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Hunter crest

New Class Icon

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. They can also track, tame and train animals and beasts found in the wild. The well trained pet, on countless occasions, has saved a hunter's life. It has been said by many, and throughout history, that hunters consider their weapons and pets to be their only true friends.

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 simply not the case. The survival tree offers some enhancement to melee defense, but the class's damage mitigation is poor compared to any pure melee classes and its melee abilities are few. In fact, besides auto-attack, Raptor Strike and a few others is all a hunter has as far as melee.

Overview

  • Hunters tame the wild beasts of Kalimdor, Eastern Kingdoms, Outland and Northrend, training them to fight at their side.
    • A hunter can NOT tame some neutral beasts such as a Kodo or Mammoth, but the limitation appears to be based on model size. If a neutral beast falls into one of the various pet types, it usually can be tamed.
    • Most elite beasts cannot be tamed, but a few can.
  • Hunters are one of five classes that can have controllable combat pets[1], however, they are the only ones that can name, feed, and assign talent points to their pets.
  • Hunters excel in outdoor survival skills, such as tracking and laying traps.
  • Hunters wear leather and cloth armor until level 40, at which they gain access to equipping mail armor. Hunters start with a two-handed axe and a gun, crossbow, or bow. They can use all other weapon skills except wands, maces, and two-handed maces. They are unable to use shields or plate armor.
  • 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 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.
  • Hunters cannot use any food/drink to regain their focus ability. Instead, their only source is by using the spell Steady Shot for Marksman or Cobra Shot for Survival and Beastmaster.

Background

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 eleven 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 takes aim.

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 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 use magically empowered traps (with a slight arming delay (2 sec) 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 complementing 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.

Races

Main article: Hunter races

The hunter class can be played by the following races:

Race Strength Agility Stamina Intellect Spirit Armor Health
Official alliance mini-icon IconSmall Draenei MaleIconSmall Draenei Female Draenei Bc icon 21 20 21 20 23 40 56
Official alliance mini-icon IconSmall Dwarf MaleIconSmall Dwarf Female Ironforge dwarf 25 19 22 19 20 38 66
Official alliance mini-icon IconSmall Human MaleIconSmall Human Female Human Cataclysm-Logo-Small 20 23 21 20 21 33 56
Official alliance mini-icon IconSmall NightElf MaleIconSmall NightElf Female Night elf 16 27 21 20 21 54 56
Both 15 IconSmall Pandaren MaleIconSmall Pandaren Female Pandaren Mists-Logo-Small  ??  ??  ??  ??  ??  ??  ??
Official alliance mini-icon IconSmall Worgen MaleIconSmall Worgen Female Worgen Cataclysm-Logo-Small 23 25 21 16 20 61 56
Official horde mini-icon IconSmall Blood Elf MaleIconSmall Blood Elf Female Blood elf Bc icon 17 25 21 23 19 50 56
Official horde mini-icon IconSmall Undead MaleIconSmall Undead Female Forsaken Cataclysm-Logo-Small 19 21 21 18 26 33 66
Official horde mini-icon IconSmall Goblin MaleIconSmall Goblin Female Goblin Cataclysm-Logo-Small 17 25 21 23 19 50 56
Official horde mini-icon IconSmall Orc MaleIconSmall Orc Female Orc 23 20 22 17 23 40 66
Official horde mini-icon IconSmall Tauren MaleIconSmall Tauren Female Tauren 25 19 22 16 23 38 67
Official horde mini-icon IconSmall Troll MaleIconSmall Troll Female Troll 21 25 21 16 22 50 56

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

BloodElfM Season3

A blood elf hunter in Vengeful Gladiator's Pursuit armor (the Arena season 3 hunter set), wielding the Vengeful Gladiator's Longbow.

Ranged fighting requires a choice between a gun, bow, or a crossbow. When starting, this will depend on your race. Dwarves, Worgens and Goblins are given guns, Draenei, Humans and Forsaken start with crossbows, and the other races get bows. However, all hunters can still use the ranged weapons that aren't inherent to their 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 at the cost of using more ammunition than other weapons. 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.

Prior to patch 4.0.1, all weapons used ammunition. Guns used bullets while bows and crossbows used arrows. Engineers could craft bullets. There were also specialty ammunition that had varying effects. All ammo was removed in patch 4.0.1.

For further information see the hunter tactics page.

Stings

Hunters have stings, which are specialized debuffs they can apply to targets to help them address specific situations. Only one sting per hunter can be active on any one target. Serpent Sting is by far the most useful utility in PvE, dealing damage over time. Serpent Sting is common for high DPS shot rotations along with Steady Shot, especially when used in conjunction with Glyph of Steady Shot. Viper Sting was removed in 4.0.1.

