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  • Totem Talk: So you're still working on your Shaman...

    by 
    Matthew Rossi
    Matthew Rossi
    11.22.2007

    Totem Talk is the column for Shamans. Matthew Rossi lives in Canada, so he had Thanksgiving last month and today is just Thursday to him. On the down side, this means no turkey, but on the up side, this means he's desperately trying to get instance runs on his Draenei Shaman and failing because no one's on his server. He just noticed that the up side kind of isn't all that up. However, he's buoyed by the fact that William Shatner, a great Canadian, is the new voice of shamans. We are conduits, people!Last week, we talked about Shamans from 1 to 20. This week, we'll cover 21 to 40, and also talk about the new Water Shield before we get to the meat of leveling concerns.From my reading of how it's going to work, you will get roughly the same benefit from it (600 mana every minute basically works out to 50 mp5) but for instance and raid healing, this new version is better. Heck, it's much better, because you won't have to worry about wasting a global cooldown on reapplying the shield and then not being able to cast that heal as fast as you might want to. Nature's Swiftness can only do so much, and the only thing close to a HoT that shamans have is Earth Shield (which will cost less mana, woo hoo) so it's nice to not have to burn the GCD every minute.For an enhancement shaman in a raid, it'll probably be slightly less efficient if you're not getting hit (which, after all, you don't want) and slightly more efficient if you are. For soloing, I can't imagine it will change at all. You'll attack a mob, he'll hit you back popping the shield three times, you'll recast it. As long as the new version doesn't cost mana to cast, it's still 600 free mana every time you reapply it. An elemental shaman should find herself pretty much in the same boat, not having to waste the GCD to cast it every minute and not wanting to be hit in a raid or instance anyway. In short, it's a minor buff if it goes as it seems it will.Okay, now that we've covered that, on to leveling 21 - 40. To my mind, this is where most of the meat of the class is, where you really start to get the cool abilities and understand how shamans work, how they amplify other classes and stand out from the pack.

  • Rise of Kunark dungeon xp raised

    by 
    Michael Zenke
    Michael Zenke
    11.21.2007

    There's been a lot of back and forth in the EverQuest II community about the xp gain via grouping in Rise of Kunark dungeons. Fingers were pointed, and we gave Scott Hartsman (EQ2's Senior Producer) a chance to rebut. Said Mr. Hartsman, in our discussion piece from last week: EverQuest II is not a game about sitting in one place and grinding. You find the activity that defines the core of your game, then you make sure it's the part you polish the most, then you make damn sure it's rewarding. That activity is questing. Tipa's response to Mr. Hartsman's statement clarified the issue from a segment of the player population:EQ2 was always about two things: Dungeon crawls and getting loot. Quests were just things you could do to make the effort more rewarding ... Most of the quests in my journal I never get around to doing, unless they result in an upgrade for my character. I don't think I'm alone in this.Apparently, she's not. Today, the word on the official forums from Mr. Hartsman is that dungeon XP is going to be increased, at least through this holiday weekend. He is clear about the reason: bringing parity to quest xp gain for dungeon grouping.We've been keeping an eye on both the objective, globally recorded experience data from the first week of Kunark being live, as well as the subjective feedback regarding Kunark experience grants, through the many styles that people play. Many of you have pointed out that the exp given from dungeonning feels too low. In the live environment, we agree that is the case. The data backs this up as well. In making the reality more aligned with the overall goal, Kunark dungeon experience gains have just been boosted on all of the live servers. We'll keep up with this ongoing balance issue as the developers and players work this out.

  • Blood Pact: So you've picked a Lock ...

    by 
    V'Ming Chew
    V'Ming Chew
    11.21.2007

    Between Arenas, V'Ming spends his time as a lock laughing ominously in AV, tanking Olm with his own minions and pondering troll fashion from Zul'Aman. There's been a chorus from my dark brethren calling for the return of Blood Pact. As a career Warlock player - with a /played of 105 hours days (oops!) since May '05, you can say that I've been afflicted by the demonic embrace of this fascinating class. Observant readers will notice that I'm also the Blood Sport columnist - bloody coincidence? There may be more sinister forces at work here ... With quicker 20-60 leveling in patch 2.3, this is the best opportunity for you to start on brand new alts, and what better class to invest in than the solo powerhouse class of magic-users gone all dark and emo (no other class takes large chunks out of their own health bar all the time ...).This 1-20 leveling guide assumes you're not new to WoW. I will focus on abilities that become available as you level, and how to maximize their effectiveness, rather than a zone-by-zone laundry list of quests.

