Wowpedia

We have moved to Warcraft Wiki. Click here for information and the new URL.

READ MORE

Wowpedia
(→‎Shots: Patch 5.1.0, Hunters can now shoot whilst running)
Line 109: Line 109:
 
Hunters also make heavy use of special shots to supplement their DPS and provide utility to their groups. The bulk of a hunter's damage and utility will come from the use of these shots. Since [[Explosive Shot]] and [[Arcane Shot]] share cooldowns, as do [[Multi-Shot]] and [[Aimed Shot]], the shots the hunter uses depend on his spec. Survival hunters use Explosive Shot, while beast masters and marksmen use Arcane Shot, while Aimed Shot is used if available. [[Steady Shot]] is used whenever all other shots are on cooldown. Regardless of their spec, any hunter not getting at least a third of his/her damage from Steady Shot after level 50 is most likely not using it enough.
 
Hunters also make heavy use of special shots to supplement their DPS and provide utility to their groups. The bulk of a hunter's damage and utility will come from the use of these shots. Since [[Explosive Shot]] and [[Arcane Shot]] share cooldowns, as do [[Multi-Shot]] and [[Aimed Shot]], the shots the hunter uses depend on his spec. Survival hunters use Explosive Shot, while beast masters and marksmen use Arcane Shot, while Aimed Shot is used if available. [[Steady Shot]] is used whenever all other shots are on cooldown. Regardless of their spec, any hunter not getting at least a third of his/her damage from Steady Shot after level 50 is most likely not using it enough.
   
In the past, the hunter could not fire his or her Auto Shot if he or she was casting another spell at the same time. The Auto Shot swing timer was still counting but would not fire over another shot. This was called "clipping Auto Shot" and would greatly reduce DPS. However, this doesn't happen anymore, and Auto Shot would fire regardless of other spells being cast, but only if the hunter is standing. Moving still prevents firing.
+
In the past, the hunter could not fire his or her Auto Shot if he or she was casting another spell at the same time. The Auto Shot swing timer was still counting but would not fire over another shot. This was called "clipping Auto Shot" and would greatly reduce DPS. However, this doesn't happen anymore, and Auto Shot would fire regardless of other spells being cast<STRIKE>, but only if the hunter is standing. Moving still prevents firing [No longer true since patch 5.1.0]</STRIKE>
   
 
Due to clipping consideration, weapon speed used to be crucial to maximizing dps with shot rotation, and a hunter should choose a ranged weapon of an appropriate speed (2.7 for beast masters, 3-3.1 for survivalists and marksmen). That is, if your crossbow is 3.2 second cast time, your Arcane Shot is at normal 6 second and your Steady Shot is at 2 second cool down, you should fire Arcane Shot -> Auto Shot -> Steady Shot -> Auto Shot -> Steady Shot -> Arcane Shot. Fire Arcane Shot when ever it is ready and allow a Auto Shot between Steady Shots. These days, however, all weapons have the same speed, and since shot rotations are not used, you should use the weapon with best dps and stats, regardless of speed.
 
Due to clipping consideration, weapon speed used to be crucial to maximizing dps with shot rotation, and a hunter should choose a ranged weapon of an appropriate speed (2.7 for beast masters, 3-3.1 for survivalists and marksmen). That is, if your crossbow is 3.2 second cast time, your Arcane Shot is at normal 6 second and your Steady Shot is at 2 second cool down, you should fire Arcane Shot -> Auto Shot -> Steady Shot -> Auto Shot -> Steady Shot -> Arcane Shot. Fire Arcane Shot when ever it is ready and allow a Auto Shot between Steady Shots. These days, however, all weapons have the same speed, and since shot rotations are not used, you should use the weapon with best dps and stats, regardless of speed.

