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Found 6 results

  1. Mage Leveling Compendium Introduction Creating your character Stats explanation Leveling Builds Spells weights Leveling Zones and Spots Usefull Tips Introduction First of all, let me thank the dev team for such a wonderful work they are doing for us, I'm really appreciate this. While I was browsing other class threads, I was wondering why mages have no leveling information here at all, compared to others. Well, together, my intellectual brothers and sisters I believe we can make some experience sharing and makes this thing be completed, so any criticism, comments and additions are very welcome. Quickly about mage class, just fo newbies - we are using our mana to cast spells, we can wear only cloth amor, as weapons - staffs, one handed swords and daggers, shooting with wands. We have 3 main schools of magic - arcane, fire and frost. Well, it's almostly all for now, let's go further on our topics. Creating your character First we should speak about races in depths. Alliance have 2 choices: 1. Human Well, first, but not least, females here have a great look and animations of casting, you know You have Diplomacy which provides Reputation gains increased by 10%. , that can outbid everything other traits for some kind of people Also this race have Perception - 3 mins cooldown that Dramatically increases stealth detection for 20 sec. Maybe usefull in PvP for detecting rogues or druids aiming to gank you while leveling, not bad, but most of time worthless while leveling. Sword Specialization and Mace Specialization meaningless for us, because we never use our meele weapons for damage dealing ( only for lulz ), only for stats. And last racial trait is The Human Spirit Spirit increased by 5%. spirit increases mana and health regeneration rates, which have their advantage for human priests as they leveling with Spirit Tap and some kind of spirit gear but absolutly meaningless for human mages. Shines mostly of females and 10% rep increses 2. Gnome You will never see your epic gear on these little bastards In spite of this, they have some decent traits for mage : Expansive Mind Intelligence increased by 5%. Since Intellect is our primary stat - that's just decent. Arcane Resistance Arcane Resistance increased by 10. Well, worthless for leveling, but slightly increases your chance to be hit by arcane spells, and even Polymorphed by another mage, may save you in some sort of PvP encounters, as an another your trait Escape Artist Escape the effects of any immobilization or movement speed reduction effect. Also you have Engeneering Specialization Engineering skill increased by 15. which is great for PvP-oriented mages, since they defenitely wish to have that profession, due to it's profit. Great race for both PvP and PvE anyways. Horde also have 2 choices: 1. Undead Great look and animation both male and female. Also have some strong traits - Cannibalize When activated, regenerates 7% of total health every 2 sec for 10 sec. Only works on Humanoid or Undead corpses within 5 yds. Any movement, action, or damage taken while Cannibalizing will cancel the effect. 30% health over 10 secs. Combined with bandage will fullfill our needs at health restoration after combat, when you dont want to sit for eat and drink. Not bad, I'll say. Shadow Resistance Shadow Resistance increased by 10. Same as gnome, but can help you while PvP with warlocks and priests. Also I found mobs casting shadow school more often while leveling, rather arcane, so it's also helps slightly in PvE. Underwater Breathing Underwater breath lasts 300% longer than normal. Rise and shine, we have 4 mins for underwater encounters, compared to 1 min for other races, shines at few locations while leveling, do not underestimate it! Last but not least - Will of the Forsaken Provides immunity to Charm, Fear and Sleep while active. May also be used while already afflicted by Charm, Fear or Sleep. Lasts 5 sec. Hell, our bread and butter! 2 mins cooldown against mobs who fear or charm, against warlocks, priests, warriors. Shines both PvE and PvP, but mostly PvP ofc. 2. Troll Well, here we have nice tusks and following traits - Beast Slaying Damage dealt versus Beasts increased by 5%. Not bad, we will have some amount of beasts on our way to 60 and after Regeneration Health regeneration rate increased by 10%. 10% of total Health regeneration may continue during combat. Well, not bad to regeneartion our health, but since we have not much spirit (why even should we) and we have free food - not shiny at all trait. Berserking Increases your attack and casting speed by 10% to 30%. At full health the speed increase is 10% with a greatly effect up to 30% if you are badly hurt when you activate Berserker. Lasts 10 sec. Well, really nice trait with a 3 mins cooldown, allowing us to burst our target especially we have small health (seems to be 50% or less health to get that 30% casting speed bonus, but not tested! really apreciate if someone have more determinate values). Bow Specialization and Throwing Specialization is meaningless for us since we are mages. Best race for PvE as mage on Horde side. Stats Explanation 1. Strength. Increases attack power with melee weapons. Wothless for mage! 2. Agility. Increases attack power with arnged weapons. Improves chance to score a critical hit with all weapons. Increases armor and chance to dodge attacks. Well, we actually uses our ranged weapon - wands, and it's affected by agility, but it's profit really pity, due to primary mage stat, because you should only use your wand when OOM, not when grinding (hello wand-leveling priests ). 