What kind of hunter should i be wow




















Marksmanship PvP. Survival PvP. Arcane PvP. Fire PvP. Mistweaver PvP. Windwalker PvP. Holy PvP. Retribution PvP. Discipline PvP. Shadow PvP. Assassination PvP. Outlaw PvP. Subtlety PvP. Elemental PvP. Enhancement PvP. Affliction PvP. Demonology PvP. Destruction PvP. Arms PvP. Fury PvP. Protection PvP. Sanctum Overview. The Tarragrue. The Eye of the Jailer. The Nine. Remnant of Ner'zhul. Soulrender Dormazain. Painsmith Raznal.

Fatescribe Roh-Kalo. Guardian of the First Ones. Sylvanas Windrunner. Sylvanas Loot. De Other Side. Halls of Atonement. Mists of Tirna Scithe. Sanguine Depths. Spires of Ascension. The Necrotic Wake. Theater of Pain. Other Dungeon and Raid Guides. Shadowlands World Bosses. Castle Nathria Overview. Shroud Skip Guide. Changes in Shadowlands. Crafting Reagents. Profession Leveling and Gold Making Guides. Leveling Guide. Shadowlands Heirlooms. Leveling Consumables.

Leveling Mounts. How Rested XP Works. DK Leveling DH Leveling Druid Leveling Hunter Leveling Mage Leveling Monk Leveling Paladin Leveling Priest Leveling Rogue Leveling Shaman Leveling Warlock Leveling Leveling Up Warrior Leveling Recurring Events.

Darkmoon Faire. Brawler's Guild. Pirates' Day. Harvest Festival. Hallow's End. Crit and Hit scopes have a ScopeBoost of 0. Shells and Arrows also boost per-shot damage like a Sniper Scope, but their boost scales to BowSpeed. Warden's Arrows state, "Adds 37 damage per second. So for a 2. Notice how Steady Shot and Arcane Shot ignore both of these damage boosts.

As if you needed another reason to prefer a Crit scope. Four ranged attacks apply a Poison debuff to targets. These are known as Stings and are subject to stacking limitations. You cannot personally apply two different Stings to a single target at the same time. If you try, the first Sting will be replaced by the new one.

Stings do not benefit from crit, attack power, or Ranged Weapon Specialization. They do benefit from Improved Stings. A 15 second DoT for damage at level Any spell power gear is added to this total, e. Many level cap Hunters avoid Serpent Sting most of the time. Other attacks tend to cause more damage and for less mana. However, Serpent Sting can be shot on the run when other instants have already been used and it does impede stealthing.

Multiple Hunters may DoT the same target. This includes most special attacks. If a tank is doing fine with threat and healing isn't trivial, keep Scorpid Sting up.

Use a timer mod to know when to reapply. Multiple Hunters cannot stack Scorpid Sting on the same target. Improved Stings has no effect. As the only non-damaging Sting, use it to replace any other Sting to prepare a target for crowd control. An 8 second mana drain on a 15 second cooldown at level Improved Stings takes it to total drained. No damage-increasing stats or talents have an effect on it. Viper Sting will break crowd control such as Freezing Traps.

Multiple Hunters cannot stack Viper Sting on the same target. A 12 second sleep effect followed by a 12 second DoT for damage at level As with Serpent Sting, spell power gear is added to the DoT portion. Though short, extra crowd control is always welcome. And the chief maintainer of use in any thing is comparison and honest contention.

Let's say your Steady Shot hits for and crits for on average without counting armor. That leaves a Shot damage takes all this into account and comes up with one number. When haste can be safely ignored -- such as when comparing equipment within a spec -- maximizing shot damage will maximize overall damage.

The Gear Choice Calculator linked at the end of this guide can help you with this. Most of the time an item choice will help all your Shots more than the alternative item. But sometimes one Shot will go up at the expense of another.

When this happens, you will need to weight results by the ratio of how much you use each Shot. A flurry of weaker attacks can match or exceed a few, strong individual hits. Shot frequency forms the other half of ranged damage-per-second. Frequency optimization consists of two related elements. Haste reduces the time between Auto-Attacks and speeds up Steady cast time. Shot rotation is the way you order your Shots to fire off as many in a given timeframe as possible.

