Category Archives: Hunter

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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Weekend PUG Report: Three Stooges and a Dwarf

This weekend was one for leveling various alts. I didn’t want to bother farming or raiding on my mage, I wasn’t especially in the mood to kill people (PvP) either for some odd reason, so I just focused on the alts. First up on that list was my little druid, Hotstuffbaby who was initially created as a 19 Twink who I then decided to level as a 29 Twink, and then throwing that idea out the window as well, have decided to level to 80 as my healer on my main server.

Lucky for me there are a few other people in our guild right now that are leveling alts as well, so we had four people ready and willing to group for randoms with a 5th that we were sure would join us once she woke up (sorry Cat, had to mention that part too).

While in a group of four we were missing our tank. Luckily all four of us were able to “tank” in some form or fashion (Warrior, Warlock Pet, Hunter Pet, Druid) if the tank we got sucked, so we queued up anyway. My evaluation of low level dungeons in the new LFG is that generally speaking the healers are usually good though often the most impatient of the bunch, DPS are usually the most annoying with no knowledge of threat management or playing some odd spec that puts them at half the tank’s DPS, and tanks are either unbelievably good or suck about as much as humanly possible.

Tanks are the primary example here in this post, two tanks that absolutely failed followed by a third that had some great threat skills and allowed our DPS to go all out and still have no problem. I am going to list names and servers here because anytime I post someone that failed at something, I took the time to try to help them in game first. If they make some effort to improve, then they get left off of the blog. If they do nothing to correct the situation, then maybe they should have thought about that before being a moron in the presence of a blogger.

Example Time

Kremul, Madoran-US (A)
The first fail tank was a Warrior named “Kremul the Clothy”. I thought I got a screenshot from when I had moused over his chest piece, but I didn’t. So in case you can’t tell from the picture, he was wearing Shimmering Silk Robes. He was also wearing +Intellect rings, grey pants and grey shoulders, but those can be somewhat excused if we assume he just hasn’t had any good drops. The robe though? I can’t get passed that one. He got kicked from the group and then we just 4-manned the dungeon.

Arzoft, Bloodhoof-US (A)
Right after we were done with the fail warrior we got in a group with this druid whose idea of tanking was to cast Starfire on the mob and then attack him in caster form with his staff. After that first pull I said in party, “Arz, you did notice you’re the tank for this run, right?” He then shifted into Cat form, cast Dash, and ran down the hall to agro ever mob and then bring them back to us. I had already had enough fail tanking from Kremul so I told everyone in vent to just hold off and let the stupid cat die and then we finished off the pack. You can look at the chat log in the picture here to see the level of Arz’s intelligence. He typed to us about 20 times in that “language” of his before we managed to vote kick him after his timer was done. I tried to speak his language of random character strings, but I don’t think we made any progress.

Gingerdread, Stormrage-US (A)
We didn’t want to have our Fury Warrior tank SM for us though, so we requeued and found ourselves a Dwarf Warrior. When he joined I took a look at his spec to get an idea of what to expect and I saw a combination of Arms and Prot. My initial reaction was a facepalm, no lie, but I’m willing to give anybody a shot at anything at least once, so on we went. This guy was generating crazy amounts of aggro, allowing all of our DPS to go all out without any worries. If someone did steal threat from him, he used his taunts and got it back. Ginger is easily the best Warrior tank I’ve seen outside of Northrend.

Gotuhunter, Trollbane-US (A)
We’ll break away from tanking now and go back to another example of failure. I hate to leave you on a bad note, but this one is worthy of being mentioned as well. It’s a level 79 Hunter that decided he just had to roll need on a cloak that dropped. It’s a tanking cloak as you might notice from the Armor, Strength, Stamina, and Defense bonuses on it, or from the fact that both plate wearers in the group rolled Need on it (I got picked for DPS in this one, but I’m main spec Frost tank). His reason for rolling need on it was very impressive, “lot bette then the won i got and it still has strenght”.

The cloak wasn’t a huge upgrade, as you can see from my RatingsBuster addon, but did I mention that I’m 3 points away from being Defense capped? Screw you too, Gotuhunter.