3. Stamina. Increases health points. Simply as it says! Just boosts your health points, nothing more! 4. Intellect. Increases mana points and chance to score a critical hit with spells. Increases the rate at which weapon skills improve. Our primary stat, in addition to obvious things like mana pool, spell crit, also provides us a faster skill leveling with wands and also our melee weapon (lol what ). 5. Spirit. Increases health and mana regeneration rates. Sounds good, but on practice - almost worthless. 6. Armor. Decrease the amount of damage taken from physical attacks. The amount of reduction is influenced be the level of the attacker. Well, we have really small amount of armor, due to we have some spells to increase it. Later on it. 7. Spell damage\School spell damage - secondary stat sometimes you may meet on gear. Very usefull, when you know what you doing, and worthless if you dont ( You think you do, but you don't joke there ). Later on it. An item that increases Damage done by Spells and Effects by 21 will not add 21 damage to all spells you cast. You have to look up the Spell-coefficient for our spells to see how much of your spelldamage will benefit the various spells. The theorycraft addon will actually show this while in-game, but for the sake of examples here are a few: 81.4% Frostbolt 100% Fireball 42.8% Fireblast 42.8% Scorch 14.3% Arcane Explosion So with the example of 21 spell damage increase, you only see the full 21 damage on fireballs. Every arcane explosion will do 3 more damage to each target affected (which adds up ofcourse since it may affect many targets at once). 8. Spell hit chance - another secondary stat, you will almost never meet this on equipment while leveling, and since it's leveling and not raiding guide - what the heck is this thing doing there? As a caster you will -always- have 1% chance to miss with your spells. But also the level difference between you and your target adds further chances to miss. Difference in levels between you and your target (EP = Elemental precision talent in frost tree): Same level = 4% chance to miss. 3% chance to Hit is needed for cap. With EP 1\3 = 2% chance to miss, with EP 2\3 = 1% chance to miss 1 level = 5% chance to miss. 4% chance to Hit is needed for cap. With EP 1\3 = 3% chance to miss, with EP 2\3 = 1% chance to miss 2 levels = 6% chance to miss. 5% chance to Hit is needed for cap. With EP 1\3 = 4% chance to miss, with EP 2\3 = 2% chance to miss, with EP 3\3 = 1% chance to miss 3 levels = 17% chance to miss. 16% chance to Hit is needed for cap. With EP 1\3 = 15% chance to miss, with EP 2\3 = 13% chance to miss, with EP 3\3 = 11% chance to miss Imho, optimal for leveling is go 2\3 EP, you will have only 1% difference chance to miss compared to 3\3, but this is a talent point that can be spent somewhere else. 9. Spell crit chance - another secondary stat, you will almost never meet this on equipment while leveling, but you sometime can get it from talents, which is really nice in some sort of builds. Stat Priority for AoE-oriented leveling builds : Intellect -> Stamina -> Spell damage\School spell damage -> Spirit - > Agility -> Strenght(just for lulz) Stat Priority for Single Target leveling builds : Spell damage\School spell damage -> Intellect -> Stamina -> Spirit -> Agility -> Strenght(just for lulz) Leveling Builds There is 2 school based builds (fire or frost based) since arcane tree provides more utility, than damage-oriented talents and 2 gameplay specific builds (AoE-oriented and Single Target oriented) which depends on personal preferences. So what tree should we choose? Well, it's all depends on your playstyle, but let me make a quick research: So, whatever talent tree you choose, you will spam Fireball or Frostbolt most of time, if going through quests\single target oriented builds. This is a raw untalented comparison of these two abilities: DPM - is damage per mana point - this is very important characteristic while leveling, way more importat than DPS of current spell, since it's showing us how much casts you can do before going OOM and what profit you will have from it. As you can see fireball is slightly above frostbolt, but it's damage also includes small, 5 to 10%, dot part. While leveling you dont wanna see 3,6,8sec dot go away, you just spamming fireball. Second characteristic here - DPMPS - damage per mana point per second - yeah, it's DPS per mana point in other words. Frostbolt is slightly above here, due to 0.5sec less cast time, than fireball. Also, notice that frostbolt have that 40% (50% with 3\3permafrost) speed reduction, that means melee mobs will reach you slower, rather if you were casting Fireball, giving you may be a one or even two free casts above fireball. Summarizing all above, I suggest a Frost tree as a single target spamable way to go. But, again, all is up to your playstyle! FROST AOE GRINDING BUILDS 1. The Deep in Frost-We-Trust build Level 20 http://db.vanillagaming.org/?talent#oZZMhMhz Let's seek on talent's we have : Level 30 http://db.vanillagaming.org/?talent#oZZMhMusfz Level 40 http://db.vanillagaming.org/?talent#oZZMhMGsftho 30-33 Improved Cone of Cold 3 points. Just busts the damage of CoC by 35%. In this build you must use this ones after 2-3 Blizzards to kill mobs, since we have 3\3 Imp Blizz our CoC will not overwrite snare of Imp Blizz. Be aware! 