The two are related because Haste -- and ranged weapon speed -- can affect the best way to order your Shots. More on this below. Pets are necessary for optimal damage. In a large raid your pet can easily make the difference of a few ranks on the meters, even as Marks or Survival.

See the 'Choosing a Pet' section of this guide for details on high damage families. Make sure it knows Cobra Reflexes and Avoidance. Be sure you spec Go for the Throat to take full advantage of its Focus dump skill. Unless the encounter calls for a large amount of magical resistance, train your pet for high Stamina. Armor is great for solo farming pets, but not raiding or PvP pets. Turn off Growl, Bite, Dash, etc. Just leave the Focus dump skill like Claw or Gore on auto cast.

Have comfortable keybinds to send your pet in and pull it back away. These binds shouldn't interrupt or start your own ranged attacks.

This will allow you to start it walking to mobs before tank have aggro and pull it out of AoE easily. For long fights only you may want to move around so your pet approaches a mob from behind to avoid parries and cleaves. Time for the nitty-gritty on Shot rotations. Basic idea is to let Auto Shot fire unhindered while firing a Steady between each one. If there's still enough time -- depending on weapon speed and Haste -- squeeze in an Arcane or Multi-Shot after the Steady.

Auto Shot has two vital properties: it costs no mana and its 'cast time' continues during other Shots. Well, usually. Aimed Shot will actually reset Auto's full cast time. Steady Shot is meant to be used instead. The other hitch is that Auto requires you to do nothing for the 0. Try starting combat by turning on Auto Shot; notice the delay? Same happens if you move around, fire an instant, or are still completing a Steady Shot 0. This half-second 'cast time' is absolutely fixed, regardless of Haste.

Steady Shot should be started immediately after each Auto fires. Steady is mana efficient and scales with Haste. The only real danger with Steady is that you might press the button too soon, effectively skipping an Auto Shot. This is solved with a macro:. Use this macro in place of Steady Shot. Castsequence simply ensures an Auto between each Steady. No extra button pushing required. If you press this macro too soon, nothing will happen and that's a good thing. The part about resetting allows you to lead off with a Steady Shot if you switch targets or stop for at least three seconds and resume firing on the same target.

Rotation Gaps. For the moment let's ignore human reaction and ping time. Assume Steady Shot begins immediately when Auto fires. How much of a gap is there between the end of that Steady and the start of Auto's 0.

Depends on ranged weapon tooltip and total Haste. Take a 2. Emphasis on 'ideal'. In practice there will be a reaction time and ping delay between Auto Shot and the start of Steady Shot.

Some Hunters use the Quartz addon to send the Steady command to the server early so by the time it arrives Auto will have just barely completed. This risks the command arriving slightly too soon and skipping that Auto. Another reaction time and ping delay between the end of Steady Shot and the start of Arcane or Multi-Shot. All this varies significantly among players and their Internet connection.

Theorycrafting ideal time to fit in extra shots will often make it sound like things should work out when they don't in practice. Hands on testing is best. One note on global cooldown: Steady Shots can only be cast every 1. Some Hunters assume this means a 2. Nope, the Auto Shot 'cast time' is unaffected by global cooldown. Good luck on that. Actually firing both shots every 1. Again, use an Auto Shot timer mod to find out how well this is working for you. If additional Shots just won't fit after a Steady you can still replace Steadies with another Shot.

If an Arcane Shot will do more damage than a single Steady and you have the mana, use a replacement cycle. When multiple mobs are in range, Multi-Shot instead. Mend Pet, Scorpid Sting, etc. Kill Command can be added to any Shot rotation without interference. Think of it as extra, very efficient damage. The secret? Kill Command is independent of the global cooldown. You can't use it in the middle of casting Steady, Multi, or Aimed Shot but you can cast it immediately after or before an instant like Arcane Shot.

Binding an extra key for Kill Command can work, but most Hunter prefer some kind of macro. The most popular macro puts it on the same key as Steady Shot but does require a second press any time Steady isn't still casting:.

The 'castrandom' command alters the priority of Kill Command to make the macro work correctly. The bracketed options cause you to momentarily switch to your pet's target or skip the Kill Command attempt entirely if your pet is dead or not attacking anything. You may still experience problems if your pet is running towards a target but not yet in range.