  • Newcomers in the WoW community

    by 
    David Bowers
    David Bowers
    11.19.2007

    Most games have a beginning and an end -- if people want more, the developers produce a sequel. But games like WoW are different, of course, because everyone is paying by the month in order to play together, and the developers are constantly adding some new content revising the old. As time goes by, though, a rift appears between people who have been playing a long time and people who are just getting started. Not only does the game development company have to make some hard decisions about whether it's more important to keep people playing every month or to get new people to start from the beginning, but the old players have to figure out how the new ones are going to fit into the social system they've developed.The Burning Crusade tried to appeal to both sorts of gamers, with added content for both ends of the player community, but Wrath of the Lich King is taking another direction, with most of its content only for people who are ready to leave Outland behind. But the patch 2.3 changes reveal a different strategy for attracting new WoW players: rather than adding new content to attract new players, Blizzard can just make the old content faster, more streamlined, and get new players into the new higher-level content more reliably. Will this keep new players coming? Does Blizzard even need new players, financially speaking, or are they content to just try and keep all the existing players subscribing for as long as possible? Either way, a more vital issue is at stake: As the WoW community has gotten older, we have noticed some old-time WoW players like to complain about "noobs" a lot, in a way that doesn't leave any room for new people to join in on the activities. For a newcomer, it feels like an exclusionist attitude. The "noobs" are running around in all the wrong gear, using all the wrong strategies, precisely because no one has interacted with them enough for them to learn how things are done here. Some aspects of WoW are not at all easy or intuitive, and it's counterproductive to blame the noobs instead of reaching out and lending a helping hand where appropriate.

  • Spiritual Guidance: The shadow diaries

    by 
    Eliah Hecht
    Eliah Hecht
    11.18.2007

    As you might expect for someone who writes a Priest column, my main is a priest. I've been Holy for quite some time (enough that it's starting to make me feel old), and I feel like I know the Holy game play style pretty well. I even leveled Holy from 60 to 70, shortly after Burning Crusade came out, and it was a blast. And I love healing. But lately I've been hearing the call of the dark side: I want to play Shadow.But this leaves me with a conundrum. I can't really get my Shadow on without abandoning (albeit temporarily) my Holy nature. Or can I? After all, we get up to 50 characters per account; there's no reason I can't delete one of those level one alts I made to talk to somebody for a story and make a brand-new priest, destined for Shadow, instead!So that's just what I did. I had other motivations, of course; just wanting to play Shadow probably wouldn't be enough to get me to trudge through the 1–60 levels yet again. I've never played much Horde, so I'd like to see how the other half lives a bit. I've never played a Blood Elf at all, and I'd always heard those zones were well designed. And I wanted to hang out with some people on their server, which would mean rolling a new character anyway. Several factors conspired, and Hieronymus of Draenor was born (that link is giving me an error right now, but I assume it'll go away).

  • More thoughts on Dofus

    by 
    Eloise Pasteur
    Eloise Pasteur
    11.18.2007

    I wrote up my initial thoughts on Dofus over here. Here I am back with more pictures and a final report on why it didn't gel for me. Whilst I would love to write a totally unbiased review of Dofus, I don't think I can. I will try to highlight my experiences of how it works, and how it can be used so you can make an informed decision as to whether it is your kind of thing. Keep in mind that my opinions will be coloured by the fact it didn't grab me hard enough to make me carry on. The first thing to say is that you can almost certainly get a good experience from playing Dofus as a free-to-play user. Pay-to-play (about US$6.90/month) gives benefits: better drops; no limits on professions; certain drops only accessible to pay-to-play; certain areas only accessible to pay-to-play. This lets you try before you buy. %Gallery-10531%

