PvP

Hunter Gathering Professions

ScreenShot_072209_231001So you’re a hunter.

You can track just about anything, defeat enemies who would crush most people, and control the wildest, most dangerous beasts on the face of the planet…

But you’re jobless.

Don’t worry though! There are plenty of jobs to choose from, and they are all unique.  I’m going to outline and explain the professions you have available to you so you can pick which one fits your bill best.

GATHERING PROFESSIONS
Mining
Mining is widely known as the biggest money making profession out of the 3 gathering professions, and this is true for most servers.  Mineral nodes have multiple objects of interest: Ore/Metals, Elements, and Gems.  As a result, a miner provides the materials for a lot (5/7) of the Crafting professions! That means there’s always money to be made.

Gathering professions also come with a passive bonus based on your skill level, and mining is not an exception.  Being a miner makes you tough, and gives you a hefty 50 stamina bonus when your mining skill reaches 450.  This is particularly beneficial to PvP hunters, but is good for everyone as Hit Points (HP) are just plain awesome no matter what the situation is.

One issue is that you have to track the minerals to find them in any number, which stops you from tracking important quest mobs or other players.

Skinning
Skinning isn’t as big a money maker as Mining, but it does bring in the cash.  You just have to work harder for it, since you will likely have to kill a large number of beasts to make the same amount of money as a Miner.  Not that we a problem with killing things; we do that on a daily basis!

The reason why skinning is so awesome is because of the passive bonus, Master of Anatomy.  This skill gives your character a passive 32 crit rating, which is good anywhere.  Crit rating is damage, and damage is what we do no matter what situation we’re in.  Erego, for performance sake, skinning is the best gathering profession for Hunters.

Another reason this profession is made for us is because we’re the only class that can track beasts!

Herbalism
Herbalism is a good profession for money, particularly on servers with loads of high end raiders.  Herbalism serves the materials for 2 important professions: Inscription and Alchemy.  Inscription creates glyphs, which are in high demand at all times.  Alchemy has many potions and elixers which are necessary for high end raiding.  So depending on the server, this professions will either be very good or mediocre for money.

The bonus for herbalists is called Lifeblood.  Lifeblood is an activated ability (meaning you actually have to use it!) that Heals you over Time(HoT).  This HoT ability heals you for 2 000 HP when your herbalism skill is reaches 450.  

This bonus is a useful one since Hunters don’t have a self heal normally, just so long as you remember to use it.  Failing to actually use this ability makes it a useless ability.

This ability is mostly useful to PvP hunters, giving them another way to hang on for a while longer… but not as useful as mining if you’re a beastmaster.  Because your pet inherits a certain percentage of the master’s stats, the increase to your stamina from mining actually increases your pet’s HP as well!

One issue is that you have to track the plants you wish to pick, which stops you from being able to track important quest mobs and the like.

It’s a matter of Perspective
The important thing to remember is that this is all a matter of what you want to do.  There is no “best” profession for everyone, but there is a “best” profession for you depending on what you’re doing.

For example, if you wanted to be a raiding hunter, you would want to deal more damage.  Keeping this in mind, your choice of gathering profession should be easy: skinning, obviously.  A PvP hunter needs more HP or a self heal, giving you the option of  Mining and Herbalism.

By knowing what you want to do as a hunter, it makes your choice of gathering profession very easy! If you don’t know what kind of hunter you want to be, then you could pick any one of these and make money from it.

Next time, I’m going to talk about the Crafting Professions, so stay tuned!

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A New Wolf

Okay, not quite.

Okay, not quite.

Not to mention another Hunter mannerism.

I’ve recently been attempting to use a ferocity pet in a PvP environment(as a beastmaster).  In order to do this, I had to pick one very important beast for the task.

In the end, I chose a Corehound.

This Corehound is not only the most unique of the 3 possible skins, it’s a homage to Dranei everywhere that says the following.

I’m your base, and I stole Fluffy.

Of course, I named him the only thing I could... Fluffy!