Some Hunters don't like pushing extra buttons. The following macro will fire Kill Command and Steady Shot simultaneously when both are available. Just be careful: extra tapping will stop your ranged attacks. Error messages annoying you? Turn off vocals in Sound Options and add this line to the end of any macro:.

DPS takes a nosedive when you run out of mana. Best solution: don't. Efficiency and Thrill of the Hunt talents help tremendously. Just make sure at least one reliable Hunter has Improved Hunter's Mark for 25 man raiding before everyone grabs Efficiency. Take turns occasionally if need be.

Aspect of the Hawk vs. Viper can be a tough question. Viper is fantastic between bosses or even during easy boss fights when you really don't want to be drinking potions. But using Viper on new boss fights almost always reduces your damage potential. That said, Hunters with a very mana intensive rotation may get more out of Viper. Particularly Marks Hunters who budget Intellect as part of their damage. Shadow Priests are fantastic if you can snag one.

Plenty of mana and constant healing on both you and your pet. Beast Mastery Hunters with Ferocious Inspiration have an easier time finding a spot in such groups. There is a tendency among damage-role classes to equate group value with damage meters alone. This is an incomplete picture. Hunters are low maintenance DPS with great threat manipulation and crowd control tools. Stand back. Simply standing far away from mobs will save a lot of damage from AoE.

The first thing that should cross your mind when hit by AoE is, "Can I out-range this? Of course, it doesn't do you any good standing at 25 yards in the first place. Use avoidance. If someone other than a tank does need to take physical-attack mob aggro, Hunters are very well equipped to step up.

Dodge and Parry mean zero damage taken. Mail armor means less taken when hit. Be capable of switching to Aspect of the Monkey and back easily. Keep in mind you can only Parry attacks from your front; adjust positioning if necessary.

Deterrence is by far the best talent investment to increase avoidance, but at least consider whether your build can support points in Deflection, Improved Aspect of the Monkey, or Catlike Reflexes. Also consider Agility based gems and enchants.

These are often the best choice for overall DPS with a bonus of increasing Dodge rate. Be pet-responsible. Pets can be used to great effect without requiring healer attention and mana.

The idea is to pull the pet back to avoid AoE pulses, then send it right back in. Just because pets can off-tank in a pinch does not mean they should do so unnecessarily. Don't let sloppy pet usage turn you into a high-maintenance Hunter. Bring food and drink. During pulls, your job is to crowd control and rain havoc. Between pulls, patch yourself and your pet up. It may seem 'faster' to expect the healer to res your pet and heal both of you, but when several other party members are expecting the same service it slows everything down.

Remember you can eat and drink simultaneously. Don't be afraid to ask the vending machine, er, local Mage for conjured goods. Run back after wipes. If the rezzer s are dead, don't be lazy: run your own ghost back to the instance.

This makes an incredibly good impression on your healers, trust me. Use a gear addon like ItemRack to define a 'naked' set. When a wipe is in progress, Feign Death and strip down. That way if you get pulled back into combat or can't un-Feign safely, your repair bill stays low. This is called being low maintenance to your own pocketbook.

And no one likes repair bill whiners. Use crowd control and threat manipulation. Protect yourself with the tools explained in the next sections. Don't be extreme. Sometimes throwing yourself into danger is the right move over avoiding damage. Good Hunters work for a "low maintenance" reputation, but will not hesitate to reverse this habit when needed to maintain DPS, crowd control mobs, or take aggro off another player.

Use your judgement to be of best value to the group as a whole. Oversimplified view of threat is that a mob will aggro target and attack the player who has done the most damage to it. Heals generate threat toward the healer on all mobs involved. There are many modifiers and exceptions to this system. Hunters are uniquely capable of dropping all threat they've built up on all mobs every 30 seconds by using Feign Death. With such a short cooldown, you should generally try to Feign before pulling aggro so mobs never leave the tank.

It's possible to develop a rough feel for your threat production. Such addons tend to work better as more in the group have it installed and synched up. Sometimes it's a good idea not to Feign yet. Tanks have Taunt or a Taunt-like ability which not only forces a mob to attack them for a few seconds, but brings their threat up equal to the highest person's.

