That means that the place is back to being empty, with the same competitors queuing until the new people show up every day at 1 AM or so. This means watching the same matches but missing a lot of the patter and banter that made them a bit more theatrical.

Secondly, a lot of people are finding out that there is a hidden wall implemented that is beyond skill and that is gear. You will not be successful past rank 4 fights and every rank thereafter without increasingly decent gear, even if you are a burst class. If you aren’t? Good luck getting past certain fights. I wouldn’t say the mixture of mechanics are friendly in general, but there is definitely a need for a minimum level of gear to be able to DPS enough to not die to the enrage. What I had thought initially needed was just skill, but ultimately because it is a PVE competition, gear will always be a factor. I found this out the hard way – I was constantly dying to Akama in Rank 6 just due to not doing enough DPS on my most successful attempts when I wasn’t dying all the other attempts to being eaten alive. It seemed so hard to me that I couldn’t burst him down before getting overwhelmed by adds, and I couldn’t pull off him enough to DPS down adds without losing DPS time on him. Being a mage, I had very little in the way of survivability, so I was getting increasingly frustrated. I figured it might be a spec issue and went not only arcane but frost at one point, only to realize that it might be a gear thing. People who were progressing past me onto Rank 7 all had full 496 and above gear. Whispers were going around that some fights people were getting stuck on up there were needing 80k DPS! I got some upgrades and while the fight didn’t become magically easier, I did beat it the first time around with the new gear and as fire. This was the proof I needed for my point and I felt rather disappointed about it.

The problem is that one of the reasons I got into solo PVE stuff was because a lot of it just came down to skill or spec and being creative. Gear isn’t creative, it is merely a tool to future success but needing group PVE content gear for solo PVE content is a little bit disappointing because it brings that elitism I had been wary of at first back into play. You’re not going to see someone who casually raids at Rank 8 any time soon. I’m sure there’s a couple people who might, but for most of us, we’re not acquiring gear fast enough doing 3 normal bosses a week (even with LFR) to break required DPS checks even with perfect execution in Brawler’s Guild. We’re just not. I would like to reach rank 7 for the once-a-day invites I can sell or hand out to guilds mates, but I know Rank 8 is a little out of my reach.

Thirdly, there’s also problems with people. I know that this is probably just me being a whiny baby given that my server is downright docile in comparison to others like Illidan or Kel’thuzad or Mal’ganis but it seems to have opened up enough so that people who legitimately aren’t concerned with having fun or behaving or treating others well are there. I was doing dailies last night when I see two people from a notoriously vulgar guild talking in General about how they got the invites dropped off rares. Against my better judgement, I go to take a swing at Akama later and see them there, only to have to ask them to not talk about “raping a boss.” What ensued was a genuinely upsetting and creepy convo wherein I had to report both for language and felt myself pretty badly shaken for the entire interaction.

Could this have happened on Day 1? Oh absolutely. But the less effort, time or gold/resources something takes, the less people feel invested in being decent. It’s like Trade Chat – anyone can talk, so everyone, even the shitty people, feel like they can and should contribute. If this is elitism, then I’m okay with being called that. I’m not talking about people who lose fights regularly or whathaveyou, I’m talking about people who want to do nothing but show up and drag the same shitty language and shitty attitudes with them because they are narrow-minded gamers and they don’t have to care about anyone else. It’s like a battleground except you’re forced to be in the same room with them at all times due to the nature of Brawler’s Guild. It made me not want to go back honestly.

So despite my honeymoon period at the beginning, I can definitely see that my time spent at Brawler’s Guild will not be quite the same as when I had first stepped in. However, was it money well spent? Oh absolutely. I really like the idea of competing in solo PVE situations and the added social layer has been pretty fun. However, unfortunately like everything in WoW, if I want to participate, I have to put up with the fact that there are assholes. They might not be able to debuff me during a fight, but they’ve managed to debuff me a bit emotionally.

Blizzard hit on a good thing here, so I do hope they expand it. However, as the difficulty scales up and up, I wonder if the rest of us can keep up with the ever-increasing gear demands and the longer wait as more people jump into the fray.

