Category Archives: Hunter

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.


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:

Pet Spec for my Turtle:

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:

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.


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!


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.


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


Leveling Overview: Cataclysm 1-10

Beta Build:
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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Guide to Heirloom Purchases

Today we’re going to look at which heirlooms you should purchase for your leveling alts. A couple of weeks ago I covered Enchanting Your Heirlooms, so I’ll refer you back to that post if you have already purchased heirlooms and would like to look into the various ways that you can enhance their performance via enchants and item enhancements.

Equipment Lists
I’m going to make a list of heirlooms for each class individually, and I will mention certain items that would work better for certain specs as well. I will tell you right now though, that while I have leveled most classes to a significant leveling milestone, I have not played every class and every spec. So if you see me suggest an item for your class because I know you’re looking for Spell Power, but you feel it would be better for you to go with another because it has Spirit as well as Spell Power, then go with your gut as you may very well know that particular class better than I do.

What I am going to have is a list of weapons, chests, and shoulders for you to use in each of your different specs, and a (hopefully) short explanation of why. In some cases there may be multiple suggestions made for a particular slot, particularly when it comes to weapons. The reason for this will generally be because there are multiple builds that people use for that class, or because certain equipment options aren’t available until a higher level. A good example of this is the Enhancement Shaman who benefits more from a large two-hand weapon until level 40 when they can dual wield one-handers, or the Warrior who may dual wield one-handers until level 60 and then dual wield two-handers from there on.

Under each class header you’ll find the list of gear that I suggest and prefer. There will also be a Substitutions list which are items that I consider to be reasonable replacements for the items I suggest in case you already have some of those and would rather not purchase others, or in case you have more of one currency than another and can’t afford all of the recommended pieces.
Turn the page to find out more…


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Dealing with “Superstars” in Low Level LFG

We’re going to talk about some “Superstars” today in relation to low level random dungeons. Random dungeons are referred to in several different ways, including but not limited to: LFG (looking for group), LFD (looking for dungeon), PUG (pick up group), Randoms.

We’re not going to talk about specific individuals as I have in my Real Men of Failure posts, instead we’re talking about types of people and how to deal with them. In order to talk about these “Superstars” we first need to define what a “Superstar” actually is.

Superstar: [soo-per-stahr] –noun
1. a person, as a performer or athlete, who enjoys wide recognition, is esteemed for exceptional talent, and is eagerly sought after for his or her services.

Oh, my bad. That’s the definition of a Superstar. What we’re looking for is the definition of a “Superstar”.

“Superstar”: [uh-noi-ing puhngk] –noun
1. a player, as any class or role, who enjoys wide recognition, who believes themselves to be esteemed for exceptional talent, and who eagerly seeks to show off his or her (lack of) skills.

Roleless “Superstars”
The problem we see most often in the low level LFG is when one or more “Superstars” just throw their roles out the window and go crazy on everything expecting to live through it all.

They’re the level 15 Paladins who have no taunts, no AoE threat generation, and basically only a single ability to use in addition to their auto-attack and yet they still pull large groups of mobs and then wonder why the whole party wipes. They’re the Mages who think that they can go ahead and pull all of the mobs because they have Frostbolt and Frost Nova that will give the tank plenty of time to establish agro before anything bad happens. They’re the Hunters that leave Growl active on their pets and don’t bother calling their pet back when it chases a single mob through five other groups.

The most common offenders in this area are Hunters and Warriors, generally in that order. Hunters are a very strong class in lower levels because they deal high amounts of damage in a fairly short amount of time and their pets provide them with most of the security that they would otherwise need. It’s actually quite rare to end up in a pre-30′s LFG group where the hunter doesn’t try pulling the mobs at least once. (Un)Fortunately, Hunters are one of the few classes that can actually pull off soloing instances at level in the 15-25 bracket if they have some decent gear and know how to manage their pets. Because of that it’s often hard to get them to stop doing that and start working as a team.

