Looking For A Fight – Part 1

While I wait for a lucky weapon drop that might get me past the brick wall known as Dark Summoner, I decided to share some tips about the earlier encounters in the Brawler’s Guild.

The first thing every hunter needs to get over is that tanky pets are a hindrance here. These encounters cannot be tanked by a pet – it will get killed in short order. Spec your pet ferocity and make sure to turn growl off.

Picking your Stampede

Choose your active pets with consideration to encounter-specific advantages and buffs/debuffs you will be missing. It’s typical for people to form buff raids – there’s no reason to have a cat around if there’s a paladin standing by to Might you.

Remember that Stampeding pets will immediately cast everything they have available and on autocast; use this to your advantage. If you have all the buffs covered from helpful spectators, collect a good complement of target debuffs. If you have a problem with adds or kiting, consider pets that can slow, root or stun.

While generally having growling pets in your Stampede is inconsiderate or downright dangerous, in here it can be used to take some pressure off you for a moment. A growling stampede pet will get killed but it may divert a cast that would’ve killed you instead.

Consumables

Stock up on Tomes of the Clear Mind. Swapping talents and glyphs is necessary especially on the later ranks. Buy dps potions from the local Brawler’s quartermaster; they cost only 70 silver each. Healing potions, however, are best aquired from the AH – [Brawler's Healing Potion] restores 60 000 health, only half of what the alchemist-crafted [Master Healing Potion] gives. Buff food is a good idea as well, though if you expect to die frequently it might be best to fetch the vendor food with your best secondary stat instead of something more expensive.

Rank 1

Bruce the crocodile will eat you alive if you make the mistake of standing near his teeth during Chomp Chomp Chomp. Either keep your distance and kite him around or stand halfway inside his hitbox and run through him the moment his cast begins. There really is no reason for you to take a single hit during this first fight – treat it as light kiting practice.

  • Helpful glyphs and talents: anything that helps you kite.

Vian the Volatile is a mogu sorcerer with fire type spells. Dance away from his Fire Line and moving Volatile Flames; interrupt Lava Burst whenever you can and by whatever means you can. If Silencing Shot is on cooldown, you can buy a few seconds with Feign Death, Deterrence, racials that stun or silence, Scatter Shot, Intimidation or pet silences and stuns.

  • Helpful glyphs and talents: Silencing Shot, Glyph of Mirrored Blades.

Goredome will gore you.. with his dome. Simply move away from the clearly marked circle on the floor when he charges and you will kill this shoveltusk in no time.

  • Helpful glyphs and talents: anything that helps you kite.

Dungeon Master Vishas will cast Heated Pokers on himself to buff his damage. Whatever you do, keep well away while he has the buff active. His cast of Naughty Secrets should be interrupted with Silencing Shot.

  • Helpful glyphs and talents: Silencing Shot and anything that helps you kite.

Rank 2

Here you will face Dippy the penguin. For any ranged class this fight is laughably easy as every attack knocks him back. As long as you keep casting, this penguin will never reach you with his deadly Peck.

  • Helpful glyphs and talents: nothing special.

Kirrawk is where things can get a bit interesting if you struggle with situational awareness. This arakkoa will chaincast Lightning Bolt at you; these can be interrupted but only if you are confident that you can dodge tornadoes.

Every once in a while he will spawn a tornado that will throw unwary players into the air. If you get tossed up, Kirrawk will immediately channel [Lightning Flurry] which is generally lethal. A quick Silencing Shot or Deterrence will save you from death. Optimally you will dance around the arakkoa to force him into the tornadoes instead, giving you some free damage to beat the enrage timer.

  • Helpful glyphs and talents: Silencing Shot, Glyph of Mirrored Blades.

Fran and Riddoh are the first true dps check. Riddoh will net you in place and Fran will surround you with mines that explode soon after the root expires. You can Master’s Call out of the net once or twice during the fight but don’t count on it. Keep an eye on the debuff timer and move away immediately when you are free or the mines will blow you up.

The second phase of the fight depends on which one you kill first. If you kill Riddoh, Fran will drop to the floor, stay immobile and throw dynamite at you. Strafe around him in a circle to avoid damage while you finish him off. If you opt to kill Fran first, Riddoh will enrage and do 250% increased damage. Kite him around as much as the frequent net casts allow; avoid deterrence as it costs you five seconds of dps time.

  • Helpful glyphs and talents: Posthaste, Binding Shot, Glyph of Disengage, Glyph of Black Ice.

King Kulaka is a straightforward kite-and-spank fight. He will periodically Dash to give you some challenge; keep Concussive Shot up, traps under his feet and use your own movement speed increases wisely. If you spec Posthaste, time your disengage together with his Dash to better keep distance.

  • Helpful glyphs and talents: Posthaste, Binding Shot, Glyph of Black Ice, Glyph of Ice Trap.

After you are done with Rank 2 your potential damage intake will rapidly get higher. Spec for the selfheal of your preference – I use Exhilaration – and glyph for Animal Bond.

All specialisations should be equally capable of taking these easier bosses down as long as you can push out the required amount of damage and kite well. My personal preference is BM for the greater variety of pets, high burst damage and Intimidation. Survival’s passive Entrapment is potentially dangerous as rooted enemies will turn around and oneshot your pet. I’m still not quite convinced of Marks damage – but regardless of numbers, having to sacrifice a glyph slot for Aimed Shot is a hindrance.

More brawls later this week!

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4 Responses to Looking For A Fight – Part 1

  1. Pingback: The Wild Hunt: Looking For A Fight – Part 1 (Brawler’s Guild) | WoW Hunters Hall

  2. Venadin says:

    On a few of the fights, I switched from BM to Marks for the concussive barrage + chimera shot heal. I use thrill of the hunt and ignore aimed shot since you need the glyph spot for other glyphs. The update to barrage to be useable on the move is really nice for extra damage when you are moving. Ixx took me a few tries because I was following the wrong advice. It best to keep spinning around him in the hit box. Running through him was killing me.

  3. Mehtomiel says:

    Concussive Barrage may well be better for kiting than the risky Entrapment from Survival – but can MM’s damage hold up compared to Survival?

    As for Ixx, running through him was what actually worked for me! The trick to it is to stand halfway through his hitbox while fighting; else you’ll never make it in time.

  4. Pingback: Brawler’s Guild: Strategy Guides, Tips, and Videos for Hunters | WoW Hunters Hall

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