karr
09-26-2006, 03:08 PM
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-------------------------[ TABLE OF CONTENTS ]--------------------------
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I. Introduction
II. Legal Information
III. Combat Basics
a. About The Hunter
b. Choosing Your Race
c. Choosing Your Professions
IV. Hunter Abilities
a. Marksmanship
b. Survival
c. Beast Mastery
V. Hunter Talents
a. Marksmanship
b. Survival
c. Beast Mastery
d. Choosing Your Specialization
VI. Choosing Your Pet
a. Available Pets
b. Pet Skills
VII. Equipment
a. Basic Gear
b. Dungeon Set 1: Beaststalker Armor
c. Weapons
d. After Beaststalker
e. Ammunition and Storage
f. Enchants, Books, & Librams
VIII. Playing As A Hunter
a. Solo Play
b. Group Play
c. PvP
d. Advanced Hunter Tricks
e. Class Debates
IX. The Epic Hunter Quest
a. Klinfran The Crazed
b. Simone the Seductress
c. Solenor the Slayer
d. Artorius the Doombringer
e. The Final Reward
X. Future Plans
XI. Credits
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-----------------------[ I. Introduction ]------------------------------
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This FAQ is written to teach you the usage of the Hunter class from
both factions in the game, its strengths, weaknesses, and strategies.
Keep in mind that although I’ve raised a Dwarf Hunter to level 60 and
have been playing with my Hunter for over a year now, I may be wrong
about certain things and you might not agree with my points but what I
write is what I’ve learned.
I’ll add information on the Horde side of things in due time.
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-----------------------[ II. Legal Information ]------------------------
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This document is Copyright ultimazer0@msn.com and may not be altered or
used for profit without the permission of its author (that's me). As of
the eighth of August, year two thousand and six, only GameFAQs, 1Up.com,
SuperCheats, GamersGuides, Gameabolic.com, Gamerstemple.com,
<Random Acts> (www.randomactsguild.net), and Orderofarcane.com, are
authorized to use or host this Document. Unauthorized usage of this
document may result in legal action in a court of law.
I never was any good at the legal mumbo jumbo.
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-----------------------[ III. Getting Started ]-------------------------
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Now we’ll move onto the aspects and specifications of the Hunter. This
is where you’ll learn about what this class offers and the advantages
and disadvantages you get along with it.
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a. About The Hunter
------------------------------------------------------------------------
The Hunter is the leather-armored Ranger/Archer of an RPG, a specialist
in guns, bows, and crossbows with a ton of extras thrown in to spice
things up. Here is a rundown of the ups and downs you’ll be dealing with.
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Reduced Damage Intake
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Because you’re fighting from a distance, your damage intake is reduced
and you have an array of trained skills that allow you to keep your
opponents at bay. Since you will also be allowed to wear Mail armor at
level 40, your damage reduction will jump from an average of 20-25% to
30-35%. Since you are also allowed to use a pet for tanking, you aren’t
the one taking damage most of the time, which effectively helps you
survive and saves money on repair costs. I will discuss the usage of
pets in further detail in a later section.
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Radar Tracking
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In addition to reduced damage, Hunters also have various forms of
tracking on their minimap, which makes hunting down mobs and NPC’s much
easier. It also helps you see targets that may otherwise be hidden
around corners, behind you, or behind a wall. Whatever you track shows
up as red dots on your minimap like radar. In PvP, that makes hiding
much more difficult for your opponent, as if the shining red nametag
floating above his/her head isn’t enough.
Of course, this also has a minor downside. For most of your career as a
Hunter, you’ll have at least one kind of tracker active, which may
conflict with the Trackers that comes with certain professions.
While it doesn’t sound like a big deal, you’d be surprised at all of the
resources you miss without that Tracker. Also, you may find yourself
getting used to seeing mobs on your minimap and when that happens,
you’ll find yourself running into trouble when you find that you can’t
see those slimes and insects waiting for you around the corner.
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Traps
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Hunters are given traps to set, which are visible only at close range.
Anything hostile that walks over the trap will trigger it and you have
four fun traps to choose from, depending on whatever situation you run
into.
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Limited Melee
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Keep in mind that your firing range is between 8-35 yards and if
anything gets within those eight yards of you, you’ll have to pull out
your axe or dagger. Since your specialization is in ranged combat, your
melee skills will be extremely limited. In fact, you only have three
basic melee techniques in total. Thankfully, you have ways of getting
away from your enemies.
As an extra melee option, Hunters are given the ability to Duel Wield
at level 20. In a later section, I’ll discuss the hotly debated topic of
Duel-Wielding in comparison to using two-handed weapons.
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Feign Death
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This is a fun treat. At level 30, you may train a skill called Feign
Death, which is basically playing dead. As a Hunter, this skill will
save you countless times from angry mobs. Once you drop, you exit combat
and the mobs either run back to their hangout spots or go after the next
available target. However, this won’t save you in PvP. Even after you
feign, you’re still attackable, though if you’re lucky, you’ll fool
them.
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b. Choosing Your Race
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What you choose for equipment and talents is what will make or break
you as a Hunter but even your chosen race will play a role in your
growth. Your race will affect mainly three things: your racial
abilities, your starting stats, and your location. Depending on what you
want, you have five races to choose from.
Since I haven’t explored the Horde side of the game, I don’t have a
clear understanding of what to expect from playing as a Horde Hunter.
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Dwarf
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22 Strength Health: 86
19 Agility Mana: 84
24 Stamina
19 Intellect
20 Spirit
Racial Traits:
+10 Cold Resistance
Treasure Tracker
+5 Gun Skill
Racial Move:
Stoneform
Activate to remove all Blood, Poison, and Disease effects and makes you
immune from them for 8 seconds. You also get +10% armor.
3 minute cooldown.
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Night Elf
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17 Strength Health: 46
28 Agility Mana: 85
20 Stamina
20 Intellect
21 Spirit
Racial Traits:
+10 Nature Resistance
+1% Dodge Rate
Wisp Form Upon Death
Racial Move:
Shadowmeld
Activate to become stealthed until you move. 10 second cooldown.
---
Orc
---
23 Strength Health: 76
20 Agility Mana: 82
23 Stamina
17 Intellect
24 Spirit
Racial Traits:
+5 Axe Skill
+5% Pet Melee Damage
25% resistance to stun and knockout effects
Racial Move:
Blood Fury
Increases base melee attack power by 25% for 15 sec and reduces healing
effects on you 50% for 25 sec. 2 minute cooldown.
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Troll
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21 Strength Health: 66
25 Agility Mana: 81
22 Stamina
16 Intellect
22 Spirit
Racial Traits:
+5% Damage Bonus to Beasts
+5 Throwing Skill
+5 Bow Skill
10% Health Regeneration Bonus, 10% Active in Combat
Racial Move:
Berserking
Increases your attack speed by 10% to 30%. At full health the speed
increase is 10% with a greater effect up to 30% if you are badly hurt
when you activate Berserking. Lasts 10 sec. 3 minute cooldown.
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Tauren
------
25 Strength Health: 76
18 Agility Mana: 80
23 Stamina
15 Intellect
23 Spirit
Racial Traits:
+15 Herbalism Skill
+5% Health
+10 Nature Resistance
Racial Move:
War Stomp
Activate to stun up to 5 opponents within 8 yards for 2 seconds.
2 minute cooldown.
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The Choice Is Yours
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If you’re siding with the Alliance, you have your choice of Dwarf or
Night Elf. These are your benefits for choosing either one:
Dwarf
Choosing a Dwarf Hunter starts you off in Dun Morogh with a gun and axe
and gives you +5 to Gun Skill, which is very handy given that you’ll be
using a gun for a while in this area. The Treasure Tracker is nearly
useless since you’ll be having some other kind of Tracker active most of
the time. A little boost to Cold Resist is a nice touch, as well as The
Stoneform skill, which gives you a free poison/blood/disease removal.
If you’re planning on investing in Leatherworking and Skinning, you
have a treasure trove of creatures to skin in Dun Morogh, including
boars, cats, bears, and yetis. There’s also a decent amount of herbs and
minerals for you to gather as an Alchemist or an Engineer.
Night Elf
A Night Elf Hunter starts off in Teldrassil with a bow and dagger.
He/she has few hit points and the lowest strength of the five races but
has the highest starting agility as well as intellect, which means that
from the start, your hits will hit hard. The free bit of Nature Resist
is nice as well as the +1% Dodge, which is basically a free Talent Point
in your +% Dodge talents. You also get Shadowmeld, which is handy in
those situations where you need to hide and have some food and drink.
It’s also great for ambushes too if you’re clever.
Alchemy and Herbalism works well since there are lots of herbs to
gather in Teldrassil but since the majority of creatures are spiders and
birds, Leatherworkers are going to find that materials will be scarce
since the cats are the only creatures that can be skinned from the
start.
Orc
Orc Hunters start in Durotar with an axe and bow and their one
pet-based racial trait makes them especially ideal for a Beast
Mastery build.
Troll
Troll Hunters also start in Durotar with an axe and bow. They start
out with the highest agility count out of the three Horde races as
well as a nice bonus to their bow skill.
Tauren
As a Tauren Hunter, you’ll start out in the grassy plains of Mulgore
with an axe and a gun. Although they start with the lowest agility count
out of all five races, they’re well built for survival thanks to their
natural increase in health and the incredible War Stomp.
---
Since your equipment, attribute bonuses, talent points, and choice of
playing style and pets make up the bulk of your prowess as a Hunter,
your race isn’t that big of a deal and you really can’t go wrong with
either or the two since each of them offers their own individual
advantages to the class.
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c. Choosing Your Professions
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Your profession will be a major helping hand to you in this game and
choosing the right ones will benefit you a lot. Here are your choices:
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Leatherworking + Skinning
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Making Armor
As a Leatherworker, you skin the creatures you kill to gather leather
as materials to make your own leather armor. The only piece of equipment
you carry with you is a Skinning Knife, which can be bought from
vendors. Some of the creatures that can be skinned are boars, bears,
cats, yetis, raptors, crocolisks, and dragons. You’ll usually find
Light, Medium, Heavy, and Rugged Leathers and you’ll use them in
conjunction with vendor-bought threads.
Armor Kits
A common trade item that you can make is the Armor Kits, which
increases the armor count on equipment worn on the Chest, Hands, Legs,
and Feet. Light Armor Kits add +8 each, while the fourth-level Rugged
Armor Kits add +40 each. If you’re lucky, there is the Core Armor Kit,
which adds +3 Defense to one slot. These can be sold in the auction
house for a good price.
When your skill reaches 225, you’ll also have a choice of branching off
into three kinds of Leatherworking: Tribal, Elemental, and Dragonscale.
There are NPC’s that offer quests in which completing them gives you
specialization in one of the branches as well as two new recipes towards
that branch. Here is the rundown on the three:
Tribal
This can be considered a continuation of your basic leatherworking
skill. The leather armor that you make will include pieces of special
leather that can be found in the later parts of the game, including
Devilsaur and Frostsaber Leathers. Rogues may commonly invest in this
but since you’ll be wearing Mail past level 40, you probably won’t want
to invest in this.
Elemental
This branch allows you to create armors that add to your elemental
damages and resists, perhaps meant for Druids. Like Tribal, you’ll be
wearing Mail after you reach level 40 so this wouldn’t be a worthy
investment.
Dragonscale
This branch specializes in Mail armor and is the most ideal path to
take as a Hunter. One of the major components to this skill is
dragonscales, which can be found by skinning dragons but that’s often a
very difficult task since many of the good sources of these scales are
from elite dragonkin. Sadly, the majority of the gear caters to Shamans
but there are some good pieces of gear that will serve you well until
endgame.
Overall
Being able to make your own armor gives you a major advantage in
survival for a good duration of the game, especially when you don’t
really have much money on you early on. However, you’ll find that as you
progress, the armor you continue to make becomes increasingly worse than
the armor you find from drops. Since you may wear Mail at level 40,
you’d want to branch into Dragonscale Leatherworking but the problem is
that new recipes are extremely rare and the majority of the recipes
don’t offer some much-needed agility bonuses. By the time you complete
the quest for that branch (Lv.55), the two new recipes will be useless
at your level and you’ll be soon on your way to obtaining your
Beaststalker set armor pieces. That’s not to say that it’s useless;
Black Dragonscale Armor will do you a lot of good later on, especially
if you’re given the opportunity to go to Molten Core.
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Engineering + Mining
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Clockwork Tinkering
Engineering allows you create a variety of gizmos and gadgets,
including Targeting Dummies, explosives, mechanical creatures, and it
gets more bizarre as you progress. What makes Engineering such a great
profession is the fact that any class can use the goods created. The
major highlight here for Hunters is the ability to create your own guns
and bullets and the bullets you make are usually stronger than the
bullets sold by vendors.
Engineering requires materials of all kinds but the majority of its
recipes require minerals and that’s where the Mining skill comes in
handy. With Mining, you’ll be carrying the Mining Pick in your inventory
at all times. Since you’re also an Engineer, you’ll also be carrying a
Blacksmith’s Hammer and eventually the Arclite Spanner wrench.
At 225, your skill will branch off into one of two specializations. One
is Gnome while the other is Goblin. Gnome Engineering generally focuses
on funky Gnomish gadgets while Goblins Engineering point towards
explosives.
Overall
Engineering is an excellent investment from beginning to end,
especially if you happen to be a Dwarf or Tauren. Eventually the guns
you make will become obsolete but most of the contraptions you make will
be priceless, especially Thorium Shells. The only problem is that with
Mining, minerals tend to be well hidden in your surroundings and your
much-needed Mineral Tracker will often be left inactive in place of mob
trackers and because of that, finding fresh sources of minerals tends to
be a difficult task. However, if materials is not a problem, then this
skill is well worth the investment.
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Alchemy + Herbalism
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Making Potions
Alchemists can create their own potions, including health and mana
potions. They can also create a variety of buffing potions that’ll give
you an edge in combat for a short while. Some of these potions are much-
needed reagents to other professions so you’ll also make quite a bit of
money selling your goods.
As an Alchemist, the majority of your reagents are vendor-bought vials
and a variety of herbs that can be found all over the world, which can
be tracked using an Herb Tracker.
Transmuting
Not only are you able to make your own potions but you are also able to
transmute essences from one element to another as well as one kind of
mineral to another. Transmuting has a terribly long cooldown time so if
you want to transmute thorium into arcanite, you’ll end up waiting for
an entire 48 hours for it to cool down. On the other hand, transmutes
are often in high demand and as a result, people will often pay good
money to have their goods transmuted.
Overall
Alchemy is a major helping hand from beginning to end and it’s also a
moneymaker. Of course, bear in mind that with this profession, the goods
you make are one-time consumptions so whatever you make often doesn’t
stay with you for very often. Also, remember that even if you give
yourself many buffs from alchemy potions, a single death will strip you
of most of those bonuses so be very careful.
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Enchanting
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Stat Boosts
Enchanters can enchant their weapons and armor with stat bonuses using
a variety of dusts, shards, and essences found only by disenchanting
items. At first, the enchants start out nice and simple, as in +50
Health, but late in the game, you can do enchants that can enhance
weapons with fire and ice or the amazing Crusader enchant. It’s also a
great moneymaker, especially if you find some of the higher end enchants
such as +4 Stats to Chest or +25 Agility to 2H Weapon.
Overall
Enchanting is a slow and expensive profession to take because you need
to constantly find new items to disenchant in order to get materials.
However, there are many good enchants that will become important to you
late in the game and the payoff is that rather than paying high amounts
of money for someone else to do it for you, you have the option of
gathering all of the materials and doing it yourself, which can save you
a lot of money in the long run. It’s a great payoff but if you’re
interested in becoming an Enchanter, I recommend that you wait until
you’re at a high level so that you can farm low-level instances for fast
armor and weapon drops.
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Useless Professions
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The following professions are good but just not well suited for you:
Blacksmithing
The major highlight here is the Mail armor you can create using
minerals. Other items include sharpening stones, reagents for other
professions, and an array of goods. Sadly, the armor you make becomes
atrociously obsolete by the time you reach level 40 and the melee
weapons you make just aren’t worth the time and effort. Not worth it.
Tailoring
Tailoring allows you to create Cloth armor from the cloths dropped by
Humanoid mobs. This is pointless since the cloths you find will usually
go to your First Aid skill and you’d rather wear Leather than Cloth.
This means that your goods will become disenchanting fodder for your
Enchanting skill.
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Secondary Professions
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First Aid
Since you’ll be fighting from a distance most of the time, you’ll be
taking minimal damage but sometimes you’ll take a beating and when that
happens, you’ll have some downtime towards health recovery. Fortunately,
with First Aid, you may create bandages that quickly heal you over time,
which reduces your downtime. During those moments where the going gets
rough, let your pet take the aggro while you bandage yourself in combat.
Since the Heal Pet skill can quickly drain your mana pool, bandages help
to alleviate that problem. The only reagent needed is cloths dropped by
Humanoid mobs, including Linen Cloth and Wool. Don’t leave home without
this one, especially in PvP.
Cooking
Sometimes mobs will drop meat, which can be cooked and consumed.
Certain recipes may even give you temporary stat buffs. It’s a nice
profession but since most of the meats dropped will probably end up as
pet food, don’t expect your Cooking skill to grow very quickly.
Side reagents include vendor-bought spices such as Mild Spices and
Hot Spices.
Fishing
Fishing will yield raw fish, which can be cooked or used as reagents
for Alchemy recipes. Occasionally, you’ll find something funky like a
fish that can be held in your off-hand. If you find little whirlpools
or floating wreckage, you can fish those areas to get some loot. It’s
also something to do while you’re waiting for a friend or a boat. The
only problem with Fishing is that it’s incredibly boring and it takes
a lot of time to raise your skill. Still, if you’re an Alchemist, this
is a must-have profession and if you’re not, it’s something to do when
you’re bored.
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-----------------------[ IV. Hunter Abilities ]-------------------------
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This section will give you an overview of your starting areas and will
give you an idea of what you’ll be encountering and where you’ll be
going as the game progresses.
As a Hunter, you’re going to have a lot of moves, which will take up a
lot of ActionBar slots. I recommend that you enable all of your
ActionBars and set the Key Bindings to the bottom-left ActionBar so that
Shift-Number will cause you to use the corresponding moves.
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a. Marksmanship
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This branch of moves makes up the core of every Hunter. These are moves
associated with your ranged weapon and will provide the majority of the
damage you inflict.
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Aimed Shot
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ACTION: Charge up three seconds to increases ranged damage by 70.
RANGE: 8-35 yards
CASTING TIME: 3 sec.
COOLDOWN: 6 sec. (cooldown is linked with Arcane Shot)
NOTE: This move is accessible only through its respective talent.
LEVEL RANK MANA CHANGE
20 1 75 Ranged damage bonus starts at 70.
28 2 115 Ranged damage bonus increased to 125.
36 3 160 Ranged damage bonus increased to 200.
44 4 210 Ranged damage bonus increased to 330.
52 5 260 Ranged damage bonus increased to 460.
60 6 310 Ranged damage bonus increased to 600.
OVERVIEW: If you want to hit hard on your first shot, then Aimed Shot is
the way to go: a single hard-hitting bullet or arrow for the price of a
three-second charge. It’s especially spectacular when it crits for
upwards of 1500+ damage at level 60. However, watch yourself as that
kind of damage will make you an aggro magnet.
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Arcane Shot
-----------
ACTION: An instant shot that deals 13 arcane damage.
RANGE: 8-35 yards
CASTING TIME: Instant
COOLDOWN: 6 sec.
LEVEL RANK MANA CHANGE
6 1 25 Arcane damage starts at 13.
12 2 35 Arcane damage increased to 21.
20 3 50 Arcane damage increased to 33.
28 4 80 Arcane damage increased to 59.
36 5 105 Arcane damage increased to 83.
44 6 135 Arcane damage increased to 115.
52 7 160 Arcane damage increased to 145.
60 8 190 Arcane damage increased to 183.
OVERVIEW: Arcane Shot is simply an instant burst of magical damage,
which bypasses armor and throughout the game, there isn’t much in the
way of arcane resistance. It’s also one of the few ranged weapon
abilities that you can use while moving and is affected by anything that
increases magical effects. Interestingly, the damage that this shot
deals tends to be higher than what is indicated. At Rank 8, this move
inflicts 192 damage even though it’s listed as 183.
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Auto-Shot
---------
ACTION: Automatically fire your ranged weapon at the target until
cancelled.
RANGE: 8-35 yards
CASTING TIME: Instant
COOLDOWN: Based on Weapon
LEVEL RANK MANA CHANGE
1 n/a n/a n/a
OVERVIEW: This is basically an auto-attack with a gun/bow. Later on,
you’ll probably start your attacks with Aimed Shot or Arcane Shot but
it’s good to keep this on your ActionBar for those cases where you need
to start shooting while your normal Shot/Sting is on cooldown.
---------------
Concussive Shot
---------------
ACTION: Dazes the target, slowing movement speed to 50% of normal for 4
seconds.
RANGE: 8-35 yards
CASTING TIME: Instant
COOLDOWN: 12 sec.
LEVEL RANK MANA CHANGE
8 n/a 8% n/a
OVERVIEW: Concussive Shot serves both an offensive and defensive
purpose. You can use it to either catch targets that are trying to flee
or slow down an enemy that’s trying to get near you. It’s very useful,
especially if the Improved Concussive Shot talent kicks in. This move
uses 8% of your base mana.
----------------
Distracting Shot
----------------
ACTION: Fires a shot that increases your aggro.
RANGE: 8-35 yards
CASTING TIME: Instant
COOLDOWN: 8 sec.
LEVEL RANK MANA CHANGE
12 1 20 Increases your threat.
20 2 30 Causes more threat than Rank 1.
30 3 50 Causes more threat than Rank 2.
40 4 70 Causes more threat than Rank 3.
50 5 90 Causes more threat than Rank 4.
60 6 110 Causes more threat than Rank 5.
OVERVIEW: Normally you would want to keep your aggro as low as possible
but there are those times where you need to draw attention to yourself
to keep someone else alive and this is the one move that will do the
trick. Use this to pull aggro off cloth wearers or your pet if it’s low
on health.
-----
Flare
-----
ACTION: Exposes all hidden units within a 10-yard radius for 30 seconds.
RANGE: 30 yards
CASTING TIME: Instant
COOLDOWN: 15 sec.
LEVEL RANK MANA CHANGE
32 n/a 50 n/a
OVERVIEW: This is the best way to catch stealthed units that are hiding,
especially Rogues and Druids in Cat Form. It also makes a nice beacon
for anything team-based. You won’t find too many mobs that will need
Flaring but it’s a very handy skill, especially in PvP.
-------------
Hunter’s Mark
-------------
ACTION: Puts a big red arrow on the target, increasing the Ranged Attack
Power of all attackers against that target by 20. It also makes it
appear on the minimap and prevents it from stealthing. Last for two
minutes.
RANGE: 100 yards
CASTING TIME: Instant
COOLDOWN: 1 sec.
LEVEL RANK MANA CHANGE
6 1 15 Ranged Attack Power bonus starts at 20.
22 2 30 Ranged Attack Power bonus increased to 45.
40 3 45 Ranged Attack Power bonus increased to 75.
58 4 60 Ranged Attack Power bonus increased to 110.
OVERVIEW: Hunter’s Mark is a player’s best friend. In addition to
increasing your damage output, it also makes stealthed units visible,
which can do you a lot of good versus Rogues. In endgame instances, the
Mark can also function as an indicator of which mobs to attack.
----------
Multi-Shot
----------
ACTION: Fires up to three shots, hitting three different targets. Higher
ranks add bonus damage to each shot.
RANGE: 8-35 yards
CASTING TIME: Instant
COOLDOWN: 10 sec.
NOTE: Rank 5 is only available through a book that teaches it.
LEVEL RANK MANA CHANGE
18 1 100 No bonus damage.
30 2 140 Increases ranged damage by 40.
42 3 175 Increases ranged damage by 80.
54 4 210 Increases ranged damage by 110.
60 5 230 Increases ranged damage by 150.
OVERVIEW: When you first play around with Multi-Shot, it’s hard to see
when it could be useful until you realize the true beauty behind it.
It’s an instant-cast Shot that adds to your DPS every ten seconds and it
works very well, even against a single target. It’s especially valuable
in PvP when there are enemies clumped together. The only downside is
that even though it’s labeled as an Instant-cast, you have to be
standing in order to use it. You must also be careful not to break any
crowd control as this move doesn’t know not to target anything that you
don’t want touched.
----------
Rapid Fire
----------
ACTION: Increases your ranged attack speed by 40% for 15 seconds.
RANGE: n/a
CASTING TIME: Instant
COOLDOWN: 5 min.
LEVEL RANK MANA CHANGE
26 n/a 100 n/a
OVERVIEW: When you need to kill something fast, this is the one move to
use. It also shaves a little over a second off of Aimed Shot’s charging
time and it’s really fun to see a fast weapon like the Hurricane bow
(1.6 speed) go even faster.
------------
Scatter Shot
------------
ACTION: Deal 50% weapon damage to one target and daze it for 4 seconds.
Any damage caused will remove the effect. Also cancels your auto-attack.
RANGE: 15 yards
CASTING TIME: Instant
COOLDOWN: 30 sec.
NOTE: This move is accessible only through its respective talent.
LEVEL RANK MANA CHANGE
30 n/a 8% n/a
OVERVIEW: You may not realize this at first but this move will save you
countless times. What makes this Shot different from all the others is
its close range. When something gets too close to you, fire off this
Shot and the daze will buy you enough time to get some firing distance.
-------------
Scorpid Sting
-------------
ACTION: Reduce your target’s strength and agility by 20 for 20 seconds.
RANGE: 8-35 yards
CASTING TIME: Instant
COOLDOWN: 1 sec. Global Cooldown
LEVEL RANK MANA CHANGE
22 1 70 Strength and agility reduced by 20.
32 2 90 Strength and agility reduction increased to 29.
42 3 125 Strength and agility reduction increased to 45.
52 4 165 Strength and agility reduction increased to 68.
OVERVIEW: This move is basically used to reduce a target’s physical
damage output and the stat reduction is pretty significant. In a group,
you’ll probably want to use this to support off-tanks while focusing
your attacks on the main tank’s target. Otherwise, you’ll be using
Serpent or Wyvern Sting most of the time.
-------------
Serpent Sting
-------------
ACTION: Poison that deals 20 nature damage over 15 seconds.
RANGE: 8-35 yards
CASTING TIME: Instant
COOLDOWN: 1 sec. Global Cooldown
NOTE: Rank 9 is only available through a book that teaches it.
LEVEL RANK MANA CHANGE
4 1 15 Total damage dealt starts 20.
10 2 30 Total damage dealt increased to 40.
18 3 50 Total damage dealt increased to 80.
26 4 80 Total damage dealt increased to 140.
34 5 115 Total damage dealt increased to 210.
42 6 150 Total damage dealt increased to 290.
50 7 190 Total damage dealt increased to 385.
58 8 230 Total damage dealt increased to 490.
60 9 250 Total damage dealt increased to 555.
OVERVIEW: This is a Hunter’s primary DoT move. It doesn’t inflict as
much damage over time as other DoT’s but it’s still the one Sting you’ll
use the most often and it gets the job done, especially when there’s an
open debuff slot or for those times when you’re soloing.
-------------
Trueshot Aura
-------------
ACTION: Creates a 45-yard aura that increases melee and ranged attack
power of all party members by 50. Lasts for 30 minutes.
RANGE: 45 yards
CASTING TIME: Instant
COOLDOWN: 1 sec. Global Cooldown
NOTE: This move is accessible only through its respective talent.
LEVEL RANK MANA CHANGE
40 1 325 Attack power bonus starts at 50.
50 2 425 Attack power bonus increased to 75.
60 3 525 Attack power bonus increased to 100.
OVERVIEW: This is an amazing aura to have around for both you and your
party members. Basically, it’s almost like an extra Aspect of the Hawk
that also affects your melee attacks. This is a remarkable ability worth
investing your talents into.
-----------
Viper Sting
-----------
ACTION: Drains the target’s mana for 616 over eight seconds.
RANGE: 8-35 yards
CASTING TIME: Instant
COOLDOWN: 1 sec. Global Cooldown
LEVEL RANK MANA CHANGE
36 1 135 Total mana drained starts at 616.
46 2 175 Total mana drained increased to 848.
56 3 215 Total mana drained increased to 1108.
OVERVIEW: Destroying someone’s mana is one way to incapacitate your
enemies but you’ll find that most spell-casting mobs die before it ever
runs out of mana. Still, mobs with little mana (such as the Scarlet
Warders from Tyr’s Hand) are greatly affected by this Sting. In PvP,
it’s even more valuable as this is the ideal way to slow down mana
users, especially when they’re low on mana.
------
Volley
------
ACTION: Deal 50 arcane damage every second to each enemy within eight
yards of the targeted area for six seconds.
RANGE: 8-35 yards
CASTING TIME: 6-sec Channel
COOLDOWN: 1 min.
LEVEL RANK MANA CHANGE
40 1 350 Damage dealt per second starts at 50.
50 2 420 Damage dealt per second increased to 65.
58 3 490 Damage dealt per second increased to 80.
OVERVIEW: This is the Hunter’s basic area-of-effect damage spell. It
inflicts a decent amount of damage but it costs a good chunk of mana and
you’ll only use it when there is a large cluster of weak mobs.
------------------------------------------------------------------------
b. Survival
------------------------------------------------------------------------
These are alternative sources of damage, which mainly consist of melee
attacks and an assortment of traps and supportive abilities that help
you keep your distance.
-------------
Counterattack
-------------
ACTION: Usable after parrying an attack. Deals 40 damage and immobilized
the target for five seconds. This move can’t be dodged, blocked, or
parried.
RANGE: 5 yards
CASTING TIME: Instant
COOLDOWN: 5 sec.
NOTE: This move is accessible only through its respective talent.
LEVEL RANK MANA CHANGE
30 1 45 Damage dealt starts at 40.
42 2 65 Damage dealt increased to 70.
54 3 85 Damage dealt increased to 110.
OVERVIEW: As an ability, Counterattack is excellent but on its own, you
don’t get many chances to use it because of the Hunter’s low Parry
chance, which is roughly 5%. If you offset this with Deterrence and
Deflection, it becomes incredibly useful, especially for those times
when a hostile player gets too close for comfort.
----------
Deterrence
----------
ACTION: Increases your chance to dodge or parry by 25% For 10 seconds.
RANGE: n/a
CASTING TIME: Instant
COOLDOWN: 5 min.
NOTE: This move is accessible only through its respective talent.
LEVEL RANK MANA CHANGE
20 n/a 0 n/a
OVERVIEW: This move combined with Counterattack and Aspect of the Monkey
is one of the best ways for a Hunter to survive against most things that
needs to fight you in melee range. Chances are good that you’ll probably
use this most often in PvP since that’s where a lot of enemy players
will try to get within melee distance of you.
---------
Disengage
---------
ACTION: Reduces your aggro and cancels your auto-attack.
RANGE: 5 yards
CASTING TIME: Instant
COOLDOWN: 5 sec.
LEVEL RANK MANA CHANGE
20 1 50 Reduces your aggro.
34 2 100 Reduces more aggro than Rank 1.
48 3 150 Reduces more aggro than Rank 2.
OVERVIEW: Most of the time, you’ll be using Feign Death to wipe yourself
clean of all aggro but there will be those times where it either fails
or is on cooldown. That’s where Disengage comes into play: if something
gets close to you and Feigning doesn’t work, use this move to lower your
aggro and hope that the mob turns its attention towards your pet or main
tank.
--------------
Explosive Trap
--------------
ACTION: Places a trap on the ground. When something gets near it, it
explodes and causes 100-130 fire damage to all enemies within ten yards
and adds a DoT that deals 150 fire damage over 20 seconds. Trap exists
for one minute.
RANGE: n/a
CASTING TIME: Instant
COOLDOWN: 15 sec.
LEVEL RANK MANA CHANGE
34 1 275 Inflicts 100-130 damage with 150 DoT damage.
44 2 395 Inflicts 139-187 damage with 240 DoT damage.
54 3 520 Inflicts 201-257 damage with 330 DoT damage.
OVERVIEW: Instant fire damage plus mass damage over time. In those cases
where Volley is handy, Explosive Trap becomes a convenient addition to
that. Those two moves combined allow you to cause a lot of area damage
over a period of time.
-----------
Feign Death
-----------
ACTION: You play dead and leave combat completely, losing all aggro in
the process. Lasts for six minutes. After that, you die.
RANGE: n/a
CASTING TIME: Instant
COOLDOWN: 30 sec.
LEVEL RANK MANA CHANGE
30 n/a 80 n/a
OVERVIEW: Feign Death is going to become your best friend because of its
many uses. You can use it to wipe yourself clean of any aggro. In PvP,
you can use it to cause your enemies to lose target of you. If your
group is about to die, you can play dead and save yourself. You can even
use it to reset your traps. Heck, fool your friends! Once you get this
move, you’ll love it.
-------------
Freezing Trap
-------------
ACTION: Places a trap on the ground. When something gets near it, it
freezes the target and prevents it from doing anything for 10 seconds.
RANGE: n/a
CASTING TIME: Instant
COOLDOWN: 15 sec.
LEVEL RANK MANA CHANGE
20 1 50 Freeze time starts at 10 sec.
40 2 75 Freeze time increased to 15 sec.
60 3 100 Freeze time increased to 20 sec.
OVERVIEW: This trap is beautiful. In those cases where crowd control is
needed, this is the best you’ve got and it works wonders. You can even
use it in PvP to protect yourself from sneaky Rogues or get some
distance. The only problem is that any DoT’s will ruin the effect so
watch what you freeze.
----------
Frost Trap
----------
ACTION: Places a trap on the ground. When something gets near it, it
creates a white sheet of frost that slows down all enemies within 10
yards to 40% movement speed. Trap will exist for one minute.
RANGE: n/a
CASTING TIME: Instant
COOLDOWN: 15 sec.
LEVEL RANK MANA CHANGE
28 n/a 60 n/a
OVERVIEW: Frost Trap is very handy for many situations. For those
occasions where you need to slow down a large group of mobs, this is the
most ideal move to use, especially when combined with the Entrapment
talent. It’s also a good alternative to Freezing Trap if you know you’re
going to expect DoT’s. This is also one of those moves that will do you
wonders in PvP. Place it in a doorway and watch what happens.
---------------
Immolation Trap
---------------
ACTION: Places a trap on the ground. When something gets near it, it
burns the target for 105 fire damage over 15 seconds.
RANGE: n/a
CASTING TIME: Instant
COOLDOWN: 15 sec.
LEVEL RANK MANA CHANGE
16 1 50 Total damage starts at 105.
26 2 90 Total damage increased to 215.
36 3 135 Total damage increased to 340.
46 4 190 Total damage increased to 510.
56 5 245 Total damage increased to 690.
OVERVIEW: For a non-caster, this is a surprisingly strong DoT,
especially if you throw in the Clever Traps talent. Combined with Wyvern
or Serpent Sting, you’ll quickly whittle away a target’s health. If the
DoT has taken its course, you can even Feign Death and reset the trap.
-------------
Mongoose Bite
-------------
ACTION: Usable only after a dodge. Instantly hit your target for 25
damage.
RANGE: 5 yards
CASTING TIME: Instant
COOLDOWN: 5 sec.
LEVEL RANK MANA CHANGE
16 1 30 Damage dealt starts at 25.
30 2 40 Damage dealt increased to 45.
44 3 50 Damage dealt increased to 75.
58 4 65 Damage dealt increased to 115.
OVERVIEW: When you look at it, Mongoose Bite is a bit weak but it
doesn’t cost a lot of mana and it’s additional damage dealt in exchange
for not receiving damage through dodging. It’s especially handy if
combined with Aspect of the Monkey.
-------------
Raptor Strike
-------------
ACTION: Increases the damage dealt by your next melee attack by 5.
RANGE: 5 yards
CASTING TIME: Next Melee Swing
COOLDOWN: 6 sec.
LEVEL RANK MANA CHANGE
1 1 15 Damage dealt starts at 5.
8 2 25 Damage dealt increased to 11.
16 3 35 Damage dealt increased to 21.
24 4 45 Damage dealt increased to 34.
32 5 55 Damage dealt increased to 50.
40 6 70 Damage dealt increased to 80.
48 7 85 Damage dealt increased to 110.
56 8 100 Damage dealt increased to 140.
OVERVIEW: This is your basic damage-boosting move at melee range. The
moment something gets within melee range, this will instinctively be the
first move you’ll use. There’s really not much to it but the extra boost
of damage is always helpful.
------------
Track Beasts
------------
ACTION: Allows you to see Beast-type units on the minimap.
RANGE: n/a
CASTING TIME: Instant
COOLDOWN: 1 sec. Global Cooldown
LEVEL RANK MANA CHANGE
1 n/a 0 n/a
OVERVIEW: This is the first of a handful of trackers that you’ll gain as
a Hunter and it’s extremely handy. You can keep track of beasts that
aren’t in your line of sight and it helps you look for whatever beasts
you need to kill.
------------
Track Demons
------------
ACTION: Allows you to see Demon-type units on the minimap.
RANGE: n/a
CASTING TIME: Instant
COOLDOWN: 1 sec. Global Cooldown
LEVEL RANK MANA CHANGE
32 n/a 0 n/a
OVERVIEW: This is just as handy as the other trackers but because demons
aren’t very common, you won’t use this very often. It becomes especially
handy for when it’s time for you to do your epic Hunter quest.
---------------
Track Dragonkin
---------------
ACTION: Allows you to see Dragonkin-type units on the minimap.
RANGE: n/a
CASTING TIME: Instant
COOLDOWN: 1 sec. Global Cooldown
LEVEL RANK MANA CHANGE
50 n/a 0 n/a
OVERVIEW: This tracker doesn’t really come in handy until endgame when
you’ll need it for certain things such as the Onyxia quest chain or
Blackrock Spire. It’s also good for when you need to kill dragons for
their scales.
----------------
Track Elementals
----------------
ACTION: Allows you to see Elemental-type units on the minimap.
RANGE: n/a
CASTING TIME: Instant
COOLDOWN: 1 sec. Global Cooldown
LEVEL RANK MANA CHANGE
26 n/a 0 n/a
OVERVIEW: It’s like all the other trackers except that it tracks
elementals, which while aren’t rare, aren’t very common either.
------------
Track Giants
------------
ACTION: Allows you to see Giant-type units on the minimap.
RANGE: n/a
CASTING TIME: Instant
COOLDOWN: 1 sec. Global Cooldown
LEVEL RANK MANA CHANGE
40 n/a 0 n/a
OVERVIEW: Because Giants are very uncommon in this game, you’ll be using
this tracker the least often among the different trackers you get.
------------
Track Hidden
------------
ACTION: Allows you to see stealthed units on the minimap.
Also increases your stealth detection.
RANGE: n/a
CASTING TIME: Instant
COOLDOWN: 1 sec. Global Cooldown
LEVEL RANK MANA CHANGE
24 n/a 0 n/a
OVERVIEW: This is used more for its stealth detection than its actual
tracking since invisible units will only appear on the minimap if
they’re visible to you. Enable this if you know you’re dealing with
invisible units in the area.
---------------
Track Humanoids
---------------
ACTION: Allows you to see Humanoid-type units on the minimap.
