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Category Archives: Hunter

MoP’ing up the Twinks

Today we’re going to take a look at the talent trees that are proposed for being in the Mists of Pandaria expansion, and how those talent trees might impact twink brackets. As we continue on, keep in mind the fact that this stuff was just announced at BlizzCon 2011 and this expansion isn’t scheduled to come out for who knows how long yet so any and all information here could potentially change.

I’m not going to look at every bracket in this post because there are just too many talents to smash them all into a single post. Instead I’m going to break in into two parts; one for the 10-14 bracket, and one for the 15-19 and 20-24 brackets as the impact on the two should be roughly the same.

I did not attend or in any way participate in this year’s BlizzCon, so I’m only going off of what the MoP Talent Calculator from Wowhead has to tell me, and what I heard people say on Twitter or on other blogs. If any of this information is incorrect, incomplete, or false please notify me of such in the comments so that I can get it updated with the correct information.

Right now we don’t know much of anything about the Monk class, so they won’t be included in this particular post. It is safe to say you better be careful around those pandas with their racial sleep attack though.
Turn the page to find out more…

 
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Posted by on October 25, 2011 in Druid, Hunter, Mage, Paladin, Priest, Rogue, Shaman, Warlock, Warrior

 

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New Heirlooms in 4.3

In Patch 4.3 the Darkmoon Faire is going to get a nice little revamp (details here). I’ve never been too big on the faire beyond abusing the vendors there to get high selling mats for cheap vendor prices that I could toss on the AH for a quick, easy profit. My lack of interest almost made me ignore the information regarding the faire, but I was bored anyway (and about to leave work for the day) so I figured I might as well take a look.

Most of what the notes mentioned weren’t bad, but nothing that would get me otherwise interested in the DMF, until I stumbled onto this:

“We have adorable companion pets inludin’ a fez-wearing monkey, a plethora of profession recipes, toys, balloons, souvenirs, delectable carnival snacks and beverages, heirlooms for the little ones, and even replicas of long-lost suits of armor that we’re offering for your Transmogrification needs.”

Unfortunately for us, there’s no more mention of heirlooms in the article, so we don’t know for sure what it refers to. It could be new heirlooms, it could be existing heirlooms, or it could be other items all together that they simply used the word to describe. Without the details, one can only hope and imagine.

But wait… we do have details!
Turn the page to find out more…

 

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Hand Me Downs: Hunters

I realize that my Hand Me Downs: A Poor Man’s Heirlooms post was a huge wall of text, so I’ve decided to do a breakdown of it so that it’s more useful to those who want try it out.

To do this, I’m going to do a breakdown of each class and show you which Hand Me Downs (HMD’s) I suggest using for the given class and spec. Most of this information is copied and pasted from the original post, but I’ve put in specifics related to the Warrior class and specs and hopefully given a bit more detail and direction for why I chose what I did.

General Concept
The basic idea of what I call “hand-me-downs” (or HMD’s) is that you’re taking items that can be passed from one toon to the next (so Common, White-quality items) and enhancing them them to make them better. Enhancements that we’re going to talk about here come mostly from the Enchanting profession, though a few may also be found in Blacksmithing (counterweights, sheild spikes, etc), Leatherworking (armor kits), and Engineering (scopes).

The whole point here is to get low level gear that you can pass around to any alts that you ever roll to make them more powerful starting out. As Cynwise and I have proved through experiment in both PvE and PvP at low levels, it isn’t heirlooms that make your character so overpowered, it’s actually the enchants.

So if you’re trying to decide on which class to role, or what to go take one for a test drive for 10 levels or so before deciding whether or not to keep them, this is a great way to get a feel for how the class is going to play for you without putting in investment that’s going to be wasted. Since these items can be passed around due to their lack of binding, it’s not a big deal to roll a character, gain a few levels, scrap them and reroll another, and so on until you find a nice fit.

Ranged and Melee Weapons
We’re going to start off with weapons because they have more potential than armor for making your low level toons extra powerful. As far as Hunters are concerned though, melee weapons are most often nothing more than “stat sticks” meaning that you take them simply for the stats that they give you with no intention of ever actually using it in combat.