34 2\3 Piercing Ice. Just a filler. 35-39 5\5 Shatter. Combine with our Improved CoC and nova. Not bad at all to crit diying mobs. 40 Ice barrier. Gives us a survivability and kind of debuff protection) PvP-realm version of this Build Level 40 http://db.vanillagaming.org/?talent#oZZMIMhRftho Explanation: We just have 2\3 Blizzard there to make our CoC overwrite snare debuff on target. Also we have much points in Ice Shards. 2. Fire Shatter Combo Build Level 40 http://db.vanillagaming.org/?talent#oZZVhMGoftho Frost Single Target build Well, this build is both great for PvP and single target PvE encounters, especially on a fresh servers, because we have, finally, hated in AoE builds - Frostbite! Frostbite gives our chill effects chance of 15% to Freez the target for 5sec, which combine in death-crits with Shatter and Ice Shards. For this build you should always trying to abuse that +frost spell damage with some sort of equip like ...of Frozen Wrath, Azure Silk, etc. The reason is that your frostbolt will have 81.4% of bonus spell damage as it is single target spell. Level 20 http://db.vanillagaming.org/?talent#oZZcfh Level 30 http://db.vanillagaming.org/?talent#oZZciG000t 21-22 Ice Shards 5\5 22-24 Improved Frost Nova 2\2 - unlock to Shatter 24-29 Shatter 5\5 - Greatly improvement to our crit chance. Works perfect with nova and frostbite proc. 30 Iceblock - Just for suvival moments Level 40 http://db.vanillagaming.org/?talent#oZZViGoobtho 31-32 Arctic Reach - nice and usefull 32-34 Improved Frostbolt 5\5 - Makes our FB(rank1) 1 sec cast, and our current FB rank - 2.5 sec cast. 35-37 Improved CoC - actually situationable, I just prefer it for PvP realms. CoC is not that mana efficient, so you wanna use it jsut in some sort of extreme situations. 38 Cold Snap - decent utility. Reason it's late is because it has a big CD and you should use it only in extreme situations. 39 Permafrost 1\3 - Just a little snare improvement and a filler 40 Ice barrier - Obvious Level 50 http://db.vanillagaming.org/?talent#of0cZZViGoRbtho 41-42 Improved Blizzard 2\3 - Just for rank 1 Blizz in PvP situations ( since every Blizz tick can proc Frostbite) Rest talents just go in Arcane tree, or for your choice. I really recommend go to Arcane Concentration and Arcane Meditation talents, since we have no Frost Channeling. Level 60 http://db.vanillagaming.org/?talent#of0qcocZZViGoRbtho -------------------------------- Update section -------------------------------- 12.01.16 Added update section, just to let you know when I'm adding something new 12.02.16 Added bonus spell damage and spell hit chance information. Added explanation of frost single target spec. LATER ON COMPENDIUM: Frost 40 to 60 talents, Frost Single Target build, Fire builds, etc Spells weights Leveling Zones and Spots Usefull Tips I'm just started to fill this(It's a great amount of job, though - trying to stick all together), but fill free to comment\share you expirience on leveling here (epecially on fire build, i'm not to invovled in it)! To be continued =)
  2. I thought it might be nice to have these guides in one place in case people request them. The correct vanilla versions can be a bit hard to locate. Not sure if it's worth pinning, but we can at least have them available for search. I personally won't use a guide when the server goes live, but plan to use one on beta as it allows you to progress quickly so that we can get through more content and encounter more bugs. It also takes you through a great deal of content and which will expose more bugs. Both of these should be accurate to Vanilla. I've only seen a couple of quests in either guide that did not match Nost/Kronos and even with those it could be the fault of the servers. Joana/Mancow's Leveling guide for Horde http://xoma-rnd.narod.ru/1-60-horde-leveling-guide-v1.06.htm This guide was created for vanilla but was later updated with a few quests from BC. These quests can be ignored, as you won't find them on our server. (Let me know if you see any others and I will edit the post) 26-28 Ashenvale Destroy the Legion Diabolical Plans Never Again! 29-30 Thousand Needles A Different Approach A Dip in the Moonwell 34-36 Stranglethorn Vale Bloodscalp Insight An Unusual Patron 41-42 Swamp of Sorros Little Morsels Dustwallow Marsh The quests from the crashed zeppelin and Mudsprocket. Jame's Alliance leveling Guide http://wow-pro.com/node/600/revisions/600/view The horde leveling guide assumes you start in the Durotar and is a full 1-60 guide with minimal grinding. The Alliance leveling guide starts at 30, as it assumes that you'll be able to figure out the first 30 on your own since there are plenty of zones for leveling early on. "Some people say that Grinding is always faster than questing, this is true in theory when you don't know which quests to take and which to avoid, and what is the best order to do them. With this guide, questing will be very efficient and much better than pure grinding." -Jame Enjoy!