RANGE: n/a
CASTING TIME: Instant
COOLDOWN: 1 sec. Global Cooldown
LEVEL RANK MANA CHANGE
10 n/a 0 n/a
OVERVIEW: You’ll use this tracker very often since humanoid mobs are
very common and it’s especially good on PvP servers or Battlegrounds.
------------
Track Undead
------------
ACTION: Allows you to see Undead-type units on the minimap.
RANGE: n/a
CASTING TIME: Instant
COOLDOWN: 1 sec. Global Cooldown
LEVEL RANK MANA CHANGE
18 n/a 0 n/a
OVERVIEW: Early on, you may or may not use this often depending on where
you go. Shadowfang Keep, for example, is one of those places where you
can put this to good use in the early parts of the game but the majority
of the undead mobs are in the Western and Eastern Plaguelands, which you
won’t explore until you reach your 50’s.
---------
Wing Clip
---------
ACTION: Deal 5 damage to your target and slow its movement speed to 50%
of normal for 10 seconds.
RANGE: 5 yards
CASTING TIME: Instant
COOLDOWN: 1 sec. Global Cooldown
LEVEL RANK MANA CHANGE
12 1 40 Damage starts at 5, slowdown at 50%.
28 2 60 Damage increased to 25, slowdown to 45%.
60 3 80 Damage increased to 50, slowdown to 40%.
OVERVIEW: Wing Clip is one of those moves that you’ll use repeatedly and
if something gets too close to you, this move will help you regain
shooting distance. What’s especially nice is that since using other
moves doesn’t cause this move to be affected by the global cooldown, you
can use it immediately after a Raptor Strike. Improved Wing Clip’s
immobilizing effect is a very nice touch, especially since you can
repeatedly spam it until it triggers.
------------
Wyvern Sting
------------
ACTION: Puts the target to sleep for 12 seconds. Any damage will awaken
it. When it wakes up, it takes 300 nature damage over 12 seconds. Usable
only outside of combat.
RANGE: 8-35 yards
CASTING TIME: Instant
COOLDOWN: 2 min.
NOTE: This move is accessible only through its respective talent.
LEVEL RANK MANA CHANGE
40 1 115 Total damage dealt starts at 300.
50 2 155 Total damage dealt increased to 420.
60 3 205 Total damage dealt increased to 600.
OVERVIEW: Think of this as a deluxe Serpent Sting. It buys you twelve
seconds of crowd control time and is a fast-acting DoT. Combined with
Immolation Trap, you’ll quickly wear down your target’s health. You
could even use this with Freezing Trap to keep a three-mob group under
control. It’s a shame that it has that two-minute cooldown but when it’s
usable, it does wonders.
------------------------------------------------------------------------
c. Beast Mastery
------------------------------------------------------------------------
This set contains supportive abilities such as your Aspects as well as
a handful of moves that support your pet.
-------------------
Aspect of the Beast
-------------------
ACTION: You become untrackable.
RANGE: n/a
CASTING TIME: Instant
COOLDOWN: 1 sec. Global Cooldown
LEVEL RANK MANA CHANGE
30 n/a 50 n/a
OVERVIEW: This move is so situational that you’ll almost never have to
use this. Basically, all it does is make you not appear on the minimap
when someone is tracking humanoids, which means that it’s only good
against Druids and other Hunters.
---------------------
Aspect of the Cheetah
---------------------
ACTION: You run 30% faster but if you take damage, you get dazed for 4
seconds.
RANGE: n/a
CASTING TIME: Instant
COOLDOWN: 1 sec. Global Cooldown
LEVEL RANK MANA CHANGE
20 n/a 40 n/a
OVERVIEW: Aspect of the Cheetah makes life without a mount much easier
for you than other classes. That is, if you’re not a Druid. Despite the
daze effect, it’s very handy and it’ll easily tie you over until you get
a mount. Just for the record, your swim speed isn’t affected by this.
------------------
Aspect of the Hawk
------------------
ACTION: Self-buff that increases your ranged attack power by 20.
RANGE: n/a
CASTING TIME: Instant
COOLDOWN: 1 sec. Global Cooldown
NOTE: Rank 7 is only available through a book that teaches it.
LEVEL RANK MANA CHANGE
10 1 20 Ranged attack power bonus starts at 20.
18 2 35 Ranged attack power bonus increased to 35.
28 3 50 Ranged attack power bonus increased to 50.
38 4 70 Ranged attack power bonus increased to 70.
48 5 90 Ranged attack power bonus increased to 90.
58 6 110 Ranged attack power bonus increased to 110.
60 7 120 Ranged attack power bonus increased to 120.
OVERVIEW: This is the one Aspect that you’ll be using most of the time
since you’ll almost always be firing your ranged weapon and the ranged
attack power bonus is very significant. Be sure to use this as your main
Aspect.
--------------------
Aspect of the Monkey
--------------------
ACTION: Increases your chance to dodge by 8%.
RANGE: n/a
CASTING TIME: Instant
COOLDOWN: 1 sec. Global Cooldown
LEVEL RANK MANA CHANGE
4 n/a 20 n/a
OVERVIEW: Even though you’re supposed to keep out of melee range, there
are those times when you don’t have a choice. For those moments, this
Aspect will help keep you alive, especially if you use your talent
points to boost it to 13% alongside Deterrence.
------------------
Aspect of the Pack
------------------
ACTION: You and party members within 30 yards of you move 30% faster but
if anyone gets hit, he/she gets dazed for 4 seconds.
RANGE: n/a
CASTING TIME: Instant
COOLDOWN: 1 sec. Global Cooldown
LEVEL RANK MANA CHANGE
40 n/a 100 n/a
OVERVIEW: Think of this as Aspect of the Cheetah for the whole party.
It’s good for places where you can’t ride your mount, as in most
instances. Just remember to turn it off when your party runs into a
fight.
------------------
Aspect of the Wild
------------------
ACTION: You and party members within 30 yards get +45 nature resist.
RANGE: n/a
CASTING TIME: Instant
COOLDOWN: 1 sec. Global Cooldown
LEVEL RANK MANA CHANGE
46 1 90 Nature resist bonus starts at 45.
56 2 115 Nature resist bonus increased to 60.
OVERVIEW: This works pretty much the same way as a Paladin aura. This is
your saving grace in places where nature damage is heavy, which isn’t
very common but regardless, you have it.
----------
Beast Lore
----------
ACTION: Reveals information about a Beast-type unit.
RANGE: 40 yards
CASTING TIME: Instant
COOLDOWN: 1 sec. Global Cooldown
LEVEL RANK MANA CHANGE
24 n/a 40 n/a
OVERVIEW: You won’t use this move very often but when you do, it’s very
handy. It reveals information about an animal, including its health,
armor, damage, and if it’s tamable. It even unveils the foods it eats
and what pet skills it comes with.
-------------
Bestial Wrath
-------------
ACTION: For 18 seconds, your pet deals 50% more damage. During that
time, it can’t be feared or stopped.
RANGE: 100 yards
CASTING TIME: Instant
COOLDOWN: 2 min.
NOTE: This move is accessible only through its respective talent.
LEVEL RANK MANA CHANGE
40 n/a 12% n/a
OVERVIEW: This is the bane of cloth wearers. There are stories of
casters who have been torn to pieces because of this move, which is the
key highlight of the Beast Mastery talent tree. What makes this even
more brutal is the fact that if you have this move, then you will have
talents that already make your pet stronger.
---------
Eagle Eye
---------
ACTION: Target an area and this move will allow you to view the area as
though you were standing there. Usable only outdoors.
RANGE: 50,000 yards
CASTING TIME: Instant
COOLDOWN: 1 sec. Global Cooldown
LEVEL RANK MANA CHANGE
14 n/a 25 n/a
OVERVIEW: This is a really handy move for when you want to scope
something out before you go somewhere or for when you’re curious about
what’s on top of a cliff or through a gate. It’s a shame that it’s only
usable outdoors. It could really come in handy in some indoor areas.
-----------------
Eyes of the Beast
-----------------
ACTION: Take direct control of your pet for 60 seconds.
RANGE: 50,000 yards
CASTING TIME: 2 sec.
COOLDOWN: 1 sec. Global Cooldown
LEVEL RANK MANA CHANGE
14 n/a 20 n/a
OVERVIEW: This move is very useful for scouting if you have a stealthy
pet like a cat with Prowl. It’s also good for dismissing your pet
without having to lose happiness through the use of the actual move.
--------
Feed Pet
--------
ACTION: Feeds your pet food from your inventory.
RANGE: 10 yards
CASTING TIME: Instant
COOLDOWN: 1 sec. Global Cooldown
NOTE: You receive this skill as a quest reward.
LEVEL RANK MANA CHANGE
10 n/a 0 n/a
OVERVIEW: You pet will get hungry so remember to feed it once in a while
using this skill.
------------
Intimidation
------------
ACTION: Causes your pet to stun your target for 3 seconds with high
threat.
RANGE: 100 yards
CASTING TIME: Instant
COOLDOWN: 1 min.
NOTE: This move is accessible only through its respective talent.
LEVEL RANK MANA CHANGE
30 n/a 8% n/a
OVERVIEW: This is a great ability to have around, especially if it’s
chained with a stunning Concussive Shot. In PvE, it’s especially good
because it causes high threat, which is a nice way of keeping mobs on
your pet. The only drawback is its 1-minute cooldown but whenever it’s
up, it’s a great move.
--------
Mend Pet
--------
ACTION: Heal your pet for 20 health per second for 5 seconds.
RANGE: 20 yards
CASTING TIME: 5 sec. (channeled)
COOLDOWN: 1 sec. Global Cooldown
LEVEL RANK MANA CHANGE
12 1 50 Healing starts at 20 health/sec.
20 2 90 Healing increased to 38 health/sec.
28 3 155 Healing increased to 68 health/sec.
36 4 225 Healing increased to 103 health/sec.
44 5 300 Healing increased to 142 health/sec.
52 6 385 Healing increased to 189 health/sec.
60 7 480 Healing increased to 245 health/sec.
OVERVIEW: This move provides a lot of healing over time and will quickly
ready your pet between fights. The only downside is that without a set
bonus from the Giantstalker set, its range is very limited and it eats
up a lot of mana. There are also many moments where your pet will take
such a beating that your healing can’t outweigh the amount of damage
it’s receiving. Use it when you have to but watch your mana.
----------
Revive Pet
----------
ACTION: Revives your pet with 15% of its health.
RANGE: n/a
CASTING TIME: 10 sec.
COOLDOWN: none
NOTE: You receive this skill as a quest reward.
LEVEL RANK MANA CHANGE
10 n/a 100% n/a
OVERVIEW: This spell costs 100% of your base mana, which would be your
entire mana if you were to have no bonuses to your Intellect. It’s this
expensive cost that encourages you to keep your pet alive.
-----------
Scare Beast
-----------
ACTION: Cause a Beast-type unit to run in fear for 10 seconds. Any
damage may break the effect.
RANGE: 10 yards
CASTING TIME: 1.5 sec.
COOLDOWN: 30 sec.
LEVEL RANK MANA CHANGE
14 1 35 Fear time starts at 10 sec.
30 2 50 Fear time increased to 15 sec.
45 3 75 Fear time increased to 20 sec.
OVERVIEW: Oftentimes, there are so many ways to control your aggro that
you’ll find yourself not using this move very often but for those times
where you need to get a Beast-type mob or enemy Hunter’s pet away from
you, this is the move to use.
------------------
Tranquilizing Shot
------------------
ACTION: Removes one Frenzy effect from that target.
RANGE: 8-35 yards
CASTING TIME: Instant
COOLDOWN: 20 sec.
NOTE: You may only learn this move through a book.
LEVEL RANK MANA CHANGE
60 n/a 270 n/a
OVERVIEW: You can only learn this move through a book that drops from
Lucifron, the first boss of Molten Core. The biggest misconception with
this ability is how some players presume that it can remove Enrage
effects, which unfortunately, it doesn’t do. Its only use is to remove
Frenzy effects from specific raid bosses such as Magmadar.
================================================== ======================
-------------------------[ V. Hunter Talents ]--------------------------
================================================== ======================
What will set you apart from every other Hunter are the talents you
invest in your talent trees. These enhance your current moves and gives
you access to new ones based on whatever tree your talent points into.
Here is a breakdown of the Hunter’s available talents.
------------------------------------------------------------------------
a. Marksmanship
------------------------------------------------------------------------
The majority of these talents will affect whatever abilities are based
upon your ranged weapon. Investing your talents in this tree will
enhance your shooting capabilities. This is an ideal tree for PvE.
------------------------
Improved Concussive Shot
------------------------
EFFECT: Gives your Concussive Shot a 4/8/12/16/20% chance to stun your
target for 3 seconds.
POINTS: 5/5
TIER: 1
OVERVIEW: At 20%, you’d sometimes wish that it would trigger more often
but when it does trigger, you’re very glad that it did. If you’re going
down the Marksmanship tree, this is the more popular of the two tier-1
talents.
----------
Efficiency
----------
EFFECT: Reduces the mana cost of your Shots and Stings by 2/4/6/8/10%.
POINTS: 5/5
TIER: 1
OVERVIEW: While this talent would certainly save you some downtime, most
Hunters prefer to put their first five points into Improved Concussive
Shot over this talent. Not that there’s anything wrong with this talent.
It’s just that it’s not as favored. After all, there are always spirit
or intellect bonuses and mana potions to compensate.
----------------------
Improved Hunter’s Mark
----------------------
EFFECT: Increased the ranged attack power bonus of your Hunter’s Mark by
3/6/9/12/15%.
POINTS: 5/5
TIER: 2
OVERVIEW: The usefulness of this talent is often questioned. At Rank 4,
with the 15% bonus, the ranged attack power bonus is 126, as opposed to
110 without the full talent. The difference is 16. Is five points worth
16 ranged attack power? I think it’s worth it but others might not
agree. The debate goes on.
------------
Lethal Shots
------------
EFFECT: Increases your chance to land a critical strike with your ranged
weapon by 1/2/3/4/5%.
POINTS: 5/5
TIER: 2
OVERVIEW: It’s hard to find a Hunter who wouldn’t enjoy this talent.
This is well-beloved talent that you’ll surely have fun with.
----------
Aimed Shot
----------
EFFECT: Grants you access to the move Aimed Shot.
POINTS: 1/1
TIER: 3
OVERVIEW: Regardless of whatever build you choose to invest your points
into, this is very popular Shot that many Hunters love to have around
and once you try it out, it’s not hard to see why. Many Hunters love to
use this over Arcane Shot once they pick it up.
--------------------
Improved Arcane Shot
--------------------
EFFECT: Reduces the cooldown of your Arcane Shot by 0.2/0.4/0.6/0.8/1.0
seconds.
POINTS: 5/5
TIER: 3
OVERVIEW: One whole second may not seem like a lot but in a game like
this, it can make all the difference. Since Aimed Shot shares the same
cooldown timer as Arcane Shot, this affects it too. Like Improved
Hunter’s Mark, however, the usefulness of this as a five-point talent is
often in question. Is it really worth it? You make the call.
--------
Hawk Eye
--------
EFFECT: Increases your shooting range by 2/4/6 yards.
POINTS: 3/3
TIER: 3
OVERVIEW: This is one of those must-have talents that every Hunter
should have. This grants you a total of 41 yards of firing distance,
which in some cases is the difference between getting hit by an AoE
effect and standing completely outside its range.
----------------------
Improved Serpent Sting
----------------------
EFFECT: Increases the damage caused by your Serpent Sting by
2/4/6/8/10%.
POINTS: 5/5
TIER: 4
OVERVIEW: Serpent Sting is already weak as it is. With this five-point
talent at Rank 8, you jump from 490 to 539 damage, a 49-point
difference. Is it really worth it? It’s hard to tell.
------------
Mortal Shots
------------
EFFECT: Increases your ranged weapon critical strike damage bonus by
6/12/18/24/30%.
POINTS: 5/5
TIER: 4
NOTE: You need 5 points in Lethal Shots to gain access to this.
OVERVIEW: This naturally goes hand in hand with Lethal Shots and is also
a very handy talent to have around.
------------
Scatter Shot
------------
EFFECT: Grants you access to the move Scatter Shot.
POINTS: 1/1
TIER: 5
OVERVIEW: This is one of those vital moves that will save you countless
times and is the best distance-keeping move for a Marksman. If you’ve
gone far enough down this tree to reach this talent, you should invest
your one point in it. It’s well worth it.
-------
Barrage
-------
EFFECT: Increase the damage done by your Multi-Shot and Volley by 5/10/15%.
POINTS: 3/3
TIER: 5
OVERVIEW: This is an amazing talent that will do you a whole lot of good
everywhere you go. You can’t go wrong with this one. Invest your points
into this talent if you can.
----------------------
Improved Scorpid Sting
----------------------
EFFECT: Causes your Scorpid Sting to decrease your target’s stamina by
10/20/30% of the strength reduced.
POINTS: 3/3
TIER: 5
OVERVIEW: This talent can either be very useful or very useless,
depending on when you fire off your Scorpid Sting. At Rank 3, it reduces
your target’s stamina by 20, which is equal to 200 health. The problem
is that it’s taken from the target’s total health so if you’ve already
shaved off 200 of its hit points, the effect becomes useless. Ideally,
the best way to use it is to fire off the Sting as your very first shot
but most people would rather start with an Aimed Shot or something
similar.
----------------------------
Ranged Weapon Specialization
----------------------------
EFFECT: Increase the damage you deal with ranged weapons by 1/2/3/4/5%.
POINTS: 5/5
TIER: 6
OVERVIEW: This is a major highlight in the Marksmanship tree. Since the
majority of the damage you inflict is from your bow/gun, you should
invest your points into this as soon as you have access to it.
-------------
Trueshot Aura
-------------
EFFECT: Grants you access to the move Trueshot Aura.
POINTS: 1/1
TIER: 7
NOTE: You need 3 points in Barrage to gain access to this.
OVERVIEW: Truly a remarkable talent. At the highest rank, you and your
pet gain 100 attack power and it’s shared with anyone that’s in a party
with you. If you’ve gone this far down the tree, you should definitely
invest that one point in this talent.
------------------------------------------------------------------------
b. Survival
------------------------------------------------------------------------
The talents in this tree are geared towards defense and survivability,
hence the name of the tree. It gives you more combat options at melee
range, which is why many PvP enthusiasts like investing in this tree.
That’s not to say that this tree won’t yield a high damage output. There
are plenty of Survival talents that will make you just as strong as a
Marksmanship Hunter.
---------------
Monster Slaying
---------------
EFFECT: Deal 1/2/3% more damage to Beasts, Giants, and Dragonkin. This
also increases your critical strike chance against these types by
1/2/3%.
POINTS: 3/3
TIER: 1
OVERVIEW: Ever noticed how these three mob types correspond to three
Hunter armor sets? This is a solid choice to invest your points into
since you’ll fight plenty of beasts and dragonkin in your time playing
as a Hunter. Giants are a little rare but that’s not a big deal.
----------------
Humanoid Slaying
----------------
EFFECT: Deal 1/2/3% more damage to Humanoids. This also increases your
critical strike chance against Humanoids by 1/2/3%.
POINTS: 3/3
TIER: 1
OVERVIEW: The other common mob type that you’ll run into is Humanoids,
which makes this just as solid of a choice as Monster Slaying. If you
especially love PvP, then this is the talent for you.
----------
Deflection
----------
EFFECT: Increase your chance to parry by 1/2/3/4/5%.
POINTS: 5/5
TIER: 1
OVERVIEW: If you’re planning on making the most out of Deterrence and
Counterattack, then this talent will help you out greatly. With this,
you should have about at least a 10% chance to parry, which is pretty
solid for a Hunter.
----------
Entrapment
----------
EFFECT: Gives your Frost/Immolation/Explosive Trap a 5/10/15/20/25%
chance to immobilize your targets for 5 seconds.
POINTS: 5/5
TIER: 2
OVERVIEW: This is an amazing talent, especially when used with an area-
of-effect Trap like Frost or Explosive. It has a high triggering rate
and does wonders in PvP when you place a Trap in a doorway or narrow
walkway.
--------------
Savage Strikes
--------------
EFFECT: Increases the critical strike chance of your Raptor Strike and
Mongoose Bite by 10/20%.
POINTS: 2/2
TIER: 2
OVERVIEW: You’ll seldom achieve high crit damages with your melee weapon
but this talent is very good and will easily raise your melee crit
chance for those two moves to 25% and up. Coupled with Surefooted and
Killer Instinct and you’ll land some solid crits.
------------------
Improved Wing Clip
------------------
EFFECT: Gives your Wing Clip a 4/8/12/16/20% chance to immobilize your
target for 5 seconds.
POINTS: 5/5
TIER: 2
OVERVIEW: Whether you’re into PvE or PvP, this is a very useful talent
that will help you greatly, especially when you can use it repeatedly
until the effect triggers. Fives seconds of no movement, followed by
five more seconds of limited movement. Even if you get Counterattack
later on, this is still a very good trigger effect to have.
------------
Clever Traps
------------
EFFECT: Increase the duration of Freeze and Frost Traps by 15/30% and
the damage dealt by Immolation and Explosive Traps by 15/30%.
POINTS: 2/2
TIER: 3
OVERVIEW: Excellent talent. The bonus that all four Traps receive is
incredibly good. 30% means your target stays frozen for six seconds
longer and will take 30% more damage from your already-strong Immolation
Trap. This is a worthy investment.
-----------
Survivalist
-----------
EFFECT: Increase your total health by 2/4/6/8/10%.
POINTS: 5/5
TIER: 3
OVERVIEW: One of ways to stay alive is by simply maintaining your health
and one way to do it investing your points into this talent. 10% is a
pretty solid amount of health, especially at higher levels so this is a
talent to consider.
----------
Deterrence
----------
EFFECT: Grants you access to the move Deterrence.
POINTS: 1/1
TIER: 3
OVERVIEW: This move is good for those dire situations where you’re in
melee range and need to duke it out with your melee weapon. 25% to your
dodge and parry is very significant and paves the way for Counterattack,
which is a very good move.
------------
Trap Mastery
------------
EFFECT: Decreases the chance enemies will resist your traps by 5/10%.
POINTS: 2/2
TIER: 4
OVERVIEW: Traps don’t get resisted very often so it’s hard to decide
whether or not investing your points in this talent would be worth it.
Besides, there are other alternatives if your traps do get resisted so
it’s not a major loss if you don’t decide to have this.
----------
Surefooted
----------
EFFECT: Increases your chance to hit by 1/2/3% and increases your chance
to resist movement-impairing effects by 5/10/15%.
POINTS: 3/3
TIER: 4
OVERVIEW: This is very a good talent to have around since it serves two
good purposes. The increased chance to hit is always good to have and
having a chance to resist slowing moves like Hamstring and Earthbind
Totem is nice to have. It’s a very nice talent to have around.
--------------------
Improved Feign Death
--------------------
EFFECT: Reduces the chance that your Feign Death will be resisted by
2/4%.
POINTS: 2/2
TIER: 4
OVERVIEW: Feign Death won’t fail very often but you’ll find that when it
does, it fails most often during fights against high-level mobs and
bosses. This will help out greatly during those times, especially in the
endgame raid instances where your ability to manage your aggro becomes
extremely important.
---------------
Killer Instinct
---------------
EFFECT: Increases your critical strike chance with all attacks by
1/2/3%.
POINTS: 3/3
TIER: 5
OVERVIEW: This is a must-have talent for anyone investing their talent
points primarily in the Survival tree. This combined with other talents
can result in a high damage output, especially if you tack on Lethal
Shots from the Marksmanship tree.
-------------
Counterattack
-------------
EFFECT: Grants you access to the move Counterattack.
POINTS: 1/1
TIER: 5
NOTE: You must have 1 point in Deterrence to access this talent.
OVERVIEW: This is an amazing move due to the fact that it can’t be
dodged, blocked, or parried and it instantly immobilizes them. Think of
this as Aspect of the Monkey and Mongoose Bite slapped together as one
move. If you’ve gone far enough to access this move, you should invest
your one point in it.
------------------
Lightning Reflexes
------------------
EFFECT: Increases your agility by 3/6/9/12/15%.
POINTS: 5/5
TIER: 6
OVERVIEW: Agility is vital to a Hunter, which is why this talent is so
amazing. If you have 200 agility, five points to this talent would give
you a solid 30 agility boost. If you have access to this talent, drop
five points into it. You won’t regret it.
------------
Wyvern Sting
------------
EFFECT: Grants you access to Wyvern Sting.
POINTS: 1/1
TIER: 7
OVERVIEW: Despite the 2-minute cooldown, Wyvern Sting is still a fun
move to have around. It’s a short-term crowd control with a fast-acting
DoT. In the middle of a fight, you can even Feign Death and Sting a
player to stop him/her from fleeing. Put your talent point here and have
fun with this.
------------------------------------------------------------------------
c. Beast Mastery
------------------------------------------------------------------------
These talents enhance your Aspects and boost your pet’s abilities,
turning it into your personal killing machine.
---------------------------
Improved Aspect of the Hawk
---------------------------
EFFECT: Gives your ranged attacks a 1/2/3/4/5% chance to increase your
ranged attack speed by 30% for 12 seconds.
POINTS: 5/5
TIER: 1
OVERVIEW: No matter which tree you decide to specialize in, this is a
great talent to invest in. Think of it as a mini-Rapid Fire that occurs
once every twenty shots.
------------------
Endurance Training
------------------
EFFECT: Increase your pet’s health by 3/6/9/12/15%.
POINTS: 5/5
TIER: 1
OVERVIEW: This is one of your first steps towards building a better pet.
Even if you’re not planning on building a Beast Mastery pet, this is
good if you tend to solo a lot.
--------------------------
Improved Eyes of the Beast
--------------------------
EFFECT: Increase the duration of Eyes of the Beast by 30/60 seconds.
POINTS: 2/2
TIER: 2
OVERVIEW: Eyes of the Beast is more of a novelty spell than anything
else, which makes this talent not really worth it unless you plan on
using your pet for a lot of exploring.
-----------------------------
Improved Aspect of the Monkey
-----------------------------
EFFECT: Increase the Dodge bonus of Aspect of the Monkey by 1/2/3/4/5%.
POINTS: 5/5
TIER: 2
OVERVIEW: This skill is actually very good for a Survival Hunter and it
goes hand in hand with some of the talents in that tree. Give this one
some consideration if you’re planning on heading down the Survival tree.
----------
Thick Hide
----------
EFFECT: Increase your pet’s armor rating by 10/20/30%.
POINTS: 3/3
TIER: 2
OVERVIEW: This alongside Endurance Training is an excellent way of
keeping your pet alive during long-term fights. It’s also good for
those times when you want to soloing elite mobs.
-------------------
Improved Revive Pet
-------------------
EFFECT: Reduces Revive Pet’s casting time by 3 seconds and the mana cost
by 20/40%, and increases the health your pet returns with by 15/30%.
POINTS: 2/2
TIER: 2
OVERVIEW: This is very important if you’re specializing in Beast Mastery
since a good part of your DPS with that build is coming from your pet.
With this, you’ll be able to shorten your downtime whenever your pet dies.
-----------
Pathfinding
-----------
EFFECT: Increase the speed bonus of your Aspect of the Cheetah and Pack
by 3/6%.
POINTS: 2/2
TIER: 3
OVERVIEW: This just isn’t worth it. You’ll seldom find a situation where
you and your party will really need to run 6% faster. The only time I
could see this being useful is if your group wipes in an instance and
you need to get back to where you were before the mobs respawn but even
then, it’s not going to make that big of a impact on anything.
-----------------
Bestial Swiftness
-----------------
EFFECT: Increase the outdoor movement speed of your pet by 30%.
POINTS: 1/1
TIER: 3
OVERVIEW: This may or may not be worth it, depending on how often you
really need your pet to move that much faster outdoors. It’d be great
for quickly slaying cloth wearers with your pet but aside from that,
you really don’t need this.
--------------
Unleashed Fury
--------------
EFFECT: Increase the damage done by your pet by 4/8/12/16/20%.
POINTS: 5/5
TIER: 3
OVERVIEW: This is a key talent for any Beast Mastery Hunter but it’s
also good if you just happen to have extra talent points. In PvP,
most players don’t touch the pet so it’s good to have in Battlegrounds.
-----------------
Improved Mend Pet
-----------------
EFFECT: Gives Mend Pet a 15/50% chance of cleansing one Curse, Disease,
Magic, or Poison effect from your pet each tick.
POINTS: 2/2
TIER: 4
OVERVIEW: Oftentimes, debuffs on your pet won’t drastically make things
tougher for you a Hunter but it could be nice to have this around for
those times when your pet receives a particularly nasty debuff.
--------
Ferocity
--------
EFFECT: Increase the critical strike chance of your pets by 3/6/9/12/15%.
POINTS: 5/5
TIER: 4
OVERVIEW: Excellent talent. It goes right alongside Unleashed Fury and
is part of what makes Beast Mastery pets so vicious. If you’ve gone this
far down the tree, you should invest your points into this.
-----------
Spirit Bond
-----------
EFFECT: While your pet is active, you and your pet recover 1/2% of your
health every 10 seconds.
POINTS: 2/2
TIER: 5
OVERVIEW: This talent is good but it’s hard to tell if it’s worth having
around. It’s health regeneration that works in combat but is it enough
to make it worthwhile? That’s a tough one.
------------
Intimidation
------------
EFFECT: Grants you access to the move Intimidation.
POINTS: 1/1
TIER: 5
OVERVIEW: This is a very good skill to have because of the stun effect,
which can help stop enemies from fleeing. If you’ve gone this far down
the tree, drop one talent point into this.
------------------
Bestial Discipline
------------------
EFFECT: Increase your pet’s Focus regeneration by 10/20%.
POINTS: 2/2
TIER: 5
OVERVIEW: Focus tends to regenerate quickly but oftentimes, your pets
will drain its Focus faster than it can gain back. This is a good
solution to that problem, especially if your pet uses moves with short
cooldown timers.
------
Frenzy
------
EFFECT: Gives your pet a 20/40/60/80/100% chance to gain a 30% attack
speed bonus for 8 seconds after inflicting a critical strike.
POINTS: 5/5
TIER: 6
NOTE: You must have 5 points in Ferocity to access this talent.
OVERVIEW: This is one of the many reasons why Beast Mastery pets are so
deadly. This in conjunction with Unleashed Fury and Ferocity makes your
pet inflict lethal amounts of damage.
-------------
Bestial Wrath
-------------
EFFECT: Grants you access to the move Bestial Wrath.
POINTS: 1/1
TIER: 7
NOTE: You must have 1 point in Intimidation to access this talent.
OVERVIEW: This on top of all of the other attack-enhancing talents turns
your pet into a deadly killer and because it can’t be stopped or feared,
it can destroy cloth wearers very easily.
------------------------------------------------------------------------
d. Choosing Your Specialization
------------------------------------------------------------------------
There are lots of talents to choose from but the big question is: which
one suits you best? Here are some things you should look at when
planning out your talents.
------------
Marksmanship
------------
The talents in this tree will steadily increase your overall ranged DPS
and is the most popular choice of the three trees. This tree plays an
emphasis on offense with enhancements such as Barrage and Ranged
Weapon Specialization and is arguably the most viable PvE tree for
parties thanks to Trueshot Aura, though it’s also an excellent choice
for PvP. The two highlights of this tree are Aimed Shot and Scatter
Shot, both of which are excellent because of what they can do.
--------
Survival
--------
If you prefer to play more defensively or if you expect yourself to get
into melee range a lot, then this is the tree for you. These talents
greatly enhance all of your close-ranged abilities and it gives you
several ways of immobilizing your targets as well as major improvements
to your Traps and a Sting that serves as extra crowd control.
That’s not to say that this tree is weaker than the other two. Several
talents also boost your offensive abilities as well, including Lightning
Reflexes, which increases your overall Agility by up to 15%. I’ve
noticed that this build with Marksmanship as a secondary resulted in
a significantly higher DPS output and a much higher ranged attack power,
thanks to Lightning Reflexes. However, the downside to this is that that
talent alone makes attack power bonuses less friendly to a Hunter than
Agility. For example, a Dragonstalker’s Helm and its high Agility bonus
will do more good for a Survival Hunter than the Crown of Destruction,
which uses Attack Power and +2% Critical Strike instead.
Because of the high burst damage and overall DPS, this ends up being
the most popular choice for PvP, and in some cases, the most viable.
-------------
Beast Mastery
-------------
If you want to try something different, there’s always this tree, which
greatly strengthens your pets. Various talents boost your pet’s damage
and there are ones that will allow your pet to soak up more damage in
combat. With enough points invested in this tree, your pet becomes
deadly to the point where it can rip cloth wearers to pieces. The only
downside to this tree is that if your pet dies, a good portion of those
talents then becomes useless. This tree is ideal for PvP because people
often forget to attack the pet and the pet can be used to go after cloth
wearers in the distance.
================================================== ======================
-----------------------[ VI. Choosing Your Pet ]------------------------
================================================== ======================
Even though a Hunter is powerful on his own, a pet is still a very
important part of that class. The trick is trying to find a pet that
you’ll enjoy having by your side. Hunters get a multitude of pets to
choose from, each with its own variation of skins and colors. All pets
are more or less balanced so no single animal type is better than the
rest, though certain ones are more popular than the others.
------------------------------------------------------------------------
a. Available Pets
------------------------------------------------------------------------
With up to three stable slots, you can have three pets in your reserve.
Here is a list of the different kinds of pets that you can own.
----
Bear
----
MOVES: Growl, Cower, Bite, Claw
DIET: Bread, Cheese, Meat, Fish, Fruit, Fungus
OVERVIEW: Bears are the most ideal tanking pets in the game because of
their high stamina and armor count. Although they’re limited in the
kinds of moves they can learn and are offensively weak, they serve their
role well and their stamina and armor count can be enhanced through
passive abilities.
HIGHLIGHTS: Bears attack relatively slow with an average of 2.0 attack
speed but there is an elite Lv.56 white bear named Ursius in
Winterspring with a speed of 2.4.
---
Cat
---
MOVES: Growl, Cower, Bite, Claw, Prowl, Dash
DIET: Meat, Fish
OVERVIEW: Cats don’t have much in the way of armor but are very popular
because they’re excellent offensive pets. They tend to have high attack
speeds ranging from 1.5 to 1.3, have a strong base damage, and have
Prowl and Dash, which are a lot of fun to play around with. They also
come in a flavorful variety of colors and stripes. The saber-toothed
frostsabers in Winterspring are especially fun to own.
HIGHLIGHTS: Cats are already fast attackers as it is but there are some
cats that are even faster. A lion called The Rake has a 1.2 attack speed
and spawns in Mulgore. There’s also Broken Tooth from the Badlands which
clocks in at a stunning 1.0.
---
Owl
---
MOVES: Growl, Cower, Claw, Screech, Dive
DIET: Meat
OVERVIEW: Owls are built for offense but work with a lower attack speed
as opposed to the cats’ fast speeds. They’re elegant pets and have a set
of good moves. Screech is an excellent move because of its area of
effect and Dive is excellent for PvP or scouting.
HIGHLIGHTS: White owls are as beautiful as they come and you’ll find
plenty of them flying around Winterspring.
---
Bat
---
MOVES: Growl, Cower, Claw, Screech, Dive
DIET: Fruit, Fungus
OVERVIEW: Bats are alternative flying pets to owls and their stats are
built very similar to one another. They’re also meaner-looking. They
even share the same moves. The major difference is that low-level owls
are relatively easier for Alliance players to obtain whereas Horde
players have an easier time finding low-level bats. Bats also have a
pickier diet.
HIGHLIGHTS: Word is that Zul’Gurub is home to bats that have a 1.0
attack speed and move faster than other pets.
------
Raptor
------
MOVES: Growl, Cower, Bite, Claw
DIET: Meat
OVERVIEW: Like most offensively-built pets, raptors don’t have much in
the way of armor and health but they make up for it with their attack
strength. Unfortunately, they don’t have any unique moves but they’re
solid fighters and there are plenty of cool colors to choose from,
especially in the Wetlands.
HIGHLIGHTS: Takk the Leaper, which spawns in the Barrens, is the only
raptor with a unique skin, a shade of grayish-blue.
------
Spider
------
MOVES: Growl, Cower, Bite
DIET: Meat
OVERVIEW: Spiders’ stats are also geared more towards offense than
defense and they come in a wide variety of body types. The species come
with either fuzzy or thin legs and you’ll see plenty of them during your
time in Azeroth. Sadly, spiders come with a very limited set of moves.
HIGHLIGHTS: In the inland parts of Duskwood, you can find black widows
that look great. You can also find blue crystalline spiders in the
Searing Gorge. There are also blue Spire Spiderlings within Lower
Blackrock Spire, which are said to have a fast 1.5 attack speed.
------------
Wind Serpent
------------
MOVES: Growl, Cower, Bite, Dive, Lightning Breath
DIET: Bread, Cheese, Fish
OVERVIEW: Wind Serpents are an amazing bunch. They look neat and come in
a variety of colors. Even though they don’t have much in the way of
health and armor, their attack strength and fast-hitting moves make them
great for a straight-out offense. If you’re interested, you’ll find
these mostly in Kalimdor.
HIGHLIGHTS: There aren’t really any unique wind serpents but The Wailing
Caverns is the only place where you can find one with a dark blue skin.
----
Wolf
----
MOVES: Growl, Cower, Bite, Growl, Furious Howl
DIET: Meat
OVERVIEW: Wolves are all-around good pets but what really makes them
shine is their unique ability Furious Howl, which grants any party
members within range a bonus to their next attack.
HIGHLIGHTS: There is a rare spawn named Lupos in Duskwood that
supposedly inflicts shadow damage and retains this unique feature after
being tamed.
----
Boar
----
MOVES: Growl, Cower, Bite, Dash, Charge
DIET: Bread, Cheese, Fish, Fruit, Fungus, Meat
OVERVIEW: Boars have a nice mix of well-balanced stats as well as a
unique move that is extremely useful. They’re also very common
throughout Azeroth. Their stats lean a bit more towards defense than
offense but regardless, they make solid pets and have an easy diet.
HIGHLIGHTS: Razorfen Kraul is home to a variety of unique boars with
armor plates on them. After you tame them, they’re not really any
different from other boars but they retain their unique appearances.
-------
Gorilla
-------
MOVES: Growl, Cower, Bite, Thunderstomp
DIET: Fungus, Fruit
OVERVIEW: Gorillas are fun to have around because of their high health
and their unique Thunderstomp move but there are a few flaws in having
them around. They’re not easy to come by since they only show up in
jungle habitats such as Stranglethorn Vale and Feralas and have a picky
diet. Their area-of-effect ability is nice but it has a one-minute
cooldown and gorillas don’t have much else in the way of moves.
HIGHLIGHTS: There aren’t really any unique gorillas out there.
-----------
Tallstrider
-----------
MOVES: Growl, Cower, Bite, Dash
DIET: Cheese, Fungus, Fruit
OVERVIEW: These are the funkiest animals on two legs in this game. They
may not look like much but they have a pretty decent health count and a
fast attack speed but they don’t have many moves and have an odd diet.
They’re native to the low-level regions of Kalimdor such as Mulgore,
Darkshore, and the Barrens but they’re nonexistent once you leave those
areas. If you plan on getting one, you should get one as early as
possible.
HIGHLIGHTS: There are two uniquely skinned tallstriders in the game. In
Mulgore is Mazzranache with its pink and black skin. Many players
jokingly call it the pink flamingo because of these colors. The other is
the rare Strider Clutchmother from Darkshore, which has a teal and
orange skin.