Ranged Weapons
Cadet’s Bow: [Lvl: -] 4-9 Damage (3.2 DPS), 2.00 Speed
Hornwood Recurve Bow: [Lvl: 3] 6-13 Damage (4.4 DPS), 2.10 Speed
Ornate Blunderbuss: [Lvl: 4] 7-15 Damage (5.1 DPS), 2.20 Speed

The highest damage you can find on a bow at level 1 is sadly the Cadet’s Bow which has a low drop rate and from only a few mobs. If you want to hunt the bow down, then feel free to do so, but it’s pretty easily replaced by better ranged weapons that are available at levels 3 or 4.

The only class that really needs to worry about having a high-DPS ranged weapon is the Hunter, and with their power at low level they can make it to level 4 in the blink of an eye and bypass the need for the Cadet or Hornwood bows. If you’re going to roll a Hunter I suggest you skip the Cadet’s Bow and aim for either the Hornwood Bow or Ornate Blunderbuss when they become available, and then upgrade to better weapons once you get close to level 10.

I didn’t bother listing other HMD ranged weapons beyond that level because the Hornwood Bow or Ornate Blunderbuss should be more than enough to get you to level 10 and at that point you’re better of ditching HMD’s and using other weapons instead. The easiest ones to obtain, or make yourself, come from the Engineering profession. They tend to have higher damage than green drops in dungeons and they’re almost always an affordable option as well. If you can’t find them, it’s not that hard to pick up the Engineering profession yourself and level it up high enough to make your own.

The “enchants” available for ranged weapons right now really suck too, so it doesn’t matter that you’re replacing your ranged weapon quickly because you’re better off just not bothering to enchant them in the first place.

Ranged Weapon Enchants
Crude Scope (Req. 5): +1 Damage to a bow or gun
Standard Scope (Req. 10): +2 Damage to a bow or gun

Your Ranged weapons are pretty lonely in the enchanting category as your only options really are a +1 Damage scope that requires level 5 to benefit from, and a +2 Damage scope that requires level 10. The best HMD enchants you can give a hunter are actually his melee weapons by using the +Agility enchants mentioned below with the +25 Agi on a two-hander prior to level 20 and then +15 Agi on dual one-handers from 20 on.

Melee Weapons
Bastard Sword: [Lvl: -] 5-8 Damage (2.1 DPS), 3.00 Speed
Broad Axe: [Lvl: -] 5-8 Damage (2.1 DPS), 3.10 Speed
Frostbit Staff: [Lvl: 5] 12-19 Damage (5.8 DPS), 2.70 Speed
Cutlass: [Lvl: 10] 10-20 Damage (7.0 DPS), 2.20 Speed
Jambiya: [Lvl: 11] 7-14 Damage (7.4 DPS), 1.40 Speed
Hatchet: [Lvl: 11] 12-25 Damage (7.4 DPS), 2.50 Speed
Scimitar: [Lvl: 14] 14-27 Damage (8.7 DPS), 2.30 Speed

I have a few options listed for two-handed weapons just to give you a little variety, and then some one-handed weapons as well. As I mentioned above, you’re not going to use your melee weapon unless you’re somehow forced to do so, so the only reason you’re going to consider a two-handed weapon is because you can enchant it with +25 Agility which gives you 50 Attack Power.

The one-handed weapons listed here are for when you reach level 20 and can dual wield. The best thing to do here is just borrow a pair of weapons that you would have used on your Rogue and use them instead. Having two one-handed weapons allows you to use dual +15 Agility enchants for a total of 60 Attack Power.

Melee Weapon Enchants
Enchant 2H Weapon – Agility: +25 Agility
Enchant Weapon – Agility: +15 Agility
Enchant Weapon – Fiery Weapon: Proc: +40 Fire damage (x2 crit)

As a Hunter, the only enchants you’re concerned about for your melee HMD’s is Agility, and the more you have the better it is. If you can’t find or can’t afford the agility enchants, then the only other thing to really even consider is Fiery Weapon so that in those few, rare occasions that you are forced into melee you can at least get some more bang for your buck.

Use a two-hander with +25 Agility if at all possible, and then switch to dual one-handers with +15 Agility once you reach level 20.