  3. Precision - (5 Ranks) Increases your chance to hit with melee weapons by (1/2/3/4/5)%. For a rogue that means - More Hits - More Crits - More Poison applications - Less wasted CDs and energy for things like, Gouge, Kidney Shot, Kick - Better Energy Economy (No wasted energy on missed finishers/SS/BS etc.)* *note* I don't know what the mechanic in how much energy is used on a missed attack is, if it applies to missed attacks. Assumption #1: Precision becomes more valuable the more health mobs have. Generally, at higher levels it takes longer to kill mobs. So the closer you are to 60, the more impactful Precision becomes. Missing, is essentially dealing 0 damage. So, dealing 0 damage to a target with 100 health is not as devastating as dealing 0 damage to a target with 500 health. Assumption #2: Precision becomes more valuable when; 1) Your DPS becomes more reliant on poison or white damage 2) Stealth based attacks or CC are integral to your combat rotation 3) Your targets defense skill is greater than your weapon skill 4) You have no +hit gear Conversely, Precision becomes less valuable when your DPS is more Yellow (Excluding poison and openers), you have a weapon skill advantage over the target's defense skill, or you have +hit gear. Example: Even though Ambush is an ability, and you are much less likely to miss an ability opposed to a white hit, missing ambush is devastating to Ambush based builds. Here is a general damage overview of where Ambush specs damage comes Missing an ambush essentially gives the target near twice as much health than normal. In situations where you cannot reset the fight, it might mean a corpse run. So, what do you all think? Do you think Precision be specced into 5/5 immediately, at certain intervals, or not at all?
  4. Gosh so empty in here. So I'm sitting with the talent calculator open and playing around a bit. Trying to come up with a spec that is effective for leveling, good for healing pug dungeons and that can hold it's own in PvP encounters. Here's what I've been able to come up with so far. Level 19 http://db.vanillagaming.org/?talent#bVZZx Level 29 http://db.vanillagaming.org/?talent#bVMhoZbZx0b Level 39 http://db.vanillagaming.org/?talent#bVMhoZbLtZx0b Level 49 http://db.vanillagaming.org/?talent#bVMhRZbLtccbZx0b Level 60 http://db.vanillagaming.org/?talent#bVMhsZbLtccbaxx0b The build should continue to work fine for a casual bit of everything, but you might want to switch to a build geared towards your endgame. A few notes Holy Nova is rubbish for both healing and dealing damage. But Rank 1 is excellent for busting Rogues out of stealth! 2 points in Shadow Focus makes sure your Fear isn't going to get resisted. I find 1 point in Spirit of Redemption worth it. Not to everyones taste. Putting points into Meditation only makes sense later on when stats on gear improves. The 3 points in Inspiration can be moved to Improved Renew. Whatever your preference is. A typical rotation would be Mind Blast -> SW:Pain -> PW:Shield on self -> wand the mob to death. With multiple mobs just DoT them up and keep yourself alive while they rot. Be sure to refresh SW:Pain as needed. Hope you find it helpful and I look forward to hear everyones take and suggestions.
  5. Hi Crestfall Community, I was wondering if you level with or without professions, especially those who are usually leveling quite fast as they want to be done with it the sooner the better. So far I have always been a slow leveler and did professions on the way. But recently I have become a bit fed up with it when I took Skinning / Herbalism on a new char and then had to take time out from leveling to get the Herbalism up to speed in order to be able to pick the herbs that were in the zone I was leveling at. Skinning is never an issue, but I am now considering just not having any profession at all (aside from maybe First Aid) while leveling and just dive into that once I hit 60 (which I have never managed on any privat vanilla char so far - I am that slow). Also, would I miss out on a lot of potential gold when not leveling professions when leveling the character?
