Ril wrote:mind to clarify a bit? i've managed to level one set of pets so far but am struggling against several trainers (some take many attempts), now i'm trying to figure out what to level / optimize (find best breed) next.
which are you struggling with?
my order is something like this:
(from memory, hopefully i don't make too many mistakes)
(my pet specs + general rotations at bottom)
SMV trainer: pump pet + zep + level 1 lowbie
pump vs ele, forfeit til ele is first
pump pump heal water attack, dead.
next trainer pet, atttack & heal til my pet dies, switch in level 1 for free round (no trainer attack), switch to zep
(last 2 trainers are magic pets, less dmg to mech)
block, bomb, attack, repeat for 3rd pet, wait for trainer blocks to be off for bomb if poss, prob won't matter tho
kara & winterspring: pretty much any one 25, something with heal is good, any lowbie(s) for levelling xp
kill first 2, switch lowbie(s) in only for 3rd (not too low, they will take hits)
not hard at all no details needed
northrend: i skip this one
- [edit]: zep + ooze, or zep + celest, got both to work
uldum dam: celest drag, zep, lowbie
drag vs fly, forfeit til fly comes up first
drag vs next, when drag dies put in lowbie for one free round (trainer won't attack) switch to zep
block on cd, bomb on cd, attack
Aki: haven't figured out a solid way to 2-pet Aki, so i usually zerg her with 3 25's for the pet sack... either something with shield and get critter first, gnome vs drag to get bonus mech damage for the turret + lightning weather... multiple ways to beat with 3 25's
- [edit] solo'd with magical crawdad
(by the time i'm onto pandaria trainers, the level 1 i started with is getting high enough to be useful in a pinch if something goes wrong
)
earth spirit: rapana whelk is easy for earth spirit. multi-round cc fails on critters.
rapana will die on 2nd pet, switch lowbie in for one round (unless it's high enough level to take a hit, and can do something useful)
zep till end... stone rush on 3rd trainer pet is ele so be careful, use block for that
(i've used various pets for this, rapana + another, i forget what all i got to work)
air spirit: celestial drag + oozing
celestial is strong D against air attacks, all attacks from all 3 trainer pets are air so order doesn't matter
oozeling is not ideal, but it works
jade forest: celestial + zep
celestial vs fly, forfeit if snake comes up first
celest owns fly, dies to beast, switch in lowbie 1 round
zep vs beast, save block for burrow
zep vs turtle, grab a beverage cause it takes forever, but block will block its only attack every time
krasarang: zep + celest
zep vs beast, forfeit if not beast... block first for the burrow, pass, bomb, attack, beast is dead on bomb hit
switch to drag vs fly (instead of my usual strat of letting 1st 25 die on 2nd pet)
switch in lowbie when drag dies, or can be put in with zep's block protecting it
halfhill: pump
easier if flower is first, forfeit if not
switch in lowbie for first round of turnip, back to pump
key here is having pump primed when 3rd tamer pet enters (beast)
pump attack first beast round, pump prime when it burrows, pump attack, heal if needed, pump prime, pump attack
<do tillers farming, remind self that i need to use the 100+ spirits of harmony i have from farming>
<hearth>
kun-lai: drag + gnome
drag vs fly, forfeit if rabbit is first
fly will always lift-off 2nd move, so moon fire, pass, breath, heal unless liftoff missed, etc
drag vs rabbit, switch lowbie in when drag dies (hopefully lowbie is close to 25 by this time and can help with rabbit)
gnome vs Bleat - i usually turret, repair, turret, attack til next turret cd
fire spirit: drag + ooze
drag vs drag, forfeit if tamer drag isn't first
tamer's cyclone will take a chunk out of back row, so hopefully lowbie isn't too low
ooze is not ideal 2nd, but it works
townlong & dread wastes: pump + pterodax
pump vs ele, forfeit if ele isn't first
on townlong, use ptero liftoff after sleep is cast, sleep fails if you're airborne (otherwise tamer pump will kill you while you sleep)
on dread wastes, use liftoff to avoid whirlpool when that is going to hit (not when it is cast but when there is 1 round left on debuff)
<check the 2 dread wastes rares that can drop pets>
water spirit: on Marley, switch in lowbie 1st round, back to ooze
easy
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one day of dailies, two pets powerlevelled from 1-25
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specs/rotation
Monica Celestial -
celestial dragon: breath, heal, moonfire
not much to say, heal when needed, try not to waste moonfire cd on a burrow/cocoon/liftoff/dive
G O O D Y E A R -
zep: missle, decoy (i called it block above), bombing run
decoy is so great... it blocks 2 attacks, but it isn't wasted if tamer pet doesn't attack (heal, self-buff, etc)
try not to waste bomb cd on burrow/cocoon/liftoff/dive
Grim Repair -
clockwork gnome: fist, repair, turret
turret, repair, turret, fist til turret cd is up- good rotation, but sometimes you can save repair for after 2nd turret
if i use gnome on Aki's drag for example, no repair since gnome would die during... but fist will do bonus damage from lightning weather, and more turret rounds will spill over to 2nd pet and get bonus lightning damage (since repair will make you miss turret cd by one round)
Ptang -
pterrodax: slicing, heal, liftoff ( the other 1st slot ability is also ok)
heal when needed, liftoff to avoid burrow/whirlpool/sleep/ etc
(remember bonus speed for flyers if above 50% hp, so keep healed to give liftoff an advantage)
Gangsta Rapana -
rapana whelk: absorb, acidic, dive
shield is also ok but i only use rapana for earth spirit, acidic is better (does damage and buffs absorb)
Disgoozting -
disgusting oozeling: absorb, corrosion, acidic
corrosion and acidic both boost damage and they stack... they affect the ticks on each other, and buff absorb damage/heal
acidic is 3 rounds corrosion is 2... so the rotation is acidic, corrosion, absorb, absorb, repeat
if you get a random miss on anything, it might mean a fail... but maybe not
Pump It Up Yall -
eternal strider: jet, heal, pump
soothing rain is a great 2nd slot ability, but a heal is a heal.
rotation is pump prime, pump attack, heal if needed, repeat... jet as a last ditch attack if you're about to die and won't be able to get off a pump prime + attack
and for halfhill tamer, you want pump primed when beast enters battle, so finish off turnip with pump prime, jet jet
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this all is just stuff i found out on my own with what pets i had available... i have over 80 25's now and i'm sure there are many other team combos that will work. but imo, these are seven solid pets that you will be happy with at 25.