Armor
Armor isn’t nearly as important as your weapons because in the levels that you’ll use HMD’s you should not have very many issues with survivability, making the armor stat much less impressive than it really is. The main benefit that you’ll get from your HMD’s then is actually the enchants that you place on them. The best-in-slot items for both chest and leg slots (that can be used at level 1) are interestingly cloth items; Haliscan Jacket and Haliscan Pantaloons.

And since the whole point of HMD’s is to enchant them in order to make them more powerful than regular gear, we’re not going to bother making HMD’s that cannot benefit from enchants, or which benefit only a very small amount. So we’re not going to look at Belts, jewelry or trinkets.

Leather Armor Set
Chest: Haliscan Jacket: 90 Armor (Cloth), Sun Cured Vest: 33 Armor
Legs: Haliscan Pantaloons: 77 Armor, Black Tuxedo Pants: 54 Armor, Sun Cured Pants: 29 Armor
Waist: Squeeler’s Belt: 22 Armor, Sun Cured Belt: 18 Armor
Bracer: Sun Cured Bracers: 14 Armor
Gloves: Sun Cured Gloves: 20 Armor
Feet: Sun Cured Boots: 23 Armor
Back: Linen Cloak: 12 Armor

Above is the vendor bought Leather set from the Blood Elf starting area. For level 1 characters these do end up being the strongest items available to you, so I haven’t bothered listing items for other levels as armor upgrades really aren’t important for your first 20 levels unless you’re a tank.

The Haliscan Jacket and Pantaloons and the Tuxedo Pants easily beat out the best leather options at level 1, so they’re listed here as well even though they’re cloth. They also happen to have higher item levels than all of the other options, giving you the ability to put more worthwhile enchants on them as well.

Chest Enchants
Enchant Chest – Exceptional Stats: +6 All Stats [ilvl 35+]
Enchant Chest – Greater Stats: +4 All Stats
Enchant Chest – Stats: +3 All Stats
Enchant Chest – Exceptional Health: +150 Health [ilvl 35+]
Enchant Chest – Major Health: +100 Health

It’s hard to be +6 Stats no matter which class you’re playing, and the Hunter is no exception. Go for +6 or +4 if you can find them, otherwise I’d suggest even +3 Stats above 150 or 100 Health. Hunters have a lot of survivability due to their pets and their abilities to avoid melee combat such as Disengage and traps, so straight health isn’t all that great.

Bracer Enchants
Enchant Bracer – Minor Agility: +1 Agility
Enchant Bracer – Superior Strength: +9 Strength
Enchant Bracer – Superior Stamina: +9 Stamina

The one exception I make for using +1 Agility over +9 Strength is for the Hunter. You get almost nothing at all from Strength, so 1 Agility is the better of the two. If you feel the need for health then 9 Stamina is a way to do it, but you’re a Hunter…just move away and shoot them in the face.

Glove Enchants
Enchant Gloves – Superior Agility: +15 Agility
Enchant Gloves – Greater Agility: +7 Agility
Enchant Gloves – Minor Haste: +10 Haste

Gloves provide us one of the best enchants of all of our HMD’s with Superior Agility (+15 Agi). The +15 Agi enchant isn’t exactly easy to find though, because it’s not exactly easy to farm either. If you can’t find it, then look for the +7 Agi instead. Having that +15 Agi enchant is like giving us a third weapon though, it’s actually pretty sick as far as HMD enchants are concerned.

Haste is the only other option that’s really worth considering here as it will help you attack a bit faster and also help your DoT’s tick a bit quicker. It’s not the best thing in the world, but it’s better than nothing (or Strength).

Leg Enchants
Light Armor Kit: +8 Armor to Chest, Legs, Hands or Feet
Medium Armor Kit: [Lvl: 5] +16 Armor to Chest, Legs, Hands or Feet

I’m going to go ahead and list these here just for the sake of completion. I don’t use HMD pants because of the fact that these are the only enchants you can put on them. A little extra armor never hurt anybody, but it never really helps for your low level toons either. Not when we’re talking about 8-16 points of it, at least. If you want to use them, then here they are.

Boot Enchants
Enchant Boots – Greater Agility: +7 Agility
Enchant Boots – Minor Speed: +7% Run Speed
Enchant Boots – Lesser Accuracy: +5 Hit

For Hunters I prefer to go all out when it comes to damage, so I go for +7 Agility even over Minor Speed. Also, Hunters eventually get Aspect of the Cheetah which increases their run speed and doesn’t stack with the enchant. By the time you get the spell (in your 20’s, I believe) you probably already have your HMD boots replaced anyway.

