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I think it's good to have benchmarks to shoot for, but I thought it might be useful to take a look at how a just-turned-70 hunter can GET there, BEFORE Kara.

Why? Because I didn't know all this stuff when I hit 70, and I wish I'd had someone to give me pointers beyond "you really need to gear up." (it was a long time before I even tried to get anything but the +35 2-hander Agil enchant on any of my gear, and I just found out about the Helm Glyph from CE by ACCIDENT while reading a ROGUE blog). I hope that knowing this stuff ahead of time will help other players spend their online time (a) efficiently, but (b) however they enjoy while (c) working on something (if they want) that will make their gear stronger, long-term.

Enchants: (using the term loosely)

  • Melee 2h Weapon: +35 Agi or Savagery
  • Ranged Weapon: +10 or +12 Damage scope (via Engineering)
  • Helm: Glyph of Ferocity (Requires revered with Cenarion Expedition. If you work on this rep while doing instance runs in Coilfang, this "grind" also provides opportunities for getting Beast Lord gear and a couple other nice hunter gear drops.) This glyph lists for 100g, but actually sells for 85g, once your rep with CE is high enough to actually buy it.
  • Shoulder: the "Honored with Aldor/Scryer" inscription
  • Cloak: +12 Agi
  • Chest: +6 All Stats
  • Bracers: +24 RAP
  • Gloves: +26 RAP or +7/+15 Agi (+15 Agi is best of all, obviously, but harder to find - not sure anyone in SDT has it yet)
  • Leggings: Cobrascale or Clefthide armor kit (Cobrascale is 'better', but more expensive on the AH, while Clefthide provides what might be much needed stamina to a newly-70 hunter).
  • Boots: +12 Agi

Gems: When you're lucky enough to get things that have gem slots...

  • Put in Agility gems over AP, when possible.
  • Don't worry about getting +hit gems. Hunter's really require VERY LITTLE +hit in their gear compared to other classes, and the amount you need to perform reasonably well against end-game bosses will "just happen" (to quote KB) as you pick up appropriate gear.
  • Generally, you can get better Stamina out of a gem slot than a +stam enchant, so if your health is kind of low (you want probably 7500, unbuffed, minimum, and 8k is better), make use of those blue gem slots for pure stamina gems, rather than stacking another +agil gem in there.

Ranged Weapon: Valanos Longbow (a blue Bo E world-drop you can usually find on the AH), or some equivalent (Telescopic Sharprifle drops from TK, the "bow of the Torn Heart" from a longish L70 quest chain, etc.) For BG-fans, the Arena Season One crossbow is now available for about 27k (!) battleground honor, and won't be replaced by anything better before late kara. Until you can get or afford one of those, Hemett's Elekk Gun from the Nesingwary quest chains in Nagrand is a decent standby (and soloing the bosses in those chains is excellent kiting practice).

Melee Weapon: The Sonic Spear from Shadow Labs, the two-hander you can buy once you have sufficient Hellfire faction rep, or ... yeah, sure the Arena Season 3 Hunter's axe, if you do Arena -- it has no rating requirement and doesn't cost many points. Until you get one of those, Terokk's Quill (a Terokkar/Auchenai Crypts quest reward) or the Crystalforged War Axe (a blue Bo E world drop available on AH for about 135g) are decent standbys. Bonus reward for grinding rep to get the Hellfire Peninsula rep weapon: Shattered Halls drops another Beast Lord set piece, and Ramparts has a very nice set of Blue hunter gloves in there as well.

Generally (ONLY generally) I wouldn't spend the money putting an enchant on green armor (you have no excuse not to get a scope on ANY WEAPON YOU HAVE, however). However, don't turn up your nose at green drops for your armor pieces, sight unseen: some of them (usually "of the Bandit" gear) are VERY good, with an Item Level rating around 120, making them comparable to some of the lower-end Kara-grade epics despite their color. Those are worth spending the money to enchant.

What's not mentioned here: Good-for-hunters, one-handed weapons that can get the +20 Agil enchant and be dual-wielded. Until 2.2 (I think) the +20 1-hander agil enchant didn't exist, so dual-wielded one-handers simply couldn't compete* with a two-hander with the +35 agility or Savagery. That's not the case anymore, but there's a lot less knowledge out there on the intarweb about the kinds of one-handers a hunter should keep an eye out for. If anyone has suggestions on what's good in that department, please chime in.

(* - For hunters, who really only use their melee weapons for Stats.)

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Page last modified on May 01, 2008, at 02:48 PM by DoyceTesterman

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