Hunter Twinking: Killutiludie

As you may have read in my post yesterday, I regret how much time I spent twinking on my previous server. But, that doesn’t mean I’m going to stop doing it, just that I’m not going to do it as much. Case in point:

He’s still a work in progress as he isn’t even leveled up all the way yet, but there’s a link to Killutiludie’s armory page that will continue to update itself as I progress with him. Most of his gear has been obtained, save for one piece from The Deadmines and three pieces from Wailing Caverns. All of the rare (blue) gear and enchants have been found, purchased, or produced by myself (at level 12, he’s not wearing any of those items yet).

I haven’t taken him into the twink BGs yet since he’s still leveling, so what he’s managed to do isn’t nearly as spectacular as it would be otherwise, but to give you an idea of how he’s doing so far he has ended every battleground so far with 35 – 131 honor kills, and has only been beneath top 5 in the battleground once, and generally places within the top three. Part of that is strictly due to the fact that I’m a hunter and the way that my class works, how much damage I can do, and how easily I can spread that damage out across several players spread throughout the battlefield.

Leveling a Twink
Leveling a twink is really no different than leveling any other character these days. Previously you had to be real careful to do only what was absolutely necessary so that you never went over the level 19 experience cap, but since you can turn off your experience these days that’s really a non-issue.

I prefer to level up my twinks today as I would any other character, doing quests and grouping for instances while accepting runs from guildmembers and such along the way as well. I also like to gain a few levels worth strictly from PVP.

But the challenge for a twink was never really in the process of leveling anyway. For a twink, it’s all about the gear.

Gearing a Twink
Gearing a twink is somewhat different than gearing other characters as the process involves getting the best that the game has to offer for your class and your chosen build. Some things remain static across the board, such as Stamina being a key stat for every class, while others change somewhat depending on how you spend your talent points or which direction you take your hybrid (Holy Paladin vs Retribution Paladin, etc).

An easy fix for some of the gearing up of a twink comes in the form of BoA items. These almost always include the shoulders and weapon(s), and often the chest piece as well. It’s not uncommon to find people with multiple BoA Trinkets these days either, though the tried and true trinkets often perform just as well or even better. For some reason I always end up rolling my twinks on servers that I don’t have an 80 on, so none of my characters end up with BoA gear.

One thing that you find universally across the twinking classes are rare drops, both BoE and BoP. You will find gear from either Wailing Caverns or Deadmines on pretty well every twink in the game, with many of them having gear that comes from both. Casters generally include the bracers found in Ragefire Chasm as well, though they are somewhat less common on Alliance than Horde since the instance just happens to be find right in the middle of Horde capital of Orgrimmar. Shadowfang Keep and Blackfathom Deeps also contain gear that is often used by twinks, but many of the drops from those two require level 20 or higher, so they aren’t as common.

The rarest of the twink gear is the BoE blue items which are primarily world drops with horrendously low drop rates. Some of those items you can “farm” by fighting mobs of a certain level or ones found in a specific location (looking at you here, SFK and BFD). Other’s have such a low drop rate, like 1 in every 478,395 mobs, that farming pretty well out of the question and you instead focus on camping the auction house instead.

Right now there are four items that I am camping the auction house for, though two of them I am also farming mobs for as I do know where their best drop rates are and the mobs that you grind for them have a chance to drop other items that either sell very well on the auction house, items I need for an alt’s professions, or that can be used for other twinks.

Playing a Twink
Playing a twink is serious business.

It can be as hard and stressful, or as careless and crazy as you want to be. There is a mindset that comes from serious twink players that relates closely to those who are serious raiders though. Some of them like to keep stress out so they’ll joke around when something goes wrong, and some will go absolutely crazy when someone makes the smallest mistake, even if their “mistake” wasn’t a mistake at all.

Twinking takes more conscious effort than most other aspects of the game because you aren’t fighting a programmed AI, you’re fighting against other people who are capable of making their own choices and who can completely throw you for a loop at any time. You can expect a hunter to shoot you in the face, but you never know whether he’s going to just run right up to do it, try to circle around to snipe you from behind, or if he’s going to throw you the odd curve ball and come bash you in the face with a melee weapon instead.

Doing the unexpected can give you a big advantage, or it can completely backfire and cost you the match. In the end, it’s important to remember that the old saying “it’s just a game” really is true, no matter how serious it seems. Every loss is a chance to find a way to improve what you are doing yourself, even if you don’t think the loss is directly related to your performance in any way. The same is true for victories too though, find out what everyone did right and try to expand on it.