Of course, I named him the only thing I could... Fluffy!

Over the next couple of weeks, I hope to see some cool stuff from Fluffy.  He’s also a giant dog, so he and Link get along fine.

If he barks, all you have to do is play him some music, and he’ll fall right asleep!

Under The Gun: Tier 1

Teir 1!

Tier 1!

*dust*

It’s been awhile since I’ve done an Under the Gun post, and I’ve decided it’s needing a revamp.  It needs a new flair and a new breath of fresh air.

The talents I will dissect through these posts are going to be analyzed by tier from here on out.  Doing a specific analysis on talents like I have done in the past has been a little annoying to do, and it has been hard to write about other talents like that because it’s so incredibly obvious what their function is!

Secondly, there are more than enough talent analyzes for Marksmen and Survivalists out there, but almost none for Beastmasters! I figure that we Beastmasters need to get in on this, so let’s get this show rolling shall we?

Today, we’re going to analyze the first tier of the Beastmaster tree, which is one of the simplest to explain tiers of talents in this game.

TIER 1Tier 1 BM

Improved Aspect of the Hawk Improved Aspect of the Hawk.
5 ranks.

Your normal ranged attacks have a 10% chance to increase your attack speed by 3/6/9/12/15% for 12 seconds.

At first glance, this talent seems to be good in every situation: but it’s not when you think about it.  The tooltip for this talent is a bit sneaky, for starters.  Can you guess where?

It’s right here: your normal ranged attacks.  What does that mean? It means this talent only works off of your Auto-shot attacks, rather than your more interesting shots like Arcane shot or Explosive shot.  This defines this ability, and gives it a very narrow area in which to be useful.

With this knowledge, it’s obvious to determine that this talent is, in fact, PvE based.  In PvE, you have plenty of opportunity to use and abuse your Auto-shot.  By standing still, you shoot auto-shots and do extra damage.  The key part here is that you are able to stand still in PvE from time to time, allowing for a better chance to use this powerful ability.

For PvP however, this talent is junk.  Improved Aspect of the Hawk only has a 10% chance to procure itself(A.K.A “proc”) and you get a lot of time to get that to happen in a 5-15 minute long bossfight.  In PvP, your chances of getting this ability to work are incredibly low because you are moving around so much.  By moving at all, you reduce the effectiveness of the talent by a great deal, and that’s not using your talent points effectively.  Actually, it’s a waste to use this talent in PvP.

The other reason you wouldn’t want this in a PvP area is because of the Random Number Generator(RNG).  In PvP, you generally want to have a constant(or at least reliable) source of burst damage(A short period of extreme damage, usually caused by a great deal of critical hits).  Although this talent does provide a slight amount of burst, it’s a 10% chance that this works.  That’s nowhere near reliable or constant! In fact, that’s downright out of the ballpark of “handy” and flying to “wonky” at all due speed.

If you’re standing still, this talent can increase your DPS by a good margin.  Your auto-shots are always shooting, so a 10% chance is bound to happen.  In addition, your attack speed is so greatly increased during this time that it would be silly not to take this talent for PvE purposes.

For PvP however, this talent is damn near useless.  It’s unpredictable, relies on you standing still(Which you should most definitely not be!) and doesn’t give enough real “burst” damage.  I humbly submit that this is the PvE talent of the tier.

Like a good coin, however, this tier has 2 opposite sides!

Endurance Training Endurance Training
5 ranks

Increases the health of your pet by 2/4/6/8/10% and your total health by 1/2/3/4/5%.

As mentioned earlier, tier 1 of the Beastmastery Tree is much like a coin: there are two sides, and they are opposite, a heads and a tails.  Endurance Training is the heads to Improved Aspect of the Hawk’s tails, and that’s true in every sense.

First, lets examine this from a PvE perspective.  Health is nice in every environment, but it’s not necessary in PvE.  Our job as DPS is not only to deal damage, but to take as little of it as possible to help our healers do their job.  If everyone is doing their respective jobs and you die as DPS, it’s your fault.  A lot of damage can be avoided, if not all of it.

