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WoW Gold
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Developing a Character into the
Later Levels
by Crow
Whether the latest patch has caused you to make a new character or
continue an old one, we are all headed to the new level cap. In
retrospect, with many beta players having leveled to the previous
cap (level 39) for weeks, characters sought new ways, other than
leveling, to develop. Item-hording, trade-skilling, and quest
selection were heavily mixed into each character's formulation. Read
on to see why a maximum level is far from maximum development.
Having spent a great deal of time
exploring the world with Xom, my level 39 Undead mage, I've met many
different characters. For me, the biggest interest is to see how
they are different from other players of that same class. Often it
is equipment and trade skills that directly and significantly
separate one character from another. Indirectly, when players choose
a variety of quests, they are also choosing different ways in which
they development (especially multi-part quests).
Understanding your character and knowing the potential equipment
available to him, you can direct him down many paths, even while
capped at level 39, 45, or whatever the cap may be. My mage, for
instance, has 1 bag dedicated to swapping equipment in and out, to
create different combinations. With one combination, my character
has a high armor class. With another, I have the maximum amount of
mana and hit points for battling casters. Lastly, I have an
arrangement for grouping, which is based around a very high spirit
score.
These ideas are shown as I have directly applied them to my mage
(before patch, mind you), but can be applied to any class or race
combination.
Skill and Stats
Under the current system, your most difficult choices in
distribution of skill points come in the early levels. During the
late levels, there is a plethora of excess skill points to go
around, and, at the current level max, you can continually earn new
skill points, even if you do not gain experience. By excess, of
course, I do not mean that all skills are possibly maxed, but that
weapons are easily covered and at least 3 trade skills can be
mastered.
With my mage, I've chosen to max all stats (previous to patch) and
master engineering, tailoring, first aid, and mining. Let us look at
supplements that trade skills can provide to a character:
More mana: alchemy, enchanting, and all armor trades.
More hit points: alchemy, enchanting, and all armor trades.
More damage: blacksmithing, engineering (pets, bombs),
alchemy, poisoning, and enchanting.
Crowd control: engineering (flash and stun bombs).
Less downtime: alchemy, enchanting, cooking, and survival.
Money: mining, herbalism, skinning, fishing, enchanting,
lock picking, and blacksmithing.
Ranged Attack: engineering (bombs, guns).
Pet: engineering (dragon or harvester).
Resurrection: engineering (goblin jumper cables).
Water Breathing: alchemy.
Anti-Magic: alchemy (resistance potions are amazing!
Shadow, nature, fire etc..), enchanting, engineering (cloaking
device to counter spell).
Anti-Melee: engineering (flash bombs [fear nearby enemies],
stun bombs), enchanting, and alchemy.
Stealth: alchemy and engineering.
Lock Picking: lock picking and engineering.
Healing: alchemy, first aid, cooking, and survival.
There are many other ways that skills can supplement your character,
but these are a few that are often potential character
"needs" or "weaknesses." I matched my mage's
needs to the above skills, concentrating on my lack of hit points,
tank, and money.
With engineering, tailoring, first-aid, and mining, my character
underwent many changes. From engineering, I gained the ability to
resurrect teammate, AoE stun, anti-caster cloaking (vs players
only), pets, AoE fear, and even some money. First-aid has allowed me
to contribute more to groups, avoid downtime when solo, and fight
tougher mobs than before. Mining, even at the bronze and iron level,
has given me extra money too and provided the necessary ore to raise
my engineering skill. Tailoring, though not incredibly useful, has
given me the icy cloak (22 AC, +6 resist frost, +5 stamina) and
perhaps even more new items when more recipes are released.
I did not have enough excess skill points to pursue alchemy or
enchanting. But, after I learn the new tailoring recipes, might
consider dropping tailoring for an 800 skill point refund to spend
on other trades.
Items and Collecting
Basically, there is a square of needs. The four major points
(corners) are high hit-point, high spirit, high damage, and high AC
(armor). Your character's equipment will determine how far into each
of these needs your equipment can take you.
Though some players settle into a specific "build" or
selection of equipment that they prefer. When it comes to mages,
many want either all spirit or all intelligence. Others want a mix
of the two. Is there a difference? Absolutely.
