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Guild: The Breakfast Club

There’s a new guild in town, and it’s called The Breakfast Club. It was started by a group of five people who got together originally when MOTiE was created, who decided that we might as well also start up a twinking guild. I happen to enjoy PvP, so I agreed to doing it and offered to lead the guild as well since I had more PvP experience than everyone else.

To give you a quick definition of what twinking actually is, it’s basically obtaining the best gear you can get along with the best enchantments you can find for said gear, and using that to make the most powerful low-level character you can. A lot of the gear you get from Dungeons, some from turning in PvP rewards of honor or marks, some from quests (usually higher level quests that you get a high level character to run you through), and some you might get from turning in badges or shards for BoA gear from your high level main character.

While there is such a thing as a PvE twink, people don’t usually bother with that because if you are constantly leveling and progressing through the game then you are constantly having to replace your gear as well. The majority of twinks are PvP twinks who focus on a single level bracket. In our case, that bracket is currently level 19.

Meet the Team
Guild Master
Ibewaffles (Tauren Druid 19)
– soon to move up into the 29 bracket to heal in Arathi Basin as well

Guild Officers
Ibegritz (Undead Rogue 19)
Ibebacon (Blood Elf Hunter 19)
Ibepancake (Orc Rogue 19)

Guild Members
Ibemilk (Blood Elf Hunter 19)
Ibesyrup (Orc Shaman 17)
Ibepancakes (Blood Elf Warlock ??)
Ibehashbrown (Undead Warrior ??)
Ibeomlet (?? Rogue 9)

Some of these guys were brought in while I was not logged in and I haven’t seen them since, or they are players that play during hours that I do not. Looking at the roster last night we have quite a few more that aren’t on the list here, but since many of them are still below level 10 as the players focus more on their main characters, I cannot look them up on the armory or like sites to find all of their names now.

Recent Twink Changes
Turning Off Experience Gains
With the launch of 3.2 players are able to turn off their experience gains so that their character can stay at a given level indefinitely. This allows twink players who previously could not run instances or do quests without leveling their character up to do so. Along with that change was one to battlegrounds, where players who have turned off their experience only fight others who have done the same, so there is essentially a Twink battleground, and a non-twink Battleground.

Despite the theoretical existence of two different types of battlegrounds, the reality is that you will still face twinks in the non-twink battlegrounds due to the amount of experience rewarded being so small, and you will still face non-twinks in the twink battlegrounds because there are players who plan on twinking but have not bothered to get their gear or enchants yet even though they are in the bracket with you. The biggest difference that you see is that non-twink battlegrounds have a significantly shorter queue time on average than the twink battlegrounds do.

“Nerfing” Enchants
Another recent change, that’s been around for a few months now, is that a lot of the enchants that people used to abuse to make their twinks more powerful are now unavailable to them because Blizzard made two changes. First, they put level requirements on enchants so that you can no longer get some enchants for lower level brackets that you used to. In the past, if you had a high level character, a fair amount of gold, and an excess of time, you could have a twink that was pretty well unbeatable by anyone who did not match your level of devotion to twinking.

In addition to putting level requirements on some enchants, they also made it so that some of the other enchant-type items that you received became soulbound when you enchant them. Previously you were able to get head enchanting items on your high level character and then use it on your twink, but this no longer works as the enchanting item is bound to the high level character and whatever item you use it on becomes bound to you as well.

Time Limit
The most controvertial change of them all is the 25 minute time limit that has been placed on Warsong Gulch (WSG). Along with that change was one that says in the case of a tie whoever captured the first flag wins the game. When the time limit was first introduced it was only 20 minutes, which passed by so quickly that basically whoever captured the first flag won. Prior to this change, there was no time limit at all which presented its own problems.

People complained a great deal about the time limit and Blizzard responded by giving us an extra 5 minutes. That’s not a whole lot of extra time, but those five minutes do help a lot more than you would think. Before the time limit was introduced people did what we call “Turtling”, where they capture a flag and then pull most of their players around the flag carrier to defend them for however long they feel is necessary. In some cases you would turtle to prevent your team from losing, in some cases you would do it to give your own team time to recapture your own flag, and in the horror stories it was done so that the team doing the turtling could go and farm honor from their opponents for as long as they wanted.