Thankful

Cider looks up at the ox celestial god, NiuzaoIt occurs to me that I should probably not start off this blog post by admitting that maybe I’m enjoying an alcoholic root beer float at the moment. But given that this is a slightly more personal entry rather than a critical one, I don’t think it is entirely out of the spirit of things. Besides, the holidays are all about enjoying oneself with whimsy and mirth. My mirth just sometimes needs a nudge. Unbeknownst to me until maybe a couple of minutes ago when I decided to start writing this entry, my blog is a year old. Well, a year and a month old, if you want to be accurate about it. It’s been a wild year, hasn’t it? While I don’t write here nearly as much as I should, or want to, I feel like my “return” to blogging has been fairly ponderous and more successful than I could have ever imagined. I learned a lot of things not just about the game we all enjoy, but a little about you guys. And a lot about myself. This blog marks a huge change in me — it was an attempt to regain some control in my life as well as an expression of things in at least one part of my life. The fact that I’ve made it a year without grinding to a halt, made new friends and even enacted some measure of force on the game I enjoy is something I find myself profoundly grateful for. I’m thankful for this blog as the catalyst for all the things I’m about to list and quite a few more than that.

Solace

Without going into too much detail, the thing I’m most thankful for at the end of this year in particular is solace.  One of my major on-going stresses (being the target of persistent, pervasive harassment) has finally resolved itself. It’s been seven months and I feel so grateful that that chapter of my life is hopefully over. I’ve got that hazy sort of warmth that you feel when you wake up one day and realize you’re not in pain anymore. Instead of having my wounds ripped open every single day, I’m starting to mend and heal. A great burden has been lifted from my shoulders and I feel like I have the freedom to be more of myself.

A Klaxxi mantid

Art

Long before I was a blogger, I was an artist. But I gave it up and got tired of it for a long, long time. Mostly because I was depressed and didn’t feel motivated. This year I wrestled my way out of my funk and started again, realizing that I’m not that terrible and I can do this. I’ve even made a little bit of money off commissions, which has only bolstered my confidence. I love being able to express myself in a way that is visual and not just words. Seeing my progress slowly creep forward has also been a big deal for me. I feel like I’m starting to be a “good” artist.

Art was my first language and it is the one I am most thankful for being able to speak with again.

Therapy

I’m beyond lucky that I managed to find not only a therapy program that was affordable while not working but features an incredibly thoughtful and young therapist. Most of the reasons I’m a lot more mentally healthy and secure this year is because of therapy and the work I’ve been able to do while in it. It’s given me the strength to weather the bad stuff, work on the hard things, and appreciate the measure of stability I feel now.

My Friends and Guild

We’ve been through some ups and downs but overall I have the most amazing support network of amazing people in my life. They are all incredibly generous, caring, understanding, supportive, loving, hilarious, intelligent, trustworthy and special. I don’t think I would trade them in for anything and they mean so much to me. If I had nothing else in the world, I’d be thankful for having them beside me.

I hope that this year has been good to you readers as well, and I’m appreciative that you’ve been on this crazy blog ride with me as well. Here’s to another one, hopefully, and I hope that you have many things to be thankful about.

 

 

Amber is the Color of my Gender

Technically I meant to title this as “Amber is the Color of my Sex” to be scientifically accurate but I figured it might attract the wrong kind of attention. Yesterday on Twitter, I was reading a really interesting discussion on the nature of Klaxxi gender. The reason for the speculation was because, despite Blizzard’s past laziness with regards to gendering their non-player races, it could easily be left open to interpretation with a bug race like the Klaxxi.

World of Male-craft

Unfortunately my skepticism that Blizzard made a race that wasn’t populated with dudes unless otherwise specified (Grand Empress Shek’zeer) is high. While Blizzard is exceptionally clever and the Mantids have been left open to interpretation, I don’t think it was done on purpose. Warcraft constantly defaults to “maleness” as the norm when it comes to NPCs unless there’s a reason to duplicate women elsewhere (in the case of some NPCs that have player races.) This isn’t surprising at all given that it is way cheaper on both resources and development time to only create men. Why?