Warriors are similar to Hunters in that they can do a lot of damage and spread it around nicely. The more damage they deal and the more damage they take, the more Rage they generate which allows them to be more active and more aggressive. For some odd reason a lot of Warriors take that to mean that if they have eight mobs bashing their face in, then they’ll be unstoppable. What they don’t seem to realize is that the damage they’re taking while doing that is usually way more than they can take without a solid healer who has the mana and the patience to put up with it. If the warrior is the tank, then the healer usually will put up with it, but if he’s DPS…

Where Hunter’s are classified as “Superstars” generally for pulling whenever and whatever they want to, Warriors are generally classified as “Superstars” for stealing threat from the tank or for using high threat generating abilities when they’re filling a DPS role instead of the tanking role.

GogoGoon “Superstars”
Another type of “Superstar” is one that feels that you’re going too slow or not doing good enough in your role and decide to take over. They’re the ones that are in a big rush to get through the dungeon and often try to talk the group into skipping bosses that aren’t required just to speed it up.

I’ve never seen the take-over happen to a DPS, and only twice have I seen it happen to a healer, but it happens to tanks a lot. This type of “Superstar” doesn’t have to be the one that actually takes your role, they can also be one that asks or tries to force another player to take over the role in question. Because of that they can also be of any class.

Sometimes the take-over is somewhat essential, like when I had a level 15 Paladin as my tank who was wearing a grey cloth robe with 45 Armor on it, was wielding a two handed grey kobold mining shovel, and had points in both the Prot and Ret trees. At that level the Paladin has no threat abilities, no taunts, nothing. The only thing he could do was auto-attack and Judgement. If the tank was simply doing it wrong, like pulling with his taunt or not using certain abilities or something, that’s one thing. But at his level he literally has no tanking abilities at all.

Another type of GogoGoon is one who has a completely wrong spec and/or wrong gear for the role that they signed up for, but insist that anyone and everyone but themselves are to blame for any problems that arise.

The single-most blatant offender in this area is the Ret Paladin. A lot of people don’t like leveling up as Prot, and they aren’t about to try leveling as Holy, so they’ll go with a Ret spec instead. But when it’s time to queue for random dungeons they’ll select the Tank role as well, hoping to get a faster queue time. To be fair, I have seen some Ret Pallies successfully tank lower level dungeons up through Scarlet Monastery: Library, but nothing beyond that. But just because something is possible, does not mean that it’s the way it should be done.

The Paladins aren’t the only ones doing this, they’re just the most common. You’ll see plenty of healers who actually have a DPS spec instead of healing, but they’re generally just fine doing that up through the mid-40′s or so. The most common class that does this and then fails at it is the Paladin, followed by the Shaman. Druids and Priests can both do pretty well as healers in the wrong spec because of how their heals work and how their class heals.

Dealing With “Superstars”
When you’re having to deal with people doing stupid crap, you only have so many options. You can try to help, you can insult them, you can hope they leave the group, you can try to vote kick them, you can leave the group yourself, you can /ignore them, you can just let them keep doing it, you can let them die (repeatedly), and maybe a few other things as well.

The best thing you can do is teach them, but teaching and learning is a two-way process. If they’re willing to listen and take some advice then you’ve found one of the rare few. More often than not, from my experience at least, you’ll end up either getting ignored or having them take offense. You’ll also frequently run into people that tell you not to worry about it, ignore it and go on, and so on. The two people that get frustrated with “Superstars” the most are the tanks and healers, but even they can be the ones telling you not to worry about the bad ones.

If they leave the group on their own or you kick them then maybe your run goes a bit better but the problem itself isn’t solved. If you take the time to tell them why you’re going to kick them out of the group, in a constructive manner rather than insulting, then they might learn and try to fix the problem on their own. If the guy’s a punk then he’s going to keep doing what he’s doing and there’s nothing you can do about it. Some people just can’t take a hint, and some have very thin skin and don’t take well to advice.

There’s another side to these “Superstars” though, so we’re going to keep on going.