-----
Hyena
-----
MOVES: Growl, Cower, Bite, Dash
DIET: Meat, Fruit
OVERVIEW: Hyenas make nice pets because of its well-balanced stats and
quick attack speed but they don’t have much in the way of abilities. The
majority of the hyenas reside in parts of Kalimdor but there are some in
the Blasted Lands in Azeroth.
HIGHLIGHTS: The Scarlet Monastery is home to a unique red-skinned hyena.
Look for the Scarlet Tracking Hounds.
------------
Carrion Bird
------------
MOVES: Growl, Cower, Bite, Claw, Dive
DIET: Meat, Fish
OVERVIEW: This is the general name for Warcraft’s variety of buzzards,
vultures, rocs, and condors. Like the Hyena, they have well-balanced
stats but have a little more in the way of abilities.
HIGHLIGHTS: There aren’t really any outstanding carrion birds in the
wild but certain areas where they thrive occasionally have a rare-
spawning red and black bird under various names.
------
Turtle
------
MOVES: Growl, Cower, Bite, Shell Shield
DIET: Fungus, Fruit
OVERVIEW: As you would expect, turtles have naturally high armor but low
attack strength, making them versatile tanks versus physical attackers,
especially if you use Shell Shield. This higher armor count also makes
Mend Pet that much more efficient. The only downside to turtles is that
they have that picky vegetarian diet.
HIGHLIGHTS: There aren’t any particularly amazing turtles out there.
-------
Scorpid
-------
MOVES: Growl, Cower, Claw, Scorpid Poison
DIET: Meat
OVERVIEW: Like turtles, scorpids are also high-armored tanking pets but
rather than a damage-reducing move, they have a unique poison ability
that stacks up to five times. They also eat meat as opposed to fungus
and fruit, which are tougher to find in the wild.
HIGHLIGHTS: There aren’t any particularly outstanding scorpids out
there.
---------
Crocolisk
---------
MOVES: Growl, Cower, Bite
DIET: Meat, Fish
OVERVIEW: Crocolisks are an interesting bunch and that’s not just
because they have six legs. They have a good armor count and decent
attack strength but have relatively low health. They’re good for if you
want a defensive pet that can still push a little offensive power but
they suffer from a lack of moves.
HIGHLIGHTS: Interestingly, there is an albino crocolisk that
occasionally lurks in the canals of Stormwind City called the Sewer
Beast. As a pet, it’s not really any different from other crocolisks.
It’s just fun seeing a reference to the legend of alligators living in
the sewers.
----
Crab
----
MOVES: Growl, Cower, Claw
DIET: Bread, Fish, Fruit, Fungus
OVERVIEW: Just as you may expect from a shelled animal, crabs have a
high armor count in exchange for low health. Aside from that, they have
an odd diet, limited abilities, and reside mostly on beaches and shores.
There’s really not much more to it than that.
HIGHLIGHTS: Red crabs are very common in Durotar and the Barrens, which
isn’t a problem for Horde players who want one, but if you’re an
Alliance player interested in owning one with a red shell, you’ll have
to make a tough journey.
------------------------------------------------------------------------
b. Pet Skills
------------------------------------------------------------------------
Just like you, your pet also learns various abilities, some of which
are unique to certain types of animals. Unlike you, they use Focus
instead of mana, which works the same way as a Rogue’s Energy. While
Growl and several passive abilities can be taught through the Pet
Trainers in each major city, most moves require that you tame the beasts
with those abilities and use them.
Some abilities are active, while others are passive. You’ll know which
is which as you go through the list. Also, when you teach your pet new
abilities, it consumes training points, which are gained through
level-ups and friendship gains. You only have a limited amount of
these points and it costs money to unlearn them so choose your abilities
wisely.
-----------------
Arcane Resistance
-----------------
EFFECT: Increase your pet’s Arcane Resistance by 30.
LEARNED BY: All Pets
LEVEL RANK FOCUS CHANGE
20 1 Resistance starts at 30.
30 2 Resistance increased to 60.
40 3 Resistance increased to 90.
50 4 Resistance increased to 120.
OVERVIEW: Since arcane damage isn’t very common in this game, this
resistance isn’t really worth it. The only real dangerous source of
arcane damage is Mages and even then, they’re more concerned about you
than your pet.
----
Bite
----
ACTION: Bite your target for 7 to 9 damage.
RANGE: 5 yards
CASTING TIME: Instant
COOLDOWN: 10 sec.
LEARNED BY: Bear, Cat, Crocolisk, Turtle, Boar, Gorilla, Tallstrider,
Raptor, Spider, Bat, Wind Serpent, Wolf, Hyena, Carrion Bird
LEVEL RANK FOCUS CHANGE
1 1 35 Damage starts at 7 to 9.
8 2 35 Damage increased to 16 to 18.
16 3 35 Damage increased to 24 to 28.
24 4 35 Damage increased to 31 to 37.
32 5 35 Damage increased to 40 to 48.
40 6 35 Damage increased to 49 to 59.
48 7 35 Damage increased to 66 to 80.
56 8 35 Damage increased to 81 to 99.
OVERVIEW: Bite is a very basic offensive ability for pets that most
animals can learn. It does a moderate amount of damage for pet standards
but if you prefer something that hits faster but for less damage, Claw
may be the better alternative. Certain pets can learn both but
oftentimes, your pet won’t generate enough Focus to make it worthwhile.
------
Charge
------
ACTION: Charge an enemy, immobilizing it for 1 second and adding
50 attack power to your pet’s next attack.
RANGE: 8-25 yards
CASTING TIME: Instant
COOLDOWN: 25 sec.
LEARNED BY: Boar
LEVEL RANK FOCUS CHANGE
1 1 35 Attack power bonus starts at 50.
12 2 35 Attack power bonus increased to 100.
24 3 35 Attack power bonus increased to 180.
36 4 35 Attack power bonus increased to 250.
48 5 35 Attack power bonus increased to 390.
60 6 35 Attack power bonus increased to 550.
OVERVIEW: This is a move that’s great for quickly stopping your target
from fleeing and the attack power bonus is pretty nice given that it’s
coming from a pet.
----
Claw
----
ACTION: Claw your target for 4 to 6 damage.
RANGE: 5 yards
CASTING TIME: Instant
COOLDOWN: 1 sec. Global Cooldown
LEARNED BY: Bear, Cat, Owl, Raptor, Crab, Scorpid
LEVEL RANK FOCUS CHANGE
1 1 25 Damage starts at 4 to 6.
8 2 25 Damage increased to 8 to 12.
16 3 25 Damage increased to 12 to 16.
24 4 25 Damage increased to 16 to 22.
32 5 25 Damage increased to 21 to 29.
40 6 25 Damage increased to 26 to 36.
48 7 25 Damage increased to 25 to 49.
56 8 25 Damage increased to 43 to 59.
OVERVIEW: This is one of two basic physical attack abilities that pets
have. If you prefer faster, weaker hits, then this move is for you.
If you want something a little heavier, there’s always Bite.
-----
Cower
-----
ACTION: Reduces your pet’s threat, decreasing the chance that it’ll
attack the pet.
RANGE: 5 yards
CASTING TIME: Instant
COOLDOWN: 5 sec.
LEARNED BY: All Pets
LEVEL RANK FOCUS CHANGE
5 1 15 Reduces threat.
15 2 15 Reduces more threat than Rank 1.
25 3 15 Reduces more threat than Rank 2.
35 4 15 Reduces more threat than Rank 3.
45 5 15 Reduces more threat than Rank 4.
55 6 15 Reduces more threat than Rank 5.
OVERVIEW: The uses of move are often overlooked. Whenever you’re in a
group, the Warrior should be the one with the highest aggro so to ensure
that your pet doesn’t get in the way of things, use Cower. It’s also
good for those times when you need to save your pet from dying. While
there are certainly many different other ways to keep aggro away from
your pet, it’s something to consider.
----
Dash
----
ACTION: Increase your pet’s movement speed by 40% for 15 seconds.
RANGE: n/a
CASTING TIME: Instant
COOLDOWN: 30 sec.
LEARNED BY: Boar, Tallstrider, Cat, Wolf, Hyena
LEVEL RANK FOCUS CHANGE
30 1 20 Speed bonus starts at 40%.
40 2 20 Speed bonus increased to 60%.
50 3 20 Speed bonus increased to 80%.
OVERVIEW: Dash is a great ability for chasing down targets or for times
where you need to lure a mob towards you. It’s especially useful in PvP,
where speed is an important part of combat.
----
Dive
----
ACTION: Increases your pet’s movement speed by 40% for 15 seconds.
RANGE: n/a
CASTING TIME: Instant
COOLDOWN: 30 sec.
LEARNED BY: Owl, Bat, Wind Serpent, Carrion Bird
LEVEL RANK FOCUS CHANGE
30 1 20 Speed bonus starts at 40%.
40 2 20 Speed bonus increased to 60%.
50 3 20 Speed bonus increased to 80%.
OVERVIEW: Dive is basically Dash for flying animals.
That’s all there is to it.
---------------
Fire Resistance
---------------
EFFECT: Increase your pet’s Fire Resistance by 30.
LEARNED BY: All Pets
LEVEL RANK FOCUS CHANGE
20 1 Resistance starts at 30.
30 2 Resistance increased to 60.
40 3 Resistance increased to 90.
50 4 Resistance increased to 120.
OVERVIEW: Fire damage is a pretty common damage type in the game and
many of the endgame dungeons are heavy on fire attacks so this is a
good resistance type to invest your points in.
----------------
Frost Resistance
----------------
EFFECT: Increase your pet’s Frost Resistance by 30.
LEARNED BY: All Pets
LEVEL RANK FOCUS CHANGE
20 1 Resistance starts at 30.
30 2 Resistance increased to 60.
40 3 Resistance increased to 90.
50 4 Resistance increased to 120.
OVERVIEW: The majority of the frost damage that you’ll run into will be
in cold-themed places like Winterspring but there are Mages out there
who cleverly specialize in frost damage as it’s one of the damage types
where there isn’t much gear available to resist it.
------------
Furious Howl
------------
ACTION: Party members within range receive an extra 9 to 11 damage to
their next attack. Lasts 10 seconds.
RANGE: 15 yards
CASTING TIME: Instant
COOLDOWN: 10 sec.
LEARNED BY: Wolf
LEVEL RANK FOCUS CHANGE
10 1 60 Damage bonus starts at 9 to 11.
24 2 60 Damage bonus increased to 18 to 22.
40 3 60 Damage bonus increased to 28 to 34.
56 4 60 Damage bonus increased to 45 to 57.
OVERVIEW: This is a great support move for parties and has a short
cooldown time. If you plan on using this often, be sure to save enough
Focus to use it consistently.
-------------
Great Stamina
-------------
EFFECT: Increases your pet’s stamina by 3.
LEARNED BY: All Pets
LEVEL RANK FOCUS CHANGE
10 1 Stamina bonus starts at 3.
12 2 Stamina bonus increased to 5.
18 3 Stamina bonus increased to 7.
24 4 Stamina bonus increased to 10.
30 5 Stamina bonus increased to 13.
36 6 Stamina bonus increased to 17.
42 7 Stamina bonus increased to 21.
48 8 Stamina bonus increased to 26.
54 9 Stamina bonus increased to 32.
60 10 Stamina bonus increased to 40.
OVERVIEW: After giving your pet all of the active skills you want, drop
whatever training points you have left in this great passive ability.
Since pets are taking the bulk of the damage most of the time, this is
a very important ability to have.
-----
Growl
-----
ACTION: Taunts the mob, increasing the chance that it’ll attack the pet.
RANGE: 5 yards
CASTING TIME: Instant
COOLDOWN: 15 sec.
LEARNED BY: All Pets
LEVEL RANK FOCUS CHANGE
1 1 15 Causes threat.
10 2 15 Causes more threat than Rank 1.
20 3 15 Causes more threat than Rank 2.
30 4 15 Causes more threat than Rank 3.
40 5 15 Causes more threat than Rank 4.
50 6 15 Causes more threat than Rank 5.
60 7 15 Causes more threat than Rank 6.
OVERVIEW: Keep this move on auto-cast. This is your pet’s most vital
move in tanking the mobs you attack.
----------------
Lightning Breath
----------------
ACTION: Deal 11 to 13 nature damage to a single target.
RANGE: 20 yards
CASTING TIME: Instant
COOLDOWN: 1 sec. Global Cooldown
LEARNED BY: Wind Serpent
LEVEL RANK FOCUS CHANGE
1 1 50 Damage starts at 11 to 13.
12 2 50 Damage increased to 21 to 23.
24 3 50 Damage increased to 36 to 40.
36 4 50 Damage increased to 51 to 59.
48 5 50 Damage increased to 78 to 90.
60 6 50 Damage increased to 99 to 113.
OVERVIEW: This is perhaps the only ranged attack available to a Hunter
pet and it’s inflicts a pretty decent amount of damage. If you have a
Wind Serpent, don’t pass on the opportunity to teach it this ability.
-------------
Natural Armor
-------------
EFFECT: Increases your pet’s armor count by 50.
LEARNED BY: All Pets
LEVEL RANK FOCUS CHANGE
10 Armor bonus starts at 50.
12 Armor bonus increased to 100.
18 Armor bonus increased to 160.
24 Armor bonus increased to 240.
30 Armor bonus increased to 330.
36 Armor bonus increased to 430.
42 Armor bonus increased to 550.
48 Armor bonus increased to 675.
54 Armor bonus increased to 810.
60 Armor bonus increased to 1000.
OVERVIEW: This is probably the second most important passive skill next
to Great Stamina. Since the majority of the damage your pet takes is
physical, a little extra armor goes a long way.
-----------------
Nature Resistance
-----------------
EFFECT: Increase your pet’s Nature Resistance by 30.
LEARNED BY: All Pets
LEVEL RANK FOCUS CHANGE
20 1 Resistance starts at 30.
30 2 Resistance increased to 60.
40 3 Resistance increased to 90.
50 4 Resistance increased to 120.
OVERVIEW: Nature resist isn’t really uncommon but it’s not rare either.
Druids and Shamans have a handful of nature spells in their arsenal and
there are several kinds of mobs that cast nature spells.
-----
Prowl
-----
ACTION: Your pet goes into stealth, reducing its movement speed to 50%
of normal. The first attack breaking stealth does 120% of normal damage.
RANGE: n/a
CASTING TIME: Instant
COOLDOWN: 10 sec.
LEARNED BY: Cat
LEVEL RANK FOCUS CHANGE
30 1 40 Speed reduced to 50%. Damage bonus at 120%.
40 2 40 Speed raised to 55%. Damage bonus raised to 135%.
50 3 40 Speed raised to 60%. Damage bonus raised to 150%.
OVERVIEW: This is the Rogue-based ability that is exclusive to cats.
With Eyes of the Beast and Dash, your cat becomes an effective scout.
It’s also good for when you’re trying to sneak around corners and are
afraid that your pet might aggro.
--------------
Scorpid Poison
--------------
ACTION: Applies a poison that deals 8 nature damage over 8 seconds.
Can be stacked up to five times.
RANGE: 5 yards
CASTING TIME: Instant
COOLDOWN: 4 sec.
LEARNED BY: Scorpid
LEVEL RANK FOCUS CHANGE
8 1 30 Total damage starts at 8.
24 2 30 Total damage increased to 12.
40 3 30 Total damage increased to 24.
56 4 30 Total damage increased to 32.
OVERVIEW: This move starts out weak but can get pretty strong if allowed
to stack up to its full five times. At Rank 4, five stacks will yield
160 damage over 8 seconds, a nice 20 damage per second.
-------
Screech
-------
ACTION: Deals 7 to 9 damage to one target and reduces the attack power
of all enemies in melee range by 25 for 4 seconds.
RANGE: 5 yards
CASTING TIME: Instant
COOLDOWN: 1 sec. Global Cooldown
LEARNED BY: Owl, Bat, Carrion Bird
LEVEL RANK FOCUS CHANGE
8 1 20 Damage at 7 to 9. Attack power reduced by 25.
24 2 20 Damage at 12 to 16. Attack power reduced by 50.
48 3 20 Damage at 19 to 25. Attack power reduced by 75.
56 4 20 Damage at 26 to 46. Attack power reduced by 100.
OVERVIEW: Screech’s damage is low but its attack power reduction is
excellent. As you can tell, it shaves off a pretty nice chunk of power
and from what I’ve read, it’s supposed to be great at maintaining aggro.
-----------------
Shadow Resistance
-----------------
EFFECT: Increase your pet’s Shadow Resistance by 30.
LEARNED BY: All Pets
LEVEL RANK FOCUS CHANGE
20 1 Resistance starts at 30.
30 2 Resistance increased to 60.
40 3 Resistance increased to 90.
50 4 Resistance increased to 120.
OVERVIEW: Shadow damage is a very common late game, especially in the
two Plaguelands and in a handful of instances. Consider giving your pet
this kind of resistance when you reach those areas.
------------
Shell Shield
------------
ACTION: Reduce all damage by 50% but decreases attack speed by 30%.
Lasts for 12 seconds.
RANGE: n/a
CASTING TIME: Instant
COOLDOWN: 3 min.
LEARNED BY: Turtle
LEVEL RANK FOCUS CHANGE
20 1 10 Damage reduction at 50%, speed decreased by 30%.
OVERVIEW: Think of this as a mini-Shield Wall. Shield Shield is a great
tanking ability added on top of an already well-armored animal. This is
best saved for moments where your turtle is either near death or is
taking a lot of damage.
------------
Thunderstomp
------------
ACTION: Deal 67 to 77 nature damage to all enemies within 8 yards.
RANGE: 8 yards
CASTING TIME: Instant
COOLDOWN: 1 min.
LEARNED BY: Gorilla
LEVEL RANK FOCUS CHANGE
30 1 60 Damage set to 67 to 77.
40 2 60 Damage increased to 87 to 99.
50 3 60 Damage increased to 115 to 133.
OVERVIEW: Thunderstomp is a strong area-of-effect ability but
is limited by its 1-minute cooldown. This move is best saved for fights
where there are clusters of mobs.
================================================== ======================
--------------------------[ VII. Equipment]-----------------------------
================================================== ======================
Although Hunters aren’t as gear-dependent as other classes, you’ll
still need good gear in order to be efficient at killing things. This
section will cover the kinds of gear that you’ll want to look at as you
go about on your journey.
------------------------------------------------------------------------
a. Basic Gear
------------------------------------------------------------------------
This section covers the basics of what kind of gear to look for.
------------
High Agility
------------
As you grow to Level 60, your agility is very important because it
affects your ranged attack power and critical strike chance. Any
uncommon gear with the suffixes “Wolf” or “Monkey” is good. If you can
find gear that has a bonus to attack power, it’s also a good choice as
well. Early on, you’ll be competing with Rogues and maybe Shamans and
Druids for gear since they can all wear leather armor. Once you hit
level 40, you’ll shut everything but Shamans out of the competition and
even then, the smart ones will know not to take certain pieces of gear
out of your hands.
--------------
Uncommon Armor
--------------
Uncommons will probably end up becoming your greatest source for
Agility as you make your way to 60. Most of the Uncommons are eight to
nine pieces categorized into a naming series such as “Mercurial Breast-
plate of” and “Mercurial Gauntlets of” but there are several Uncommons
that don’t belong in any series and have preset bonuses. Listed below
are the names of each series that comes with suffixes. Since there are
so many pieces of armor per series, I’ll only list the Chest pieces.
LEATHER CHEST ARMOR LV.REQ
Grizzly Jerkin 71 11
Bard’s Tunic 76 14
Lupine Vest 78 15
Feral Harness 81 17
Bandit Jerkin 82 18
Scouting Tunic 86 20
Rigid Tunic 87 21
Superior Tunic 90 23
Wrangler’s Wraps 92 24
Dervish Tunic 94 25
Robust Tunic 95 26
Pathfinder Vest 97 27
Scaled Leather Tunic 98 28
Cutthroat’s Vest 100 29
Infiltrator Armor 102 30
Headhunter’s Armor 103 31
Ghostwalker Rags 105 32
Archer’s Jerkin 106 33
Sentinel’s Breastplate 110 35
Trickster’s Vest 113 36
Nocturnal Tunic 115 37
Huntsman’s Armor 117 38
MAIL CHEST ARMOR LV.REQ
Brigade Breastplate 248 40
Ancient Chestpiece 254 41
Bonelink Armor 258 42
Champion’s Armor 263 43
Warmonger’s Chestpiece 273 45
Gryphon Mail Breastplate 278 46
Formidable Chestpiece 283 47
Lord’s Breastplate 288 48
Crusader’s Armor 298 50
Ironhide Breastplate 303 51
Merciless Surcoat 307 52
Ornate Breastplate 313 53
Engraved Breastplate 322 55
Impenetrable Breastplate 327 56
Magnificent Breastplate 332 57
Mercurial Breastplate 342 59
Masterwork Breastplate 347 60
Triumphant Chestplate 347 60
You’ll be weaning yourself off Uncommon gear once you hit level 60.
A Masterwork Breastplate of the Monkey is never as good as a
Beaststalker’s Breastplate or an Ogre Forged Hauberk.
Also, you will run into moments in which you’ll find a piece of armor
that’s higher in level than what you’re already wearing but doesn’t have
the bonuses you need as a Hunter. Since your pet is taking most of the
damage anyway, you can afford to not wear a new piece of armor that
offers higher Armor but no Agility. Of course, you’ll eventually find an
improvement to what you already have but you don’t have to jump from
“Brigade Breastplate of the Monkey” to “Ancient Chestpiece of the Boar”.
For those who are curious, the animal suffixes offer the following:
NAME BONUSES
Of the Monkey +Agility, +Stamina
Of the Tiger +Agility, +Strength
Of the Wolf +Agility, +Spirit
Of the Falcon +Agility, +Intellect
Of the Eagle +Intellect, +Stamina
Of the Gorilla +Intellect, +Strength
Of the Bear +Strength, +Stamina
Of the Whale +Spirit, +Stamina
Of the Boar +Spirit, +Strength
Of the Owl +Spirit, +Intellect
There are other suffixes such as “of Marksmanship” or “of Defense” but
these animal suffixes are the most common ones.
--------------
Ranged Weapons
--------------
As you progress, you’ll run across different kinds of Guns, Bows, and
Crossbows. Guns and Bows are more or less similar to one another in
terms of damage and speed but Crossbows tend to have slower attack
speeds, favoring high base damage instead. Many of these weapons will
have suffixes or some kind of bonus on them.
UNCOMMON GUNS BASE SPEED DPS LV.REQ
Rough Boomstick 6-13 2.30 4.1 5
Compact Shotgun 7-14 2.00 5.2 8
Hunter’s Muzzle Loader 9-18 1.80 7.5 14
Deadly Blunderbuss 15-28 2.60 8.3 16
Lovingly Crafted Boomstick 12-23 1.80 9.7 19
Silver-Plated Shotgun 19-37 2.70 10.4 21
Moonsight Rifle 14-26 1.70 11.8 24
“Mage-Eye” Blunderbuss 24-46 2.80 12.5 26
BKP “Sparrow” Smallbore 15-30 1.70 13.2 28
Explosive Shotgun 22-42 2.10 15.2 32
Smoothbore Gun 29-54 2.50 16.6 34
Mithril Blunderbuss 36-68 2.90 17.9 36
Sniper Rifle 56-65 3.00 20.2 39
Mithril Heavy-Bore Rifle 41-76 2.90 20.2 39
Richochet Blunderbuss 36-67 2.30 22.4 43
Percussion Shotgun 37-70 2.30 23.3 45
Thorium Rifle 42-79 2.50 24.2 47
Burnside Rifle 45-85 2.50 26.0 51
Sharpshooter Harquebus 43-80 2.20 28.0 55
Unsophisticated Hand Cannon 48-91 2.50 27.8 55
UNCOMMON BOWS BASE SPEED DPS LV.REQ
Hunting Bow 8-16 2.60 4.6 6
Heavy Shortbow 10-20 2.50 6.0 10
Fine Shortbow 7-14 1.70 6.2 11
Light Bow 9-18 1.70 7.9 16
Short Ash Bow 12-23 1.90 9.2 18
Naga Heartpiercer 13-25 1.80 10.6 21
Precision Bow 20-37 2.60 11.0 22
Long Battle Bow 18-34 2.20 11.8 24
Ravenwood Bow 17-32 1.90 12.9 27
Study Recurve 20-37 2.20 13.0 27
Archer’s Longbow 23-44 2.60 12.9 27
Whipwood Recurve Bow 17-32 1.80 13.6 29
Long Redwood Bow 28-52 2.80 14.3 30
Dense Shortbow 19-35 1.90 14.2 30
Trueshot Bow 24-45 1.90 18.2 36
Crusader Bow 32-60 2.20 20.9 40
Massive Longbow 43-80 2.80 22.0 42
Sylvan Shortbow 32-59 2.00 22.8 44
Harpy Needler 44-84 2.70 23.7 46
Siege Bow 48-90 2.80 24.6 48
Quillfire Bow 41-77 2.30 25.7 50
Voone’s Twitchbow 31-58 1.60 27.8 55
Ogre Toothpick Shooter 61-62 2.20 28.0 55
Blasthorn Bow 51-96 2.60 28.3 56
Hawkeye Bow 35-65 1.70 29.4 58
Archstrike Bow 48-91 2.30 30.2 60
UNCOMMON CROSSBOWS BASE SPEED DPS LV.REQ
Steelarrow Crossbow 29-45 3.40 10.9 22
There is a much larger variety of Bows over Guns but the overall DPS at
each level is pretty much the same. Here now is a list of the Uncommon
Guns and Bows that you’ll come across. These are stronger than their
Uncommon equivalents at their levels. Some weapons come with additional
elemental damage.
RARE GUNS BASE SPEED DPS LV.REQ
Lil Timmy’s Peashooter 20-37 2.60 11.0 16
Double-Barreled Shotgun 21-40 2.30 13.3 22
Hi-Tech Supergun 23-43 2.30 14.3 24
Chesterfall Musket 26-50 2.30 16.5 28
Ironweaver 31-59 2.60 17.3 29
Glass Shooter 36-68 2.90 17.9 30
The Silencer 43-82 2.80 22.3 37
Shadowforge Bushmaster 46-86 2.90 22.8 38
Galgann’s Fireblaster 44-84 +1-3 2.60 25.4 42
Guttbuster 49-92 2.70 26.1 45
Megashot Rifle 32-61 1.70 27.4 48
Houndmaster’s Rifle 44-82 2.30 27.4 48
Dark Iron Rifle 53-100 +2-4 2.70 29.4 50
Burstshot Harquebus 52-98 2.60 28.8 51
Shell Launcher Shotgun 48-89 +1-4 2.30 30.9 53
Flawless Arcanite Rifle 65-122 3.00 31.2 56
Willey’s Portable Howitzer 63-118 2.90 31.2 56
Xorothian Firestick 57-108 2.60 31.7 57
Crystal Slugthrower 65-122 2.80 33.4 60
Silithid Husked Launcher 68-128 2.80 35.0 60
RARE BOWS BASE SPEED DPS LV.REQ
Venomstrike 16-30 +3-6 2.40 11.5 19
Ranger Bow 23-45 2.70 12.6 20
Harpyclaw Short Bow 20-38 1.80 16.1 27
Nightstalker Bow 19-36 1.70 16.2 27
Quillshooter 31-58 +7-16 2.80 20.0 33
Skystriker Bow 30-57 2.10 20.7 34
Monolithic Bow 41-77 2.70 21.9 36
Stinging Bow 36-67 2.10 24.5 42
Needle Threader 34-64 2.00 24.5 42
Houndmaster’s Bow 34-64 1.80 27.2 48
Gryphonwing Long Bow 53-100 2.70 28.3 50
Satyr’s Bow 50-93 2.40 29.8 53
Riphook 46-87 2.20 30.2 54
Screeching Bow 70-71 2.30 30.7 55
Deep Strike Bow 58-108 2.70 30.7 55
Malgen’s Long Bow 63-118 2.90 31.2 56
Ancient Bone Bow 61-114 2.80 31.2 56
Eaglehorn Long Bow 40-76 1.80 32.2 58
Outrunner’s Bow 54-101 2.40 32.3 58
Outrider’s Bow 54-101 2.40 32.3 58
Hoodoo Hunting Bow 68-128 2.80 35.0 60
RARE CROSSBOWS BASE SPEED DPS LV.REQ
Crystalpine Stinger 35-54 2.80 15.9 27
Swiftwind 34-51 2.00 21.2 35
Skull Splitting Crossbow 52-79 2.60 25.2 43
Heartseeking Crossbow 71-108 +1-4 3.10 29.7 51
Blackcrow 77-117 3.20 30.3 54
Carapace Spine Crossbow 82-124 3.30 31.2 56
Stoneshatter 73-111 2.90 31.7 57
Finally, for the lucky folks, there are also a series of epic ranged
weapons that can be found outside of the high-end raiding instances.
These weapons tend to have a variety of bonuses in addition to their
high DPS.
EPIC GUNS BASE SPEED DPS LV.REQ
Precisely Calibrate Boomstick 38-45 1.50 27.7 43
Dwarven Hand Cannon 66-124+1-11 2.90 34.8 53
Core Marksman Rifle 64-120 2.50 36.8 60
Gurubashi Dwarf Destroyer 76-142 2.80 38.9 60
Blastershot Launcher 74-136 2.60 40.2 60
Dragonbreath Hand Cannon 86-160 2.80 43.9 60
Grand Marshal’s Hand Cannon 107-162 2.90 46.4 60
High Warlord’s Street Sweeper 107-162 2.90 46.4 60
Blessed Qiraji Musket 86-160 2.60 47.3 60
Toxic Injector 68-128 2.00 49.0 60
Larvae of the Great Worm 103-192 3.00 49.2 60
EPIC BOWS BASE SPEED DPS LV.REQ
Bow of Searing Arrows 47-88 +1-5 2.70 26.1 37
Hurricane 34-63 1.60 30.3 48
The Purifier 71-132 3.00 33.8 60
Mandokir’s Sting 68-127 2.60 37.5 60
Bow of Taut Sinew 59-111 2.20 38.6 60
Striker’s Mark 69-129 2.50 39.6 60
Heartstriker 80-149 2.60 44.0 60
Grand Marshal’s Bullseye 66-100 1.80 46.1 60
High Warlord’s Recurve 66-100 1.80 46.1 60
Huhuran’s Stinger 87-163 2.70 46.3 60
EPIC CROSSBOWS BASE SPEED DPS LV.REQ
Polished Ironwood Crossbow 101-153 3.10 41.0 60
Crossbow of Imminent Doom 103-155 3.10 41.6 60
Ashjre’thul, Xbow of Smiting 124-186 3.40 45.6 60
Grand Marshal’s Repeater 107-162 2.90 46.4 60
High Warlord’s Crossbow 107-162 2.90 46.4 60
As of the time of this guide’s update, the Naxxramas raid instance is
still very new so there’s little information the weapons found there.
As more information unfolds, I’ll add it. I also didn’t list Rhok’delar,
which I’ll talk about in a later chapter.
------------------------------------------------------------------------
b. Dungeon Set 1: Beaststalker Armor
------------------------------------------------------------------------
Once you hit level 60, it’s time to start looking for your eight-piece
armor sets, starting with Beaststalker Armor. Each of the eight Mail-
type pieces is rare so they have blue letters in their names and only
the gloves, belt, and bracers are Bind-on-Equip. The rest are Bind-on-
Pickup. Here is the breakdown of where to look for the pieces:
-------------------
Beaststalker’s Belt
-------------------
Bind On Equip
Requires Lv.53
Waist
193 Armor
+11 Spirits
+10 Agility
+9 Intellect
+9 Strength
+6 Stamina
This is a random drop from the mobs scattered throughout Blackrock
Spire. You’ll just have to get lucky and hope that one drops. Either
that or you could try buying one from another player but expect to pay
an arm and a leg.
-----------------------
Beaststalker’s Bindings
-----------------------
Bind On Equip
Requires Lv.52
Wrist
148 Armor
+15 Agility
+7 Stamina
This is a random drop from the undead mobs scattered throughout
Stratholme, though Allakhazam and and Thottbot reports a select few
dragonkin mobs from Blackrock Spire as capable of dropping them. Like
the Belt, you’ll just have to either get lucky or spend a fortune.
---------------------
Beaststalker’s Gloves
---------------------
Bind On Equip
Requires Lv.54
Hands
218 Armor
+14 Agility
+9 Stamina
+9 Intellect
+10 Spirit
This is a random drop from the loot table of Warmaster Voone, a boss in
Lower Blackrock Spire. Sadly, people dislike LBRS and you’ll often be
competing with many other Hunters for gear when you get a chance to go.
Out of the three BoE pieces, this one will probably cost you the most if
you choose to pay for it.
---------------------
Beaststalker’s Mantle
---------------------
Bind On Pickup
Requires Lv.55
Shoulder
266 Armor
+11 Agility
+17 Stamina
+7 Intellect
+4 Spirit
This is from the last boss in LBRS, the great Overlord Wyrmthalak. Like
the Gloves, you’ll probably be competing with many other Hunters for
these. As an alternative, try getting Black Dragonscale Shoulders or
take a trip through Scholomance for a shot at the Bone Golem Shoulders.
--------------------------
Beaststalker’s Breastplate
--------------------------
Bind On Pickup
Requires Lv.58
Chest
370 Armor
+5 Strength
+21 Agility
+16 Stamina
+13 Intellect
+6 Spirit
This one drops from General Drakkisath, the last boss of Upper
Blackrock Spire. Thanks to the reduced player cap for the instance,
getting to the last boss of this instance is going to be extremely tough
without a good group.
------------------
Beaststalker’s Cap
------------------
Bind On Pickup
Requires Lv.57
Head
297 Armor
+20 Agility
+20 Stamina
+10 Intellect
+6 Spirit
This one drops from Darkmaster Gandling, the last boss of Scholomance.
Since the player cap has been reduced to five, you probably won’t get
much competition when it drops.
--------------------
Beaststalker’s Boots
--------------------
Bind On Pickup
Requires Lv.54
Feet
240 Armor
+21 Agility
+9 Stamina
This one drops from Nerub’enkan, the first boss on a Baron-side run
through Stratholme. Like the Cap, because the player cap for the
instance has been reduced to five, you shouldn’t have much competition
for it.
--------------------
Beaststalker’s Pants
--------------------
Bind On Pickup
Requires Lv.56
Legs
315 Armor
+6 Strength
+26 Agility
+6 Stamina
+12 Spirit
This drops from Baron Rivendare, the last boss of a Baron-side run
through Stratholme. He isn’t terribly difficult if done with a good
group and Baron runs tend to be very popular.
------------------------------------------------------------------------
c. Weapons
------------------------------------------------------------------------
Ranged weapons are easy to pick out; if there’s a stronger gun or bow
or crossbow, go for it. Melee weapons, on the other hand, are a little
trickier to pick out. How should you decide on a weapon? Let’s look at
the situation.
Before we start, the melee weapons you may wield include swords, axes,
daggers, and staves. Hunters can’t use maces.
---------------------
Ranged Weapon Support
---------------------
Ideally, you want a melee weapon that will support your ranged weapons.
As a Hunter, you won’t be swinging your melee weapons a lot so the base
damage of the weapon itself isn’t as important as the bonuses it offers.
If you want some Greens, look for weapons of the Wolf or Monkey or
anything that has Agility, Attack Power, or even bonuses to your Hit and
Critical Strike chances.
--------------------------
Two-Hand Versus Dual-Wield
--------------------------
Although you won’t get Dual-Wield until level 20, players always wonder
which of the two is better and the answer is neither. The bonuses found
on a 2H weapon will always be higher than a single 1H weapon of the same
level and if you dual-wield, the off-hand weapon will always inflict
half damage at half accuracy. This was done so that dual-wielding would
cause about the same damage over time as a 2H weapon.
It all becomes a matter of personal preference. By dual-wielding, you
get faster, weaker swings but by using a 2H weapon, you get slower,
harder hits.
-------------------
Good Weapon Choices
-------------------
For dual-wielders, check out these weapons:
Bone Slicing Hatchet
One Hand, Axe
48-90 Damage, 1.70 Speed
(40.6 DPS)
+13 Agility
+5 Stamina
Dal’Rend’s Sacred Charge Dal’Rend’s Tribal Guardian
Main Hand, Sword Off Hand, Sword
81-151 Damage, 2.80 Speed 52-97 Damage, 1.80 Speed
(41.4 DPS) (41.4 DPS)
+4 Strength +100 Armor
+1% Critical Strike +7 Defense
2-Piece Set Bonus: +50 Attack Power
The Hatchet drops off of Maleki the Pallid, one of the bosses from
Baron-side Stratholme while Dal’Rend’s can both be found on Warchief
Rend Blackhand from Upper Blackrock Spire. Both yield good bonuses for
Hunters, though for pure bonuses, the Hatchets have a slight edge over
the Dal’Rend’s.
For 2H weapon lovers, you have these:
Barbarous Blade Ice Barbed Spear
Two Hand, Sword Two Hand, Polearm
138-207 Damage, 3.20 Speed 155-233 Damage, 3.60 Speed
(53.9 DPS) (53.9 DPS)
+60 Attack Power +21 Agility
+1% Critical Strike +13 Strength
+20 Stamina
The Blade drops off of King Gordok in the north side of Dire Maul while
the Spear is a quest reward from Alterac Valley. The Barbarous Blade
yields a higher ranged attack power bonus but the Spear is good for
those who want more strength and stamina instead.
If you get to go to Zul’Gurub, there is an excellent pair of swords:
Warblade of the Hakkari Warblade of the Hakkari
Main Hand, Sword Off Hand, Sword
59-110 Damage, 1.70 Speed 57-106 Damage, 1.70 Speed
(49.7 DPS) (47.9 DPS)
+28 Attack Power +40 Attack Power
+1% Critical Strike
The Off-Hand is from Bloodlord Mandokir while the Main-Hand is from
Hakkar. For owning both swords, you get a set bonus of +6 Sword skill
but that’s nothing compared to the 68 Attack Power and 1% Critical
Strike that you get alongside excellent melee DPS.
The Battleground factions each have some decent blue weapons as well
those are your best choices for when you reach endgame.
------------------------------------------------------------------------
d. After Beaststalker
------------------------------------------------------------------------
After you’re done collecting your Beaststalker set, there are two sets
that you’ll want to look into. For casual players, you’ll want to start
upgrading your Beaststalker pieces to the Beastmaster set. Since I
haven’t done any of the Dungeon Set 2 quests, I can’t tell you the steps
involved but what I can tell you is that the helm, chest, gloves, and
boots in the new set are epic. As for weapon choices, your guild may be
able to go to Zul’Gurub, which is home to the Warblades of the Hakkari
as well as a handful of epic ranged weapons like Mandokir’s Sting and
the Gurubashi Dwarf Destroyer.
For those who are fortunate enough to go to Molten Core, you’ll be
looking forward to the Giantstalker set, which consists of eight epic
pieces. You’ll also have access to two epic ranged weapons as well as a
shot at the Ancient Petrified Leaf, which starts your epic Hunter quest.
Unfortunately, there isn’t much in the way of good two-handed weapons
For you and whatever swords and daggers drop are best saved for Rogues.
For those who are even more fortunate, Blackwing Lair is home to the
Dragonstalker set as well as a handful of some of the strongest ranged
weapons in the game.