Their logic seemingly is that in a world of war and aggression, wouldn’t most women die or be hidden away so you can perpetuate your tiny little race infinitely after adventurers slaughter billions of your kind every day? On top of that, they seem to not quite “grok” how to gender models as women without extensive time put into it if a model doesn’t have tits or a pink bow on it’s head. Those two facts make representation in the game world a fairly open-and-shut-case. There are notable exceptions to this: Centaur, Naga (who have explicit male/female models), Dragonkin (at some levels), and Harpies/Dryads (who are exclusively female.) The rest are seemingly neutrally gendered or typed male, even in the face of actual logic. That’s just how gameplay will always clash with lore.

This is the largest point in the idea that Blizzard may have made the Mantid at large a mixed gender race. However, this doesn’t stop us from using their lack of detail to our advantage to speculate otherwise.

BUGS, BUGS, BUGS

I’m not an entomologist but insect societies, which the Mantid and such seem to based on, wouldn’t necessarily conform to Blizzard’s “all men all the time” rule when it comes to NPC races. By setting up a female Grand Empress with an unclear line of succession (there’s combat and corpse eating but it doesn’t say if it is matrilineal or what) as well as offspring being sired by her (presumably), they seem to leave the door open for contradicting themselves with their own male bias. Insect societies that behave with a “queen” being the mother figure (see: Grand Empress Zek’hara) like ants and bees do not have an overwhelming majority of their society as male. Most of the workers tend to be female drones, with some breeding males groomed for the queen. It would stand to reason that if the Mantid were similar to these species in terms of being colony insects, that most of them (including the Klaxxi) would be women. However, a couple of facts about the Mantid move them away from being simple colony insects.

1.) They are fearsome in the singular, more-so if fighting in a swarm.

Insects that are typically colony-based do not have individual characteristics such as these, whereas Mantid seem to be capable of doing great damage all on their own, moreso if any group of them stick together.  A single Mantid is able of making personal decisions as well as defending themselves, and could live away from the group.

2.) They do not communicate via collective.

Unlike the typical sci-fi/spec-fi convention, Mantid and Klaxxi talk to eachother using technology via sound frequencies boosted over large areas and developed language, rather than things like scent markers, swarm intelligence or the ubiquitous “hive mind” where all members in the society are linked telepathically to the central power and do not think independently.

These two indicators mean that it is very possible that Mantids are not specifically majority female and may perhaps be a mixed-gender population (which is still not majority male.)

Not So Much Man-Tids: Meritocracy Within an Aristocracy

My strongest case for there being mixed gender despite Blizzard’s plans to leave a fairly non-dimorphic insect species mostly male is the cycle of the Mantid Swarm.

Mantid assaults on the Serpent’s Spine are a terrible thing to experience, both as a defender, and as a mantid. Only the smartest, strongest, or most agile of the mantid survive this encounter, and pandaren defenders are slaughtered outright in terrible numbers.

Mantid survivors make their way back to the great trees, often bearing trophies of their conquests. There, they are welcomed back into the mantid society, and take their place among their civilization according to the level of their deeds. The purpose of this rite of passage is unclear. but those who travel beyond the wall are forewarned: any mantid you encounter beyond the wall is a hardened veteran, to be feared and respected.

Mantid Swarm lore scroll in-game

In short, the Mantids and by virtue the Klaxxi, are a merit-based insect society. Those that we see in-game that are not throwing themselves against the wall as cannon fodder are the highest achieved in Mantid culture. At no point are these best and brightest codified as male, even those who are pegged as the most strong. Blade dancers, manipulators and bladeguards alike are, despite the game’s norm, potentially female. Due to WoW having no dimorphism in body types among the Mantids (save for the Empress) means that we have a potential for yet another mixed-gender NPC race. Granted, I still believe that this is by accident, but the idea of the Mantid society defining themselves by accomplishment seems more a true reflection of the Warcraft gender politics than even us as player characters are. In this vein, it’s very possible that the Empress ascends to the throne by virtue of being the most accomplished female within the group, rather than strict familial succession. We could conjecture even further and say that gender is fairly irrelevant as how Mantids define themselves in all aspects other than the singular Empress hierarchy. Gender as a societal construct seems fairly irrelevant to them and solely a biological indicator of sex. What a Mantid does during and after the Swarm cycle is far, far more important and is the pinnacle in individualism.

