Hunters guide.
Feb 26, 2005 5:09:51 GMT -5
Post by Elatan on Feb 26, 2005 5:09:51 GMT -5
This is a guide in Hunter class written by some Gedrah found on the official WoW Hunter forum. Ive found it to be a guide with lots of crucial information about the hunter class. A piece worth reading for other classes as well. Due to its length I had to cut it in two
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I constantly hear people say hunters are useless in high-level instances. Considering the level of success I experience, I disagree with this statement, and I disagreeumption is that there are a lot of unskilled hunters out there tarnishing the class's reputation. I am giving away many of my trade secrets in this post so that the class as a whole can benefit from my experience and knowledge. Please add anything you feel is useful to this list. If I see something good, I will edit the post and add your information. Perhaps we can have this post stickied later to benefit everyone.
Now, a good hunter can turn a gaggle of retards into a steamroller that runs through an instance like a buttered skateboard. Don't ever let anyone tell you that hunters are useless in Temple, BRD, BRS, Scholo, or Strath. A GOOD HUNTER is useful in any instance.
What you can do:
* You do excellent, SUSTAINED ranged dps, and with rapid fire active, no other class can rival it. With proper talents, you have 41 yards of range--enough to escape almost any mob's AOE effects, including Teremus the Devourer's life stealing flame.
* You can manage aggro better than any class, including Warriors, via your pet, feign death, distracting shot, and disengage.
* Freezing trap is often overlooked. With proper talents, it is a reliable, repeatable 26-second CC that works on ANY MOB (except bosses.) The fact that the hunter can place them during a battle (via proper technique) makes them amazingly useful at turning a wipe in progress into a manageable battle. If there are multiple hunters in your group and you are hoping to trap more than one mob, make sure you communicate and place the two traps more than 5 yards apart, or one mob can set off BOTH, wasting one. Also remember that if you are in a raid group, only players in your immediate group can see your traps--communicate! Since the effects of freezing trap and frost nova look identical, many people attack freeze-trapped mobs, not realizing the effect is a 20-26 second STUN that breaks on any damage. It can be tricky to learn how to get the mob you want into the freezing trap, but experimentation will show you the way. Hint: The first mob you shoot will start running toward you a second or two before the rest. Mark everyone's kill target and arcane shot the mob you want to cull into your trap.
* You have the potential to be the best pulling class. Notice I said potential. Via your various tracking types, you can see where the patrols\roamers are, select a good time to pull, and use line of sight to bring mobs to a position that is agreeable to your group. This also protects against runners aggroing other groups. Also, your instant shots (distracting shot and arcane shot, to be specific) can be fired at mobs on the fringes of a group, often resulting in 1 mob in the group NOT AGGROING! (This takes timing.)
* Your Debuff, Scorpid Sting, greatly reduces a mob's damage output, critical rate, and evasion rate. Use it! Warriors will take less damage and mobs will take more damage. The priest will have more mana to save your jerk. Also bear in mind that while two serpent stings will stack on the same enemy, two scorpid stings will not. Make sure multiple hunters know this; Designate one for debuffs and one for DOTs.
* You can detect cloaked mobs with flare. This is excellent for the Eyes of Naraxxas in Stratholme, which can quickly cause a wipe if not IMMEDIATELY put down.
* You can save the casters' lives by taking aggro from mobs that are hitting them. Distracting shot is great for this purpose. Then, you can off tank the mob with your pet by disengaging or feigning death.
* Wing Clip and Concussive shot are EXCELLENT kites for stopping runners. Always wing clip a mob if you know it's going to run at low health. It lasts 10 seconds and costs almost no mana.
* You can assist a mage with AOE by staying out of combat until it begins, and then placing an explosive trap in the center of the group of mobs. Volley, however, does not really do enough damage for its mana cost, cooldown, and channeling nature. I'd rather spam arcane shot and multi shot than volley. In cases where there are more than 3 targets and the main tank has firmly established aggro, it might be worth hitting volley to boost the group's AoE damage.
* Use Hunter's Mark to designate targets. This is extremely useful in communicating to the group which mob you are talking about when you choose CC and kill order. It's just a bouncing arrow, but it means so much to a confused group. Communication and organization are some of the nicest things you bring to a group. With 1 mage in the group, I use HM to designate the polymorph target, and then switch HM to the group's "Kill target." This way everyone can focus fire on the weakest enemy to take him out of the equation.
* You can abort a bad pull completely. It might be good to create a macro button which yells out ABORT! ABORT! or something similar, and train your group to know that this yell means "HANDS OFF." If a pull goes bad and extra groups link due to extenuating circumstances, you can call for an abort and feign death. If feign death fails, it's better for you to die than your whole group, so make sure they know that in an aborted pull, they stay away from you and you stay away from them.
* Besides Rogue, you are the only class that can leave combat mid-battle. Your pet must either be unsummoned or have not attacked anything during the current battle, and then you can feign death. Stay down for 2 seconds, then get up and walk away. You are now out of combat and can plant a trap of your choosing or refresh your health and mana (IMMEASURABLY useful in the LBRS spider section.) Be warned that some groups will consider it selfish if they see you eating and drinking while they are still fighting. They are just jealous Try to be sensitive to them.
* You can see what's around the corner in almost every situation. Remember to switch tracking types often so you can tell what sort of mobs are coming up and how many. You can also track rare spawns\named mobs your group might want to seek out and kill. In outdoor instances, you can use Eagle Eyes to actually LOOK into the next area and see what the room looks like--Blizzard likes to hide a few classless(untrackable) mobs such as slimes hiding behind things now and then, confusing you about the size of the pull you're coming up against.