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. 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 to build focus for Marksman, Cobra Shot for Survival and Beastmaster.

Combat pets

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 and a Survival, 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.

TrollHunter

A troll hunter is crouching with his white wolf.

Hunters have a pet at level one as of 4.01, these pets are based on the user's race (Night Elf gets a Nightsaber, Tauren gets a Plainstrider, Goblin gets a Crab, etc.). They are able to control the pet through various commands at level 10 as of 4.01. Hunters can have only one active pet at a time and 4 others out of the actual game accessible in the new Call Pet UI. The stable can house up to 20 additional pets as of 4.01 too.

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, although they do not scale well to the hunters level. Traps exist for 30 seconds, and have separate 30 second cooldown categores: Fire (Immolation Trap, Explosive Trap and Black Arrow), Frost (Freezing Trap, Frost Trap) and Nature Snake Trap and a 2 second arming timer once placed. 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 eight aspects at their disposal. Only one aspect may be active at a time. Aspects will only affect the hunter, unless stated otherwise. The aspects are part of the beast mastery school, and while the base aspects are trainable by hunters of any specialization, the beast mastery tree contains talents which enhance their use.

Aspects range in use from self-protection to speed boosts.

As of patch 4.01, the number of hunter aspects have been reduced from eight to five.

Tracking

Hunters can track eight different types of units. which includes the tracking for mining veins, herbs, and fish. Improved Tracking is no longer a talent. since of Patch 4.0.1

Hunter talents

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 few levels or so, and almost every level once you are near 80 and every level above 80, to scale with the time it takes to get each 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 learn how to use bows, guns, crossbows, thrown weapons, daggers, axes, fist weapons, swords, polearms, staves, two-handed axes, and two-handed swords. The only weapons they cannot use are wands and one-handed and two-handed maces. They were able to wield 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.

Attribute conversions

Level 70 Hunter Level 80 Hunter
1 Agility = 1 Attack Power 1 Agility = 1 Attack Power
14 Ranged Attack Power = 1 DPS 14 Ranged Attack Power = 1 DPS
1 Agility = 0.5 Critical Strike Rating 1 Agility = 0.552 Critical Strike Rating
22.08 Critical Strike Rating = +1% Critical Hit 45.91 Critical Strike Rating = +1% Critical Hit
40 Agility = +1% Critical Hit 83.33 Agility = +1% Critical Hit
26.5 Agility = +1% Dodge Chance  ?? Agility = +1% Dodge Chance
18.9 Dodge Rating = +1% Dodge Chance  ?? Dodge Rating = +1% Dodge Chance
1 Agility = 2 Armor 1 Agility = 2 Armor
1 Strength = 1 Melee Attack Power 1 Strength = 1 Melee Attack Power
1 Stamina = 10 Health 1 Stamina = 10 Health
Hit Rating needed for +1% Hit = 15.77 Hit Rating needed for +1% Hit = 32.79
Haste Rating needed for +1% Haste = 15.77 Haste Rating needed for +1% Haste = 32.79
Parry Rating needed for +1% Parry = 31.54 Parry Rating needed for +1% Parry = ??

Please note that although 14 RAP gives a damage bonus equivalent to 1 DPS, the actual damage bonus per attack depends on weapon speed. This is before haste effects (Rapid Fire, etc.). In the case of Multi-Shot and Aimed Shot, the Attack Power contribution is normalized. Also note that although 14 agility = 14 AP which causes a 1 DPS increase, agility will also provide an extra critical strike bonus which must be considered. Roughly one can say that for DPS, 1 agility1 attack power + 0.552 crit rating. The maximum hit rating needed for level 80 hunters attacking boss mobs is 263 (262.32), which equals +8% chance to hit. For each talent point spent in the Focused Aim talent in the marksmanship tree, the amount of hit percentage needed will decrease by 1%. The maximum needed hit percentage for draenei hunters is reduced by an additional 1% due to their racial ability Heroic Presence. Expertise, added in 2.3, has no effect on ranged weapons.

Cataclysm changes Cataclysm-Logo-Small

General preview

Blizz
Cataclysm Class Preview: Hunter | 2010-04-09 16:00 | Nethaera
With the upcoming World of Warcraft: Cataclysm many game elements will be changing, and each class will be receiving a number of tweaks. Here, we will explore the changes that are being made to the gun-wielding, pet-training hunter. The information you’re about to read is certainly not complete, and is only meant to act as a preview of some of the exciting new things to come. Without further ado, let’s take a look at the new hunter abilities!

New Hunter Abilities

[Cobra Shot] (level 81): A new shot that deals Nature damage instead of Physical damage. This ability will share a cooldown with [Steady Shot]. This will give hunters an alternative to Steady Shot on heavily-armored targets, and we will have talent incentives in the Beast Mastery tree to make this a signature shot.