Turtling
Turtling is not much of an option now that there is a time limit though you do still see it. When the time limit was first introduced people turtled because they were used to it. After a few days it pretty well disappeared for the most part because people were rushing to do as much as possible within the time limit. Here recently though turtling has been reintroduced by whichever team captures the first flag as they try to win with a single capture instead of trying to win the game as intended by being the first team to capture three flags.

The sad thing is, turtling is effective. If the other team doesn’t pull together a solid team to come crack down on your flag carrier then you’re probably going to win so long as you had the first flag cap. It doesn’t show that you have any skill in PvP or in being a twink, it just shows that sometimes simple math proves itself in that nine people can kill two faster than the two can kill one with however many healers standing around him.

The flip side of turtling is that it can easily cost you the game, especially if you capped the first flag but your opponent capped the second and you’re now tied. Your team turtles to score a win because you capped the first flag, and meanwhile the other team does the same thing while continuing to send a couple of small groups at you one at a time. Your team keeps up the defense because they think they’re effective and shutting down the enemy assaults.

What’s really happening here is the opponent is sending those groups in to find out what each person of your team is doing and what they’re capable of. They’re also running the clock down to nothing. They want to find who all can heal and what kind of damage your flag carrier can take while also getting used to a pattern so that you defend against an attack every 2 minutes. You fall into the habit taking out the group then sitting down to eat and drink and getting caught up on the TV show next to you. Suddenly you find out the other seven people sitting just a few yards away pop their trap and completely own your face using crowd control on your healers and everyone else focusing fire strictly on the flag carrier. Your guy dies, the enemy recaps their flag and then caps yours as well for a 2-1 victory with no time left on the clock.

The ones that came in on offense tend to kill whoever they can while not bothering to heal themselves during that time, hoping to get a small amount of honor before you save them a trip back home. That’s right, they want to get killed, they just don’t want it to seem to easy. Because the next step in this process is a mad rush by your team to cap a second flag so that the score can be tied again with your team winning from having the first cap. The problem is, you just killed off all of their attackers allowing them to resurrect right back at their base so that they can meet your sad little rush with a brutal defense. Congratulations, you just got owned.

My Thoughts
For the most part these changes are good because it allows more people to join the mix and have a chance at twinking. In some cases the changes are “bad” and have driven players away (mostly talking about things like the head enchants there), but I leave bad in quotes there because it’s not necessarily a bad thing in my opinion.

Turtling sucks, and anybody who decides to do it or participate in it sucks too. It’s a valid strategy and it does technically win you a match if done correctly, but if I see my own team turtling I will intentionally let enemy players bypass me to go after my flag carrier instead and I will not help in defending them. I’m there for a fight and a challenge, not to see who has the thickest shell. I will certainly help defend my flag carrier in normal play, but once it becomes a turtle I want no part of it. In the examples above of good turtles gone bad I will not defend my flag carrier, but I will serve my team by killing the EFC instead. I do want to win, I just don’t want to do it via some pansy tactic like turtling.

The Breakfast Club: Start your day off right – go kill some Alliance!
So far none of the premades that we have done have faced off against premades from other servers. So while we generally dominate when we’re together, we have had an unfair advantage in doing that so far compared to our opponents.

Despite the lack of opposing premade groups, there are a lot of very experienced twinks in our battlegroup that present a wonderful challenge and provide us with opportunities to learn and grow in our own skills and strategies.

Though we are not a big guild and we are not focused solely on PvP (the guild is, but the players aren’t), I think this guild has been successful in doing what it set out to do and we have a blast when we get together and face off against the other players.

The Blog
I have no intention of turning this blog into a source for Twink information. I created the blog to be a source of information for leveling your characters, and that’s how it’s going to stay. I might start up a second blog to house twink-related information, but I’m not in too much of a hurry to do that if I do it at all. I would not be surprised if a bit of twinkage shows up from time to time on the Notebook, but don’t expect the blog’s focus to change.

Out of every aspect of World of Warcraft that I have participated in, I find that PvP presents the most challenge in the game. That doesn’t necessarily mean it’s the hardest part of the game, or even the most fun, just that it gives me the most challenge. There’s an extra level of excitement when rushing into the unknown of facing other people who are capable of making their own decisions on the fly that you can’t find get from facing a raid boss who follows a preprogrammed course of actions.

Despite all of that, I still find leveling characters to be the most enjoyable and most rewarding experience overall. For the best flavor overall though, it’s a nice mix of all of the above.

