Skirmisher Hunter Guide

Pooling my experience at lvl 19 as a hunter who emphasizes the use of the Hunter Melee skills interwoven with the ranged skills, I feel I finally know enough about it to make a guide for it for those who may become interested in trying out this build.



General information: A major point about the Skirmisher Hunter is to take advantage of certain important and little known details about the melee skill "Raptor Strike" and manipulating in-game mechanics surrounding the ability to your advantage, and thereby weaving it into your general rotation. There are several things that work to Raptor Strikes advantage, as well as things that simultaneously make it difficult to manage without specifically seeking to gain a mastery over the ability. While I will speak about gearing and talenting specifically for it, I feel it would be easily possible to go with many other specs with 2 points put into Savage Strikes.



Raptor-Strike Information: A strong attack that increases melee damage by 21. What it means is that your next melee white attack will instead be a Raptor Strike that hits for 21 extra damage in addition to your weapon's normal attack range.



Advantages: In other words... it works with "On Next Swing" Mechanics like Rune Strike and Heroic Strike. On Next Swing attacks neither trigger or are delayed by the Global Cooldown. That means you can easily macro another attack to them... such as Mongoose Bite. Another important thing about "On Next Swing" attacks is that they are not "Normalized"... in other words, the slower your weapon, the bigger the benefit from attack power for the attacks. For 2h Weapons, AP bonuses for normalized attacks is treated as the the weapon is 3.3 speed instead of whatever it may be. Raptor Strike is not normalized, so it recieves the full benefit of your melee attack power. Basically, it takes very little AP to boost the damage of Raptor Strike in a noticable fashion if you have a very slow 2h weapon. Raptor Strike and Mongoose Bite also both recieve a 20% crit chance bonus from the 2 point "Savage Strikes" talent in the first tier of Survivalist.



Limitations: Unfortunately, there are some shortcomings you'll need to overcome when trying to take advantage of Raptor Strike's unique properties. For one... Raptor Strike is a melee attack. Second off... "On Next Swing" mechanics are tied to your weapon swing timer. Current auto attack mechanics have been set up so that an auto-shot or auto attack sets off the cooldown timers on both for their respective speed. That is to say, if you have a melee weapon with 3.3 speed and a bow with 2.4 speed, to auto-shot will prevent you from autoattacking with the melee weapon for an extra 3.3 seconds. Additionally, Raptor Strike will not be put on the ability que until you are in melee range... stepping out of melee range while it is qued but before it can go off removes it from the que. Also, most any non-cc shot will trigger your auto-shot/attacks.



Overcoming the Limitations: Thankfully, Hunters have a ranged snare or can resort to using pet abilities to overcome the melee range limitation of Raptor Strike... or often can wait for their targets to come to them. After getting into melee range, it is a simple task to wing clip them so that you may weave in and out of melee range in a jousting fashion before pulling back to use your ranged skills. The 6 second cooldown on Raptor Strike actually helps support this as well as I can easily raptor strike/mongoose, pull out to range, multi-shot/auto-shot. The auto-shot resets the 3.8 second cooldown on my BAR's auto-attack 2.44 seconds after the initial Raptor Strike, meaning that after the auto-shot, BAR will be ready to swing 6.24 seconds after the initial Raptor Strike... or .24 seconds after Raptor Strike's cooldown is up. Mongoose Bite's cooldown is set at 5 seconds. Meaning you can go into a Raptor+Mongoose > Arcane-Shot (Multi-shot if it's off cooldown) + Autoshot > Repeat rotation on a target in some situations, though most of the time I can only get into the second Raptor+Mongoose combo.



Now, the major problem to overcome with this sort of approach is the fact that Raptor Strike will only Que when in melee range. This presents a problem because the moment you get into melee range, if your auto-attack is available, you will swing automatically. If your auto-attack is turned on while you spam Raptor Strike trying to get close enough to use it, 9 times out of 10 it will be qued AFTER you auto-swing. The trick to overcoming this is turning off your auto-attacks until you are in range to use Raptor Strike. Using Raptor Strike will automatically enable your auto-attacks and cause your first attack to be a Raptor Strike if you are in melee range. This will take practice, and you'll have to remember to turn off auto attacks if you use any shots or stings during your approach on the target.



2H Weapons: The best weapon for a Raptor-Strike centric build is a very slow 2h. While 3.3 and slower are acceptable, the 3.8 speed of the Bloodied Arcanite Reaper and it's impressive damage range makes it the best for consistency... in addition to the stamina and crit rating. The strength helps with your mongoose and raptor strike damage but not much else. Overall a solid weapon for your raptor strikes.