Revision as of 19:39, 6 December 2012

Classes Deathknight Demon hunter Druid Evoker Hunter Mage Monk Paladin Priest Rogue Shaman Warlock Warrior
Class races DK DH Dr Ev Hu Ma Mo Pa Pr Ro Sh Wl Wr
Quests DK DH Dr Ev Hu Ma Mo Pa Pr Ro Sh Wl Wr
Abilities DK DH Dr Ev Hu Ma Mo Pa Pr Ro Sh Wl Wr
Trainers DK DH Dr - Hu Ma Mo Pa Pr Ro Sh Wl Wr
Armor sets DK DH Dr Ev Hu Ma Mo Pa Pr Ro Sh Wl Wr
Useful macros DK DH Dr - Hu Ma Mo Pa Pr Ro Sh Wl Wr
Class Halls DK DH Dr - Hu Ma Mo Pa Pr Ro Sh Wl Wr

The hunter class performs pulling, threat redirection, crowd control, and primarily ranged damage. Hunters have pets that add to their DPS and help manage aggro. A well trained pet has saved a hunter's life on countless occasions and it has been said throughout history, that hunters consider their weapons and pets to be their only true friends. They can also track, tame and train animals and beasts found in the wild.

In some other games, such as Everquest, the hunter is a ranged/melee hybrid that can rely on both, when the need arises. In World of Warcraft, this is generally not the case. The survival tree offers some enhancement to melee ability, but the class's damage mitigation is poor compared to most pure melee classes and its melee abilities are generally considered too limited to be a practical source of DPS. For this reason, a hunter's melee attack is typically a last resort, used only when their pet is dead (or otherwise out of action) or the pet cannot generate enough threat to keep a mob occupied.

Overview

  • Hunters tame the wild beasts of Kalimdor, Eastern Kingdoms, Outland and Northrend, training them to fight at their side. Hunters are one of five classes that can have controllable combat pets.[1] However, they are the only ones that can name and assign talent points to their pets.
  • Hunters excel in outdoor survival skills, such as tracking and laying traps.
  • Hunters can wear cloth, leather and mail armor. They are unable to use shields or plate armor. At Level 50, Hunters acquire Mail Specialization, which gives bonuses when a hunter is wearing an entire set of mail armor.
  • Hunters can equip all weapons except wands, thrown, maces, and two-handed maces. As of Patch 4.0.1, all weapon skills are known from level 1.
  • Hunters use many shots that either deal damage or apply a status effect that costs focus to use. Most other abilities are free to use such as Ability hunter mendpet [Mend Pet] or their Trap abilities.
  • Hunters can take on various Animal Aspects that grant special abilities, such as improved run speed, or additional nature resistance.

Background

File:BlessingsOfTheHeavens.jpg

A night elf hunter.

The hunter is a stalker in the wilds, living on his knowledge of survival and skill with a bow or rifle. He is deeply in tune with nature, and some of its mightiest beasts are his allies. Of Azeroth's many creatures, few can resist the hunter's call, and fewer can survive his fury. Hunters are as varied as the world's many climates, but they are universally renowned for their amazing abilities to find their prey and bring it down. They come from any race (players are restricted to twelve races, see below), though certain races naturally excel at the hunter's profession. Most hunters seek to aid the balance of nature along with their druidic allies.[2] Elven rangers are not alone in their mastery of the wilderness. While an elven ranger prefers the bow, the hunter would rather get up close. A hunter is skilled in stealth, slipping through the woods like a ghost. Orcs of the Horde first learned the ways of the hunter from forest trolls on Lordaeron and tauren have been masters of the hunt since the dawn of the world. Like the shaman of the Horde, hunters call upon the spirits of the land, wind, and fire to aid them in their hunts and tasks. Their spells focus on the elements and the land.[3]

DwarfM PursuitFM

A dwarven hunter shoots from the hip.

The hunter is one of the oldest classes in history. They represent a deep connection between man and beast, and the hunters of Warcraft are not merely individuals who track animals and slay them for food, but custodians of balance. They understand the natural circle of life and death, and the part they must play in maintaining it not simply as researchers, but as active participants. The "Hunt" is venerated, and the prey they choose to stalk is given as much respect as the predators hunters choose to learn from and embody. All hunters create lifelong friendships with animal companions, who are also often their best and only friends, if the stereotype of the reclusive huntsman is to be believed. Hunters come in all shapes, forms, sizes and specialties, but in World of Warcraft, all hunters specialize to be marksmen (however, not all hunters choose to specialize in the marksmanship talent tree). Hunters are a curious mix of mysticism and rough wilderness know-how. They can learn to mystically align themselves with the aspects of various animals to assist them: the spryness of a monkey, the sharp eyes of a hawk, and the swiftness of a cheetah; they gift themselves with a higher resistance against the dangers of the most important thing of all in the rites of a hunter — the very Wilds he and his prey live in. Hunters also derive a system of hand-to-hand combat inspired by the attacks and counterattacks of various animals, and use magically empowered traps to maim and snare their prey. They have various shots imbued with magic or explosives to snare, poison, handicap and disorient their targets. They can even hold their breath and slow their heartbeat to a highly infrequent, inconsequential tap to give their pursuers the impression that they are dead.