 
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Posted by on September 17, 2009 in World of Warcraft

 

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Dual Specs: A Review

When Dual Specs were first announced, I was pretty thrilled about the whole idea. I knew right off that I wasn’t going to buy it for my mage because, well, ranged dps is ranged dps no matter what color your spells are.

I was pretty excited to get it going on my paladin though, being a hybrid class and all, so I got it set up on him right after he hit level 40. Lexington’s dual spec happened quite a while ago, and I decided today that I would share with you what I have found with it so far.

First Attempt: Prot/Holy
My first dual spec was Prot and Holy. I knew for sure that I wanted to level as prot, but I also wanted to get a feel for paladin healing since my wife enjoyed it so much with her’s. I had her tell me about the spec that she used, how she healed, what addons she found helpful, etc, etc.

I left that dual spec up for about 8 levels, never using the Holy spec once or even bothering to switch over to it to spend my talent points from those levels.

I realized that Holy probably would not happen very often since finding healers was very easy at the time and finding tanks was serious business. All I did was tank, so I figured the need to heal was worthless. Enter a respec.

Second Attempt: Prot/Ret
I knew that there were some cool abilities in Ret and that most paladins who played with that spec really enjoyed it a lot, so after finding that I would not be a healer I turned the dual spec over to Ret instead. I ran around a bit to get a feel for the new spells since I hadn’t used any of them before, and then jumped back over to Prot and went back to leveling.

When the time came to move on over to Outlands, I found that I still had never bothered using the Ret spec nor had I bothered gearing for it at all. So when it came time to choose quest rewards in Outlands, I went ahead and picked up a few pieces for Ret and actually put it to use on one of the quests.

To be a bit more honest and clear on that, I should say I went into the fight as Ret, killed a single mob, and then switched back to Prot.

A few levels down the road I switched over to Ret and made myself do a couple of “kill X mobs” quests with it, and then I decided that Ret was not for me. Enter a respec.

Third Attempt: Prot/….nothing?
I found out that Ret was not the spec for me, and I knew that there were still plenty of healers in my level range if I needed them so there was no need to bother with a Holy spec. I wasn’t sure what I wanted to do with that second spec, so I paid for the respec and then didn’t bother spending any of the points.

Outlands had come and gone and I was in Northrend. I started noticing that almost every stinking quest reward in those starting areas were either geared towards Ret more than Prot, or that they were downgrades from my existing Prot gear.

So, since I wasn’t using it for anything else I decided to jump back over to Ret once again. I did a few quests with it, jumped over there to kill some stupid Gnome Death Knight a time or three, and got a pretty good feel for it. The problem was, Ret was slow and boring. Why in the world would I want to fight a one mob at a time when I knew I was capable of taking on so much more with Prot?

The answer didn’t take long to arrive, and I set Ret back on the shelf. Several more levels passed by, and I eventually just gave up on that boring business all together. Enter a respec.

Fourth Attempt: Prot/Prot
So now I know that I don’t care for Ret very much, and I know that not only do I not have the gear for Holy, but I also have no desire to heal as a paladin, and my wife has giving up on the paladin class all together after leveling two of them to 80 for healing.

So rather than trying to make the other specs work, I jumped over to a dual Prot spec. One is Prot/Ret which is what I use for questing and instances, and the other is Prot/Holy which I use for farming lower level instances so that I can have helpful benefits such as being immune to silence and reducing stun/slow times.

I find though, that even with this new spec I rarely bother actually switching over from one to the other. The only instance that I really even need to switch over to the farming spec at all is Stratholme right now, and I have such a large supply of the enchanting mats and cloth that I run it for that there’s really not much of a point in me doing that either. The only reason I go now is to continue my fail streak at getting the Baron’s mount.

But, screw all the respecs, I’m tired of changing.

Looking At Other Classes
So now we get down to me sharing my actual thoughts on dual specs rather that my experience with them.

As I mentioned before, I didn’t want to dual spec a straight dps class because it really doesn’t matter whether my mage is frost, fire, or arcane, it’s still always the same thing with different colored spells. (I’ve got an 80 mage, and I’ve rocked every viable spec in the game. Excuse the generalization there, I know each spec is “different”.)