However... I do note that there are other potential weapons to pick from.



[item]890[/item] is a solid choice at 3.4 speed, and 8 top end damage behind BAR, as well as the purely beneficial Stamina and Int bonuses.



[item]1484[/item] at 3.6 Speed is better for Raptor Strike damage than the TCS, and provides the mana that BAR fails to provide... but it also lacks the stamina that TCS and BAR both can provide. The spellpower is purely a wasted staff. But still, if you want to put out comparable Raptor Strike damage to BAR while keeping a moderate amount of mana for your mana pool, Witching Stave is a decent choice.



Now here's an interesting choice I'm gonna have to get my hands on myself... [ITEM]1318[/ITEM]. It's interesting because the vast majority of your melee attacks will have a Raptor Strike + Mongoose Bite attached to them. While lacking any stats... the potential of tacking on an additional 60-90 shadow damage to your 300+ raptor Strike Crits and 140+ Mongoose Bite Crits all at the same moment... seems like a fun idea to me at least. Another similar item that horde can give a try is [ITEM]3822[/ITEM]



It should be noted that with these weapons, the gap Between swing time cooldown after a 2.44 speed attack, and the end of the Raptor Strike cooldown is either non-existent or very close to it, so practice toggling your auto-attacks off... alot!
 
Races: Your choice of race will have a substantial impact on what your Skirmisher Hunter will be capable of doing. This guide is specifically for those who are dedicating their hunter to the skirmisher style.



Horde -



Blood Elf: The spec is built around a high burst potential for the specific purpose of dumping tons of damage on a player before they can recieve a heal, the AoE silence is effectively an interrupt. A Blood Elf Skirmisher Hunter is effectively a Healer Killer who can interrupt a heal while they approach or move into another portion of their rotation. Because they are in melee range alot more often than other styles of hunters, it's not too bad of a racial.



Orc: Between Blood Fury, the Command ability, and the Axe Specialization removing either 1.25% or 2.5% avoidance from players depending on their class, this is a very solid choice for a Skirmisher Hunter. Blood Fury alone would add up to 21 damage to your Raptor Strikes with a BAR, 15 Damage to your Mongoose Bite, 11 damage for your Arcane Shots, and about 15 damage for your Multi-Shot. The Command is just more damage to smile about. This would personally be my top pick for a Horde Skirmisher Hunter... because if something absolutely, positively has to die... I know an Orc Skirmisher has the means to get it done.



Tauren: A Skirmisher exposes themself to more damage than your standard hunter, the Tauren racials counteract this some, and the warstomp can allow a Tauren to achieve a similar "Healer Killer" status as a Blood Elf is able to achieve... as well as countering a rogue's avoidance with evasion before hitting the raptor strike/Mongoose Bite macro.



Troll: Bow specialization if you choose a bow as your ranged weapon. Don't feel much else about a troll would benefit a Skirmisher since you are often getting into trouble rather than trying to get out of it. Berzerking doesn't feel like it would have the same benefit to it as other racials for a Skirmisher, and the Voodoo Shuffle probably will give you a leg up vs other hunters and make it easier to get in range for your jousting.



Alliance -



Draenei: The Racial 1% hit chance makes things more reliable, and I suppose Gift of the Naaru could potentially buy you a second of life trying to kill something... feels weak to me.



Night Elf: Shadowmeld can be viewed as a defensive ability allowing you to avoid a CC with a cast time or hiding in your FR. As a Skirmisher Hunter, you can use it to set up an ambush either Defensively or Offensively. An example is often times I'll set up an Immolation Trap in the FR and shadowmeld as tracking tells me when someone is getting ready to enter. Other times, I'll set up to where I feel an EFC will attempt to retreat too and have my team mates chase them right to me. I feel that a Night Elf Skirmisher will get the most use out of an immolation trap and thusly the most justified for glyphing and talenting it. The 2% avoidance sometimes helps... but it's hardly anything dramatic. If you are picking Night Elf, it's for the Shadowmeld... so be creative with it.



Dwarf: Stoneskin isn't anything special at this bracket in the large absence of rogue poisons. The 1% crit with guns is helpful if you go with the Upgraded Dwarven Hand Cannon for your ranged weapon.



Pets : While many pets are viable for this sorta build, I feel only a few are worth keeping.