Another type of “Superstar” is the Super-Duper-Star (SDS from here on), which is a “Superstar” that you come to find out is actually a real Superstar. They’re the ones that you initially get really frustrated with because they’re not doing what they’re supposed to do, but after watching them for just a minute you’re actually somewhat impressed and may even think it’s pretty cool that they’re doing that.

Your first impression is to get frustrated because you immediately see them as Roleless and just can’t wait to kick them out of the group. As I mentioned above though, sometimes they actually pull it off. A level 18 Rogue soloing Ragefire Chasm? Not a problem. Level 20 Mage soloing Deadmines? Not a problem. Level (anything) Hunter soloing (anything he can queue for)? Not a problem. So when a low level tank and healer are trying to go through and get into their roles and get used to working through dungeons with a group they find nothing but complete chaos.

With recent changes to the game like BoA gear being introduced and old world content being made easier after various patches, it’s not really that hard for some people and some classes to do things that they generally shouldn’t be able to do, like tanking instances as pure DPS classes or even soloing them at level. Most of these are twinks, whether they be simple BoA twinks with just a few pieces of “twink gear” or actual PvP twinks that have best-in-slot items in every slot.

There are two classes that particularly stand out as being SDS: Druids and Warriors. Druids are the single most versatile class in the game and even when they have the wrong spec and maybe even only a single gear set, they can still pull off a decent job by simply switching their form. A Resto Druid can easily switch to a DPS role and they can do a fair job of Bear tanking in a pinch. If they have a second set of gear that they’re carrying around then they can pull it off to great effect.

The Warrior is in a similar situation where they can simply switch their stance and step in to fill the role of tank/dps. If they switch to tanking then hopefully they have a shield and a one-hander in their bags that they can switch to, but the lower your level the less important that is. If your shield blocks are only stopping 4 damage per hit then it’s really not all that important that you have one.

Just because someone is using one spec but filling the role of another doesn’t mean they’re going to suck at it; especially at low level.

Sometimes you’re going to stumble across Super-Impostors. These guys are the ones that look like they’re being complete idiots, they aren’t following advice and they aren’t following their role. They frustrate the heck out of you, they steal your threat, they pull mobs when you’re not ready, and you want to just reach through the screen and choke the player on the other side. And yet – nobody is dying.

When you find yourself in this situation you need to step back for a second and think about the situation. You need to ask yourself if there is a real problem here or if you’re just frustrated. Take a second to really look at what all is going on.

The Bear tank is fighting five mobs with a Mage giving him some AoE backup, the Arms Warrior is fighting three mobs on the other side of the room, and the Hunter and his pet are fighting two other mobs on the path leading up to the next area. Meanwhile the Druid healer is /dancing in the center of the room with 85% mana and everyone is above 95% health.

You’ve got two DPS players being tanks while your actual tank has his hands full. In a level 80 heroic that means somebody’s about to die or you’re about to wipe, but in a level 18 RFC run that means that you need to calm down and realize that the situation is well under control. If the tank is alive, the healer has mana, and everyone is holding their own then it doesn’t matter whether the tank has threat on every mob or not. My level 17 Warrior who can two-shot everything in this instance except for the boss doesn’t really need the tank’s help with three mobs. Give me 5 seconds and the problem will be resolved; Trust me.

For most of us in the blogging community, whether we’re the authors or the readers, we have high level toons that are running heroics or raids or who have at least been there before. And since we tend to spend more time in those settings and we have to follow our roles in order to succeed, we take that mindset with us when we get on our low level alts as well. Level 18 is not level 80.

If you see somebody that you think is doing something stupid, then take a minute to inspect them. Gear is the first indication of whether or not a low level character is controlled by a high level player. Are they wearing trash gear or are they wearing BoA’s? Are they wearing quest rewards or crafted gear? Can you tell whether or not they have professions and are using them? Are they using their racial abilities?