Minor Speed is still a really good option until that point, especially if you want to use a lot of kiting or practice your Jump Shots, but since it doesn’t stack it will eventually be nullified by your class abilities.

The other option is Lesser Accuracy which is still good for a low level boost to your Hit chance, but I don’t find myself missing very often as a Hunter anyway so I generally don’t bother.

Cloak Enchants
Enchant Cloak – Stealth: +8 Agility, +8 Dodge
Enchant Cloak – Lesser Agility: +3 Agility
Enchant Cloak – Subtlety: -2% Threat
Enchant Cloak – Superior Defense: +70 Armor

The Stealth enchant has stepped up in 4.0.3a as the top enchant for Agility-based HMD’s. Rather than making it harder to be noticed while it stealth, it now gives you +8 Agility and +8 Dodge making it far superior to every other cloak enchant available on your HMD’s. The mats for it are also fairly inexpensive given how powerful this enchant is.

Hunters have a ton of burst damage in low levels compared to many of the other classes, so if you’re doing dungeon runs you may give some serious consideration to the Subtlety enchant to reduce your threat. It’s not great, but every little bit helps. It also helps with pulling threat off of your pet, so it’s a lot better for Hunters than it is for any other class.

Your other option is +70 Armor, but you’re a Hunter, remember? NO MELEE FOR YOU!

 
 

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Welcome to the Hollowed Core

Hello everyone! My name is Bliky and I play a hunter on Shadow Council. Your fearless blog poster Psynister has been kind enough to let me guest post on his blog until I get off my lazy butt and make my own. That probably won’t be until Cataclysm hits so I’m here to write about one of my favorite topics in the mean time. What is this topic you might ask? Well, it’s Soloing Molten Core with your hunter!

Now, you might be saying to yourself “Molten Core?! Are you CRAZY?! No chance I’ll survive as a hunter in there!”. Actually, you will flourish in Molten Core as a hunter! It’s almost like the instance was made for you to solo. I wanted to write a few separate posts about this. This one being general spec/gear/buffs/pets stuff and the next one going way more in depth about all 10 of the bosses in Molten Core.

Pets

The first aspect of Hunter-Soloing I wanted to cover is your pet. Your tanking pet is the bread in the bread and butter hunter soloing sandwich. Honestly, I would not suggest anything other than getting a Turtle. Why? This is why: Shell Shield

Shell Shield is the turtle’s shield wall. It’s a 50% damage reduction cooldown that last’s for 12 seconds. In my opinion, this is game breaking. Sometimes your turtle will take a little damage, sometimes he will take A LOT. For the times when he take’s a lot, you have Shell Shield for that extra cushion.

The turtle I have is this one from The Hinterlands. You, of course, don’t need the one that I have as there are many different turtles in the game. Turtles

Spec & Glyphs

Both your spec, and pets spec, play the butter role in our bread and butter hunter-soloing sandwich. As with any spec, each talent and glyph have their own importance. Here is the Spec I use for all my Soloing Adventures: http://www.wowhead.com/talent#cVbhzggRVuheot0eVbo:Vc0

Pet Spec for my Turtle:
http://www.wowhead.com/petcalc#Mc0G0rMzboor

I go deep enough into Marks to get Aimed Shot because I use the Tier5 Healing Bonus which I will talk about later. If you don’t have the T5 bonus and wanted to focus more on pet health this spec might be more your style: http://www.wowhead.com/talent#cVbhzggRVuheot0oZe00i:Vcf

Focusing more on the Beast Matery tree, lets look at some talents that are more or less gamebreaking for Hunter Soloing. I’m not going to cover everything because some talents should just be self-explanitory.

Improved Mend Pet: Your pet will be doing 100% of the tanking and sometimes he will get a Debuff put on him by a boss. What’s better than your constantly rolling heal being able to cleanse just about every Debuff there is?! Also, the mana reduction isn’t bad either!