Crab : You'll be getting close to targets alot, the crab's ability "Pin" is effectively a 4 second root while adding a marginal amount of damage. Encrusted Tide Crawlers in Darkshore and Clattering Crawlers in Ashenvale can possibly come as lvl 19.



Spider : 4 second root, usable at range, so useful for when you wanna close distance on an enemy or if you didn't need help doing that, keeping them still as you go into your combos. Lvl 19 spiders can be found throughout Redridge and Duskwood with ease. Hillsbrad Foothills also has a number of lvl 19 spiders for taming.



Wolf : The wolf is an interesting one for Skirmisher Hunters. At lvl 19, the 43 AP... translating into 8 damage for Mongoose Bite, 8.6 damage for multi-shot (And Auto-shot with a 2.8 speed weapon), 6.45 damage for Arcane Shot, and 11 damage for Raptor Strike with a 3.8 Speed Weapon... in addition to buffing the damge of the pet itself simultaneously. Lvl 19 wolves can be found just outside the Silvermoon Entrance to WSG in Ashenvale... though lvl 18 wolves share their spawns as well. They can also be found as 19s in Shadowfang Keep and Duskwood.



Ravager and Bat : Pet stuns, effectively a short duration root and avoidance neutralizer in addition to an interrupt. The long cooldown makes it required to carefully manage its usage. (Anyone got a macro that would allow for it to be used on demand at a moment's notice?) Enraged Ravagers can be tamed at lvl 17 on Bloodmyst Isle. Lesser Scourgebats can be tamed as high as lvl 18 outside of Deatholme in the Ghostlands.



Hyena : Tendon Rip has a longer duration and shorter cooldown than other movement impairing pet abilities, so is often available to save a little bit of your mana that otherwise would have been used for wing clip. It also does not get affected by Diminishing Returns from other class abilities like Pet Stuns and Roots. Lvl 19 Hyenas can be found in a large area south of the Wailing Caverns.



Talents :



The only key talents for this is Savage Strikes in the first tier of Survivalist. it's only 2 talent points and you can spend the rest of your points on utility to support your ability to run the melee/range rotation, or to support your ranged damage potential. I'll post some builds at a later time.
 
Gearing



Gearing for a Skirmisher Style really isn't all that different from gearing as any other build with the exception of what melee weapon you should equip (Which you can look above for). Just don't feel you need to shy away from Agility Gear with Strength on it.



For my own convenience, I will just quote Duckhunt, he has a pretty solid guide for Hunter Gear at lvl 19.



Duckhunt said:
This guide has been split into individual class gear guides because of the amount of gear listed per class. To check out the lead post with links to all the other classes, click here.



Hunter:



[Horde]

Head: [ITEM]Lucky Fishing Hat[/ITEM]/[ITEM]Green Tinted Goggles[/ITEM]/[ITEM]Shadow Goggles[/ITEM]

Neck: [ITEM]Scout's Medallion[/ITEM]

Shoulders: [ITEM]Champion Herod's Shoulder[/ITEM]/[ITEM]Prized Beastmaster's Mantle[/ITEM]/[ITEM]Talbar Mantle[/ITEM]/[ITEM]Serpent's Shoulders[/ITEM]

Back: [ITEM]Sentry Cloak[/ITEM] (+3agil or +70 armor)/[ITEM]Spidersilk Drape[/ITEM] (+3agil or +70 armor)/[ITEM]Glowing Lizardscale Cloak[/ITEM](+3agil)

Chest: [ITEM]Blackened Defias Armor[/ITEM] (+4all stats)/[ITEM]Tree Bark Jacket[/ITEM] (+4all stats)/[ITEM]Robe of Evocation[/ITEM] (+4all stats)/[ITEM]Toughened Leather Armor[/ITEM] (+4all stats)

Wrist:[ITEM]Wrangler's Wristbands[/ITEM] Monkey, Falcon, Eagle, Stamina, Intellect, or Power (+9stam/+7int/mp5)/[ITEM]Forest Leather Bracers[/ITEM] (+9stam/+7int)

Hands: [ITEM]Scouting Gloves[/ITEM] Monkey, Falcon, or Eagle (+15agil/+10haste)/[ITEM]Gloves of the Fang[/ITEM] (+15agil/+10haste)

Waist: [ITEM]Girdle of the Blindwatcher[/ITEM]/[ITEM]Deviate Scale Belt[/ITEM]/[ITEM]Screecher Belt[/ITEM]/[ITEM]Belt of the Fang[/ITEM]