Parting Tips
As I bring this article to a close, I’ll leave you with just a few tips to use for your low level battlegrounds, particularly Warsong Gulch in the level 19 bracket as it is by far my favorite bracket for twinking.

Team Mindset: Whether the other players on your side suck, or their the greatest group of players you’ve ever seen in your life, remember that they’re still part of your team. Don’t talk crap to your teammates. If someone’s screwing up, try to offer them some advice and preferably in whispers rather than open chat. If you know something they don’t, then chances are they’re going to listen and try to improve. If you’re wrong, then you might very well learn something yourself when they school you instead.

You’ll often find that the person who talks the most crap in chat is the one that’s doing the absolute least to help your team succeed.

Also remember that a good way to build trust and a sense of teamwork is to take the time to actually acknowledge the actions of others. Thank your healers, congratulate your flag carriers, and give the team some props as a whole as well. And yes, even take the time to tell that stupidly overpowered hunter that his sniping skills are unmatched. If it helps the team succeed, then it’s a good thing. If it brings people down or breaks the group apart, then it has no purpose in a battleground.

Emotes: One of the things you’ll get a lot of advice on is whether or not to use emotes to taunt your opponents. The best example is probably going to be /spit. Some will tell you to use it because it will infuriate your opponents and by so doing cause them to make stupid mistakes, and others will tell you to never do it at all. If you want to use them, then use them; if you don’t, then don’t. Personally, the only emote I ever use in a BG in relation to my opponents is /hug, and even then only to get the achievement.

If you feel that taunting the opponent is going to make them screw things up then that’s your call. I will say though, that when I see someone doing it excessively, or without any reasoning I lose respect for you whether you’re on my team or the opponent’s. I like to think that the twinks deserve a bit more respect for the time and effort that they are dedicating, so I shake my head every time I see someone doing it. If there’s one guy that’s just kicking the crap out of everyone and his first death comes after 20 minutes of failed attempts, then I can see someone doing something to express their emotion at finally overcoming him, but once is enough.

Defense: When you’re playing the defensive role, take note of where your opponents are at, and be proactive in engaging them. If you know that you have someone coming up the tunnel, then meet them in the tunnel, not the flag room. If you kill him before he gets the flag then congratulations, you just did your job. If you end up being the one that dies though, then you at least have a chance of catching him again when you resurrect, before he can manage to make his getaway with your flag. The tactic is somewhat more useful as a rogue or hunter, but it’s applicable to anyone.

Take note of the fact that your enemy can use this against you though, especially if you see them running back out of the tunnel when they see you. If they pull you farther down the tunnel, then they may very well be leading you away while their buddy drops down from your roof and then takes off with the flag.

Offense: Kill the healers. Kill the flag carrier. If there aren’t any healers and nobody has your flag, then kill anything that has crowd control (warlock, mage) or big burst damage (hunter, rogue). And remember another old saying “there’s no ‘I’ in ‘team'”. You’re part of a team, so don’t try taking everyone on by yourself. You’ll have a better chance of winning if you fight in groups than if you go do everything by yourself.

Use your crowd control, and use it correctly. For instance, rooting a hunter or a caster doesn’t really help you much unless you do it while they are in pursuit of a flag carrier Unless you have the Glyph of Polymorph, then you probably shouldn’t be sheeping anyone when a Warlock is around unless you’re going to tell them what you’re doing. Druids in their animal forms are considered beasts, and as such can be put to sleep or scared by class abilities that only affect beasts.


Posted by on December 4, 2009 in Hunter



Hunter Leveling: 1-20

After my Rogue twink was owned repeatedly by Hunter twinks, I decided to roll a hunter of my own to give the Alliance players a taste of their own medicine. Thus, Hookum (Tauren Hunter 20) was born.

I had no real intention of leveling the hunter up beyond level 19 because I wanted him to be a twink. But as I leveled with him and as I ran him through various battle grounds, I really started to realize that the hunter was a pretty fun class to play this time around. Hunter was the first class I ever rolled, because I was told it was easy and would help me get a feel for the game. The problem was, nobody bothered telling me how to use my pet, so I spent quite a bit of time in melee, and thus quite a bit of time in the spirit world.