But surely Hybrid classes would get more use out of a dual spec, right? As you can see in my case here, no we really don’t. At least not in my experience. I think the problem with dual specs on a hybrid class is the fact that we’re hybrids. To explain further, we’re hybrids because we can fill multiple roles, and we can fill those multiple roles even when we aren’t specced for them. So while dual specs seems like a good idea for a hybrid, what I found in my playing was that I never had a reason to bother with that second spec because I performed just fine in the other roles with my primary spec.

I thought long and hard about dual speccing my 47 Shaman to be either Enhancement/Resto or Enhancement/Elemental, but you know what I found in playing him? That’s right, he performs both of those roles (dps/heals) just fine with his default Enhancement spec. So after thinking about it quite a bit, I am almost positive that I will not bother getting a dual spec for my shaman either. I don’t need to switch between Enhancement and Elemental because dps is dps. Sure, having ranged vs melee is good in some cases but that doesn’t make it necessary.

I find no reason to bother with a dual spec on my priest, hunter, or rogue either. I look around for who to buy it for, and where I might use it and constantly find myself drumming my fingers on the desk with almost every class failing to get me even remotely excited about it.

Yet there is one exception: Druid.

I am currently playing two druids. The first one you already know about, Beldinn (Tauren Druid 35). The second is a new addition named Ibewaffles (Tauren Druid 16), and is part of a twink guild that is spawning from some of our existing members of MOTiE where we are all named “I Be (breakfast food)”.

What I have found, with both of these druids actually, is that the idea of dual specs works pretty well for them. Both of these druids already carry multiple sets of gear. Both of them fill their various roles on a frequent basis, even when leveling solo, and both of them could make solid use out of being able to change their spec on the fly.

Beldinn is running a Balance spec right now, and Ibewaffles is running Feral (he’s going to be the FC, doubling as a healer when needed). While questing with them I keep them both in their casting gear and play them as Balance until I run out of mana. If I am in combat then I use the built-in gear manager to switch over to my dps or tanking gear and then finish the fight. If I run out of mana at the end of a fight then I either sit down and drink (which is hard on Beldinn since his mana pool is 60% larger than the best water he can get), or I swich gear and continue on as Feral while I wait for my mana to regen.

Looking Ahead
After looking at all of the different classes that I play, how I want to play them, where I want to play them, what goals I have for each both short and long term, I find that the druid class is the only one that I have any sincere desire to dual spec, and it’s the only class that I personally see any true benefit coming out of.

On the one hand I could use Balance to burn through everything I need to until I run out of mana, then switch over to my Feral (dps) spec to continue on as a cat, and then I could switch back. But the problem there is that you lose all of your mana/energy/rage when you change your spec. So switching back to Balance would mean that I need to drink and restore my mana right after I made the switch, which would nullify the very reason for switching over to feral in the first place. At that point I might as well just stay as Feral until I am going back to town for some reason.

Will I bother with getting a dual spec for Beldinn? Possibly, but probably not. Having a decent set of great pretty well nullifies the need to bother with a second spec when you aren’t at least in Outlands. If I do go ahead and get him a dual spec it will start off as Balance/Feral and then probably move to Balance/Restoration or Restoration/Feral once I get into either Outlands or Northrend.

I can see how dual specs will help people at end game, especially if they manage to farm the raids and by doing so are able to build two full sets of gear that they can use for their specs. But early on though, even at level 40 when you can first purchase it, there really isn’t much of a need to bother with it.

Collecting multiple gear sets at lower levels is really a bit of a waste of time unless you plan to stay in the level bracket for battlegrounds. Otherwise you’re better off just gearing for your primary spec and leveling on. Even though I have multiple sets of gear for Beldinn, most of his Feral gear is made of bits and pieces that came from his 19 and 29 twinking. It still works just fine for when I need it, but I’m not going to bother keeping all of that gear up to date when I have an option of upgrading my Balance gear instead.

If you are playing a hybrid class then you can handle (at least to some degree) the various roles that you can fill with your class with a single spec. A tank spec will not perform as well at healing or dps as one who was specced as such, but they can usually get by.

Looking ahead, I see Dual Specs becoming a thing of my past. Unless I decide to dual spec Beldinn and it turns out to be exceedingly useful then I do not see myself bothering with it again. If they chopped the price down dramatically, then I might look at it a bit more, but probably not even then unless it was about 10g.

Final Thoughts
Looking at various classes I have played, the only real reason I find to bother with dual specs for my own play style is to have one set up for PvE and another for PvP. But even then, I don’t think that I can justify a 1,000g price tag for something that is not going to be used all that often. Even if I run PvP like nobody’s business am I really ever going to make enough changes back and forth to justify that amount of gold? I seriously doubt it.