One way to pull a mob is to hit it with heavy shots, wait for the tank to Taunt, then Feign. This allows the other DPS to start earlier because the Tank starts out at your elevated threat. Misdirection is another way to provide tanks with an initial threat boost. After casting Misdirection on another player or pet! Even if you pull one mob in the middle of a group, all mobs will start out running at the other player.

Advantage over the Taunt method is that Taunt is still available and in multi-mob pulls it can help the tank with initial mob gathering. Safe pulling eschews Misdirection in favor of Feign Death.

Some pulls involve groups of mobs pathing around such that pull timing and which mob is hit makes a difference between bringing 5 mobs and 10 mobs to the group. The key to safe pulling is very simple, yet difficult to convince some players to do:. That way, if you see 10 mobs whip their heads around and go, "Hruhh?! Beats Feigning only to have the rest of the party close enough for the mobs to stay aggro'd and cause a wipe. If Feign fails, your healer can res you in a jiffy.

Other classes pulling just have to hope they get the pull right the first time. Growl is best left toggled off by default unless soloing. The Focus is better used for damage abilities until you want the pet to grab aggro.

Right-clicking Growl will toggle it to auto-fire as the cooldown and available Focus permits. Doing so can help pull mobs off healers.

Intimidation talent is for snappier aggro gain along with a stun. Freezing Trap can be chained indefinitely on one mob of any type vulnerable to crowd control at all.

Once you lay a trap down, it will not become active for two seconds and will last for one minute or until activated. You may not have two unactivated traps of any kind up at the same time; dropping the second will cause the first to vanish early. However -- and this is vital -- activated traps don't count towards this restriction. The easiest way to take advantage of this is to drop the first trap, then wait for your trap cooldown to almost expire.

Pull a mob into the first trap, activating it. Drop a second trap and pull a second mob into it. Two ice cubes up at once! A great aid on certain pulls. Most of the time, chaining Freeze Trap on a single mob safely and for as long as it takes is preferred.

Drop the first trap and wait a few seconds or nearly the whole trap cooldown, depending on how much safety is needed. Pull a mob into the first trap.

Drop a second trap between the frozen mob and where you will be standing when the first trap breaks. Careful not to drop the second trap on top of the frozen mob or the new trap will overwrite the old trap.

Why is this more 'safe'? Sometimes traps break early. Being ahead on cooldowns allows for an early break or two. The Trap Mastery talent greatly reduces, but does not eliminate early breaks. Plan ahead each fight. You don't want your traps to be right in the middle of other mobs being killed; easier for other players to break it. Re-trapping the same mob will cause a slow shuffle of trap-move-trap-move.

Make sure your shuffle path will be in line of sight with the group's kill zone and neither too close nor too far for your ranged attacks. After the pull, the only interruption to your DPS output should be one global cooldown for dropping each trap.

Communicate with your group. Ask the leader to use raid markers so you and everyone else knows which mob will be trapped. Because of cooldowns, traps are less forgiving than broken Polymorphs. A clearly marked mob directs blame at the breaker, not the Hunter. Ask for melee mobs to be marked in preference to casters; they are easier to coax into traps. Casters must be handled with line-of-sight pulling and Silencing Shot if available which cuts down on your DPS time and often means you'll take damage.

And communicate on trap position vs. With more forgiving timers, recovering from early breaks and multi-trapping even beyond two becomes easier. Yet no trap talent or bonus is strictly necessary for effective trapping. Waiting longer before the first activation, increasing distance between traps, and other crowd control techniques can close the gaps at the cost of time and effort. Other traps can briefly impede mobs. Frost Trap slows all enemies moving across its area of effect. Useful on some pulls because it gives more time for group members to split off particular mobs.

Snake Trap will grab the attention of mobs without significant aggro on any players; especially slow attacking mobs which take longer to kill off all the snakes. Snakes can proc Crippling Poison slower movement and Mind Numbing Poison slower casting , lengthening the distraction. These two traps along with the two fire-based traps all have a chance to root mobs in place for a few seconds with the Entrapment talent. Scatter Shot is a staple crowd control tool. It only disorients a target for 4 seconds or until that target takes damage, but it is instant-cast and hits anything from melee range to 15 yards out.