But that was over a year ago, and I have a lot more experience with the game and how things work now than I did then. The following are the specifics of my leveling, along with the

Choosing My Pets
One of the main reasons I rolled a hunter was because I really wanted to play around with some of the pets. It’s actually pretty fun to run around all over the place hunting a specific pet that you want. Of course, if you’re only after normal pets then it’s not that big of a deal, but I like my pets like I like my steak: rare.

So the first thing I did, even before I rolled the hunter, was to go check out Petopia and did a search for all pets ranging from level 9-19. From that list I scrolled down through the pages and opened a separate tab in my browser for each pet that looked cool or had “Rare” or “Spawned” listed in the notes. After I went through the list I took a second look through all the pets and threw out the ones that didn’t interest me much.

The ones that remained after weeding through went into a spreadsheet like this:

Mezzranache Tallstrider (Rare) 9 Mulgore Dust Cloud Pink, as in PINK
Death Flayer Scorpid (Rare) 11 Durotaur Scorpid Poison Big Black/Red
Bjarn Bear (Rare) 12 Dun Morogh Swipe White Bear
Sri’skulk Spider (Rare) 13 Tirisfal Glades Web Black/Red
Gorefang Direwolf (Rare) 13 Silverpine Forest Furious Howl White/Grey Wolf
Krethis Shadowspinner Spider (Rare) 15 Silverpine Forest Web Black/Red
Deathclaw Bear 17 Blodmyst Isle Swipe Diseased/Mauled Look
Snort the Heckler Hyena (Rare) 17 Barrens Tendon Rip Sort of Pink’ish
Takk the Leaper Raptor (Rare) 19 Barrens Savage Rend Black/Green
Ishamuhale Raptor (Spawned) 19 Barrens Savage Rend Red
Ghost Saber Tiger (Spawned) 19-20 Darkshore Prowl & Rake Ghost Cat

Before you read too much into the fact that I had two pets up there that are Pink, know that the only reason they are there is because the idea of a big, buff Tauren running around with some fluffy pink pets was just too funny not to at least consider. In the end though, my own manliness just wouldn’t allow me to even attempt it. I never saw the tallstrider, but I did see Snort and just killed him for his loot and skin instead.

After getting the list put together I went down the list again and decided which pets I knew for sure that I absolutely wanted to get. The only two that made the final cut were Deathclaw and the Ghost Saber. If I stumbled on to any of the others I was going to go ahead and grab them as well, but those were the two I wanted for sure and knew I wanted to keep. As it turned out, Snort was the only other one I ever saw up to this point, so I just stuck with Belle.

Leveling the Hunter: Locations

    Levels 1-6: Starting area
    Levels 7-13: Mulgore
    Levels 14-19: Barrens
    Levels 20: Darkshore

For starters, I absolutely hate, -HATE- the Tauren starting area. I’d rather roll gnomes and dwarfs all day and wander around aimlessly in a world of white. And if you had any idea how much I hate the gnome/dwarf starting area then you would know how deeply my hatred runs for the Tauren area. I’d throw a party if someone managed to blow Mulgore off the map.

I gave some serious consideration to just running him over to a different area to do all of his leveling. I thought about it long and hard, and then I realized that the very reason I would be doing that would be to save myself all the boredom and running around, and yet I would have to do all of that running around plus a whole lot more just to get to another area. So, I decided to just deal with it and quest in Mulgore. I did the quests, and I hated it just as much as I always do.

At level 3 I made the run to Bloodhoof Village to get access to the mailbox and had another low level engineering toon send over a rifle, some bags, and a non-binding dagger I had enchanted with Fiery Weapon that I now send to most of my toons to help get them started off.

The starting area went by pretty quick since I have at least done it enough times to be familiar with the whole thing. There’s a quest item sitting in a cave near where you kill the razorfen boss in the starting area that a lot of people miss. It’s not a great quest, but it’s easy and basically free money and experience. The item is a map sitting inside a cave right near that little mini-boss. Don’t skip it if you roll a Tauren through this area.

Mulgore proved to be the huge bore that it always is, but I stuck it out and did all the quests in the zone except for one. Any time I take the quest for Ara’chea that stupid kodo is nowhere to be found. The second I abandon the quest and go back to the area he’s there every time. I walked his entire path, back and forth, four times and then abandoned the quest and moved on into the barrens. Sure enough, on my way out I saw the scumbag, and killed him out of pure spite. Looted him, skinned him, and moved on.