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Hunter Weapons: Level 20-40

I have a Hunter that I’ve been playing around with a bit just because I felt like rolling a Hunter. He might get to reach level cap, he might not, he might stick around for a while, he might get deleted; Who knows?

This Hunter, like every other character that I level, will be as powerful as I can make him at any given level without sinking a ton of resources into making him so. A big part of maximizing a DPS class is giving them the best weapons you can find that is in line with their type of power resource. For Hunters, we’re looking for Attack Power (particularly Ranged Attack Power, or RAP).

If you want to know what weapon is best for you prior to level 20, then you’re better off looking at twink blogs. I can answer the question if you really want to know since I do twink hunters, but that’s not what this post is here for.

Step 1: Determine Necessary Stats
Hunters have two primary sources of RAP, +Agility and +Attack Power. If you manage to find an item that has both, then that’s even better, but there aren’t many items in this level range that will provide that to any extent.

I’m personally leveling my hunter as Marksman to get the Careful Aim talent, which adds my Intellect to my RAP. So 15 Int = 15 RAP for my spec. If you’re not Marksman spec, then completely ignore the weapons below that I show +Int stats on as they will only help you by providing mana rather than attack power.

So for my purposes I’m going to query every item in the database that provides at least the equivalent of 10 RAP, whether it be from +Agi, +Int, or +AP. And of course, the more the better.

Step 2: Query Wowhead’s Database
There are several ways you can query the database at Wowhead as far as filters go. I decided to go with one source of RAP at a time, so I started with Weapons, Usable by Hunters, Required Level 19-40, Agility > 10, and restricted it to only melee weapons by selecting all the non-ranged ones in the list off to the right.

I then did the same changing “Agility > 10″ to Intellect and then Attack Power of the same. I then went back and put two filters on it where “Agility > 4 and Intellect > 4″ and used that combination also for Agility & AP and Int & AP.

After getting the lists from those I pulled up all of the Heirloom items that Hunters can use and looked at the stats for level 20, 30, and 40. I was very disappointed in how poor the Heirloom melee weapons really are for Hunters. If you’re really hurting for mana then you can use one of the staves for a while, but it’s still not a great option if you’re looking for AP.

Step 3: Analyze the Results

One Handed Dual Wielding Options
Weapon Link RAP Bonus Required Lv
Cruel Barb +12 AP 19
Vanquisher’s Sword +28 AP 32 Alliance
33 Horde

Those are the only two one-handed weapons worth mentioning as far as attack power in concerned. That being said, they’re also two of the strongest choices throughout because of the fact that they can be dual wielded. You can wield two Cruel Barbs since they are not unique, though they do have a somewhat low drop rate of only 17% from Edwin Vancleef, the final boss of the Dead Mines instance.

The Vanquisher’s Sword is sadly a quest reward so you can only get one of them. For whatever reason Alliance can get the quest that gives this sword at a level lower than the Horde can. You can’t wield two of them, but you can pair it with a Cruel Barb.

Two-Handed Options
Weapon Link RAP Bonus Required Lv
Haunting Blade +28 AP 20
Reef Axe +20 AP 22
Armor Piercer +16 Agi 24
Loksey’s Training Stick +40 AP 31
Windweaver Staff +15 Int 32
Illusionary Rod +15 Int 34
Manslayer +38 AP 34
Grimlok’s Charge +15 Agi, +20 AP 40
Darkmoon Executioner +52 AP 40

Those are our options from level 20-40 which provide enough of a bonus to at least somewhat contend with the other items on the list that are close to their own level requirements. The 16 Agi on the Armor Piercer doesn’t come close to the 52 AP on the Darkmoon Executioner for instance, but there’s a 16 level difference between the two as well which is why it remained on the list.

You may see some items on there and wonder why I bothered listing both, such as the level 20 Haunting Blade which provides more AP than the level 22 Reef Axe. The reason for entries like this is most often linked to how easy the items are to get. The HB for instance is a drop off of a rare spawn, where the RA is a fairly high drop from an instance boss.