[Trap Launcher] (level 83): When used, the next trap can be shot to a location within 40 yards. This provides the current [Freezing Arrow] treatment to all traps and, as a result, we will be removing the current ability Freezing Arrow. 1-minute cooldown. No global cooldown.

[Camouflage] (level 85): The hunter enters an obscured state that prevents him or her from taking ranged damage. The character would still be subject to melee or area-of-effect attacks, and dealing or taking damage will break the Camouflage effect. The hunter can move and set traps when under Camouflage, and will receive a damage bonus when attacking while under Camouflage (which will then break the effect).

Resource Mechanic Change

Here we come to the meat of the upcoming hunter changes.

Changes to Abilities and Mechanics

In addition to the resource change and new abilities listed above, we intend to make adjustments to some of the other abilities and mechanics you already know well. This list and the summary of talent changes below it are by no means comprehensive, but they should give you a good sense of what we’re going for with each spec.

  • A major change coming for the hunter is the removal of ammunition. Guns, bows, and crossbows will now do damage without consuming ammunition at all. There will be no more ammo slot on the hunter’s character display. Any ammunition that a hunter has at the time of the change will become gray sellable items. Existing quivers will be converted into large bags -- though each hunter can only have one and non-hunters will not benefit from this change -- and we will not be making any additional quivers.
  • Pet management will also change. Hunters will now have two types of attainable pets: active pets and stored pets. Hunters will be able to have up to three active pets (perhaps five for Beast Mastery specialized players) and will have the ability to switch among these pets any time they are out of combat, without going to town. They will also be able to have a large number of pets in storage at the stables. In order to swap a pet from active to passive, a hunter will still need to visit their local Stable Master. However, this should afford ample storage for the many Spirit Beasts wandering the lands of Azeroth.
  • Additionally, hunters will now start with a race-appropriate pet at level 1 and will be able to tame a different pet at level 10. We are also changing many pet family abilities to provide important buffs and debuffs. The intention is to allow the hunter to be able to swap pets and fill a position if a certain role is missing from the group. The goal is to have all pets provide a damage increase that is very similar and no greater than any other pet. Some examples of the changes we are making to the pet families are listed below:
    • Wind Serpents: Will provide a debuff that increases the amount of spell damage taken by an enemy (similar to a weaker version of the warlock ability [Curse of Elements]).
    • Ravagers: Will provide a debuff that will increase an enemy's Physical damage vulnerability (similar to a weaker version of the warrior ability [Blood Frenzy]).
    • Hyenas: Will provide bleed damage (similar to a weaker version of the druid ability [Mangle]}).
  • Stings and other periodic effects will now benefit from haste and critical strike ratings. Hasted damage-over-time abilities do not lose duration, but instead add additional damage ticks.
  • [Viper Sting] will now restore 9 Focus every 3 seconds.
  • We are reinforcing hunters as a ranged class. To this end, the class will now start with ranged abilities at level 1, and we will be removing some melee abilities, such as [Mongoose Bite].

New Talents and Talent Changes

  • Beast Mastery hunters will have a new talent called [Careful Aim], which increases the damage of the next Steady Shot or Cobra Shot, but also increases the cast time of these abilities. The intention is to make the combination of spells into a decent damage opener, especially in conjunction with the new ability Camouflage.
  • Beast Mastery hunters will also have talents that make Cobra Shot superior to Steady Shot, such as [Longevity] reducing the cast time of Cobra Shot to 1.5 seconds.
  • [Rapid Recuperation] will cause Rapid Fire to give 20/40/60 Focus immediately and will cause Rapid Killing to generate 3 Focus per second.
  • [Efficiency] will reduce the Focus cost of Chimera Shot, Aimed Shot, and Arcane Shot.
  • [Thrill of the Hunt] grants Focus when you land a critical strike.
  • [Hunter vs. Wild] increases the hunter’s Focus generation when his or her pet is snared, stunned, or rooted.

Mastery Passive Talent Tree Bonuses

Beast Mastery
  1. Ranged Damage
  2. Haste
  3. Pet Damage: Many of the passive benefits to pet damage will no longer be available in the Beast Mastery talent tree. However, these will be provided through the new Mastery mechanic.
Marksmanship
  1. Ranged Damage
  2. Armor Penetration
  3. Double Shot: The hunter will have a chance to launch a free attack off of the global cooldown for 50% damage.
Survival
  1. Ranged Damage
  2. Ranged Critical Damage
  3. Elemental Damage: Hunter abilities such as traps, Black Arrow, and Explosive Shot will do elemental damage of the following types: Improves the Arcane, Fire, Frost, Nature or Shadow damage of abilities like traps, Black Arrow and Explosive Shot.
We hope you enjoyed this preview, and ask that you provide your initial thoughts and feedback on what was presented here. Please keep in mind that what you’ve just reviewed is a work in progress and as we move closer to the Cataclysm beta, you’ll see these planned changes as well as others continue to develop in response to feedback and testing.