Health, as a result, is not really needed.  We get enough health from equiping our gear.  Past that, all health in PvE is extra.

That’s why this talent doesn’t do well in PvE; in fact, it’s useless.  PvE talents do one of two things: do damage, or utility.  Endurance Training does no extra damage, and provides no extra buffs to help the raid/party.  Ergo, not good for PvE.

For PvP, however, this talent is necessary.  In PvP, the priorities for talents are different: survival and damage(preferably burst damage).  Endurance training does survival, and it does it well; not just for you, but your fluffy companion as well! Since your pet as a beastmaster is of the utmost importance, having this talent for PvP greatly reduces the chance that your pet will be killed if you’re careful(about 3 000 health points without WIld Hunt, much much more with WIld Hunt!), while also helping you not to die in 5 seconds.  Having this talent generally can add 2 000 health points with the right gear, and being a Tauren grants you a little bit more.

For the sake of importance and of clarity, the extra health of your pet doesn’t do well in PvE.  If your pet dies, it’s your fault.

For those who are really lazy…
TL;DR: Improved Aspect of the Hawk is the PvE talent of the tier, Endurance training is the PvP talent of the tier.

/flourish

Surprise Bananas!

He's baaaack!

He's baaaack!

Hot on the heels of the Creature Feature: Gorilla post I made, I’m making an announcement.

I’ve tamed a gorilla and I liked it.

Yes, the pet with an interrupt most people would say sucks, is now in my employ.  I have decided to name him Diddy until I tame a more permanent pet(Diddy is only accompanying me until I find Loque’nahak).

I play on a PvP server and I have had the opportunity of seeing a Gorilla in action while hunting Loque in many Solo and PvP situations.

First, for the reasons that all tenacity pets are good tanks, gorillas still do have thunderstomp contrary to some opinions.  He can still AoE tank with the rest of them, and do a good job.  They aren’t called Gorilladins for nothing!

In addition, Pummel is a neat tool against caster mobs.  They try casting anything and that Gorilla is all over them like a cheap suit.  Heals? None.  Shadow Bolt? Forget it.  This is particularly helpful against creatures and monsters who have a big nasty spell and you can interupt it.  Just a smack on the noggin and your good!

Now, for PvP.  I would argue that a gorilla is an incredibly effective means of interupting spells and allowing for a killing blow.  Unlike Cunning pets(who have been touted to have better interupts!) Gorillas have Charge.  Charge does do a mini stun for a brief amount of time, which does interupt spells! Timed properly, Charge is a stun/interupt you can use at will.  Seeing as the Gorilla is the only Tenacity pet with and interrupt(in the form of Pummel!), this has a certain weight to those who wish to use a tenacity pet in PvP.

Pummel is a great little tool! Unlike some other abilities that do extra damage on the attack, Pummel is only on a 30 second cooldown(21 if you’re a Beastmaster, which is in comparison to 40 seconds for most of the other pet abilities and 1 minute for Sonic blast on the bats!) and can be used more often, which is important.  Yes it is a melee ability, but between Boar’s Speed and Charge, your Gorilla will be in melee whenever you want him to be, making the range some other abilities you can use be a bit of a moot point.

Personally, I find the Gorilla to be incredibly powerful when facing casters, and this pet would be particularly strong with a Non-beastmaster to take advantage of the lower cooldown.  Imagine this: a marksmanship hunter in PvP.  He has a gorilla.  He knocks a caster down to half Hp.  In an effort to save himself, the caster begins casting a spell.  The MM hunter uses Silencing shot.  The caster panics, uses some cooldowns, and then tries again after 3 seconds.  Gorilla uses Charge.  The caster tries once more.  Pummel.

At this point, the hunter has probably thoroughly destroyed the caster.

So remember kids: Gorillas.  Don’t mess with them, unless you gave the bananas to kill it, and even if you do, good luck trying.

Creature Feature: Gorilla

He's preparing a knuckle sandwich!