  • EQ2's producer responds to expansion grouping concerns

    by 
    Michael Zenke
    Michael Zenke
    11.16.2007

    One of the greatest things about Massively Multiplayer Games is that the dialogue about them isn't a one-way street. With most games, fans wait for the word from on high, and discussion about single-player games tends towards fighting over scraps. With MMOGs, the considered commentary of players make for interesting reading in and of itself. That's the case we find ourselves in today, just a few days after the release of Sony Online Entertainment's Rise of Kunark expansion. Mostly the buzz seems to be positive, but a pair of bloggers have given voice to players feeling a bit put out by the pack's core leveling mechanic: questing. Yesterday Tipa (of the West Karana blog) and Kendricke (currently writing at the Clockwork Gamer site) took issue with the fact that group grinding isn't as profitable as it has been in previous expansions.Specifically they're raising this objection as it relates to the famed Karnor's Castle, a bastion of EverQuest Live lore and newly revised for SOE's new vision of Kunark. Tipa sums their issue up on her site: "Just doing quests and killing in a risk-free, outdoor zone, beats hunting in a semi-risky dungeon. How is that even possible. Dungeons are supposed to give you superior benefits for the trouble of grouping - better experience, better loot. Somehow that got lost ... When word of this gets around, KC will become a ghost town. People will do the Kylong Plains/Teren's Grasp quest lines, then move to the Fens and just skip Karnor's. SOE, it's not too early to consider tuning this zone. Grouping in KC should be more rewarding than questing outside."Scott Hartsman, the senior producer of EverQuest 2, took a few minutes today to answer their concerns for us. Read on to see further discussion from the player's POV and Mr. Hartsman's response.

  • The Care and Feeding of Warriors: Leveling Up 21 - 40

    by 
    Matthew Rossi
    Matthew Rossi
    11.16.2007

    The Care and Feeding of Warriors is focusing again on getting new warriors up to speed. Matthew Rossi has done this quite a few times (at present, all of his warrior alts are at least level 45 except for the tauren on Zangamarsh, poor neglected tauren) and he's not always done it very well, so at least we can all point and laugh and learn from his mistakes. It's fortunate he makes so many of them for us to learn from, really. We're blessed by his unique way of finding the pitfalls in our path by blundering straight into them.So now you're a newly trained level 20 warrior. You've definitely decided you're not going to twink for the 19 WSG bracket, you're geared up and looking forward to the next twenty levels and finally getting a freaking mount so that you can keep up with all the Aspects of the Pack, Cheetahs, Spirit Wolves and Blinks out there. You're not at all bitter about your lack of a travel form, especially is this is your fourth or even fifth warrior and you're saying to yourself 'man, I forgot how much it sucks to have to run all over the freaking place'. Oh, sorry. That might just be me.Anyway, time to talk about the warrior specific quests, class abilities and other aspects of the class you'll be picking up in this swatch of the class. 20 to 40 is when warriors really start to feel distinctive based on their spec. It's when you can actually start to seriously tank anything and when you'll be getting your final stance and a nice warrior specific weapon. (If you like two handers, anyway.)Oh, and the image with today's column doesn't really reflect any of this. I was just mad that they shrank my hat, and I wanted to show you what they did.

  • Totem Talk: So you've decided to roll a shaman...

    by 
    Matthew Rossi
    Matthew Rossi
    11.15.2007

    Well, I sure hope you have, otherwise the entire premise of this column is faulty. And you wouldn't do that to me, would you? I mean, no one likes a faulty premise. They're like leaky ostriches. Anyway, welcome to Totem Talk's look at taking a starting shaman from 1 to 20, both for new players and for players who've leveled other classes. Last week we talked about how shamans were by far the least played class, so this week it's time to try and give a leg up to new shamans, especially now that patch 2.3 has brought faster leveling options to the 20 to 60 game.First off, as is the case with most classes, the first ten levels aren't representative of how the class plays later. Whether you're intending to be a healer, a melee DPSer or a caster, you'll be playing those ten levels more or less the same due to the limited spate of abilities you'll have access to. The class starts to open up around level 10 when you get the second totem quest (we covered the totem quests in this post, so I won't go too into detail about them again) and can start learning fire totems and spells. Basically, from levels one to four you spend a lot of time throwing lighting at things so that they come over to where you can hit them with a mace or a stick, and you'll be making that stick hit a little harder with a weapon buff around the same time you learn how to drop a stick in the ground so that you don't get so badly hurt when things hit you back.And you get Earth Shock at level four, which is going to be your friend from then on out. Repeat after me: spell interrupt. You will wonder how you got to level four without it.

  • The EVE Challenge

    by 
    Mike Schramm
    Mike Schramm
    11.13.2007

    Hardcore Casual has thrown down the gauntlet, and challenged all comers to prove something interesting: that EVE Online hasn't yet solved our MMO problems. That's a strange thing to prove, but we here at Massively love nothing more than a challenge, so here goes.HC's point is that in EVE, you can pretty much do anything the way you want to, anywhere at any time. EVE is limitless in terms of both progression and size-- skills can be leveled for months and years, and even if all the skills are maxed out (they won't be, because CCP keeps adding new ones), there's always more ISK to be made. And because the game is so big and mostly empty space, everyone can play on one world, and there's no need for the sharding that other games must do to keep their servers up.However, as much as I love EVE, it is not a perfect MMO.