Step 4: Kicking It Up a Notch
When you want to get the best out of your gear you need to look not only at the item itself, but also the ways in which you can enhance it. For our Hunter weapons we have two primary options, with a third thrown in there if you happen to use a Marksman spec. If you are not specced into Marksman, then do not consider the Mighty Intellect enchant if you want Attack Power.

Enchant Weapon – Agility: Permanently enchant a melee weapon to increase Agility by 15.

Enchant 2H Weapon – Agility: Permanently enchant a two-handed melee weapon to increase Agility by 25.

Enchant Weapon – Mighty Intellect: Permanently enchant a melee weapon to increase Intellect by 22.

You can see from the enchant options that you can either get 25 RAP on a two-hander, or you can choose between 30 (15×2), 37 (15+22), or 44 (22×2) RAP if you go with dual wielding.

Even if you are a Marksmanship Hunter you need to weigh the differences between the enchants for yourself. While you get up to 14 more AP as well as 660 MP per enchant out of using dual-Int enchants, you get more Crit from the +Agi enchants. You can fire off a lot more of your special shots and stay out of Aspect of the Viper more often if you have the +Int enchants, but you will crit noticeably more often with the +Agi enchants. Of course, there’s noting wrong with rocking one of each enchant and getting the best of both worlds.

If you go with one of each for dual wielding, be sure to put the +Agi on your main hand weapon, just in case. Trust me.

You also have the option of using the +22 Int enchant for a two-handed weapon if you wish instead of +25 Agi. You miss out on only 3 RAP, and you gain 330 MP in exchange for the crit chance from the Agi.

Now it’s time to do some math and find out what our best bet is for maximum damage.

Even if we assume that you go with the lowest of the three enchants, you’ll see that dual wielding trumps two-handed for Marksmanship Hunters, while two-handers generally win out for non-Marksmen.

Dual Wielding: +15 Agility and/or +22 Intellect Enchants
Cruel Barb (+12) x2, +15 Agi Enchant x2 = +54 AP total
Cruel Barb (+12) x2, +15 Agi Enchant plus +22 Int Enchant = +61 AP total (+330 MP)
Cruel Barb (+12) x2, +22 Int Enchant x2 = +68 AP total (+660 MP)
Vanquisher’s Sword (+28) plus Cruel Barb (+12), +15 Agi Enchant x2 = +70 AP Total
Vanquisher’s Sword (+28) w/ +15 Agi, Cruel Barb (+12) w/ +22 Int = +77 AP Total (+330 MP)
Vanquisher’s Sword (+28) plus Cruel Barb (+12), +22 Int Enchant x2 = +84 AP Total (+660 MP)

Two-handed: +25 Agility or +22 Intellect Enchants
Haunting Blade (+28), +25 Agi = +53 AP total
Haunting Blade (+28), +22 Int = +50 AP total (+330 MP)
Reef Axe (+20), +25 Agi = +45 AP total
Reef Axe (+20), +22 Int = +42 AP total (+330 MP)
Armor Piercer (+16), +25 Agi = +41 AP total
Armor Piercer (+16), +22 Int = +38 AP total (+330 MP)
Loksey’s Training Stick (+40), +25 Agi = +65 AP total
Loksey’s Training Stick (+40), +22 Int = +62 AP total (+330 MP)
Windweaver Staff (+15), +25 Agi = +40 AP total
Windweaver Staff (+15), +22 Int = +37 AP total (+330 MP)
Illusionary Rod (+15), +25 Agi = +40 AP total
Illusionary Rod (+15), +22 Int = +37 AP total (+330 MP)
Manslayer (+38), +25 Agi = +63 AP total
Manslayer (+38), +22 Int = +60 AP total (+330 MP)
Grimlock’s Charge (+35), +25 Agi = +60 AP total
Grimlock’s Charge (+35), +22 Int = +57 AP total (+330 MP)
Darkmoon Executioner (+52), +25 Agi = +77 AP total
Darkmoon Executioner (+52), +22 Int = +74 AP total (+330 MP)

You can see that dual wielding Cruel Barbs (available at level 20) with the fairly cheap +15 Agility enchant grants you one of the largest potential overall bonuses of all the items until Loksey’s Training Stick, and if you use the more expensive dual +22 Intellect enchants instead then they’re beaten only by switching one for the Vanquisher’s Sword or by upgrading to the Darkmoon Executioner.