He's preparing a knuckle sandwich!

Gorillas are one of the most well known and now least understood pets in the game.  They were before their time, having had the ability to use AoE threat; however, it was limited in size and scope due to the 1 minute cooldown on thunderstomp and the lack of additional threat.

When the Echoes of Doom patch came out, Gorillas were at the forefront.  Having overtaken and unseated the previous tanking kings(boars!) they now stood high and proud with their 10 second cooldown thunderstomp.  AoE tanking and the Gorilladin were born.

Gorillas may not be as used anymore, but they are still a force to be reckoned with.  When you have the power to smash your way through any problem, there’s no need for a plan other than tank and spank!

GENERAL STATS
Gorillas are a tenacity pet beyond a shadow of a doubt.  Their thick arms and corded muscle are more than strong enough to withstand the blows of anything in its way.  They are more than capable of tanking a 5 man instance(among other things!) but only if the gorilla is talented properly.  As of patch 3.1, pets of all kinds share the same 5% bonus to all stats, and an incorrectly talented tenacity pet is more than capable of being outanked by a ferocity pet.

The focus dump skill for Gorillas is Smack, and their special move is Pummel.

Gorillas in WoW have 7 different skins, 5 of which are tamable.  Although not as sizable a list as say, cats, gorillas still have some variety in terms of which ones you can get; so long as you don’t mind how they are built.  All gorillas share the same physical build, so if you think that gorillas are too broad/big/furry/silly, then you’re out of luck.

Gorillas are a very peaceful animal, and their diet reflects this.  They don’t eat meat or anything like that, but they will eat fruit, bread, and fungus without a fuss.  Of course, this means they like bananas.

Gorillas are the figurehead of AoE tanking, and are the closest you can get to taming a humanoid.  In fact, I never skin gorillas as I find they are too close to being human for my tastes.

Gorillas in real life are a passive species which only attack if aggravated or if they feel threatened.  They live in colonies with one Alpha male called a Silverback; they are called this due to the colour of their fur changing from black to a whitish grey.  It is still recommended to not get too close to one since they have the strength to snap grown men in half.

Gorillas are tamable by all hunters.

ABILITIES
Pummel: bonks the target on the head, causing them to lose concentration and lose the spell.  They can’t remember how to cast from that school of spells for a couple of seconds afterwards.

The facts are these: pummel interupts the spell being cast, pummel stops the target from using spells of that kind for 2 seconds, pummel does no damage, and pummel is on a moderate cooldown.

Happily, there’s no math for this ability other than being able to count to two, because two is the number of seconds that pummel affects the target.  Not being able to do damage should be the most bothersome thing about this ability, as the rest is all good news.

Pummel is particularly effective against healers or in PvE encounters where interupts are crucial(Which are few and far between).  When used on a healer casting a healing spell, it will interupt the spell being cast; since the majority or classes use one school of magic for their healing spells, pummel effectively stops healers from healing themselves for another 2 seconds which give you more than enough time to slaughter them.  If your opponent is casting a crucial spell like Haunt or Cyclone, Pummel effectively stops that as well.  The uses of pummel are many, and a creative mind can come up with any number of uses for it.

The thing is that you can’t use pummel on everything, because that’s the rogue’s job.  You have to use pummel at the most opportune time in order for it to be effective, rather than using it all over the place.  If you interupt a Shaman casting Lava Burst only to have your kill foiled by a Healing Wave, you have no one to blame but yourself for your charred corpse.

What I mean is that Pummel is on a 30 second cooldown period.  If you use it on a Hunter’s steady shot, then you have to wait another 30 seconds(or 21 if you’re a beastmaster!) before you can use it again, and I can guarantee that you’re going to need again during that period of time.

Happily, the cooldown isn’t as restricting as some other pet abilities you can find around the area, and you can use Pummel on whatever you find is necessary(keyword being necessary!) in order to win.  If you use it on an affliction warlock casting Immolate, that’s wrong.  If you use it on an affliction warlock casting Haunt, you’re doing it right.  If you’re using it on a paladin casting any heal, you’re doing it right.  If you’re using it when he’s… I don’t know, casting his hearthstone, that’s probably wrong, btu still funny.