At this point in time I do not see myself purchasing a dual spec for any of my characters save for the possible exception made for Beldinn. Having run with a druid before on my paladin though, I know that a Balance druid can perform all the healing needed for two manning instances below average instance level well into the 50’s. Will I dual spec at that point? Probably not.

I think with the introduction of the Gear Manager (even though addons already existed for such functionality previously, that the need for dual specs for anything other than raiding is limited. If you need to tank instead of dps, then it’s not that hard to throw in your tanking gear and do the job. If you’re supposed to be a dps caster, then it’s not that hard to switch over to using your healing spells for a while instead. All it takes is two clicks of a button and you go from filling one role to another.

Are dual specs helpful? Sure, if you actually put them to use then they can be a real help. Do I feel that they are worth the money it costs to get them? No, I don’t. Not even at level 80.

 
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Posted by on July 28, 2009 in World of Warcraft

 

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Twinkies: The Kind That Kill You

No, not those twinkies. These Twinkies!

I haven’t had a lot to say on the blog lately because rather than being focused on leveling my characters, I’ve been focused on leveling and gearing new and existing characters to do a little twinking in battle grounds.

Since the paladin that I blogged about for so long is an Enchanter, I decided I would go ahead and start up a few twinks to enjoy low level battle grounds like I used to on my mage. I never bothered doing PvP with Lexington because I just didn’t feel like doing PvP as anything other than dps and my skill with my Ret spec is lacking to say the least.

Lex also happens to be an amazing farming and grinding machine, so farming for specific items is pretty easy with him. That doesn’t mean that the items I am looking for are going to drop any faster or easier for me, but it does mean that I can do the farming itself quickly and with ease.

Belgawrath (Orc Shaman 36)
The first character I wanted to twink was Belgawrath. I have every intention of doing a lot of PvP with him in the 49 bracket when I can dual wield, but I also wanted to try him out in the 39 bracket while he is still using a powerful two handed weapon by already has Windfury to back it up with some insane attack power.

Even at level 36 with very little in the way of actually “twinking” the character, I already end almost every battleground in the Top 3 on the horde side. I have not yet managed to reach #1, though I have been #2 several times and come close to the first slot many times as well.

The most important piece of gear for an Enhancement Shaman is going to be his weapon(s). With dual wield out of the question, that means I had to look for a slow, powerful two handed weapon. So I turned first to WoWHead.com to search their item database for two handed weapons that were in my level range.

The first priority was weapon speed. The slower a weapon is, the more damage Windfury is going to deal. The slowest weapons in the game have a speed of 4.0 and there are only 3. Two of those weapons just happen to be level 39 two handed weapons: The Pacifier and the Pendulum of Doom. Both of those weapons happen to be BoE items, which allows me to farm them with my paladin, with Pacifier dropping from a rare spawn and Pendulum (PoD) dropping from trash mobs inside the Uldaman instance in Badlands. Windfury is the whole reason to be Enhancement, and weapon speed is a multiplier in the formula used to calculate its damage. So a slower weapon with less dps can still do significantly more damage than a faster weapon with higher dps.

The second priority was high damage. The more damage you can do, the faster your enemies are going to fall. You can’t count on Windfury to proc every time you hit, so you need to make sure you’re dishing out decent damage on normal hits as well, and of course the higher your damage the higher your crits. PoD has a higher top end damage as well as dps, but it also requires level 39 to wield it as opposed to 32 for the Pacifier.

After three days of farming The Pacifier I ended up finding two of them. They drop off of a rare spawn that only appears once every 24 hours, so he’s a little hard to catch sometimes. The good thing about that long respawn time though is that if you find him once you know when to look for him again the next day. The first time I killed him he dropped a pair of shoulders I believe, but the second and third time he drop The Pacifier.

After almost two months now of farming for the PoD I still have not seen it. I run this instance almost every day 1-12 times, killing every mob that it has a chance to drop off of. So far the dice have not been in my favor. But, I am going to keep on trying until I either find it or get so tired of looking that I swear to never step foot in the place again.

