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View Full Version : Hunters to Shammy?



billyorc
05-06-2010, 09:28 PM
Hey Folks, I run a 4 Hunter 1 shammy lvl 70 team right now and am thinking about starting over with a 4 shammy 1 pally team.

Here are my reasons:
I have to out level a instance by at least a few levels in order to get through it.
I can't jump to different instances with my group as it is now.
I can't deliver my highest DPS ranged attacks when I pull agro and my hunters get rushed

I feel that a 4 shammy group with 1 pally will allow me to fix those issues. Am I correct or should I spend a bit more time gearing the hunters and working on some better macros? I love my hunters but I am interested in PVP for end game and it seems from what I have been reading on the board the Shammy teams seem to be the gateway drug.

Mercurio
05-06-2010, 09:49 PM
I run all mixed teams - teams with at least four classes represented in each team. I have three hunters in my six level 80 5-man teams, so every other team has a hunter.

Hunters are good DPS, give replinishment as survival, can misdirect, provide aspect of the cheetah, and perhaps best of all, don't compete with any other the other major classes a boxer typically uses (doesn't compete with casters).

Here is what I would do: Level up two pallies, one priest, and two shaman. That way you can make two level 80 teams that can do anything you'd want them to:

Team 1: Pally tank, priest healer, ele shammy, two hunter DPS
Team 2: Pally tank, shammy healer, ele shammy, two hunter DPS

Even if you don't think you'll want to play two teams, at least you will have options. You'll get to keep the toons you already have as well.

While leveling, I'd spec them as: Prot pally, holy pally, shadow priest, ele shammyx2

Ualaa
05-07-2010, 01:12 AM
I would recommend a warlock or boomkin, along with three shammies and the pally.
That gets you the 13% spell power boost.
You could go with an Unholy DK as the tank, for the same bonus, but the Pally has a lot more synergy with the team.

If you'll be doing a lot of pvp with the team, possibly run as a Feral Druid instead of the Pally.
It won't be quite as strong as the Pally for PvE, but a Feral Druid is not far behind.
And a feral can dual-spec to Boomkin, for the 13% spell power boost.
Boomkin + 4x Elemental (leaving the Druid in Boomkin, heal with shammies) is probably quite a bit stronger in PvP then a Pally and four shammies.

Lots of combos to think about.

billyorc
05-08-2010, 07:14 AM
Great ideas guys, Thanks! I will not give up on the hunters just yet and add some supporting classes.

jinkobi
05-22-2010, 10:26 PM
I run a paladin tank 1 resto druid and 3 balance druids... There's really nothing we can't tear through :)

Only thing lacking are spell interrupts- not that big a deal the majority of the time. Really don't PVP much- but when you can drop 9 treants and do 16kX3 starfire's asses get kicked!