In this respect, despite Dread Wastes giving me the major wiggins, I find the Klaxxi/Mantids very exciting and hope that we see more lore about them in the future. As someone who uses the game to escape the ridiculous gender politics of reality, seeing a society work solely on individual merit makes me gleeful.

Sexism and Rape Culture in Pandaria

Mina Mudclaw dances for a Springtail Ogler.

TW: Some minor discussion of rape and rape culture.

And like a familiar tide, I find myself being pulled back out to the blogging sea, adrift on my annoyance and frustration.

I had planned to write a full summation of  Mists of Pandaria thus far, but I’ve been having too much fun actually playing it to sit down and blog. It’s been really intense to like an expansion so much that I rarely have time for other things, but there you have it. However, as you may have guessed, the new content is not without its problems. The specter of something sinister was already there waiting to greet me as I hit the shores of this new continent.

That something is sexism and rape culture.

It sucks, let me tell you. I’m really having fun and enjoying myself for the first time in a while and I hate myself for seeing this stuff. However, I hate it more for being there. It shouldn’t be. I shouldn’t have to be reminded of the real world, of the grotesque behavior of people, when I want to escape to the bright world of Pandaren and farming and oooh shiny. But unfortunately game developers are still dudes. They still add stuff like this without realizing that this hurts people or how it might come off. Much like Ji Firepaw, I suspect this is a decision to include things that developers see as “normal” — this only enforces my opinion that this stuff exists for many people as something humorous or positive. Maybe I’m giving them too much credit to say that this is unintentional. Maybe it is just a lie I want to believe more than the alternative.

When I was questing to 90 on my main, one of the first zones I really got into was Valley of the Four Winds. The serene music, the lightly falling rains on a verdant farmland looked like it was ripped straight out of a Miyazaki film. But one of the quests early on set the alarm bells a-ringing – The Farmer’s Daughter. Cuppy over at Borderhouse Blog went over this quest’s problematic elements in great detail, which is one of the reasons I felt like writing my own post. Mina having to dance with her furry feet while virmen pelted her with carrots may seem really lighthearted, but much like some of the other things I found later on in the game, it is floated really heavily on an entire set of stories and cultural touchstones that bother me. The idea of a farmer’s daughter (which was mentioned as being a common joke/trope) being kidnapped by sentient rabbit creatures (the mobs are called oglers, for fuck’s sake) to amuse them is weird. It obviously distressed Mina and so I find myself distressed as well. But I brushed it aside because I’m used to doing that. The first thing that anyone tells you when you speak up about something being sexist or part of rape culture is that “you are seeing things that aren’t there.” So I kept on questing (but not without taking a screenshot, incidentally.)

I got into farming at Halfhill in a really bad way. One of the dailies that you do at level 90 for Gina Mudclaw (a relative of Mina, incidentally) is called “Money Matters.” It is pretty obvious to anyone who spends any amount of time in the Heartland that the Mudclaws are a family that run the entire place. They have powerful positions on the Tillers in terms of voting (Gina and Haohan respectively comprise two of the five votes you need to enter your farm) and Gina herself runs the market as both the quartermaster and coinkeeper. She has a lot of prestige and money. This money gets loaned out (without the vig, even!) to various townspeople, and gets collected by you, the hired muscle. The quest has a circulating batch of responses from all of the debtors – some days they pay up, some days they do not. On the days they do not, you are given the option to either pay their debts for them (usually 1G) or beat them up. The first couple of times I did the quest, I paid for people because I felt sympathetic. I wasn’t really reading many of the responses people give, which are sometimes downright obnoxious about Gina. However, it is Spicemaster Jin Jao that takes the grossness cake.

“Gina? That girl down in the marketplace? Hah!

Tell that pretty little thing to come collect the money personally. I’m sure she and I can come to some sort of… agreement.”

His attitude and his desire to rectify his debts with sexual favors made my skin crawl. Despite the fact he owes her money, he still treats her like a frivolous child, but a woman he’s still attracted to and feels that he can “pay back” with sex because he desires her. Her money nor her power or agency are not even a concern here. It’s weird as hell. This one little thing really rubbed me the wrong way. Needless to say the only recourse I had for this was threatening him with violence.