Here is a table showing some information about the weapons mentioned:

Weapon Name Speed Damage EP Value Bonuses and Procs Drop Location Drop Rate
Pendulum of Doom 4.0 124-187 (38.9 dps) 229.51 Proc: Deals 250-350 damage Uldaman (Trash) 0.00037%
The Pacifier 4.0 104-156 (32.5 dps) 211.55 +18 Strength, +7 Stamina Alterac Mountains (Rare) 12.0000%




Because of it’s maximum damage the PoD ranks higher in EP Value than The Pacifier, making it a better weapon choice. The Pacifier can actually deal more damage from a Windfury proc than the PoD can, but in general it will do less damage overall. None of that though takes into consideration the Proc ability on PoD to deal 250-350 damage when you hit. When you add that into the mix you will see that the PoD does have more damage potential than The Pacifier.


Windfury Damage Calculation (Spd x (Dps + AP + WF_AP))
Assumes AP = 400, WF_AP = 46
Weapon Name Speed DPS AP + WF_AP WF Damage
Pendulum of Doom 4.0 38.9 400 1939.6
The Pacifier 4.0 32.5 418 1986.0




If you want another way to judge which weapon might be better for you, then look at their average prices on the Auction House. The Pacifier sells for up to 500g, while the PoD sells for 10,000g. While the weapons are very similar in how good they are, the PoD’s ridiculous drop rate and brutal proc ability make it significantly more sought after than The Pacifier.

Initially I enchanted The Pacifier with Fiery Weapon because each hit from the Windfury proc is also able to proc the Fiery Enchant’s extra damage, and each Fiery proc has a chance to crit itself. There were several times that I scored hits with my attack, both WF procs, and three procs of Fiery Weapon in a single attack. Three times I was able to score a full crit (attack crit, both WF crits, and all three Fiery crits) for insane damage for my level. There’s nothing quite like one-shotting a yeti or ogre that’s 3 levels higher than you.

Right now I use The Pacifier with the Crusader enchant on it which gives me a chance to gain +100 Strength (equal to 100 AP) and heal me for 75-125 damage when I hit with it. I don’t want to waste the Mongoose enchant on The Pacifier since I know that I fully intend to leave the 39 bracket and would rather not waste an 800g enchant on a weapon I will discard for good in 4 more levels.

If I ever manage to get my hands on the Pendulum of Doom then I will enchant it with Mongoose for a chance to proc +100 Agility which equates to an equal amount of Attack Power but also increases my chance to Crit.

Silkendeath (Undead Rogue 18)
I still have a lot of work to do on the rogue here, but after getting repeatedly owned in Warsong Gulch earlier this week, I don’t think I’m going to keep him in the level 19 bracket and instead will push him forward either to the 29 or 39 bracket instead.

As I do more with Silk and get a better handle on how to use the class I will give more information on it. As for leveling the rogue, there isn’t a whole lot of advice I can give that’s going to really help.

I cheated a bit in leveling him by buying the two best daggers I could find from regular vendors (3.3 dps, level 3 required) and enchanted them both with Fiery Weapon (chance to deal 40 Fire damage when you hit). So leveling him wasn’t that hard because those weapons proc all the time and often allowed me to kill many of the mobs I faced with just 2-3 hits. The Fiery Weapon proc is also capable of critting, so it often jumped up to 60 Fire damage in addition to the regular damage from the weapon, so things just sort of died when I came in contact with them.

I used those daggers all the way through level 18 and am just now switching to other weapons with just a straight +3 Damage enchant on them until I find his twink weapons.

Hookum (Tauren Hunter 11)
Hookum is a hunter that I started a couple of days ago and plan to do battlegrounds with in the 19 bracket. I do like to have my own little power trips from time to time and after seeing how easily Silk died when he faced 9 Hunters and a Priest in a single battleground I decided it was time to roll my own.

There really isn’t a whole lot that you need to know about leveling a hunter during these levels. Basically just make sure you keep your distance and let your gun/bow do your job for you. Fire, move, fire, move, etc. Kiting is pretty easy to do once you get the hang of it, and that’s the only thing you need to do to get to level 10.

Since I’m only level 11 there isn’t a lot to talk about just yet on the Hunter. Pets are great, never being touched in combat is great, and the class can be “easy” to play if you’re fairly new to the game or new to the aspect of playing a dps character.

If you need to learn about playing a hunter, there are a lot of blogs dedicated to teaching you. I suggest you take a look at this series on Aspect of the Hare to start off with, and then there are plenty of resources for finding further information.

 
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Posted by on June 26, 2009 in World of Warcraft

 

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