Finally, beyond Blackwing Lair is Naxxramas, home of the nine-piece
Cryptstalker set, the game’s 3rd-tier epic Hunter set. For those who are
curious, this set includes a Ring.
As for PvP enthusiasts, for reaching Field Marshal or Warlord, you
gain access to the epic six-piece Field Marshal’s Pursuit or Warlord’s
Marshal’s Pursuit. For your efforts, you also gain access to a variety
of epic weapons with incredibly high DPS.
------------------------------------------------------------------------
e. Ammunition and Storage
------------------------------------------------------------------------
A very important part of a Hunter’s damage output is his ammunition,
which has its own DPS count. A few kinds can be purchased from General
Goods Vendors and as you grow in level, you become able to use stronger
ammo. Here are the kinds of ammo that you can buy. All ammo comes in
stacks of 200.
BULLET ARROW DPS LEVEL COST
Light Shot Rough Arrow 1.5 5 9c
Heavy Shot Sharp Arrow 3.5 10 50c
Solid Shot Razor Arrow 7.5 25 3s
Accurate Slugs Jagged Arrow 13.0 40 9s
These are the most common types of ammo you’ll find. Engineers have
the advantage of crafting their own ammo, which are actually stronger
than the vendor-bought ones.
BULLET ARROW DPS LEVEL COST
Crafted Light Shot 2.0 5
Crafted Heavy Shot 4.5 15
Crafted Solid Shot 8.5 30
Mithril Gyro-Shot 15.0 44
Thorium Shells 17.5 52
As you can see, it’s quite a payoff for gun users but bow users don’t
get that same luxury. However, Thorium Shells can be traded in for
Thorium Headed Arrows, which are equal in DPS. For people who don’t have
easy access to these kinds of ammo, there’s an alternative. By becoming
Honored with the fine folks at Alterac Valley, you become eligible to
buy these from their vendors:
BULLET ARROW DPS LEVEL COST
Ice Threaded Bullet Ice Threaded Arrow 16.5 54 54s
As you can see, they’re pretty expensive but the payoff is that you can
conveniently purchase these kinds of ammo from them at any time. The
Arrows also come with a glowing blue tip, which looks really cool.
Also, if you get the epic bow Rhok’delar, you’ll notice that Aimed Shots
leave behind an arrow stuck in your target for a few seconds. Since
that’s proportional to the size of the target, biggest mobs will have
bigger arrows stuck in them, and when you’re up against a giant behemoth
like Ragnaros, you’ll see giant arrow shafts extending from his chest.
The other major part of the damage output is your quiver/ammo pouch,
which in addition to reserving space exclusively for your ammo, adds to
your ranged attack speed. At the start of the game, you receive a
six-slot pouch/quiver that has a +10% ranged attack speed bonus. There
are quests that offer better pouches and quivers as rewards but
Leatherworkers have the upper hand: they can craft their own. Here are
the ones available to a Leatherworker.
AMMO POUCH LEVEL SLOTS ATTACK SPEED BONUS
Small Leather Ammo Pouch none 8 +10%
Heavy Leather Ammo Pouch 35 14 +12%
Thick Leather Ammo Pouch 45 16 +13%
QUIVER LEVEL SLOTS ATTACK SPEED BONUS
Light Leather Quiver none 8 +10%
Heavy Quiver 35 14 +12%
Quickdraw Quiver 45 16 +13%
The 16-slot containers will last you for a very long time if you craft
it. The next step afterwards is a boss named Ribbly Screwspigot from
Blackrock Depths, who has a chance to drop one these:
CONTAINER LEVEL SLOTS ATTACK SPEED BONUS
Ribbly’s Bandolier 50 16 +14%
Ribbly’s Quiver 50 16 +14%
Yet there’s still an even better container. By becoming Revered with
the guys in Alterac Valley, you may purchase one of these:
CONTAINER LEVEL SLOTS COST ATTACK SPEED BONUS
Gnoll Skin Bandolier 55 16 28g +15%
Harpy Hide Quiver 55 16 28g +15%
It’s a lot of work trying to get Revered with the Stormpike and
Frostwolf factions but the payoff is well worth it. Good luck!
------------------------------------------------------------------------
f. Enchants, Books, & Librams
------------------------------------------------------------------------
This section covers the various armor Enchantments and book-based
abilities that you’ll encounter in the later parts of the game. Although
they aren’t cheap or easy to get by any means, they add very beneficial
bonuses to your stats.
---------------
Weapon Enchants
---------------
For your weapon, you should be looking for Agility enchants, which come
in two tasty flavors:
Enchant Weapon – Agility
EFFECT: Adds +15 Agility to your Weapon.
MATS: 6x Large Brilliant Shard
6x Greater Eternal Essence
4x Illusion Dust
2x Essence of Air
Enchant 2H Weapon – Agility
EFFECT: Adds +25 Agility to your 2H Weapon.
MATS: 10x Large Brilliant Shard
6x Greater Eternal Essence
14x Illusion Dust
4x Essence of Air
The materials for either one aren’t too difficult to find but the costs
can add up if you’re planning on paying for them. These are best saved
for weapons that you’re sure that you’re going to keep for a very long
time.
--------------
Armor Enchants
--------------
There are also Agility enchants for an assortment of armor pieces.
Here is a list of them:
Enchant Boots – Greater Agility
EFFECT: Adds +7 Agility to Boots.
MATS: 8x Greater Eternal Essence
Enchant Gloves – Greater Agility
EFFECT: Adds +7 Agility to Gloves.
MATS: 3x Lesser Eternal Essence
3x Illusion Dust
Enchant Gloves – Superior Agility
EFFECT: Adds +15 Agility to Gloves.
MATS: 3x Nexus Crystal
8x Large Brilliant Shard
4x Essence of Air
Enchant Cloak – Lesser Agility
EFFECT: Adds +3 Agility to Cloak.
MATS: 2x Lesser Nether Essence
Enchant Chest – Stats
EFFECT: Adds +3 to all Stats to Chest.
MATS: 1x Large Radiant Shard
3x Dream Dust
2x Greater Nether Essence
Enchant Chest – Greater Stats
EFFECT: Adds +4 to all Stats to Chest.
MATS: 4x Large Brilliant Shard
15x Illusion Dust
10x Greater Eternal Essence
Enchant Bracer – Superior Stamina
EFFECT: Adds +9 Stamina to Bracer.
MATS: 15x Illusion Dust
Those are the ones you’ll want to invest your cash into. I was given
a free +1 Agility to Bracers at one point but I can’t figure out how
that generous fellow came across such a thing. Because there are no
Agility Enchants for Bracer, I chose Stamina as the next best thing.
-------
Librams
-------
When you reach your 50’s, you’ll find a series of books called Librams.
They may appear useless at first but if you hand them in to specific
NPC’s along with a few other materials, they give an item called an
Arcanum that applies an Enchant to your Helm or Leggings. Some of the
materials aren’t easy to find but they’re not terribly difficult either.
They’re repeatable so as you find new gear, you may continually hand in
more Librams for more Arcanum.
For Hunters, you’ll want the Libram of Voracity. The Arcanum that this
book yields adds +8 of any one stat to Helm or Leggings and the one stat
you’ll want is the +8 Agility. For this Libram, you’ll need the following:
30g
4x Whipper Root Tubers
8x Crystal Force
1x Black Diamond
The Tubers can be picked from specific spots in Felwood. The Crystal
Force can be assembled by gathering the crystals in Un’Goro Crater and
using the pylons. The Black Diamond can be found as a random drop from
Blackrock Depths. Hand these materials, along with 30g and the Libram to
Mathredis Firestar at Flame Crest in the Burning Steppes and you’ll
receive your Arcanum.
The other viable one is the Libram of Rapidity, which yields +1% Attack
Speed. While it raises your overall DPS more than +8 Agility, Agility
is more important in the long run. If you do wish to make the Arcanum,
however, bring the following along with the Libram to Lorekeeper Lydros
in the Library located in the North side of Dire Maul:
1x Pristine Black Diamond
2x Large Brilliant Shard
2x Blood of Heroes
The Pristine Black Diamond is a random drop from any endgame instance.
Large Brilliant Shards are found by Disenchanting rare armor and
weapons. Finally, the Blood of Heroes can be found on the ground across
the Western and Eastern Plaguelands. Just be careful: harvesting a Blood
will spawn elite “Fallen Heroes” that will destroy you if you’re by
yourself.
-----------------
Zul’Gurub Enchant
-----------------
Zul’Gurub contains its own special Head/Legs enchant made specifically
for Hunters. Named “Falcon’s Call”, it adds +24 Ranged Attack Power, +1%
Chance to Hit, and +10 Stamina. For this, you’ll need:
1x Primal Hakkari Idol
1x Punctured Voodoo Doll (Hunter)
The Primal Hakkari Idol is a guaranteed drop from Jin’do the Hexxer and
Bloodlord Mandokir, while the Punctured Voodoo Doll can be randomly
found as you run around the instance. This is much easier than before
Patch 1.11 in which part of the recipe had you assembling an expensive
Arcanum of Rapidity.
You will have to be Friendly with the Zandalar Tribe in order to obtain
the Enchant. Also, the NPC that gives you the Enchant is within the
instance itself. If you’re clever, you can carefully sneak your way
through the instance alone in order to reach him. If you plan on going
solo, be sure to take off all of your equipment and know when and where
to Feign Death.
================================================== ======================
---------------------[ VIII. Playing As A Hunter ]----------------------
================================================== ======================
This chapter will cover the basic play styles and tactics that a Hunter
will typically use when going solo, in a group, or in PvP. These are
mostly tactics that I use, however. Many players will fight differently,
depending on their Talent builds, preferences, and play styles. This
chapter will serve you as a guideline as to how to play but as you grow,
you’ll develop your own style.
------------------------------------------------------------------------
a. Solo Play
------------------------------------------------------------------------
Most of the time, you’re going to be on your own, picking away at
whatever quests you have in your log or killing mobs for a personal
profit. Here are some tactics for solo play.
------------
Typical Kill
------------
When you first start out, the most basic way to kill an enemy is to
shoot it until it reaches melee range at which point you use Raptor
Strike. As you journey onward to level 60, you’ll add more spells and
abilities to your arsenal but the way that you’ll kill an enemy is
pretty routine. This is a typical order of actions:
1. Cast Hunter’s Mark
2. Set Trap
3. Command Pet to Attack
4. Fire Arcane Shot & Serpent Sting
Enable Aspect of the Hawk and cast Hunter’s Mark on the mob you’re
about to attack. Send your pet to attack and fire Serpent Sting
immediately after your pet Growls. Then use Arcane Shot whenever it’s
active and reapply Serpent Sting if needed. For most of the game, that
will be your typical routine for killing mobs, especially for ones that
use mostly melee strikes.
--------------
Defensive Play
--------------
Most of the time, you’ll want the mob to not pay attention to you but
if an enemy decides that it wants to take a swing at you, there are ways
to help protect yourself.
Feign Death and Disengage are your two ways to control your aggro.
Feigning will completely wipe you clean of all aggro, whereas Disengage
will brush off a bit of it. Feign is ideally your best method of keeping
enemies away but it can be Resisted. When that happens, Disengage is the
next best thing.
The other tactic is to set a Trap before the start of the fight so that
if an enemy goes your way, the Trap will give you the upper hand. Freeze
and Frost Traps are good for keeping enemies at bay, whereas Immolation
and Explosive Traps are good if you prefer extra damage instead.
Finally, if things do get rough and you’re required to duke it out,
quickly switch to Aspect of the Monkey and constantly use Raptor Strike
and Mongoose Bite whenever they’re available. An Immolation Trap is good
for such situations. If you can, Wing Clip the enemy and get some firing
distance.
------
Kiting
------
One way to kill or manipulate an enemy is by running around while
keeping its attention on you. This tactic is called “kiting”. Run around
the area while using Concussive Shot to slow it down. Once in a while,
stop and turn around to fire a shot or fire an Arcane Shot to keep it
focused on you. As you kite it, you may use Serpent Sting or some other
method to damage it. If you’re careful, you can also use Aspect of the
Cheetah to help you.
One of the problems with kiting is that if you don’t consistently
attack the mob, it’ll eventually reset and return to its original
position. One of the ways to keep the mob focused is by shooting it
every few seconds with Arcane Shot.
-------------
Playing Smart
-------------
While you’ll be killing most mobs using the same attack pattern, always
remember to change your tactics for different situations. For example,
if you know that you’re going to be fighting two mobs, use a Freeze Trap
to buy some time. For fragile Casters that can cause massive damage with
their spells, thrown in a Multi-Shot for extra damage or Feign Death
while it’s casting to disrupt the spell.
------------------------------------------------------------------------
b. Group Play
------------------------------------------------------------------------
There will be those times where you’ll find yourself in a five-man
group that wants to explore an instance. When you find yourself in that
situation, you’ll have to do things a little differently.
-----------
Tank Target
-----------
In a group, your primary role is damage output. Your goal is cause as
much damage as possible to the mobs, which will mostly be Elites. Focus
fire on whatever your Main Tank is targeting but be smart about what you
use in combat. For example, Multi-Shot is an effective way to boost your
damage output but can drain your mana more quickly.
Because of your DPS, you’ll also cause a lot of aggro, which can be
kept under control by simply Feigning Death whenever possible or
whenever needed. Even the best tanks can have trouble holding aggro on
a mob if you’re not controlling your own aggro. If Feign Death is on
cooldown, keep using Disengage until the mob switches targets.
-------------------
Playing Defensively
-------------------
Just like when you’re solo, one of your goals is to not draw attention
from mobs, especially if the mobs are hard-hitting Elites. Remember to
use Feign Death to wipe off aggro whenever you need to. Some have even
suggested Feigning while the mob is still focused on the Tank just to
keep the mob from even considering moving a step in your direction.
Also, Freeze Trap is a form of Crowd Control that is very handy due to
its ability to contain any kind of mob and as such, you may find moments
where that Trap could greatly help your group. After all, Elites tend to
be hard hitters and having one frozen for twenty seconds can make a big
difference. Set the Trap away from the rest of the party and once your
Main Tank gets aggro, use Distracting Shot to lure the mob into the Trap.
Pets can also serve as effective Off-Tanks whenever needed, especially
if it’s one with high armor or health. If there’s a mob that’s running
around, your pet can keep it busy while you focus fire on the Main
Tank’s target.
--------------
Watch Your Pet
--------------
Many instances contain winding twists, turns, and jumps that your pet
isn’t going to follow on its own and oftentimes, a pet can destroy a
group by aggroing mobs as it tries to find a path to reach you.
Blackrock Spire is a particularly hazardous place for that. If your
group takes a turn or jump that goes off the normal path of the
instance, you may either Dismiss your pet or set your pet to Stay and
use Eyes of the Beast to safely move your pet.
------------------------------------------------------------------------
c. PvP
------------------------------------------------------------------------
Short for “Player-versus-Player”, the rules of engagement change
drastically when you’re up against a player. Here are some things to
watch out for when you’re pursuing PvP.
---------------
Smarter Enemies
---------------
Since players are much smarter than computers, you’ll have to do things
differently from the typical mob-slaying routine. Most of the time, a
player will never touch your pet. They’ll immediately go after you so
you’ll have to keep players at bay with Traps and slowing abilities. You
must try to keep them away from your eight-yard no-firing zone as much
as possible. Once they get within that zone and snare you, things will
get rough.
The only thing about fighting other players is that even though they’re
smarter, they tend to use similar strategies and attack patterns tailored
specifically for your class. For example, most Warriors have a tendency
to Charge or Intercept you and then Hamstring you, followed by a Mortal
Strike. Of course, varying talent builds can mean different abilities
but generally, most players will use similar tactics against you.
Also, learn to adjust your attack patterns for different classes.
Against Rogues, Paladins, and Warriors, who must fight you at melee
range, they can easily fall for Freezing or Frost Traps. Rogues are
especially easy targets since you have Hunter’s Mark and Flare to your
advantage. You can slow down mana users with Viper Sting but be aware
that Paladins and Druids can quickly remove it.
Speed is also very important in PvP where everyone is trying to inflict
as much damage in as little time as possible. Use Arcane Shot and Multi-
Shot whenever they’re available and maybe Aimed Shot if you can catch
someone off-guard. Gear that adds to your Critical Strike chance makes
a big difference here since that burst damage can save you quite a bit
of time.
---------
Team Play
---------
Whenever you’re grouped as a team for PvP, your job is to support what-
ever melee players are in the front line with your shots while the
healers keep them healthy. Ideally, a solid group should consist of
melee, healers, support, and damage but unless you have a planned group,
you won’t often have such a balance. Hopefully, whoever you’re up
against will focus on the melee instead of you but just watch out for
anything that’s firing your way.
-------------
Battlegrounds
-------------
In Warsong Gulch, a Hunter serves as excellent flag defense. In your
home base, a Frost Trap can slow down enemy players who are trying to
take your flag. Once the Trap goes off, you can either start shooting or
run in and Wing Clip or Feign and reapply another Frost Trap near the
doorways. On the offense, Hunters make great support for flag runners,
who should ideally be a Paladin, Shaman, or Druid. While they run with
the enemy flag, they’ll try to focus fire on that runner so slow down
anyone who’s trying to attack the flag runner.
In Arathi Basin, you’ll be heavily supporting melee classes that will
run in and try to capture each flag. Follow your local Plate wearers
and fire away at whatever is attacking them. Since you’re also at a
distance, you can safely fire at anyone who is trying to take the flag.
On the defense, Frost Traps once again does wonders when placed near
flags.
Finally, as for Alterac Valley, stick close to your team members and
fire away at the opposing team with whatever Shots and Stings you feel
are appropriate. Because of the massive number of players in this
Battleground, you have lots of opportunities to set up Aimed Shots
against enemies who aren’t paying attention to you.
Regardless of whichever battleground you queue for, you’ll find that
the experience itself serves as a valuable learning tool. Because of the
varied strategies and attacks employed by both your teammates and
enemies, you’re forced to utilize all of your abilities to their fullest.
Abilities that you won’t use often in PvE, such as Flare and Aspect of
the Beast, become useful versus sneaky Rogues and careless Druids. You
learn which abilities are best when you’re cornered or snared and you
get used to fighting while on the move, as opposed to shooting a single
mob while standing in place.
Ideally, everyone in a Battleground should be grouped and cooperating
with one another but unless you play with a consistent group, you won’t
see that often. Oftentimes, you’ll encounter lone players who are there
just to reap Honor points and there are always players who just don’t do
well against other players. The best thing to do is to plan out your
visits to Battlegrounds and queue up with a team of people you know and
trust.
------------------------------------------------------------------------
d. Advanced Hunter Tricks
------------------------------------------------------------------------
Every class has their unofficial tricks and Hunters are no exception.
This section will go over some Hunter techniques that aren’t listed in
most strategies guides and manuals. They’re not easy at first but once
you get them down, you’ll be that much better at what you do.
---------
Jump Shot
---------
While running, jump, quickly turn your mouse so that you’re facing
behind you, fire a Shot or Sting, and immediately turn your mouse so
that you’re facing forward again. You should still be running when you
land from your jump.
This ability will do you a lot of good in situations where movement is
important. The idea is that you’re trying to attack something that’s
chasing you without losing momentum on your running.
Even if you don’t face forward on your landing, jumping helps you make
quick turns, which is important in positioning yourself for an attack.
---------------
Resetting Traps
---------------
Usually, Traps can’t be set while in combat so once you start shooting,
you’re technically unable to place one down. However, there’s a way
around this: Feign Death causes you to completely exit combat, which
gives you the open opportunity to set one down. While in combat, hit
Feign Death and the moment you exit combat, quickly set the Trap.
There are two problems with this trick that makes it hard to pull off
and one is that it requires precise timing. Once you Feign, you have to
wait until you fully exit combat. There are two ways you can keep track
of this. You can either wait for the crossed swords beneath your
portrait to turn back into your current level, or watch the dimmed
Trap buttons on your ActionBars light back up. Once you’re out of
combat, quickly set down your Trap.
The other problem is that for this trick to work, you need a second
body attacking the same mob or group. At the time you Feign, if you’re
the only one that has aggro on the mob, it’ll instantly reset. In a
party, that’s usually not a problem since another player will have aggro
on those mobs. Just make sure that when you Feign, your pet isn’t
attacking. Otherwise, you will not exit combat.
Whenever you’re by yourself, your pet can serve as a second body for
aggro. Command your pet to attack the mob and once it has aggro,
immediately call it back. Right after the mob triggers the Trap, quickly
Feign Death and set down another one. Because your pet will have aggro,
the mob will stay in combat and therefore will not reset. Once again,
make sure that your pet isn’t attacking when you Feign.
Once you successfully get your timing and aggro management down, you
can experiment with different combinations of Traps. Frost and Explosive
is an excellent way to slow down a large group while causing a massive
amount of damage over time. You can also set Freezing Traps for two mobs
or two Frost Traps to cover more ground.
--------------------
Pet Aggro Advantages
--------------------
Your pet makes an excellent decoy for when it comes to controlling mobs,
especially for those times when you want to run away. While your pet is
busy keeping a mob’s attention, quickly run off and eventually your pet
will vanish, and hopefully along with whatever aggro you may have. If
the aggro doesn’t go away, a simple Feign Death can wipe it clean.
The same fancy handiwork that allows you to reset Traps can also be
used to flee from a fight. When you’re in combat, quickly call back your
pet and Feign Death. Once you exit combat, immediately start summoning
your mount and command your pet to continue attacking the mob while you
mount up. It’s best to catch as much distance as possible while you’re
mounting so that you won’t get interrupted by a Cleave or some other
multi-targeting ability.
----------------------
Resetting Wyvern Sting
----------------------
Rather than resetting a Trap, you can also use Feign Death as a way to
toss a Wyvern Sting on your target. This is especially handy for those
times when you need to interrupt a caster or stop someone from running
away. Of course, this is only usable if you have the talent.
------------------------------------------------------------------------
e. Class Debates
------------------------------------------------------------------------
Players have continually had arguments and debates over the abilities
of many classes and the Hunter has had its fair share of forum debates.
Here are some of the issues that have been brought up again and again.
---------------------------
Agility Versus Attack Power
---------------------------
Oftentimes, you’ll hear players asking whether Agility or Attack Power
is better for a Hunter. First, we’ll start with the math for Ranged
Attack Power and Critical Strike chance.
56 Agility = 1% chance for Critical Strike
1 Agility = 2 Ranged Attack Power
The problem with bonuses to Attack Power is that it doesn’t raise your
Critical Strike chance. As you raise your Hunter to level 60, this won’t
be a major concern since you’ll do fine in most situations with either
of the two stats. If you’re building up for PvP, you should try to get
as much Critical Strike or Agility gear as possible since burst damage
plays a much greater role in PvP than in PvE.
Since Hunters rely on a steady stream of DPS, you can’t go wrong with
Attack Power bonuses but if try to focus on equipment that has Agility,
especially if you’re a Survival Hunter with the Lightning Reflexes
talent.
Oddly enough, any buffs that add to your Attack Power doesn’t add to
Ranged Attack Power. Battle Shout and Blessing of Might, for example,
does not make your ranged attacks any stronger.
--------------------------
Steady Damage Versus Crits
--------------------------
There are Hunters who prefer to build up their critical strike chance
but oftentimes, they do so at the cost of other important stats. For
example, I remember talking to a Hunter who would rather use two Dawn’s
Edges (+1% crit each) over two Bone Slicing Hatchets (+13 Agility each).
While critical strikes are very nice to have, I believe that you’ll do
best with steady Agility-fueled damage over a long duration of time.
While steady damage is best for PvE, critical strikes are a bit more
useful in PvP because of how valuable burst damage is in a fast-paced
fight against other players.
-----------------------------
Arcane Shot Versus Aimed Shot
-----------------------------
There has been an ongoing debate about whether Arcane Shot or Aimed
Shot is better in terms of damage output. Before the 1.10 Patch, since
slower, harder-hitting weapons with Aimed Shot yielded a higher damage
output than with Arcane Shot, most people opted for Aimed Shot. However,
after the last patch normalized Aimed Shot and Multi-Shot damage, the
difference between the two is lessened but it’s extremely hard to tell
which is superior.
Either way, you can’t go wrong but I believe most players like Aimed
Shot because of the massive damage that comes out of the three-second
charge, especially if it’s a critical strike. I personally am a fan of
Aimed Shot but will use Arcane Shot when a situation calls for fast
damage, or kiting, etc, but even if you’re not kiting, you won’t notice
a big difference in DPS between the two over time, if any at all.
-----------------
Spell Damage Gear
-----------------
Since various abilities such as Arcane Shot and Volley are magic-based,
some Hunters have expanded into gear and talents that adds to their
damage done by spells and effects. Various staves, daggers, and swords
add spell damage and since Hunters can equip such a wide variety of
melee weapons, there’s a lot of variety, especially in the endgame raid
instances.
The abilities that would be affected by spell effect bonuses would be:
- Arcane Shot
- Serpent Sting
- Volley
- Mend Pet (Healing Effect)
Traps are not affected by spell power.
The problem with spell damage is that most equipment that has bonuses
to spells and effects usually don’t come with Agility. This is mainly
because such armor and weapons were designed with casters in mind and
they get few benefits from that attribute. If you do plan on wearing
such gear, expect your overall physical DPS to be low.
Another problem is that casters need the kind of gear that a Hunter
would be looking for if he/she were to design a spell damage build. You
won’t make many friends rolling on valued items such as Witchblade and
Rod of the Ogre Magi. In endgame raiding, most guilds won’t let Hunters
get priority on such gear.
---------------
Hit Percentages
---------------
The great thing about ranged attacks is that they can’t be dodged,
blocked, or parried but they can still miss. This is where gear with hit
percentage bonuses come in, but how much is enough? The answer is 9%
Chance to Hit at level 60. Some players have reported that the miss rate
is always capped at 5% but at 9% Chance to Hit, I’ve never missed a
single shot. The same seems to apply for melee swings as well, though
those can still be dodged, parried, or blocked.
------------------------------------
Slower Weapons Versus Faster Weapons
------------------------------------
One of the hottest debates that are still argued to this day is whether
faster or slower ranged weapons yield higher DPS for Hunters. At a first
glance, one would assume that weapon speed wouldn’t matter. After all,
each ranged weapon has its own preset DPS and Blizzard stated that they
had normalized Aimed Shot and Multi-Shot. However, this would be true if
it weren’t for the ammo pouch or quiver, which increases your attack
speed.
The problem here is that the increase in attack speed has a much greater
effect on a slower weapon’s base damage than a faster one, ultimately
resulting in a higher DPS output. Various Hunter abilities that increase
attack speed such as Rapid Fire and Improved Aspect of the Hawk also
contribute to this. Aimed Shot and Multi-Shot may have been normalized
but the auto-fire with the attack speed bonus isn’t and unfortunately,
this makes a significant difference in damage output.
Ideally, you’ll want your weapon’s attack speed to be at a minimum of
2.50 seconds. Fortunately, most endgame ranged weapons tend to fall
under that category. Willey’s Portable Howitzer, the Ancient Bone Bow,
and the Carapace Spine Crossbow are all excellent choices.
================================================== ======================
--------------------[ IX. The Epic Hunter Quest ]-----------------------
================================================== ======================
I figured I’d add information about the epic Hunter quest so that
you’ll know what to do when the time comes. This section provides
details on how to start the quest and strategies on beating each one.
Although talent-only abilities such as Counterattack and Scatter Shot
are helpful, I’m aware that not every Hunter has them so I wrote these
strategies with that in mind.
------------------
Majordomo Executus
------------------
In Molten Core, after your raid group beats the second to last boss,
Majordomo Executus, a large chest spawns and one of two major items will
be in that chest: either the Eye of Divinity (for Priests) or the
Ancient Petrified Leaf (for Hunters). If you win the Leaf, it will give
you a quest that takes you to the center of Irontree Woods in Felwood,
where standing on a hill will cause three Ancient spirits to appear. One
will give you a quest where you must hunt down four demons, kill them,
and take their heads.
------
Onyxia
------
In addition to the four demons, you must also kill Onyxia for a chance
at receiving the Black Dragon Sinew, which is needed as part of the
quest series.
-----------------
Blue Dragon Sinew
-----------------
This is entirely optional. The elite blue dragonkin in the Mazthoril
region of Winterspring have a small chance to drop a Blue Dragon Sinew,
which will net you the Ancient Sinew Wrapped Lamina, an 18-slot quiver
with +15% ranged attack speed. If you manage to get a shot at killing
Azuregos, the outdoor raid boss, it has a 50% chance to drop the Sinew.
----------
Conditions
----------
Now here’s the catch: you must fight each of these four demons alone.
This means no pets or Battle Chickens or other helpers. If anyone else
touches that demon or heals you, it will cause the demon to despawn for
several hours. Each of the demons patrol around specific areas as a
humanoid but once you cause it to transform, you have 20 minutes to kill
it. No one may buff you during the fight but may do so beforehand. Also,
if your friends are going to provide auras, be sure to activate them
before the fight and do not leave the radius of the aura.
------------
Preparations
------------
Before you go on your demon hunt, make sure to pack your bags with
Major Healing Potions, Major Mana Potions, Demonslaying Elixirs, some
Magic Dust, and Shadow and Nature Protection Potions. You’ll also want
to bring a good weapon with you. Two good options are a pair of Bone
Slicing Hatchets or a Barbarous Blade.
Also, you’ll want to bring a Paladin or Priest with you if you get
killed. Chances are pretty good that you’re going to die a few times
before getting the strategies down. You may have them in your party and
they may buff you but just don’t let anyone heal you or touch the demon.
Having a Mage around for water would be nice too. For two of the demons,
you’ll also want to bring a second Hunter and a Warlock.
As a Hunter, you can expend a lot of mana in a short amount of time to
crank out some hard-hitting DPS but for these fights, you must learn to
conserve your mana. Be patient and don’t go all-out DPS unless you know
for sure that you have enough mana to finish the job.
When you do go searching for your demons, they’ll be walking around as
humanoids and won’t transform until you trigger it. You may use Track
Demons to locate them. Once they transform, they’ll immediately go after
you so Feign Death quickly if you’re not fully ready to start the fight.
Oh and just a warning to anyone who isn’t a Hunter: if you aggro the
demon while it’s standing around, you’ll be instantly killed.
Now, let’s go demon-hunting...
------------------------------------------------------------------------
a. Klinfran the Crazed
------------------------------------------------------------------------
HUMAN NAME: Franklin the Friendly
LOCATION: Burning Steppes
RECOMMENDED: Demonslaying Elixir
PATROL: Franklin looks like a Human and will patrol a secluded area in
the southwest region of the Burning Steppes.
POSITIONING: There is a path in the south that goes up a cliff, leading
into a wide open area filled with some mobs. Slay the mobs and trigger
Franklin when he walks up the cliff.
ATTACKS: Klinfran’s only attack is punching with his bare knuckles but
he hits hard and can tear you to pieces in just a few hits. It only gets
worse when he enrages.
WEAKNESS: When he enrages, Scorpid Sting will remove the effect and adds
a 10-second debuff that causes him to inflict 1 damage every swing.
The key to this fight is having a good start. Set an Immolation or
Frost Trap and start firing on him. Keep away until he enrages. Once he
gets angry, Scorpid Sting him and quickly start hitting him with your
melee weapon. You have about ten seconds to attack him with normal
swings before the Sting wears off. When you know you’re running out of
time, Wing Clip him, run away, and when he gets angry again, Sting him
again and repeat the process.
A major misconception for first-timers is that you can immediately
Scorpid Sting him and start hacking away at him. The moment you start
the fight, don’t Sting him until he enrages. Once you get the rhythm
down, this fight is a piece of cake.
Keep in mind that this will be a long fight so be patient. You need to
conserve your mana so don’t use Raptor Strike or Mongoose Bite. Also,
Wing Clip early just in case it misses. This will give you enough time
to Clip him a second time without taking the risk of receiving a heavy
blow.
------------------------------------------------------------------------
b. Simone the Seductress
------------------------------------------------------------------------
HUMAN NAME: Simone the Inconspicuous
LOCATION: Un’goro Crater
RECOMMENDED: Magic Dust, Demonslaying Elixir, Nature Protection Potion
PATROL: Simone is a female Troll that walks around the southwest region
of the Crater with a wolf pup by her side.
POSITIONING: Make sure you find a nice open area with few mobs. Slay the
nearby mobs and get ready.
ATTACKS: Simone puts a debuff on you that reduces your ranged attack
power by 1400 and can cast a lightning spell that deals 800 damage. She
also has a pet felhound that fights alongside her.
WEAKNESS: Her melee attacks aren’t strong. Viper Sting silences her and
the felhound pet is susceptible to Freezing Trap.
Before the encounter, run to Westfall and farm the air elementals for
Dream Dust. Also, have another Hunter in your party enable Aspect of the
Wild and then Feign Death to keep him/herself out of combat. You’ll also
want to use Aspect of the Monkey to minimize the amount of damage you
take.
One of the keys to this fight is keeping the felhound out of the fight.
Lay down a Freezing Trap and when you start firing at Simone, use a
Concussive Shot to slow her down so that only her pet will step into the
Trap. You now have 20 seconds (or 26 with Clever Traps) to deal with
Simone. If the Trap wears out, quickly hit the felhound with the Dream
Dust, which will put it to sleep for 30 seconds. This should buy you
just enough time for you to kill Simone. The pet doesn’t have to die.
The other key to this fight is keeping her from unleashing that
lightning spell, which has a long casting time. The moment you see her
casting, quickly back off and Viper Sting her to silence her. If you
have Scatter Shot, it will also cancel the cast but don’t expect
yourself to use it more than once in the fight because of its cooldown.
Because of the debuff she casts on you, your gun/bow becomes useless so
you’ll need to make sure that you have a good melee weapon. Aspect of
the Wild and the Nature Protection Potions will help you survive if you
manage to let a few lightning spells slip through.
------------------------------------------------------------------------
c. Solenor the Slayer
------------------------------------------------------------------------
HUMAN NAME: Nelson the Nice
LOCATION: Silithus
RECOMMENDED: Shadow Protection Potion, Whipper Root Tuber or Night
Dragon’s Breath, a Warlock
PATROL: Nelson is a Gnome that walks around the southwest region of
Silithus. If you look at a map, there are some cliffs that protrude out
from the left side. He will patrol near the southern tip of that
protrusion.
POSITIONING: Wait for him near those cliffs and clear out the mobs in
the surrounding area. Because of their relatively high levels, you
should get as much free space as possible.
ATTACKS: Solenor has a ranged shadow attack that causes you to run in
fear, similar to the Warlock spell, Death Coil. Countless tiny bugs will
gradually spawn, each one doing 200 damage and up if they manage to
touch you.
WEAKNESS: Wing Clip causes a debuff that prevents Solenor from moving
for several seconds. Also, the bugs move very slowly and have incredibly
low health. Serpent Sting is rather effective on him as well.
What will kill you in this fight is Solenor’s ability to fear you into
the bugs, which will tear you to pieces. This is where your Warlock
friend comes in. Have him duel you and cast Curse of Recklessness (Rank
1) on you. For two minutes, you will not run away in fear. Just stay in
the dueling area and you’ll be fine as long as he/she keeps refreshing
the Curse. As for the shadow damage, Shadow Protection Potions should
soak it up quite nicely.
If you don’t have a Warlock with you, however, you’ll have to watch
your distance. Stay as far away as possible from the bugs as you attack
the demon. If you happen to run into the little critters, quickly use a
Whipper Root Tubers or Night Dragon’s Breath and get away from them.
Both can be gathered from specific spots in Felwood and they restore
your health and mana without affecting the cooldowns on your potions.
When you start the fight, lay down a Frost Trap and fire away. When he
gets in melee range, quickly Wing Clip him and back off. While he’s
stuck, just use Serpent Sting and Auto-Shot and run circles around him,
stopping every two seconds to fire another Auto-Shot. If it helps, make
short hops between shots instead of running. Mana is precious in this
fight.
As the bugs spawn, they’ll be slowed tremendously by the Trap. Also,
moving in circles around Solenor will keep you away from the bugs as
they pursue you. If you feel that there may be too many of them, fire
off a Volley and they’ll die within two seconds.
Eventually, the Wing Clip will wear off. When it does, just Clip him
again, run away, and keep firing. Remember to keep away from the bugs at
all costs.
------------------------------------------------------------------------
d. Artorius the Doombringer
------------------------------------------------------------------------
HUMAN NAME: Artorius the Amiable
LOCATION: Winterspring
RECOMMENDED: Friends
PATROL: Artorius is a Tauren that walks around the northern region of
Winterspring just east of Frostsaber Rock.
POSITIONING: Trigger the demon as far north as possible.
ATTACKS: Artorius can cast a debuff on you that turns you into a demon
with a strong DoT that will kill you in seconds. Shadow Protection
Potions don’t seem to help against it.
WEAKNESS: Serpent Sting causes a devastating amount of damage and he can
only cast the debuff on you if you’re within 30 yards of him.
Bring a few friends with you. You’re going to do some long-distance
kiting and you’ll need your friends to help aggro the high-level mobs in
your way.
The idea behind this fight is to kite Artorius and let Serpent Sting do
most of the damage. The problem is that the Sting’s damage alone isn’t
enough to keep him in combat. Set your Arcane Shot to Rank 1 and hit him
with it whenever it’s not on cooldown. With Aspect of the Cheetah, all
you’ll do is run south, reapplying Serpent Sting and Arcane Shot along
the way. Once his health is low enough, you can just turn around and
deliver the finishing blow.
Going south, there is a lot of open space for you to run but you’ll
need your friends to aggro all of the mobs around you. Have them hop on
their mounts and ride alongside you.
The strategy for beating this demon is the simplest but also the
trickiest because you have to quickly turn around to reapply your Shot
and Sting and then turn back around to keep running. Any slips will get
you into his 30-yard debuff range and once you’re hit with it, you’ll
most likely die before he will. The Jump Shot will help you greatly
here.
------------------------------------------------------------------------
e. The Final Reward
------------------------------------------------------------------------
Once you get the Black Dragon Sinew from Onyxia and the heads of the
four demons, return to Felwood and hand them in to the Ancients. For all
of your hard work, you get these two epic weapons:
Rhok’delar, Longbow of the Ancient Keepers
Ranged, Bow
89-166 Damage, 2.90 Speed
(44.0 DPS)
+1% Critical Strike
+17 Ranged Attack Power
Lok’delar, Stave of the Ancient Keepers
Two Hand, Staff
187-282 Damage, 3.20 Speed
(73.3 DPS)
+26 Stamina
+15 Intellect
+10 Nature Resist
+2% Critical Strike
+45 Attack Power when fighting Demons
The bow is absolutely amazing. It’s the best ranged weapon you’ll get
before venturing into Blackwing Lair and even then, it’s still
comparable to the weapons you’ll find there.
The staff, on the other hand, is debatable. The stat bonuses are
amazing but it lacks the kind of bonuses that a Hunter really needs like
agility, and there aren’t enough Demons around to make the attack power
bonus worthwhile. Some feel that the bonuses are well worth it and that
it’s great for its hard-hitting Raptor Strikes. Still, I’m not
convinced. I’m sticking with my Barbarous Blade.