In Mulgore I went ahead and tamed myself a cat, named her “Belle”, and used her as my pet to level up to 17. I made a really big Noob mistake when I got my pet: I did the quest chain to actually get my pet and then tamed my permanent pet, and then forgot to turn the quest in. The result of that is that I could tame, dismiss, or call my pet but that was it. Two key ingredients of all things pet related were missing: healing, and resurrecting. I just shrugged my shoulders and assumed I got it at a higher level. Four levels later, still no heal/rez and my pet had just died. I ran back to TB to try to find out what was going on, and that’s when I noticed I had a quest to turn in to my trainer where I then got the missing skills. /noob

Barrens is a really good place to level, but I really don’t like the area and I hate Barrens chat. (Lots of hatred in this post…) All that aside though, the Barrens is an excellent place for Skinning and Leatherworking, so I stuck around even though I really didn’t want to. While I was here I also did two partial PUG runs through Wailing Caverns though I didn’t get much of anything out of the runs. A paladin rolled need on the Gloves of the Fang and then gave them to me after he won them. I’m not sure why, but I’m not complaining either.

As soon as I hit level 17 I immediately made my way over to Bloodmyst Isle to tame Deathclaw. The details of how to get there are listed below. Just know that getting a horde character to the northern-most tip of Bloodmyst Isle is no quick and easy feat. Track Humanoids was a life saver, especially since I decided to go ahead and desecrate a few Alliance flames along the way since the Fire Festival is going on.

After I got Deathclaw I hearthed back to Barrens for a couple more levels before I went after the Ghost Saber. Getting to Darkshore is easier than getting to Bloodmyst isle, and it’s actually along the way to Bloodmyst. The only reason I didn’t snag the Ghost Saber on my way over was because of the level of the pet. Since you can’t tame pets higher than your own level, I had to save it for later. Ghost Sabers are a bit hard to find and you have to roam around an area filled with level 19 and 20 Nagas to find one, so all of the ones I had to kill while looking for my kitten got me two levels. Since the cat can be either level 19 or 20, I didn’t want to take try to force myself to stay level 19 for the sake of PvP and instead just killed everything around me until I found my cat. I was level 20 by the time I finally found the Ghost Saber, and so was she. Lucky for me I wasn’t trying to remain a 19 twink like I had originally planned.

Taming Deathclaw
As I mentioned before, getting a Horde character to the northern tip of Bloodmyst Isle is not a quick and easy task. As far as difficulty goes, it’s really not all that bad. The biggest pain is that it just takes a lot of time. The first step is to head for Crossroads in the Barrens. From there you run north into Ashenvale. Since I went there at level 17 the mobs in Ashenvale were mostly too high for me to take on with a trash pet and mediocre gear. To avoid the higher level mobs I used Track Beats to see all of the hostile ones on my map and did my best to avoid them. I did draw agro a couple of times, but my pet quickly drew the agro off of me and allowed me to run on.

I suggest you go ahead and pick up both Flight Paths while you’re in the area just in case you plan on questing here in your future. In my case, since I planned on taming a Ghost Saber at level 19-20 I made a particular point to pick up the FP on the coast to save myself that run again.

The next step is to continue on further north to get into Darkshore. Darkshore is Night Elf country, but it’s not going to trigger your PvP flag when you go in unless you do something to set it off. Some of the mobs in this area, especially in the southern half are up around level 20. I avoided all of these as well using Track Beasts and Track Humanoids both, and pretty well stuck to the road in most cases. Your destination in Darkshore though is actually the Night Elf town of Auberdine. Or more specifically, a boat that docks there at the town.

Going into a hostile city is never a good idea at level 17, so what you want to do is swim out to the end of the dock where your boat is found, and drown yourself. In Auberdine there are three boats that you can take, but only one of them takes us to our destination. The one you want is the one straight ahead as you run down the dock. Don’t take the ones to either side as they both lead to areas you don’t want to go.

When you drown yourself, make sure you are close to the surface of the water, and just a couple yards away from the edge of the dock. The reason you want to drown yourself is so that you can run down the dock and board the ship as a spirit and then rez on the boat itself so that you avoid the agro of the city guards.

