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Dhralla

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  1. Dhralla

    Dhralla's Hunter Guide

    First of all, I’d like to thank you for all your reviews and comments and also I’d like to apologize for the delayed response – a lot of rl events going on so I’ve been very busy lately. Based on your suggestions, I’ve corrected the following in the guide: @Shaze 1) I must admit that I made a fundamental mistake in considering the benefits of agility and attack power. In my calculations, I‘ve mistakenly compared 1 agi (= 2 ap and 0.0189% crit) versus 3 ap, i.e. 0.0189% crit vs 1 ap, when the ap gives actually better % increase in dps (even in the crit most profitable area, that is from hypothetical 0% crit -> 0.0189% crit). 0.0189% crit increases dps by 0.0246%, 1 ap increases dps by 0.0286% if we consider the average dps 250. But here I didn’t take into account that the more agi versus ap we compare, the bigger is the profit from agi and the smaller the effect of ap. 2) It is stated in the guide that the 9% hit cap refers to the player‘s target with 315 defense, i.e. boss. Most of the thrash is lvl 61-62 which sets the hit cap to 6%, so it’s true that 9% hit is unnecessary here and switching those 3% hit on thrash will definitely increase your overall dps. But given that you’ll need 9% hit for the boss fights (and the boss fight should be taken into account the most), I consider 9% hit to be the cap. 3) It’s true that on thrash pet usually dies due to physical damage rather than magical. But during the boss fight (and again, the boss fight should be taken into account the most) the situation is usually different, and that most of the aoe damage is magical (which for MC and BWL means fire, for AQ nature). 4) I’ve never told to remove Arcane Shot from skillbar – actually, I’ve said the exact opposite: „don't go and remove it from your keybinds right after reading this”. I definitely agree that in many situations Arcane Shot is a useful ability, but I think we all agree not to use in terms of dps. 5) With regard to the pre-raid BiS list, the reason why I prefer Carapace Spine Crossbow over Bloodseeker is that Carapace Spine Crossbow gives you better stat composition, that is 4 agi + 9 sta, versus 7 agi + 8 str (where the stregth gives more or less nothing). It also seems to me that for someone, Carapace Spine Crossbow could be easier to obtain, because you’ll have to run Strat shitload of times to get Cape of the Black Baron anyways. Both the xbows are comparatively good and both ofc are the best pre-raid BiS ranged weapon slots – that’s why I’ve stated: „I've highlighted one of the possible and quite easily obtainable items of choice” in the guide. 6) I’ve revamped the consumables list according to the current stacking – scrolls have been removed since those really don’t stack with elixirs here. 7) With regard to Mara runs, actual earnings depend on many factors such as server, patch, population and AH rate, so I agree that putting a specific value here is somewhat misleading. @Sanders It’s true that hunters profit more from agi than from ap and if we consider ZG buff, agi becomes even more profitable. @Nitsujcm The calculations result mostly from the code, and the information stated has also been verified according to the Vanilla WoW Wiki, that is actually listed in the sources. If you find any other discrepancies, feel free to leave a comment below and I’ll be looking forward to discuss the upcoming topics.
  2. Dhralla

    Flawless Arcanite Rifle + Racial skill.

    @Valkyrer You'll still require 6% to reach the cap (against lvl 63 mob, i.e. boss). Here is the calculation: missChance = 5 + (target's defense skill - your weapon skill) * 0.1 missChance = 5 + (315 - 309) * 0.1 = 5.6% -> 6% All the hit cap calculations are in my guide, feel free to check it out: forum.elysium-project.org/topic/47244-dhrallas-hunter-guide/
  3. Dhralla

    Dhralla's Hunter Guide

    Greetings to both my fellow underlings… er, hunters and anyone else visiting this thread, welcome to the Hunter Tactics and Strategies corner of our forums! There are hunters among us, who are new to Vanilla and may be unaware of the fact that gameplay mechanics have undergone many substantial changes, as the game developed to whichever expansion you might have played in the past. And so I've decided to begin with explaining the basics – you can read here about the proper build, spell rotation, you'll be able to find here a list of pre-raid BiS, as well as a list of regular enchants (and how to get them) and required raid consumables and much more. I went through many hunter Vanilla guides while writing this, but I didn't get the impression that the majority of them is correct at all. You can find the list of the sources below. I'm gonna keep this thread updated, feel free to leave any comments here or contact me in-game / on discord anytime for any questions. Covered so far: Hunter Stats & Conversions Hit & Crit Cap calculations PVE Builds for current raiding content Spells, Cycle & Rotation Pre-raid BiS items Enchants Raid Consumables & Buffs Professions Solo Hunter Epic Quest – How to get your Rhok'delar, Longbow of the Ancient Keepers (see Dhralla's Ultimate Leaf Guide) Coming soon: Pets Macros & Addons Hunter is a unique class, as the only one in the game deals ranged physical damage. This fact is also reflected in how hunters benefit from individual stats and how the stats convert – which will differ alot from both melee physical damage dealers and spell casters. Primary stats benefit hunters in the following order: agility > stamina > intellect > spirit > strength. Agility increases attack power with melee weapons by 1 and ranged weapons by 2 per point increases critical strike chance by 0.0189% (0.0217% for SV spec) per point @lvl60 (1% critical strike chance requires 53 agility or 46 for SV spec) increases dodge by 0.0377% (0.0444% for SV spec) per point @lvl60 (1% dodge requires 26.5 agility or 22.5 agility for SV spec) increases armor by 2 per point Stamina increases health points by 10 per point Intellect increases mana pool by 15 per point increases chance to criticaly hit with spells increases the rate at which weapon skill improve Spirit increases health regeneration while out of combat increases mana regeneration while not casting („not casting“ refers to „five second rule“, which means whenever mana is expended for any purpose, mana regeneration is interrupted for five seconds) Strength increases attack power with melee weapons by 1 per point Among the secondary stats that are beneficial to hunters belong: attack power (or ranged attack power), hit chance and critical strike chance. Attack power is the stat that increases dps the most – both, white attacks and most special abilities scales with it so it basically translates into raw dps. For a deeper overview of the other two important secondary stats pls check separate section below (Hit & Crit Cap). Whereas some of our abilities scale with spell power (e.g. Arcane Shot, Serpent Sting, Traps), we also benefit from it, but since those abilities do not participate in your dps, you don’t have to worry about having zero at all. Which stat to stack depends on several factors, mostly on your current value of individual stats, because some stats are subject to the caps (namely hit chance and critical strike chance, see separate section Hit & Crit Cap below). Priority should be given to the hit chance until reaching the cap (9%) and agility should be prioritized over attack power, in terms of 10 agi > 21 ap. The additional critical strike rating from agility will increase your dps more than the attack power and the profit is getting bigger, the more agility versus attack power we compare. Here is also worth mentioning that agility, unlike attack power, is influenced by buffs that increase stats by %, for instance Spirit of Zandalar. Regarding preference for attack power or critical strike rating, there is no uniform conversion, because the profit from attack power is affected by your current dps and the profit from critical strike rating is subject to the cap, or rather „diminishing returns”. To determine how much attack power corresponds to 1% crit, check this Excel sheet – the table on the left shows by how much every additional 1% crit increases your dps; the table on the right shows attack power conversion to % increase in dps – you can adjust the calculation by changing the value of your current average dps in the yellow highlighted cell. For overview, these are the approximate hunter agility equivalence points (stat conversions): 1 agility = 2 ranged attack power 53 agility (46 for SV spec) = 1 % critical strike chance, 106 ranged attack power 14 ranged attack power ≈ 1 DPS Secondary stats that require special attention are hit chance and critical strike chance. These stats are very important to hunters and both of them are weighted down by reaching the cap at some point. For a more detailed explanation, read the following paragraphs. Hit chance & cap Ranged attacks cannot result in a parry, dodge or glancing blow, which means that ranged attacks can only hit normally, crit, miss, be blocked or result in a crushing blow (NPC only). Unlike other physical damage classes, hit cap for hunters is the same for both auto attacks („white damage“) and special abilities/shots („yellow damage“). Since missing an attack results in the greatest dps loss, reaching the hit cap should be priority no. 1 for every raider. There are several ways of increasing your hit chance – mainly through gear, then enchants (ZG enchants – Falcon's Call, see Enchants section), a scope (Biznicks 247x128 Accurascope, see Enchants section) and last but not least, your talents (Surefooted, see PVE Builds section). But what exactly is the hit chance and what specific amount is needed? Hit chance decreases the chance to miss and in PVE its‘s determined by the difference between player‘s weapon skill and the target’s defense skill. In addition, the effect is not linear and there are actually two different formulas built in the Elysium open source code (see /src/game/Objects/Unit.cpp; line 3077-3130): line 3083: Base miss chance is set to 5%. float missChance = 5.0f; line 3101: skillDiff is weapon skill minus target’s defense skill (gives negative value when target’s defense skill is higher than player’s weapon skill). int32 skillDiff = int32(GetWeaponSkillValue(attType, pVictim)) - int32(pVictim->GetDefenseSkillValue(this)); line 3106-3107: If skillDiff is higher than 10, use code on line 3107 for missChance calculation. else if (skillDiff < -10) missChance -= (skillDiff + 10) * 0.4f - 2.0f; // 7% base chance to miss for big skill diff (%6 in 3.x) line 3108-3109: If skillDiff is less than or equal to 10, use code on line 3109 for missChance calculation. else missChance -= skillDiff * 0.1f; This means that the calculation depends on the actual difference between player‘s weapon skill and the target‘s defense skill. The above equations can be expressed as follows: [1] If the difference between player‘s weapon skill and target‘s defense skill is > 10, then the formula for calculating base miss chance is: missChance [%] = 7 + (defense skill – weapon skill – 10) * 0.4 [2] If the difference between player‘s weapon skill and target‘s defense skill is ≤ 10, then the formula for calculating base miss chance is: missChance [%] = 5 + (defense skill – weapon skill) * 0.1 If we take in account base weapon skill, i.e. 300, applying