Unfortunately for PvE, the lack of damage on this ability, the lack of interrupts needed from you, and the semi-restrictive cooldown make this ability suck for Heroics and raids.  Most big spells can’t be interrupted anyway.

This is a PvP ability, all the way.  This thing oozes of PvP utility and reeks of PvE uselessness just because of the lack of times to be able to use it.

ENVIRONMENT
Gorillas are durable and tough creatures, while still being quick, agile, and intelligent enough to outwit and destroy some of the “upper” races of Azeroth.

Gorillas are, like all tenacity pets, very good for soloing.  Thanks to a baseline Thunderstomp, Gorillas can easily hold aggro on 5-6 equal level monsters for as long as it takes to kill them all.  In addition to their thick armor and high HP, gorillas have access to a variety of talents designed to make them more durable and more easily kept alive.  This allows intelligent hunters to Solo most monsters in the world, with very few exceptions.  In addition, Pummel allows a smart hunter to utterly destroy some world monsters that rely on their spells to destroy players.

Gorillas also enjoy battling in battlegrounds, where their strengths are made very apparent.  Their durable exterior allows them to survive when most pets wouldn’t, and they can still dish out a pretty decent amount of damage.  In addition, they have access to many very useful PvP abilities which help reduce incoming damage to the hunter.  Lastly, Pummel allows a skileld hunter to stop healers from healing important people in a fight, which can lead to a victory instead of a loss in a clutch match.

Arenas are the same story, but with smaller, more important numbers.  One interupted heal can be the end of a healer, and a win for your team.  Although they don’t have the ability to hold people in place or slow them down, and interupt is just as, if not more important than those types of abilities as it can mean the end for your kill target, and a much easier match.

KLINDERAS’ THOUGHTS
Gorillas are like Orcs: big, brutish, but useful.

I have recently had the joy of working with a Gorilla while on my search for a Spirit Beast, and I have thoroughly enjoyed it.  He can destroy monsters I would otherwise have trouble with, and when an Alliance member comes to kill me, the Gorilla does a very good job of not only keeping me alive, but keeping my opponents out cold.

They’re also incredibly gentle.  The Gorilla I have been working with has a particular fondness for finding and playing with flowers.  He also frequently picks them for me, presenting them to em with a big goofy grin.

His rage, however, speaks volumes of what he truly is.  He has smashed apart and entire ridge of Undead without a moments notice, only to exit unscathed.  It’s a wonder that the Scourge haven’t already been defeated when there are animals like this in the world.

COLEMAND’S THOUGHTS
This is how it’s done.

Something They Missed

That'll be 25 silvers.

That'll be 25 silvers.

They did it again.

I know it’s still too early to say, but can anyone remember a certain, little promise being made?

You guys know, the one with the ammo and the prices and the stuff? The one they mitigated with stackable ammo?

They still haven’t mentioned it.  Not with this patch, not yet.

They’ve addressed pet resilience(although they probably need to do more), they’ve addressed traps(to the detriment of the PvErs), and they’ve even changed the visual effect that detterence has.  That’s great.

Specfrikin’tacular.

The visual effect on deterrence was not a problem.  That was not my big issue.  I don’t know about you, but I didn’t even really notice the visual effect change they made to Improved Aspect of the Hawk.  Did you? Thought not.

Either way, that change was pointless.  The only thing it does is make it easier/harder(we’ll have to see) for our opponents to see so they don’t waste shots or something like that.

I’m still waiting on an ammo cost reduction change Blizzard.  I spend roughly 3-4 gold every time I fill up for 4 000 arrows.  Considering I refill 2 times a day usually, that’s 6-8 gold on regular arrows.  I make my own Mammoth cutters, but that still means I lose out on 1-2 stacks of saronite bars and 1-2 stacks of volatile triggers, which can cost anywhere between… 60-100 gold a week on those.