Now, when you rez on that boat, there is only one place that you can actually do that safely, and that one place is up on top behind the captain. The captain is the only person on the boat that isn’t hostile. The reason why you want to drown near the surface of the water is because the captain of this boat happens to be pretty high up in the air. The first two times I did this I was too low in the water and never had the option to rez on the boat. So just make sure you die near the top of the water.

Once you rez on the boat, just hang out up there until it lands in Azuremyst Isle, land of the Draenei. Unlike Darkshore, you will get flagged for PvP when you show up here because it’s where the goat people’s capitol is found. Most of the mobs will not top level 12 in this area, so I stuck solely to Track Humanoids to avoid other players that would want kill me. The trash pet had to come to my rescue twice, but both time it was from NPCs and neither of us ever died.

Bloodmyst Isle is north of Azuremyst, so just keep on running north, avoiding hostile NPCs as best you can. Once you get to Bloodmyst just keep right on running up to the northern tip of this map as well. There you will find Deathclaw. Deathclaw happens to be a quest mob for the Alliance, so he’s pretty well always there unless someone else just recently killed him. If he’s dead though it shouldn’t take long for him to respawn.

NOTE: One thing I want to really point out about Deathclaw, is that in my opinion he has the coolest skin of all the bears in the game. The “polar” bears (like Bjarn) are cool too, but not as cool as Deathclaw if you ask me. One of the things that makes him look cool though is how big and ferocious looking he is. When you tame him though, he’s going to shrink down to about 1/6th of his size. He goes from Big Daddy to Mini-me in about half a second. He looks like a cub when you have him tamed, and though he keeps his unique skin he’s not nearly as impressive size-wise. But, the skin is what I was going for, so even though I was disappointed at his new size, he still looked cool.

You may have to deal with some demons and beasts on your way north in Bloodmyst, but they aren’t that hard. Some of the beasts and plant mobs will probably attack you as well, and they vary in level from 14-20 or so, but they shouldn’t prove much of a challenge.

Since I like the “RAWR” sound of the bear, I combine that with his brawling look and named him Brawrler.



Taming a Ghost Saber
The first thing to note is that since I already had Deathclaw and knew that I wanted to keep him, I made sure to put him in the stables before I went after the Ghost Saber. I then tamed trash pets along the way to draw agro off of me as needed while in higher level areas.

Ghost Sabers spawn from a tiny statue found in the north section of Darkshore. There aren’t a whole lot of them, the ones that are there like to hide from you, and there’s only a small chance that the actual cat will spawn when you loot the statue. Most of the time you get a trash item that’s just a figurine of the cat, though sometimes you can get a different statue that will actually let you summon one of the cats to fight for you for a short time. And every now and then you will loot the item and have a hostile Ghost Saber spawn and attack you instead. That’s the one that you tame.

Getting to Darkshore is pretty simple, though a bit dangerous if you do it at level 19-20. The easiest way that I found was to fly over to Crossroads in the Barrens and then run north into Ashenvale. From there you run all the way across the map to the north/northwest corner and on up into Darkshore. Some of the mobs in Ashenvale may very well kill you while you’re running. I used Track Beasts to know where they were and tamed trash pets that I set on Defensive to take over agro if one came to me. My trash pet died twice on the trip, but trash being what it is I really didn’t care. [Note: If you’re looking for a trash pet to draw agro off of you, I suggest a wolf. Their howl ability acts like a buff that by itself will draw agro to the wolf. So even if the mob is too high for the wolf to hit, and thus draw agro, his buff ability will draw agro to him instead despite the enemies’ levels.]

Once you reach the area where the cat figurines spawn it’s just a matter of running around all over the place looking for those statues while killing all of the nagas in the area as well. The research I did before going after the cat myself showed that most people found it after about 8 figurines and that it took anywhere from 1-2.5 hours to get it to spawn. It took me 10 figurines to actually get it to spawn, which was about 1.5 hours including the time it took me to get to the area.

Each time I found a statue I killed all of the Nagas in the immediate area, put the trash pet on Passive, cast Aspect of the Monkey, and then looted the statue. When I finally got the cat the first thing to do was Abandon the trash pet and then hit the Tame button. I had no problems at all in taming him, only took about 18% damage, and then had myself a classic favorite for my pet who I then renamed Genblossom.