The hunter is the choice of life for those who reject societies that oppress the natural role as prey and hunter, and also reject the druidic stance that we should be healers and observers rather than active participants in the "Great Hunt". They follow a life of reverence for nature complimenting their tradition and willingness to use man-made tools. We are all tool-using creatures after all, and it is only natural to use that advantage afforded by nature to be better hunters, though there are also many hunters who prefer a more direct approach to tracking and hunting.

Note: The term "hunter" can refer to the combat class, as well as to those who go hunting as a profession, hobby, or survival skill. The two are not identical, as not all that hunt are a hunter class. The above lore only refers to the specific class.

Notable hunters

Horde Horde

Alliance Alliance

Other

Races

MarksmanBoriz

Marksman Boriz, a draenei hunter.

ScoutKurgo

Scout Kurgo, an orc hunter.

TheLongeye

The Longeye, a troll hunter.

Main article: Hunter races

The hunter class can be played by the following races:

Strength Agility Stamina Intellect Spirit Armor Health Starting Pet
Alliance Alliance DraeneiDraenei Draenei Bc icon 21 20 21 20 23 40 56 IconSmall Moth Moth
DwarfDwarf Dwarf WoW Icon update 25 19 22 19 20 38 66 IconSmall Bear Bear
GnomeGnome Gnome Legion N/A IconSmall RabbitMech Mechanical
HumanHuman Human Cataclysm 20 23 21 20 21 N/A 56 IconSmall Wolf Wolf
Night elfNight elf Night elf WoW Icon update 16 27 21 20 21 54 56 IconSmall Wintersaber Cat
WorgenWorgen Worgen Cataclysm 23 25 21 16 20 N/A 56 IconSmall Mastiff Hound
Void elfVoid elf Void elf Legion N/A IconSmall WarpStalker Warp stalker
Lightforged draeneiLightforged draenei Lightforged Legion N/A IconSmall Talbuk3 Stag
Dark Iron dwarfDark Iron dwarf Dark Iron Battle for Azeroth N/A IconSmall Darkhound Hound
Kul TiranKul Tiran Kul Tiran Battle for Azeroth N/A IconSmall Hawk2 Bird of prey
MechagnomeMechagnome Mechagnome Battle for Azeroth N/A IconSmall WolfMech Mechanical
Neutral Neutral PandarenPandaren Pandaren Mists of Pandaria 20 21 22 19 23 37 123 IconSmall DragonTurtle Turtle
Horde Horde Blood elfBlood elf Blood elf Bc icon 17 25 21 23 19 50 56 IconSmall Dragonhawk Dragonhawk
GoblinGoblin Goblin Cataclysm 17 25 21 23 19 49 56 IconSmall Crab Crab
OrcOrc Orc WoW Icon update 23 20 22 17 23 40 66 IconSmall Boar Boar
TaurenTauren Tauren WoW Icon update 25 19 22 16 23 38 67 IconSmall Tallstrider Tallstrider
TrollTroll Troll WoW Icon update 21 25 21 16 22 50 56 IconSmall Raptor Raptor
UndeadUndead Undead Cataclysm 19 21 22 18 26 N/A 66 IconSmall Spider Spider
NightborneNightborne Nightborne Legion N/A IconSmall ManaSaber Cat
Highmountain taurenHighmountain tauren Highmountain Legion N/A IconSmall Eagle Bird of prey
Mag'har orcMag'har orc Mag'har Battle for Azeroth N/A IconSmall Garn Wolf
Zandalari trollZandalari troll Zandalari Battle for Azeroth N/A IconSmall Direhorn Direhorn
VulperaVulpera Vulpera Battle for Azeroth N/A IconSmall Kobra Snake

Racial abilities

These are some relevant racial traits to hunters:

Other racial attributes can also be useful, but may not be specifically relevant to hunters as a class. As always, research into all the racial traits of each race will make a player's decision better informed.

