Stop asking for Mage Tower to be brought back. Its not going to happen. Nor challenge mogs from Warlords of Draenor. In the future there will probably be challenges just like the ones you missed out on. Not the same appearance, but something new. Just accept you missed out so we don’t have the same thread asking every week.
We’ve done it boys, asking for mage tower to be brought back is no more!
Says the person…making a thread about it?
#bringmagetowerback
OP is a clown. People can ask for whatever they want.
The fact that you’re crying about something like this is sad.
Literally who is crying?
Eh. I did the WoD stuff. I’m 36/36 for the Mage Tower. Admittedly, I missed out on the MoP CM stuff with no regrets.
Even so, having what I do have, I do not see the harm in doling out reskinned rewards as long as there is an equitable challenge to overcome to obtain them.
You didn’t know? If you have any minor complaint it’s classified as “crying” or “whining” or basically anything to belittle your complaint.
I only got the mage tower appearance on my arms warrior. I couldn’t do the other specs because I never could figure out how to play them until current late BFA. That’s pretty insane how you have all 36 though, I don’t think I could manage gearing/attempting on that many toons
No
/10char
I agree.
I got the only 2 mage tower things I wanted, the hulk bear and the lazer cat, and I’d have no problems allowing people a chance at getting them that missed out.
It’s not like the mage towers were that difficult, especially by the end of the expac.
I leveled a highmountain tauren and unlocked the 2 appearances in one try for cat and about 6-7 tries for bear with unsocketed weapons since my hm was boomkin main spec.
I feel like the only people that really care about it coming back are the people that don’t understand that the MT wasn’t some huge feat of strength.
Great reverse psychology.
If people want the mage tower appearances to come back, they’re more than welcome to create a thread asking for it. They have that right, and you have the right to ignore those threads if you don’t want to contribute to them.
Personally I think they should come back as part of Legion timewalking. Let folks smash their heads against them, scaled to the ilvl they would have needed to be when they were introduced, so that they can’t overgear them.
I think people who get mad about bringing stuff like this back are funny. I’m not even dying to get the ones I missed, I just don’t see the harm in giving players what they want when it comes to cosmetics.
“I’m not dying to get the one’s I missed”
“#bRiNgBaCkMaGeToWeR”
Ok
You’re a feisty little man, aren’t you?
Didn’t think it’d be that easy to goad you.
I like the Balance of Power appearances more, and you can still get those.
In all honesty, I didn’t do the mage tower. It’s my own fault. Gratz to the people that did it. YOU deserve the transmog. I don’t. My lazy bum couldn’t be bothered lol
I play Horde and short race yes
It was pretty minimal time investment, actually.
I hopped across all the classes to do the invasions when convenient and got everything leveled pretty quickly. I was only able to do the Shaman Enhancement and Death Knight Blood when the Mage Towers were released - the rest came with the Argus patch. Just like the invasions, I rotated the alts through the greater invasions on a weekly basis. Twenty minutes or so per week, and over time, it gave me a really solid base to work with.
At that point, I hadn’t even decided to go for all of them. I completed it on my mains first. Then tackled the appearances that I really didn’t want to get away. Then figured I might as well do all the appearances for the classes I got it on. And it just snowballed from there.
Actually, I think I posted on reddit about it. Here it is: https://www.reddit.com/r/wow/comments/8lxzod/club_36_my_review_of_the_mage_tower_challenges/
Hello everyone!
Like many of you, when the Mage Tower Challenges were announced, I was excited to undertake a personal challenge. The classic Benediction was one of my favourite pieces of content, followed by the Green Fire questline. Getting one of these challenges for each and every class was awesome. But how did it play out? Did these challenges actually challenge players in ways that felt rewarding? Below, I’ll be ranking each challenge by difficulty (subjective, I know), and by the specializations therein, with commentary as appropriate.
The Highlord’s Return
The most difficult of all the challenges for me, and what I view as the most poorly designed, the tanking challenge was definitely the most time consuming. Full disclosure, this was the first one I tackled and one of the few I did at an appropriate item level, but even with overgeared characters, I felt that certain mechanics were overly punishing and I never actually felt challenged as a tank - this was all about damage, unfortunately, with tanking concerns being more-or-less secondary if at all existent for certain classes. Most unforgivable, though, was the buggy infernal knockback, which would often trigger and likely end a run without broadcasting itself. In summary, buggy and did not accurately assess your ability to do your role.
Protection Warrior (Attempts: 50+): No on-demand self-healing. Extremely spiky damage. Denied the opportunity to lay into DPS. This is the challenge where I had my most failures. As a Warrior, I either felt immortal or I was simply dead, with little room in between. Charge and Leap gave a little leeway when caught by an errant knockback. A make or break change for me was to ensure that I did not take the talent Impending Victory. While in theory, that talent gives you on demand healing and the others on the row offer virtually nothing, it actually reduced my healing from actual mob kills, which will be your only source of healing anyway. Being able to Spell Reflect Twisted Reflection is also a perk, but nowhere near as large a boon as some would have you believe.