these formulas gives us base miss chance 5% against lvl 60 mob (applying formula [2]) and 9% against lvl 63 mob (boss), (applying formula [1]). Note that the above applies to ranged / 2H melee weapons, considering melee dual-wielding, there is additional 19% miss chance penalty, which gives 24% and 28% miss chance, respectively. Considering troll (or dwarf) racial bonus, that is additional +5 weapon skill to bows (guns), base miss chance against lvl 60 mob remains unchanged, i.e. 5% (applying formula [2]), but against lvl 63 mob (boss) it‘s only 6% (applying formula [2]). If you don’t like playing troll / dwarf and still want that badass hit cap reduction, you might be interested in items with +ranged weapon skill, but note that you won’t find such kind of gear among the end-game pieces. You’ll find the list of those items bellow. As already mentioned, the calculations of the hit (or rather miss) chance is not linear, but it’s dependent on the actual difference between player’s weapon skill and the target’s defense skill. This means that adding the same +weapon skill amount at different actual weapon skill rates, won’t result in the same miss chance reduction. For a better overview of the miss chance against lvl 63 mob (boss), i.e 315 defense skill, according to the current player’s weapon skill, see the following table: gear with +ranged weapon skill: Stoneshatter (Dire Maul West – Prince Tortheldrin) Flawless Arcanite Rifle (Engineering crafted) Sash of the Grand Hunt (BRD – Emperor Dagran Thaurissan) Trueaim Gauntlets (LBRS – Shadow Hunter Vosh'gajin), (note that this item has undergone stats and quality changes in patch 1.10 so if you’re after it, check what version corresponds to the patch you’re currently playing on) Marksman Bands (BoE Dire Maul East Drop) Infernal Trickster Leggings (Maraudon – Lord Vyletongue) Crit chance & cap Critical strike chance is a secondary stat which improves your chance to get a critical strike with melee and ranged weapons. In general, physical critical strike refers to 100% bonus damage (twice your normal damage) that occurs as a result of an attack. Since a large majority of hunters use 5/5 Mortal Shots talents, which increases ranged weapon critical strike damage bonus by 30%, the resulting bonus is even greater, namely 130%. Besides that, critical strike chance appears on gear as a separate stat, it‘s also increased by agility, where you gain 1% for every 53 agility points (note that base critical strike chance from agility gives you 5%). We also have 5/5 Lethal Shots talents, which increase critical strike chance with ranged weapons by 5%. If we put all this together, we can come to the calculation of „soft“ crit cap. „Soft“ because unlike the hit cap, it’s not a fixed value in the sense that you’ll still benefit from additional critical strike chance even after reaching the cap, but the profit will be more and more negligible. For a better understanding, see the following table and chart: As the „soft“ crit cap we define the point where additional % of critical strike chance will increase your dps by less than 1%. You can see that the „soft“ crit cap is around +24 – 25% critical strike chance and if we take in account the bonus from 5/5 Lethal Shots talents, it will leave us with only + 19 – 20% critical strike rating required from agility / critical strike chance as separate stat to reach the cap. Beyond that point, you should focus on stacking mainly attack power. Even though the default Vanilla Character Info in Vanilla doesn’t display your current critical strike chance, you can still check it out in the Spellbook & Abilities, in General tab, upon mouseovering the Attack ability (note that the tooltip doesn’t show Lethal Shots bonus, since it’s ranged only), or use one of those stat enhancement addons. Regarding hit and crit chances, there is very important note Blizzard made in August 2005: „The way WoW calculates crit rate is over ALL attacks. Crit rate is not based on hits only. In other words, if you have a 5% crit rate, that 5% chance includes misses.” The post made by Thundgot, Blizzard English Community Manager, also contains other important information about crit rate adjusting and critical strike in relation to defense: „All crit rate adjusting abilities, items, and talents add the flat % to the base % crit rate. So if I have a 5% base crit rate and then use an item or talent that increases that crit rate (let's use Improved Backstab talent for example - +30% crit), my new crit with backstab is 35%. Regarding how defense decreases the rate of critical strikes, each point of defense that a target has over the attacker, the attacker loses 0.04% chance to crit. So, for example, if a level 60 Rogue is attacking a level 60 Warrior who has 25 defense, the rogue's crit rate will be decreased by 1%.” And also for a better understanding of how the chances are added together, there is another interesting knowledge here how the hit chance is subtracted from the miss chance: „+toHit items subtract from your miss%. So, ignoring all defensive actions (Block/Parry/Dodge/etc..) if I have 20% crit chance, 20% miss chance, and 60% hit chance and I equip an item that gives me +5% toHit and +5% crit, my stats become 25% crit, 15% miss chance, 60% hit chance. New hit chance = (Original hit%) + (toHit modifiers) - (crit modifiers) 60% + 5% - 5% = 60% New crit chance = (Original crit%) + (crit modifiers) 20% + 5% = 25% New miss chance = (Original miss%) - (toHit modifiers) 20% - 5% = 15%” Basically, there are two viable hunter builds for raiding: MM/SV 2/31/18 (or rather 5/31/15 – explained below) and BM/MM 20/31/0. BM/MM is theoretically capable of giving higher damage output as long as your pet is able to dps, but since that is not always an option – we have our pets dismissed / on passive during raid encounters, either to prevent them from interfering with tactics, or simply to prevent them from dying, I prefer the former choice of talents. MM/SV 2/31/18: 2/5 Deflection (Increases your Parry chance by 2%.): Those are just points needed to be spent to unlock the 3rd tier, if you wish, feel free to go for 2/5 Imp Wing Clip instead. 2/2 Savage Strikes (Increases the critical strike chance of Raptor Strike and Mongoose Bite by 20%.): Useful while we're “melee hunters” e.g. on Lava Surgers in MC / High Priest Thekal in ZG. 4/5 Survivalist (Increases total health by 8%.): As long as there is no viable dps option I highly recommend to get increased health over Clever Traps / Imp Wing Clip, because it gives you better survivability, which implies, surprise… higher overall dmg output and lesser stress on healers. If you feel like you are able manage just fine, feel free to go for the alternative talents mentioned above. 1/1 Deterrence (When activated, increases your Dodge and Parry chance by 25% for 10 sec.): Just great utility spell, comes handy in some situations (e.g. at High Priestess Jeklik while you “tank” her Screech ability and you're on low hp, you have better chance to survive one of the charges when Deterrence activated). With how the talents align, there really isn't a reason to not have it, unless you're autistic and obsessed about filling talents to 5/5 and just have to have max out Survivalist. 3/3 Surefooted (Increases hit chance by 3% and increases the chance movement impairing effects will be resisted by an additional 15%.): Absolute necessity until you get enough hit for the cap (9%) from your gear. You lose a lot of dps on misses, moreover you don't wanna miss utility spells e.g. Tranquilizing Shot. There's a separate chapter on hit cap calculations (see Hit & Crit Cap section), but to put it short: just get hit capped or be banished to the depths of dps-meter lists. And be glad you don't have to bother with glancing blows like the melees have to :D. Zul'Gurub Important note: Any hunter, participating in ZG raids: I don't want you to use the Entrapment talent (Gives your Immolation Trap, Frost Trap, and Explosive Trap a 25% chance to entrap the target, preventing them from moving for 5 sec.). The reason is following: we are supposed to use Frost Trap to slow down + kite around the Withered Mistresses, they must not be prevented from moving, otherwise they (which would in fact mean you) wipe our melee folks and then you answer to me. Non-hunters reading this (haha, you have no life if you read this) pls just don't use immobilizing stuff on those thrash mobs (mages don't use Frost Nova on those packs etc.) I think most of the talent choices are obvious and don't really need any explaining, if you have any questions feel free to ask in-game / on disc anytime. MM/SV 5/31/15: Once you have enough hit chance from your gear to reach the hit cap (9%), you should drop Surefooted talents and put those into Imp Aspect of the Hawk for better dps output. So, the simplest method commonly used is that you basically just move those 3 talent points between Surefooted / Imp Aspect of the Hawk to accommodate your hit chance needs. BM/MM 20/31/0: If you can control your pet well and want to keep him up most of the raid time, you might wanna go for this hybrid BM/MM build. Then I'd recommend taming ZG Serpent over Bloodaxe Worg because in that case you'll want your pet to actually do dmg and Serpent does definitely more dps than Bloodaxe. I prefer to keep my pet on passive during raid times because otherwise he dies so very often from aoe and ends up not doing any dps anyway. With the 5/31/15 build and Bloodaxe you can just keep his Furious Howl ability up all the time and keep him on passive, at least that's what I do. Note: If you go for this build be sure to max up fire resistance on your pet to keep him alive. (Btw, since our main content is MC/BWL atm., I recommend to get FR for Bloodaxe as well, but we're gonna discuss this in the pet thread later.) There are some other viable builds that are supposed to have good dps output as well, e.g. MM/SV 0/21/30 (Lightning Relfexes, Killer Instict talents), which however require certain requisite to become advantageous, like stacking certain amount of agility. If anyone is interested, we can discuss / make some research about this later. It should be considered at least one of the guild hunters taking 5/5 Improved Hunter's Mark instead of 3/3 Hawk Eye for increased dps of all the hunters, especially in the 40-man raids. Obviously, effect of presence of this talent in the raid group scales with the number of ranged physical dps = hunters, so it can be negligible if there are only a few hunters, but strengthens the more the more hunters there are. Also it should be noted that Hunter's Mark has by default the lowest accepted raid debuff priority (16th debuff – you can't add more debuffs on any target, this should be clear), and as such gets substituted with other more usable debuffs on some encounters, if that's the case, don't use it. Spell Books: In Vanilla, not all the spells can be learned from trainer, but some skills (or maximum rank of some skills) have to be learned from spell books. This includes Tranquilizing Shot and with the 1.9 patch coming out also Aspect of the Hawk, Multi-Shot and Serpent Sting: Tranquilizing Shot – can be learned from Tome of Tranquilizing Shot (drops from Lucifron in MC) Aspect of the Hawk (rank 7) – can be learned from Guide: Aspect of the Hawk VII (drops from bosses in AQ 20) Multi-Shot (rank 5) – can be learned from Guide: Multi-Shot V (drops from bosses in AQ 20) Serpent Sting (rank 9) – can be learned from Guide: Serpent Sting IX (drops from bosses in AQ 