All in all I actually enjoy running around with Brawrler more than I do Genblossom, but I haven’t had my little kitty for long so that could change after using her a bit more. Brawrler is an excellent tank, but I’m sure Genblossom will dish out better damage in the end. I’ll see which I prefer more as I get more time to play around with them.

The main strategy that you need to know for being a hunter is how to kite. It’s the best way for you to stay alive early on, it’s absolutely essential in PvP, and it’s a great skill to learn for every class in the game at some point. It’s basically just attacking while on the move to never let an opponent close in to melee range. If I can hit you, but you can’t hit me, then guess who wins. If I can slow you down but still move at maximum speed myself and never get within your range, then guess who wins.

Now, there’s more details to kiting than that, and there are many ways to do it. You can do it right from level 1, just fire a shot at an enemy and then immediately move away. When your attack timer is up stop and fire another, and just keep it up. After you get Serpent Sting go ahead and open up with it and simply do the same thing. Most mobs will be dead before SS needs to be reapplied, but if they aren’t you can cast it again if you need to. I highly suggest you learn how to strafe (using ‘Q’ and ‘E’ on the keyboard to move) if you don’t already know how. I also suggest you get familiar with using your mouse to change your directions if you aren’t already doing that as well. This is essential for what they call Jump Shooting or a Jump Shot, where you jump, spin around in midair to fire a shot, and then spin back around to face forward before you hit the ground again and by so doing continue to run away from your target. Backing up isn’t a good idea because you move at much slower speed. If you strafe, you can still attack even though you aren’t actually facing your target (you can shoot sideways, but not backwards) as long as he’s within about a 90 degree window.

One of the keys to successful kiting is keeping a maximum distance. It’s best to start off your attack from the furthest distance possible. It’s not required to be at maximum range, it’s just preferred. You can either do this by targeting the mob and then manually moving yourself away until you reach that distance, or you can do what I do and set your in-game options to include what they call “Click to Move”. This option allows you to right-click anything and your character will run to that point and interact with whatever it is if possible. If you right-click the ground then your character just runs to that point and stops. If you click on a node that your professions allow you to farm then your character will run to the node and then mine/herb/skin it. If you right-click a chest then you run to it and open it, clicking an NPC will have you run over and talk to them, a chair will make you run over and sit down, etc. Enemies on the other hand…

When it comes to to combat and clicking on enemy mobs/players/NPCs, Click to Move makes you run as close as you need to in order to attack them with your primary form of attack. And when you happen to be using a hunter, that means running close enough to shoot them (note: Hunter is the only class that Click to Move will cause to use a ranged weapon because ranged is their primary attack form. Every other class, even if they have ranged options, will move in to melee range.). If you’re already within range to shot then your character will immediately activate his Auto-Shot ability and fire at will. If you are out of range though, then your character will move to the nearest point from which he can shoot (maximum range) and then do so right away. This is the best way to keep maximum distance if you are not already within range. If you are within range, then you will need to manually move out if you want to keep max range. If I am already within range then I don’t bother backing out, personally, but do whatever feels best for you.

Talent Points and Professions
I’m still up in the air on some of my talent points, so for right now I’ll simply say that I stuck to Beast Mastery for leveling, and plan to stay that way for most of my leveling if not all. I haven’t had much time to research Hunter talents as I want to before offering advice on them, so I will leave you to your own searching on that issue for the time being. Once I have a more solid knowledge base then I will share my thoughts with you at that time.

For professions I went with Skinning and Leatherworking. To some extent I wish I had gone Mining and Engineering instead, but it’s not necessary. I do have a rogue who is an Engineer, so I think I can get by with just having him make the items I want for my hunter, and having Hookum take care of making gear for both himself and the rogue.

I have found a lot of useful Leatherworking gear for both the Hunter and the Rogue, so I do like the profession. The one thing that’s giving me trouble right now is that my skill is so high from all the skinning I’ve done that I can’t currently find the leather that I need to level the skill up further.

Further Reading
As I am still new to the Hunter class and am currently juggling 5 alts at the moment, I might not be moving fast enough for you if you happen to be leveling a Hunter yourself. As such, I want to direct you to an excellent source for all things Hunter-related: Aspect of the Hare.


Posted by on June 30, 2009 in Guide, Hunter, Leveling


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