Rendigar wrote:My fellow tester always used the [pet]Electrified Razortooth[/pet] instead of Snarly, but what I could not get around was the lack of a "goes first" move which makes several fights go smoother.
Just to be clear I was suggesting it as an alternative for the Burning Pandaren Spirit tamer only. Partly was so that I didn't use Snarly two fights in a row, but also because I think I had an attempt where Cyclone really tore up Snarly before he could even switch in.
Rendigar wrote:Wastewalker Shu: The only reason to not use a Tonk/Custodian is that 5% miss chance on Shock & Awe.
That's why I prefer the Yeti as well, just would hate for someone to say "oh, I don't have a Yeti, so I'll just skip that strat." Its hard to figure out how to strike the balance between letting people know the optimal, best choice while also letting them know when there are lesser alternatives. Perhaps we can do some kind of markup on pet names to indicate when something is mandatory or critical and undecorated names indicate some kind of wiggle room ... For example, there is no real substitute for the Red Cricket in its strat and so it could be something like:
- 1: [pet]Red Cricket[/pet] [-] (1,2,1)
2: Carry pet
3: [pet]Tranquil Mechanical Yeti[/pet] [-] (1,1,2)
Rendigar wrote:Flowing Pandaren Spirit
By the way, the original strat from Cabadath had a P/P Spawn of Onyxia (Tail Whip, Healing Flame, Lift-Off). Phraide changed it to the Emerald Proto-Whelp because he wanted to reduce the number of pets required in his guide. Personally, I'd rather have a 95% chance to hit with Tail Whip than a 90% chance to hit with Emerald Bite. It makes sense to limit the number of pets in a beginner's guide so that people can bootstrap themselves up, but I don't agree with that for the Veteran's guide. Heck, trying to get and level "best" pets for particular strats gave me purpose and goals!
Rendigar wrote:Farmer Nishi: I think you missed that you don't start with the carry pet now, so "Pump > swap to Tonk > Ion Cannon" wont get your carry pet any XP.
Ah, I did miss that. But I'm also not sure why you went that way. Using the Death Swap for a carry pet spares it damage, but Sunlight will hit it just as hard in the back row as it will out front; damage taken by the carry pet is a wash. A death swap can gain you an action versus a hard swap, but only if the dying pet was faster. The strider is slower than Brood, so it won't get off its Water Jet on the turn it dies. Therefore, in terms of actions completed, using one Death swap and one hard swap is no better than 2 hard swaps. My carry pets action on the first turn is essentially useless and wasted; you have a wasted turn when Brood Burrows so that's a wash as well. So, we'd be even except one thing, you're having to cast Shock and Awe before Ion Cannon while my strat does not. I'm assuming that's because in yours Brood gets to cast Consume and heal himself up some and you're playing safe. That's okay, but it does mean that your strat is actually 15
rounds long, not 14, so my version is one faster
Oh, and should Brood's Burrow miss you can't take advantage of that, in fact it might screw you up a bit.
This is how I see it: 5 rounds for Siren, 4 rounds Toothbreaker and 6 for Brood
1: Goo >> Pump (2)
2: Burrow (1) >> wasted action
3: Burrow (2) >> Strider killed before it can act, select carry pet
4: switch to Tonk >> Consume
5: ??? >> Shock and Awe
6: ??? >> Ion Cannon
Rendigar wrote:Being able to bring a carry pet who takes no damage might appeal to many - I have the "bad" habit of levelling all pets to 10 before I use them on the circuit.
Heh, that's what I've always used Stone Cold Trixxy and Lydia Acoste for. I have alts parked at each of them, and since they give crap XP to higher level pets I use them to bump up my level 1's.
Rendigar wrote:Moruk / Feasel: Once the DMF comes back around I'll run through your post. Since the current Decoy/Explode works with the Zeppelin vs Moruk I don't think it needs to be altered, but I like the no-miss with Bombing Run so I better test it.
Note that using Decoy/Bombing Run on Moruk requires a carry pet that can eat Moth Dust. So, that can be held against it in terms of what's the better strat for the guide. But, I have enough other places to take a level 1 carry, and I find the margins on Moruk to be somewhat narrow (which is why I don't just death swap the carry after Chrominius dies, don't want to lose a turn of dps on Moruk bringing the Zep in) because of Missiles missing. /shrug