Talents and abilities

See also: Hunter abilitiesHunter talents

Hunters have a vast range of talents and abilities. These can be roughly categorized into the following:

Attacks Class Specific Talents
Pet Aspects Beast mastery
Ranged Tracking Marksmanship
Melee Traps Survival
Hunter

Ranged fighting

File:E'sad.jpg

E'sad, a troll hunter

Ranged fighting requires a choice between a gun, bow, or a crossbow. When starting, this will depend on your race. Dwarves, tauren and worgen are given guns, draenei start with crossbows, and the other races get bows. Later on, you can train to use the ranged weapons that aren't inherent to your race. In general, crossbows are relatively slow, but hit harder and are favored for increasing burst damage, while guns are relatively fast and good for steady grinding. Bows have moderate attack speed and are favored for sustained DPS. Initially, weapon speed will be inconsequential since the only available abilities consist of Auto-Shot and various instant casts. Guns can be crafted by engineers, but there are no craftable bows or crossbows, so most ranged upgrades will come from mob drops and quest rewards. As of Cataclysm, there are also a small amount of crafted weapons other than guns. For further information see the hunter tactics page.

Stings and Venoms

Hunters have stings and venoms, which are specialized debuffs they can apply to targets to help them address specific situations. Only one sting and one venom per hunter can be active on any one target. Ability hunter potentvenom [Viper Sting] and Ability hunter criticalshot [Scorpid Sting] were removed in 4.0.1 which leaves hunters only one sting, the Damage Over Time sting known as Spell hunter exoticmunitions poisoned [Serpent Sting]. Also, they have been given one "Venom", called Ability hunter potentvenom [Widow Venom], which reduces healing taken by the afflicted target. While not usually worth the focus cost in PvP, it is useful in some PvE applications where heals are unavoidable. Certain abilities refresh the duration of stings, such as Ability hunter cobrashot [Cobra Shot].

Shots

NightElfHuntress

A night elf hunter in art.

Hunters also make heavy use of special shots to supplement their DPS and provide utility to their groups. The bulk of a hunter's damage and utility will come from the use of these shots. Since Ability hunter explosiveshot [Explosive Shot] and Ability impalingbolt [Arcane Shot] share cooldowns, as do Ability upgrademoonglaive [Multi-Shot] and Inv spear 07 [Aimed Shot], the shots the hunter uses depend on his spec. Survival hunters use Explosive Shot, while beast masters and marksmen use Arcane Shot, while Aimed Shot is used if available. Ability hunter steadyshot [Steady Shot] is used whenever all other shots are on cooldown. Regardless of their spec, any hunter not getting at least a third of his/her damage from Steady Shot after level 50 is most likely not using it enough.

In the past, the hunter could not fire his or her Auto Shot if he or she was casting another spell at the same time. The Auto Shot swing timer was still counting but would not fire over another shot. This was called "clipping Auto Shot" and would greatly reduce DPS. However, this doesn't happen anymore, and Auto Shot would fire regardless of other spells being cast, but only if the hunter is standing. Moving still prevents firing [No longer true since patch 5.1.0]

Due to clipping consideration, weapon speed used to be crucial to maximizing dps with shot rotation, and a hunter should choose a ranged weapon of an appropriate speed (2.7 for beast masters, 3-3.1 for survivalists and marksmen). That is, if your crossbow is 3.2 second cast time, your Arcane Shot is at normal 6 second and your Steady Shot is at 2 second cool down, you should fire Arcane Shot -> Auto Shot -> Steady Shot -> Auto Shot -> Steady Shot -> Arcane Shot. Fire Arcane Shot when ever it is ready and allow a Auto Shot between Steady Shots. These days, however, all weapons have the same speed, and since shot rotations are not used, you should use the weapon with best dps and stats, regardless of speed.

