2009年5月12日星期二

How to play a Bright Wizard in Levels 11-15

At level 11 you begin your real career as a Bright Mage. You get to choose your path and start to shape your character. Whatever path you choose make sure it fits your play style as each as their advantages rs money and disadvantages.

It should be noted that a disadvantage of being an Empire character is that there is no true tank class for your race. It is highly advantageous to find yourself a Flight Master and get over to a different area like the Dwarf area, where there are an abundance of tanks and other cheap rs money meatier classes to protect your frail body! Because around this level the mobs start really packing a punch and for killing efficiency, it helps if you don’t have to run away every time you happen to pull more than one mob!
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How to play a Bright Wizard in Levels 6-10

More of the same. You get a few new skills and spells, but I found that nothing comes close to the effectiveness of Ignite and Fireball. You would think these skills would get repetitive but using them in PQs and other group environments is both effective and fun.

At level 10 you also get your first ‘Morale’ skill. Morale builds up over time as you are fighting mobs, and quickly warhammer gold dissipates when you are not casting (much like your Combustion). By clicking on the Morale icon on the bottom right hand corner of your UI, you will unleash the power of your morale spell onto your victim.

In an RVR note, my Bright Mage was averaging about 70% wins when in one on one battles. Ranged, tanks, casters all fell before the power of the Bright Mage as its damage is off the charts and at these levels melee don’t do warhammer online gold enough damage to cut through the Bright Mage’s light armor in time.

You’ll find leveling and grouping not an issue for this high damage class.
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How to play a Bright Wizard in Levels 1-5

You start off three very effective spells you will use throughout your Bright Wizard career. Ignite is a DOT spell that runs for about 9s, which is just enough time to get off a couple Fireballs. Fireball will be your main damage spell that takes 3s to cast, and does a ridiculous amount of damage wow power leveling for your level. Both these spells build up Combustion. The skull in the middle of the UI will start flaming as you build up Combustion skills. The colors will change depending on how much Combustion you have built up. A red fire flaming skull is lots at this level, then you use your third spell Meltdown to unleash that pent up Combustion on your victim.
Your Bright Wizard will make short work of any opponent within a couple levels of you…one on one. You can’t move while you are casting spells, so it’s vitality important to choose your spot wisely and to not be in the path of a patrolling mob, or at a respawn point. Trying to take a couple mobs wow power level can be done, it’ll test the limits of your hit points, but it can be done. Three or more mobs, you better be hitting your ‘Flee’ skill and booking ASAP or you’ll be running from your resurrection point!
Do quests found in towns to level up, do Public Quests (PQs), and you’ll be level 6 before you know it!
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2009年5月7日星期四

Saphery

In all of Ulthuan, Saphery is the most mysterious and enchanting of Ulthuan's kingdoms. It is a land of magic, and serves as a training ground for the mages of Ulthuan. The White Tower of Hoeth is the central monument of this breathtaking land, and houses the length and breadth of arcane knowledge held by the High Elves. The best and brightest High Elf Archmages, including luminaries such as Teclis, have practiced and perfected their craft within the White Tower.
The White Tower of Hoeth was built during the reign of Bel-Korhandis. Bel-Korhandis the Scholar King was a wizard prince of Saphery who ruled as Phoenix King following the death of Tethlis the Slayer. Though he lived to see the White Tower completed, Bel-Korhandis died a short time later, and his remains were interred within the Tower's foundations.
The Swordmasters of Hoeth are native to Saphery. They are some of Ulthuan's preeminent martial artists, training for centuries to refine their mastery of swordplay and hand-to-hand combat. The Swordmasters are headquartered within the White Tower of Hoeth, wherein they perfect their rs money minds, bodies, and martial abilities with constant and rigorous practice. They are the Guardians of the White Tower, protecting the scholars and Archmages that study within its alabaster halls.
Beyond the White Tower of Hoeth is the Tower of Flames. This enigmatic spire is home to the famed Dragon Mages, the undisputed masters of the Wind of Fire. Young mages who find themselves ill-suited to the quiet contemplation of the White Tower, and who prefer to devote their magical affinity to the defense of Ulthuan, can travel to the Tower of Flames and focus their studies on fire magic. Their trials are long and arduous, and few initiates take on the mantle of Dragon Mage without first being burned.Beyond the White Tower of Hoeth is the Tower of Flames. This enigmatic spire is home to the famed Dragon Mages, the undisputed masters of the Wind of Fire. Young mages who find themselves ill-suited to the quiet contemplation of the White Tower, and who prefer to devote their magical affinity to the defense of Ulthuan, can travel to the Tower of Flames and focus their studies on fire magic. Their trials are long and arduous, and few initiates take on the mantle of Dragon Mage without first being burned.
As the heart of Ulthuan's magical traditions, Saphery is a natural target of the Dark Elf invasion. Not only is Saphery home to many of Ulthuan's High Elf Archmages, it also holds countless artifacts and items of power. If the servants of Malekith can gain control of even a fraction of these magical resources, they can twist their power to their own ends, while simultaneously weakening the High Elves.
As the Dark Elves march from Avelorn cheap rs money into Saphery, they advance along a number of fronts, intent on dozens of targets. Prime amongst these are the many towers of Saphery, wherein the magical knowledge and power of the High Elves is kept. Of these, the Ithilmar Tower, the Tower of Flames, and the White Tower of Hoeth are three key objectives. If the Dark Elves were to take all three towers, it could spell ruin for the High Elves.
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Caledor - Overview