20) No! – Serpent Sting You won't use Serpent Sting. Ever. Well, almost. Unfortunately Serpent Sting doesn't make it to the list of 16 default raid debuffs, which means you won't get to use it in your normal rotation. At least you'll enjoy it all the more when you can use it at Ony's flying phase and a couple of more encounters, but by default, don't use it. No! – Arcane Shot In terms of dpsing, just don't use it, except in one of those rare encounters when you need specifically magic damage – it deals arcane damage and so bypasses armor, but can be resisted. It shares cooldown with Aimed Shot and doesn't scale with attack power, which makes it mostly unusable. You can still use it for kiting or pulling (especially rank 1 for its low mana cost – 25 mana or 22 mana with 5/5 Efficiency), so don't go and remove it from your keybinds right after reading this. Yes! – Auto Shot, Aimed Shot (and Multi-Shot) As you might have already noticed, Auto Shot cooldown passes while you‘re casting Aimed Shot (which is the ability contributing most to the damage output), which means, that you want to cast Aimed Shots between white attacks so you don't clip your Auto Shots. I'm going to make a little detour here to explain ranged weapon attack speed. It should be apparent that you want your ranged weapon to be as slow as possible. The idea behind this is following: consider the 3 second cast time of the Aimed Shot, obviously, the faster the ranged weapon you use, the more Auto Shots are being clipped (the majority of ranged weapons will clip one Auto Shot, some extremely fast bows can even clip two). So, using simple mathematics, the ideal attack speed of a ranged weapon would be 3.45 (if you consider 15 % increased ranged attack speed bonus from the Ancient Sinew Wrapped Lamina epic quiver) to hypothetically not clip your Auto Shots while casting Aimed Shots at all, but you'd need perfect timing to make use of it. To maximize your dps you should watch your Auto Shots and start casting Aimed Shot right after your Auto Shot launches so that you synchronize Auto Shot – Aimed Shot rotation and avoid any delays, that would cause longer breaks of Auto Shooting than needed. The Aimed Shot is helping you in syncing the Auto Shots, but it's your job to time the Aimed Shot itself. It might take you some time to perfect the timing, but at the end you'll be able to intuitively determine when to start casting Aimed Shot. The best way to learn the timing for casting Aimed Shot is to listen to the sound of the Auto Shot arrow being fired and start casting Aimed Shot right at that time. The Auto Shot animation takes some time to perform so just watching your character might result in incorrect Aimed Shot cast timing. Another dpsing ability you want to use is Multi-Shot (ofc always watch for polymorph, sleep,...). So, if you put it all together, the ideal cycle (with 3.45 attack speed ranged weapon and 15 % increased attack speed from quiver) would take 9 seconds and it would look like this: 0 s: Auto Shot + Aimed Shot cast start 1 s: (Aimed Shot cast) 2 s: (Aimed Shot cast) 3 s: Aimed Shot + Auto Shot + Multi-Shot 4 s: – 5 s: – 6 s: Auto Shot 7 s: – 8 s: – 9 s / 0 s: Auto Shot + Aimed Shot cast start Cooldown of Aimed Shot takes 6 seconds so it fits the cycle just right. A little problem is with Multi-Shot which cooldown takes 10 seconds. That means that in the second cycle you'll cast Multi-Shot at 4 s instead of 3 s and so on. After few cycles you'll get to the point where Aimed Shot and Multi-Shot cooldowns ends simultaneously. At this point you should always prefer Aimed Shot over Multi-Shot. Hunter’s Mark Hunter’s Mark is by default considered the lowest (16th) accepted debuff priority, mainly in 40-man raids. It should be kept in mind that the effect of this ability strengthens the more the more hunters are present in the raid group. For that reason, one of the raid hunters should have 5/5 Improved Hunter’s Mark to maximize all raid hunter’s dps – in that case leave applying Hunter’s Mark on targets to this hunter. Rapid Fire / Berserking (trolls) cooldown management Since attack speed buffs (Rapid Fire, Berserking, Improved Aspect of the Hawk) affect Aimed Shot cast time, there is no reason to not cast Aimed Shots when attack speed buff is up. You want to use Rapid Fire / Berserking together with your pop trinket (if you have any), usually at the beginning of the fight (always wait for 5 Sunder Armors at bosses), unless you need to save your cooldowns for a specific boss phase / mechanic. Using Rapid Fire / Berserking early gives you the possibility to use them multiple times during an encounter depending on the fight duration. Utility spells (e.g. Tranquilizing Shot, Viper Sting) You won’t definitely use these abilities on regular basis, but in some encounters, your team will rely on them. In terms of Tranquilizing Shot, you’ll be asked to use it to remove enrage, for instance, from Magmadar or Chromaggus. Because missing Tranq Shot in situations like this can lead to wipe, I recommend to use Tranq Shot announcer addon to keep a better watch over your misses. Viper Sting comes handy, for example, in AQ where it helps warlocks control Moam’s mana pool. Traps An inseparable part of hunters are their Traps. You won’t definitely use them on regular basis, but at those times when aoe slowdown / kiting is needed (e.g. at Withered Mistresses packs in ZG) don’t be afraid to use your Frost Trap. Also another nice CC ability, Freezing Trap, comes handy for example in situations when there isn’t enough mages for sheeps – keep in mind that a good hunter always watches over his timers, for both, primed and triggered traps, to make the best possible timing for re-traping target via FD (also note that there are useful macros for FD + trap trick which will make it all even easier – see Macros & Addons section). For Bloodaxe Worg users: Furious Howl (FH) buff management Just to be clear, FH gives an extra (flat) 45 to 57 damage to next physical attack of your party members – that means that it doesn't matter if you buff you Aimed Shots or Auto Shots. If you're using a Bloodaxe Worg be sure to keep FH buff up all the time. There is one annoyance with FH you should be aware of: if you receive the buff while an arrow is already in the flight, the buff won't affect the shot at all and will disappear from the hunter without any effect (the shot counts as your next attack but does not get buffed by FH, i.e. a shot must be buffed before it's cast / launched). So, in the mentioned case you'd just waste your pet's FH cooldown. Considering this, you shouldn't use FH during shot casting but you should instead wait for for the moment when Aimed Shot and Multi-Shot are both on cooldown and just buff your Auto Shots (but don't forget to wait until the previous shot hits the target). There is a functional macro for that but I'll get to that in more detail in the Macros & Addons chapter. !Don't forget to watch your KTM and use FD anytime you‘re high on threat! Don't use FD/drink up, when you go OOM during encounters. Better just keep up doing white damage or use Mana Potions / Demonic(Dark) Runes + bandages / whatever instead! Sitting and drinking will drop your dps the most. Here's a list of pre-raid hunter BiS items. I've highlighted one of the possible and quite easily obtainable items of choice that fit with 2/31/18 build. You should always keep in mind that it's important to adjust the gear composition to your needs, generally speaking, with pre-raid BiS you should always focus on reaching the hit cap. Helm: Backwood Helm (reward from The Treasure of the Shen'dralar quest) Crown of Tyranny (Stratholme Live – Balnazzar) Mask of the Unforgiven (Stratholme Live – The Unforgiven) Eye of Rend (UBRS – Warchief Rend Blackhand) Neck: Mark of Fordring (reward from In Dreams quest) Will of the Martyr (reward from Aurius' Recogning quest) Imperial Jewel (BRD – Emperor Dagran Thaurissan) Emberfury Talisman (UBRS – Pyroguard Emberseer) Shoulders: Truestrike Shoulders (UBRS – Pyroguard Emberseer) Black Dragonscale Shoulders (Leaterworking crafted) Back: Cape of the Black Baron (Stratholme UD – Baron Rivendare) Stoneskin Gargoyle Cape (Stratholme UD – Stonespine) Shadow Prowler's Cloak (UBRS - General Drakkisath) Chest: Savage Gladiator Chain (BRD – Ring of Law) Ogre Forged Hauberk (Dire Maul North – Tribute run) Nightbrace Tunic (UBRS – Solakar Flamewreath) Bloodsoul Breastplate (Blacksmithing crafted) Bracers: Slashclaw Bracers (LBRS – Halycon) Bracers of the Eclipse (Dire Maul West – Prince Tortheldrin) Blackmist Armguards (UBRS – The Beast) Deepfury Bracers (BoE World Drop) Marksman Bands (BoE Dire Maul East Drop) Primal Batskin Bracers (Leatherworking crafted) Bracers of the Stone Princess (Princess Theradras – Maraudon) Gloves: Devilsaur Gauntlets (Leatherworking Crafted) Skul's Fingerbone Claws (Stratholme – Skul) Voone's Vice Grips (reward from Warlord's Command quest) Black Grasp of the Destroyer (Blacksmithing crafted) Bloodsoul Gauntlets (Blacksmithing crafted) Belt: Marksman's Girdle (LBRS – Urok Doomhowl – summoned at Urok's Tribute Pile by combining Omokk's Head with Roughshod Pike) Sash of the Grand Hunt (BRD – Emperor Dagran Thaurissan) Girdle of Beastial Fury (BRD – Ring of Law - Eviscerator) Frostbite Girdle (Scholomance – Ras Frostwhisper) Cloudrunner Girdle (LBRS – Quartermaster Zigris) Warpwood Binding (Dire Maul West – Tendris Warpwood) Legs: Leggings of Destruction (Dire Maul North – King Gordok) Devilsaur Leggings (Leatherworking crafted) Blademaster Leggings (UBRS – The Beast) Boots: Windreaver Greaves (Scholomance – Kirtonos the Herald) Pads of the Dread Wolf (LBRS – Halycon) Swiftwalker Boots (BRD – Princess Miora Bronzebeard) Black Dragonscale Boots (Leatherworking crafted) Ring: Blackstone Ring (Maraudon – Princess Theradras) Tarnished Elven Ring (Dire Maul North – Tribute Run), (note it's not unique) Painweaver Band (UBRS – General Drakkisath) Trinket: Blackhand's Breadth (reward from For The Horde! quest) Royal Seal of Eldre'Thalas (reward from The Greatest Race of Hunters quest – Dire Maul book) Devilsaur Eye (reward from The Green Drake quest) Ranged Weapon: Bow: Ancient Bone Bow (Scholomance – Lord Alexei Barov, Lady Illucia Barov, Docotr Theolen Krastinov, Lerekeeper Pokelt, The Ravenian, Instructor Malicia) Crossbow: Stoneshatter (Dire Maul West – Prince Tortheldrin) Carapace Spine Crossbow (Stratholme UD – Nerub'enkan) Bloodseeker (reward from Hero of the Frostwolf AV quest) Blackcrow (LBRS – Shadow Hunter Vosh'gajin) Heartseeking Crossbow (BoE World Drop) Gun: Dwarven Hand Cannon (BoE World Drop) Core Marksman Rifle (Engineering crafted) Flawless Arcanite Rifle (Engineering crafted) Crystal Slugthrower (BoE drop from Chest of Spoils, reward from Abyssal Scepters quest) 2H Weapon: Barbarous Blade (Dire Maul North – King Gordok) Warmonger (BoE World Drop) Arcanite Reaper (Blacksmithing crafted) Dreadforge Retaliator (BRD – Emperor Dagran Thaurissan) Frenzied Striker (BoE World Drop) 1H Weapon: Assassination Blade (BoE World Drop) Tooth of Eranikus (Sunken Temple – Shade of Eranikus) Krol Blade (BoE World Drop) Heartseeker (Blacksmithing crafted) Scarlet Kris (BoE World Drop) Mirah's Song (reward from Kirtonos the Herald quest) Helm: Falcon's Call (+24 ranged attack power, +10 stamina, +1% hit chance) – ZG enchant Shoulders: Zandalar Signet of Might (+30 attack power) – ZG enchant Back: +3 agility Chest: +4 to stats Bracers: +9 stamina / +4 mana every 5 seconds Gloves: +15 agility (for pre-raid BiS items