However, that shouldn’t even be in the game in my opinion. Sexist crap shouldn’t be a short-hand (as someone people have argued with me) for “bad character.” You can show evilness or flaws without falling back on gross attitudes that women have to deal with in real life. Someone like Garrosh comes to mind in this instance — they are already priming him for loot pinata status by making him a fascist dictator but his part in Tides of War as sexist scumbag was so fucking awful. When he backhanded only Kelantir Bloodblade (the only major female Horde presence in the book, I might add) or referred to Jaina as “that Proudmoore bitch,” I winced. It isn’t sexism to make a point, it is sexism because that’s what you know as a writer or a designer to indicate certain things about someone. Very often, it isn’t even to indicate bad things. It just exists there because it is normal and natural for you. Garrosh might be getting painted as a super-bad character (because sexism is that last great bastion of evilness, apparently) but people like Spicemaster Jin Jao? Oh, that’s part of a natural stack of responses to a woman asking you for her money back.

My question is why it has to be there at all? Why do we have to use things that make us as woman players feel uncomfortable and reminded of real life in order to strew character development here and there? Why do characters in a video game have to participate in the same shit some of us deal with every day?

One of the final things (so far) that really bothered me was brought up to me by a guildmate. She was doing Golden Lotus dailies and got to the single-time quest that you do when you get to Honored. The quest called “The Secrets of Guo-Lai” and has you entering the Guo-Lai halls with He Softfoot (the worst rogue in the world) in order to find out what the Mogu are planning in Vale. He inevitably gets caught by Zhao-Jin the Bloodletter, who starts crushing the life out of him by a Jade Statue proxy. The quest has you futilely trying to save your friend but you end up both caught.

Zhao-Jin the Bloodletter says: How noble, rescuing your friend from certain death…
Zhao-Jin the Bloodletter yells: …and all for nothing. Take them!
The adventurer and He are both trapped in nets.
Zhao-Jin the Bloodletter says: Your struggle is pointless.
Zhao-Jin the Bloodletter says: You are ignorant to the powerful secrets contained within this vale. I will take them, and then I will destroy all of your kind.
Zhao-Jin the Bloodletter says: Throw these prisoners in the cages. Let the men have their way with them.

source, last emphasis in red is mine

I feel like Fox Mulder when I say that “I want to believe.” I want to believe that the quest designers forgot that the most common insinuation with “have your way with someone” is rape. Granted, it gets prettier terms like “ravaging” or “ravishing” but let’s get down to brass tacks, it means rape. It is never consensual. I want to believe that meant that the Mogu were just going to beat you and He up or feed you to a pack of quillen or something. However, as a woman, this quest chilled me a lot. It bothered quite a few women in my guild and for good reason. It’s a pretty accurate portrayal of stuff that’s happened to women in both our fictional worlds and even real worlds. Get taken prisoner, get put in a cage, be left to get raped by your captors. This stuff isn’t the fancy of someone’s imagination, it is stuff that’s happened to real people. This is why it bothers me so much to have it turn up in my video game. Yes, I get that it is a war game. Warcraft is chock-full of rape if you look close enough at the dragonflights, at Draenei/orc relations. But to have it be a part of the player’s own peril just brings it a step too close for me.

The fact that it came up in an interview with Dave Kosak goes to show that Blizzard feels that this is a part of their storytelling, their quest design. And the fact that I keep finding it turn up in unexpected places goes to show that sexism and rape culture is alive and well even in this new continent of Pandaria. It bothers me wholeheartedly that I have to put up with this in my video games, even in one that has been making strides including more varied and strong women in their quests. So I’ll keep being bothered and talking about it. I hope that Blizzard, like with Ji Firepaw, realizes how much it affects their player-base and moves away from it. I don’t want to deal with it anymore.

Headcanon: Two L’s

Life will always blossom from the darkest soil. – Alexstrasza

Blog Azeroth had a really amazing shared Blog Topic last week that I really, really wanted to talk about but I got caught up in other stuff. Akabeko from Red Cow Rise suggested it:

Canon refers to the actual events and characters that exist in a fictional world. Headcanon refers to any situations or characters that are imagined by fans of said fictional world. Sometimes they are silly, like the fact that Garrosh’s favorite treat is lemon squares. Sometimes they are serious, like positing that tauren store grief in the lungs. For my writing, I’ve come up with a lot of headcanon. Got a theory about a torrid romance between your favorite auctioneer and the patrolling guard? Given any thought to where mounts and pets go when they aren’t summoned? Do you know how your characters do their laundry, or what Baine Bloodhoof does in his free time? What are your headcanons, and where did you get the idea?