Did a mob just peel off at the healer? Scatter Shot to stop it dead for the tank to grab. By the time they figure it out, it could be the end of them. If you're a MM, this is probably the most important ability on your bar.

Almost every class has at least a little bit of healing now and even if they don't, they might have bandages. Keep this up at all times. Use them together if possible perhaps a macro? Comment by Hunter pet info, use a Cat for DPS PVE hunter in dungeons, but disable growl and other things that will use aggro threat , but if you need a tanking pet, use a scorpian or maybe a bear but dont disable any of the pets talents spells, those tanking pets help when your questing and doing other stuff, but i also would use a spider for PVP, very helpful.

Comment by Lazurianis Here are a few things about Hunter that you need to know: A Fairly large wall of text incoming: 1 There is no right or wrong spec to play, it's whatever you feel most comfortable with and doing.

This will change at approx level Rumors are around that boss pets get a slight advantage though, Do not hold this against me as I am NOT sure of this. Good luck and happy hunting! So Turtles can be Ferocity etc.

Comment by Quezon Does anyone else think it would be cool to dual wield? I like to fancy myself somewhat of a RP'er and I would like to dual wield, I mean I know we can but 2H'ers are itemized better.

I like the look of two weapons on my side or back. And I know that I could but how many groups would really want you if you are not putting out the best that you could be.

Just saying. Comment by direggor So in patch 5. Looks like at last the class feedback threads worked. The long awaited fix is coming! Also, hunters will no longer use melee weapons.. This actually makes 4. Comment by In the upcoming expansion 5. Comment by Torothon I was wondering, when can I have more than one pet as a hunter because I tried to tame a Snow Leopard and it said I have the maximum amount of pets.

Comment by Bgtexshaw I have several Hunters. Different races and different specializations and different pets. I am still learning and adjusting my action bars for more effective battle. So far No pet has left me but have had one refuse to attack right away.

I then learned that you MUST maintain your pet. I click on "mend pet" nearly every time just after I tell it to attack, and just before "I" attack, and nearly every time it has kept its full health when the monster is defeated unless it is an elite or several levels higher than us.

In those cases I try to keep an eye on its health and "mend pet" regularly. When the pet ex. Turtle growls at me when returning to my side I like to "feed pet".

Hard to tell with bears as they do that anyway. That seems to satisfy them for a while. It took me a while to realise the full potential of my pet and have learned that if done right it is a far superior weapon to anything else you equip.

Maybey even the equvilent of two players of that level. I have completed "deadmines" solo with a lvl 32 BM hunter with no deaths on my part if that means anything.

At times battling 4 opponents at once of equal or greater health than me. I even made a few potentially fatal mistakes. It was my second Dungeon ever. I have recently decided to have at least 1 pet of each class ferocity, cunning, tank to use in specific situations. Comment by I am wondering after reading many of the posts, I am level 85 and just now starting to do PVP because the guild I am in never did anything else.

I have a Hole Puncher Gun and Jade Fang Spider that does good damage but in reading all this I went and got some good one handed blades and upgraded them and then I read I need a 2 handed weapon and beat the life out of them. I have started shooting them and running in and beating them and then back to shooting.

Comment by kadooknia being a hunter is awesome it was the best time of my life being one cause you can tame your favorite animal like my favorite pet is the lion's tiger's and the sabertooth tiger's cause they are my most favorite beast's ever and they can help us kick some ass. Comment by Stonehearth Chuck Norris is a Hunter ;. Comment by I've only levelled one, but keeping in mind they can farm higher level mobs even before some quests become available : Ashenvale, Stonetalon Mountains, Desolace oasis as hub, not so much the port , Southern Barrens, Feralas, skip to Felwood great for herbalism , Winterspring, an optional hike to Un'Goro Crater, Blasted Lands, Hellfire, Nagrand scenic , etc.

Badlands is fun the first time, it has a humorous quest chain. I've actually gone through Silithus and the Burning Steppes in , pretty retro. STV, plaguelands, Hinterlands, Wetlands Besides BG's and dungeons, of course. Comment by zor i am looking for some generic spell bar set ups, if there are any? Please help Comment by neydiki Is it smart to reforge haste into crit?