The mage who picks all spirit will be very valuable in a group,
where he will need to keep up with the efficiency of tanks and
healers. High spirit mages can cast nearly continuously. However,
having high spirit at other times, does not help you.
The solo mage attempting to kill a large, single target that does a
lot of damage quickly, is better off to have more AC, stamina, or
intelligence than to have more spirit. Why? Because, unless the
battle is long, he will not have enough time to allow spirit to
regenerate his life or mana and help him survive. Likewise, spirit
will not give you very many hit points if you are a caster (140
spirit gives 40 mana per tick and only 14 hit points).
If the mob you are fighting attacks quickly and mostly by melee,
using armor that is high in AC will help greatly. If the mob is a
caster mob and shoots giant, large spells, hit points (stamina) or
more damage are your best choices. If two mages were to fight each
other (sleep aside) and resist each other's spells equally, the
player with the most hit points or doing the most damage will
generally win. AC and spirit have little to do with duels less than
5 minutes.
If you are in a group who is fighting one giant mob, your hit points
will not come into question very often (assuming you have a tank).
Instead of picking high AC or spirit, your best choice is high mana.
In this scenario, the mage will be able to cast more big spells,
like blizzard or fireball. However, equipment that adds damage to
your spells (or strength for a warrior, etc) won't help the mage too
much, as he does not want to do TOO much damage and draw the mob's
attention.
Example Equipment Builds
Equipment that you loot and the quests that you choose also greatly
affect your character's outcome. Equipment can affect every facet of
WoW, whether it is looted from a standard mob or attained from a
quest.
Quest items are often superior to drop items. As quest items cannot
be traded anymore, this makes choosing your quest a matter of
potential consequence. Series quests, which have multiple parts,
often have the biggest rewards. Reading websites, asking players,
and experimenting is the only way to figure out what equipment is
out there.
With the same square of needs, here are the equipment builds that I
choose for Xom, my mage:
This first build is my attempt at a more balanced build. This build
is not "bad" in any situation, but is perhaps equally
"not perfect" for any either. I do use this build often
when solo, as it accommodates most of my needs.
The above build is the best for grouping. I can almost cast frost
bolt back-to-back throughout the battle and never run out of mana. I
do feel fragile with this build though, as I do not have an
excessive amount of mana to shield myself with. Nor do I have very
many hit points. Still, in a group, high spirit makes a big
difference.
The last, and perhaps oddest, of my equipment "builds" is
my high AC build. This build, though seemingly mismatched for a
mage's purpose, is my favorite. This suit allows me to beat my
toughest opponents: fast attacking melee mobs and groups of them. In
groups without a tank that can taunt, I often mix in a reasonable
amount of AC equipment to lower the danger of a mob who decides to
attack me.
New Level Cap
Will a raised level cap make these choices invalid? No. Look at the
latest patch as being an opportunity to stay ahead of everyone else
when collecting items (either with your new character or while you
continue your old one). Inspect players who are higher level and ask
about their equipment or read online. Though the cap may be raised
to level 45, it is not very far from 39, so you will find yourself
quickly in this situation again.
I'm predicting several more pieces of equipment that will add damage
to a specific school of magic, ie fire, nature, or frost magic. It
will be a lot of fun to collect suits made specifically to raise one
magic school and then attempt to optimize the bonus damage by
casting all quick spells of that type.
I also expect to see resistances play an even bigger role than they
already do. Already, resistances absorb high amounts of damage from
their respective counter (fire, frost, nature, etc), but with the
right equipment suit, a new understanding of resistances might come.
Players might be able to completely devastate certain class
match-ups in duels or power level on a caster mob with an attack of
that magic type.
Though collecting items through loot, quests, and trade skills might
seem trivial, the results of collecting are out there. Having a mix
of equipment might make you balanced, but knowing how and on what to
focus can give you a significant advantage.
Every class has its options. Warriors are succeeding in different
way other than pure strength or pure stamina by using high AC and
high spirit gear. Paladins, shaman, and druids are finding many
different possible roles they can fulfill through equipment choices.
Even rogues are finding new roles in high AC and high stamina
builds.
Take a step back, and look at your class again. The level cap
doesn't mean character growth has ended, but that it has begun on
new levels.
Never
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