it's just fine to stick with +7 agility) Legs: Falcon's Call (+24 ranged attack power, +10 stamina, +1% hit chance) – ZG enchant Boots: +7 agility / minor run speed Ranged Weapon: Biznicks 247x128 Accurascope (+3% hit scope); it's just fine with Sniper Scope (+7 dmg scope) till you get your Rhok'delar, Longbow of the Ancient Keepers (don't forget to adjust your gear / talents once you get your +3% hit scope so you're not overhitcapped) 2H Weapon: +25 agility 1H Weapon: +15 agility (let me know if you can't find any +3% hit scope engineer / +25 agility enchanter, I can give you a reference) How to get ZG enchants: Helm / Legs enchant: Falcon's Call required reputation with Zandalar Tribe: friendly required items: 1x Arcanum of Rapidity, 1x Punctured Voodoo Doll, 1x Primal Hakkari Stanchion required items for Arcanum of Rapidity: 1x Libram of Rapidity (random drop in Dire Maul, or just buy from AH) 1x Pristine Black Diamond (random drop from lvl 55+ instances such as Stratholme, Scholomance, UBRS, LBRS, Dire Maul, or just buy from AH) 2x Large Brilliant Shard 2x Blood of Heroes (can be found at: 25.9, 74.6; 27.3, 64.2; 59.3, 62.3; 64.7, 65.3; 49.1, 35.3; 33.6, 32.6 in EPL and at 49.7, 33.3; 52.4, 55.0 in WPL; respawn time takes 2 hours) Once you have all the items for your Arcanum of Rapidity, go to Dire Maul Library (you need Crescent Key to get there or someone who can open it for you) and turn in the Libram of Rapidity quest to Lorekeeper Lydros. In order to be able to obtain this quest, you must complete the Elven Legends quest first (starts at Sage Korolusk in Camp Mojache). Punctured Voodoo Doll can be obtained from Jinxed Hoodoo Piles in ZG (or you can just buy one from AH – note it's not BoP) and Primal Hakkari Stanchion drops from several of the bosses in ZG. Once you've got your Arcanum of Rapidity, Punctured Voodoo Doll and Primal Hakkari Stanchion, you just simply turn in those for your Falcon's Call enchant at Zanza the Restless. This NPC is located in ZG, at the top of one of the pyramids, directly behind The Venom Pit. Shoulders enchant: Zandalar Signet of Might required reputation with Zandalar Tribe: exalted required items: 15x Zandalar Honor Token there are two ways of obtaining Zandalar Honor Tokens: breaking a Bijou of any color at the Altar of Zanza at Yojamba Isle in STV handing in a specific combination of three Coins to Vinchaxa at Yajamba Isle in STV (Zulian, Razzashi and Hakkari Coin / Sandfury, Skullsplitter and Bloodscalp Coin / Gurubashi, Vilebranch and Witherbark Coin) Once you've collected all your Zandalar Honor Tokens speak to Rin'wosho the Trader at Yojamba Isle in STV and turn them in for your Zandalar Signet of Might enchant. Bringing consumables and other buffs for every raid night should be an integral part of every raider’s practice. Not only does it greatly increase your dps, but particular encounters require specific consumables to be popped in order to increase your survivability during the fight. This predominantly includes magic resistance potions so I recommend to pay close attention to „Raid Specific Consumables“ section. The alchemists have alot of juicy (I’m aware of the fact that often unfortunately expensive) stuff to offer, so until your inventory doesn’t overflow with consumes, you’re not prepared enough. The following list contains pretty much all the consumables & buffs you wanna bring to raids with your hunter. If we take in account the large number of possible options, the fact that some buffs override one another and, of course the way our stats scale, we should prioritize the buff effects in the following order: agility (or attack power) > stamina > intellect > spirit > strength. Note that the said amount is only rough estimate and is intended to last for one raid night. Also note that this list corresponds to the current game version (on Anathema server), i.e. 1.9. and it will be updated as new patches comes out. You can find the link for even more detailed list here – some alternative options are mentioned there together with the list of materials needed for individual buffs and few other notes. Consumable Buffs: Elixir of the Mongoose x10 Spirit of Zanza x1 Juju Might x15 Gordok Green Grog x15 Ground Scorpok Assay (not required) Crystal Force (not required) Food Buffs: Grilled Squid x20 Weapon Enhancement: Lesser / Brilliant Mana Oil x2 (i.e. 10 charges) Battle Consumables: Major Mana Potion x10 Major Healing Potion x10 Major Rejuvenation Potion (not required) Heavy Runecloth Bandage x20 Demonic (soulbound) / Dark Rune x10 Raid Specific Consumables: Zul'Gurub: Greater Fire Protection Potion x2 Onyxia's Lair: Greater Fire Protection Potion x2 Molten Core: Restorative Potion x2 Greater Arcane Protection Potion x2 Greater Fire Protection Potion x4 Blackwing Lair: Swiftness of Zanza x1 Greater Fire Protection Potion x20 Juju Ember (not required) Ammunition: Thorium Headed Arrow / Thorium Shells Other: Pet Food (e.g. Roasted Quail) x20 Even though it doesn‘t have to look like this at first glance, selecting the proper Primary professions is associated with your class and it will affect your gameplay alot. Facing the fact that most of the raiding hunters usually find a suitable safe place and FD immediately after they hear their raid leader call: „Wipe it.“ on Disc, this sense for finding a safe spot became more of an automatic reflex. The capability to resurrect other raid members (or rather res the resser), in such situation, gives your raiding team a great advantage. It shows that a clear choice for your Primary profession should be Engineering and through it the potential to use Goblin Jumper Cables or Goblin Jumper Cables XL trinkets. By using one of those you can not only bring to life one of your healers after a wipe, but you can also „combat-res“ one of your fallen comrades. This is done by double-FD – first to switch the trinket slot to the Cables and the second one to be able to use them (you can notice the tag „Cannot be used when in combat“). Even though there is a separate Macro & Addons topic, I’m gonna drop simple macro for „Cables Combat Res“ here: /script a=IsControlKeyDown() if(a)then CastSpellByName('Feign Death') PickupContainerItem (0,1) PickupInventoryItem (13) end /script b=IsAltKeyDown() if(b)then CastSpellByName('Feign Death') UseInventoryItem (13) end /script UIErrorsFrame:Clear() Ctrl-clicking the macro will cast FD and equip the Cables from your inventory to your trinket slot 1; double Alt-clicking the macro will cast FD and use the Cables; ctrl-clicking the macro again will cast FD and re-equip your default trinket. Note that in order to make this macro work, your Cables have to be in the first slot of your backpack. Another advantage of being an Engineer are undoubtedly Flame, Ice and Shadow Reflectors and last but not least, the ability to craft your own Bullets / Arrows. Regarding the Engineering specialization, I’d choose based on which location you prefer for the extra teleport – pick Goblin for transporter to Everlook or Gnomish for transporter to Gadgetzan. When choosing, I’d take into account several facts. Your Hearthstone most probably leads to Kargath, so Everlook transporter remotely replaces your „default Hearthstone“ to Orgrimmar. In my opinion, generally more usable option is the other one, because transporting to Gadgetzan gives you the opportunity to shorten your travelling time to Silithus, where you‘re gonna spend most of your time these days. Choosing the second Primary profession leaves basically two options – Herbalism or Leatherworking. If you’ve already gone through consumables section, you’ve noticed that participating in raids is quite expensive business. Prefering Herbalism as your second Primary profession will help you alot in this. Hunter with Herbalism is just the best combination for Maraudon gold farming runs – FD gives you great advantage of bypassing most of the NPC’s which will make the runs super fast (especially with Aspect of the Cheetah on). And with Herbalism, the possibility to pick Ghost Mushrooms on your way makes your runs even more profitable. The other possible option here is Leatherworking for a simple reason – to be able to craft your own pre-raid BiS, i.e. Devilsaur set or Black Dragonscale set. Therefore when choosing your Leatherworking specialization, go for Tribal or Dragonscale. Also note that with Tribal you are able to craft Hide of the Wild, which is a quite high in demand cloak for healers, so you can also earn some extra gold in this way. In terms of your Secondary professions, since you can grab all of them and there are no class-exceptions or special class-combination profits, I’m gonna make just a brief note here. As a raider, you’re supposed to skill up especially First Aid (to be able to use Heavy Runecloth Bandages). Skilling up the other two, i.e. Fishing and Cooking is up to you, but being able to fish and cook your own stuff saves you alot of gold. How to Hunter by Buexx How2Huntard by Sorono The Arrow And You by Cruzix Vanilla PVE Hunter Guide by guy_from_sweden Hunter Agility Equivalence Points Formula? threat on Elysium Project forum Vanilla WoW Wiki – Hit threat about hit cap calculations on Vanilla WoW Wiki Stat and damage questions by Thundgot, Blizzard English Community Manager Nostalrius Pre-BiS Lists by Kurthos ZG Enchants and You by HoloDarksbane A big thanks to my boyfriend for all his valuable advice and especially for grammar correction :-*
  4. Dhralla

    Dhralla's Ultimate Leaf Guide

    Alright, after all those nights spent in MC when another The Eye of Divinity drops, you’ve finally put your hands on the epic Ancient Petrified Leaf and you’re one step closer to obtaining the desirable bow – stave – quiver trio. But for those who’re just curious and have decided to read this beforehand, let me briefly introduce the background. Ancient Petrified Leaf is a class specific item that starts the epic solo hunter quest The Ancient Leaf, at the end of which awaits phat reward – Rhok'delar, Longbow of the Ancient Keepers; Lok'delar, Stave of the Ancient Keepers; Ancient Sinew Wrapped Lamina. The epic Leaf can be looted from Cache of the Firelord that spawns upon defeating Majordomo Executus encounter in MC. It’s an item that begins a quest – so your first step is simply right-clicking the item in your inventory and accepting the quest. Everyone understands that you’re really excited about your Leaf and you’re thrilled to “Find the owner of the Ancient Petrified Leaf” right away, but pls, just bear with your raid party, finish off Rag and then feel free to head to Felwood to start your epic journey ;) If you’ve ever wondered about the strange mystic place called Irontree Woods in northern Felwood, guarded by the three dormant Ancients, now is just the right time to check it out! After accepting The Ancient Leaf quest, go to the above-mentioned location, more precisely to the hill on the small island in the very center of Irontree Woods, surrounded by the three Ancients (coords are 48,23, see fig. 1 as well). Once a hunter on that quest steps upon the hill (see fig. 1), spirits of the three Ancients appear, namely Vartrus, Hastat and Stoma the Ancient. At first, you’ll be able to talk only to Vartrus – do so and turn in The Ancient Leaf quest. Upon completing the quest, every of the Ancients will offer you a single quest – Ancient Sinew Wrapped Lamina from Hastat, A Proper String from Stoma and Stave of the Ancients from Vartrus. Accept all the three quests and let your trial begin… Be aware, you’ll have to face