Spirit Bond: Personally, I love spirit bond! There are some fight’s in Molten Core and other instances that will, at some point, do a little damage to you. Now, unless you’re a Draenei you really have no way to heal yourself. Spirit Bond help’s with that as it heals you, as well as your pet, for 2% of your total health every 10 seconds. Also, the 10% healing increase is very nice to help you boost your Mend Pet ticks.

Intimidation: Intimidation is basically a 3 second stun and causes your pet to generate some threat. Well with misidirect you shouldn’t really need the threat but you will need the stun. Since the BM Solo Spec doesn’t have access to Silencing Shot in the Marks tree you really have no way to interrupt a mob’s heal. This is where Intimidation come’s in handy. If you don’t need it for the threat, use it to interrupt a heal or two.

Longevity: At first glance, Longevity seems like a simple talent, right? It just reduced the cooldown of a few abilities BUT it also reduces the cooldown of your Pet Special Abilities. Why is this important? It reduced the cooldown of some pet abilities like Cower, Shell Shield, Growl, and Last Stand. Cower, Shell Shield, and Last Stand are all defensive cooldowns for your pet so having these avaliable quicker is better.

Glyph of Mending: Glyph of Mending is the most important of the three major glyphs I mentioned in the spec above. I mean, 40% more healing on your one pet heal that should be constantly be rolling, who wouldn’t want that!

Uncrittable Pet

This is one of the most important things you can do to help your pet out tanking. When a boss crits, it crits hard so we want to make our pets Crit-Immune just like regular raid tanks. Now, we already have Grace of the Mantis which gives our pet a 4% reduced chance to be critically hit but we still need two percent to be immune. Go grab a few pieces of PvP gear because you need 132 resilience to give your pet that extra two percent to become completely Crit-Immune.

Misdirection

Obviously, you should use Misdirection every time you can on your pet so he can keep threat. Here is my prefered macro for this:
“/cast [@Gordon] Misdirection”

Of course, you would want to replace “Gordon” with the name of your turtle pet.

Tier 5 Bonus

Tier 5?! That’s like 5 tiers ago Blik! Why would I ever want that? Well, basically, this: Tier 5 2 Piece Bonus. 15% of the overall damage you deal heal’s your pet. It’s a VERY nice thing to have, but not absolutley necessary for soloing things like Molten Core. If you have access to two pieces of T5 get them!

Buffs

When soloing it’s always a good idea to bring a few self buff’s with you for the extra health cushion for you and your pet. When I solo I always bring these things with me:

Drums of the Wild
Drums of Forgotten Kings
Runescroll of Fortitude
Flash of Stoneblood
Spiced Mammoth Treats
Any type of food that give’s the 40 Stam buff.

Well, that should cover just about everything you’ll need to prepare for your trip into Molten Core! In my next post I will cover how to approach each boss fight with the different strategy’s and mechanics I’ve found best to use to defeat each boss. If you have any other questions leave a comment below or message me on twitter at @_Bliky.

 
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Posted by on September 26, 2010 in Guest Post, Guide, Hunter

 

Leveling Overview: Cataclysm 1-10

Beta Build: 4.0.1.12942
Spoiler Types:
– New features
– Low level class abilities or traits
– General impression of starting areas (no specific lore)

With my beta key firmly in hand, and the client downloaded and installed (after 38 hours), a lot of my leveling now is done in the beta rather than the live, and it’s most likely going to stay that way. I don’t want to leave the blog hanging or go off in another direction with it, so I’m going to keep right on blogging about leveling, just with a Cataclysm touch in mind instead.

I’m going to stay away from spoilers as far as the game itself goes, but I am going to talk about new abilities, where you get them, how you get them, and so on and so forth. There will be some small spoilers in relation to those topics, so if you don’t even want to know what abilities are changing and such, then you’ll probably want to ignore me for a couple more months until it comes out live. I’ve said it since Cataclysm was revealed to us in BlizzCon 2009, that it will launch in November and I still believe that that is true.

Each post that I make in relation to Cataclysm prior to its actual launch will have a disclaimer at the top noting which type of spoilers (if any) you’ll find in the post, along with the beta build number associated with the information in the post.

For this post I’m going to talk about leveling for all of the races and classes up to level 10, just to give you an idea of how they’re going to feel coming right out of the box.
Turn the page to find out more…

 

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