"The Big Line of Ice Cubes" (2-5 mobs): Freezing traps have the tendency to go off awkwardly, which can be mitigated by laying
them in a straight line between the pull and your group's starting position. I simply lay down a round-robin dotted line of traps
between our firing squad position and the pull. Start the pull with a ranged attack and let the mobs walk on that dotted line. If
the traps are positioned far enough apart, you will slowly create a line of ice cubes. For 5+ mob pulls, I can bounce the boars
between any un-trapped mobs and split tank what's left. As you kill mobs, break traps on the furthest mobs, as they are the ones
who will break the soonest. This strategy takes a while to set up and is not used that often, but it can be effective. In the
Blood Furnace, I use this method at Broggok's room (2nd Boss) to fight the waves of orcs that are released. I lay a line of 3
traps between the lever and the first room, create a line of ice cubes, and pick them off one at a time once the room opens. Once
each wave is down to one mob, I let the pets tank it and create a new dotted line of frost traps between the next door and our
killing position. Once the traps are laid, we kill the last mob and repeat the process. (Psychic scream is our backup CC for this
room, if needed).

"Bossman Bacon Bonznza" (bosses): This is more of a mindset change than anything else. I struggled with a couple of boss
encounters by trying desperately to keep my tanking pet alive. Rokmar in the slave pens was causing me fits because I could not
avoid getting healer aggro with all the water spits that he does to a total of 9 targets. So I stopped worrying about keeping all
the pets up for every boss encounter. The solution to my Rokmar problem was to heal the actively tanking boar for the first part
of the fight, heal everyone through the first water spit, then fade and just let the current tanking pet die from the next round of
his DoT debuff. Durn the Hungerer was soloed by my team at L66 using the same disposable piggy crew. It took me a while to get
over the grief of losing a pet, but sometimes it's necessary for the greater good.

Suffice it to say that PvE instance runs have been a pleasant suprise for me. I initially avoided doing many instance runs, having
quested exclusively with RAF bonus from 40-60, but I've found instance runs a nice way to fill in gaps between Outlands quests, XP
-wise. With the team at L66 now, I plan on running enough instances to get to Honored with all the blue PvP gear factions. The
pets tank better than I expected and I feel like the pulling strategies listed above can be used or combined in enough ways to make
most trash pulls cake.

PvP (mostly world, not much BGs done to date): 4 big red ravagers/boars is pretty dominating for most opponents, and I have quite
a few L70 kills under my belt. Freezing trap is great, as it buys me time to get some distance and let the pets/arrows fly. The
priest is a serious liability as he is very, very, very squishy. Any rogue/warrior who targets him first will kill him quite
handily. I have won almost every encounter where a rogue has jumped the team (from L62 on, no less), but the priest is almost
always dead at the end. A stack of 4 feigned dead hunters makes it really hard for a rogue to re-acquire the same target,
generally speaking. I don't really want to arena using the priest, so I'm considering making him a follower and just macroing
heals/fear/buffs for the BGs. I also have the option of running a L70 druid or L70 paladin instead of the priest on that account,
which might be tempting come WotLK when pallies get some form of AoE healing. (Same with druid and Flourish).

My biggest PvP concern is that people infiltrating the pile of hunters is very problematic, and I need some real world BG
experience to hone the trap strategies that I'll need to use against people. I can see the playstyle as much more run and gun than
the shamans-- there's no standing in there, popping fire elementals, and chain healing everyone for a few seconds in between big
DPS bursts. On the other hand, I can see defending a node going superbly with 2-4 frost traps spread out in all directions and a
nice long range to blow people up. Pets that are fire-and-forget seems potentially dominating, as well.

Things I've soloed at very level appropriate times:
Ramparts at 61
Blood Furnace at 63
Slave Pens at 64
Ring of Blood Chain (except last boss, where I got a little unintentional help from a wandering pally) at 65
Durn the Hungerer at 66