Melee Combat

While hunters are primarily a ranged class, they do possess some melee abilities. They are nowhere near as powerful as the abilities of a true melee class such as a rogue, but they are still useful in situations where the target is too close to be hit with ranged attacks. The general goal in using these moves is to continue inflicting damage while attempting to open distance, hence these abilities have limited uses, cooldowns, or some kind of movement impairment effect. One particular good use of a melee move is the use of Ability hunter raptorstrike [Raptor Strike] in combination of Inv glyph majorhunter [Glyph of Raptor Strike] which causes reduced damage to the player who used Ability hunter raptorstrike [Raptor Strike]. It is common to use Ability rogue trip [Wing Clip], Ability hunter raptorstrike [Raptor Strike], and then Ability rogue feint [Disengage] to give a great deal of distance and reduced damage from any debuff applied to the player or attacks following the Ability rogue feint [Disengage], such as Inv axe 66 [Heroic Throw]. (Note: There used to be an 8-yard zone immediately beyond the hunter's melee range where range weapons couldn't be used. This "Dead Zone" was done away with in Patch 2.3.)

Mists of Pandaria This section concerns content related to Mists of Pandaria.

Melee combat is set to be removed with Mists of Pandaria, along with the minimum range, making hunters always capable of firing their ranged weapon even if on top of the target.

Combat Pets

TheBeastWithin

A dwarf hunter and his pet bear

Pets are the most important tools in the hands of a hunter. They serve as aggro-management, additional DPS, and as tanks. The pet is essential to all specs, dealing anywhere from 10% of total damage for a marksman to 50% for a beast master. Formerly, pets had anemic damage potential and weak AI that often made them more of a danger to a raid than an asset. But improved AI - pets now always attack from the back of a monster - and an innate 90% damage avoidance has made this no longer a concern.

Many beast-type mobs can be tamed, and each offer a set of unique active skills (there are special abilities just for wolves, just for cats, etc). In addition, certain pet types are tanking-oriented (such as bears and turtles), and others are DPS-oriented (such as cats and owls). Combined with the diversity of armor, stamina and resistance buffs, pets are allowed a great deal of customization. Many hunters have dedicated pets for specific instances, PvP, tanking, and so on. Combat pets can be trained to enhance their abilities.

TrollHunter

A troll hunter is crouching with his white wolf.

Hunters start with a pet at level 1 and can tame pets at level 10. They are able to control the pet through various commands. Although hunters can have only one active pet at a time, they have immediate access to 4 additional pets using Call Pet 1 and they can house up to 20 pets in the stable.

Cataclysm Patch 4.2.0 (2011-06-28):
A few unusual mobs present a Taming Challenge and require special tactics to ready them for taming, much like the original epic bow quest in the first part of World of Warcraft ("Vanilla").

Traps

Hunters have five different types of traps available for use. Some traps are a type of Crowd Control; others are a source of damage. Traps exist for 1 minute, and have separate 30 second cooldown categories: Fire (Spell fire flameshock [Immolation Trap], Spell fire selfdestruct [Explosive Trap] and Spell shadow painspike [Black Arrow]), Frost (Spell frost chainsofice [Freezing Trap], Spell hunter icetrap [Ice Trap]) and Nature Ability hunter snaketrap [Snake Trap]. A hunter can have one trap of each category placed at one time. Traps are within the domain of the survival sub-school, and although the basic traps are trainable by hunters of any spec, the survival tree contains numerous talents to enhance their use.

Aspects

Hunters have five aspects at their disposal. Only one aspect may be active at a time.

Tracking

Hunters can track eight different types of units. Currently hunters are able to track all types at the same time, which includes the tracking for mining veins, herbs, fish, etc.

Hunter talents

KalnufEagleheart

Kalnuf Eagleheart, a tauren hunter.

Talents are a way to specialize your character by enhancing your skills and/or learning new skills. Starting at level 10, you will receive a talent point every time you gain a level.

There are three categories for hunter talents:

For further information see hunter talents, hunter talent discussion. Talent calculators can be found at Official Blizzard Talent Calculator or Wowhead Talent Calculator.