Legs: [ITEM]Leggings of the Fang[/ITEM] (+16 armor)/[ITEM]Darkweave Breeches[/ITEM] (+24 armor)/[ITEM]Scouting Trousers[/ITEM] +16AP (+24 armor)

Feet: [ITEM]Footpads of the Fang[/ITEM] (Minor Speed Increase/+9stam/+7 hit rating)/[ITEM]Trailblazer Boots[/ITEM] (+7 agil)

Ring #1: [ITEM]Seal of Sylvanas[/ITEM]

Ring #2: [ITEM]Lavishly Jeweled Ring[/ITEM][ITEM]Legionnaire's Band[/ITEM]/[ITEM]Meadow Ring[/ITEM] Falcon, Agility, Monkey, Eluding

Trinket #1: [ITEM]Inherited Insignia of the Horde[/ITEM]/[ITEM]Insignia of the Horde[/ITEM]/[ITEM]Arena Grand Master[/ITEM]/[ITEM]Minor Recombobulator[/ITEM]/[ITEM]Swift Hand of Justice[/ITEM]

Trinket #2: [ITEM]Arena Grand Master[/ITEM]/[ITEM]Minor Recombobulator[/ITEM]/[ITEM]Swift Hand of Justice[/ITEM]



Main Hand: [ITEM]Dignified Headmaster's Charge[/ITEM](+25agil/+22int)/[ITEM]Twisted Chanter's Staff[/ITEM] (+25agil/+22int)/[ITEM]Advisor's Gnarled Staff[/ITEM] (+25agil/+22int)

Ranged: [ITEM]Charmed Ancient Bone Bow[/ITEM]/[ITEM]Upgraded Dwarven Hand Cannon[/ITEM]/[ITEM]Venomstrike[/ITEM]



[Alliance]

Head: [ITEM]Lucky Fishing Hat[/ITEM]/[ITEM]Green Tinted Goggles[/ITEM]/[ITEM]Shadow Goggles[/ITEM]

Neck: [ITEM]Sentinel's Medallion[/ITEM]

Shoulders: [ITEM]Champion Herod's Shoulder[/ITEM]/[ITEM]Prized Beastmaster's Mantle[/ITEM]/[ITEM]Talbar Mantle[/ITEM]/[ITEM]Serpent's Shoulders[/ITEM]

Back: [ITEM]Sentry Cloak[/ITEM] (+12 dodge rating)/[ITEM]Spidersilk Drape[/ITEM] (+3agil or +12 dodge rating)/[ITEM]Glowing Lizardscale Cloak[/ITEM](+3agil)

Chest: [ITEM]Blackened Defias Armor[/ITEM] (+4all stats)/[ITEM]Tree Bark Jacket[/ITEM] (+4all stats)/[ITEM]Tunic of Westfall[/ITEM] (+4all stats)/[ITEM]Robe of Evocation[/ITEM] (+4all stats)/[ITEM]Toughened Leather Armor[/ITEM] (+4all stats)

Wrist:[ITEM]Wrangler's Wristbands[/ITEM] Monkey, Falcon, Eagle, Stamina, Intellect, or Power (+9stam/+7int/mp5)/[ITEM]Forest Leather Bracers[/ITEM] (+9stam/+7int)

Hands: [ITEM]Scouting Gloves[/ITEM] Monkey, Falcon, or Eagle (+15agil/+10haste)/[ITEM]Gloves of the Fang[/ITEM] (+15agil/+10haste)

Waist: [ITEM]Girdle of the Blindwatcher[/ITEM]/[ITEM]Deviate Scale Belt[/ITEM]/[ITEM]Belt of the Fang[/ITEM]

Legs: [ITEM]Leggings of the Fang[/ITEM] (+16 armor)/[ITEM]Darkweave Breeches[/ITEM] (+24 armor)/[ITEM]Scouting Trousers[/ITEM] +16AP (+24 armor)

Feet: [ITEM]Footpads of the Fang[/ITEM] (Minor Speed Increase/+9stam/+7 hit rating)

Ring #1: [ITEM]Seal of Wrynn[/ITEM]

Ring #2: [ITEM]Lavishly Jeweled Ring[/ITEM][ITEM]Protector's Band[/ITEM]/[ITEM]Meadow Ring[/ITEM] Falcon, Agility, Monkey, Eluding