The Dark Elves have many reasons to despise Caledor. They have suffered the fiery wrath of the dragons in battle, and known defeat at the hands of more than one of the province's heirs. The Witch King greatly desires to see Caledor crushed and its defenders slain to the last. To carry out this task, he has appointed the merciless Beastlord Rakarth, greatest among the Beastmasters of the Druchii.
With an army of fearsome manticores, hydras and black warhammer gold dragons at his command, Rakarth launches a ferocious assault on Caledor, his mind bent on bloody vengeance and conquest.
Though their glory is now long past and their dragons lay in slumber beneath the long-dormant mountains, the warriors of Caledor are still a force to be reckoned with. Under the command of Prince Imrik, leader of the Dragon Princes, the High Elves have marshaled their strength at the fortress of Tor Sethai. The Dark Elves have set their sights on the ancient citadel, and a great battle looms for control of this vital stronghold.
Elsewhere, battles rage around the Shrines of the Phoenix Kings, great monuments erected long ago to honor those rulers of antiquity who hailed from Caledor. The spiteful Witch King has ordered these statues wrecked to the ground, for these Phoenix Kings of old slew many Dark Elves in warhammer online gold ancient wars that neither side has forgotten. For the High Elves, it a point of great honor to protect the shrines and the legacy that they represent.
The din of battle now echoes from every high mountain peak and in every shadow-filled crag in Caledor. The war has come perilously close to the High Elves' capital city of Lothern, and the fighting has intensified on both sides.
Like wolves on the hunt, the Dark Elves have smelt blood and are closing in for the kill. In Caledor, however, the invaders will find that the resolve of the Dragon Princes and the Shining Guard are nearly as implacable as the very mountains they call home.
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Caledor

Situated in the southwestern reaches of Ulthuan, Caledor is a sparsely-populated land dominated by a range of tall and majestic mountain spires. Hidden among these towering peaks are secret valleys filled with lush greenery, and a vast and labyrinthine network of caverns wind beneath the stony earth throughout the province. The mountains of Caledor are an impressive wow power leveling sight, but the kingdom today is a pale reflection of its former glory.
Long ago, the tall spires of Caledor were ablaze. Fiery volcanoes dominated the skyline, spewing great plumes of ash-grey smoke high into the air. The skies of ancient Caledor were filled with mighty dragons, and it is these magnificent and terrifying beasts that made Caledor the powerful kingdom that it once was.
When the High Elves of old marched to war, the Dragon Princes of Caledor were among their deadliest instruments. The proud warrior-nobles swooped into the fray astride the backs of their great dragons, laying waste to all in their path. Though few in number, the Dragon Princes wrought terrible destruction on the enemies of Ulthuan.
The origins of the Dragon Princes and their wow power level unique bond with the great winged beasts of their homeland lie even further in the past. It was the legendary High Elf Mage Caledor Dragontamer who, using his arcane craft to enchant harnesses forged in the heart of nearby Vaul's Anvil, brought the majestic beasts to heel. Indeed, the province derives its name from this figure of legend.
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2009年5月3日星期日