  • Level 1-60 in less than 6 days

    by 
    Amanda Rivera
    Amanda Rivera
    11.13.2007

    So, as we all wait for the servers to come up, let's talk leveling a bit, shall we? I know what I will do when I first log in: switch over to my little shadow priest and check out the changes to the increased leveling exp. It's high time she left the 40's, don't you think?Now a couple weeks ago I started a little experiment to see fast it took to level before and after the patch. I didn't get far -- I blame NaNoWriMo -- but luckily I wasn't the only one with this idea. Agent of Shattered Hand recently finished leveling a character from 1-60 on the PTR. So exactly how long did it take? In the end his /played was a 5 days, 5 hours. He did a few things differently than we would have to prove exactly how improved the experience gains really are. For instance he logged his character out without using inns in order to minimize the amount of rested XP he received, presumably so that the experiment would run mostly using normal experience as a condition.

  • Patch 2.3 and you: pre-60 dungeons

    by 
    Eliah Hecht
    Eliah Hecht
    11.12.2007

    Leveling is getting a boost. Along with some new content in Dustwallow Marsh, patch 2.3 (going live tomorrow!) will bring across-the-board changes for characters between levels 20 and 60. The XP required for each level is being reduced by 20%, quest XP is getting buffed, and the so-called "leveling" dungeons are getting some major changes. Here is what the patch notes have to say at the moment: Elite mobs outside of pre-Burning Crusade dungeons have been changed to non-elite. The level ranges of pre-Burning Crusade dungeons have been adjusted to a narrower range. Meeting stone level requirements, the Looking for Group system, and quests have been adjusted to match the new dungeon level ranges. All old world dungeon bosses have had their loot revisited. Players will now find that the loot dropped inside instances will be of Superior (blue) quality. Well, that's vague enough, isn't it? Level ranges adjusted to "a narrower range"? We can't have that. So I went through to all the old-world dungeons on my trusty 70 rogue and checked the level ranges of the mobs there. I'll also show you a sample of a new or improved item for each dungeon; new items are on the left, and old items on the right for comparison. That means a lot of pictures, so dial-up users beware, I guess. TL;DR version: minimum level stays the same, maximum level nerfed down to somewhere between 3 and 5 more than the minimum level. If you want all the fun details, let's get to it!

  • Saying goodbye to a deleted character

    by 
    Mike Schramm
    Mike Schramm
    11.10.2007

    Timekeeper on WoW LJ had to say goodbye to a friend recently. After 70 levels, countless instances, gear upgrades, and raids, circumstances lead him to decide that his mage should no longer exist, and so he typed "DELETE," and sent her to the big graveyard in the sky.I can't bear to do it, myself-- I think I've deleted maybe one or two characters for space ever, and even then, though they were only level 5 or so (about 20 minutes of leveling, probably), I still cleaned out their bags and sold off and mailed away their gear. Like most people, I couldn't imagine deleting one of my 70s on purpose-- even if I don't ever play them again, I couldn't be the one to wipe out all of those accomplishments (virtual as they are) forever.Have you ever killed a character past level 60 before? Did you just delete them, gear and all (like a bandaid), or did you strip them down and send the parts to your other toons? And do you regret it at all? We should all keep in mind that these are just characters in a game, of course, but having your progress wiped in anything you do is always a loss that can be felt.

  • Not reading enough books these days? Here's how to play and 'read' at the same time

    by 
    William Dobson
    William Dobson
    11.10.2007

    If you're anything like me, then you may find that the more engrossed you become in a particular MMO, the more your leisure time formerly spent on reading gets whittled away. Thankfully, our friends over at WoW Insider have come up with an excellent solution that doesn't involve helper monkeys, a secondary cyborg head, or time manipulation -- but feel free to go for any of these ideas too.WI's fix for the problem is simple, but effective -- audiobooks. Sites like audible.com contain a large range of titles to choose from, and this way, instead of just listening to the same ambient sound collection replayed over and over during your next multiple-hour grind session, you could be catching up on the work of your favorite author. Aside from allowing you to keep up with your list of must-read books, you may even discover that what was previously a very tedious grind could become a lot easier, as your brain disengages from the repetitive in-game actions and focuses on your riveting audio novel.So there you have it. Hopefully you didn't rush out to the pet shop after the first paragraph, and now have a practical way to keep on top of your reading while you play games. You can check out the full article at WI through the link below.