I play mm hunter and i wonder if i do it wrong Hunter class matches my in real life soul. I was playing night elf hunter since first months of vanilla. Comment by hello I'm wondering why I was not more than 30k dps can pump out. Comment by Alteir Would be cool if they introduced the concept of 1h DW and 2h range weapons to spice things up.

Arcane Shot similiar to Threat of Thassarian for DKs except for all hunter specs at the cost of one, but overall pure damage not damage output, which is on par with 2h being lower. Could help diversify the specs without changing the specs themselves. Comment by lordreinhart Loving the removal of "melee only zone". Comment by lunayah I'm going to say it, I had a dream where hunters could tame cows! Comment by koldhara so I am a marksmanship and beast mastery hunter but was thinking of changing one to survival, I need help in finding out what spec is best between mm and survival, any suggestions?

Comment by common5 I have so many mixed feelings towards 5. There are a lot of long awaited changes, such as the minimum range but downsides towards Hunters that are collectors, who will loose like many other classes their stat buff weapon slot. Speaking play-style wise. It is a little hard to imagine how exactly the new 'talent tree' will affect what spec's you choose to specialize in.

Which, that is the exact point of it. It is a given flexibility and uniqueness that has been asked for some time. Still, it will all depend on the player. As far as I see, the skills and talents that are currently in each specialization will stay the same within your spellbook, but the talent tree no longer boost or adds buffs to those tree specific skills.

Instead its been replaced with All of which just helps to 'customize' your characters needs depending if your pvp'ing or raiding.

Now, a majority of these bonus talents seem to help bolster pvp situations, self survival or a type of crowd control. Very few tier skills seem to really move towards helping output any type of dps, and those that do, cost of a hefty amount of focus. How this will mix in with the type of rotation developed it could cause some issues but it seems that we'll be relying mostly on the skills already designated from our spellbooks.

Though, from what I've seen and read they intend to make it so that every class is within the same damage range and output, supposedly. So, why remove the stat stick? As of right now, I don't know how that will exactly balance out. Now, I've heard that hunter pets are going to allow us to customize their own usefulness. While most pets that have the updated buffs will keep them, a cat, wolf or even bird can be trained with skills to tank efficiently.

There will no longer be tenacity, ferocity or cunning specific pets, but talents trained instead to grant those positions. Now, a heated debate, Hunters losing Melee weapons. From a stat buff point of view, Blizz has said that it will make a minimal change to the stat outcome gained by Hunters from the loss of this slot. Other classes as well, will be loosing their relics and ranged slots. Now, they say this is a fair trade but its hard to agree entirely when most other classes ranged or relic slots are minimal stat boots that do not get the advantage of enchantments, while a melee weapon for hunters does.

That's a significant amount of loss. While they argue that other classes will be loosing their ranged slots, losing wands or relics isn't a big a bite as much for rouges, warriors and hunters losing that slot. I can only assume that bows and guns would be buffed to compensate and balance these changes. Though, as far as this change actually goes, it barely seems necessary in the long run. It is understandable that over the years it's been the running joke of 'what weapons can hunters NOT use.

Now over time, a lot of these issues have been fixed. Rogues are now reliant on thrown weapons for their aoe to work and warriors have since from BC no longer need agil and strength guns and bows have been created to fill those slots. Its a change that has been a long time coming to hunters and finally arrived. It has been said that we'll regain the old quiver graphic that will sit on our backs. Questions asked if we could at least still transmog such melee items for vanity sake, was a flat out NO.

It is nothing that people can't get used too but sorely looked down upon those that are collectors. Myself included, being able to use so many weapons why not collect the fascinating ones?

Ever since the recent change of transmog, most people have been scattering to re-collect old sets or weapons they used to favor for their look. Pole-arms and Staffs being the current BiS for hunters, makes it not entirely capable to transmog into all those daggers, fists and axes but it has not stopped Hunters from collecting now and in the past.

But the fact remains that they HAVE spent months and even years collecting these items, just to show them off and now to vendor away all their hard work and memories. No longer being able to wield my legendary, Thunderfury, that has taken years to finally acquire, I'm sure Rogues or Warriors are going to sorely miss their bow from Sunwell just as much.