  6. It *might* appear to be a little presumptuous of me to start a thread on future guilds that will not be active realm wise for a good few months, but as most of us know, a good guild is as rare as hens teeth. Most of us will have been in crap, mediocre, average, good and excellent guilds. We can usually define what made them good, bad or indifferent. The purpose of this thread therefore, is to focus peoples' minds on the process that is required to set the good and excellent ones up. On the assumption that we have two realms to begin with, PvE and PvP, we can define guilds roughly into the following categories: Raiding Guilds - I've never been part of a vanilla raiding guild. Biggest was about 25-30 full core members and we mostly did Karazhan. But plain 'ol vanilla needs lots of players with end raiding comprising of 40 member groups, and the further you go, the more hard-core they need to be. Therefore these will represent the biggest guilds on either server, with a plethora of additional members that are more casual raiders or just like the cachet of being in a hardcore guild. These guilds typically have well-run websites/forums and strict rules on VoIP, macros, add-ons, UI interface, loot rules, behaviour guidelines. They usually require enormous resources in disposable items like potions, food, oils which are resourced in-guild or through the AH. Typically, the professionalism in running these guilds requires an excellent management team, and the fact that all these (people) resources are hard to come by makes these guilds, and their potential fall-outs an all-consuming affair. I don't see much difference between Raiding Guilds on PvP and PvE bar the spectacular fireworks that break out on the PvP servers when two such guilds just happen to arrive at the same instance at the same time. Funny for some.... PvP Guilds - Again, something I don't have a lot of experience in, but not that difficult to understand. For PvP guilds to focus is very much on world PvP and battlegrounds. Quite a few of them will specialise in twinking with high level toons giving run throughs for lower level toons to enable boss loot acquisition. A large membership base is not essential but can be required in battlegrounds like Alterac Valley and also in world PvP. Having a website and a forum would not be considered essential as most of requirements can be catered online. Still, having a common VoIP and add-on pool as well as a hub to coordinate and encourage members to communicate and cooperate can make social media essential. Leveling Guilds - I find these guilds to be pretty unworkable unless you have an end gameplan. In theory, having lots of friendly players level together to get through elite or gathering quests seems a no-brainer. It also allows people to get to know each other and there style of playing pretty quickly over multiple levels. It makes instances a breeze in getting the numbers together. Over time high level toons can end up escorting low level ones to get through instances and tough elite quests and assist on power-leveling. They tend to be pretty big and pretty casual with a high-turnover rate. The issue I have with these guilds is what happens when people have finished leveling up all the toons they are prepared to commit to? Getting to L60 vanilla is very much like hitting a wall. Unless you have a plan you can get bored and restless pretty quickly. Having a good guild with a plan helps as it gives a sense of purpose. So what has happened in the past is that a leveling guild will transform to a raiding guild over a period of time, and sometimes this can make a very good guild indeed as the relationships and understanding is already there. Social Guilds - Just as it says, these guilds are there, particularly in vanilla as it such a long, hard slog, to keep people sane when they are hunting for that last article needed to complete a quest, or grinding for Felcloth, or killing their 1256th Bloodsail Buccaneer for a Hyacinth Macaw. You need a fun guild with people on at different times, with different personalities and by God, a sense of humour, irony and sarcasm to make the whole thing bearable and fun. Social guilds can be run as professionally as raiding guilds or as loose and fast as leveling guilds. It doesn't really matter. Of all the guilds, I think social ones best represent the entire community playing this game as well....a game. Social guilds can raid and pvp like any other guild but don't take themselves too seriously. RL Guilds - In this we usually have a bunch of real life friends who use WoW as an extension of their friendships. This is particularly pertinent if like me, the friends you grew up with playing WoW can now be found in other countries. Typically a social guild and with small numbers, they tend to level multiple characters and all the max/min match depending on any instance they do. Speaking from experience, RL guilds can slot into larger guilds for the big raids but with the qualification that they have usually picked up a lot of bad habits along the way. All of the above - Of course there are lots of guilds that are hybrids of the above, or that evolve or regress as time and members dictate. There are no hard and fast rules. So going back on topic, it occurs to me that it might be a good time for people to start thinking about what kind of guild we want to be in on the Crestfall realms, rather than making that decision when they start playing. Time is money, friend. As this may be the nth time you've leveled and after Nost/Kronus the romance is wearing thin, maybe we all need a plan on what we role up, what we do in the guild, and how we maximise the time spent. It is all about the journey, but that journey has been done so many times. So I would invite those of you interested in forming and running a guild, no matter what flavour, to come forward over the next few months and put your pitch in. Would it not be a good thing is we had a couple of months put in to a website, a forum, a members list and a plan?