I would strongly consider the PvP Gloves.
If the bonus is anything even half worthwhile to Hunters, this is probably the way to go.
You'll definitely be choosing between Chest, Legs, Gloves and whatever the other piece is, for the two piece Resilience bonus.
And have the PvP 2 minute trinket very high on your list as well.
After that, if you bought the crafted PvP sets... upgrade the slots without Resilience first.
If you did not buy the crafted sets, then probably get the four-piece bonus.
Make arena, whether 5's or 2's a priority.
The Conquest weapons are much better than anything previously available.
I would recommend Alchemy as one of your two professions on all of your teams.
The double duration potions is nice, and you can make a flask with unlimited uses, +80 to your attack stat.
The profession benefit is decent, but the main draw is the transmutes.
Initially take either of the other two specializations, then spend the gold to respec to transmute master; that is much cheaper than acquiring Primal Mights.
You could have a Potion and an Elixir master, if you'll make your own potions for use, but personally I'd go Transmute master on them all.
Take them only to 485 skill, for Transmute Elements.
Purchase Volatile Life (15 per toon).
And in Uldum (so you get Volatile Air, every time), do the Transmute Elements.
(You can park four of the five at Vortex Pinnacle, and have the fifth in Org/SW; instant-mail from the same account to the 5th toon, use the Summoning Stone, distribute Life, Transmute, transfer Air+Procs to the 5th and Hearth).
Air sells for more than twice Life, on my server... and while the value for each is slowly dropping, it is consistent and easy gold.
This transmute will grey out at 520 (of 525 max) skill; the cheapest path to 525 is 15x Whiptail + 15x Alicite per toon, which opens Truegold.
I'm sitting at +400,000g since the launch of Cataclysm, with an army of 29 transmutes per day.
I've missed a day here or there, probably 20 or so days of transmutes, but still basically 3 months of transmutes for 400k profit.
With 20% as many alchemists (initially), I would be +80k at this stage.
If you've recently done RAF, toons only need to be 75th to train Alchemy beyond 450.
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