Gear

Armor

Hunters can use cloth and leather initially. At level 40 they can train to use mail. See hunter sets for a list of hunter armor sets.

Weapons

Hunters can use bows, guns, and crossbows. Melee weapons are daggers, axes, fist weapons, swords, polearms and staves. The only weapons they cannot use are wands, thrown and maces. They were able to wield thrown items until Cataclysm and even had shields in the beta.

Upon reaching level 20, hunters can learn the Dual Wield skill. This allows them to wield two one-handed weapons at the same time.

See hunter weapon for an explanation of the value of the various stat bonuses and a list of melee weapons suitable for hunters.

Mists of Pandaria This section concerns content related to Mists of Pandaria.

Hunters will still be able to equip and use melee weapons, but only to auto attack, which makes them pratically useless.

Attribute conversions

Level 80 Hunter
1 Agility = 2 Attack Power
14 Ranged Attack Power = 1 DPS
30.75 Hit Rating = +1% Hit Chance
1 Agility = 0.0125 Critical Strike Rating
80 Agility = +1% Critical Hit
45.91 Critical Strike Rating = +1% Critical Hit
32.79 Haste Rating = +1% Haste
?? Haste Rating = +1% Ranged attack speed
1 Stamina = 10 Health
1 Strength = 1 Melee Attack Power
104 Agility = +1% Dodge Chance
62.5 Dodge Rating = +1% Dodge Chance
?? Parry Rating = +1% Parry Chance

Level 85 Hunters need to reach Hit Rating of 721 so they'll never miss targets level 87 or below. The maximum hit rating needed for level 85 Hunters attacking a skull mob is 961, which equals +8% chance to hit.

Videos

New abilities and talents preview by TGN on YouTube
Part 1 Part 2
Hunter DPS Rundown by TGN on YouTube
Beast Mastery Marksmanship Survival

End-game expectations

A hunter's primary responsibility in nearly all raid encounters is to sustainably generate high DPS. They should know when to use Ability rogue feigndeath [Feign Death] to get rid of aggro before they gain more aggro than the raid's primary tank, and then continue dealing damage. They will also need to monitor their focus usage and regen using Steady Shot.

You will almost never be asked to trap during raids, but you might be asked during 5man groups and heroics. Trapping is a form of Crowd Control. This is typically done by laying down a Spell frost chainsofice [Freezing Trap] in front of you before the pull, using Spell arcane blink [Distracting Shot] to steal aggro after tank pulls, thus making the mob run at you and into the Freezing Trap. Hitting the Mob with a Spell frost stun [Concussive Shot] as it comes to the trap is a good way to buy cool down time, making it easier to re-trap. The highest rank of Freezing Trap gained at level 60 will freeze the enemy for 20 seconds, effectively taking it out of the battle for that short time. The generally accepted raid symbol for this is a blue square, although it is very important to confirm this beforehand. The tank or off-tank will usually be responsible for taking aggro off of you when the group is ready to deal with the mob. A skilled hunter of any spec should be able to keep at least one target controlled indefinitely. For beast masters, the pet stun Ability devour [Intimidation] is helpful, and for survival Ability golemstormbolt [Scatter Shot] helps kill time between trap cool downs. All specs can use Spell frost stun [Concussive Shot], pet tanking/Ability hunter misdirection [Misdirection]/sacrificing and Ability rogue trip [Wing Clip] to buy time while keeping a mob occupied.

A trap that hasn't been tripped will exist for 30 seconds, but comes off of cooldown after only 30 seconds. With the new wrath patch, hunters are able to drop three types of trap at one time(snake,ice,dps), but it is possible to lay a trap before the pull, wait 30 seconds to let the cooldown, trap a mob, and then move away a small distance and lay another trap. Whenever the first trap's effect wears off, the mob will usually run for you, and right into another freeze trap. This is called chain-trapping a mob. The 2-piece set bonus of Beast Lord Armor reduces the cooldown on your traps by 4 seconds, and some raiders gain only two pieces and equip them only for special boss fights were it is highly important Crowd Control, such as the Moroes fight in Karazhan.