various demons and mighty dragons yet before you’ll find your place amongst The Hunters! Fig. 1: The red dot (48,23) in both pictures marks the turn-in spot for The Ancient Leaf quest, as well as for Ancient Sinew Wrapped Lamina, A Proper String and Stave of the Ancients quests. quest-giver: Hastat the Ancient required items: Mature Blue Dragon Sinew (drops from Azuregos, Azshara and from Cobalt Wyrmkins / Scalebanes / Mageweavers, Winterspring), (note: it’s not BoP!) reward: Ancient Sinew Wrapped Lamina First of the quests rewards you with the epic Ancient Sinew Wrapped Lamina quiver and it’s basically just a turn-in item quest. You’ll need the Mature Blue Dragon Sinew to claim your reward though so be ready to start your blue dragon hunt! Let’s get serious here. There are several ways of obtaining Mature Blue Dragon Sinew. It drops from the outdoor world boss Azuregos, who roams southeastern area of Azshara with respawn timer set to 5 – 7 days. Note that this might change during time as new patches come out (as in Anathema patches), so if you’re after him and wanna spare yourself some time of pointless dragon hunting, be sure to check on server’s forum for updated info. A lot easier way to get your Mature Blue Dragon Sinew is dropping it from one of the elite blue dragonkins in Winterspring (around 55,50). If you’ve already noticed above, you may come to a realization that maybe the easiest way is to prepare approximately 120g and just buy your Mature Blue Dragon Sinew from AH. It’s up to you to decide which approach to take, but be sure to get your epic quiver asap – you won’t find a better one in vanilla and trust me, you‘re gonna love its 18 slot space. The other two quests are kind of linked together – you need to complete both the quests in order to get your Rhok'delar, Longbow of the Ancient Keepers. Once you get your epic bow, talk to Vartrus once again and he’ll just hand you your Lok'delar, Stave of the Ancient Keepers. Let’s start with the easier, more luck based and less fun one… quest-giver: Stoma the Ancient required items: Mature Black Dragon Sinew (drops from Onyxia , Onyxia’s Lair) reward: Enchanted Black Dragon Sinew Simple turn-in item quest – the reward, Enchanted Black Dragon Sinew, is required to create your epic bow (by combining with the reward from the following quest, the Ancient Rune Etched Stave). Only requisite is the Mature Black Dragon Sinew which drops from Onyxia … no need to say more, just wish you good luck. quest-giver: Vartrus the Ancient provided item: Petrified Bark required items: Simone’s Head, Klinfran’s Head, Solenor’s Head, Artorius’s Head reward: Ancient Rune Etched Stave Finally, here comes the long-awaited demon quest! As you might have already noticed, upon accepting this quest you’ll receive an item called Petrified Bark, which provides you with some brief information about the demons and there is the strange last line telling you to GO ALONE. So, if you intend to dare and disturb the demons from their peaceful human forms and challenge them in their true shape, go ahead and read the following lines… Every demon requires a specific tactic to be downed, every of the demons has a weakness / vulnerability – don’t even try to brute force your way to Rhok'delar, Longbow of the Ancient Keepers! Dealing with the demons is supposed to be one man show – as says your Petrified Bark, „GO ALONE”. Do not take this very literally, if you wanna make the fights with the three of the demons (explained below) easier, grab a priest, a warlock and a hunter buddy. During the single fights, none else except for the hunter himself can get on the demon’s aggro list (this includes your pet, trinket spawns, totems, etc.), only initial, pre-fight buffs from other players are valid and are highly recommended (see below in separate tactics). Interfering with the fights spawns The Cleaner who basically blows himself up and kills every player in approximately 45yd range area. All of the demons spawn and wander the area in their human form and they are neutral in this form. In order to transform them into the demons only a hunter has the option to talk to them. Note that the demons can be attacked in their neutral human form – in that case they’ll instantly cast Fool’s Plight, causing up to 8000 damage per hit to the attacker. Once a hunter talks to the demon in its human form, after a few seconds the demon transforms, but don’t worry, you’ll have just enough time to get out of the aggro range and get ready for your show off. From this moment, you’ll have only 15 minutes for your attempt – if you don’t manage to down the demon within this time, he’ll despawn and you’ll have to wait for another respawn. There are two separate respawn timers for the demons. If the demon is killed properly (by the hunter) then the respawn time takes 2 hours. But if the hunter doesn’t manage to kill the demon within the 15 minutes time interval (so that the demon despawns) or some other player interferes the fight and spawns The Cleaner, then it takes only approximately 15 minutes for the demon to respawn. Notice that even though the demons roam the world in a human form, they are still trackable by hunter’s Track Demons (but are immune to warlock’s Enslave Demon). Every demon roams quite a big area in a particular location and in order to make the fights as easy as possible, you’re supposed to transform the demon at the right place, i.e. safe spots (see the tactics for individual demons). If you don’t intend to spend shitloads of your time on unsuccessful tries and the following waiting for the demon respawn and/or on gold for repair bills, then simply follow the proper tactics – I’ve met a lot of lame hunters on my Leaf journey who were applying the same wrong tactic over and over again. Don’t be stupid. Be hit capped! You’re gonna rely on applying the proper abilities at the proper time. That means you don’t want to miss any of your important attacks – it might cost you a successful attempt. Bring recommended consumables and get yourself proper buffs before the single fights! Don’t think you’re geared / good enough to manage just fine with only Trueshot Aura and an Aspect. You’re not. Don’t intend to spare your gold on that part – it doesn’t pay here – you’re after the epic hunter bow and stave here so show some effort. Trust me on that, proper consumables and buffs along with proper tactics ofc are gonna do half the work for you. Be sure to apply all your potions and other consumables that share cooldown the proper time prior to pull – you’ll have to use EVERYTHING you got during the fights, so you don’t wanna engage with unready cooldowns. I think I don’t need to mention this, but just to be clear: for maximum dps output, be sure you use Thorium Headed Arrows / Thorium Shells (I’m gonna mention those in consumables and ammunition section yet, but if you don’t know how to get them, contact me asap :D). If you see you’re about to die during any of the fights, keep in mind that it’s always better to FD than die – saves you buffs, running time from graveyard and gold spent on repairs. Most of the fights require setting a trap before the pull – don’t be stupid and do not rush in immediately after setting the trap – you have just enough time to restore on full mana – trust me, you’re gonna need it (same applies for Hunter’s Mark btw). There is always a lot of hunters looking for the demons – the demon hunt is gonna take you a lot of time, so be ready both, physically and mentally, and be smart – if you see that a hunter kills the demon, note the time and come back after the respawn timer wears off. Except for other desperate hunters, you’ll most probably meet a bunch of dickheads on your epic journey as well – feel free to report anyone who interferes your fights on purpose. Little tip: if you’re trying really hard without any success, you can equip Demonslayer (and put Demonslaying enchant on it since two of the fights are melee). If you feel really frustrated and are about to give up – don’t do it and rather try to enjoy the questline – most probably you’ll do it only once (unless you’re autistic and need to play a hunter and only a hunter over and over again :D) – I bet you’ll miss it once it’s over and you’ll wish you’re still on the demon hunt… Note that the amount of some of the consumables (e.g. protection potions) in the following lists is meant for every single attempt – be sure you bring just enough to not end up without consumables while the demon is still spawned. I recommend bringing some extra Elixirs of Demonslaying as well since you might need to re-use during some of the encounters due to the length of the fights. Also note that the consumables and buffs that proposed in each of the lists for the individual demon encounters are indeed the necessary ones. There are plenty of other rather easily obtainable consumables / world buffs (e.g. Whipper Root Tuber, Night Dragon’s Breath, Spirit of Zanza, Dire Maul buffs, Rallying Cry of the Dragonslayer etc.) that might make your work much easier. So if you just can’t manage to down any of the demons and you feel like the tactics isn’t the issue, getting some more extra buffs might be your way to go. Location: northeastern area of Winterspring (respawn spot is at 60,13), (see fig. 2 for Artorius’s roaming area) Artorius’s abilities / weaknesses: Demonic Frenzy - increases attack speed by 15% and all physical and spell damage by 350% - upon enraging Artorius dispels all magical, disease and poision effects on him (e.g. Serpent Sting) - instant cast - turns Artorius red - can be dispeled by Tranquilizing Shot (DO NOT USE Tranq Shot at all – explained below) Demonic Doom - causes 162 to 208 (when Arotius’s calmed) and approximately 700 to 800 (when Artorius’s frenzied) shadow damage every 3 seconds for 45 seconds - castable range 30yd - instant cast - transforms you into demon - note that the debuff tooltip incorrectly shows 162 to 208 shadow dmg regardless Artorius’s frenzied or not vulnerability to Serpent Sting - SS causes him 350% increased dmg and whenever you hit Artorius with SS, he casts Stinging Trauma on himself, causing him approximately 150 nature damage every 3 seconds for 18 seconds duration Consumables: Elixir of Demonslaying Major Mana Potion Demonic / Dark Rune Spirit Food Buff (e.g. Monster Omelet, Spiced Chili Crab, Tender Wolf Steak) Restorative Potion (not recommended tho, explained below) (Using Swiftness of Zanza instead of Aspect of the Cheetah might work as well – although it seems pointless to me since you’re not supposed to receive any dmg during the kiting at all so there is no reason not to use Cheetah – feel free to try out though and if you do so, pls leave me a comment.) Buffs: Arcane Intellect (since you don’t need to use Scroll of Agility IV, you can just use a Scroll of Intellect IV instead if no mage available) Used skills / abilities: Aspect of the Cheetah Serpent Sting (rank 8 or 9) Arcane Shot (rank 1) Hunter’s Mark opening trap: Frost Trap Recommended talents: 3/3 Hawk Eye (for larger distance window between your maximum shooting range and Artorius’s castable range of Demonic Doom) Recommended assistance from: a priest Fig. 2: The orange line marks Artorius’s roaming path, the red dot (58,21) shows the safest transformation spot, the green dot (54,26) marks the entrance from the road and the blue line shows your kiting path. Background & Tactics: Artorius wanders the valley in northeastern area of Winterspring (see fig. 2) in his tauren male form as Artorius the Amiable. He’s