  • Does leveling again mean leveling alone?

    by 
    David Bowers
    David Bowers
    11.09.2007

    With Patch 2.3 coming next week, a number of players are going to turn back to some of the old alts they've always wanted to play, and level them up now faster than ever before. If a group of friends had decided to start over from scratch, then all is well and good, but for many players who already have character spread out at different level ranges, friends used to spending a lot of time together may suddenly find themselves with a large level gap in the alts they're most interested in.Especially considering the new and improved dungeon loot, many players will wish their friends could join them. Of course, their friends could just bring over their level 70s and rush them through, but for a certain kind of player, this is less interesting because it takes away all the real challenge and teamwork of the instance. They may be able to find PUGs at that level, but it likely won't be the same. Douglas at the Elitist Jerks forums has been having this problem for a long time now. He and his friends very much want to play together, but have never been able to make their schedules work out. Before long, their characters inevitably level at different speeds and can no longer level up together. He says he longs for a "mentoring system" like City of Heroes has, where players of different levels can become one another's "sidekicks" and go to dungeons together as if they were at the same level. At first glance it seems like WoW could implement such a system too, to make something like a temporary downgrade or upgrade in ability power and gear quality so that friends could fight together across the level gap. But further discussion reveals some serious problems.

  • Warcraft the TV show

    by 
    Amanda Rivera
    Amanda Rivera
    11.08.2007

    I'm sure that many of us would like to have more WoW time in our day. That's the reason I started reading WoW Insider, so that I would be able to be as close to the game I love while I was doing the annoying part -- working to pay for my subscription and the utility bills that run my computer. Now this doesn't mean I spend the majority of my day perusing the latest theorycraft threads trying to figure out the best spell rotation for a 5v5 arena battle versus one warrior, two shammies, a priest and a rogue. What it does mean, however, is that I look for interesting ways to tap into WoW when I am not able to log in.So when Ray tipped us off that there was a new Justin.TV channel where I could watch someone level a character all the way to 70, I wasn't all that surprised. Sure it might sound a little strange to watch someone else play, but really, don't we do this all the time in real life? I know I have more than once sat down to watch another person run an instance I wasn't a part of. That's how I experienced the Sunken Temple for the first time. WoW Adventures runs without a specific schedule, so you will have to catch it when it's playing. I assume this is because Gelu Nex enjoys sleeping and eating on occasion, and I suspect might also need to do the annoying work part. If you would like to watch someone else play the game when you aren't able to, stop by WoW Adventures and perhaps we can nail down exactly how long it takes to get to 70.[thanks Ray!]

  • Hunter pet experience progress

    by 
    David Bowers
    David Bowers
    11.07.2007

    Mania is probably the leading expert on hunter pets -- she runs Petopia, as well as a blog devoted mostly to hunter issues with a specialty in pets. We've reported some other great research from Mania's Arcania in the past, including how long it takes pets to gain loyalty. Now, in response to the leveling speed increases coming in Patch 2.3, she's laid out pretty clearly how pet experience works. Based on some PTR research, she says: Pets still require 25% of the experience that a player would at the same level. Players now require less experience to level between levels 20 and 60, and so our pets also require less experience during those levels. Pets still do not get any share of the experience when their owner completes a quest. (I didn't expect they would, but it was worth checking.) As on live, pets do not get experience when they kill something that is grey to the hunter. The experience that pets get per kill does not appear to have changed. Generally there are no big changes to pet experience in patch 2.3, except that players will be gaining more experience from quests between levels 20 and 60, and of course pets won't be getting any of that. It's too soon to say if this means hunters will start outleveling their pets during those levels or not, but it could be an issue in the future.Mania has also discovered some interesting details about the relationship between the pet's level and your own level when it is gaining experience. If you're a hunter leveling a lower-level pet, head on over to her post and check it out.