Protection Paladin (Attempts: 50+): A close second for me, the unparalleled interrupt potential combined with self-healing allowed a little slack if you remain aware and space your Shields out. However, the lack of mobility really hurt here, particularly on Kruul himself.
Blood Death Knight (Attempts: 30+): The first Mage Tower I tackled and the one on which I learned the encounter, it was nevertheless easier than the previous two. Passive self-healing, a very high damage potential, and AMS were definitely tools that helped to even out the experience. However, the lack of mobility was still a notable hindrance.
Brewmaster Monk (Attempts: 5): The middle-ground, Brewmaster was a relatively simple experience. Solid mobility, good self-healing, solid mitigation, ranged DPS options, and Ox all served to make for a simple experience, especially given my experience with the challenge at this point.
Guardian Druid (Attempts: 9): While I spent more attempts on this than Brewmaster, I still felt it was a much simpler experience overall. Full disclosure, this challenge is trivialized if you have access to a legendary that extends Thrash range, and I lucked out and got one. I attribute what little struggle I had with unfamiliarity with the spec itself.
Vengeance Demon Hunter (Attempts: 1): Utterly trivializes everything about this challenge. Glide makes you more-or-less impervious to knockback. You have self-healing for days. You have burst DPS comparable to an actual DPS spec. I can’t decide if the challenge was designed around this spec (which seems to be the case, given the story), or if they forgot about it entirely given how easily every aspect of the challenge is countered.
Thwarting the Twins
The most difficult of the damage dealer challenges, but perhaps the most well-designed of all of them. Unforunately, the challenge was easily subverted by most of the classes it was available for. In any case, as a ranged DPS test, it was functioned as it should.
Frost Mage (Attempts: 20+): This challenge seemed to be designed for the Frost Mage’s toolkit, and as a result, I had the most difficulty with it since I was unable to use a cheesey tactic with this spec. I can’t really comment more than that - you have all the tools you need, and you’re tested in their usage. Perfectly fitting.
Shadow Priest (Attempts: 20+): The good? You can end this fight with complete tunnel vision on phase 2 before any difficult mechanics kick in. The bad? I had terrible gear optimization and had never played the spec.
Marksmanship Hunter (Attempts: 5): The spec on which I accidentally discovered you could cheese the fight, once I discovered that any knockback would disrupt the transition to phase 2 and allow you to burst down the first boss and skip to the final phase, the whole thing was trivialized.
Balance Druid (Attempts: 3): Using the tactic discovered above, I had very little trouble here.
Affliction Warlock (Attempts: 1): Same as above, but even easier given that I had a little pre-existing knowledge of the spec.
End the Risen Threat
Ah, the healing challenge - the one I dreaded the most, and ultimately the one I enjoyed the most. I had not healed for quite some time on any class, so I was learning the role in addition to the specialization. Ultimately, I found this to be the best designed challenge overall, with one glaring issue: the amount of time it takes. Personally, I think a checkpoint before the final room probably would have been fair without diminishing the challenge of the initial phase. But again, overall, this challenge was the standard by which the others should be compared if similar content is implemented going forward.
Holy Priest (Attempts: 12): The quintessential healer oddly felt the least equipped to deal with everything thrown at you here. With a focus on direct and very mindful healing, this wound up being the most punishing given the amount of things you need to keep track of. I had particular difficulty with healing the last set of adds right before the boss in addition to keeping my group up: either I switch focus and adds get to the boss, or I tunnel in and my group kills themselves. I was ultimately able to manage (this was the last challenge I tackled), but most of the other classes had options to passively heal your group while focusing the adds.
Mistweaver Monk (Attempts: 8): A very unique healer, most of my difficulty here came from that novelty. I did ultimately have the most fun with this one given the change of pace.
Restoration Druid (Attempts: 5): My complaint with Holy Priest obviously doesn’t apply here - all the “set it and forget it” healing you could ask for. Ironically, that wound up being the most frustrating part of this challenge - I kept wiping on the final phase due to inadvertently healing myself and killing my own group. This is the only healer where I actually wiped more than twice on that phase, and given the time invested to get to that point, I was not impressed.
Holy Paladin (Attempts: 10): Double Beacon trivialized the most difficult component of this fight, but I did have some issues overall. But I chalk that up more to personal incompetence than issue with the actual challenge’s design.
Restoration Shaman (Attempts: 1): The first time heading into the challenge was surprisingly a one-shot. The Shaman simply has so many little tricks up their sleeve and respectable DPS, I was able to deal with every little upset that was thrown at me as it came. Still surprised I was able to get it done in one, but I think that speaks to the strength of the Shaman in small group content.
Closing the Eye
A good design, but it often felt as if the difficulty was determined by how well you could subvert mechanics than actually deal with them, which is potentially a design decision in itself.
Subtlety Rogue (Attempts: 20+): The mobility was awesome. The burst was there. But the Rogue did not have an adequate tool to deal with the required snaring in the last phase. This was one of the few I actually gave up on and came back to after farming some specific gear. In order to deal with the final phase adds before they reached the boss, I had to secure an AoE trinket to make it possible for me. I’m sure others have managed otherwise, but this was one of my most frustrating experiences.