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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 Feign Death to get rid of aggro before they gain more aggro than the raid's primary tank, and then continue dealing damage. Hunters no longer uses mana for their abilities. But they still need to know how to keep their focus up for sustained DPS.

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 Freezing Trap in front of you before the pull, using 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 Concussive Shot as it comes to the trap is a good way to buy cool down time, making it easier to re-trap. 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 Intimidation is helpful. All specs can use Concussive Shot, Scatter Shot, pet tanking/Misdirection/sacrificing and 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 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 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 Intimidation, Bestial Wrath (to include 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 Improved Concussive Shot, Mortal Shots, Barrage, Improved Barrage, Concussive Barrage are all excellent in a PvP setting, with the skills of Lethal Shots, and 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 Frost Nova.) as well as dish out the pain, with such skill as Humanoid Slaying, Savage Strikes, Deterrence & Counterattack, and Master Tactician, followed by the "can't do without" skills of Hawk Eye, Improved Wing Clip, Entrapment, Survivalist, Killer Instinct, Wyvern Sting and 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 Hawk Eye, which allows you to do damage from farther away, as well as Entrapment, which used with Frost Trap, can turn the tide of an entire battle if used strategically, and Lethal Shots, which provides a sizable increase to your critical hit rate for only 5 points into marksmanship.

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 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 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]
  • Most hunters past vanilla forget that they have Tranquilizing Shot. This is still incredibly useful, sd it can remove buffs from raid bosses like Maloriak, and enrages from most mobs, and in PvP in can strip a player of their buffs in short order. Most people who didn't play the original raids at the correct level (when it could wipe the raid if it wasn't used) have forgotten about it, because it isn't a need anymore, but more of a bonus. Unfortunately with cataclysm the ability is no longer free, but the costs don't outweigh the benefits.

Twinking

In RPG

The RPG Icon 16x36 This section concerns content exclusive to the Warcraft RPG, and thus unlikely to be canon.

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

Videos

New abilities and talents preview by TGN on YouTube
★ WoW Hunter - Level 85 Hunter Changes!, ft15:12

★ WoW Hunter - Level 85 Hunter Changes!, ft. Cromar - TGN

Part 1

★ WoW Hunter - Level 85 Hunter Changes! - Part 2, ft10:23

★ WoW Hunter - Level 85 Hunter Changes! - Part 2, ft. Cromar - TGN

Part 2

Hunter DPS Rundown by TGN on YouTube
★ WoW Hunter - Beast Master Hunter DPS! - Level 85, ft12:35

★ WoW Hunter - Beast Master Hunter DPS! - Level 85, ft. Cromar - TGN

Beast Mastery

▶ World of Warcraft - Marksmanship Hunter DPS! (level 85) - WoW Hunter - TGN15:12

▶ World of Warcraft - Marksmanship Hunter DPS! (level 85) - WoW Hunter - TGN.TV

Marksman

▶ World of Warcraft - Survival Hunter DPS! (level 85) - WoW Hunter - TGN11:05

▶ World of Warcraft - Survival Hunter DPS! (level 85) - WoW Hunter - TGN.TV

Survival

Hunter Survival Rotation by GC on YouTube
World Of Warcraft Hunter SURVIVAL ROTATION GUIDE 4.302:40

World Of Warcraft Hunter SURVIVAL ROTATION GUIDE 4.3.3

Survival

Hunter PVP - Mists of Pandaria - BM Hunter Talents Guide11:50

Hunter PVP - Mists of Pandaria - BM Hunter Talents Guide

► Mists of Pandaria - BM Hunter Macros Guide - 1 Shot Macro Included03:58

► Mists of Pandaria - BM Hunter Macros Guide - 1 Shot Macro Included

Patch changes

  • Wrath-Logo-Small/Cataclysm-Logo-Small Patch 4.0.1 (12-Oct-2010): Hunters now have a Focus bar instead of the Mana bar.
  • WoW Icon 16x16 Patch 1.6.0 (12-Jul-2005): 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 [Master of Ghouls]), Mages {via [Summon Water Elemental]), and Shamans (via [Feral Spirit]) can all gain combat pets via specialization. Pets such as Shaman's elementals, Priest's [Shadowfiend], and Druid's [Treants], 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

See also

External Links

General
Guides
Pets
Tools
Mists-Logo-Small β News


Facts about HunterRDF feed
Patch date12 October 2010 + and 12 July 2005 +

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