  • Levels a necessary evil or can some no levels allowed MMOG work?

    by 
    Matt Warner
    Matt Warner
    11.06.2007

    The great blogging circle-jerk continues anew as I dish out my first Massively link to Tobold. Love him or hate him, Tobold has one again come up with a worthy topic for discussion. This time around Tobold asks and postulates on whether or not a MMORPG could work without levels.Duh, you bet it can and some already take those levels puree them into tasty skill based systems. Tobold goes on to provide a good example of how he would like to see it work. As for using the Second Life card to auto-win the pot, I'm not cheating so wont count any virtual sand boxes. Although, one might argue that you level up in the sordid side of Second Life when your very first flying phallus darts in your direction. Ah c'mon, those jokes never get old. A reader in the comments thread pointed out that Guild Wars has been capped at level 20 since its initial launch and has seen many content additions that don't raise the leveling curve. I think that's a pretty good example showing how levels in the traditional sense can be bypassed. While skill systems are more or less levels in disguise, in fact, any point, time investment in a character career I consider to be some type of level, they aren't levels in the traditional sense. I'm actually starting to prefer skill based systems to traditional based level systems. I would rather raise my level in certain areas than just be a level X shaman, warrior, warlock, barbershop orc hair cutter. In 25 years, are WoW players going to be running around on level 600 characters? Hopefully, everyone will be on some fancy pants Level 60 hero class instead. One less 0 to type. Rambling continues after the jump.

  • Have you been neglecting your alts?

    by 
    John Himes
    John Himes
    11.04.2007

    When I first heard about the leveling improvements that are forthcoming with patch 2.3, I was very happy. As an admitted alt-o-holic, creating and leveling alts is the main thing that's kept me interested in WoW for the past three years. When the last expansion came out, I had five level sixty characters, with one more nearly there, and I've been diligently leveling them up to seventy since then. My ultimate goal is to level up one of each class at some point and I'm only three more characters away from success. The next patch will definitely help push my Shaman, Mage and Priest up through the ranks.When the long wait times for character copies subsided, I transfered my level forty shaman to the test realm in order to check out the improved experience gains. The good news is that the change was certainly noticeable. While I don't have any hard data, with full rested experience, I was able to gain about three levels in just a few hours while doing quests that were mostly green to me. The bad news is that I've been spoiled by the new experience rate and have been unable to continue leveling my alts on the live server. Have you experienced anything similar? Are your alts being neglected until 2.3 comes out?

  • The Care and Feeding of Warriors: Leveling Up 1-20

    by 
    Matthew Rossi
    Matthew Rossi
    11.02.2007

    The Care and Feeding of Warriors anticipates Patch 2.3 the way Cookie Monster rips the plate from your hands and devours the cookies with a 'gnom gnom gnom' sound and flying crumbs everywhere. Matthew Rossi learned to do a mean Cookie Monster, Grover and Elmo impersonation when he was in his twenties. He doesn't like to talk about it.Since we have in the past been accused of focusing too much on the 70 game, this week's installment of TCAFOW will be spending some time with the brand new warrior. Since we know Patch 2.3 is on the way with improvements to leveling and instancing between 20 and 60, it behooves us to be level 20 or thereabouts when it hits, and that's what this post is all about. While it's not terribly hard to level to 20, it never hurts to discuss the do's and don'ts of the initial 'trying-on' period of the class.The first few pieces of advice are general ones. First off, if you can, go to the Draenei or Blood Elf starting zones to level grind. The quest progression is better, the rewards are better, the zones are well designed to funnel you from place to place, and you can solo almost everything you'll come across with a few notable exceptions that will require grouping as you near level 20. Do as much in these zones as you can, perhaps even set your hearths there if you don't mind being fairly cut off from other zones. The blood elf starting zone has the benefit of a transporter in Silvermoon that will take you to Undercity, and thus the zeppelins for transport to Kalimdor, while Azuremyst and Bloodmyst isle are a touch more isolated, requiring two boat trips to get to. But at low level, a few corpse runs are no major impediment compared to the experience you'll gather in those zones.There are things you can always do to make a new warrior's life easier if you have a higher level main: they're obvious, and I won't cover them here because either you have such a higher level character and can figure it out pretty easily, or you don't and therefore don't have recourse to them. Similarly, higher level friends can help you, but if you don't have them you don't have them. This post assumes you just bought the game.Levels 1 to 10 of the warrior are, like most classes, incredibly basic. You start off with Heroic Strike and Battle Shout at level 1, gain Charge and Rend at level 4, Thunder Clap at 6, Hamstring at level 8. Clearly, since these are all the abilities you are going to have, and you won't have gained any talents yet, these are the abilities you will be choosing from. You may not even have a ranged weapon yet: get one as soon as you can. While charge is fun and awesome and a rage generator, there will be times you're going to want to pull a mob over to where you can more easily control the fight. Remember, adds are not your friend at this level, as you have no real way to deal with them.