-------------------------[ TABLE OF CONTENTS ]--------------------------
================================================== ======================
I. Introduction
II. Legal Information
III. Combat Basics
a. About The Hunter
b. Choosing Your Race
c. Choosing Your Professions
IV. Hunter Abilities
a. Marksmanship
b. Survival
c. Beast Mastery
V. Hunter Talents
a. Marksmanship
b. Survival
c. Beast Mastery
d. Choosing Your Specialization
VI. Choosing Your Pet
a. Available Pets
b. Pet Skills
VII. Equipment
a. Basic Gear
b. Dungeon Set 1: Beaststalker Armor
c. Weapons
d. After Beaststalker
e. Ammunition and Storage
f. Enchants, Books, & Librams
VIII. Playing As A Hunter
a. Solo Play
b. Group Play
c. PvP
d. Advanced Hunter Tricks
e. Class Debates
IX. The Epic Hunter Quest
a. Klinfran The Crazed
b. Simone the Seductress
c. Solenor the Slayer
d. Artorius the Doombringer
e. The Final Reward
X. Future Plans
XI. Credits
================================================== ======================
-----------------------[ I. Introduction ]------------------------------
================================================== ======================
This FAQ is written to teach you the usage of the Hunter class from
both factions in the game, its strengths, weaknesses, and strategies.
Keep in mind that although I’ve raised a Dwarf Hunter to level 60 and
have been playing with my Hunter for over a year now, I may be wrong
about certain things and you might not agree with my points but what I
write is what I’ve learned.
I’ll add information on the Horde side of things in due time.
================================================== ======================
-----------------------[ II. Legal Information ]------------------------
================================================== ======================
This document is Copyright ultimazer0@msn.com and may not be altered or
used for profit without the permission of its author (that's me). As of
the eighth of August, year two thousand and six, only GameFAQs, 1Up.com,
SuperCheats, GamersGuides, Gameabolic.com, Gamerstemple.com,
<Random Acts> (www.randomactsguild.net), and Orderofarcane.com, are
authorized to use or host this Document. Unauthorized usage of this
document may result in legal action in a court of law.
I never was any good at the legal mumbo jumbo.
================================================== ======================
-----------------------[ III. Getting Started ]-------------------------
================================================== ======================
Now we’ll move onto the aspects and specifications of the Hunter. This
is where you’ll learn about what this class offers and the advantages
and disadvantages you get along with it.
------------------------------------------------------------------------
a. About The Hunter
------------------------------------------------------------------------
The Hunter is the leather-armored Ranger/Archer of an RPG, a specialist
in guns, bows, and crossbows with a ton of extras thrown in to spice
things up. Here is a rundown of the ups and downs you’ll be dealing with.
---------------------
Reduced Damage Intake
---------------------
Because you’re fighting from a distance, your damage intake is reduced
and you have an array of trained skills that allow you to keep your
opponents at bay. Since you will also be allowed to wear Mail armor at
level 40, your damage reduction will jump from an average of 20-25% to
30-35%. Since you are also allowed to use a pet for tanking, you aren’t
the one taking damage most of the time, which effectively helps you
survive and saves money on repair costs. I will discuss the usage of
pets in further detail in a later section.
--------------
Radar Tracking
--------------
In addition to reduced damage, Hunters also have various forms of
tracking on their minimap, which makes hunting down mobs and NPC’s much
easier. It also helps you see targets that may otherwise be hidden
around corners, behind you, or behind a wall. Whatever you track shows
up as red dots on your minimap like radar. In PvP, that makes hiding
much more difficult for your opponent, as if the shining red nametag
floating above his/her head isn’t enough.
Of course, this also has a minor downside. For most of your career as a
Hunter, you’ll have at least one kind of tracker active, which may
conflict with the Trackers that comes with certain professions.
While it doesn’t sound like a big deal, you’d be surprised at all of the
resources you miss without that Tracker. Also, you may find yourself
getting used to seeing mobs on your minimap and when that happens,
you’ll find yourself running into trouble when you find that you can’t
see those slimes and insects waiting for you around the corner.
-----
Traps
-----
Hunters are given traps to set, which are visible only at close range.
Anything hostile that walks over the trap will trigger it and you have
four fun traps to choose from, depending on whatever situation you run
into.
-------------
Limited Melee
-------------
Keep in mind that your firing range is between 8-35 yards and if
anything gets within those eight yards of you, you’ll have to pull out
your axe or dagger. Since your specialization is in ranged combat, your
melee skills will be extremely limited. In fact, you only have three
basic melee techniques in total. Thankfully, you have ways of getting
away from your enemies.
As an extra melee option, Hunters are given the ability to Duel Wield
at level 20. In a later section, I’ll discuss the hotly debated topic of
Duel-Wielding in comparison to using two-handed weapons.
-----------
Feign Death
-----------
This is a fun treat. At level 30, you may train a skill called Feign
Death, which is basically playing dead. As a Hunter, this skill will
save you countless times from angry mobs. Once you drop, you exit combat
and the mobs either run back to their hangout spots or go after the next
available target. However, this won’t save you in PvP. Even after you
feign, you’re still attackable, though if you’re lucky, you’ll fool
them.
------------------------------------------------------------------------
b. Choosing Your Race
------------------------------------------------------------------------
What you choose for equipment and talents is what will make or break
you as a Hunter but even your chosen race will play a role in your
growth. Your race will affect mainly three things: your racial
abilities, your starting stats, and your location. Depending on what you
want, you have five races to choose from.
Since I haven’t explored the Horde side of the game, I don’t have a
clear understanding of what to expect from playing as a Horde Hunter.
-----
Dwarf
-----
22 Strength Health: 86
19 Agility Mana: 84
24 Stamina
19 Intellect
20 Spirit
Racial Traits:
+10 Cold Resistance
Treasure Tracker
+5 Gun Skill
Racial Move:
Stoneform
Activate to remove all Blood, Poison, and Disease effects and makes you
immune from them for 8 seconds. You also get +10% armor.
3 minute cooldown.
---------
Night Elf
---------
17 Strength Health: 46
28 Agility Mana: 85
20 Stamina
20 Intellect
21 Spirit
Racial Traits:
+10 Nature Resistance
+1% Dodge Rate
Wisp Form Upon Death
Racial Move:
Shadowmeld
Activate to become stealthed until you move. 10 second cooldown.
---
Orc
---
23 Strength Health: 76
20 Agility Mana: 82
23 Stamina
17 Intellect
24 Spirit
Racial Traits:
+5 Axe Skill
+5% Pet Melee Damage
25% resistance to stun and knockout effects
Racial Move:
Blood Fury
Increases base melee attack power by 25% for 15 sec and reduces healing
effects on you 50% for 25 sec. 2 minute cooldown.
-----
Troll
-----
21 Strength Health: 66
25 Agility Mana: 81
22 Stamina
16 Intellect
22 Spirit
Racial Traits:
+5% Damage Bonus to Beasts
+5 Throwing Skill
+5 Bow Skill
10% Health Regeneration Bonus, 10% Active in Combat
Racial Move:
Berserking
Increases your attack speed by 10% to 30%. At full health the speed
increase is 10% with a greater effect up to 30% if you are badly hurt
when you activate Berserking. Lasts 10 sec. 3 minute cooldown.
------
Tauren
------
25 Strength Health: 76
18 Agility Mana: 80
23 Stamina
15 Intellect
23 Spirit
Racial Traits:
+15 Herbalism Skill
+5% Health
+10 Nature Resistance
Racial Move:
War Stomp
Activate to stun up to 5 opponents within 8 yards for 2 seconds.
2 minute cooldown.
-------------------
The Choice Is Yours
-------------------
If you’re siding with the Alliance, you have your choice of Dwarf or
Night Elf. These are your benefits for choosing either one:
Dwarf
Choosing a Dwarf Hunter starts you off in Dun Morogh with a gun and axe
and gives you +5 to Gun Skill, which is very handy given that you’ll be
using a gun for a while in this area. The Treasure Tracker is nearly
useless since you’ll be having some other kind of Tracker active most of
the time. A little boost to Cold Resist is a nice touch, as well as The
Stoneform skill, which gives you a free poison/blood/disease removal.
If you’re planning on investing in Leatherworking and Skinning, you
have a treasure trove of creatures to skin in Dun Morogh, including
boars, cats, bears, and yetis. There’s also a decent amount of herbs and
minerals for you to gather as an Alchemist or an Engineer.
Night Elf
A Night Elf Hunter starts off in Teldrassil with a bow and dagger.
He/she has few hit points and the lowest strength of the five races but
has the highest starting agility as well as intellect, which means that
from the start, your hits will hit hard. The free bit of Nature Resist
is nice as well as the +1% Dodge, which is basically a free Talent Point
in your +% Dodge talents. You also get Shadowmeld, which is handy in
those situations where you need to hide and have some food and drink.
It’s also great for ambushes too if you’re clever.
Alchemy and Herbalism works well since there are lots of herbs to
gather in Teldrassil but since the majority of creatures are spiders and
birds, Leatherworkers are going to find that materials will be scarce
since the cats are the only creatures that can be skinned from the
start.
Orc
Orc Hunters start in Durotar with an axe and bow and their one
pet-based racial trait makes them especially ideal for a Beast
Mastery build.
Troll
Troll Hunters also start in Durotar with an axe and bow. They start
out with the highest agility count out of the three Horde races as
well as a nice bonus to their bow skill.
Tauren
As a Tauren Hunter, you’ll start out in the grassy plains of Mulgore
with an axe and a gun. Although they start with the lowest agility count
out of all five races, they’re well built for survival thanks to their
natural increase in health and the incredible War Stomp.
---
Since your equipment, attribute bonuses, talent points, and choice of
playing style and pets make up the bulk of your prowess as a Hunter,
your race isn’t that big of a deal and you really can’t go wrong with
either or the two since each of them offers their own individual
advantages to the class.
------------------------------------------------------------------------
c. Choosing Your Professions
------------------------------------------------------------------------
Your profession will be a major helping hand to you in this game and
choosing the right ones will benefit you a lot. Here are your choices:
-------------------------
Leatherworking + Skinning
-------------------------
Making Armor
As a Leatherworker, you skin the creatures you kill to gather leather
as materials to make your own leather armor. The only piece of equipment
you carry with you is a Skinning Knife, which can be bought from
vendors. Some of the creatures that can be skinned are boars, bears,
cats, yetis, raptors, crocolisks, and dragons. You’ll usually find
Light, Medium, Heavy, and Rugged Leathers and you’ll use them in
conjunction with vendor-bought threads.
Armor Kits
A common trade item that you can make is the Armor Kits, which
increases the armor count on equipment worn on the Chest, Hands, Legs,
and Feet. Light Armor Kits add +8 each, while the fourth-level Rugged
Armor Kits add +40 each. If you’re lucky, there is the Core Armor Kit,
which adds +3 Defense to one slot. These can be sold in the auction
house for a good price.
When your skill reaches 225, you’ll also have a choice of branching off
into three kinds of Leatherworking: Tribal, Elemental, and Dragonscale.
There are NPC’s that offer quests in which completing them gives you
specialization in one of the branches as well as two new recipes towards
that branch. Here is the rundown on the three:
Tribal
This can be considered a continuation of your basic leatherworking
skill. The leather armor that you make will include pieces of special
leather that can be found in the later parts of the game, including
Devilsaur and Frostsaber Leathers. Rogues may commonly invest in this
but since you’ll be wearing Mail past level 40, you probably won’t want
to invest in this.
Elemental
This branch allows you to create armors that add to your elemental
damages and resists, perhaps meant for Druids. Like Tribal, you’ll be
wearing Mail after you reach level 40 so this wouldn’t be a worthy
investment.
Dragonscale
This branch specializes in Mail armor and is the most ideal path to
take as a Hunter. One of the major components to this skill is
dragonscales, which can be found by skinning dragons but that’s often a
very difficult task since many of the good sources of these scales are
from elite dragonkin. Sadly, the majority of the gear caters to Shamans
but there are some good pieces of gear that will serve you well until
endgame.
Overall
Being able to make your own armor gives you a major advantage in
survival for a good duration of the game, especially when you don’t
really have much money on you early on. However, you’ll find that as you
progress, the armor you continue to make becomes increasingly worse than
the armor you find from drops. Since you may wear Mail at level 40,
you’d want to branch into Dragonscale Leatherworking but the problem is
that new recipes are extremely rare and the majority of the recipes
don’t offer some much-needed agility bonuses. By the time you complete
the quest for that branch (Lv.55), the two new recipes will be useless
at your level and you’ll be soon on your way to obtaining your
Beaststalker set armor pieces. That’s not to say that it’s useless;
Black Dragonscale Armor will do you a lot of good later on, especially
if you’re given the opportunity to go to Molten Core.
--------------------
Engineering + Mining
--------------------
Clockwork Tinkering
Engineering allows you create a variety of gizmos and gadgets,
including Targeting Dummies, explosives, mechanical creatures, and it
gets more bizarre as you progress. What makes Engineering such a great
profession is the fact that any class can use the goods created. The
major highlight here for Hunters is the ability to create your own guns
and bullets and the bullets you make are usually stronger than the
bullets sold by vendors.
Engineering requires materials of all kinds but the majority of its
recipes require minerals and that’s where the Mining skill comes in
handy. With Mining, you’ll be carrying the Mining Pick in your inventory
at all times. Since you’re also an Engineer, you’ll also be carrying a
Blacksmith’s Hammer and eventually the Arclite Spanner wrench.
At 225, your skill will branch off into one of two specializations. One
is Gnome while the other is Goblin. Gnome Engineering generally focuses
on funky Gnomish gadgets while Goblins Engineering point towards
explosives.
Overall
Engineering is an excellent investment from beginning to end,
especially if you happen to be a Dwarf or Tauren. Eventually the guns
you make will become obsolete but most of the contraptions you make will
be priceless, especially Thorium Shells. The only problem is that with
Mining, minerals tend to be well hidden in your surroundings and your
much-needed Mineral Tracker will often be left inactive in place of mob
trackers and because of that, finding fresh sources of minerals tends to
be a difficult task. However, if materials is not a problem, then this
skill is well worth the investment.
-------------------
Alchemy + Herbalism
-------------------
Making Potions
Alchemists can create their own potions, including health and mana
potions. They can also create a variety of buffing potions that’ll give
you an edge in combat for a short while. Some of these potions are much-
needed reagents to other professions so you’ll also make quite a bit of
money selling your goods.
As an Alchemist, the majority of your reagents are vendor-bought vials
and a variety of herbs that can be found all over the world, which can
be tracked using an Herb Tracker.
Transmuting
Not only are you able to make your own potions but you are also able to
transmute essences from one element to another as well as one kind of
mineral to another. Transmuting has a terribly long cooldown time so if
you want to transmute thorium into arcanite, you’ll end up waiting for
an entire 48 hours for it to cool down. On the other hand, transmutes
are often in high demand and as a result, people will often pay good
money to have their goods transmuted.
Overall
Alchemy is a major helping hand from beginning to end and it’s also a
moneymaker. Of course, bear in mind that with this profession, the goods
you make are one-time consumptions so whatever you make often doesn’t
stay with you for very often. Also, remember that even if you give
yourself many buffs from alchemy potions, a single death will strip you
of most of those bonuses so be very careful.
----------
Enchanting
----------
Stat Boosts
Enchanters can enchant their weapons and armor with stat bonuses using
a variety of dusts, shards, and essences found only by disenchanting
items. At first, the enchants start out nice and simple, as in +50
Health, but late in the game, you can do enchants that can enhance
weapons with fire and ice or the amazing Crusader enchant. It’s also a
great moneymaker, especially if you find some of the higher end enchants
such as +4 Stats to Chest or +25 Agility to 2H Weapon.
Overall
Enchanting is a slow and expensive profession to take because you need
to constantly find new items to disenchant in order to get materials.
However, there are many good enchants that will become important to you
late in the game and the payoff is that rather than paying high amounts
of money for someone else to do it for you, you have the option of
gathering all of the materials and doing it yourself, which can save you
a lot of money in the long run. It’s a great payoff but if you’re
interested in becoming an Enchanter, I recommend that you wait until
you’re at a high level so that you can farm low-level instances for fast
armor and weapon drops.
-------------------
Useless Professions
-------------------
The following professions are good but just not well suited for you:
Blacksmithing
The major highlight here is the Mail armor you can create using
minerals. Other items include sharpening stones, reagents for other
professions, and an array of goods. Sadly, the armor you make becomes
atrociously obsolete by the time you reach level 40 and the melee
weapons you make just aren’t worth the time and effort. Not worth it.
Tailoring
Tailoring allows you to create Cloth armor from the cloths dropped by
Humanoid mobs. This is pointless since the cloths you find will usually
go to your First Aid skill and you’d rather wear Leather than Cloth.
This means that your goods will become disenchanting fodder for your
Enchanting skill.
---------------------
Secondary Professions
---------------------
First Aid
Since you’ll be fighting from a distance most of the time, you’ll be
taking minimal damage but sometimes you’ll take a beating and when that
happens, you’ll have some downtime towards health recovery. Fortunately,
with First Aid, you may create bandages that quickly heal you over time,
which reduces your downtime. During those moments where the going gets
rough, let your pet take the aggro while you bandage yourself in combat.
Since the Heal Pet skill can quickly drain your mana pool, bandages help
to alleviate that problem. The only reagent needed is cloths dropped by
Humanoid mobs, including Linen Cloth and Wool. Don’t leave home without
this one, especially in PvP.
Cooking
Sometimes mobs will drop meat, which can be cooked and consumed.
Certain recipes may even give you temporary stat buffs. It’s a nice
profession but since most of the meats dropped will probably end up as
pet food, don’t expect your Cooking skill to grow very quickly.
Side reagents include vendor-bought spices such as Mild Spices and
Hot Spices.
Fishing
Fishing will yield raw fish, which can be cooked or used as reagents
for Alchemy recipes. Occasionally, you’ll find something funky like a
fish that can be held in your off-hand. If you find little whirlpools
or floating wreckage, you can fish those areas to get some loot. It’s
also something to do while you’re waiting for a friend or a boat. The
only problem with Fishing is that it’s incredibly boring and it takes
a lot of time to raise your skill. Still, if you’re an Alchemist, this
is a must-have profession and if you’re not, it’s something to do when
you’re bored.
================================================== ======================
-----------------------[ IV. Hunter Abilities ]-------------------------
================================================== ======================
This section will give you an overview of your starting areas and will
give you an idea of what you’ll be encountering and where you’ll be
going as the game progresses.
As a Hunter, you’re going to have a lot of moves, which will take up a
lot of ActionBar slots. I recommend that you enable all of your
ActionBars and set the Key Bindings to the bottom-left ActionBar so that
Shift-Number will cause you to use the corresponding moves.
------------------------------------------------------------------------
a. Marksmanship
------------------------------------------------------------------------
This branch of moves makes up the core of every Hunter. These are moves
associated with your ranged weapon and will provide the majority of the
damage you inflict.
----------
Aimed Shot
----------
ACTION: Charge up three seconds to increases ranged damage by 70.
RANGE: 8-35 yards
CASTING TIME: 3 sec.
COOLDOWN: 6 sec. (cooldown is linked with Arcane Shot)
NOTE: This move is accessible only through its respective talent.
LEVEL RANK MANA CHANGE
20 1 75 Ranged damage bonus starts at 70.
28 2 115 Ranged damage bonus increased to 125.
36 3 160 Ranged damage bonus increased to 200.
44 4 210 Ranged damage bonus increased to 330.
52 5 260 Ranged damage bonus increased to 460.
60 6 310 Ranged damage bonus increased to 600.
OVERVIEW: If you want to hit hard on your first shot, then Aimed Shot is
the way to go: a single hard-hitting bullet or arrow for the price of a
three-second charge. It’s especially spectacular when it crits for
upwards of 1500+ damage at level 60. However, watch yourself as that
kind of damage will make you an aggro magnet.
-----------
Arcane Shot
-----------
ACTION: An instant shot that deals 13 arcane damage.
RANGE: 8-35 yards
CASTING TIME: Instant
COOLDOWN: 6 sec.
LEVEL RANK MANA CHANGE
6 1 25 Arcane damage starts at 13.
12 2 35 Arcane damage increased to 21.
20 3 50 Arcane damage increased to 33.
28 4 80 Arcane damage increased to 59.
36 5 105 Arcane damage increased to 83.
44 6 135 Arcane damage increased to 115.
52 7 160 Arcane damage increased to 145.
60 8 190 Arcane damage increased to 183.
OVERVIEW: Arcane Shot is simply an instant burst of magical damage,
which bypasses armor and throughout the game, there isn’t much in the
way of arcane resistance. It’s also one of the few ranged weapon
abilities that you can use while moving and is affected by anything that
increases magical effects. Interestingly, the damage that this shot
deals tends to be higher than what is indicated. At Rank 8, this move
inflicts 192 damage even though it’s listed as 183.
---------
Auto-Shot
---------
ACTION: Automatically fire your ranged weapon at the target until
cancelled.
RANGE: 8-35 yards
CASTING TIME: Instant
COOLDOWN: Based on Weapon
LEVEL RANK MANA CHANGE
1 n/a n/a n/a
OVERVIEW: This is basically an auto-attack with a gun/bow. Later on,
you’ll probably start your attacks with Aimed Shot or Arcane Shot but
it’s good to keep this on your ActionBar for those cases where you need
to start shooting while your normal Shot/Sting is on cooldown.
---------------
Concussive Shot
---------------
ACTION: Dazes the target, slowing movement speed to 50% of normal for 4
seconds.
RANGE: 8-35 yards
CASTING TIME: Instant
COOLDOWN: 12 sec.
LEVEL RANK MANA CHANGE
8 n/a 8% n/a
OVERVIEW: Concussive Shot serves both an offensive and defensive
purpose. You can use it to either catch targets that are trying to flee
or slow down an enemy that’s trying to get near you. It’s very useful,
especially if the Improved Concussive Shot talent kicks in. This move
uses 8% of your base mana.
----------------
Distracting Shot
----------------
ACTION: Fires a shot that increases your aggro.
RANGE: 8-35 yards
CASTING TIME: Instant
COOLDOWN: 8 sec.
LEVEL RANK MANA CHANGE
12 1 20 Increases your threat.
20 2 30 Causes more threat than Rank 1.
30 3 50 Causes more threat than Rank 2.
40 4 70 Causes more threat than Rank 3.
50 5 90 Causes more threat than Rank 4.
60 6 110 Causes more threat than Rank 5.
OVERVIEW: Normally you would want to keep your aggro as low as possible
but there are those times where you need to draw attention to yourself
to keep someone else alive and this is the one move that will do the
trick. Use this to pull aggro off cloth wearers or your pet if it’s low
on health.
-----
Flare
-----
ACTION: Exposes all hidden units within a 10-yard radius for 30 seconds.
RANGE: 30 yards
CASTING TIME: Instant
COOLDOWN: 15 sec.
LEVEL RANK MANA CHANGE
32 n/a 50 n/a
OVERVIEW: This is the best way to catch stealthed units that are hiding,
especially Rogues and Druids in Cat Form. It also makes a nice beacon
for anything team-based. You won’t find too many mobs that will need
Flaring but it’s a very handy skill, especially in PvP.
-------------
Hunter’s Mark
-------------
ACTION: Puts a big red arrow on the target, increasing the Ranged Attack
Power of all attackers against that target by 20. It also makes it
appear on the minimap and prevents it from stealthing. Last for two
minutes.
RANGE: 100 yards
CASTING TIME: Instant
COOLDOWN: 1 sec.
LEVEL RANK MANA CHANGE
6 1 15 Ranged Attack Power bonus starts at 20.
22 2 30 Ranged Attack Power bonus increased to 45.
40 3 45 Ranged Attack Power bonus increased to 75.
58 4 60 Ranged Attack Power bonus increased to 110.
OVERVIEW: Hunter’s Mark is a player’s best friend. In addition to
increasing your damage output, it also makes stealthed units visible,
which can do you a lot of good versus Rogues. In endgame instances, the
Mark can also function as an indicator of which mobs to attack.
----------
Multi-Shot
----------
ACTION: Fires up to three shots, hitting three different targets. Higher
ranks add bonus damage to each shot.
RANGE: 8-35 yards
CASTING TIME: Instant
COOLDOWN: 10 sec.
NOTE: Rank 5 is only available through a book that teaches it.
LEVEL RANK MANA CHANGE
18 1 100 No bonus damage.
30 2 140 Increases ranged damage by 40.
42 3 175 Increases ranged damage by 80.
54 4 210 Increases ranged damage by 110.
60 5 230 Increases ranged damage by 150.
OVERVIEW: When you first play around with Multi-Shot, it’s hard to see
when it could be useful until you realize the true beauty behind it.
It’s an instant-cast Shot that adds to your DPS every ten seconds and it
works very well, even against a single target. It’s especially valuable
in PvP when there are enemies clumped together. The only downside is
that even though it’s labeled as an Instant-cast, you have to be
standing in order to use it. You must also be careful not to break any
crowd control as this move doesn’t know not to target anything that you
don’t want touched.
----------
Rapid Fire
----------
ACTION: Increases your ranged attack speed by 40% for 15 seconds.
RANGE: n/a
CASTING TIME: Instant
COOLDOWN: 5 min.
LEVEL RANK MANA CHANGE
26 n/a 100 n/a
OVERVIEW: When you need to kill something fast, this is the one move to
use. It also shaves a little over a second off of Aimed Shot’s charging
time and it’s really fun to see a fast weapon like the Hurricane bow
(1.6 speed) go even faster.
------------
Scatter Shot
------------
ACTION: Deal 50% weapon damage to one target and daze it for 4 seconds.
Any damage caused will remove the effect. Also cancels your auto-attack.
RANGE: 15 yards
CASTING TIME: Instant
COOLDOWN: 30 sec.
NOTE: This move is accessible only through its respective talent.
LEVEL RANK MANA CHANGE
30 n/a 8% n/a
OVERVIEW: You may not realize this at first but this move will save you
countless times. What makes this Shot different from all the others is
its close range. When something gets too close to you, fire off this
Shot and the daze will buy you enough time to get some firing distance.
-------------
Scorpid Sting
-------------
ACTION: Reduce your target’s strength and agility by 20 for 20 seconds.
RANGE: 8-35 yards
CASTING TIME: Instant
COOLDOWN: 1 sec. Global Cooldown
LEVEL RANK MANA CHANGE
22 1 70 Strength and agility reduced by 20.
32 2 90 Strength and agility reduction increased to 29.
42 3 125 Strength and agility reduction increased to 45.
52 4 165 Strength and agility reduction increased to 68.
OVERVIEW: This move is basically used to reduce a target’s physical
damage output and the stat reduction is pretty significant. In a group,
you’ll probably want to use this to support off-tanks while focusing
your attacks on the main tank’s target. Otherwise, you’ll be using
Serpent or Wyvern Sting most of the time.
-------------
Serpent Sting
-------------
ACTION: Poison that deals 20 nature damage over 15 seconds.
RANGE: 8-35 yards
CASTING TIME: Instant
COOLDOWN: 1 sec. Global Cooldown
NOTE: Rank 9 is only available through a book that teaches it.
LEVEL RANK MANA CHANGE
4 1 15 Total damage dealt starts 20.
10 2 30 Total damage dealt increased to 40.
18 3 50 Total damage dealt increased to 80.
26 4 80 Total damage dealt increased to 140.
34 5 115 Total damage dealt increased to 210.
42 6 150 Total damage dealt increased to 290.
50 7 190 Total damage dealt increased to 385.
58 8 230 Total damage dealt increased to 490.
60 9 250 Total damage dealt increased to 555.
OVERVIEW: This is a Hunter’s primary DoT move. It doesn’t inflict as
much damage over time as other DoT’s but it’s still the one Sting you’ll
use the most often and it gets the job done, especially when there’s an
open debuff slot or for those times when you’re soloing.
-------------
Trueshot Aura
-------------
ACTION: Creates a 45-yard aura that increases melee and ranged attack
power of all party members by 50. Lasts for 30 minutes.
RANGE: 45 yards
CASTING TIME: Instant
COOLDOWN: 1 sec. Global Cooldown
NOTE: This move is accessible only through its respective talent.
LEVEL RANK MANA CHANGE
40 1 325 Attack power bonus starts at 50.
50 2 425 Attack power bonus increased to 75.
60 3 525 Attack power bonus increased to 100.
OVERVIEW: This is an amazing aura to have around for both you and your
party members. Basically, it’s almost like an extra Aspect of the Hawk
that also affects your melee attacks. This is a remarkable ability worth
investing your talents into.
-----------
Viper Sting
-----------
ACTION: Drains the target’s mana for 616 over eight seconds.
RANGE: 8-35 yards
CASTING TIME: Instant
COOLDOWN: 1 sec. Global Cooldown
LEVEL RANK MANA CHANGE
36 1 135 Total mana drained starts at 616.
46 2 175 Total mana drained increased to 848.
56 3 215 Total mana drained increased to 1108.
OVERVIEW: Destroying someone’s mana is one way to incapacitate your
enemies but you’ll find that most spell-casting mobs die before it ever
runs out of mana. Still, mobs with little mana (such as the Scarlet
Warders from Tyr’s Hand) are greatly affected by this Sting. In PvP,
it’s even more valuable as this is the ideal way to slow down mana
users, especially when they’re low on mana.
------
Volley
------
ACTION: Deal 50 arcane damage every second to each enemy within eight
yards of the targeted area for six seconds.
RANGE: 8-35 yards
CASTING TIME: 6-sec Channel
COOLDOWN: 1 min.
LEVEL RANK MANA CHANGE
40 1 350 Damage dealt per second starts at 50.
50 2 420 Damage dealt per second increased to 65.
58 3 490 Damage dealt per second increased to 80.
OVERVIEW: This is the Hunter’s basic area-of-effect damage spell. It
inflicts a decent amount of damage but it costs a good chunk of mana and
you’ll only use it when there is a large cluster of weak mobs.
------------------------------------------------------------------------
b. Survival
------------------------------------------------------------------------
These are alternative sources of damage, which mainly consist of melee
attacks and an assortment of traps and supportive abilities that help
you keep your distance.
-------------
Counterattack
-------------
ACTION: Usable after parrying an attack. Deals 40 damage and immobilized
the target for five seconds. This move can’t be dodged, blocked, or
parried.
RANGE: 5 yards
CASTING TIME: Instant
COOLDOWN: 5 sec.
NOTE: This move is accessible only through its respective talent.
LEVEL RANK MANA CHANGE
30 1 45 Damage dealt starts at 40.
42 2 65 Damage dealt increased to 70.
54 3 85 Damage dealt increased to 110.
OVERVIEW: As an ability, Counterattack is excellent but on its own, you
don’t get many chances to use it because of the Hunter’s low Parry
chance, which is roughly 5%. If you offset this with Deterrence and
Deflection, it becomes incredibly useful, especially for those times
when a hostile player gets too close for comfort.
----------
Deterrence
----------
ACTION: Increases your chance to dodge or parry by 25% For 10 seconds.
RANGE: n/a
CASTING TIME: Instant
COOLDOWN: 5 min.
NOTE: This move is accessible only through its respective talent.
LEVEL RANK MANA CHANGE
20 n/a 0 n/a
OVERVIEW: This move combined with Counterattack and Aspect of the Monkey
is one of the best ways for a Hunter to survive against most things that
needs to fight you in melee range. Chances are good that you’ll probably
use this most often in PvP since that’s where a lot of enemy players
will try to get within melee distance of you.
---------
Disengage
---------
ACTION: Reduces your aggro and cancels your auto-attack.
RANGE: 5 yards
CASTING TIME: Instant
COOLDOWN: 5 sec.
LEVEL RANK MANA CHANGE
20 1 50 Reduces your aggro.
34 2 100 Reduces more aggro than Rank 1.
48 3 150 Reduces more aggro than Rank 2.
OVERVIEW: Most of the time, you’ll be using Feign Death to wipe yourself
clean of all aggro but there will be those times where it either fails
or is on cooldown. That’s where Disengage comes into play: if something
gets close to you and Feigning doesn’t work, use this move to lower your
aggro and hope that the mob turns its attention towards your pet or main
tank.
--------------
Explosive Trap
--------------
ACTION: Places a trap on the ground. When something gets near it, it
explodes and causes 100-130 fire damage to all enemies within ten yards
and adds a DoT that deals 150 fire damage over 20 seconds. Trap exists
for one minute.
RANGE: n/a
CASTING TIME: Instant
COOLDOWN: 15 sec.
LEVEL RANK MANA CHANGE
34 1 275 Inflicts 100-130 damage with 150 DoT damage.
44 2 395 Inflicts 139-187 damage with 240 DoT damage.
54 3 520 Inflicts 201-257 damage with 330 DoT damage.
OVERVIEW: Instant fire damage plus mass damage over time. In those cases
where Volley is handy, Explosive Trap becomes a convenient addition to
that. Those two moves combined allow you to cause a lot of area damage
over a period of time.
-----------
Feign Death
-----------
ACTION: You play dead and leave combat completely, losing all aggro in
the process. Lasts for six minutes. After that, you die.
RANGE: n/a
CASTING TIME: Instant
COOLDOWN: 30 sec.
LEVEL RANK MANA CHANGE
30 n/a 80 n/a
OVERVIEW: Feign Death is going to become your best friend because of its
many uses. You can use it to wipe yourself clean of any aggro. In PvP,
you can use it to cause your enemies to lose target of you. If your
group is about to die, you can play dead and save yourself. You can even
use it to reset your traps. Heck, fool your friends! Once you get this
move, you’ll love it.
-------------
Freezing Trap
-------------
ACTION: Places a trap on the ground. When something gets near it, it
freezes the target and prevents it from doing anything for 10 seconds.
RANGE: n/a
CASTING TIME: Instant
COOLDOWN: 15 sec.
LEVEL RANK MANA CHANGE
20 1 50 Freeze time starts at 10 sec.
40 2 75 Freeze time increased to 15 sec.
60 3 100 Freeze time increased to 20 sec.
OVERVIEW: This trap is beautiful. In those cases where crowd control is
needed, this is the best you’ve got and it works wonders. You can even
use it in PvP to protect yourself from sneaky Rogues or get some
distance. The only problem is that any DoT’s will ruin the effect so
watch what you freeze.
----------
Frost Trap
----------
ACTION: Places a trap on the ground. When something gets near it, it
creates a white sheet of frost that slows down all enemies within 10
yards to 40% movement speed. Trap will exist for one minute.
RANGE: n/a
CASTING TIME: Instant
COOLDOWN: 15 sec.
LEVEL RANK MANA CHANGE
28 n/a 60 n/a
OVERVIEW: Frost Trap is very handy for many situations. For those
occasions where you need to slow down a large group of mobs, this is the
most ideal move to use, especially when combined with the Entrapment
talent. It’s also a good alternative to Freezing Trap if you know you’re
going to expect DoT’s. This is also one of those moves that will do you
wonders in PvP. Place it in a doorway and watch what happens.
---------------
Immolation Trap
---------------
ACTION: Places a trap on the ground. When something gets near it, it
burns the target for 105 fire damage over 15 seconds.
RANGE: n/a
CASTING TIME: Instant
COOLDOWN: 15 sec.
LEVEL RANK MANA CHANGE
16 1 50 Total damage starts at 105.
26 2 90 Total damage increased to 215.
36 3 135 Total damage increased to 340.
46 4 190 Total damage increased to 510.
56 5 245 Total damage increased to 690.
OVERVIEW: For a non-caster, this is a surprisingly strong DoT,
especially if you throw in the Clever Traps talent. Combined with Wyvern
or Serpent Sting, you’ll quickly whittle away a target’s health. If the
DoT has taken its course, you can even Feign Death and reset the trap.
-------------
Mongoose Bite
-------------
ACTION: Usable only after a dodge. Instantly hit your target for 25
damage.
RANGE: 5 yards
CASTING TIME: Instant
COOLDOWN: 5 sec.
LEVEL RANK MANA CHANGE
16 1 30 Damage dealt starts at 25.
30 2 40 Damage dealt increased to 45.
44 3 50 Damage dealt increased to 75.
58 4 65 Damage dealt increased to 115.
OVERVIEW: When you look at it, Mongoose Bite is a bit weak but it
doesn’t cost a lot of mana and it’s additional damage dealt in exchange
for not receiving damage through dodging. It’s especially handy if
combined with Aspect of the Monkey.
-------------
Raptor Strike
-------------
ACTION: Increases the damage dealt by your next melee attack by 5.
RANGE: 5 yards
CASTING TIME: Next Melee Swing
COOLDOWN: 6 sec.
LEVEL RANK MANA CHANGE
1 1 15 Damage dealt starts at 5.
8 2 25 Damage dealt increased to 11.
16 3 35 Damage dealt increased to 21.
24 4 45 Damage dealt increased to 34.
32 5 55 Damage dealt increased to 50.
40 6 70 Damage dealt increased to 80.
48 7 85 Damage dealt increased to 110.
56 8 100 Damage dealt increased to 140.
OVERVIEW: This is your basic damage-boosting move at melee range. The
moment something gets within melee range, this will instinctively be the
first move you’ll use. There’s really not much to it but the extra boost
of damage is always helpful.
------------
Track Beasts
------------
ACTION: Allows you to see Beast-type units on the minimap.
RANGE: n/a
CASTING TIME: Instant
COOLDOWN: 1 sec. Global Cooldown
LEVEL RANK MANA CHANGE
1 n/a 0 n/a
OVERVIEW: This is the first of a handful of trackers that you’ll gain as
a Hunter and it’s extremely handy. You can keep track of beasts that
aren’t in your line of sight and it helps you look for whatever beasts
you need to kill.
------------
Track Demons
------------
ACTION: Allows you to see Demon-type units on the minimap.
RANGE: n/a
CASTING TIME: Instant
COOLDOWN: 1 sec. Global Cooldown
LEVEL RANK MANA CHANGE
32 n/a 0 n/a
OVERVIEW: This is just as handy as the other trackers but because demons
aren’t very common, you won’t use this very often. It becomes especially
handy for when it’s time for you to do your epic Hunter quest.
---------------
Track Dragonkin
---------------
ACTION: Allows you to see Dragonkin-type units on the minimap.
RANGE: n/a
CASTING TIME: Instant
COOLDOWN: 1 sec. Global Cooldown
LEVEL RANK MANA CHANGE
50 n/a 0 n/a
OVERVIEW: This tracker doesn’t really come in handy until endgame when
you’ll need it for certain things such as the Onyxia quest chain or
Blackrock Spire. It’s also good for when you need to kill dragons for
their scales.
----------------
Track Elementals
----------------
ACTION: Allows you to see Elemental-type units on the minimap.
RANGE: n/a
CASTING TIME: Instant
COOLDOWN: 1 sec. Global Cooldown
LEVEL RANK MANA CHANGE
26 n/a 0 n/a
OVERVIEW: It’s like all the other trackers except that it tracks
elementals, which while aren’t rare, aren’t very common either.
------------
Track Giants
------------
ACTION: Allows you to see Giant-type units on the minimap.
RANGE: n/a
CASTING TIME: Instant
COOLDOWN: 1 sec. Global Cooldown
LEVEL RANK MANA CHANGE
40 n/a 0 n/a
OVERVIEW: Because Giants are very uncommon in this game, you’ll be using
this tracker the least often among the different trackers you get.
------------
Track Hidden
------------
ACTION: Allows you to see stealthed units on the minimap.
Also increases your stealth detection.
RANGE: n/a
CASTING TIME: Instant
COOLDOWN: 1 sec. Global Cooldown
LEVEL RANK MANA CHANGE
24 n/a 0 n/a
OVERVIEW: This is used more for its stealth detection than its actual
tracking since invisible units will only appear on the minimap if
they’re visible to you. Enable this if you know you’re dealing with
invisible units in the area.