I only use Mammoth Cutters on bosses.

So we’re paying very little in order to play.  Paladins, mages, locks, priests, and some other ones need to pay for reagents in order to be fully effective I’m sure; but if they start spending 200 gold on reagents a week, I’ll be surprised.  200 gold a week does drain on the purse a bit.

I’m standing by my easy solution for this: keep the price of ammo, just make the stacks you buy come in stacks of 1 000 rather than 200.  24 silvers for 1 000 instead of 200 reduces the price of arrows to 1/5 of what it used to be, and would be very easy to implement!

I won’t go into a rant this time, seeing as some people found me to be a bit… aggressive on the subject; however, I still stand by my post that this is one change I’ll be happy to see if it comes along.

Trust me, I’m happy with the steps they’ve taken this patch to make us more PvP viable(i.e, pet resilience and the multiple traps!) but for the sake of convenience I still want my ammo reduction.

What about you? What change would you all like to see come from Blizzard for your class? What’s your number one big problem that still needs addressing?

This Is What Heaven Must Be

Look! It's... so close...

Look! It's... so close...

Traps now have separate 30 second cooldown categories: Fire (Immolation Trap, Explosive Trap and Black Arrow), Frost (Freezing Trap, Frost Trap) and Nature (Snake Trap). A hunter can have one trap of each category placed at one time.

All pets now receive 40% of their master’s resilience and 100% of their master’s spell penetration. In addition, if a player is at their appropriate spell hit chance or hit chance maximum, their pet will be at the maximum for spell hit chance, hit chance, and expertise. If they are below the maximum, their pet will be proportionately below those maximums.

I think that patch 3.2 will make hunters very happy campers.  Is 40% resilience enough? Maybe, seeing as how they have talents that reduce crit as it is and this will probably make them as hard to kill as some players.  High five? I think so.

Also, that spell penetration is going to be hawt for those hunters with the good fortune of having a Spirit Beast or who are using other pets with a spell type move… Wasps, Dragonhawks, Corehounds, Nether Rays… jeez oh man there are a lot of them!

Also, 3 traps at once? 3? I’m down for making minefields.  Imagine 2 hunters in the flag room in a Warsong Gulch.  That is carnage and fun waiting to happen! This will solidify us as defenders in Battlegrounds.  For PvE, this means that survival hunters can use Black Arrow and use freeze traps to CC! I foresee CC coming back in a big way.

A more comprehensive post on the changes at a later time: for now, I’m going to go back to some drooling and oggling of changes.

WASP Stands for Winning All Standard PvP

Not Pictured: Running screaming Alliance.

Not Pictured: Running screaming Alliance.

Wasps.

Who knew they were so deadly in PvP?!

As I’ve said before, I’ve found out that for Beastmasters a ferocity pet is a really big advantage and a really big help; but to the extent to which I saw, I had no freakin’ idea.  I was truly astounded.

1.  Talenting a Ferocity pet for PvP is a cinch.  It sacrifices a minor DPS loss for a substantial amount of HP.  Cello, at level 80(yeah, that took awhile), has 18 000 hp when I’m in my PvP gear.  18 000.  18 000.  That’s more HP than what I have in my PvE gear!

2.  On the topic of that DPS loss, it’s hardly noticeable.  Cello is constantly hitting for 500-600 damage on plate without Bestial wrath.  He hits clothies for up to 800 without Bestial Wrath.  Priests run away in fear.  He’s like a rogue, but half the size and twice as hard to run away from.  With Bestial Wrath, I can burst down 2 clothies in the space of 18 seconds with Call of the Wild on.  I didn’t bother to look at numbers, Cello and I were killing too fast.

3.  Ferocity brings one of the most helpful little things I’ve seen: Heart of the Phoenix.  Retadin thought it would be funny to see my wasp die.  Took him 2/3 of his HP.  Oh hey, human? Look behind you.  Cello is angry.

