Darkmoon Rabbit Inquiry and my thoughts
Posted: April 27th, 2013, 9:25 pm
I am feeling tempted to buy a Darkmoon Rabbit, seeing a S/S breed one on my AH
http://www.warcraftpets.com/wow-pets/cr ... on-rabbit/
But does anyone whom have one, have experience with using it in pet battles?
Unlike standard rabbits that comes with Flurry as their Slot1 secondary move, the DMR packs a nonspeed dependent dot move that doesnt seem nearly as powerful, until you consider it together with Stampede.
The second difference is slot 2, where it comes with a speedbooster that is stronger than normal rabbits, but lasting 1 turn less. Whereas the alternative is dodge, which benefits much more from having a high basespeed and being able to pull it off to stymy enemy attacks.
Slot 3 have the standard burrow, high damage + evasion but with a noticeable chance of missing, vs stampede. Burrow would also benefit from a high speed to go first. Whereas stampede leaves you open to hits and locked for 3 turns, but in the DMR's case it seems there could be a synergy with the dot slot1 move and having a high speed. Cast Huge Sharp Teeth, then stampede. When stampede ends, immediately cast dodge, and if you are faster than your enemy, you get two turns of evasion. That should keep you alive long enough to pull a second stampede.
http://www.warcraftpets.com/wow-pets/cr ... on-rabbit/
But does anyone whom have one, have experience with using it in pet battles?
Unlike standard rabbits that comes with Flurry as their Slot1 secondary move, the DMR packs a nonspeed dependent dot move that doesnt seem nearly as powerful, until you consider it together with Stampede.
The second difference is slot 2, where it comes with a speedbooster that is stronger than normal rabbits, but lasting 1 turn less. Whereas the alternative is dodge, which benefits much more from having a high basespeed and being able to pull it off to stymy enemy attacks.
Slot 3 have the standard burrow, high damage + evasion but with a noticeable chance of missing, vs stampede. Burrow would also benefit from a high speed to go first. Whereas stampede leaves you open to hits and locked for 3 turns, but in the DMR's case it seems there could be a synergy with the dot slot1 move and having a high speed. Cast Huge Sharp Teeth, then stampede. When stampede ends, immediately cast dodge, and if you are faster than your enemy, you get two turns of evasion. That should keep you alive long enough to pull a second stampede.