The Dark Powers March

Two months after the fall of Karak Eight Peaks, the High King's army sets out to drive the invading greenskins from the World's Edge Mountains. As the Dwarfs march south along the slopes of the great volcano Karag Dron, the world suddenly grows dim. In the sky above, the sun begins to darken and the landscape is bathed in an eerie, unnatural light the color of deep crimson.
From atop the tallest spire in Naggarond, Malekith watches the Chaos moon, Morrslieb, eclipse the sun. His spies in the Old World have relayed messages confirming the success of the greenskin attack on the Dwarfs. The Witch King's plans are unfolding precisely as arranged.
Far to the north, out of sight of the eyes of men, a great black warhost erupts from the tempestuous Chaos Wastes. Swarms of grotesque creatures march in ranks alongside regiments of warriors and marauders, all led by a Chaos Lord bearing the banner of Tzeentch.
In the Empire, terror and panic erupt at the sight of the red eclipse. Riots and fires break out in every district of Altdorf. The city guard is hard-pressed to contain the situation, but the eclipse soon passes and by nightfall, order is restored. The event is not forgotten, however, and many citizens of the Empire, shaken by what they believe to be an omen of terrible events to come, pack their belongings and depart their homes hoping to find shelter in the mountains to the south and east. A growing sense of doom hangs over the people of the Empire, and hope for any respite from the plague is smothered by the fearful sight of the red eclipse.
For the Dwarf army marching to reclaim the fortress at Karak rs money Eight Peaks, the eclipse seems to confirm a dread that has been growing within them. The black sun in the crimson sky is a stinging reminder of the loss of Karak Eight Peaks to the Bloody Sun Boyz, and seems to be a symbol of the inevitable victory of the greenskin horde now gathering there. Have the last days of the Dwarfs finally come? Resigned to their doom, the grim-faced warriors trudge across the harsh, mountainous terrain.
In Altdorf, the Emperor receives the High King's message and orders several regiments into the mountains to assist the Dwarfs. Though he sorely needs the troops to secure his borders and combat the spread of anarchy in his realm, Karl Franz is honor-bound to respect the pledge made by Sigmar never to refuse aid to a Dwarf. Just then, an outrider delivers a report from the north -- a great Chaos army is on the march, and will reach the Empire's borders within a week.
Assessing his deployments in Nordland and Ostland, Karl Franz realizes that the picture is desperately bleak. The plague has thinned the ranks of his armies, wreaked havoc with supply lines and decimated the morale and industry of his people. The Empire is ripe for conquest, and will fall quickly without help. The Dwarfs cannot possibly send warriors to protect the Empire. If they do not recapture the fortress at Karak Eight Peaks quickly, they might never do so again. Only the High Elves can save his people now.
Summoning his most trusted Griffon rider, the Emperor composes a letter beseeching the ruler of the High Elves for assistance. When the messenger arrives in Lothern, Finubar, Phoenix King of Ulthuan, is already well aware of the Empire's plight and has been making preparations to send troops. Finubar summons Prince Tyrion, a warrior and general without peer among his people, and charges him with the defense of the High Elf lands. Confident that his realm will be secure , the Phoenix King sets sail at the head of a flotilla of Elven warships. From the Straits of Lothern the vessels pass into the Great Western Ocean carrying hundreds of the most skilled warriors among the High Elves. When word of the Phoenix King's departure reaches Malekith's ears, the Witch King gives the cheap rs money order to begin the invasion of Ulthuan.
In the dead of night, a great fleet of Black Arks sets out from Naggaroth. As the floating fortresses approach the shores of Ulthuan, the invasion force splits in two, with one half bearing down on the Blighted Isles while the other steers south for the Straits of Lothern. Soon, legions of Dark Elf warriors spill forth onto the shores of their ancestral homeland.
In Karak Eight Peaks, a great greenskin Waaagh! is building. In the northern reaches of the Empire, the servants of Tzeentch have already marched deep into Ostland and are laying waste to everything in their path. Prince Tyrion's army has raced north to engage the marauding Dark Elves, only to learn that a second invasion force has begun a siege of Lothern.
Recognizing that the only way to counter the threats arrayed against them will be to combine their strengths, the leaders of the Empire and the nations of the Dwarfs and the High Elves convene a great Council of Wisdom in the Imperial capital of Altdorf. At this summit, the three rulers forge a pact that their peoples shall fight as one and strike back at the enemies who would conquer their homelands.
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The Bloody Sun Rises