supposed to be kited at maximum possible range for the whole duration of the fight because once he gets into < 30yd range, he instantly casts debuff called Demonic Doom, which basically kills you within several seconds. Here comes your buddy priest’s role. If you get debuffed, FD immediatelly (it will reset the demon) and let the priest do the Dispel Magic job (be sure you’ve FDed beforehand, otherwise the Dispel Magic will count as an interference and the demon will despawn for a period of time). Considering the two facts that Artorius moves at normal movement speed and that he’s not supposed to get to < 30yd range to you (otherwise it’s game over), it’s obvious that the only way to kill Artorius is via kiting. Since Serpent Sting does multiple damage to him and it even „stacks“ on him, SS (rank 8 or 9, ofc) is your way to go. Pls keep in mind that SS won’t keep your aggro, you need to use Arcane Shot (rank 1 to save as much mana as possible) to keep Artorius’s attention for the duration of the fight and be sure you Arcane Shoot every time it’s on cd (the demon loses aggro very easily). Since Artorius isn’t supposed to deliver you any damage at all, you want to use Aspect of the Cheetah for easier kiting. The safest spot for Artorius’s transformation is shown at the fig. 2 and 3 (the coords are 58,21). You can easily identify the place by the stone structure that stands nearby. This spot is the safest one for one simple reason – it’s the closest spot to the road where the main part of your kiting is going to happen. You‘ll notice that there are another stone markings at the entrance from the road (coords are 54,26), (see fig. 2 and 3) – might help you with orientation when kiting. Note that it’s important to make the run clear – no getting stuck on trees, signs at the road, avoid running to sharper hills as well – might slow you down resulting in the possibility Artorius catches up to the debuff range. There are several bears and wyverns on the kiting path from the transformation spot to the road, but don’t worry about these, your priest buddy is going to aggro them on himself once you start kiting Artorius (be sure your priest buddy isn’t a dumbass and that he manages to aggro every single mob on the kiting path – you’ll have Aspect of the Cheetah on so any damage will daze you which will most likely result in fail attempt). The kiting path, as well as the safest transformation spot is shown at the fig. 2 (and yeah, the picture is not wrong, the kiting path is really going to be as long). Fig. 3: The red dot (58,21) in the left picture marks Artorius‘s safest transformation spot. The picture on the right shows a view of the entrance from the road - you can notice the stone markings (54,26); the blue line shows the entering kiting path to the road. Regarding the kiting itself (as already mentioned above) you’re gonna use two abilities: Serpent Sting (rank 8 or 9) and Arcane Shot (rank 1). In order to shoot while running, you might want to learn the „jump-shot trick“. It’s very simple: while running, jump, when midair turn around, fire an instant shot (Arcane Shot or SS in this case) and then turn back to facing forward before you land. As already mentioned, your aggro-keeping ability is Arcane Shot – always prefer Arcane Shot over SS while kiting – better to make the fight a bit longer than losing aggro and starting over. Since you’ll most probably spend some time waiting for Artorius to show up, you can practice kiting / jump-shooting on the nearby bears / wyverns meanwhile. Ofc, since any of these won‘t cast Demonic Doom on you, you can’t track the proper (> 30yd) distance from your kiting target (and yeah, I’ve checked on the internet if there is a dynamic range tracker addon for vanilla – there isn’t), but you can at least memorize the right kiting path (so you don’t panic while kiting Artorius) and mainly, practice jump-shooting. In terms of the beginning of the fight, you want to set a Hunter’s Mark on Artorius as well as set down your Frost Trap. Do not forget to mana up at this point! Open the fight with Aimed Shot and slow him down with Concussive Shot – slowing Artorius down gives you few extra Auto Shots – keep in mind that everything counts. Do not forget to set your Aspect of the Cheetah before you pull so you don’t waste your mana on switching Aspects during the fight. There is one important fact to notice: Do not use Tranquilizing Shot (even though it calms Artorius down from Demonic Frenzy) at all for two simple reasons: Since you need to stay outside Demonic Doom range anyways, you don’t care much if he’s enraged or not because he’s not supposed to deliver you any damage at all. Tranquilizing Shot would just waste your mana during the fight – and as already mentioned – this fight is gonna be not only about kiting, but about mana-control as well. As you might have noticed, Demonic Frenzy dispels all magical, disease and poison effects from the caster, including your Serpent Sting – that means you want to let Artorius re-enrage during the fight as least as possible – you don’t want to wear of your Serpent Sting from Artorius by using Tranq Shot – it’d be „double-mana“ waste. (There is one more thing why I think it’s actually effective to keep Artorius enraged, but it’s only my guess so do not rely on it – I’m gonna do some research about this yet, so I’ll update with more precise info asap. Demonic Frenzy multiplies Artorius‘s physical and spell damage so if you actually Serpent Sting Artorius while frenzied, his Stinging Trauma (which he casts on himself upon being hit with SS and which causes nature damage) should stack with his frenzy bonus and so he should just do shitloads of damage to himself this way.) You may have already noticed that Restorative Potion dispels Demonic Doom debuff. Ofc, you might use it during the fight in case Artorius gets into the casting range and debuffs you, but keep in mind that Restorative Potion shares cooldown with Major Mana Potion which you’ll definitelly need to keep your mana up during the fight. For that reason I do not recommend using Restorative Potion at all, but keeping the fight smooth and clear. My best recommendation here is: practice and don‘t let get yourself debuffed! There is one more thing worth mentioning – your Imp Serpent Sting talent. If you feel like the fight is unbearably long, feel free to respecc, but imho, Artorius is easily doable without that so it‘d be only wasting your gold for double-respeccing. Since the other three fights are melee and/or require you to apply Wing Clip, it’s necessary to equip 2H weapon to not miss your melee attacks at all. For the same reason do not forget to skill up your melee weapon before you dare to challenge the following demons. My recommendation here is: since you’ll get Lok'delar, Stave of the Ancient Keepers after finishing your epic quest, feel free to enchant your melee weapon with Demonslaying, trust me, it’s gonna save your ass when fighting Simone :P Location: southwestern area of Silithus (respawn spot is at 24,76), (see fig. 4 for Solenor’s roaming area) Solenor’s abilities / weaknesses: Enrage - Solenor’s enraged ONLY ONCE after the first transformation (see tactics below for furhter explanation) Dreadful Fright - causes 570 to 630 shadow damage and fears for 5 seconds duration - castable range 60yd - instant cast Creeping Doom - summons Solenor’s guardians, Creeping Dooms (little scarabs), for 240 seconds duration - they move slowly, but hit hard - instant cast vulnerability to Wing Clip - causes him Crippling Clip, immobilizing him for 30 seconds Consumables: Greater Shadow Protection Potion x2 (you might need to re-apply during the fight) Elixir of Demonslaying Elixir of Greater Agility (Elixir of the Mongoose but this one is a bit overkill imho) Scroll of Agility IV Major Rejuvenation Potion (let me know if you can’t find any alchemist, can give you a reference) or Major Mana and Healing Potion (use as needed) Major Healthstone Heavy Runecloth Bandage Agility Food Buff (Grilled Squid) / Spirit Food Buff (e.g. Monster Omelet, Spiced Chili Crab, Tender Wolf Steak) Demonic / Dark Rune (if you’re good on hp and need to refill mana during the fight, dw to use it), (note: be careful tho, shares cd with Major Healthstone) Ez-Thro Dynamite II (non-engineers) / Dense Dynamite (engineers) – for dealing with the scarabs Buffs: Arcane Intellect Mark of the Wild Fortitude Divine Spirit Shadow Protection Used skills / abilities: Aspect of the Hawk Wing Clip (rank 3) Aimed Shot, Multi-shot, Auto Shot, Serpent Sting, Rapid Fire, ... just everything you got – you‘re gonna burn the hell out of this one Volley (rank 2 or 3, depends on your mana pool) – for dealing with the scarabs Hunter’s Mark opening traps: Frost Trap, Explosive Trap (explained below) Recommended assistance from: a warlock Fig. 4: The orange line shows Solenor’s roaming area, the red dot (26,88) marks the safe spot for both transformation and fight itself. Background & Tactics: Solenor wanders the area in southwestern part of Winterspring (see fig. 4), bordered by Twilight Outpost from the west, by Hive’Zora from the north and by The Scarab Wall from the southeast, in his gnome male form as Nelson the Nice. The trick to down Solenor is to use your Wing Clip (rank 3) which immobilizes him for 30 seconds and then just burn the hell out of him. Well, it’s not that simple at all. He spawns little scarabs which although they move slowly, they hit pretty hard – you don’t need to kill the scarabs at all – so you’re gonna „dance“ around immobilized Solenor and kite the scarabs around. Even worse Solenor’s ability is his Dreadful Fright which fears you and deals you alot of shadow dmg – be sure to wear a Greater Shadow Protection Potion 2 mins prior to pull and keep in mind that most probably you’ll need to use one more during the fight. The worst ability is his fear because you can bet that at some point he will fear you right into the group of his little summoned guardians which will tear you apart within few seconds. So, if you wanna make this easy and I mean super easy, bring a warlock with you. You guys‘ll stay in a duel for the whole duration of the demon fight and your buddy warlock will just keep Curse of Recklessness (rank 1) on you (he’ll need to re-apply once or twice during the fight, depends on the duration) – this will make you fear-immune. Since it’s a debuff, it’s not considered as interfering into the fight, so dw, no, it won’t spawn The Cleaner and won’t blow you guys up. Be sure your friend dismisses his pet, just in case, and he doesn’t touch the demon or the scarabs at all. Don’t forget about one of the general rules here – you’ll need to Wing Clip Solenor – be sure you use 2H weapon and that your skill with the weapon is high enough to not miss at all. There is one huge safe area for the fight and that is at the Gates of AQ (see fig. 4 and 5). Solenor (or rather Nelson) even makes his stop there so you can easily transform him and prepare for your epic fight. You can notice that when you transform Solenor to his demon form he’s enraged (red colored). There is a simple trick to wear off his Enrage (via Frost Trap) and there is one important thing – once you calm Solenor down, he WON‘T gain the ENRAGE after resetting (via FD or just via running out of the aggro range) during his 15 minute spawn timer AGAIN. So you’ll do following: lay down your Frost Trap, aggro Solenor and let him run over the trap – you can notice that his Enrage wears off. Now you can just FD and prepare for your