---------------
Track Humanoids
---------------
ACTION: Allows you to see Humanoid-type units on the minimap.
RANGE: n/a
CASTING TIME: Instant
COOLDOWN: 1 sec. Global Cooldown
LEVEL RANK MANA CHANGE
10 n/a 0 n/a
OVERVIEW: You’ll use this tracker very often since humanoid mobs are
very common and it’s especially good on PvP servers or Battlegrounds.
------------
Track Undead
------------
ACTION: Allows you to see Undead-type units on the minimap.
RANGE: n/a
CASTING TIME: Instant
COOLDOWN: 1 sec. Global Cooldown
LEVEL RANK MANA CHANGE
18 n/a 0 n/a
OVERVIEW: Early on, you may or may not use this often depending on where
you go. Shadowfang Keep, for example, is one of those places where you
can put this to good use in the early parts of the game but the majority
of the undead mobs are in the Western and Eastern Plaguelands, which you
won’t explore until you reach your 50’s.
---------
Wing Clip
---------
ACTION: Deal 5 damage to your target and slow its movement speed to 50%
of normal for 10 seconds.
RANGE: 5 yards
CASTING TIME: Instant
COOLDOWN: 1 sec. Global Cooldown
LEVEL RANK MANA CHANGE
12 1 40 Damage starts at 5, slowdown at 50%.
28 2 60 Damage increased to 25, slowdown to 45%.
60 3 80 Damage increased to 50, slowdown to 40%.
OVERVIEW: Wing Clip is one of those moves that you’ll use repeatedly and
if something gets too close to you, this move will help you regain
shooting distance. What’s especially nice is that since using other
moves doesn’t cause this move to be affected by the global cooldown, you
can use it immediately after a Raptor Strike. Improved Wing Clip’s
immobilizing effect is a very nice touch, especially since you can
repeatedly spam it until it triggers.
------------
Wyvern Sting
------------
ACTION: Puts the target to sleep for 12 seconds. Any damage will awaken
it. When it wakes up, it takes 300 nature damage over 12 seconds. Usable
only outside of combat.
RANGE: 8-35 yards
CASTING TIME: Instant
COOLDOWN: 2 min.
NOTE: This move is accessible only through its respective talent.
LEVEL RANK MANA CHANGE
40 1 115 Total damage dealt starts at 300.
50 2 155 Total damage dealt increased to 420.
60 3 205 Total damage dealt increased to 600.
OVERVIEW: Think of this as a deluxe Serpent Sting. It buys you twelve
seconds of crowd control time and is a fast-acting DoT. Combined with
Immolation Trap, you’ll quickly wear down your target’s health. You
could even use this with Freezing Trap to keep a three-mob group under
control. It’s a shame that it has that two-minute cooldown but when it’s
usable, it does wonders.
------------------------------------------------------------------------
c. Beast Mastery
------------------------------------------------------------------------
This set contains supportive abilities such as your Aspects as well as
a handful of moves that support your pet.
-------------------
Aspect of the Beast
-------------------
ACTION: You become untrackable.
RANGE: n/a
CASTING TIME: Instant
COOLDOWN: 1 sec. Global Cooldown
LEVEL RANK MANA CHANGE
30 n/a 50 n/a
OVERVIEW: This move is so situational that you’ll almost never have to
use this. Basically, all it does is make you not appear on the minimap
when someone is tracking humanoids, which means that it’s only good
against Druids and other Hunters.
---------------------
Aspect of the Cheetah
---------------------
ACTION: You run 30% faster but if you take damage, you get dazed for 4
seconds.
RANGE: n/a
CASTING TIME: Instant
COOLDOWN: 1 sec. Global Cooldown
LEVEL RANK MANA CHANGE
20 n/a 40 n/a
OVERVIEW: Aspect of the Cheetah makes life without a mount much easier
for you than other classes. That is, if you’re not a Druid. Despite the
daze effect, it’s very handy and it’ll easily tie you over until you get
a mount. Just for the record, your swim speed isn’t affected by this.
------------------
Aspect of the Hawk
------------------
ACTION: Self-buff that increases your ranged attack power by 20.
RANGE: n/a
CASTING TIME: Instant
COOLDOWN: 1 sec. Global Cooldown
NOTE: Rank 7 is only available through a book that teaches it.
LEVEL RANK MANA CHANGE
10 1 20 Ranged attack power bonus starts at 20.
18 2 35 Ranged attack power bonus increased to 35.
28 3 50 Ranged attack power bonus increased to 50.
38 4 70 Ranged attack power bonus increased to 70.
48 5 90 Ranged attack power bonus increased to 90.
58 6 110 Ranged attack power bonus increased to 110.
60 7 120 Ranged attack power bonus increased to 120.
OVERVIEW: This is the one Aspect that you’ll be using most of the time
since you’ll almost always be firing your ranged weapon and the ranged
attack power bonus is very significant. Be sure to use this as your main
Aspect.
--------------------
Aspect of the Monkey
--------------------
ACTION: Increases your chance to dodge by 8%.
RANGE: n/a
CASTING TIME: Instant
COOLDOWN: 1 sec. Global Cooldown
LEVEL RANK MANA CHANGE
4 n/a 20 n/a
OVERVIEW: Even though you’re supposed to keep out of melee range, there
are those times when you don’t have a choice. For those moments, this
Aspect will help keep you alive, especially if you use your talent
points to boost it to 13% alongside Deterrence.
------------------
Aspect of the Pack
------------------
ACTION: You and party members within 30 yards of you move 30% faster but
if anyone gets hit, he/she gets dazed for 4 seconds.
RANGE: n/a
CASTING TIME: Instant
COOLDOWN: 1 sec. Global Cooldown
LEVEL RANK MANA CHANGE
40 n/a 100 n/a
OVERVIEW: Think of this as Aspect of the Cheetah for the whole party.
It’s good for places where you can’t ride your mount, as in most
instances. Just remember to turn it off when your party runs into a
fight.
------------------
Aspect of the Wild
------------------
ACTION: You and party members within 30 yards get +45 nature resist.
RANGE: n/a
CASTING TIME: Instant
COOLDOWN: 1 sec. Global Cooldown
LEVEL RANK MANA CHANGE
46 1 90 Nature resist bonus starts at 45.
56 2 115 Nature resist bonus increased to 60.
OVERVIEW: This works pretty much the same way as a Paladin aura. This is
your saving grace in places where nature damage is heavy, which isn’t
very common but regardless, you have it.
----------
Beast Lore
----------
ACTION: Reveals information about a Beast-type unit.
RANGE: 40 yards
CASTING TIME: Instant
COOLDOWN: 1 sec. Global Cooldown
LEVEL RANK MANA CHANGE
24 n/a 40 n/a
OVERVIEW: You won’t use this move very often but when you do, it’s very
handy. It reveals information about an animal, including its health,
armor, damage, and if it’s tamable. It even unveils the foods it eats
and what pet skills it comes with.
-------------
Bestial Wrath
-------------
ACTION: For 18 seconds, your pet deals 50% more damage. During that
time, it can’t be feared or stopped.
RANGE: 100 yards
CASTING TIME: Instant
COOLDOWN: 2 min.
NOTE: This move is accessible only through its respective talent.
LEVEL RANK MANA CHANGE
40 n/a 12% n/a
OVERVIEW: This is the bane of cloth wearers. There are stories of
casters who have been torn to pieces because of this move, which is the
key highlight of the Beast Mastery talent tree. What makes this even
more brutal is the fact that if you have this move, then you will have
talents that already make your pet stronger.
---------
Eagle Eye
---------
ACTION: Target an area and this move will allow you to view the area as
though you were standing there. Usable only outdoors.
RANGE: 50,000 yards
CASTING TIME: Instant
COOLDOWN: 1 sec. Global Cooldown
LEVEL RANK MANA CHANGE
14 n/a 25 n/a
OVERVIEW: This is a really handy move for when you want to scope
something out before you go somewhere or for when you’re curious about
what’s on top of a cliff or through a gate. It’s a shame that it’s only
usable outdoors. It could really come in handy in some indoor areas.
-----------------
Eyes of the Beast
-----------------
ACTION: Take direct control of your pet for 60 seconds.
RANGE: 50,000 yards
CASTING TIME: 2 sec.
COOLDOWN: 1 sec. Global Cooldown
LEVEL RANK MANA CHANGE
14 n/a 20 n/a
OVERVIEW: This move is very useful for scouting if you have a stealthy
pet like a cat with Prowl. It’s also good for dismissing your pet
without having to lose happiness through the use of the actual move.
--------
Feed Pet
--------
ACTION: Feeds your pet food from your inventory.
RANGE: 10 yards
CASTING TIME: Instant
COOLDOWN: 1 sec. Global Cooldown
NOTE: You receive this skill as a quest reward.
LEVEL RANK MANA CHANGE
10 n/a 0 n/a
OVERVIEW: You pet will get hungry so remember to feed it once in a while
using this skill.
------------
Intimidation
------------
ACTION: Causes your pet to stun your target for 3 seconds with high
threat.
RANGE: 100 yards
CASTING TIME: Instant
COOLDOWN: 1 min.
NOTE: This move is accessible only through its respective talent.
LEVEL RANK MANA CHANGE
30 n/a 8% n/a
OVERVIEW: This is a great ability to have around, especially if it’s
chained with a stunning Concussive Shot. In PvE, it’s especially good
because it causes high threat, which is a nice way of keeping mobs on
your pet. The only drawback is its 1-minute cooldown but whenever it’s
up, it’s a great move.
--------
Mend Pet
--------
ACTION: Heal your pet for 20 health per second for 5 seconds.
RANGE: 20 yards
CASTING TIME: 5 sec. (channeled)
COOLDOWN: 1 sec. Global Cooldown
LEVEL RANK MANA CHANGE
12 1 50 Healing starts at 20 health/sec.
20 2 90 Healing increased to 38 health/sec.
28 3 155 Healing increased to 68 health/sec.
36 4 225 Healing increased to 103 health/sec.
44 5 300 Healing increased to 142 health/sec.
52 6 385 Healing increased to 189 health/sec.
60 7 480 Healing increased to 245 health/sec.
OVERVIEW: This move provides a lot of healing over time and will quickly
ready your pet between fights. The only downside is that without a set
bonus from the Giantstalker set, its range is very limited and it eats
up a lot of mana. There are also many moments where your pet will take
such a beating that your healing can’t outweigh the amount of damage
it’s receiving. Use it when you have to but watch your mana.
----------
Revive Pet
----------
ACTION: Revives your pet with 15% of its health.
RANGE: n/a
CASTING TIME: 10 sec.
COOLDOWN: none
NOTE: You receive this skill as a quest reward.
LEVEL RANK MANA CHANGE
10 n/a 100% n/a
OVERVIEW: This spell costs 100% of your base mana, which would be your
entire mana if you were to have no bonuses to your Intellect. It’s this
expensive cost that encourages you to keep your pet alive.
-----------
Scare Beast
-----------
ACTION: Cause a Beast-type unit to run in fear for 10 seconds. Any
damage may break the effect.
RANGE: 10 yards
CASTING TIME: 1.5 sec.
COOLDOWN: 30 sec.
LEVEL RANK MANA CHANGE
14 1 35 Fear time starts at 10 sec.
30 2 50 Fear time increased to 15 sec.
45 3 75 Fear time increased to 20 sec.
OVERVIEW: Oftentimes, there are so many ways to control your aggro that
you’ll find yourself not using this move very often but for those times
where you need to get a Beast-type mob or enemy Hunter’s pet away from
you, this is the move to use.
------------------
Tranquilizing Shot
------------------
ACTION: Removes one Frenzy effect from that target.
RANGE: 8-35 yards
CASTING TIME: Instant
COOLDOWN: 20 sec.
NOTE: You may only learn this move through a book.
LEVEL RANK MANA CHANGE
60 n/a 270 n/a
OVERVIEW: You can only learn this move through a book that drops from
Lucifron, the first boss of Molten Core. The biggest misconception with
this ability is how some players presume that it can remove Enrage
effects, which unfortunately, it doesn’t do. Its only use is to remove
Frenzy effects from specific raid bosses such as Magmadar.
================================================== ======================
-------------------------[ V. Hunter Talents ]--------------------------
================================================== ======================
What will set you apart from every other Hunter are the talents you
invest in your talent trees. These enhance your current moves and gives
you access to new ones based on whatever tree your talent points into.
Here is a breakdown of the Hunter’s available talents.
------------------------------------------------------------------------
a. Marksmanship
------------------------------------------------------------------------
The majority of these talents will affect whatever abilities are based
upon your ranged weapon. Investing your talents in this tree will
enhance your shooting capabilities. This is an ideal tree for PvE.
------------------------
Improved Concussive Shot
------------------------
EFFECT: Gives your Concussive Shot a 4/8/12/16/20% chance to stun your
target for 3 seconds.
POINTS: 5/5
TIER: 1
OVERVIEW: At 20%, you’d sometimes wish that it would trigger more often
but when it does trigger, you’re very glad that it did. If you’re going
down the Marksmanship tree, this is the more popular of the two tier-1
talents.
----------
Efficiency
----------
EFFECT: Reduces the mana cost of your Shots and Stings by 2/4/6/8/10%.
POINTS: 5/5
TIER: 1
OVERVIEW: While this talent would certainly save you some downtime, most
Hunters prefer to put their first five points into Improved Concussive
Shot over this talent. Not that there’s anything wrong with this talent.
It’s just that it’s not as favored. After all, there are always spirit
or intellect bonuses and mana potions to compensate.
----------------------
Improved Hunter’s Mark
----------------------
EFFECT: Increased the ranged attack power bonus of your Hunter’s Mark by
3/6/9/12/15%.
POINTS: 5/5
TIER: 2
OVERVIEW: The usefulness of this talent is often questioned. At Rank 4,
with the 15% bonus, the ranged attack power bonus is 126, as opposed to
110 without the full talent. The difference is 16. Is five points worth
16 ranged attack power? I think it’s worth it but others might not
agree. The debate goes on.
------------
Lethal Shots
------------
EFFECT: Increases your chance to land a critical strike with your ranged
weapon by 1/2/3/4/5%.
POINTS: 5/5
TIER: 2
OVERVIEW: It’s hard to find a Hunter who wouldn’t enjoy this talent.
This is well-beloved talent that you’ll surely have fun with.
----------
Aimed Shot
----------
EFFECT: Grants you access to the move Aimed Shot.
POINTS: 1/1
TIER: 3
OVERVIEW: Regardless of whatever build you choose to invest your points
into, this is very popular Shot that many Hunters love to have around
and once you try it out, it’s not hard to see why. Many Hunters love to
use this over Arcane Shot once they pick it up.
--------------------
Improved Arcane Shot
--------------------
EFFECT: Reduces the cooldown of your Arcane Shot by 0.2/0.4/0.6/0.8/1.0
seconds.
POINTS: 5/5
TIER: 3
OVERVIEW: One whole second may not seem like a lot but in a game like
this, it can make all the difference. Since Aimed Shot shares the same
cooldown timer as Arcane Shot, this affects it too. Like Improved
Hunter’s Mark, however, the usefulness of this as a five-point talent is
often in question. Is it really worth it? You make the call.
--------
Hawk Eye
--------
EFFECT: Increases your shooting range by 2/4/6 yards.
POINTS: 3/3
TIER: 3
OVERVIEW: This is one of those must-have talents that every Hunter
should have. This grants you a total of 41 yards of firing distance,
which in some cases is the difference between getting hit by an AoE
effect and standing completely outside its range.
----------------------
Improved Serpent Sting
----------------------
EFFECT: Increases the damage caused by your Serpent Sting by
2/4/6/8/10%.
POINTS: 5/5
TIER: 4
OVERVIEW: Serpent Sting is already weak as it is. With this five-point
talent at Rank 8, you jump from 490 to 539 damage, a 49-point
difference. Is it really worth it? It’s hard to tell.
------------
Mortal Shots
------------
EFFECT: Increases your ranged weapon critical strike damage bonus by
6/12/18/24/30%.
POINTS: 5/5
TIER: 4
NOTE: You need 5 points in Lethal Shots to gain access to this.
OVERVIEW: This naturally goes hand in hand with Lethal Shots and is also
a very handy talent to have around.
------------
Scatter Shot
------------
EFFECT: Grants you access to the move Scatter Shot.
POINTS: 1/1
TIER: 5
OVERVIEW: This is one of those vital moves that will save you countless
times and is the best distance-keeping move for a Marksman. If you’ve
gone far enough down this tree to reach this talent, you should invest
your one point in it. It’s well worth it.
-------
Barrage
-------
EFFECT: Increase the damage done by your Multi-Shot and Volley by 5/10/15%.
POINTS: 3/3
TIER: 5
OVERVIEW: This is an amazing talent that will do you a whole lot of good
everywhere you go. You can’t go wrong with this one. Invest your points
into this talent if you can.
----------------------
Improved Scorpid Sting
----------------------
EFFECT: Causes your Scorpid Sting to decrease your target’s stamina by
10/20/30% of the strength reduced.
POINTS: 3/3
TIER: 5
OVERVIEW: This talent can either be very useful or very useless,
depending on when you fire off your Scorpid Sting. At Rank 3, it reduces
your target’s stamina by 20, which is equal to 200 health. The problem
is that it’s taken from the target’s total health so if you’ve already
shaved off 200 of its hit points, the effect becomes useless. Ideally,
the best way to use it is to fire off the Sting as your very first shot
but most people would rather start with an Aimed Shot or something
similar.
----------------------------
Ranged Weapon Specialization
----------------------------
EFFECT: Increase the damage you deal with ranged weapons by 1/2/3/4/5%.
POINTS: 5/5
TIER: 6
OVERVIEW: This is a major highlight in the Marksmanship tree. Since the
majority of the damage you inflict is from your bow/gun, you should
invest your points into this as soon as you have access to it.
-------------
Trueshot Aura
-------------
EFFECT: Grants you access to the move Trueshot Aura.
POINTS: 1/1
TIER: 7
NOTE: You need 3 points in Barrage to gain access to this.
OVERVIEW: Truly a remarkable talent. At the highest rank, you and your
pet gain 100 attack power and it’s shared with anyone that’s in a party
with you. If you’ve gone this far down the tree, you should definitely
invest that one point in this talent.
------------------------------------------------------------------------
b. Survival
------------------------------------------------------------------------
The talents in this tree are geared towards defense and survivability,
hence the name of the tree. It gives you more combat options at melee
range, which is why many PvP enthusiasts like investing in this tree.
That’s not to say that this tree won’t yield a high damage output. There
are plenty of Survival talents that will make you just as strong as a
Marksmanship Hunter.
---------------
Monster Slaying
---------------
EFFECT: Deal 1/2/3% more damage to Beasts, Giants, and Dragonkin. This
also increases your critical strike chance against these types by
1/2/3%.
POINTS: 3/3
TIER: 1
OVERVIEW: Ever noticed how these three mob types correspond to three
Hunter armor sets? This is a solid choice to invest your points into
since you’ll fight plenty of beasts and dragonkin in your time playing
as a Hunter. Giants are a little rare but that’s not a big deal.
----------------
Humanoid Slaying
----------------
EFFECT: Deal 1/2/3% more damage to Humanoids. This also increases your
critical strike chance against Humanoids by 1/2/3%.
POINTS: 3/3
TIER: 1
OVERVIEW: The other common mob type that you’ll run into is Humanoids,
which makes this just as solid of a choice as Monster Slaying. If you
especially love PvP, then this is the talent for you.
----------
Deflection
----------
EFFECT: Increase your chance to parry by 1/2/3/4/5%.
POINTS: 5/5
TIER: 1
OVERVIEW: If you’re planning on making the most out of Deterrence and
Counterattack, then this talent will help you out greatly. With this,
you should have about at least a 10% chance to parry, which is pretty
solid for a Hunter.
----------
Entrapment
----------
EFFECT: Gives your Frost/Immolation/Explosive Trap a 5/10/15/20/25%
chance to immobilize your targets for 5 seconds.
POINTS: 5/5
TIER: 2
OVERVIEW: This is an amazing talent, especially when used with an area-
of-effect Trap like Frost or Explosive. It has a high triggering rate
and does wonders in PvP when you place a Trap in a doorway or narrow
walkway.
--------------
Savage Strikes
--------------
EFFECT: Increases the critical strike chance of your Raptor Strike and
Mongoose Bite by 10/20%.
POINTS: 2/2
TIER: 2
OVERVIEW: You’ll seldom achieve high crit damages with your melee weapon
but this talent is very good and will easily raise your melee crit
chance for those two moves to 25% and up. Coupled with Surefooted and
Killer Instinct and you’ll land some solid crits.
------------------
Improved Wing Clip
------------------
EFFECT: Gives your Wing Clip a 4/8/12/16/20% chance to immobilize your
target for 5 seconds.
POINTS: 5/5
TIER: 2
OVERVIEW: Whether you’re into PvE or PvP, this is a very useful talent
that will help you greatly, especially when you can use it repeatedly
until the effect triggers. Fives seconds of no movement, followed by
five more seconds of limited movement. Even if you get Counterattack
later on, this is still a very good trigger effect to have.
------------
Clever Traps
------------
EFFECT: Increase the duration of Freeze and Frost Traps by 15/30% and
the damage dealt by Immolation and Explosive Traps by 15/30%.
POINTS: 2/2
TIER: 3
OVERVIEW: Excellent talent. The bonus that all four Traps receive is
incredibly good. 30% means your target stays frozen for six seconds
longer and will take 30% more damage from your already-strong Immolation
Trap. This is a worthy investment.
-----------
Survivalist
-----------
EFFECT: Increase your total health by 2/4/6/8/10%.
POINTS: 5/5
TIER: 3
OVERVIEW: One of ways to stay alive is by simply maintaining your health
and one way to do it investing your points into this talent. 10% is a
pretty solid amount of health, especially at higher levels so this is a
talent to consider.
----------
Deterrence
----------
EFFECT: Grants you access to the move Deterrence.
POINTS: 1/1
TIER: 3
OVERVIEW: This move is good for those dire situations where you’re in
melee range and need to duke it out with your melee weapon. 25% to your
dodge and parry is very significant and paves the way for Counterattack,
which is a very good move.
------------
Trap Mastery
------------
EFFECT: Decreases the chance enemies will resist your traps by 5/10%.
POINTS: 2/2
TIER: 4
OVERVIEW: Traps don’t get resisted very often so it’s hard to decide
whether or not investing your points in this talent would be worth it.
Besides, there are other alternatives if your traps do get resisted so
it’s not a major loss if you don’t decide to have this.
----------
Surefooted
----------
EFFECT: Increases your chance to hit by 1/2/3% and increases your chance
to resist movement-impairing effects by 5/10/15%.
POINTS: 3/3
TIER: 4
OVERVIEW: This is very a good talent to have around since it serves two
good purposes. The increased chance to hit is always good to have and
having a chance to resist slowing moves like Hamstring and Earthbind
Totem is nice to have. It’s a very nice talent to have around.
--------------------
Improved Feign Death
--------------------
EFFECT: Reduces the chance that your Feign Death will be resisted by
2/4%.
POINTS: 2/2
TIER: 4
OVERVIEW: Feign Death won’t fail very often but you’ll find that when it
does, it fails most often during fights against high-level mobs and
bosses. This will help out greatly during those times, especially in the
endgame raid instances where your ability to manage your aggro becomes
extremely important.
---------------
Killer Instinct
---------------
EFFECT: Increases your critical strike chance with all attacks by
1/2/3%.
POINTS: 3/3
TIER: 5
OVERVIEW: This is a must-have talent for anyone investing their talent
points primarily in the Survival tree. This combined with other talents
can result in a high damage output, especially if you tack on Lethal
Shots from the Marksmanship tree.
-------------
Counterattack
-------------
EFFECT: Grants you access to the move Counterattack.
POINTS: 1/1
TIER: 5
NOTE: You must have 1 point in Deterrence to access this talent.
OVERVIEW: This is an amazing move due to the fact that it can’t be
dodged, blocked, or parried and it instantly immobilizes them. Think of
this as Aspect of the Monkey and Mongoose Bite slapped together as one
move. If you’ve gone far enough to access this move, you should invest
your one point in it.
------------------
Lightning Reflexes
------------------
EFFECT: Increases your agility by 3/6/9/12/15%.
POINTS: 5/5
TIER: 6
OVERVIEW: Agility is vital to a Hunter, which is why this talent is so
amazing. If you have 200 agility, five points to this talent would give
you a solid 30 agility boost. If you have access to this talent, drop
five points into it. You won’t regret it.
------------
Wyvern Sting
------------
EFFECT: Grants you access to Wyvern Sting.
POINTS: 1/1
TIER: 7
OVERVIEW: Despite the 2-minute cooldown, Wyvern Sting is still a fun
move to have around. It’s a short-term crowd control with a fast-acting
DoT. In the middle of a fight, you can even Feign Death and Sting a
player to stop him/her from fleeing. Put your talent point here and have
fun with this.
------------------------------------------------------------------------
c. Beast Mastery
------------------------------------------------------------------------
These talents enhance your Aspects and boost your pet’s abilities,
turning it into your personal killing machine.
---------------------------
Improved Aspect of the Hawk
---------------------------
EFFECT: Gives your ranged attacks a 1/2/3/4/5% chance to increase your
ranged attack speed by 30% for 12 seconds.
POINTS: 5/5
TIER: 1
OVERVIEW: No matter which tree you decide to specialize in, this is a
great talent to invest in. Think of it as a mini-Rapid Fire that occurs
once every twenty shots.
------------------
Endurance Training
------------------
EFFECT: Increase your pet’s health by 3/6/9/12/15%.
POINTS: 5/5
TIER: 1
OVERVIEW: This is one of your first steps towards building a better pet.
Even if you’re not planning on building a Beast Mastery pet, this is
good if you tend to solo a lot.
--------------------------
Improved Eyes of the Beast
--------------------------
EFFECT: Increase the duration of Eyes of the Beast by 30/60 seconds.
POINTS: 2/2
TIER: 2
OVERVIEW: Eyes of the Beast is more of a novelty spell than anything
else, which makes this talent not really worth it unless you plan on
using your pet for a lot of exploring.
-----------------------------
Improved Aspect of the Monkey
-----------------------------
EFFECT: Increase the Dodge bonus of Aspect of the Monkey by 1/2/3/4/5%.
POINTS: 5/5
TIER: 2
OVERVIEW: This skill is actually very good for a Survival Hunter and it
goes hand in hand with some of the talents in that tree. Give this one
some consideration if you’re planning on heading down the Survival tree.
----------
Thick Hide
----------
EFFECT: Increase your pet’s armor rating by 10/20/30%.
POINTS: 3/3
TIER: 2
OVERVIEW: This alongside Endurance Training is an excellent way of
keeping your pet alive during long-term fights. It’s also good for
those times when you want to soloing elite mobs.
-------------------
Improved Revive Pet
-------------------
EFFECT: Reduces Revive Pet’s casting time by 3 seconds and the mana cost
by 20/40%, and increases the health your pet returns with by 15/30%.
POINTS: 2/2
TIER: 2
OVERVIEW: This is very important if you’re specializing in Beast Mastery
since a good part of your DPS with that build is coming from your pet.
With this, you’ll be able to shorten your downtime whenever your pet dies.
-----------
Pathfinding
-----------
EFFECT: Increase the speed bonus of your Aspect of the Cheetah and Pack
by 3/6%.
POINTS: 2/2
TIER: 3
OVERVIEW: This just isn’t worth it. You’ll seldom find a situation where
you and your party will really need to run 6% faster. The only time I
could see this being useful is if your group wipes in an instance and
you need to get back to where you were before the mobs respawn but even
then, it’s not going to make that big of a impact on anything.
-----------------
Bestial Swiftness
-----------------
EFFECT: Increase the outdoor movement speed of your pet by 30%.
POINTS: 1/1
TIER: 3
OVERVIEW: This may or may not be worth it, depending on how often you
really need your pet to move that much faster outdoors. It’d be great
for quickly slaying cloth wearers with your pet but aside from that,
you really don’t need this.
--------------
Unleashed Fury
--------------
EFFECT: Increase the damage done by your pet by 4/8/12/16/20%.
POINTS: 5/5
TIER: 3
OVERVIEW: This is a key talent for any Beast Mastery Hunter but it’s
also good if you just happen to have extra talent points. In PvP,
most players don’t touch the pet so it’s good to have in Battlegrounds.
-----------------
Improved Mend Pet
-----------------
EFFECT: Gives Mend Pet a 15/50% chance of cleansing one Curse, Disease,
Magic, or Poison effect from your pet each tick.
POINTS: 2/2
TIER: 4
OVERVIEW: Oftentimes, debuffs on your pet won’t drastically make things
tougher for you a Hunter but it could be nice to have this around for
those times when your pet receives a particularly nasty debuff.
--------
Ferocity
--------
EFFECT: Increase the critical strike chance of your pets by 3/6/9/12/15%.
POINTS: 5/5
TIER: 4
OVERVIEW: Excellent talent. It goes right alongside Unleashed Fury and
is part of what makes Beast Mastery pets so vicious. If you’ve gone this
far down the tree, you should invest your points into this.
-----------
Spirit Bond
-----------
EFFECT: While your pet is active, you and your pet recover 1/2% of your
health every 10 seconds.
POINTS: 2/2
TIER: 5
OVERVIEW: This talent is good but it’s hard to tell if it’s worth having
around. It’s health regeneration that works in combat but is it enough
to make it worthwhile? That’s a tough one.
------------
Intimidation
------------
EFFECT: Grants you access to the move Intimidation.
POINTS: 1/1
TIER: 5
OVERVIEW: This is a very good skill to have because of the stun effect,
which can help stop enemies from fleeing. If you’ve gone this far down
the tree, drop one talent point into this.
------------------
Bestial Discipline
------------------
EFFECT: Increase your pet’s Focus regeneration by 10/20%.
POINTS: 2/2
TIER: 5
OVERVIEW: Focus tends to regenerate quickly but oftentimes, your pets
will drain its Focus faster than it can gain back. This is a good
solution to that problem, especially if your pet uses moves with short
cooldown timers.
------
Frenzy
------
EFFECT: Gives your pet a 20/40/60/80/100% chance to gain a 30% attack
speed bonus for 8 seconds after inflicting a critical strike.
POINTS: 5/5
TIER: 6
NOTE: You must have 5 points in Ferocity to access this talent.
OVERVIEW: This is one of the many reasons why Beast Mastery pets are so
deadly. This in conjunction with Unleashed Fury and Ferocity makes your
pet inflict lethal amounts of damage.
-------------
Bestial Wrath
-------------
EFFECT: Grants you access to the move Bestial Wrath.
POINTS: 1/1
TIER: 7
NOTE: You must have 1 point in Intimidation to access this talent.
OVERVIEW: This on top of all of the other attack-enhancing talents turns
your pet into a deadly killer and because it can’t be stopped or feared,
it can destroy cloth wearers very easily.
------------------------------------------------------------------------
d. Choosing Your Specialization
------------------------------------------------------------------------
There are lots of talents to choose from but the big question is: which
one suits you best? Here are some things you should look at when
planning out your talents.
------------
Marksmanship
------------
The talents in this tree will steadily increase your overall ranged DPS
and is the most popular choice of the three trees. This tree plays an
emphasis on offense with enhancements such as Barrage and Ranged
Weapon Specialization and is arguably the most viable PvE tree for
parties thanks to Trueshot Aura, though it’s also an excellent choice
for PvP. The two highlights of this tree are Aimed Shot and Scatter
Shot, both of which are excellent because of what they can do.
--------
Survival
--------
If you prefer to play more defensively or if you expect yourself to get
into melee range a lot, then this is the tree for you. These talents
greatly enhance all of your close-ranged abilities and it gives you
several ways of immobilizing your targets as well as major improvements
to your Traps and a Sting that serves as extra crowd control.
That’s not to say that this tree is weaker than the other two. Several
talents also boost your offensive abilities as well, including Lightning
Reflexes, which increases your overall Agility by up to 15%. I’ve
noticed that this build with Marksmanship as a secondary resulted in
a significantly higher DPS output and a much higher ranged attack power,
thanks to Lightning Reflexes. However, the downside to this is that that
talent alone makes attack power bonuses less friendly to a Hunter than
Agility. For example, a Dragonstalker’s Helm and its high Agility bonus
will do more good for a Survival Hunter than the Crown of Destruction,
which uses Attack Power and +2% Critical Strike instead.
Because of the high burst damage and overall DPS, this ends up being
the most popular choice for PvP, and in some cases, the most viable.
-------------
Beast Mastery
-------------
If you want to try something different, there’s always this tree, which
greatly strengthens your pets. Various talents boost your pet’s damage
and there are ones that will allow your pet to soak up more damage in
combat. With enough points invested in this tree, your pet becomes
deadly to the point where it can rip cloth wearers to pieces. The only
downside to this tree is that if your pet dies, a good portion of those
talents then becomes useless. This tree is ideal for PvP because people
often forget to attack the pet and the pet can be used to go after cloth
wearers in the distance.
================================================== ======================
-----------------------[ VI. Choosing Your Pet ]------------------------
================================================== ======================
Even though a Hunter is powerful on his own, a pet is still a very
important part of that class. The trick is trying to find a pet that
you’ll enjoy having by your side. Hunters get a multitude of pets to
choose from, each with its own variation of skins and colors. All pets
are more or less balanced so no single animal type is better than the
rest, though certain ones are more popular than the others.
------------------------------------------------------------------------
a. Available Pets
------------------------------------------------------------------------
With up to three stable slots, you can have three pets in your reserve.
Here is a list of the different kinds of pets that you can own.
----
Bear
----
MOVES: Growl, Cower, Bite, Claw
DIET: Bread, Cheese, Meat, Fish, Fruit, Fungus
OVERVIEW: Bears are the most ideal tanking pets in the game because of
their high stamina and armor count. Although they’re limited in the
kinds of moves they can learn and are offensively weak, they serve their
role well and their stamina and armor count can be enhanced through
passive abilities.
HIGHLIGHTS: Bears attack relatively slow with an average of 2.0 attack
speed but there is an elite Lv.56 white bear named Ursius in
Winterspring with a speed of 2.4.
---
Cat
---
MOVES: Growl, Cower, Bite, Claw, Prowl, Dash
DIET: Meat, Fish
OVERVIEW: Cats don’t have much in the way of armor but are very popular
because they’re excellent offensive pets. They tend to have high attack
speeds ranging from 1.5 to 1.3, have a strong base damage, and have
Prowl and Dash, which are a lot of fun to play around with. They also
come in a flavorful variety of colors and stripes. The saber-toothed
frostsabers in Winterspring are especially fun to own.
HIGHLIGHTS: Cats are already fast attackers as it is but there are some
cats that are even faster. A lion called The Rake has a 1.2 attack speed
and spawns in Mulgore. There’s also Broken Tooth from the Badlands which
clocks in at a stunning 1.0.
---
Owl
---
MOVES: Growl, Cower, Claw, Screech, Dive
DIET: Meat
OVERVIEW: Owls are built for offense but work with a lower attack speed
as opposed to the cats’ fast speeds. They’re elegant pets and have a set
of good moves. Screech is an excellent move because of its area of
effect and Dive is excellent for PvP or scouting.
HIGHLIGHTS: White owls are as beautiful as they come and you’ll find
plenty of them flying around Winterspring.
---
Bat
---
MOVES: Growl, Cower, Claw, Screech, Dive
DIET: Fruit, Fungus
OVERVIEW: Bats are alternative flying pets to owls and their stats are
built very similar to one another. They’re also meaner-looking. They
even share the same moves. The major difference is that low-level owls
are relatively easier for Alliance players to obtain whereas Horde
players have an easier time finding low-level bats. Bats also have a
pickier diet.
HIGHLIGHTS: Word is that Zul’Gurub is home to bats that have a 1.0
attack speed and move faster than other pets.
------
Raptor
------
MOVES: Growl, Cower, Bite, Claw
DIET: Meat
OVERVIEW: Like most offensively-built pets, raptors don’t have much in
the way of armor and health but they make up for it with their attack
strength. Unfortunately, they don’t have any unique moves but they’re
solid fighters and there are plenty of cool colors to choose from,
especially in the Wetlands.
HIGHLIGHTS: Takk the Leaper, which spawns in the Barrens, is the only
raptor with a unique skin, a shade of grayish-blue.
------
Spider
------
MOVES: Growl, Cower, Bite
DIET: Meat
OVERVIEW: Spiders’ stats are also geared more towards offense than
defense and they come in a wide variety of body types. The species come
with either fuzzy or thin legs and you’ll see plenty of them during your
time in Azeroth. Sadly, spiders come with a very limited set of moves.
HIGHLIGHTS: In the inland parts of Duskwood, you can find black widows
that look great. You can also find blue crystalline spiders in the
Searing Gorge. There are also blue Spire Spiderlings within Lower
Blackrock Spire, which are said to have a fast 1.5 attack speed.
------------
Wind Serpent
------------
MOVES: Growl, Cower, Bite, Dive, Lightning Breath
DIET: Bread, Cheese, Fish
OVERVIEW: Wind Serpents are an amazing bunch. They look neat and come in
a variety of colors. Even though they don’t have much in the way of
health and armor, their attack strength and fast-hitting moves make them
great for a straight-out offense. If you’re interested, you’ll find
these mostly in Kalimdor.
HIGHLIGHTS: There aren’t really any unique wind serpents but The Wailing
Caverns is the only place where you can find one with a dark blue skin.
----
Wolf
----
MOVES: Growl, Cower, Bite, Growl, Furious Howl
DIET: Meat
OVERVIEW: Wolves are all-around good pets but what really makes them
shine is their unique ability Furious Howl, which grants any party
members within range a bonus to their next attack.
HIGHLIGHTS: There is a rare spawn named Lupos in Duskwood that
supposedly inflicts shadow damage and retains this unique feature after
being tamed.
----
Boar
----
MOVES: Growl, Cower, Bite, Dash, Charge
DIET: Bread, Cheese, Fish, Fruit, Fungus, Meat
OVERVIEW: Boars have a nice mix of well-balanced stats as well as a
unique move that is extremely useful. They’re also very common
throughout Azeroth. Their stats lean a bit more towards defense than
offense but regardless, they make solid pets and have an easy diet.
HIGHLIGHTS: Razorfen Kraul is home to a variety of unique boars with
armor plates on them. After you tame them, they’re not really any
different from other boars but they retain their unique appearances.
-------
Gorilla
-------
MOVES: Growl, Cower, Bite, Thunderstomp
DIET: Fungus, Fruit
OVERVIEW: Gorillas are fun to have around because of their high health
and their unique Thunderstomp move but there are a few flaws in having
them around. They’re not easy to come by since they only show up in
jungle habitats such as Stranglethorn Vale and Feralas and have a picky
diet. Their area-of-effect ability is nice but it has a one-minute
cooldown and gorillas don’t have much else in the way of moves.
HIGHLIGHTS: There aren’t really any unique gorillas out there.
-----------
Tallstrider
-----------
MOVES: Growl, Cower, Bite, Dash
DIET: Cheese, Fungus, Fruit
OVERVIEW: These are the funkiest animals on two legs in this game. They
may not look like much but they have a pretty decent health count and a
fast attack speed but they don’t have many moves and have an odd diet.
They’re native to the low-level regions of Kalimdor such as Mulgore,
Darkshore, and the Barrens but they’re nonexistent once you leave those
areas. If you plan on getting one, you should get one as early as
possible.