4.  Wasps are unique from other ferocity pets in that they have Sting, which is a little bit of damage wrapped in a faerie fire.  There are 2 fun parts to this: first, it’s nature damage.  Because it’s spell damage, it goes through armor.  Secondly. it has a 4.2 second cooldown.  4.2.  Why is this good? It means that the chances of Sting falling off are nil, and more importantly… more chances to crit.  Many more chances to crit.  Crits cause Ferocious Inspiration.  Ferocious Inspiration causes me to deal so much more damage it’s not funny, which in turn causes me to giggle devilishly with glee.

5.  Wasps are so inconspicuous that most people aren’t going to kill the little thing.  Non-beastmasters use wasps, so the pet musn’t be that big of a deal.  Well, you guessed wrong punk.  I hope you feel better about your bad decision, but remember this: never underestimate something with a stinger the size of your torso.

6.  Did I mention this guy soloed a Priest? The extra 9% crit chance helps.  Just saying.

7.  There are 2 problems with using a Ferocity pet as BM.  The first problem is you can’t benefit from Roar of Sacrifice, an incredibly fun and useful ability that allows you to take 30% less damage, which is re-directed towards the pet.  This is an especially good ability for a Beastmaster since it only has a 10 second period where it isnt active.  Secondly, I normally use a Cunning pet.  Cunning pets have Roar of Recovery, which essentially extends our mana pools by an additional 30% every 2 minutes.  There have been a few times where I would normally have mana with a cunning pet, but I didn’t because Cello can’t use Roar of Recovery.  However, both of these issues are neglected in a BG setting for one very good reason: death comes on wings of focus fire.  If you are targeted, chances are you are dead.  Secondly, if a fight takes so long that you run out of mana, chances are that you can jump into Aspect of the Viper for 4 seconds, or that you’re able to drink, or that you’re going to die.

All things considered, I’m very happy with Cello in a battleground setting! It’s harder to kite things around, but I kill them that much faster so I’m not too worried.

Move like a butterfly, sting like a bee? Yeah, I can understand that now.  I wouldn’t have imagined me liking a wasp this much in my life ever, but Cello managed to impress me in every way.

Encore mon ami, your wings beat a beautiful music.

I’ve Been Tricked!

Boo?

Boo?

While making some chaos and wreaking havoc, I have come across something very important; for battlegrounds, you want a ferocity pet.

I learned this the hard way when another BM hunter sent a Spirit Beast into my face and I was unable to out-damage the mighty beast.  Fafnir is great for Arenas, but when damage is the name of the game a Cunning pet just cant do it as well as a Ferocity pet.

So, it was time to go hunting again.  I bid Radix goodbye as I felt it was time to try something new and learn more about pets.

Specifically, I got on the train to Wasp ville, and got one of the Sholozar wasps.  This is the picture on Petopia.

Bad.  Ass.  Twice my size.  Before Bestial Wrath.

Bad. Ass. Twice my size. Before Bestial Wrath.

Awesome no?

Here’s what I got.

Viewed from Hunter Zoomed Distance(HZD)

Viewed from Hunter Zoomed Distance(HZD)

This is, unfortunately, half the size I had expected, and this made me sad.  I almost dismissed the beast when… I discovered something amazing.

His wings sound like a cello.

That's more the size I was thinking of.

That's more the size I was thinking of.

But why nerf the size? How big of a problem is having a big pet? I suppose that having them be Boss sized is bad, but the LSD wasp of doom was huge… and we can no longer tame himher.  I see a trend…

Let’s just hope these purple guys don’t get the nerf bat.

He has a happy face on his forehead... Creepy.

He has a happy face on his forehead... Creepy.

Either way, the Drones in Sholozar Basin have been nerfed and I didn’t know until I caught one! They’re sleeker though…

Until further notice, Cello the Wasp is now a part of my pack! I’ll be using him in Battlegrounds and I will be attempting to see how he does in arenas as a ferocity pet.

I beg the question though: What do you think about large pets? Do you think they should all be roughly the same size? And what does nerfing them accomplish?