Legendarys aside, dungeon and quest weapons are just as valuable. It will be hard to let any of them go, only to let them rot in my bank for collection sake.

There is plenty being changed in the coming Expansion. I guess, this is just my point of view and I've plenty to still read up on.

I've tried to look at the actual reality of the changes when it comes to raids and pvp to the vanity aspect for collectors. This just sums up all the information I've come across and my voice in the matter. If this is true, the hunter class as we know it is gone.

It just means the gameplay will be fundamentally different. Especially in PvP, the class will be radically different. With the loss of minimum range it can be similar to mages wearing plate and a lot of mechanics of old and possibly new will be simplified if "stacking" needs to be done.

Comment by Aren't hunters just dandy? I like they can have pets. Comment by Favourite class, hands down. Comment by Quick overview on some useful pets for various common situations-- For leveling, a tenacity pet is typically preferred because of its survivability and AoE ability in the tenacity talent tree thunderstomp.

Bears are easily accessible and have an AoE debuff that makes soloing groups of mobs much easier pre-thunderstomp, as long as you single target what your pet is hitting. Turtles and beetles are also good picks for tenacity questing pets. That said, a hunter in heirlooms doesn't really need the survivability, as they typically destroy mobs at level within seconds. For them, a cunning pet might be best if only for the mobility pet talent, which ensures that the pet is always immediately on the mob you send it after.

Spiders are a great pick as they can also web mobs, giving you plenty of time to pew pew it into the ground. Birds can disarm, which has more value in PvP than PvE but can still come in handy. For instances, ferocity pets are almost always preferred, the cat and wolf ones gives excellent buffs to your whole group.

The cat buff does not stack with strength of earth totem or horn of winter or battle cry, if you have one of these in the party use wolf instead. The wolf buff does not stack with other similar effects like honor among thieves, so use cat if you have one of those already.

In the case you have both of these buffs in your group, you might do better with a serpent or ravager pet to give the debuff to your target instead. For PvP, cunning pets are typically considered ideal.

The spider's web ability and the bird's disarm are both excellent picks. An exception to this is the cat or spirit beast, whose ability to stealth can be situationally superior. Spirit beast is an exotic pet only usable by BM hunters, but also comes with a healing skill that can absolutely save your butt in PvP. Keep in mind, these are just suggestions, you ought to pick the pet you like best. If, for example, you can't stand that ambient stretch and growling noise a cat makes, don't go with a cat, even if it's mechanically ideal in your situation.

Worgens in fact get dogs, which are not the same as wolves. Comment by On Pandaria hunters will only use guns, no more melee weapons Would be cool if blizz creat 1-handed guns or bows so we could dual-wield them. Comment by One of the best classes in the world of warcraft.

Comment by Patch 5. And there was much rejoicing. Comment by dhare07 Okay just did a dungeon and wow I suck, any tips other than choose a different character, I love my hunter but really guys I need help.

Any advice will be enormously appreciated. BM Hunters are strong In Season 12! Comment by Drathellia Aspect of the Beast returns! Rejoice all ye Hunters for thou are now untrackable again. By using a minor glyph slot u can gain this aspect ability, and the Path Finding Glyph is sick! And the new Talent tree and the way the hunter classes work with it is great But its to bad Eyes of the Beast isn't back in the game, blizzard developers should have taken out eagle eye and put that back in too Comment by Simonlito I have a hunter in level 67 atm and i can strangely one shoot some enemies both in pvp and pve.

I just have my ''Aspect of the Iron Hawk'' active and i put ''Hunter's Mark'' on my target and then i do ''Aimed Shot'' and then if i am lucky i on shoot the target. I can do up to 10k dmg! Comment by Drathellia Definitely miss Eyes of the Beast. It was fun to take control of your pet have him sneak up on people and attack them, then switch back to your character attacking them from above or from around a corner. Was hoping they might bring it back for Pandaria but no dice I guess.

Oh well we got an improvement with some cool new abilities at least. Comment by Auroth This video made me reroll Hunter. I have no regrets!

Comment by perculia 5.



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