Survival Hunter (Attempts: 5): For Survival, and the subsequent specs, I felt relatively well equipped to deal with it. It was all about learning and tweaking your gameplay to deal with it all as easily as demanded by your class.
Arms Warrior (Attempts: 4): The ability to Leap to the boss on the Arcane phase and completely avoid the adds was a God-send. Otherwise, pretty standard fare.
Frost Death Knight (Attempts: 2): The last class I tackled for this challenge, I probably would have had a lot more difficulty if I didn’t have so much experience with it already. I could see mobility being an issue for some.
Havoc Demon Hunter (Attempts: 2): Supreme mobility, and jumping over the ice trivialized it all.
An Impossible Foe
Perhaps the most poorly designed challenge, I felt that there was a definite random element to the sequence of adds spawning. I never felt truly tested to learn my class here - timing my cooldowns rarely mattered, and ultimately, it was the most easily overpowered challenge of them all.
Elemental Shaman (Attempts: 50+): I did this pre-Antorus, so don’t judge me too harshly. With an item level of ~900 on a spec I hadn’t played since Cataclysm, it was quite the learning experience. And again, the random element to the imp spawns was infuriating. With other challenges, I always felt that I was learning when I failed. Here, I just felt cheated by bad luck.
Fury Warrior (Attempts: 20+): I’m a horrible Fury Warrior. The spec just doesn’t click with me. That being said, once I figured out how to AoE decently (not too hard, I know), it went down pretty quickly. I most of my failures here come from frustration.
Feral Druid (Attempts: 3): Brutal Slash. Learned the timing. Enough said.
Fire Mage (Attempts: 2): Lots of passive AoE and a halfway decent item level is a free pass.
Outlaw Rogue (Attempts: 1): Item level > any challenge.
Unholy Death Knight (Attempts: 1): Another one-shot. Passive AoE dominated the imps.
The God-Queen’s Fury
For the melee DPS challenges, I believe this was the most fairly designed. There was a fair amount to learn, a lot of dancing, opportunity to take risks to pump out some more numbers. Enjoyable overall. That being said, every now and again things synced up in an unfavourable way that I could not account for whatsoever, but I’m willing to chalk that up to ill-timed CCs on my part.
Demonology Warlock (Attempts: 6): Honestly, it felt like Demo was placed here because it didn’t fit anywhere else. And this encounter felt pretty clunky on a ranged DPS with no self-healing to speak of. Other than that, I knew the encounter well by this point, and focused that experience into a quick win.
Arcane Mage (Attempts: 5): Much like the above, non-healing ranged feels horrid here. The encounter itself was still sold all-around, though, so again, I had little trouble with this one.
Assassination Rogue (Attempts: 2): Multi-DoTing and general AoE did wonders. Had some issues with healing my first go, and I fully believe I lucked out the second. Still quick completion.
Retribution Paladin (Attempts: 2): Knew it like the back of my hand, and Ret is extremely forgiving to personal failure. Like Assassination, I should have had more trouble here, but I wasn’t punished much for my mistakes here.
Enhancement Shaman (Attempts: 9): Another pre-Antorus fight, and the one I did on my main. A learning experience, but once I had the mechanics down, it was a relatively simply matter. Probably would have been a one-shot if I had waited to do it.
Feltotem’s Fall
This one just seemed like a “catch all” freebie challenge for specs that didn’t seem to fit elsewhere or would have doubled up on a class representation within a challenge. Extremely forgiving, relatively simple mechanics. I would consider this one a failure, given its ease.
Beast Mastery Hunter (Attempts: 5): Probably the class this was designed for, given that it was the only one with a modicum of challenge keeping your pet alive to tank phase one. But once I had the cadence down, it was fine.
Destruction Warlock (Attempts: 2): CCing with Fear was clunky, but other than that, nothing to it. Windwalker Monk (Attempts: 1): It all died. Fast. Trivial.
Discipline Priest (Attempts: 1): Biggest joke of a challenge, a freebie of a freebie. It’s like they didn’t think Disc could cut it in the “real” healer challenge, so they gave them an extremely neutered DPS one.
Conclusions
I believe the Mage Tower Challenges, overall, were a huge success. Initially, I had planned to only tackle my main specs. Then only weapons that looked cool. And it snowballed into challenging myself to get them all done. That level of addictiveness is rare for me. While there were a few stumbles, it is understandable given that the nature of the content.
Going forward, I’d love to see more solo content like this. I may suggest, however, that it scales to prevent the trivialization, and at the same time, add numerical rewards in addition to, or in lieu of, the cosmetic. Yes, this is an MMO, but solo players do exist. It would be nice to have a venue for them to push themselves outside of group content (I do raid myself, but I know quite a few solo players that can’t commit to that, and I enjoy solo content myself.
Thoughts? How did your experience differ? Have you managed to down the challenges that you’re aiming for yet?
but but but but,
That mog just goes so well with this outfit, I can’t live without it.
Gimee gimee gimee, I want it NOW!!!
Artifacts, you build a look around. They aren’t incidental choices. 