Marksmanship Hunters
1st Place
84: Vanquisher’s Sword (+28) plus Cruel Barb (+12), with +22 Int Enchant x2

2nd Place (Tied)
77: Vanquisher’s Sword (+28) w/ +15 Agi, Cruel Barb (+12) w/ +22 Int = +77 AP Total (+330 MP)
Darkmoon Executioner (+52), +25 Agi

3rd Place
74: Darkmoon Executioner (+52), +22 Int

Non-Marksmanship Hunters (or Hunters without Careful Aim)
1st Place
77: Darkmoon Executioner (+52), with +25 Agility Enchant

2nd Place
70: Vanquisher’s Sword (+28) plus Cruel Barb (+12), with +15 Agility Enchant x2

3rd Place
65: Loksey’s Training Stick (+40), with +25 Agility Enchant

Putting It All Into Action
Now that we know where we stand on overall bonuses, lets take a look at what weapons we should use while we’re leveling since not all of these options are open to us.

Marksmanship Hunters

Level 20:
Cheap: Cruel Barb x2, +15 Agility Enchant x2 (+54 AP)
Intermediate: Cruel Barb with +15 Agility Enchant, Cruel Barb with +22 Intellect Enchant (+61 AP)
Expensive: Cruel Barb x2, +22 Intellect Enchant x2 (+68 AP)

Level 32 Alliance or 33 Horde
Cheap: Cruel Barb with +15 Agility Enchant, and Vanquisher’s Sword with +15 Agility Enchant (+70 AP)
Intermediate: Vanquisher’s Sword with +15 Agility Enchant, Cruel Barb with +22 Intellect Enchant (+77 AP)
Expensive: Vanquisher’s Sword and Cruel Barb, with +22 Intellect Enchant x2 (+84 AP)

Level 40:
Cheap: Darkmoon Executioner with +25 Agility Enchant (+77 AP)
Intermediate: Vanquisher’s Sword with +15 Agility Enchant, Cruel Barb with +22 Intellect Enchant (+77 AP)
Expensive: Vanquisher’s Sword and Cruel Barb, with +22 Intellect Enchant x2 (+84 AP)

Non-Marksmanship Hunters

Level 20:
Cheap: Cruel Barb x2, +15 Agility Enchant x2 (+54 AP)

Level 30-33
Cheap: Loksey’s Training Stick with +25 Agility Enchant (+65 AP)
Expensive: Cruel Barb with +15 Agility Enchant, and Vanquisher’s Sword with +15 Agility Enchant (+70 AP)

Level 40:
Cheap/Expensive: Cruel Barb with +15 Agility Enchant, and Vanquisher’s Sword with +15 Agility Enchant (+70 AP)
Expensive/Cheap: Darkmoon Executioner with +25 Agility Enchant (+77 AP)

The level 40 for Non-Marksmans are listed as both Cheap and Expensive because of how you get them. The CB/VS combo is more expensive from the perspective of materials required for the enchants themselves. The weapons though are gold-free (requires time though) since CB is an instance drop and VS is a quest reward.

On the other hand, the Darkmoon Executioner is a quest reward from a “crafted” item that is made by Inscriptionists (Scribes to some who aren’t me), called the Demon’s Deck which requires the Inscriptionist to make Shadowy Tarot cards, which are crafted randomly, until one of each card (Ace thru Five) are created and then combined into a single deck which starts the quest. You can click on the deck again to summon the person you turn the quest into who then rewards you with the axe.


Posted by on March 30, 2010 in Hunter, Leveling


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