As I’ve explained before, I practically live in a world of my creation when it comes to World of Warcraft. My grasp on lore is shaky at best and I have some very strong opinions that Azeroth could be better if I was one of the Titans. As someone who frequently isn’t represented in games because I’m queer woman, a lot of what I have to do is fill in the gaps when it comes to representation, amongst other things. So it should be no surprise that a lot of my headcanon satisfies that need to see “myself” reflected in the world I spend so much time playing in.

It all started with a rare out in Tyr’s Hand and Rades. If anyone ever listened to the best episode of Bifactional that we ever did (about rares), one can remember the discussion that was had about the mysterious Lynnia Abbendis. Why is she there? Who is she? What kind of life did she have? It was joked that Lynnia must have known Lilian Voss and the two could fight crime together. I dreamily imagined the idea of two undead women careening around Eastern Kingdoms righting wrongs; so many things right about that scenario and yet I felt it was missing something.

Love.

I really don’t consider myself some sort of “shipper” because I tend to adhere to an author’s wishes in romantic choices and I don’t like to pare away stories to just flat and rigid relationships. However, the idea of two young Scarlet Crusade women finding solace, friendship and dare I say it, some sort of complex companionship over the tenure of their brief lives before meeting tragic ends is right up my alley. Since that seed of a thought got planted, it’s only grown stronger and thicker until now when it has managed to strangle a lot of my other ideas about Azeroth. It is a story that deserves to be told and expressed. There’s no way, in my mind, that this couldn’t be the truth. There really could have been a Scarlet Crusade academy, and all of the young Crusade children could have been friends with eachother (it’s canon that Voss and Gebler were). Considering that Lynnia is an Abbendis, it’d be assumed she’d also be there. Lynnia and Lilian strike me as having some sort of age differential but nonetheless could have been friends or close to eachother.

You can see what kind of castles I’ve constructed out of the air from the tiniest motes of dust.

I’ve spent at least 2 IM conversations with Rades discussing the plotline and arc of these two women’s lives when they still had a pulse and what might be in store for them now. What would have lead the two of them to have such different places in the game? The obvious answer is because I am the only person that considers them linked in some way but as far as a story concept, it does bend what ifs in a particular direction.

Loss.

The story of Lynnia and Lilian is a sad one, even if I truly believe there could be a bittersweet ending for both of them. Lilian’s childhood was controlled by her father and Lynnia is called the Fallen Hope. They are in wildly different locations and doing very different things when we find them in the world. There’s not a lot of sunshine and kittens to be had here. And now that the two of them aren’t even “alive,” it seems to me that joy is in short supply. Maybe that’s why the idea of their feelings for eachother surviving is so persistent in my brain; to give them an ending that Blizzard never intended and never wanted for the tragedy that was the Scarlet Crusade. What would the two of them meeting now be like? Have they not seen eachother since they died? I get a little choked up thinking about it. It spurs me to put words on the page and draw lots of art.

I have hope though, even if the story will never be told by Warcraft. It is something that can live on in my imagination for now. Considering that Voss plays a very large role in the new heroic dungeons in Mists of Pandaria, I will not let this story fade to black just yet.

 

 

Patch 5.0.4 – Apple Cider’s Setup

Cynwise had a really useful post this week regarding warlock’s keybinds and the patch. In short, he basically advised to “trash it” – remove everything off your bars and start from scratch. I found the advice, while directed at warlocks (*nose scrunch*) to be really useful for mages as well. There really isn’t a DPS player that couldn’t stand to benefit from patch-related Spring cleaning when it comes to your UI. A lot of add-ons are outdated and broken, so it might be a good time for everyone to start everything from scratch.

I decided for the benefit of other mages reading my blog, to give a peek behind the curtain as to what my set up is now that the patch has hit.

Apple Cider's UI

You can click on this for a full-sized image of my screen.