scarab-dance show off. Fig. 5: The red dot (26,88) marks Solenor’s safest transformation spot; the purple dot shows your positioning; the green dot marks one of the possible warlock‘s positionings and the blue line shows your whole „dancing“ area. Now comes just the right time to drink your Greater Shadow Protection Potion (and be sure you have one more in your bags ready to use during the fight) and position yourself and your buddy warlock (see fig. 5 for the right positioning) – there is shitloads of space to „dance“ around Solenor, so dw, just be sure you don’t leave the duel area during the fight. Buff up, iniciate the duel and let the lock put Curse of Recklessness (rank 1) on yourself. Put Hunter’s Mark on Solenor and lay down Explosive Trap (helps you clearing the first wave of annyoing scarabs), mana-up ofc! Open the fight with Aimed Shot and once Solenor gets into melee range, Wing Clip him (it will immobilize him for 30 secs), strafe aside (so you don’t get dazed), run outta the melee range and start burning him down. Be sure to avoid all the scarabs, you’ll have to kite them around immobilized Solenor, but dw, they move really slowly. Don’t be afraid to use Rapid Fire, Serpent Sting, ... just anything to burn Solenor down as fast as possible – he does alot of shadow damage you can’t possibly avoid so you wanna make the fight as short as possible. But be sure to conserve your mana for next Wing Clip, you’ll definitely need it. If you feel like you might get overwhelmed by the little Creeping Dooms, use your dynamite and feel free to Volley (rank 2 or 3, depends on your mana) them as well. Just don’t let them to get to yourself – they’ll swarm you within few seconds. When Solenor frees from Crippling Clip, let him come to melee range (but be sure you still avoid all the scarabs), Wing Clip him again and repeat the procedure till you burn the motherfucker down. Note that this fight is kinda individual – it’s hard to predict whether you‘re gonna need to replenish your hp or mana (or both :P) – be sure you bring just enough of both of these potions (or bring rejuvenations instead). Don’t be afraid to use bangades during the fight as well – no cd sharing with other consumables and you’ll have just enough time to make a stop before slow scarabs can reach you. Three little tips finally: Silithus is overwhelmed by farming raid groups all the time so it shouldn’t be a problem to find a priest, druid and a mage – don’t intend to spare your gold here and just pay for their sweet buffs if none guildie buffers are available, you might get in some serious trouble if you came unprepared. There is a graveyard really nearby the above mentioned safe spot where you‘re gonna fight Solenor, so don’t worry about running across the whole Silithus upon dying. (I’m not telling you to die here, keep in mind that it’s always better to FD than die, only some solace from me :P) Don’t let your buddy warlock go afk for a smoke during the fight, he’ll definitely need to re-apply the Curse of Recklessness on you once or twice! Location: southwestern part of Burning Steppes (respawn spot is at 25,65), (see fig. 6 for Klinfran’s roaming area) Klinfran’s abilities / weaknesses: Demonic Enrage - Klinfran enrages every 15 seconds, increasing his attack speed by 15% and all physical and spell damage by 300% - when enraged, he hits for approximately 1200 damage (2400 crits) - upon enraging Klinfran dispells all magical, disease and poison effects on him (e.g. Scorpid Sting) - instant cast - turns Klinfran red vulnerability to Scorpid Sting and Tranquilizing Shot - calms Klinfran down from Demonic Enrage (note that upon hitting Klinfran with highest rank of Scorpid Sting, he casts Entropic Sting on himself which reduces his damage dealt by 350%, so Klinfran will deal only 1 dmg per hit – so no, it’s not optional – just be sure you use Scorpid Sting here) Consumables: Elixir of Demonslaying Elixir of Greater Agility (Elixir of the Mongoose but this one is a bit overkill imho) Scroll of Agility IV / Scroll of Strength IV Major Mana Potion Demonic / Dark Rune Agility Food Buff (Grilled Squid) / Spirit Food Buff (e.g. Monster Omelet, Spiced Chili Crab, Tender Wolf Steak) Buffs: Arcane Intellect Mark of the Wild Used skills / abilities: Aspect of the Monkey Scorpid Sting (rank 4) Wing Clip (rank 2 or 3, depends on your mana pool) Scatter Shot (if needed, explained below) opening trap: Frost Trap Recommended assistance from: none Fig. 6: The orange line shows Klinfran’s roaming area; the red dot (26,51) shows the safest spot for both tranformation and fight itself. Background & Tactics: Here come’s the first pure melee fight! (So, don‘t forget about that 2H weapon rules mentioned above.) But don’t worry, Klinfran is super-easy if he’s dealt with properly. There is just one unfortunate fact about this fight – the only viable safe spot for Klinfran‘s fight is nearby the frequented road which leads to Blackrock Mountain, so you’ll probably meet alot of dickheads screwing with your attempts. But do not let yourself get discouraged, think of the sick rewards that await you upon completing the epic journey! Klinfran the Crazed (or Franklin the Frinedly in his neutral form) roams a rather small area in southwestern part of Burning Steppes (see fig. 6) in his human male form. You’ll literally use only two abilities during the fight: Scorpid Sting (rank 4, to calm Klinfran down) and Wing Clip (rank 2 or 3, to get outta melee range to easily re-apply Scorpid Sting) and repeat. I’ll leave the decision whether to use Wing Clip rank 2 or 3 to you – depends on your mana pool, on your buffs, on the dmg of your melee weapon which affects the duration of the whole fight, ...). There are three important facts about this fight you should be aware of, if you can control those well, the fight will become a piece of cake. First, when you Wing Clip Klinfran, be sure you strafe sideways to avoid turning your back to him so that you can‘t get dazed. The second one is good timing – don’t let Klinfran enrage while in melee range – I can imagine what might happen – Klinfran enrages in melee range, you might panic and turn your back to him when Wing Clipping, you get dazed and then it could likely end up as game over. That is, unless you are ready for it. If that sort of thing happens, just Scatter Shot him and run from melee range to re-apply your Scorpid Sting and continue your „rotation“. I’ve got two little tips about the timing: use Barbarous Blade, it’s 3.20 attack speed fits just fine to claim exactly three white melee hits on Klinfran before Wing Clipping him and safely reaching your range before Enrage (don’t use Raptor Strike, neither Mongoose Bite – you want to preserve your mana as much as possible) and use timer addons (e.g. SHunterTimers or Chronometer – will be discussed in the addons section yet, but feel free to contact me anytime for any info) to keep an eye on your Scorpid Sting / Wing Clip duration. Note that Klinfran won’t enrage immediately after your Scorpid Sting wears off – Scorpid Sting only calms Klinfran down when already enraged, it doesn’t prevent him from enraging at all – so don‘t assume the timer for Scorping Sting the same as Enrage timer. The third important point is implied directly by the forementioned information above – since Scorpig Sting only works as a „calmer“, don’t apply it before Klinfran enrages – it’d be only wasing your valuable mana. Safe spot for both Klinfran’s transformation and the fight itself is located at the road that leads to Blackrock Mountain. You can clearly recognize the place by shallow, but quite large crater aside the road (coords are around 26,51, see fig. 7 as well). Once transformed, put your Hunter’s Mark on Klinfran, lay down Frost Trap (so you can kite him around in the beginning of the fight and can deal him some extra dmg with several free Auto Shots). Refill you mana and open the fight with Aimed Shot. Kite Klinfran around your Frost Trap and once it’s about to wear off (keep an eye on your timer addon if you have one), Scorpid Sting him, jump in melee and apply the tactic descibed above -> if none interferes -> free kill. Since it’s pure melee fight and it’s well known that we, hunters, aren’t good melee dmg dealers, :D don’t forget to use your Major Mana Potions and/or Demonic / Dark Runes during the fight – it’s gonna be long one. Fig. 7: The red dot (26,51) shows Klinfran’s safest transformation spot; the purple dot marks your positioning for the pull; the blue line shows the whole safe fighting area. Note that once Klinfran is calmed down by Scorpid Sting (rank 4), he hits only for 1 dmg, so if the fight is done properly, you don’t have to care about your hp at all. In the following text I’m gonna describe a bit different tactic for Simone than I believe Blizz meant the fight to be done. I have tried the verified Blizz tactic, but it didn’t work for me well so after three unsuccesfull attempts, I’ve decided to think of another tactic and it worked for me just fine – one-shoted the bitch this way without any problems at all. Also note that the tactic described below doesn’t require any additional CC for Simone’s Precious so you don’t need to waste your gold / spend time farming Dust Devils in Westfall for Magic Dusts or using Goblin Rocket Helmet (engineers only ofc) at all. Location: southwestern area of Un’Goro Crater (respawn spot is at 34,41), (see fig. 8 for Simone’s roaming area) Simone’s abilities / weaknesses: she‘s acompanied by her elite felhunter, Precious the Devourer - melee attacks only, but hits hard (for approximately 200 – 250 damage per hit), (needs to be CCed / killed prior to Simone) Temptress‘ Kiss - reduces ranged attack power by 1400 for 45 seconds - instant cast Chain Lightning - deals approximately 800 nature damage (reduced to approx. 