World of Warcraft Mage Version 2.4
My First Choice: Cheap WoW Gold


There are 8 billion daily quests out there for us to do and most of them involve competing with several hundred players for the same 3 mobs. At some point on Tuesday I may or may not have started sprinting around Quel'Danas Arcane Explosioning over and over until I tagged something, but I can't be sure. The whole day is sort of a blur. 

We've had the better part of four days with it now, and I have a few thoughts, if you'll indulge me. First, Magisters' Terrace is hard. I like that. You have to know what you're doing in there, so either find a patient group, study up yourself on what to do for each of the boss fights, or invite someone who's run it a few times. Unless you know what you're doing, you're going to wipe a few times.

It's just the right amount of challenging for what will eventually be the final 5-man dungeon before the expansion. There are a lot of ways for Mages to make themselves useful in the place, what with all the sheepable mobs that pull in large groups and the value of ranged DPS in many of the encounters. If you haven't gotten to AoE the living crap out the room before Vexallus yet, you're missing out. Just make sure the healer has a quick trigger finger.

Secondly, If you haven't respecced to try out the new Improved Blink, you should consider it. It isn't going to let you tank an instance by any means, but it provides some very nice extra survivability in PvP. When you Blink, you get this very nice phased-out effect going on, and you can actually see the arrows and spells pass through you instead of hitting you 25% of the time. Good clean fun, believe me. Makes running the flag in the new and improved Warsong Gulch slightly more entertaining.

There is a downside to all the spell hit rating - the spell hit cap. This stuff is great if you're fighting raid bosses, but mages who spend the majority of their time doing dailies, running five mans and heroic, or on PVP can very easily hit their respective hit caps. Depending on your build, you may be able to spec out of your respective spell hit talent so that you don't waste the hit rating on gear you'd otherwise want anyway, but the primary goal of much of this gear appears to be raiding.I'm a bit underwhelmed by the MT gear: if you can run it on Heroic, you're likely already in KZ, so you've probably already got better gear. One exception is the Scarlet Sin'dorei Robes, which are almost as good as the new badge robes, which cost a ton of badges.

The new Sunmote gear is quite nice, but I don't yet know how strong your group has to be to take down the trash in the Sunwell. Can a KZ+ZA-geared 25-man handle it? There's some very nice gear on the trash to help you gear up.

So, for the most part, as a mage you're better off with the old content for gear. Obvious exceptions are Sunwell and new badge loot. Also, I just really love running MgT! 


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