HIGHLIGHTS: There are two uniquely skinned tallstriders in the game. In
Mulgore is Mazzranache with its pink and black skin. Many players
jokingly call it the pink flamingo because of these colors. The other is
the rare Strider Clutchmother from Darkshore, which has a teal and
orange skin.
-----
Hyena
-----
MOVES: Growl, Cower, Bite, Dash
DIET: Meat, Fruit
OVERVIEW: Hyenas make nice pets because of its well-balanced stats and
quick attack speed but they don’t have much in the way of abilities. The
majority of the hyenas reside in parts of Kalimdor but there are some in
the Blasted Lands in Azeroth.
HIGHLIGHTS: The Scarlet Monastery is home to a unique red-skinned hyena.
Look for the Scarlet Tracking Hounds.
------------
Carrion Bird
------------
MOVES: Growl, Cower, Bite, Claw, Dive
DIET: Meat, Fish
OVERVIEW: This is the general name for Warcraft’s variety of buzzards,
vultures, rocs, and condors. Like the Hyena, they have well-balanced
stats but have a little more in the way of abilities.
HIGHLIGHTS: There aren’t really any outstanding carrion birds in the
wild but certain areas where they thrive occasionally have a rare-
spawning red and black bird under various names.
------
Turtle
------
MOVES: Growl, Cower, Bite, Shell Shield
DIET: Fungus, Fruit
OVERVIEW: As you would expect, turtles have naturally high armor but low
attack strength, making them versatile tanks versus physical attackers,
especially if you use Shell Shield. This higher armor count also makes
Mend Pet that much more efficient. The only downside to turtles is that
they have that picky vegetarian diet.
HIGHLIGHTS: There aren’t any particularly amazing turtles out there.
-------
Scorpid
-------
MOVES: Growl, Cower, Claw, Scorpid Poison
DIET: Meat
OVERVIEW: Like turtles, scorpids are also high-armored tanking pets but
rather than a damage-reducing move, they have a unique poison ability
that stacks up to five times. They also eat meat as opposed to fungus
and fruit, which are tougher to find in the wild.
HIGHLIGHTS: There aren’t any particularly outstanding scorpids out
there.
---------
Crocolisk
---------
MOVES: Growl, Cower, Bite
DIET: Meat, Fish
OVERVIEW: Crocolisks are an interesting bunch and that’s not just
because they have six legs. They have a good armor count and decent
attack strength but have relatively low health. They’re good for if you
want a defensive pet that can still push a little offensive power but
they suffer from a lack of moves.
HIGHLIGHTS: Interestingly, there is an albino crocolisk that
occasionally lurks in the canals of Stormwind City called the Sewer
Beast. As a pet, it’s not really any different from other crocolisks.
It’s just fun seeing a reference to the legend of alligators living in
the sewers.
----
Crab
----
MOVES: Growl, Cower, Claw
DIET: Bread, Fish, Fruit, Fungus
OVERVIEW: Just as you may expect from a shelled animal, crabs have a
high armor count in exchange for low health. Aside from that, they have
an odd diet, limited abilities, and reside mostly on beaches and shores.
There’s really not much more to it than that.
HIGHLIGHTS: Red crabs are very common in Durotar and the Barrens, which
isn’t a problem for Horde players who want one, but if you’re an
Alliance player interested in owning one with a red shell, you’ll have
to make a tough journey.
------------------------------------------------------------------------
b. Pet Skills
------------------------------------------------------------------------
Just like you, your pet also learns various abilities, some of which
are unique to certain types of animals. Unlike you, they use Focus
instead of mana, which works the same way as a Rogue’s Energy. While
Growl and several passive abilities can be taught through the Pet
Trainers in each major city, most moves require that you tame the beasts
with those abilities and use them.
Some abilities are active, while others are passive. You’ll know which
is which as you go through the list. Also, when you teach your pet new
abilities, it consumes training points, which are gained through
level-ups and friendship gains. You only have a limited amount of
these points and it costs money to unlearn them so choose your abilities
wisely.
-----------------
Arcane Resistance
-----------------
EFFECT: Increase your pet’s Arcane Resistance by 30.
LEARNED BY: All Pets
LEVEL RANK FOCUS CHANGE
20 1 Resistance starts at 30.
30 2 Resistance increased to 60.
40 3 Resistance increased to 90.
50 4 Resistance increased to 120.
OVERVIEW: Since arcane damage isn’t very common in this game, this
resistance isn’t really worth it. The only real dangerous source of
arcane damage is Mages and even then, they’re more concerned about you
than your pet.
----
Bite
----
ACTION: Bite your target for 7 to 9 damage.
RANGE: 5 yards
CASTING TIME: Instant
COOLDOWN: 10 sec.
LEARNED BY: Bear, Cat, Crocolisk, Turtle, Boar, Gorilla, Tallstrider,
Raptor, Spider, Bat, Wind Serpent, Wolf, Hyena, Carrion Bird
LEVEL RANK FOCUS CHANGE
1 1 35 Damage starts at 7 to 9.
8 2 35 Damage increased to 16 to 18.
16 3 35 Damage increased to 24 to 28.
24 4 35 Damage increased to 31 to 37.
32 5 35 Damage increased to 40 to 48.
40 6 35 Damage increased to 49 to 59.
48 7 35 Damage increased to 66 to 80.
56 8 35 Damage increased to 81 to 99.
OVERVIEW: Bite is a very basic offensive ability for pets that most
animals can learn. It does a moderate amount of damage for pet standards
but if you prefer something that hits faster but for less damage, Claw
may be the better alternative. Certain pets can learn both but
oftentimes, your pet won’t generate enough Focus to make it worthwhile.
------
Charge
------
ACTION: Charge an enemy, immobilizing it for 1 second and adding
50 attack power to your pet’s next attack.
RANGE: 8-25 yards
CASTING TIME: Instant
COOLDOWN: 25 sec.
LEARNED BY: Boar
LEVEL RANK FOCUS CHANGE
1 1 35 Attack power bonus starts at 50.
12 2 35 Attack power bonus increased to 100.
24 3 35 Attack power bonus increased to 180.
36 4 35 Attack power bonus increased to 250.
48 5 35 Attack power bonus increased to 390.
60 6 35 Attack power bonus increased to 550.
OVERVIEW: This is a move that’s great for quickly stopping your target
from fleeing and the attack power bonus is pretty nice given that it’s
coming from a pet.
----
Claw
----
ACTION: Claw your target for 4 to 6 damage.
RANGE: 5 yards
CASTING TIME: Instant
COOLDOWN: 1 sec. Global Cooldown
LEARNED BY: Bear, Cat, Owl, Raptor, Crab, Scorpid
LEVEL RANK FOCUS CHANGE
1 1 25 Damage starts at 4 to 6.
8 2 25 Damage increased to 8 to 12.
16 3 25 Damage increased to 12 to 16.
24 4 25 Damage increased to 16 to 22.
32 5 25 Damage increased to 21 to 29.
40 6 25 Damage increased to 26 to 36.
48 7 25 Damage increased to 25 to 49.
56 8 25 Damage increased to 43 to 59.
OVERVIEW: This is one of two basic physical attack abilities that pets
have. If you prefer faster, weaker hits, then this move is for you.
If you want something a little heavier, there’s always Bite.
-----
Cower
-----
ACTION: Reduces your pet’s threat, decreasing the chance that it’ll
attack the pet.
RANGE: 5 yards
CASTING TIME: Instant
COOLDOWN: 5 sec.
LEARNED BY: All Pets
LEVEL RANK FOCUS CHANGE
5 1 15 Reduces threat.
15 2 15 Reduces more threat than Rank 1.
25 3 15 Reduces more threat than Rank 2.
35 4 15 Reduces more threat than Rank 3.
45 5 15 Reduces more threat than Rank 4.
55 6 15 Reduces more threat than Rank 5.
OVERVIEW: The uses of move are often overlooked. Whenever you’re in a
group, the Warrior should be the one with the highest aggro so to ensure
that your pet doesn’t get in the way of things, use Cower. It’s also
good for those times when you need to save your pet from dying. While
there are certainly many different other ways to keep aggro away from
your pet, it’s something to consider.
----
Dash
----
ACTION: Increase your pet’s movement speed by 40% for 15 seconds.
RANGE: n/a
CASTING TIME: Instant
COOLDOWN: 30 sec.
LEARNED BY: Boar, Tallstrider, Cat, Wolf, Hyena
LEVEL RANK FOCUS CHANGE
30 1 20 Speed bonus starts at 40%.
40 2 20 Speed bonus increased to 60%.
50 3 20 Speed bonus increased to 80%.
OVERVIEW: Dash is a great ability for chasing down targets or for times
where you need to lure a mob towards you. It’s especially useful in PvP,
where speed is an important part of combat.
----
Dive
----
ACTION: Increases your pet’s movement speed by 40% for 15 seconds.
RANGE: n/a
CASTING TIME: Instant
COOLDOWN: 30 sec.
LEARNED BY: Owl, Bat, Wind Serpent, Carrion Bird
LEVEL RANK FOCUS CHANGE
30 1 20 Speed bonus starts at 40%.
40 2 20 Speed bonus increased to 60%.
50 3 20 Speed bonus increased to 80%.
OVERVIEW: Dive is basically Dash for flying animals.
That’s all there is to it.
---------------
Fire Resistance
---------------
EFFECT: Increase your pet’s Fire Resistance by 30.
LEARNED BY: All Pets
LEVEL RANK FOCUS CHANGE
20 1 Resistance starts at 30.
30 2 Resistance increased to 60.
40 3 Resistance increased to 90.
50 4 Resistance increased to 120.
OVERVIEW: Fire damage is a pretty common damage type in the game and
many of the endgame dungeons are heavy on fire attacks so this is a
good resistance type to invest your points in.
----------------
Frost Resistance
----------------
EFFECT: Increase your pet’s Frost Resistance by 30.
LEARNED BY: All Pets
LEVEL RANK FOCUS CHANGE
20 1 Resistance starts at 30.
30 2 Resistance increased to 60.
40 3 Resistance increased to 90.
50 4 Resistance increased to 120.
OVERVIEW: The majority of the frost damage that you’ll run into will be
in cold-themed places like Winterspring but there are Mages out there
who cleverly specialize in frost damage as it’s one of the damage types
where there isn’t much gear available to resist it.
------------
Furious Howl
------------
ACTION: Party members within range receive an extra 9 to 11 damage to
their next attack. Lasts 10 seconds.
RANGE: 15 yards
CASTING TIME: Instant
COOLDOWN: 10 sec.
LEARNED BY: Wolf
LEVEL RANK FOCUS CHANGE
10 1 60 Damage bonus starts at 9 to 11.
24 2 60 Damage bonus increased to 18 to 22.
40 3 60 Damage bonus increased to 28 to 34.
56 4 60 Damage bonus increased to 45 to 57.
OVERVIEW: This is a great support move for parties and has a short
cooldown time. If you plan on using this often, be sure to save enough
Focus to use it consistently.
-------------
Great Stamina
-------------
EFFECT: Increases your pet’s stamina by 3.
LEARNED BY: All Pets
LEVEL RANK FOCUS CHANGE
10 1 Stamina bonus starts at 3.
12 2 Stamina bonus increased to 5.
18 3 Stamina bonus increased to 7.
24 4 Stamina bonus increased to 10.
30 5 Stamina bonus increased to 13.
36 6 Stamina bonus increased to 17.
42 7 Stamina bonus increased to 21.
48 8 Stamina bonus increased to 26.
54 9 Stamina bonus increased to 32.
60 10 Stamina bonus increased to 40.
OVERVIEW: After giving your pet all of the active skills you want, drop
whatever training points you have left in this great passive ability.
Since pets are taking the bulk of the damage most of the time, this is
a very important ability to have.
-----
Growl
-----
ACTION: Taunts the mob, increasing the chance that it’ll attack the pet.
RANGE: 5 yards
CASTING TIME: Instant
COOLDOWN: 15 sec.
LEARNED BY: All Pets
LEVEL RANK FOCUS CHANGE
1 1 15 Causes threat.
10 2 15 Causes more threat than Rank 1.
20 3 15 Causes more threat than Rank 2.
30 4 15 Causes more threat than Rank 3.
40 5 15 Causes more threat than Rank 4.
50 6 15 Causes more threat than Rank 5.
60 7 15 Causes more threat than Rank 6.
OVERVIEW: Keep this move on auto-cast. This is your pet’s most vital
move in tanking the mobs you attack.
----------------
Lightning Breath
----------------
ACTION: Deal 11 to 13 nature damage to a single target.
RANGE: 20 yards
CASTING TIME: Instant
COOLDOWN: 1 sec. Global Cooldown
LEARNED BY: Wind Serpent
LEVEL RANK FOCUS CHANGE
1 1 50 Damage starts at 11 to 13.
12 2 50 Damage increased to 21 to 23.
24 3 50 Damage increased to 36 to 40.
36 4 50 Damage increased to 51 to 59.
48 5 50 Damage increased to 78 to 90.
60 6 50 Damage increased to 99 to 113.
OVERVIEW: This is perhaps the only ranged attack available to a Hunter
pet and it’s inflicts a pretty decent amount of damage. If you have a
Wind Serpent, don’t pass on the opportunity to teach it this ability.
-------------
Natural Armor
-------------
EFFECT: Increases your pet’s armor count by 50.
LEARNED BY: All Pets
LEVEL RANK FOCUS CHANGE
10 Armor bonus starts at 50.
12 Armor bonus increased to 100.
18 Armor bonus increased to 160.
24 Armor bonus increased to 240.
30 Armor bonus increased to 330.
36 Armor bonus increased to 430.
42 Armor bonus increased to 550.
48 Armor bonus increased to 675.
54 Armor bonus increased to 810.
60 Armor bonus increased to 1000.
OVERVIEW: This is probably the second most important passive skill next
to Great Stamina. Since the majority of the damage your pet takes is
physical, a little extra armor goes a long way.
-----------------
Nature Resistance
-----------------
EFFECT: Increase your pet’s Nature Resistance by 30.
LEARNED BY: All Pets
LEVEL RANK FOCUS CHANGE
20 1 Resistance starts at 30.
30 2 Resistance increased to 60.
40 3 Resistance increased to 90.
50 4 Resistance increased to 120.
OVERVIEW: Nature resist isn’t really uncommon but it’s not rare either.
Druids and Shamans have a handful of nature spells in their arsenal and
there are several kinds of mobs that cast nature spells.
-----
Prowl
-----
ACTION: Your pet goes into stealth, reducing its movement speed to 50%
of normal. The first attack breaking stealth does 120% of normal damage.
RANGE: n/a
CASTING TIME: Instant
COOLDOWN: 10 sec.
LEARNED BY: Cat
LEVEL RANK FOCUS CHANGE
30 1 40 Speed reduced to 50%. Damage bonus at 120%.
40 2 40 Speed raised to 55%. Damage bonus raised to 135%.
50 3 40 Speed raised to 60%. Damage bonus raised to 150%.
OVERVIEW: This is the Rogue-based ability that is exclusive to cats.
With Eyes of the Beast and Dash, your cat becomes an effective scout.
It’s also good for when you’re trying to sneak around corners and are
afraid that your pet might aggro.
--------------
Scorpid Poison
--------------
ACTION: Applies a poison that deals 8 nature damage over 8 seconds.
Can be stacked up to five times.
RANGE: 5 yards
CASTING TIME: Instant
COOLDOWN: 4 sec.
LEARNED BY: Scorpid
LEVEL RANK FOCUS CHANGE
8 1 30 Total damage starts at 8.
24 2 30 Total damage increased to 12.
40 3 30 Total damage increased to 24.
56 4 30 Total damage increased to 32.
OVERVIEW: This move starts out weak but can get pretty strong if allowed
to stack up to its full five times. At Rank 4, five stacks will yield
160 damage over 8 seconds, a nice 20 damage per second.
-------
Screech
-------
ACTION: Deals 7 to 9 damage to one target and reduces the attack power
of all enemies in melee range by 25 for 4 seconds.
RANGE: 5 yards
CASTING TIME: Instant
COOLDOWN: 1 sec. Global Cooldown
LEARNED BY: Owl, Bat, Carrion Bird
LEVEL RANK FOCUS CHANGE
8 1 20 Damage at 7 to 9. Attack power reduced by 25.
24 2 20 Damage at 12 to 16. Attack power reduced by 50.
48 3 20 Damage at 19 to 25. Attack power reduced by 75.
56 4 20 Damage at 26 to 46. Attack power reduced by 100.
OVERVIEW: Screech’s damage is low but its attack power reduction is
excellent. As you can tell, it shaves off a pretty nice chunk of power
and from what I’ve read, it’s supposed to be great at maintaining aggro.
-----------------
Shadow Resistance
-----------------
EFFECT: Increase your pet’s Shadow Resistance by 30.
LEARNED BY: All Pets
LEVEL RANK FOCUS CHANGE
20 1 Resistance starts at 30.
30 2 Resistance increased to 60.
40 3 Resistance increased to 90.
50 4 Resistance increased to 120.
OVERVIEW: Shadow damage is a very common late game, especially in the
two Plaguelands and in a handful of instances. Consider giving your pet
this kind of resistance when you reach those areas.
------------
Shell Shield
------------
ACTION: Reduce all damage by 50% but decreases attack speed by 30%.
Lasts for 12 seconds.
RANGE: n/a
CASTING TIME: Instant
COOLDOWN: 3 min.
LEARNED BY: Turtle
LEVEL RANK FOCUS CHANGE
20 1 10 Damage reduction at 50%, speed decreased by 30%.
OVERVIEW: Think of this as a mini-Shield Wall. Shield Shield is a great
tanking ability added on top of an already well-armored animal. This is
best saved for moments where your turtle is either near death or is
taking a lot of damage.
------------
Thunderstomp
------------
ACTION: Deal 67 to 77 nature damage to all enemies within 8 yards.
RANGE: 8 yards
CASTING TIME: Instant
COOLDOWN: 1 min.
LEARNED BY: Gorilla
LEVEL RANK FOCUS CHANGE
30 1 60 Damage set to 67 to 77.
40 2 60 Damage increased to 87 to 99.
50 3 60 Damage increased to 115 to 133.
OVERVIEW: Thunderstomp is a strong area-of-effect ability but
is limited by its 1-minute cooldown. This move is best saved for fights
where there are clusters of mobs.
================================================== ======================
--------------------------[ VII. Equipment]-----------------------------
================================================== ======================
Although Hunters aren’t as gear-dependent as other classes, you’ll
still need good gear in order to be efficient at killing things. This
section will cover the kinds of gear that you’ll want to look at as you
go about on your journey.
------------------------------------------------------------------------
a. Basic Gear
------------------------------------------------------------------------
This section covers the basics of what kind of gear to look for.
------------
High Agility
------------
As you grow to Level 60, your agility is very important because it
affects your ranged attack power and critical strike chance. Any
uncommon gear with the suffixes “Wolf” or “Monkey” is good. If you can
find gear that has a bonus to attack power, it’s also a good choice as
well. Early on, you’ll be competing with Rogues and maybe Shamans and
Druids for gear since they can all wear leather armor. Once you hit
level 40, you’ll shut everything but Shamans out of the competition and
even then, the smart ones will know not to take certain pieces of gear
out of your hands.
--------------
Uncommon Armor
--------------
Uncommons will probably end up becoming your greatest source for
Agility as you make your way to 60. Most of the Uncommons are eight to
nine pieces categorized into a naming series such as “Mercurial Breast-
plate of” and “Mercurial Gauntlets of” but there are several Uncommons
that don’t belong in any series and have preset bonuses. Listed below
are the names of each series that comes with suffixes. Since there are
so many pieces of armor per series, I’ll only list the Chest pieces.
LEATHER CHEST ARMOR LV.REQ
Grizzly Jerkin 71 11
Bard’s Tunic 76 14
Lupine Vest 78 15
Feral Harness 81 17
Bandit Jerkin 82 18
Scouting Tunic 86 20
Rigid Tunic 87 21
Superior Tunic 90 23
Wrangler’s Wraps 92 24
Dervish Tunic 94 25
Robust Tunic 95 26
Pathfinder Vest 97 27
Scaled Leather Tunic 98 28
Cutthroat’s Vest 100 29
Infiltrator Armor 102 30
Headhunter’s Armor 103 31
Ghostwalker Rags 105 32
Archer’s Jerkin 106 33
Sentinel’s Breastplate 110 35
Trickster’s Vest 113 36
Nocturnal Tunic 115 37
Huntsman’s Armor 117 38
MAIL CHEST ARMOR LV.REQ
Brigade Breastplate 248 40
Ancient Chestpiece 254 41
Bonelink Armor 258 42
Champion’s Armor 263 43
Warmonger’s Chestpiece 273 45
Gryphon Mail Breastplate 278 46
Formidable Chestpiece 283 47
Lord’s Breastplate 288 48
Crusader’s Armor 298 50
Ironhide Breastplate 303 51
Merciless Surcoat 307 52
Ornate Breastplate 313 53
Engraved Breastplate 322 55
Impenetrable Breastplate 327 56
Magnificent Breastplate 332 57
Mercurial Breastplate 342 59
Masterwork Breastplate 347 60
Triumphant Chestplate 347 60
You’ll be weaning yourself off Uncommon gear once you hit level 60.
A Masterwork Breastplate of the Monkey is never as good as a
Beaststalker’s Breastplate or an Ogre Forged Hauberk.
Also, you will run into moments in which you’ll find a piece of armor
that’s higher in level than what you’re already wearing but doesn’t have
the bonuses you need as a Hunter. Since your pet is taking most of the
damage anyway, you can afford to not wear a new piece of armor that
offers higher Armor but no Agility. Of course, you’ll eventually find an
improvement to what you already have but you don’t have to jump from
“Brigade Breastplate of the Monkey” to “Ancient Chestpiece of the Boar”.
For those who are curious, the animal suffixes offer the following:
NAME BONUSES
Of the Monkey +Agility, +Stamina
Of the Tiger +Agility, +Strength
Of the Wolf +Agility, +Spirit
Of the Falcon +Agility, +Intellect
Of the Eagle +Intellect, +Stamina
Of the Gorilla +Intellect, +Strength
Of the Bear +Strength, +Stamina
Of the Whale +Spirit, +Stamina
Of the Boar +Spirit, +Strength
Of the Owl +Spirit, +Intellect
There are other suffixes such as “of Marksmanship” or “of Defense” but
these animal suffixes are the most common ones.
--------------
Ranged Weapons
--------------
As you progress, you’ll run across different kinds of Guns, Bows, and
Crossbows. Guns and Bows are more or less similar to one another in
terms of damage and speed but Crossbows tend to have slower attack
speeds, favoring high base damage instead. Many of these weapons will
have suffixes or some kind of bonus on them.
UNCOMMON GUNS BASE SPEED DPS LV.REQ
Rough Boomstick 6-13 2.30 4.1 5
Compact Shotgun 7-14 2.00 5.2 8
Hunter’s Muzzle Loader 9-18 1.80 7.5 14
Deadly Blunderbuss 15-28 2.60 8.3 16
Lovingly Crafted Boomstick 12-23 1.80 9.7 19
Silver-Plated Shotgun 19-37 2.70 10.4 21
Moonsight Rifle 14-26 1.70 11.8 24
“Mage-Eye” Blunderbuss 24-46 2.80 12.5 26
BKP “Sparrow” Smallbore 15-30 1.70 13.2 28
Explosive Shotgun 22-42 2.10 15.2 32
Smoothbore Gun 29-54 2.50 16.6 34
Mithril Blunderbuss 36-68 2.90 17.9 36
Sniper Rifle 56-65 3.00 20.2 39
Mithril Heavy-Bore Rifle 41-76 2.90 20.2 39
Richochet Blunderbuss 36-67 2.30 22.4 43
Percussion Shotgun 37-70 2.30 23.3 45
Thorium Rifle 42-79 2.50 24.2 47
Burnside Rifle 45-85 2.50 26.0 51
Sharpshooter Harquebus 43-80 2.20 28.0 55
Unsophisticated Hand Cannon 48-91 2.50 27.8 55
UNCOMMON BOWS BASE SPEED DPS LV.REQ
Hunting Bow 8-16 2.60 4.6 6
Heavy Shortbow 10-20 2.50 6.0 10
Fine Shortbow 7-14 1.70 6.2 11
Light Bow 9-18 1.70 7.9 16
Short Ash Bow 12-23 1.90 9.2 18
Naga Heartpiercer 13-25 1.80 10.6 21
Precision Bow 20-37 2.60 11.0 22
Long Battle Bow 18-34 2.20 11.8 24
Ravenwood Bow 17-32 1.90 12.9 27
Study Recurve 20-37 2.20 13.0 27
Archer’s Longbow 23-44 2.60 12.9 27
Whipwood Recurve Bow 17-32 1.80 13.6 29
Long Redwood Bow 28-52 2.80 14.3 30
Dense Shortbow 19-35 1.90 14.2 30
Trueshot Bow 24-45 1.90 18.2 36
Crusader Bow 32-60 2.20 20.9 40
Massive Longbow 43-80 2.80 22.0 42
Sylvan Shortbow 32-59 2.00 22.8 44
Harpy Needler 44-84 2.70 23.7 46
Siege Bow 48-90 2.80 24.6 48
Quillfire Bow 41-77 2.30 25.7 50
Voone’s Twitchbow 31-58 1.60 27.8 55
Ogre Toothpick Shooter 61-62 2.20 28.0 55
Blasthorn Bow 51-96 2.60 28.3 56
Hawkeye Bow 35-65 1.70 29.4 58
Archstrike Bow 48-91 2.30 30.2 60
UNCOMMON CROSSBOWS BASE SPEED DPS LV.REQ
Steelarrow Crossbow 29-45 3.40 10.9 22
There is a much larger variety of Bows over Guns but the overall DPS at
each level is pretty much the same. Here now is a list of the Uncommon
Guns and Bows that you’ll come across. These are stronger than their
Uncommon equivalents at their levels. Some weapons come with additional
elemental damage.
RARE GUNS BASE SPEED DPS LV.REQ
Lil Timmy’s Peashooter 20-37 2.60 11.0 16
Double-Barreled Shotgun 21-40 2.30 13.3 22
Hi-Tech Supergun 23-43 2.30 14.3 24
Chesterfall Musket 26-50 2.30 16.5 28
Ironweaver 31-59 2.60 17.3 29
Glass Shooter 36-68 2.90 17.9 30
The Silencer 43-82 2.80 22.3 37
Shadowforge Bushmaster 46-86 2.90 22.8 38
Galgann’s Fireblaster 44-84 +1-3 2.60 25.4 42
Guttbuster 49-92 2.70 26.1 45
Megashot Rifle 32-61 1.70 27.4 48
Houndmaster’s Rifle 44-82 2.30 27.4 48
Dark Iron Rifle 53-100 +2-4 2.70 29.4 50
Burstshot Harquebus 52-98 2.60 28.8 51
Shell Launcher Shotgun 48-89 +1-4 2.30 30.9 53
Flawless Arcanite Rifle 65-122 3.00 31.2 56
Willey’s Portable Howitzer 63-118 2.90 31.2 56
Xorothian Firestick 57-108 2.60 31.7 57
Crystal Slugthrower 65-122 2.80 33.4 60
Silithid Husked Launcher 68-128 2.80 35.0 60
RARE BOWS BASE SPEED DPS LV.REQ
Venomstrike 16-30 +3-6 2.40 11.5 19
Ranger Bow 23-45 2.70 12.6 20
Harpyclaw Short Bow 20-38 1.80 16.1 27
Nightstalker Bow 19-36 1.70 16.2 27
Quillshooter 31-58 +7-16 2.80 20.0 33
Skystriker Bow 30-57 2.10 20.7 34
Monolithic Bow 41-77 2.70 21.9 36
Stinging Bow 36-67 2.10 24.5 42
Needle Threader 34-64 2.00 24.5 42
Houndmaster’s Bow 34-64 1.80 27.2 48
Gryphonwing Long Bow 53-100 2.70 28.3 50
Satyr’s Bow 50-93 2.40 29.8 53
Riphook 46-87 2.20 30.2 54
Screeching Bow 70-71 2.30 30.7 55
Deep Strike Bow 58-108 2.70 30.7 55
Malgen’s Long Bow 63-118 2.90 31.2 56
Ancient Bone Bow 61-114 2.80 31.2 56
Eaglehorn Long Bow 40-76 1.80 32.2 58
Outrunner’s Bow 54-101 2.40 32.3 58
Outrider’s Bow 54-101 2.40 32.3 58
Hoodoo Hunting Bow 68-128 2.80 35.0 60
RARE CROSSBOWS BASE SPEED DPS LV.REQ
Crystalpine Stinger 35-54 2.80 15.9 27
Swiftwind 34-51 2.00 21.2 35
Skull Splitting Crossbow 52-79 2.60 25.2 43
Heartseeking Crossbow 71-108 +1-4 3.10 29.7 51
Blackcrow 77-117 3.20 30.3 54
Carapace Spine Crossbow 82-124 3.30 31.2 56
Stoneshatter 73-111 2.90 31.7 57
Finally, for the lucky folks, there are also a series of epic ranged
weapons that can be found outside of the high-end raiding instances.
These weapons tend to have a variety of bonuses in addition to their
high DPS.
EPIC GUNS BASE SPEED DPS LV.REQ
Precisely Calibrate Boomstick 38-45 1.50 27.7 43
Dwarven Hand Cannon 66-124+1-11 2.90 34.8 53
Core Marksman Rifle 64-120 2.50 36.8 60
Gurubashi Dwarf Destroyer 76-142 2.80 38.9 60
Blastershot Launcher 74-136 2.60 40.2 60
Dragonbreath Hand Cannon 86-160 2.80 43.9 60
Grand Marshal’s Hand Cannon 107-162 2.90 46.4 60
High Warlord’s Street Sweeper 107-162 2.90 46.4 60
Blessed Qiraji Musket 86-160 2.60 47.3 60
Toxic Injector 68-128 2.00 49.0 60
Larvae of the Great Worm 103-192 3.00 49.2 60
EPIC BOWS BASE SPEED DPS LV.REQ
Bow of Searing Arrows 47-88 +1-5 2.70 26.1 37
Hurricane 34-63 1.60 30.3 48
The Purifier 71-132 3.00 33.8 60
Mandokir’s Sting 68-127 2.60 37.5 60
Bow of Taut Sinew 59-111 2.20 38.6 60
Striker’s Mark 69-129 2.50 39.6 60
Heartstriker 80-149 2.60 44.0 60
Grand Marshal’s Bullseye 66-100 1.80 46.1 60
High Warlord’s Recurve 66-100 1.80 46.1 60
Huhuran’s Stinger 87-163 2.70 46.3 60
EPIC CROSSBOWS BASE SPEED DPS LV.REQ
Polished Ironwood Crossbow 101-153 3.10 41.0 60
Crossbow of Imminent Doom 103-155 3.10 41.6 60
Ashjre’thul, Xbow of Smiting 124-186 3.40 45.6 60
Grand Marshal’s Repeater 107-162 2.90 46.4 60
High Warlord’s Crossbow 107-162 2.90 46.4 60
As of the time of this guide’s update, the Naxxramas raid instance is
still very new so there’s little information the weapons found there.
As more information unfolds, I’ll add it. I also didn’t list Rhok’delar,
which I’ll talk about in a later chapter.
------------------------------------------------------------------------
b. Dungeon Set 1: Beaststalker Armor
------------------------------------------------------------------------
Once you hit level 60, it’s time to start looking for your eight-piece
armor sets, starting with Beaststalker Armor. Each of the eight Mail-
type pieces is rare so they have blue letters in their names and only
the gloves, belt, and bracers are Bind-on-Equip. The rest are Bind-on-
Pickup. Here is the breakdown of where to look for the pieces:
-------------------
Beaststalker’s Belt
-------------------
Bind On Equip
Requires Lv.53
Waist
193 Armor
+11 Spirits
+10 Agility
+9 Intellect
+9 Strength
+6 Stamina
This is a random drop from the mobs scattered throughout Blackrock
Spire. You’ll just have to get lucky and hope that one drops. Either
that or you could try buying one from another player but expect to pay
an arm and a leg.
-----------------------
Beaststalker’s Bindings
-----------------------
Bind On Equip
Requires Lv.52
Wrist
148 Armor
+15 Agility
+7 Stamina
This is a random drop from the undead mobs scattered throughout
Stratholme, though Allakhazam and and Thottbot reports a select few
dragonkin mobs from Blackrock Spire as capable of dropping them. Like
the Belt, you’ll just have to either get lucky or spend a fortune.
---------------------
Beaststalker’s Gloves
---------------------
Bind On Equip
Requires Lv.54
Hands
218 Armor
+14 Agility
+9 Stamina
+9 Intellect
+10 Spirit
This is a random drop from the loot table of Warmaster Voone, a boss in
Lower Blackrock Spire. Sadly, people dislike LBRS and you’ll often be
competing with many other Hunters for gear when you get a chance to go.
Out of the three BoE pieces, this one will probably cost you the most if
you choose to pay for it.
---------------------
Beaststalker’s Mantle
---------------------
Bind On Pickup
Requires Lv.55
Shoulder
266 Armor
+11 Agility
+17 Stamina
+7 Intellect
+4 Spirit
This is from the last boss in LBRS, the great Overlord Wyrmthalak. Like
the Gloves, you’ll probably be competing with many other Hunters for
these. As an alternative, try getting Black Dragonscale Shoulders or
take a trip through Scholomance for a shot at the Bone Golem Shoulders.
--------------------------
Beaststalker’s Breastplate
--------------------------
Bind On Pickup
Requires Lv.58
Chest
370 Armor
+5 Strength
+21 Agility
+16 Stamina
+13 Intellect
+6 Spirit
This one drops from General Drakkisath, the last boss of Upper
Blackrock Spire. Thanks to the reduced player cap for the instance,
getting to the last boss of this instance is going to be extremely tough
without a good group.
------------------
Beaststalker’s Cap
------------------
Bind On Pickup
Requires Lv.57
Head
297 Armor
+20 Agility
+20 Stamina
+10 Intellect
+6 Spirit
This one drops from Darkmaster Gandling, the last boss of Scholomance.
Since the player cap has been reduced to five, you probably won’t get
much competition when it drops.
--------------------
Beaststalker’s Boots
--------------------
Bind On Pickup
Requires Lv.54
Feet
240 Armor
+21 Agility
+9 Stamina
This one drops from Nerub’enkan, the first boss on a Baron-side run
through Stratholme. Like the Cap, because the player cap for the
instance has been reduced to five, you shouldn’t have much competition
for it.
--------------------
Beaststalker’s Pants
--------------------
Bind On Pickup
Requires Lv.56
Legs
315 Armor
+6 Strength
+26 Agility
+6 Stamina
+12 Spirit
This drops from Baron Rivendare, the last boss of a Baron-side run
through Stratholme. He isn’t terribly difficult if done with a good
group and Baron runs tend to be very popular.
------------------------------------------------------------------------
c. Weapons
------------------------------------------------------------------------
Ranged weapons are easy to pick out; if there’s a stronger gun or bow
or crossbow, go for it. Melee weapons, on the other hand, are a little
trickier to pick out. How should you decide on a weapon? Let’s look at
the situation.
Before we start, the melee weapons you may wield include swords, axes,
daggers, and staves. Hunters can’t use maces.
---------------------
Ranged Weapon Support
---------------------
Ideally, you want a melee weapon that will support your ranged weapons.
As a Hunter, you won’t be swinging your melee weapons a lot so the base
damage of the weapon itself isn’t as important as the bonuses it offers.
If you want some Greens, look for weapons of the Wolf or Monkey or
anything that has Agility, Attack Power, or even bonuses to your Hit and
Critical Strike chances.
--------------------------
Two-Hand Versus Dual-Wield
--------------------------
Although you won’t get Dual-Wield until level 20, players always wonder
which of the two is better and the answer is neither. The bonuses found
on a 2H weapon will always be higher than a single 1H weapon of the same
level and if you dual-wield, the off-hand weapon will always inflict
half damage at half accuracy. This was done so that dual-wielding would
cause about the same damage over time as a 2H weapon.
It all becomes a matter of personal preference. By dual-wielding, you
get faster, weaker swings but by using a 2H weapon, you get slower,
harder hits.
-------------------
Good Weapon Choices
-------------------
For dual-wielders, check out these weapons:
Bone Slicing Hatchet
One Hand, Axe
48-90 Damage, 1.70 Speed
(40.6 DPS)
+13 Agility
+5 Stamina
Dal’Rend’s Sacred Charge Dal’Rend’s Tribal Guardian
Main Hand, Sword Off Hand, Sword
81-151 Damage, 2.80 Speed 52-97 Damage, 1.80 Speed
(41.4 DPS) (41.4 DPS)
+4 Strength +100 Armor
+1% Critical Strike +7 Defense
2-Piece Set Bonus: +50 Attack Power
The Hatchet drops off of Maleki the Pallid, one of the bosses from
Baron-side Stratholme while Dal’Rend’s can both be found on Warchief
Rend Blackhand from Upper Blackrock Spire. Both yield good bonuses for
Hunters, though for pure bonuses, the Hatchets have a slight edge over
the Dal’Rend’s.
For 2H weapon lovers, you have these:
Barbarous Blade Ice Barbed Spear
Two Hand, Sword Two Hand, Polearm
138-207 Damage, 3.20 Speed 155-233 Damage, 3.60 Speed
(53.9 DPS) (53.9 DPS)
+60 Attack Power +21 Agility
+1% Critical Strike +13 Strength
+20 Stamina
The Blade drops off of King Gordok in the north side of Dire Maul while
the Spear is a quest reward from Alterac Valley. The Barbarous Blade
yields a higher ranged attack power bonus but the Spear is good for
those who want more strength and stamina instead.
If you get to go to Zul’Gurub, there is an excellent pair of swords:
Warblade of the Hakkari Warblade of the Hakkari
Main Hand, Sword Off Hand, Sword
59-110 Damage, 1.70 Speed 57-106 Damage, 1.70 Speed
(49.7 DPS) (47.9 DPS)
+28 Attack Power +40 Attack Power
+1% Critical Strike
The Off-Hand is from Bloodlord Mandokir while the Main-Hand is from
Hakkar. For owning both swords, you get a set bonus of +6 Sword skill
but that’s nothing compared to the 68 Attack Power and 1% Critical
Strike that you get alongside excellent melee DPS.
The Battleground factions each have some decent blue weapons as well
those are your best choices for when you reach endgame.
------------------------------------------------------------------------
d. After Beaststalker
------------------------------------------------------------------------
After you’re done collecting your Beaststalker set, there are two sets
that you’ll want to look into. For casual players, you’ll want to start
upgrading your Beaststalker pieces to the Beastmaster set. Since I
haven’t done any of the Dungeon Set 2 quests, I can’t tell you the steps
involved but what I can tell you is that the helm, chest, gloves, and
boots in the new set are epic. As for weapon choices, your guild may be
able to go to Zul’Gurub, which is home to the Warblades of the Hakkari
as well as a handful of epic ranged weapons like Mandokir’s Sting and
the Gurubashi Dwarf Destroyer.
For those who are fortunate enough to go to Molten Core, you’ll be
looking forward to the Giantstalker set, which consists of eight epic
pieces. You’ll also have access to two epic ranged weapons as well as a
shot at the Ancient Petrified Leaf, which starts your epic Hunter quest.