200 with Aspect of the Wild on) - 1.5 seconds cast time vulnerability to Viper Sting - silences Simone, preventing her from casting Chain Lightning Consumables: Greater Nature Protection Potion x2 Elixir of Demonslaying Elixir of Greater Agility (Elixir of the Mongoose but this one is a bit overkill imho) Scroll of Agility IV Major Rejuvenation Potion (let me know if you can’t find any alchemist, can give you a reference) or Major Mana and Healing Potion (use as needed) Major Healthstone Heavy Runecloth Bandage Agility Food Buff (Grilled Squid) / Spirit Food Buff (e.g. Monster Omelet, Spiced Chili Crab, Tender Wolf Steak) (Using Swiftness of Zanza instead of Aspect of the Cheetah for kiting Precious might help alot, because in comparison to Artorius fight, there is much higher possibility you’ll get hit during the kiting and you won’t even notice the 10% run speed difference from not using Cheetah. I haven’t tried it myself though – it’s easily doable with Cheetah, I’m just mentioning this as an option to make the fight even easier.) (Note that the tactic below doesn’t count with using Swiftness of Zanza, so if you go for it, just skip the Aspect of the Cheetah and put on Wild (to ease possible nature damage dealt from Simone’s Chain Lightning during kiting Precious – but there shouldn’t be any – you should be fast enough to not let her cast the spell at all) / Monkey (to avoid possible melee hits from Precious while kiting him – but there shouldn’t be any – keep in mind that any hit from behind can daze you, so it’s always better to keep the kiting clear and smooth).) Buffs: Arcane Intellect Mark of the Wild Fortitude Divine Spirit Used skills / abilities: Hunter’s Mark opening trap: Freezing Trap for kiting Precious: Aspect of the Cheetah Serpent Sting (rank 8 or 9) Arcane Shot (rank 1) for downing Simone: Aspect of the Monkey / of the Wild (explained below) Viper Sting (rank 3) Wing Clip (rank 2 or 3) Raptor Strike (rank 8) Mongoose Bite (rank 4) Recommended assistance from: a hunter (really just recommended, not necessarily needed for the tactic described below, as in previous cases) Fig. 8: The orange line marks Simone’s roaming path, the red dot (30,46) shows the safest transformation spot, the blue line shows your Precious kiting path, the green dot (25,50) marks the safe spot for fighting Simone. Background & Tactics: Simone and her Precious roam the huge area in southwestern part of Un’Goro Crater (see fig. 8) in their neutral form as female troll and a lil white wolf puppy... they’re really, uhm... inconspicuous. As I’ve already mentioned, I’m gonna cover the tactic that actually includes killing Precious prior to Simone here. The only possible way to do so is via kiting Precious, similarly to Artorius in Winterspring, so you don’t get hit by Simone‘s Chain Lightning during the kiting at all and so you can jump in melee immediately after killing Precious and use everything you got to down that demon bitch. Even though it sounds unlikely that you might find a place like this in Un’Goro Crater, there is a quite big safe area for kiting Precious (and consecutive fighting Simone). This site is located by the three lakes in the western part of Un’Goro Crater – coords for the transformation safe spot are 30,46 and coords for the safest spot to fight Simone are 25,50 (see fig. 8 and 9). Kiting path for Precious isn‘t gonna be a straight one like when kiting Artorius, but you‘re gonna kite him around one of the above mentioned lakes (to be exact, the middle sized one), (see fig. 8 and 9). Fig. 9: The red dot (30,46) shows the safest transformation spot, the purple dot shows your positioning for the pull, the blue line shows your Precious kiting path (it’s gonna take you several rounds around the lake) and the green dot (25,50) marks the safe spot for fighting Simone. Just now I’ve briefly clarified your positioning so we can go to more specific tactic. First of all, let me explain your hunter buddy role (if you bring one). Since Simone casts nature damaging spell, it’s recommended to postition a hunter (in FD with Aspect of the Wild on) near the spot where you‘re gonna fight her (coords for Simone fight are 25,50, see fig. 8, 9 and 10 as well), so you can use your Aspect of the Monkey to avoid as many melee hits as possible. But as long as you‘re gonna kill Precious prior to Simone, Aspect of the Monkey isn’t neccesity, bacause her melee hits are not gonna be a big deal for you (you should more worry about her Chain Lightning, only Precious hits hard on melee). So, in case you’re gonna come alone, I recommend to put Aspect of the Wild after downing Precious because, tbh, I don’t trust you’re gonna ace the tactic so you don’t get hit with the Chain Lightning at all and in this case, you‘re gonna appreciate you have Wild on over Monkey. Let me add two notes here: If you bring a hunter buddy, be sure you guys are in a group so you get his Aspect of the Wild bonus, but be sure you’re not in a raid group, you wouldn’t be able to loot Simone after killing her xD. It’s probable that your hunter buddy will die from FD due to the duration of the fight so be ready to switch Monkey for Wild if that happens. Fig. 10: The green dot (25,50) marks the safe spot for fighting Simone, the brown line shows the whole available safe area for your movement during the fight. To start the fight properly, you don’t only need to transform Simone and her Precious at the right spot, but you also need to make sure you manage to Freeze Trap Simone and not Precious (if that happens, just FD and start over). Here’s the trick to trap the proper one – you‘re gonna go right against what Blizzard’s original intentions of the opening of the fight were. The original tactic indeed involves Freeze Trapping Precious, which is possible due to the fact that immediately after aggroing, Simone makes a stop to cast her Chain Lightning and so Precious runs ahead of her and of course triggers the trap. But you’re gonna make it the exact opposite. First of all (and this applies for all the Simone’s possible tactics), be sure you drink your Greater Nature Protection Potion 2 mins prior to pull so that you can use your potion cooldowns immediately when needed (and be sure you‘ve got one more Greater Nature Protection Potion in your bags, most probably you’ll need to re-apply during the fight). At the beggining, put Aspect of the Wild on, you‘re gonna switch to Cheetah after a few seconds, but you need to make sure you don’t get dazed by Simone’s first Chain Lightning cast. Lay down Freezing Trap, set Hunter’s Mark on Precious (mana-up!) and open the combat with Aimed Shot. Immediately Concussive Shot him, so that Simone gets ahead of him and grabs the trap even though she makes the stop for her first cast. Here’s the moment when you’ll most probably get hit by her Chain Lightning, so be sure you don’t have Cheetah on yet. Serpent Sting (rank 8 or 9) Precious, Arcane Shot (rank 1, just to keep aggro) him and after Simone steps on your Freezing Trap, put Cheetah on and start your Precious kiting path, using Serpent Sting (wait till it wears off before re-applying, it doesn’t have any additional effect like on Artorius!) and Arcane Shot to keep aggro. Keep in mind that concerning Arcane Shot, here applies the same as in Artorius fight – use Arcane Shot every time it’s on cd, you don’t want to lose aggro and start over. What makes Precious kiting much more simple than Artorius is the fact that you don’t need to care about your range much – just be sure you don’t get on melee range so you don’t get hit and so dazed. Preserve your mana during the kiting – wait for Serpent Sting to wear off before re-applying, you’ll need as much mana (and hp as well ofc!) for the Simone fight as possible. As already mentioned, your kiting path is gonna take several rounds around the middle sized lake (see fig. 8 and 9), but don’t worry, there are no mobs to aggro if you keep your steps just tight to the lake shore. After Simone breaks from your Freezing Trap, she’s gonna rush after you, but since she makes a stop everytime she performs her Chain Lightning cast and you run really fast with your Aspect of the Cheetah on, she won’t ever reach you so you don’t have to worry about getting dazed at all. Once Precious is down, switch immediately to Simone and Arcane Shot her to keep your aggro. Immediately after that Viper Sting her to silence her, switch Aspect of the Cheetah for Monkey / Wild (depends if you bring a hunt buddy or not) and start positioning yourself to the safe fighting spot (coords are 25,50, see fig. 8, 9 and 10 as well). If Viper Sting wears off during positioning, re-apply it immediately. I recommend to use one of the timer addons here (and not only here...), (e.g. SHunterTimers or Chronometer – already mentioned in Klinfran section) to keep a track about your Viper Sting duration. You’ll need to move a bit during Simone fight to be able to get outta melee range after Wing Clipping her to re-apply Viper Sting so don’t think that postioning to the proper spot doesn’t matter – it does – if you don‘t position yourself right, you might end up aggroing one of the mobs around the lake which would most probably mean game over for this attempt. As I‘ve already mentioned, I’ve one-shoted her with this tactic so I can’t say what happenes if you actually down Precious, but do not manage to kill Simone – my guess here is that Precious won’t respawn so it might be possible to kill them separately (FDing after killing Precious, health/mana up and then simply melee Simone down). So if any of you guys feel like doing some research about this when hunting for Simone’s Head, I’ll be glad to hear from you so that I can add some more precise information here. After positioning yourself and Simone, run in melee and use everyting you got on her (i.e. Raptor Strike, Mongoose Bite). Anytime your Viper Sting is about to wear off, Wing Clip her, run out of the melee range, re-apply Viper Sting and run in melee again – and repeat the „rotation“ till she’s dead. Every 30 seconds, when you have your Scatter Shot ready, you can just wait till Viper Sting wears off and till she starts to cast her Chain Lightning – interrupt the cast with Scatter Shot, run from melee range, Viper Sting her again and repeat above described tactic. If you’re low on hp, you might want to use that time when she’s disorientated by your Scatter Shot to bandage yourself as well. Since this fight is gonna be tight on both, health and mana, don’t forget to bring all recommended consumables and be sure you time re-applying Greater Nature Protection Potion just right – always make sure which consumables share cooldowns and try to manage popping them just right – you don’t want to end up dead with full mana or conversely, dying due to low mana and therefore inability to apply needed abilities at proper time. Alright, I hope I’ve convinced you about the relevance of proper buffs / consumables and mainly about applying the proper abilities (of the recommended rank!) at the proper time, i.e. about the right tactic. But if you’re impatient to wait for the demon to hit the right safe spot on his path and you think you don’t have to care about proper positioning at all, you’re totally wrong here. I’ll explain a little example of how just a slight deviation in the positioniong of the spot of the transformation of the demon may complicate your smooth pull – and I’m not even talking about a situation when wrong positioning causes you to pull unwanted mob attention in the middle of the fight – in most cases this means another wasted attempt. For the correct spot where to safely make Solenor transform and also where to fight him afterwards take a look at fig. 5. For comparison, take a look at fig. 11 which shows one of the wrong transformation spots. You can see that in the fig. 11 Solenor was transformed only few yards from recommended spot (wrong spot marked as red cross, proper spot marked as red dot) – and those few yards caused a complication at the moment of the pull. When the demon was pulled by the hunter to the safe „dancing“ area, the demon got reset (see fig. 11 – orange arrow). In my opinion it was due to the pillar that was limiting the demon‘s line of sight, causing a reset. The solution here was pulling the demon up to the ramp, through the right safe transformation spot (see fig. 11 – purple arrow). After pulling him that way the rest of the fight continued just fine. Keep in mind that it’s better to wait for the right positioning than making the demon transform at a totally wrong place from where he’s not downable and you’d waste both the precious demon spawn and gold spent on your consumables. Fig. 11: The red dot marks the safest spot to make Solenor transform; the red cross shows one of the possible wrong transformation spots. The orange arrow shows the hunter pull path which lead to resetting the demon; the purple arrow shows the solution pull path. For rest of the markings see fig. 5. Feel free to contact me anytime in-game / on disc for any additional information about this epic quest. WoWWiki - Artorius the Doombringer WoWWiki - Solenor the Slayer WoWWiki - Klinfran the Crazed WoWWiki - Simone the Seductress
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