Trinket #1: [ITEM]Inherited Insignia of the Alliance[/ITEM]/[ITEM]Insignia of the Alliance[/ITEM]/[ITEM]Arena Grand Master[/ITEM]/[ITEM]Minor Recombobulator[/ITEM]/[ITEM]Swift Hand of Justice[/ITEM]

Trinket #2: [ITEM]Arena Grand Master[/ITEM]/[ITEM]Minor Recombobulator[/ITEM]/[ITEM]Swift Hand of Justice[/ITEM]



Main Hand: [ITEM]Dignified Headmaster's Charge[/ITEM](+25agil/+22int)/[ITEM]Twisted Chanter's Staff[/ITEM] (+25agil/+22int)/[ITEM]Lorekeeper's Staff[/ITEM] (+25agil/+22int)

Ranged: [ITEM]Charmed Ancient Bone Bow[/ITEM]/[ITEM]Upgraded Dwarven Hand Cannon[/ITEM]/[ITEM]Venomstrike[/ITEM]
 
uhh wat melee hunter watwat.



btw I used Night Reaver w/o Raptor Strike on my first character/19 hunter. I was bad.
 
I don't really see why anyone would want to spend time learning how to use melee as a hunter, when they're already easy mode at long range.



Also, I doubt this would work as well as you say it would.
 
Fisherman said:
I don't really see why anyone would want to spend time learning how to use melee as a hunter, when they're already easy mode at long range.



Also, I doubt this would work as well as you say it would.



It's been working out pretty well for me actually. I'm not writing this down from theory alone, but also experience.



And to IaccidentallyTwink... not so much a melee hunter as it is a hunter who makes use of ranged AND melee skills rather than relying primarily on their ranged skills.
 
Mastering this could provide an amazing counter to slowing effects, and a survival strategy against hunters is to walk into their melee range.



Perhaps it may be beneficial to enchant haste when using this? I'm also wondering how a fire trap could be worked into this efficiently. I would consider a hyena to be a viable pet with this as well for the long lasting slow.
 
Honestly I haven't read an entire thread related to anything 19 hunter in months. This was rather interesting.
 
Conrose said:
Races: Your choice of race will have a substantial impact on what your Skirmisher Hunter will be capable of doing. This guide is specifically for those who are dedicating their hunter to the skirmisher style.



Horde -



Blood Elf: The spec is built around a high burst potential for the specific purpose of dumping tons of damage on a player before they can recieve a heal, the AoE silence is effectively an interrupt. A Blood Elf Skirmisher Hunter is effectively a Healer Killer who can interrupt a heal while they approach or move into another portion of their rotation. Because they are in melee range alot more often than other styles of hunters, it's not too bad of a racial.



Orc: Between Blood Fury, the Command ability, and the Axe Specialization removing either 1.25% or 2.5% avoidance from players depending on their class, this is a very solid choice for a Skirmisher Hunter. Blood Fury alone would add up to 21 damage to your Raptor Strikes with a BAR, 15 Damage to your Mongoose Bite, 11 damage for your Arcane Shots, and about 15 damage for your Multi-Shot. The Command is just more damage to smile about. This would personally be my top pick for a Horde Skirmisher Hunter... because if something absolutely, positively has to die... I know an Orc Skirmisher has the means to get it done.



Tauren: A Skirmisher exposes themself to more damage than your standard hunter, the Tauren racials counteract this some, and the warstomp can allow a Tauren to achieve a similar "Healer Killer" status as a Blood Elf is able to achieve... as well as countering a rogue's avoidance with evasion before hitting the raptor strike/Mongoose Bite macro.



Troll: Bow specialization if you choose a bow as your ranged weapon. Don't feel much else about a troll would benefit a Skirmisher since you are often getting into trouble rather than trying to get out of it. Berzerking doesn't feel like it would have the same benefit to it as other racials for a Skirmisher, and the Voodoo Shuffle probably will give you a leg up vs other hunters and make it easier to get in range for your jousting.



Alliance -



Draenei: The Racial 1% hit chance makes things more reliable, and I suppose Gift of the Naaru could potentially buy you a second of life trying to kill something... feels weak to me.



Night Elf: Shadowmeld can be viewed as a defensive ability allowing you to avoid a CC with a cast time or hiding in your FR. As a Skirmisher Hunter, you can use it to set up an ambush either Defensively or Offensively. An example is often times I'll set up an Immolation Trap in the FR and shadowmeld as tracking tells me when someone is getting ready to enter. Other times, I'll set up to where I feel an EFC will attempt to retreat too and have my team mates chase them right to me. I feel that a Night Elf Skirmisher will get the most use out of an immolation trap and thusly the most justified for glyphing and talenting it. The 2% avoidance sometimes helps... but it's hardly anything dramatic. If you are picking Night Elf, it's for the Shadowmeld... so be creative with it.