User Interface/Add-ons

A lot of my add-on dependency was broken after I started using a UI package. Prior to picking up ElvUI (back when it was a fork of TukUI in Wrath), I had used a lot of cosmetic mods to do roughly the same things that ElvUI did all at once. I stopped needing tons of mods for every part of my UI and just could snap everything to fit. My add-on list went from 60 mods to about 20 or less.  I know that ElvUI isn’t the choice of many people, but I have really liked how easy it is to use and the GUI has come a long way in being more friendly to first-time users. As someone who is used to configuring everything via /command, it’s been nice to see it evolve into something usable out of the box but with a high amount of customization.

As you can see, I run a fairly “standard” looking UI and like having tons of screen real estate. I like having all my information down and center. My right side action bar is typically mouseover, and my other bars are hidden via  mouse-scroll under my main number bar. My DBM timers sit in that space right of my timers/SCT, and then float underneath to right above my DoT timers. The box to the left of my player frame is CombustionHelper. My Skada DPS panel is hidden in combat.

Here is a list of all the add-ons I  use:

UI

Combat

Quality of Life

Extracurriculars

That is everything! It’s nice to keep a short list as patches usually break everything.

Keybinds

Cynwise had the right idea about getting rid of everything. I had a lot more space once I did that as a lot of our spells went missing.

Keybinds are somewhat of a herky-jerky exercise for me as I am a lady with very small hands and a normal-sized keyboard. Therefore, I tend to lean a bit more on mouse keybinds (via a Razer Naga) or single-keypress keybinds as combination binds often are too hard for me to reach or are uncomfortable.

Success with keybinds comes from answering these questions:

  • Can I actually reach these buttons? (If you can’t, you’re not going to use them, negating their usefulness)
  • Is this keybind comfortable? (If it isn’t, you might be hurting yourself in the process)
  • Is this something I need to use enough that it requires a keybind?
  • Can I macro more than one spell to this keybind and save my real estate? (If you can, do it! Very useful for classes like warlocks.)

We as mages thankfully do not have tons of spells for situational use so our woes are often not as problematic as other classes. I think I can be honest here – I have some abilities that I click. There’s just no good way for me to keybind these things without running out of keyboard/mouse options and they are not things I use often enough or on the fly (I don’t PVP on my mage) enough that it necessitates a bind. I know some people will flame me for that, but I am just not someone who has the hardware or hands for all the keybinds. People (often who have bigger hands) forget that some of us cannot use tons of SHIFT/ALT/CTRL modifiers for all of our abilities. If you use what it is comfortable to you to be repeatedly used, then you’ll be alright.

There are some things you absolutely should keybind – survival/defensive cooldowns, main nukes and hair-trigger utility spells. Everything else is negotiable.

My keybinds:

Number Row

  • 1 Dragon’s Breath*
  • 2 Fireball
  • 3 Living Bomb*
  • 4 Inferno Blast*
  • 5 Scorch
  • 6 Pyroblast
  • 7 Frost Nova
  • 8 Flamestrike
  • 9 Blizzard
  • ALT+1 **
  • ALT +2 **

Alphabet

  • Q  Counterspell*
  • W  Forward
  • E   Iceblock*
  • Y  Deep Freeze (This used to be Mana Shield)
  • I   Blink
  • A  Turn Left***
  • S  Backwards
  • D  Turn Right***
  • G  Spell Steal
  • X  Sit
  • ,  Remove UI (Ha!)

Mouse 

Note: My Naga buttons duplicate the NUMPAD basically.

  • M1  Push to Talk
  • M2  Temporal Shield (Used to be Mage Ward)
  • MMouse Click  Auto-run
  • END  Combustion
  • DOWN  Mirror Image
  • PD  Lifeblood
  • LEFT  Alter Time
  • Hm  Time Warp*
  • RIGHT  Potion/Trinket
  • PAGEUP  Trinket
  • N+  Ring of Frost
Not Bound
  • Polymorph*
  • Invisibility
  • Mana Gem (Not for Fire Spec)
  • Evocation
  • Escape Artist
  • Health Rock/Bandages/Food
  • Escape Artist

* = Macro
** = Keybinds I use on other characters that I haven’t found a use for on my mage
*** = I don’t have Strafing bound, I use mouse turning and directional key binds to steer.