When trapping in anything heroic level and beyond, if you know Ability hunter misdirection [Misdirection] will not be required on a tank in the next 30 seconds, it can be very useful to trap casters (such as the Spell Shades in Karazhan). This is accomplished by posting the pet out of line of sight or far enough away that a trap can be placed such that the caster will have to run into it before the pet is in its range. Once the mob is trapped, the pet can be sent into combat and a new trap placed on the other side. This is also very useful, such as with the spell shades, when dealing with mobs that constantly resist traps, as the pet will already be tanking the mob (most likely dying in the process). Still, this is much better than the hunter having initial aggro when things go wrong.

In some cases you will be asked to Kite one or more creatures that either cannot or should not be killed during a specific encounter, allowing the rest of the raid to focus on other needs in order defeat the objective. Kiting is a skill that is best accomplished by hunters because of their Aspect of the Cheetah, pets, and armor rating (mages are quite skilled at snare/root kiting, but few instances require such a technique and is intense in its use of mana) and requires a lot of practice). While kiting, you will need to shoot your target with instant abilities, and often use speed boosts (such as the movement speed enchantment for foot gear, speed potions, and/or using Ability mount jungletiger [Aspect of the Cheetah]). Kiting, for most hunters, is the hardest skill to learn, yet is considered by many to be the most important skill.

PvP

Hunters wishing to participate in end-game PvP will find any of the talent trees help them towards their goals of massive player destruction! In beast mastery, a PvP hunter will find the skills of Ability devour [Intimidation], Ability druid ferociousbite [Bestial Wrath] (to include Ability hunter beastwithin [The Beast Within]), and a deadly pet worthy of causing constant havoc (especially to casters); a beast mastery hunter would be considered ill-equipped in PvP without them. Bestial Wrath primarily enables beast mastery to be the hunter's primary anti-caster spec, although it can have more difficulty against the melee classes (warrior, rogue, paladin).

The marksman tree skills of Spell frost stun [Improved Concussive Shot], Ability piercedamage [Mortal Shots], Ability hunter rapidregeneration [Barrage], Ability upgrademoonglaive [Improved Barrage], Ability hunter efficiency [Concussive Barrage] are all excellent in a PvP setting, with the skills of Ability hunter longshots [Lethal Shots], and Ability theblackarrow [Silencing Shot] being considered "must haves" within the tree. These talents in the tree enables the hunter to inflict immense Burst damage. In terms of targets, marksmanship can to some extent deal with either casters or melee equally well, but does not specialise against either.

Finally, the survival hunter has many tricks that allow them to escape the deadzone (Note: The deadzone was done away with in Patch 2.3, much to the dismay of mages using Spell frost frostnova [Frost Nova].) as well as dish out the pain, with such skill as Spell holy prayerofhealing [Humanoid Slaying], Ability racial bloodrage [Savage Strikes], Ability whirlwind [Deterrence] & Ability warrior challange [Counterattack], and Ability hunter mastertactitian [Master Tactician], followed by the "can't do without" skills of Ability townwatch [Hawk Eye], Ability rogue trip [Improved Wing Clip], Ability ensnare [Entrapment], Achievement zone lochmodan [Survivalist], Ability hunter killcommand [Killer Instinct], Inv spear 02 [Wyvern Sting] and Ability golemstormbolt [Scatter Shot]. As beast mastery is designed to deal most effectively with the caster classes, so survival is specialised, conversely, towards the melee classes, and likewise also has somewhat more difficulty against casters.

Some of these skills are considered universal abilities that should be in any PvP hunter talent build, no matter which tree you put the majority of your points into. These include Ability townwatch [Hawk Eye], which allows you to do damage from farther away, as well as Ability ensnare [Entrapment], which used with Spell frost freezingbreath [Frost Trap], can turn the tide of an entire battle if used strategically, and Ability hunter longshots [Lethal Shots], which provides a sizable increase to your critical hit rate for only 5 points into marksmanship.

Hunters excel at taking out soft targets like warlocks, priests, and mages from a distance, and should do so before moving on to hard targets such as warriors and paladins, though if a rogue is observed it is the hunter who is best equipped to track and expose the rogue by marking him with Hunter's Mark. Hunter's pets can also break an unseen rogue's stealth if he is close and the pet is on aggressive.