Dwarf: Stoneskin isn't anything special at this bracket in the large absence of rogue poisons. The 1% crit with guns is helpful if you go with the Upgraded Dwarven Hand Cannon for your ranged weapon.



Pets : While many pets are viable for this sorta build, I feel only a few are worth keeping.



Crab : You'll be getting close to targets alot, the crab's ability "Pin" is effectively a 4 second root while adding a marginal amount of damage.



Spider : 4 second root, usable at range, so useful for when you wanna close distance on an enemy or if you didn't need help doing that, keeping them still as you go into your combos.



Wolf : The wolf is an interesting one for Skirmisher Hunters. At lvl 19, the 43 AP... translating into 8 damage for Mongoose Bite, 8.6 damage for multi-shot (And Auto-shot with a 2.8 speed weapon), 6.45 damage for Arcane Shot, and 11 damage for Raptor Strike with a 3.8 Speed Weapon... in addition to buffing the damge of the pet itself simultaneously.



Talents :



The only key talents for this is Savage Strikes in the first tier of Survivalist. it's only 2 talent points and you can spend the rest of your points on utility to support your ability to run the melee/range rotation, or to support your ranged damage potential. I'll post some builds at a later time.
if you want to do arenas and want to do wellyou will need a stun pet (ravenger, bat)
 
Goma said:
if you want to do arenas and want to do wellyou will need a stun pet (ravenger, bat)



*rolling on the floor laughing at Goma not even reading the thread before trying to make a serious comment*
 
i lean hyena because you can use its ability 3 times in a minute as opposed to once or twice. at least in a WSG environment.



Hyena: 18 seconds of 50% movement speed every minute (Not dispelable) > Spider: 4 seconds of immobility every minute (Dispelable)



Remember, your pet isnt there so much to do the killing or snaring solo(though it does do both rather well.) as it is there to slow your mark a bit so you can clip it and control it. The more often you can snare your mark, the better/more often you'll be able to make a kill.
 
I find it funny that because people know Goma as the number one rogue so many people are all over his comments. Its like you have to prove hes not THAT good at rogue to make yourself feel better about your rogue abilities. And btw Goma and I dont get along.. very well at all. But I know childish immaturity when I see it.. and Rayu.. you are all over that with that comment.



Lets think about it. In arena, Ravagers are amazing for interrupting heals etc. Thus, EVEN being a "skirmisher" that is very important. I would say even more important then any of the other abilities he listed (hyena espeically). The reason for this is simple. Skirmishers seem to be rogues without a lot of rogue abilities that are important to killing healers. That is, they arent super bursty and they dont have kick. Having a ravager helps you get kick which is very important to a healer situation in a 1v1 or 2v2.
 
mmm, question for the OP, what kind of gear set, talent set are we looking at?
 
Were looking at 33.12% of survival this time... repeated of course...



No, but seriously, probably in the survival tree because you have the melee talents there.
 
I've never leveled a hunter to 19 and I'm curious as to where you get your pets from. Do you just go tame any random Hyena or Spider? Or are there specific Spiders or Hyenas in the world that you need to tame over others?
 
Ravenger - Bloodmyst Isle has a level 17, the only one available to a 19 Twink. (tough, but doable for a horde hunter. I did it over the weekend with an escort)



Spider - Plenty of good ones in, I think, Redridge Mountains for Alliance. Best bet for horde is Stonetalon mountains. There is a brood of spiders 1/2 up the map on the left.



Hyena - Barrens, get one early. Level 16/17 I think.



Of course, the best bet is to pick ahead of time what pet you want and level it with you instead of getting to 19 and say OMG, I gotta level him. I get the biggest chuckle when I go into a WSG and see a pimped out 19 with a level 16/17 pet. One of the biggest parts of twinking is planning imho.



Finally, a great resource for choosing pets and finding out what pet you can get is wow-petopia.com.
 
you mean all current pets except the one you choose to take that day correct?





edit: nvm i looked it up says you can only stable 2 pets while having a third at your side
 
I thought you could have 5 pets, it just costs alot of gold. Maybe i am confused.
 

Users who are viewing this thread

Top