In the Badlands, Gazbag and Grumlok are reunited with the Bloody Sun Boyz. Immediately, the two set out to fulfill Malekith's magically-implanted command. Led by their newly-empowered Warboss and Shaman, the Boyz begin their march to the World's Edge Mountains, assimilating any greenskin tribe they encounter and destroying those who will not join. Never before have the Orcs and Goblins seen such strength and power from two of their own kind, and the ranks of the Bloody Sun Boyz swell as rumors of their deeds spread.
As the greenskin horde approaches Karak Eight Peaks, the Dwarfs gather within its walls, confident the impregnable fortress is in no real danger. When Gazbag uses his amplified magic to blast a hole in the warhammer gold impossibly thick wall surrounding the city, the Dwarfs are dumbstruck. Never before has an invading army broken through the perimeter of Karak Eight Peaks. As a wave of snarling, bellowing greenskins pours through the breach, the dour but determined defenders of the doomed city prepare to make a last stand.
The news spreads like a shockwave. How could one tribe of greenskins capture the seemingly impenetrable fortress? Though few will admit it, many Dwarfs are badly shaken by this impossible defeat. In Karaz-a-Karak, High King Thorgrim Grudgebearer vows revenge, commanding every Dwarf in the city to make preparations for a great war.
Privately, the High King is gravely concerned. Rumors that the greenskin forces are led by a Warboss with the strength of ten Orcs and a Shaman with magical abilities never before seen would not normally concern him, as Dwarfs are prone to exaggerate. However, the fall of Karak Eight Peaks cannot be ignored, nor can its effect on the morale of his people. Secretly, the High King dispatches a rider to the Empire to alert Karl Franz of the possible danger to his own lands should the Dwarfs fail to halt the greenskin invasion. Though the High King is too proud to ask the Emperor for help, he hopes the urgency of his message will result in just that.
Meanwhile, far to the south, Squig riders warhammer online gold and Boar Boyz set out in all directions from Karak Eight Peaks, spreading word of a great Waaagh! gathering at the fortress. Legions of Orcs and Goblins begin streaming into the captured stronghold and the lands surrounding it. Each Orc and Goblin Boss pays homage to Grumlok and Gazbag, pledging his "ladz" to the destruction of the Dwarfs.
On both sides, great armies are assembled. The Dwarfs are determined to retake Karak Eight Peaks and avenge its loss, while the greenskins care for nothing but the elimination of as many Dwarfs as possible.
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Dark Omens

Meanwhile, in the Dark Elf kingdom of Naggaroth, the Seers of Ghrond continue their unceasing study of the distant Chaos Maelstrom. Suddenly, there is a marked shift in the nebulous swirls of color and shape. The Seers watch intently, studying the ominous new patterns. When they are confident of their readings, the Seers dispatch a messenger south to Naggarond aboard a swift Black Pegasus. Great events are about to unfold in the world, and the Witch King must be informed.

Days later, Malekith, Lord of the Dark Elves, reads the dispatch from Ghrond. The Chaos god Tzeentch has found himself a new Champion. The followers of the Changer of Ways have assembled a great warhost for his herald and are preparing to launch a massive incursion into the lands of men, the Empire his likely target.

Malekith ponders the message. He is well aware of the terrible plague sweeping through the Old World. If the forces of Chaos launch an attack while the Empire is weakened by the plague, the Emperor will have no choice but to call upon the nearby Dwarfs for reinforcement. With the aid of the Dwarfs, it is possible the Chaos host might be turned back. If, however, the folk wow power leveling of the mountains are unable to come to the Empire's defense, Emperor Karl Franz will be forced to turn to the High Elves of Ulthuan. Malekith is doubtful that his kinsmen will abandon the great nation of men in its hour of need, for doing so might deprive the High Elves of a valuable ally. No... the High Elves will respond, and will likely send several legions of warriors to repulse the Chaos attack, leaving Ulthuan vulnerable.

When the Chaos moon eclipses the light of the sun, the dispatch concludes, the forces of Chaos will begin their march southward. Time is short, and there is much to do.

The Witch King commands that every forge and furnace in the realm be brought to bear in the crafting of weapons, armor and siege machines. The Beastmasters of Karond Kar are ordered to select the strongest and most ferocious creatures in their pens and ready them for battle. The fierce Witch Elves of Khaine prepare for bloody sacrifice to the Lord of Murder. Morathi, the Hag Queen, summons forth the most powerful Sorceresses from the Convents and trains them to lead the armies of the Dark Elves. As his people prepare for the coming war, Malekith draws up his plans against the Dwarfs.

A party of the finest hunters and warriors in Naggaroth are dispatched to the lands of the greenskins with a single directive: bring back the most powerful Orc Warboss that can be found.

When the hunting party returns with both an Orc and a Goblin, Malekith is surprised. It seems the two are inseparable, jointly leading a powerful new tribe calling themselves the "Bloody Sun Boyz". The goblin shaman, Gazbag, provides the brains while the towering brute of an Orc, Grumlok, supplies wow power level the muscle. For each, Malekith forges a magical amulet that greatly amplifies the wearer's abilities. In addition, the Witch King secretly includes a spell of command that will compel the two leaders to gather their tribe and march east into the World's Edge Mountains. There, they will capture the fortress at Eight Peaks and build a mighty Waaagh! to eradicate the Dwarfs. This being done, he commands his warriors to return the captive greenskins to their home.

His plan set in motion, Malekith waits for news from the World's Edge Mountains. With the Dwarfs occupied by the fight against the coming greenskin Waaagh!, they will be unable to answer the Emperor's call for help when the Chaos army reaches his borders. The High Elves will sail east for the Old World, and Malekith will launch his attack. At last, the Witch King will claim the birthright denied him for millennia by his weak-blooded kin. The Throne of Ulthuan will be his.
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