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Advantages for Hunters in World of Warcraft
I have played a few characters in World of Warcraft. Not all, but many, and I still go back to my Hunter most frequently. Even with the demand for Healers and Tanks for raids, I still feel that playing a Hunter gives me advantages that are hard or impossible to get for other characters.
For instance, tracking is a huge advantage. I can look for mobs of certain types, and know exactly where they are. This is fantastic when I am doing quests or grinding in a highly competitive area. Also, I am aware of dangers, such as patrols, well before others are. This also helps in raid situations.
For solo play, I love having my own personal tank. My pet takes the vast majority of the damage, while I can fire away to my heart's content. Sure, warlocks get this advantage too...but they don't get to name their pets! Seriously, though, the different types of pets that Hunters can get far outweighs the options that Warlocks have for theirs.
And still on the subject of pets, Hunters can get a huge advantage in mining and herbalism. Many a time I have landed on a rock to mine it, only to be attacked by a mob defending it. This in itself is only a minor inconvenience, but when I am followed by some Horde who wants to "ninja" the node, he finds that he cannot. Why? Because my pet is handling the mob, while I was able to continue mining! I don't know how many rocks I have saved that way, but it has to number in the hundreds.
Another Hunter advantage that I love is Feign Death. How many times have I been the only player to survive a wipe? And my guild mates don't mind either, because they know I carry the Goblin Jumper cables on me, and may be able to revive a Healer and get the whole group back!
There are a lot more, but these are the main ones that I continually find myself relying on. You can read more about Hunters and various advantages at http://erikthewowhunter.blogspot.com/.
How to Kill Hexlord Malacrass - World of Warcraft
Required Raid Composition: 2 tanks, 3-4 healers, 5-6 DPS. Your second tank can be a DPS tank.
Malacrass's Boss Abilities are as follows:
Spirit Bolts: Malacrass will periodically shoot Spirit Bolts at the entire raid. Each Spirit Bolt does 450 points of shadow damage. When he uses this ability, he will shoot twenty Spirit Bolts at each raid member over a period of ten seconds. Line of sight will not hinder the Spirit Bolts. Dampen or Amplifiy Magic will not have any effect on the spell. The Spirit Bolts can be resisted.
Soul Drain: Malacrass will randomly target one player and perform Soul Drain. When this occurs, Malacrass will acquire several abilities from the player and begin using them. He will use these abilities against the raid until the next Soul Drain when he acquires new abilities from the next player. Some of the abilities he may use from various classes are as follows:
Druid - Lifebloom, Thorns, Moonfire
Mage - Frost Nova, Fireball, Frost Bolt
Rogue - Slice and Dice, Blind, Wound Poison
Warlock - Unstable Affliction, Rain of Fire, Curse of Doom
Shaman - Fire Nova Totem, Healing Wave, Chain Lightning
Priest - Heal, Mind Control, Psychic Scream
Hunter - Various traps
Warrior - Spell Reflection, Mortal Strike, Whirlwind
Paladin - Avenging Wrath, Consecration, Holy Light
Drain Power - At one minute intervals Malacross will drain 1% power from raid members and give it to himself, thereby increasing his size and damage. He will not begin to use this ability until his health reaches 80%.
Adds: Malacrass has four random mobs with him. Below is a list of mob types along with their antidote in parentheses:
Thurg - Melee Ogre (Polymorph)
Gazakroth - Imp that spams fireballs at random targets (Banish)
Lord Raadan - Dragonkin with Thundercap and flame breath (Sleep)
Darkheart - Undead wraith with instant-cast AOE fear (Shackle)
Alyson Antille - Healer (Polymorph)
Slither - Serpent that casts Poison bolts (Sleep)
Fenstalker - Elemental that will cast Volatile Infection on random players (Banish)
Koragg - Melee Undead (Shackle)
Basic Strategy: Similar to Moroes in Karazhan, you will need to kill at least 1 add before you should focus all DPS on Malacrass. It is advisable to kill the healers first for two reasons: they heal and because they die quicker. If you are going to leave adds up, it's best to leave the ones alive that are the most time-consuming to kill.
If you are going to chain shackle, your Priests should setup a macro to /target and /cast shackle undead. This will help them immensely as they can focus healing on the tank, cast two or three heals and then one-click their shackle macro. They should never wait for a shackle to break before they recast Shackle. Any other class who is asked to perform Crowd Control should follow this advice.
Depending on which character class Malacrass performs Soul Drain on, you will want to be conscious of the following:
Hunter - Malacrass will drop traps which are clearly visible to the raid. Your tank must be aware of the traps when they appear and immediately move Malacrass to a new position. Freeze traps will freeze multiple targets.
Mage - He will randomly cast Fireballs and Frostbolts. They can be interrupted.
Paladin - Consecreate will hit for 2,500. Tank and melee DPS should move out of range as quick as possible. You will need to dispel Avenging Wrath immediately should it be used. Interrupt Holy Light whenever he attempts to cast it.
Priest - Dispel the Mind Controls or CC them. Interrupt any heals he attempts to cast.
Rogue - You will need to increase healing due to the attack speed increase from Slice and Dice. Blind cannot be avoided and is mostly a non-issue.
Shaman - Kill any Fire Nova Totems ASAP. Interrupt his Chain Lightning and Healing Wave whenever he attempts to cast either spell.
Druid - Melee DPS should stop attacking because of Thorns. Dispel Lifebloom.
Warlock - Decurse Curse of Doom. Rain of Fire will tick for 3,000+ points of damage so players will need to move away from its area of effect as soon as they see it.
Warrior - Healers need to be ready to spam heals if the tank gets hit with Mortal Strike. Casters should watch out for Spell Reflect. Melee DPS will need to be cautious of Whirlwind as it hits for 7,500+ points of damage.
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