Things NOT to do:
* Do not pull with Aimed Shot. If it crits, you might have a hard time giving aggro back to the tank. You are not a tank--you may live longer than cloth classes, but you are not meant to be a damage-mititgating class except in emergencies.
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I constantly hear people say hunters are useless in high-level instances. Considering the level of success I experience, I disagree with this statement, and I disagreeumption is that there are a lot of unskilled hunters out there tarnishing the class's reputation. I am giving away many of my trade secrets in this post so that the class as a whole can benefit from my experience and knowledge. Please add anything you feel is useful to this list. If I see something good, I will edit the post and add your information. Perhaps we can have this post stickied later to benefit everyone.
Now, a good hunter can turn a gaggle of retards into a steamroller that runs through an instance like a buttered skateboard. Don't ever let anyone tell you that hunters are useless in Temple, BRD, BRS, Scholo, or Strath. A GOOD HUNTER is useful in any instance.
What you can do:
* You do excellent, SUSTAINED ranged dps, and with rapid fire active, no other class can rival it. With proper talents, you have 41 yards of range--enough to escape almost any mob's AOE effects, including Teremus the Devourer's life stealing flame.
* You can manage aggro better than any class, including Warriors, via your pet, feign death, distracting shot, and disengage.
* Freezing trap is often overlooked. With proper talents, it is a reliable, repeatable 26-second CC that works on ANY MOB (except bosses.) The fact that the hunter can place them during a battle (via proper technique) makes them amazingly useful at turning a wipe in progress into a manageable battle. If there are multiple hunters in your group and you are hoping to trap more than one mob, make sure you communicate and place the two traps more than 5 yards apart, or one mob can set off BOTH, wasting one. Also remember that if you are in a raid group, only players in your immediate group can see your traps--communicate! Since the effects of freezing trap and frost nova look identical, many people attack freeze-trapped mobs, not realizing the effect is a 20-26 second STUN that breaks on any damage. It can be tricky to learn how to get the mob you want into the freezing trap, but experimentation will show you the way. Hint: The first mob you shoot will start running toward you a second or two before the rest. Mark everyone's kill target and arcane shot the mob you want to cull into your trap.
* You have the potential to be the best pulling class. Notice I said potential. Via your various tracking types, you can see where the patrols\roamers are, select a good time to pull, and use line of sight to bring mobs to a position that is agreeable to your group. This also protects against runners aggroing other groups. Also, your instant shots (distracting shot and arcane shot, to be specific) can be fired at mobs on the fringes of a group, often resulting in 1 mob in the group NOT AGGROING! (This takes timing.)
* Your Debuff, Scorpid Sting, greatly reduces a mob's damage output, critical rate, and evasion rate. Use it! Warriors will take less damage and mobs will take more damage. The priest will have more mana to save your jerk. Also bear in mind that while two serpent stings will stack on the same enemy, two scorpid stings will not. Make sure multiple hunters know this; Designate one for debuffs and one for DOTs.
* You can detect cloaked mobs with flare. This is excellent for the Eyes of Naraxxas in Stratholme, which can quickly cause a wipe if not IMMEDIATELY put down.
* You can save the casters' lives by taking aggro from mobs that are hitting them. Distracting shot is great for this purpose. Then, you can off tank the mob with your pet by disengaging or feigning death.
* Wing Clip and Concussive shot are EXCELLENT kites for stopping runners. Always wing clip a mob if you know it's going to run at low health. It lasts 10 seconds and costs almost no mana.
* You can assist a mage with AOE by staying out of combat until it begins, and then placing an explosive trap in the center of the group of mobs. Volley, however, does not really do enough damage for its mana cost, cooldown, and channeling nature. I'd rather spam arcane shot and multi shot than volley. In cases where there are more than 3 targets and the main tank has firmly established aggro, it might be worth hitting volley to boost the group's AoE damage.
* Use Hunter's Mark to designate targets. This is extremely useful in communicating to the group which mob you are talking about when you choose CC and kill order. It's just a bouncing arrow, but it means so much to a confused group. Communication and organization are some of the nicest things you bring to a group. With 1 mage in the group, I use HM to designate the polymorph target, and then switch HM to the group's "Kill target." This way everyone can focus fire on the weakest enemy to take him out of the equation.
* You can abort a bad pull completely. It might be good to create a macro button which yells out ABORT! ABORT! or something similar, and train your group to know that this yell means "HANDS OFF." If a pull goes bad and extra groups link due to extenuating circumstances, you can call for an abort and feign death. If feign death fails, it's better for you to die than your whole group, so make sure they know that in an aborted pull, they stay away from you and you stay away from them.
* Besides Rogue, you are the only class that can leave combat mid-battle. Your pet must either be unsummoned or have not attacked anything during the current battle, and then you can feign death. Stay down for 2 seconds, then get up and walk away. You are now out of combat and can plant a trap of your choosing or refresh your health and mana (IMMEASURABLY useful in the LBRS spider section.) Be warned that some groups will consider it selfish if they see you eating and drinking while they are still fighting. They are just jealous Try to be sensitive to them.
* You can see what's around the corner in almost every situation. Remember to switch tracking types often so you can tell what sort of mobs are coming up and how many. You can also track rare spawns\named mobs your group might want to seek out and kill. In outdoor instances, you can use Eagle Eyes to actually LOOK into the next area and see what the room looks like--Blizzard likes to hide a few classless(untrackable) mobs such as slimes hiding behind things now and then, confusing you about the size of the pull you're coming up against.
Things NOT to do:
* Do not pull with Aimed Shot. If it crits, you might have a hard time giving aggro back to the tank. You are not a tank--you may live longer than cloth classes, but you are not meant to be a damage-mititgating class except in emergencies.