You may also want to look at getting a lot of stamina enchants so you will have more health to face a warrior or carry a flag in Warsong Gulch.

Notes

  • Hunters are the third most played class according to Warcraft Realms.
  • The "OMG HUNTER LOOT" / "That's a hunter weapon!" : jokes exists for a reason. Don't forget you share your gear class with many other classes. It's very unlikely you're the only person who needs any given drop. Do not be surprised if other classes also compete with you for ranged weapons, even though, technically speaking, they shouldn't. From a use point of view, a warrior might vaguely be able to justify rolling on a high level ranged weapon; if he's a tank, he can use it for pulling. A rogue can not, unless it increases his attack power in some way. Still, a rogue rolling on a bow for stats against a hunter would be equivalent to a hunter rolling on daggers against a rogue for the same reason. HOWEVER: Be aware of end game bows and guns...these will all certainly belong to a hunter, and a rogue or warrior rolling need on an epic bow or, god forbid, [Thori'dal, the Stars' Fury], is unfortunately confirmed.
  • While the hunter is an easy class to play at a superficial level, it can be a highly challenging class to play well. People will consistently tell you that damage is the only reason for a hunter's existence; in raids, and possibly in soloing that might be true, but in five man instances and battleground pvp in particular, it isn't. You can use traps as a form of crowd control, and you need to monitor your pet to ensure that it does not cause problems.
  • In addition, in most MMORPGs, the hunter or ranger class variant is usually recognized as the ideal ranged puller in a group. World of Warcraft is somewhat unique in that within its culture, ranged pulling is generally not considered a hunter's responsibility, to the point where hunters in groups will actually be expressly forbidden from doing so. This is true despite the fact that, as with other games, in WoW Blizzard has equipped the hunter with numerous unique abilities (Disengage, Feign Death, Tracking) to assist them in the accomplishment of that task. The advent of Ability hunter misdirection [Misdirection] has changed this a bit, with tanks often requesting that a hunter "MD that mob to me."
  • In combat, hunters have the ability to quickly remove all threat they have generated on a target via Ability rogue feigndeath [Feign Death]. This ability no longer removes you from combat when fighting raid bosses..
  • Pets in instances should be controlled carefully and watched closely; one wrong click can very well get you and the party or even raid killed. You should set your pet on passive or defensive mode (pets have been known to respond to the presence of World Dragons when in defensive as if on aggressive) as well as disabling autocast for Growl and any other AoE abilities to be secure.
  • Although hunters are the second most popular class at 70, they are the least common in 2k+ arena teams of all kinds.[4][5]

Note

The hunter (prestige class) was replaced with the hunter (core class) in the World of Warcraft RPG.[6]

Twinking

  • Level 19 hunter twinking guide
  • Level 29 hunter twinking guide
  • Level 60 hunter twinking guide

Patch changes

  • Mists of Pandaria Patch 5.0.4 (2012-08-28): Minimum range removed. Main hand slot is being changed to equip ranged weapons for hunters. Melee weapons can still be placed in this slot, however, they'll have no abilities will use them.
  • WoW Icon update Patch 1.6.0 (2005-07-12): Fixed race condition allowing hunters to control a charmed unit and a pet at the same time.

References

 
  1. ^ The Hunter's pet, and the Warlock's demon are standard class features. Death Knights (via Spell shadow animatedead [Master of Ghouls]), Mages (via Spell frost summonwaterelemental 2 [Summon Water Elemental]), and Shamans (via Spell shaman feralspirit [Feral Spirit]) can all gain combat pets via specialization. Pets such as Shaman's elementals, Priest's Spell shadow shadowfiend [Shadowfiend], and Druid's Ability druid forceofnature [Force of Nature], as well as Engineer's various fighting pets do not have fine control and are considered guardian pets.
  2. ^ World of Warcraft: The Roleplaying Game, 73
  3. ^ Warcraft: The Roleplaying Game, 80, 82
  4. ^ Class populariy. Retrieved on 2008-05-03.
  5. ^ Class arena representation. Retrieved on 2008-05-03.
  6. ^ World of Warcraft RPG Conversion Document, 1

External links


he:צייד nl:Hunter