Unfortunately, there isn’t much in the way of good two-handed weapons
For you and whatever swords and daggers drop are best saved for Rogues.
For those who are even more fortunate, Blackwing Lair is home to the
Dragonstalker set as well as a handful of some of the strongest ranged
weapons in the game.
Finally, beyond Blackwing Lair is Naxxramas, home of the nine-piece
Cryptstalker set, the game’s 3rd-tier epic Hunter set. For those who are
curious, this set includes a Ring.
As for PvP enthusiasts, for reaching Field Marshal or Warlord, you
gain access to the epic six-piece Field Marshal’s Pursuit or Warlord’s
Marshal’s Pursuit. For your efforts, you also gain access to a variety
of epic weapons with incredibly high DPS.
------------------------------------------------------------------------
e. Ammunition and Storage
------------------------------------------------------------------------
A very important part of a Hunter’s damage output is his ammunition,
which has its own DPS count. A few kinds can be purchased from General
Goods Vendors and as you grow in level, you become able to use stronger
ammo. Here are the kinds of ammo that you can buy. All ammo comes in
stacks of 200.
BULLET ARROW DPS LEVEL COST
Light Shot Rough Arrow 1.5 5 9c
Heavy Shot Sharp Arrow 3.5 10 50c
Solid Shot Razor Arrow 7.5 25 3s
Accurate Slugs Jagged Arrow 13.0 40 9s
These are the most common types of ammo you’ll find. Engineers have
the advantage of crafting their own ammo, which are actually stronger
than the vendor-bought ones.
BULLET ARROW DPS LEVEL COST
Crafted Light Shot 2.0 5
Crafted Heavy Shot 4.5 15
Crafted Solid Shot 8.5 30
Mithril Gyro-Shot 15.0 44
Thorium Shells 17.5 52
As you can see, it’s quite a payoff for gun users but bow users don’t
get that same luxury. However, Thorium Shells can be traded in for
Thorium Headed Arrows, which are equal in DPS. For people who don’t have
easy access to these kinds of ammo, there’s an alternative. By becoming
Honored with the fine folks at Alterac Valley, you become eligible to
buy these from their vendors:
BULLET ARROW DPS LEVEL COST
Ice Threaded Bullet Ice Threaded Arrow 16.5 54 54s
As you can see, they’re pretty expensive but the payoff is that you can
conveniently purchase these kinds of ammo from them at any time. The
Arrows also come with a glowing blue tip, which looks really cool.
Also, if you get the epic bow Rhok’delar, you’ll notice that Aimed Shots
leave behind an arrow stuck in your target for a few seconds. Since
that’s proportional to the size of the target, biggest mobs will have
bigger arrows stuck in them, and when you’re up against a giant behemoth
like Ragnaros, you’ll see giant arrow shafts extending from his chest.
The other major part of the damage output is your quiver/ammo pouch,
which in addition to reserving space exclusively for your ammo, adds to
your ranged attack speed. At the start of the game, you receive a
six-slot pouch/quiver that has a +10% ranged attack speed bonus. There
are quests that offer better pouches and quivers as rewards but
Leatherworkers have the upper hand: they can craft their own. Here are
the ones available to a Leatherworker.
AMMO POUCH LEVEL SLOTS ATTACK SPEED BONUS
Small Leather Ammo Pouch none 8 +10%
Heavy Leather Ammo Pouch 35 14 +12%
Thick Leather Ammo Pouch 45 16 +13%
QUIVER LEVEL SLOTS ATTACK SPEED BONUS
Light Leather Quiver none 8 +10%
Heavy Quiver 35 14 +12%
Quickdraw Quiver 45 16 +13%
The 16-slot containers will last you for a very long time if you craft
it. The next step afterwards is a boss named Ribbly Screwspigot from
Blackrock Depths, who has a chance to drop one these:
CONTAINER LEVEL SLOTS ATTACK SPEED BONUS
Ribbly’s Bandolier 50 16 +14%
Ribbly’s Quiver 50 16 +14%
Yet there’s still an even better container. By becoming Revered with
the guys in Alterac Valley, you may purchase one of these:
CONTAINER LEVEL SLOTS COST ATTACK SPEED BONUS
Gnoll Skin Bandolier 55 16 28g +15%
Harpy Hide Quiver 55 16 28g +15%
It’s a lot of work trying to get Revered with the Stormpike and
Frostwolf factions but the payoff is well worth it. Good luck!
------------------------------------------------------------------------
f. Enchants, Books, & Librams
------------------------------------------------------------------------
This section covers the various armor Enchantments and book-based
abilities that you’ll encounter in the later parts of the game. Although
they aren’t cheap or easy to get by any means, they add very beneficial
bonuses to your stats.
---------------
Weapon Enchants
---------------
For your weapon, you should be looking for Agility enchants, which come
in two tasty flavors:
Enchant Weapon – Agility
EFFECT: Adds +15 Agility to your Weapon.
MATS: 6x Large Brilliant Shard
6x Greater Eternal Essence
4x Illusion Dust
2x Essence of Air
Enchant 2H Weapon – Agility
EFFECT: Adds +25 Agility to your 2H Weapon.
MATS: 10x Large Brilliant Shard
6x Greater Eternal Essence
14x Illusion Dust
4x Essence of Air
The materials for either one aren’t too difficult to find but the costs
can add up if you’re planning on paying for them. These are best saved
for weapons that you’re sure that you’re going to keep for a very long
time.
--------------
Armor Enchants
--------------
There are also Agility enchants for an assortment of armor pieces.
Here is a list of them:
Enchant Boots – Greater Agility
EFFECT: Adds +7 Agility to Boots.
MATS: 8x Greater Eternal Essence
Enchant Gloves – Greater Agility
EFFECT: Adds +7 Agility to Gloves.
MATS: 3x Lesser Eternal Essence
3x Illusion Dust
Enchant Gloves – Superior Agility
EFFECT: Adds +15 Agility to Gloves.
MATS: 3x Nexus Crystal
8x Large Brilliant Shard
4x Essence of Air
Enchant Cloak – Lesser Agility
EFFECT: Adds +3 Agility to Cloak.
MATS: 2x Lesser Nether Essence
Enchant Chest – Stats
EFFECT: Adds +3 to all Stats to Chest.
MATS: 1x Large Radiant Shard
3x Dream Dust
2x Greater Nether Essence
Enchant Chest – Greater Stats
EFFECT: Adds +4 to all Stats to Chest.
MATS: 4x Large Brilliant Shard
15x Illusion Dust
10x Greater Eternal Essence
Enchant Bracer – Superior Stamina
EFFECT: Adds +9 Stamina to Bracer.
MATS: 15x Illusion Dust
Those are the ones you’ll want to invest your cash into. I was given
a free +1 Agility to Bracers at one point but I can’t figure out how
that generous fellow came across such a thing. Because there are no
Agility Enchants for Bracer, I chose Stamina as the next best thing.
-------
Librams
-------
When you reach your 50’s, you’ll find a series of books called Librams.
They may appear useless at first but if you hand them in to specific
NPC’s along with a few other materials, they give an item called an
Arcanum that applies an Enchant to your Helm or Leggings. Some of the
materials aren’t easy to find but they’re not terribly difficult either.
They’re repeatable so as you find new gear, you may continually hand in
more Librams for more Arcanum.
For Hunters, you’ll want the Libram of Voracity. The Arcanum that this
book yields adds +8 of any one stat to Helm or Leggings and the one stat
you’ll want is the +8 Agility. For this Libram, you’ll need the following:
30g
4x Whipper Root Tubers
8x Crystal Force
1x Black Diamond
The Tubers can be picked from specific spots in Felwood. The Crystal
Force can be assembled by gathering the crystals in Un’Goro Crater and
using the pylons. The Black Diamond can be found as a random drop from
Blackrock Depths. Hand these materials, along with 30g and the Libram to
Mathredis Firestar at Flame Crest in the Burning Steppes and you’ll
receive your Arcanum.
The other viable one is the Libram of Rapidity, which yields +1% Attack
Speed. While it raises your overall DPS more than +8 Agility, Agility
is more important in the long run. If you do wish to make the Arcanum,
however, bring the following along with the Libram to Lorekeeper Lydros
in the Library located in the North side of Dire Maul:
1x Pristine Black Diamond
2x Large Brilliant Shard
2x Blood of Heroes
The Pristine Black Diamond is a random drop from any endgame instance.
Large Brilliant Shards are found by Disenchanting rare armor and
weapons. Finally, the Blood of Heroes can be found on the ground across
the Western and Eastern Plaguelands. Just be careful: harvesting a Blood
will spawn elite “Fallen Heroes” that will destroy you if you’re by
yourself.
-----------------
Zul’Gurub Enchant
-----------------
Zul’Gurub contains its own special Head/Legs enchant made specifically
for Hunters. Named “Falcon’s Call”, it adds +24 Ranged Attack Power, +1%
Chance to Hit, and +10 Stamina. For this, you’ll need:
1x Primal Hakkari Idol
1x Punctured Voodoo Doll (Hunter)
The Primal Hakkari Idol is a guaranteed drop from Jin’do the Hexxer and
Bloodlord Mandokir, while the Punctured Voodoo Doll can be randomly
found as you run around the instance. This is much easier than before
Patch 1.11 in which part of the recipe had you assembling an expensive
Arcanum of Rapidity.
You will have to be Friendly with the Zandalar Tribe in order to obtain
the Enchant. Also, the NPC that gives you the Enchant is within the
instance itself. If you’re clever, you can carefully sneak your way
through the instance alone in order to reach him. If you plan on going
solo, be sure to take off all of your equipment and know when and where
to Feign Death.
================================================== ======================
---------------------[ VIII. Playing As A Hunter ]----------------------
================================================== ======================
This chapter will cover the basic play styles and tactics that a Hunter
will typically use when going solo, in a group, or in PvP. These are
mostly tactics that I use, however. Many players will fight differently,
depending on their Talent builds, preferences, and play styles. This
chapter will serve you as a guideline as to how to play but as you grow,
you’ll develop your own style.
------------------------------------------------------------------------
a. Solo Play
------------------------------------------------------------------------
Most of the time, you’re going to be on your own, picking away at
whatever quests you have in your log or killing mobs for a personal
profit. Here are some tactics for solo play.
------------
Typical Kill
------------
When you first start out, the most basic way to kill an enemy is to
shoot it until it reaches melee range at which point you use Raptor
Strike. As you journey onward to level 60, you’ll add more spells and
abilities to your arsenal but the way that you’ll kill an enemy is
pretty routine. This is a typical order of actions:
1. Cast Hunter’s Mark
2. Set Trap
3. Command Pet to Attack
4. Fire Arcane Shot & Serpent Sting
Enable Aspect of the Hawk and cast Hunter’s Mark on the mob you’re
about to attack. Send your pet to attack and fire Serpent Sting
immediately after your pet Growls. Then use Arcane Shot whenever it’s
active and reapply Serpent Sting if needed. For most of the game, that
will be your typical routine for killing mobs, especially for ones that
use mostly melee strikes.
--------------
Defensive Play
--------------
Most of the time, you’ll want the mob to not pay attention to you but
if an enemy decides that it wants to take a swing at you, there are ways
to help protect yourself.
Feign Death and Disengage are your two ways to control your aggro.
Feigning will completely wipe you clean of all aggro, whereas Disengage
will brush off a bit of it. Feign is ideally your best method of keeping
enemies away but it can be Resisted. When that happens, Disengage is the
next best thing.
The other tactic is to set a Trap before the start of the fight so that
if an enemy goes your way, the Trap will give you the upper hand. Freeze
and Frost Traps are good for keeping enemies at bay, whereas Immolation
and Explosive Traps are good if you prefer extra damage instead.
Finally, if things do get rough and you’re required to duke it out,
quickly switch to Aspect of the Monkey and constantly use Raptor Strike
and Mongoose Bite whenever they’re available. An Immolation Trap is good
for such situations. If you can, Wing Clip the enemy and get some firing
distance.
------
Kiting
------
One way to kill or manipulate an enemy is by running around while
keeping its attention on you. This tactic is called “kiting”. Run around
the area while using Concussive Shot to slow it down. Once in a while,
stop and turn around to fire a shot or fire an Arcane Shot to keep it
focused on you. As you kite it, you may use Serpent Sting or some other
method to damage it. If you’re careful, you can also use Aspect of the
Cheetah to help you.
One of the problems with kiting is that if you don’t consistently
attack the mob, it’ll eventually reset and return to its original
position. One of the ways to keep the mob focused is by shooting it
every few seconds with Arcane Shot.
-------------
Playing Smart
-------------
While you’ll be killing most mobs using the same attack pattern, always
remember to change your tactics for different situations. For example,
if you know that you’re going to be fighting two mobs, use a Freeze Trap
to buy some time. For fragile Casters that can cause massive damage with
their spells, thrown in a Multi-Shot for extra damage or Feign Death
while it’s casting to disrupt the spell.
------------------------------------------------------------------------
b. Group Play
------------------------------------------------------------------------
There will be those times where you’ll find yourself in a five-man
group that wants to explore an instance. When you find yourself in that
situation, you’ll have to do things a little differently.
-----------
Tank Target
-----------
In a group, your primary role is damage output. Your goal is cause as
much damage as possible to the mobs, which will mostly be Elites. Focus
fire on whatever your Main Tank is targeting but be smart about what you
use in combat. For example, Multi-Shot is an effective way to boost your
damage output but can drain your mana more quickly.
Because of your DPS, you’ll also cause a lot of aggro, which can be
kept under control by simply Feigning Death whenever possible or
whenever needed. Even the best tanks can have trouble holding aggro on
a mob if you’re not controlling your own aggro. If Feign Death is on
cooldown, keep using Disengage until the mob switches targets.
-------------------
Playing Defensively
-------------------
Just like when you’re solo, one of your goals is to not draw attention
from mobs, especially if the mobs are hard-hitting Elites. Remember to
use Feign Death to wipe off aggro whenever you need to. Some have even
suggested Feigning while the mob is still focused on the Tank just to
keep the mob from even considering moving a step in your direction.
Also, Freeze Trap is a form of Crowd Control that is very handy due to
its ability to contain any kind of mob and as such, you may find moments
where that Trap could greatly help your group. After all, Elites tend to
be hard hitters and having one frozen for twenty seconds can make a big
difference. Set the Trap away from the rest of the party and once your
Main Tank gets aggro, use Distracting Shot to lure the mob into the Trap.
Pets can also serve as effective Off-Tanks whenever needed, especially
if it’s one with high armor or health. If there’s a mob that’s running
around, your pet can keep it busy while you focus fire on the Main
Tank’s target.
--------------
Watch Your Pet
--------------
Many instances contain winding twists, turns, and jumps that your pet
isn’t going to follow on its own and oftentimes, a pet can destroy a
group by aggroing mobs as it tries to find a path to reach you.
Blackrock Spire is a particularly hazardous place for that. If your
group takes a turn or jump that goes off the normal path of the
instance, you may either Dismiss your pet or set your pet to Stay and
use Eyes of the Beast to safely move your pet.
------------------------------------------------------------------------
c. PvP
------------------------------------------------------------------------
Short for “Player-versus-Player”, the rules of engagement change
drastically when you’re up against a player. Here are some things to
watch out for when you’re pursuing PvP.
---------------
Smarter Enemies
---------------
Since players are much smarter than computers, you’ll have to do things
differently from the typical mob-slaying routine. Most of the time, a
player will never touch your pet. They’ll immediately go after you so
you’ll have to keep players at bay with Traps and slowing abilities. You
must try to keep them away from your eight-yard no-firing zone as much
as possible. Once they get within that zone and snare you, things will
get rough.
The only thing about fighting other players is that even though they’re
smarter, they tend to use similar strategies and attack patterns tailored
specifically for your class. For example, most Warriors have a tendency
to Charge or Intercept you and then Hamstring you, followed by a Mortal
Strike. Of course, varying talent builds can mean different abilities
but generally, most players will use similar tactics against you.
Also, learn to adjust your attack patterns for different classes.
Against Rogues, Paladins, and Warriors, who must fight you at melee
range, they can easily fall for Freezing or Frost Traps. Rogues are
especially easy targets since you have Hunter’s Mark and Flare to your
advantage. You can slow down mana users with Viper Sting but be aware
that Paladins and Druids can quickly remove it.
Speed is also very important in PvP where everyone is trying to inflict
as much damage in as little time as possible. Use Arcane Shot and Multi-
Shot whenever they’re available and maybe Aimed Shot if you can catch
someone off-guard. Gear that adds to your Critical Strike chance makes
a big difference here since that burst damage can save you quite a bit
of time.
---------
Team Play
---------
Whenever you’re grouped as a team for PvP, your job is to support what-
ever melee players are in the front line with your shots while the
healers keep them healthy. Ideally, a solid group should consist of
melee, healers, support, and damage but unless you have a planned group,
you won’t often have such a balance. Hopefully, whoever you’re up
against will focus on the melee instead of you but just watch out for
anything that’s firing your way.
-------------
Battlegrounds
-------------
In Warsong Gulch, a Hunter serves as excellent flag defense. In your
home base, a Frost Trap can slow down enemy players who are trying to
take your flag. Once the Trap goes off, you can either start shooting or
run in and Wing Clip or Feign and reapply another Frost Trap near the
doorways. On the offense, Hunters make great support for flag runners,
who should ideally be a Paladin, Shaman, or Druid. While they run with
the enemy flag, they’ll try to focus fire on that runner so slow down
anyone who’s trying to attack the flag runner.
In Arathi Basin, you’ll be heavily supporting melee classes that will
run in and try to capture each flag. Follow your local Plate wearers
and fire away at whatever is attacking them. Since you’re also at a
distance, you can safely fire at anyone who is trying to take the flag.
On the defense, Frost Traps once again does wonders when placed near
flags.
Finally, as for Alterac Valley, stick close to your team members and
fire away at the opposing team with whatever Shots and Stings you feel
are appropriate. Because of the massive number of players in this
Battleground, you have lots of opportunities to set up Aimed Shots
against enemies who aren’t paying attention to you.
Regardless of whichever battleground you queue for, you’ll find that
the experience itself serves as a valuable learning tool. Because of the
varied strategies and attacks employed by both your teammates and
enemies, you’re forced to utilize all of your abilities to their fullest.
Abilities that you won’t use often in PvE, such as Flare and Aspect of
the Beast, become useful versus sneaky Rogues and careless Druids. You
learn which abilities are best when you’re cornered or snared and you
get used to fighting while on the move, as opposed to shooting a single
mob while standing in place.
Ideally, everyone in a Battleground should be grouped and cooperating
with one another but unless you play with a consistent group, you won’t
see that often. Oftentimes, you’ll encounter lone players who are there
just to reap Honor points and there are always players who just don’t do
well against other players. The best thing to do is to plan out your
visits to Battlegrounds and queue up with a team of people you know and
trust.
------------------------------------------------------------------------
d. Advanced Hunter Tricks
------------------------------------------------------------------------
Every class has their unofficial tricks and Hunters are no exception.
This section will go over some Hunter techniques that aren’t listed in
most strategies guides and manuals. They’re not easy at first but once
you get them down, you’ll be that much better at what you do.
---------
Jump Shot
---------
While running, jump, quickly turn your mouse so that you’re facing
behind you, fire a Shot or Sting, and immediately turn your mouse so
that you’re facing forward again. You should still be running when you
land from your jump.
This ability will do you a lot of good in situations where movement is
important. The idea is that you’re trying to attack something that’s
chasing you without losing momentum on your running.
Even if you don’t face forward on your landing, jumping helps you make
quick turns, which is important in positioning yourself for an attack.
---------------
Resetting Traps
---------------
Usually, Traps can’t be set while in combat so once you start shooting,
you’re technically unable to place one down. However, there’s a way
around this: Feign Death causes you to completely exit combat, which
gives you the open opportunity to set one down. While in combat, hit
Feign Death and the moment you exit combat, quickly set the Trap.
There are two problems with this trick that makes it hard to pull off
and one is that it requires precise timing. Once you Feign, you have to
wait until you fully exit combat. There are two ways you can keep track
of this. You can either wait for the crossed swords beneath your
portrait to turn back into your current level, or watch the dimmed
Trap buttons on your ActionBars light back up. Once you’re out of
combat, quickly set down your Trap.
The other problem is that for this trick to work, you need a second
body attacking the same mob or group. At the time you Feign, if you’re
the only one that has aggro on the mob, it’ll instantly reset. In a
party, that’s usually not a problem since another player will have aggro
on those mobs. Just make sure that when you Feign, your pet isn’t
attacking. Otherwise, you will not exit combat.
Whenever you’re by yourself, your pet can serve as a second body for
aggro. Command your pet to attack the mob and once it has aggro,
immediately call it back. Right after the mob triggers the Trap, quickly
Feign Death and set down another one. Because your pet will have aggro,
the mob will stay in combat and therefore will not reset. Once again,
make sure that your pet isn’t attacking when you Feign.
Once you successfully get your timing and aggro management down, you
can experiment with different combinations of Traps. Frost and Explosive
is an excellent way to slow down a large group while causing a massive
amount of damage over time. You can also set Freezing Traps for two mobs
or two Frost Traps to cover more ground.
--------------------
Pet Aggro Advantages
--------------------
Your pet makes an excellent decoy for when it comes to controlling mobs,
especially for those times when you want to run away. While your pet is
busy keeping a mob’s attention, quickly run off and eventually your pet
will vanish, and hopefully along with whatever aggro you may have. If
the aggro doesn’t go away, a simple Feign Death can wipe it clean.
The same fancy handiwork that allows you to reset Traps can also be
used to flee from a fight. When you’re in combat, quickly call back your
pet and Feign Death. Once you exit combat, immediately start summoning
your mount and command your pet to continue attacking the mob while you
mount up. It’s best to catch as much distance as possible while you’re
mounting so that you won’t get interrupted by a Cleave or some other
multi-targeting ability.
----------------------
Resetting Wyvern Sting
----------------------
Rather than resetting a Trap, you can also use Feign Death as a way to
toss a Wyvern Sting on your target. This is especially handy for those
times when you need to interrupt a caster or stop someone from running
away. Of course, this is only usable if you have the talent.
------------------------------------------------------------------------
e. Class Debates
------------------------------------------------------------------------
Players have continually had arguments and debates over the abilities
of many classes and the Hunter has had its fair share of forum debates.
Here are some of the issues that have been brought up again and again.
---------------------------
Agility Versus Attack Power
---------------------------
Oftentimes, you’ll hear players asking whether Agility or Attack Power
is better for a Hunter. First, we’ll start with the math for Ranged
Attack Power and Critical Strike chance.
56 Agility = 1% chance for Critical Strike
1 Agility = 2 Ranged Attack Power
The problem with bonuses to Attack Power is that it doesn’t raise your
Critical Strike chance. As you raise your Hunter to level 60, this won’t
be a major concern since you’ll do fine in most situations with either
of the two stats. If you’re building up for PvP, you should try to get
as much Critical Strike or Agility gear as possible since burst damage
plays a much greater role in PvP than in PvE.
Since Hunters rely on a steady stream of DPS, you can’t go wrong with
Attack Power bonuses but if try to focus on equipment that has Agility,
especially if you’re a Survival Hunter with the Lightning Reflexes
talent.
Oddly enough, any buffs that add to your Attack Power doesn’t add to
Ranged Attack Power. Battle Shout and Blessing of Might, for example,
does not make your ranged attacks any stronger.
--------------------------
Steady Damage Versus Crits
--------------------------
There are Hunters who prefer to build up their critical strike chance
but oftentimes, they do so at the cost of other important stats. For
example, I remember talking to a Hunter who would rather use two Dawn’s
Edges (+1% crit each) over two Bone Slicing Hatchets (+13 Agility each).
While critical strikes are very nice to have, I believe that you’ll do
best with steady Agility-fueled damage over a long duration of time.
While steady damage is best for PvE, critical strikes are a bit more
useful in PvP because of how valuable burst damage is in a fast-paced
fight against other players.
-----------------------------
Arcane Shot Versus Aimed Shot
-----------------------------
There has been an ongoing debate about whether Arcane Shot or Aimed
Shot is better in terms of damage output. Before the 1.10 Patch, since
slower, harder-hitting weapons with Aimed Shot yielded a higher damage
output than with Arcane Shot, most people opted for Aimed Shot. However,
after the last patch normalized Aimed Shot and Multi-Shot damage, the
difference between the two is lessened but it’s extremely hard to tell
which is superior.
Either way, you can’t go wrong but I believe most players like Aimed
Shot because of the massive damage that comes out of the three-second
charge, especially if it’s a critical strike. I personally am a fan of
Aimed Shot but will use Arcane Shot when a situation calls for fast
damage, or kiting, etc, but even if you’re not kiting, you won’t notice
a big difference in DPS between the two over time, if any at all.
-----------------
Spell Damage Gear
-----------------
Since various abilities such as Arcane Shot and Volley are magic-based,
some Hunters have expanded into gear and talents that adds to their
damage done by spells and effects. Various staves, daggers, and swords
add spell damage and since Hunters can equip such a wide variety of
melee weapons, there’s a lot of variety, especially in the endgame raid
instances.
The abilities that would be affected by spell effect bonuses would be:
- Arcane Shot
- Serpent Sting
- Volley
- Mend Pet (Healing Effect)
Traps are not affected by spell power.
The problem with spell damage is that most equipment that has bonuses
to spells and effects usually don’t come with Agility. This is mainly
because such armor and weapons were designed with casters in mind and
they get few benefits from that attribute. If you do plan on wearing
such gear, expect your overall physical DPS to be low.
Another problem is that casters need the kind of gear that a Hunter
would be looking for if he/she were to design a spell damage build. You
won’t make many friends rolling on valued items such as Witchblade and
Rod of the Ogre Magi. In endgame raiding, most guilds won’t let Hunters
get priority on such gear.
---------------
Hit Percentages
---------------
The great thing about ranged attacks is that they can’t be dodged,
blocked, or parried but they can still miss. This is where gear with hit
percentage bonuses come in, but how much is enough? The answer is 9%
Chance to Hit at level 60. Some players have reported that the miss rate
is always capped at 5% but at 9% Chance to Hit, I’ve never missed a
single shot. The same seems to apply for melee swings as well, though
those can still be dodged, parried, or blocked.
------------------------------------
Slower Weapons Versus Faster Weapons
------------------------------------
One of the hottest debates that are still argued to this day is whether
faster or slower ranged weapons yield higher DPS for Hunters. At a first
glance, one would assume that weapon speed wouldn’t matter. After all,
each ranged weapon has its own preset DPS and Blizzard stated that they
had normalized Aimed Shot and Multi-Shot. However, this would be true if
it weren’t for the ammo pouch or quiver, which increases your attack
speed.
The problem here is that the increase in attack speed has a much greater
effect on a slower weapon’s base damage than a faster one, ultimately
resulting in a higher DPS output. Various Hunter abilities that increase
attack speed such as Rapid Fire and Improved Aspect of the Hawk also
contribute to this. Aimed Shot and Multi-Shot may have been normalized
but the auto-fire with the attack speed bonus isn’t and unfortunately,
this makes a significant difference in damage output.
Ideally, you’ll want your weapon’s attack speed to be at a minimum of
2.50 seconds. Fortunately, most endgame ranged weapons tend to fall
under that category. Willey’s Portable Howitzer, the Ancient Bone Bow,
and the Carapace Spine Crossbow are all excellent choices.
================================================== ======================
--------------------[ IX. The Epic Hunter Quest ]-----------------------
================================================== ======================
I figured I’d add information about the epic Hunter quest so that
you’ll know what to do when the time comes. This section provides
details on how to start the quest and strategies on beating each one.
Although talent-only abilities such as Counterattack and Scatter Shot
are helpful, I’m aware that not every Hunter has them so I wrote these
strategies with that in mind.
------------------
Majordomo Executus
------------------
In Molten Core, after your raid group beats the second to last boss,
Majordomo Executus, a large chest spawns and one of two major items will
be in that chest: either the Eye of Divinity (for Priests) or the
Ancient Petrified Leaf (for Hunters). If you win the Leaf, it will give
you a quest that takes you to the center of Irontree Woods in Felwood,
where standing on a hill will cause three Ancient spirits to appear. One
will give you a quest where you must hunt down four demons, kill them,
and take their heads.
------
Onyxia
------
In addition to the four demons, you must also kill Onyxia for a chance
at receiving the Black Dragon Sinew, which is needed as part of the
quest series.
-----------------
Blue Dragon Sinew
-----------------
This is entirely optional. The elite blue dragonkin in the Mazthoril
region of Winterspring have a small chance to drop a Blue Dragon Sinew,
which will net you the Ancient Sinew Wrapped Lamina, an 18-slot quiver
with +15% ranged attack speed. If you manage to get a shot at killing
Azuregos, the outdoor raid boss, it has a 50% chance to drop the Sinew.
----------
Conditions
----------
Now here’s the catch: you must fight each of these four demons alone.
This means no pets or Battle Chickens or other helpers. If anyone else
touches that demon or heals you, it will cause the demon to despawn for
several hours. Each of the demons patrol around specific areas as a
humanoid but once you cause it to transform, you have 20 minutes to kill
it. No one may buff you during the fight but may do so beforehand. Also,
if your friends are going to provide auras, be sure to activate them
before the fight and do not leave the radius of the aura.
------------
Preparations
------------
Before you go on your demon hunt, make sure to pack your bags with
Major Healing Potions, Major Mana Potions, Demonslaying Elixirs, some
Magic Dust, and Shadow and Nature Protection Potions. You’ll also want
to bring a good weapon with you. Two good options are a pair of Bone
Slicing Hatchets or a Barbarous Blade.
Also, you’ll want to bring a Paladin or Priest with you if you get
killed. Chances are pretty good that you’re going to die a few times
before getting the strategies down. You may have them in your party and
they may buff you but just don’t let anyone heal you or touch the demon.
Having a Mage around for water would be nice too. For two of the demons,
you’ll also want to bring a second Hunter and a Warlock.
As a Hunter, you can expend a lot of mana in a short amount of time to
crank out some hard-hitting DPS but for these fights, you must learn to
conserve your mana. Be patient and don’t go all-out DPS unless you know
for sure that you have enough mana to finish the job.
When you do go searching for your demons, they’ll be walking around as
humanoids and won’t transform until you trigger it. You may use Track
Demons to locate them. Once they transform, they’ll immediately go after
you so Feign Death quickly if you’re not fully ready to start the fight.
Oh and just a warning to anyone who isn’t a Hunter: if you aggro the
demon while it’s standing around, you’ll be instantly killed.
Now, let’s go demon-hunting...
------------------------------------------------------------------------
a. Klinfran the Crazed
------------------------------------------------------------------------
HUMAN NAME: Franklin the Friendly
LOCATION: Burning Steppes
RECOMMENDED: Demonslaying Elixir
PATROL: Franklin looks like a Human and will patrol a secluded area in
the southwest region of the Burning Steppes.
POSITIONING: There is a path in the south that goes up a cliff, leading
into a wide open area filled with some mobs. Slay the mobs and trigger
Franklin when he walks up the cliff.
ATTACKS: Klinfran’s only attack is punching with his bare knuckles but
he hits hard and can tear you to pieces in just a few hits. It only gets
worse when he enrages.
WEAKNESS: When he enrages, Scorpid Sting will remove the effect and adds
a 10-second debuff that causes him to inflict 1 damage every swing.
The key to this fight is having a good start. Set an Immolation or
Frost Trap and start firing on him. Keep away until he enrages. Once he
gets angry, Scorpid Sting him and quickly start hitting him with your
melee weapon. You have about ten seconds to attack him with normal
swings before the Sting wears off. When you know you’re running out of
time, Wing Clip him, run away, and when he gets angry again, Sting him
again and repeat the process.
A major misconception for first-timers is that you can immediately
Scorpid Sting him and start hacking away at him. The moment you start
the fight, don’t Sting him until he enrages. Once you get the rhythm
down, this fight is a piece of cake.
Keep in mind that this will be a long fight so be patient. You need to
conserve your mana so don’t use Raptor Strike or Mongoose Bite. Also,
Wing Clip early just in case it misses. This will give you enough time
to Clip him a second time without taking the risk of receiving a heavy
blow.
------------------------------------------------------------------------
b. Simone the Seductress
------------------------------------------------------------------------
HUMAN NAME: Simone the Inconspicuous
LOCATION: Un’goro Crater
RECOMMENDED: Magic Dust, Demonslaying Elixir, Nature Protection Potion
PATROL: Simone is a female Troll that walks around the southwest region
of the Crater with a wolf pup by her side.
POSITIONING: Make sure you find a nice open area with few mobs. Slay the
nearby mobs and get ready.
ATTACKS: Simone puts a debuff on you that reduces your ranged attack
power by 1400 and can cast a lightning spell that deals 800 damage. She
also has a pet felhound that fights alongside her.
WEAKNESS: Her melee attacks aren’t strong. Viper Sting silences her and
the felhound pet is susceptible to Freezing Trap.
Before the encounter, run to Westfall and farm the air elementals for
Dream Dust. Also, have another Hunter in your party enable Aspect of the
Wild and then Feign Death to keep him/herself out of combat. You’ll also
want to use Aspect of the Monkey to minimize the amount of damage you
take.
One of the keys to this fight is keeping the felhound out of the fight.
Lay down a Freezing Trap and when you start firing at Simone, use a
Concussive Shot to slow her down so that only her pet will step into the
Trap. You now have 20 seconds (or 26 with Clever Traps) to deal with
Simone. If the Trap wears out, quickly hit the felhound with the Dream
Dust, which will put it to sleep for 30 seconds. This should buy you
just enough time for you to kill Simone. The pet doesn’t have to die.
The other key to this fight is keeping her from unleashing that
lightning spell, which has a long casting time. The moment you see her
casting, quickly back off and Viper Sting her to silence her. If you
have Scatter Shot, it will also cancel the cast but don’t expect
yourself to use it more than once in the fight because of its cooldown.
Because of the debuff she casts on you, your gun/bow becomes useless so
you’ll need to make sure that you have a good melee weapon. Aspect of
the Wild and the Nature Protection Potions will help you survive if you
manage to let a few lightning spells slip through.
------------------------------------------------------------------------
c. Solenor the Slayer
------------------------------------------------------------------------
HUMAN NAME: Nelson the Nice
LOCATION: Silithus
RECOMMENDED: Shadow Protection Potion, Whipper Root Tuber or Night
Dragon’s Breath, a Warlock
PATROL: Nelson is a Gnome that walks around the southwest region of
Silithus. If you look at a map, there are some cliffs that protrude out
from the left side. He will patrol near the southern tip of that
protrusion.
POSITIONING: Wait for him near those cliffs and clear out the mobs in
the surrounding area. Because of their relatively high levels, you
should get as much free space as possible.
ATTACKS: Solenor has a ranged shadow attack that causes you to run in
fear, similar to the Warlock spell, Death Coil. Countless tiny bugs will
gradually spawn, each one doing 200 damage and up if they manage to
touch you.
WEAKNESS: Wing Clip causes a debuff that prevents Solenor from moving
for several seconds. Also, the bugs move very slowly and have incredibly
low health. Serpent Sting is rather effective on him as well.
What will kill you in this fight is Solenor’s ability to fear you into
the bugs, which will tear you to pieces. This is where your Warlock
friend comes in. Have him duel you and cast Curse of Recklessness (Rank
1) on you. For two minutes, you will not run away in fear. Just stay in
the dueling area and you’ll be fine as long as he/she keeps refreshing
the Curse. As for the shadow damage, Shadow Protection Potions should
soak it up quite nicely.
If you don’t have a Warlock with you, however, you’ll have to watch
your distance. Stay as far away as possible from the bugs as you attack
the demon. If you happen to run into the little critters, quickly use a
Whipper Root Tubers or Night Dragon’s Breath and get away from them.
Both can be gathered from specific spots in Felwood and they restore
your health and mana without affecting the cooldowns on your potions.
When you start the fight, lay down a Frost Trap and fire away. When he
gets in melee range, quickly Wing Clip him and back off. While he’s
stuck, just use Serpent Sting and Auto-Shot and run circles around him,
stopping every two seconds to fire another Auto-Shot. If it helps, make
short hops between shots instead of running. Mana is precious in this
fight.
As the bugs spawn, they’ll be slowed tremendously by the Trap. Also,
moving in circles around Solenor will keep you away from the bugs as
they pursue you. If you feel that there may be too many of them, fire
off a Volley and they’ll die within two seconds.
Eventually, the Wing Clip will wear off. When it does, just Clip him
again, run away, and keep firing. Remember to keep away from the bugs at
all costs.
------------------------------------------------------------------------
d. Artorius the Doombringer
------------------------------------------------------------------------
HUMAN NAME: Artorius the Amiable
LOCATION: Winterspring
RECOMMENDED: Friends
PATROL: Artorius is a Tauren that walks around the northern region of
Winterspring just east of Frostsaber Rock.
POSITIONING: Trigger the demon as far north as possible.
ATTACKS: Artorius can cast a debuff on you that turns you into a demon
with a strong DoT that will kill you in seconds. Shadow Protection
Potions don’t seem to help against it.
WEAKNESS: Serpent Sting causes a devastating amount of damage and he can
only cast the debuff on you if you’re within 30 yards of him.
Bring a few friends with you. You’re going to do some long-distance
kiting and you’ll need your friends to help aggro the high-level mobs in
your way.
The idea behind this fight is to kite Artorius and let Serpent Sting do
most of the damage. The problem is that the Sting’s damage alone isn’t
enough to keep him in combat. Set your Arcane Shot to Rank 1 and hit him
with it whenever it’s not on cooldown. With Aspect of the Cheetah, all
you’ll do is run south, reapplying Serpent Sting and Arcane Shot along
the way. Once his health is low enough, you can just turn around and
deliver the finishing blow.
Going south, there is a lot of open space for you to run but you’ll
need your friends to aggro all of the mobs around you. Have them hop on
their mounts and ride alongside you.
The strategy for beating this demon is the simplest but also the
trickiest because you have to quickly turn around to reapply your Shot
and Sting and then turn back around to keep running. Any slips will get
you into his 30-yard debuff range and once you’re hit with it, you’ll
most likely die before he will. The Jump Shot will help you greatly
here.
------------------------------------------------------------------------
e. The Final Reward
------------------------------------------------------------------------
Once you get the Black Dragon Sinew from Onyxia and the heads of the
four demons, return to Felwood and hand them in to the Ancients. For all
of your hard work, you get these two epic weapons:
Rhok’delar, Longbow of the Ancient Keepers
Ranged, Bow
89-166 Damage, 2.90 Speed
(44.0 DPS)
+1% Critical Strike
+17 Ranged Attack Power
Lok’delar, Stave of the Ancient Keepers
Two Hand, Staff
187-282 Damage, 3.20 Speed
(73.3 DPS)
+26 Stamina
+15 Intellect
+10 Nature Resist
+2% Critical Strike
+45 Attack Power when fighting Demons
The bow is absolutely amazing. It’s the best ranged weapon you’ll get
before venturing into Blackwing Lair and even then, it’s still
comparable to the weapons you’ll find there.
The staff, on the other hand, is debatable. The stat bonuses are
amazing but it lacks the kind of bonuses that a Hunter really needs like
agility, and there aren’t enough Demons around to make the attack power
bonus worthwhile. Some feel that the bonuses are well worth it and that
it’s great for its hard-hitting Raptor Strikes. Still, I’m not
convinced. I’m sticking with my Barbarous Blade.