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#1 Levidian

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Posted 10 February 2009 - 05:41 PM

**FYI THIS INFO IS GETTING SOMEWHAT OUTDATED**

This is a thread designed to create a Hunter FAQ sticky for our forums that we can point people to for information on many of the questions we get asked on a daily basis about things such as "what pet do you use", "why do you have spell penetration" etc.

If you have anything to add/change make a post. I want to keep this clear for things the website doesn't already have a section for (macros/talent builds etc) are unnecessary for this FAQ.
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PET INFORMATION: Popular Pets & why.
Tenacity:http://www.wowhead.com/?petcalc=0w
Tenacity pets are preferred due to the utility and bonuses their talent tree provides.

Notable Tenacity Qualities:
RoS, Intervene, Blood of the Rhino

Roar of Sacrifice:
http://www.wowhead.com/?spell=53480
This ability allows your pet to absorb incomming damage on any friendly target on your team at 30% and up to half of the pets life. The ability is useful for dampening burst attempts on your team mates.

Intervene:
http://www.wowhead.com/?spell=53476
This ability can be used to help prevent saps/openers on you or your partners, It can also eat death grips and is valuable indirectly as a quick way to move your pet away from enemy players. Intervening your pet across or out of a frost trap is a good way to get it back to you and out of the melee range of an enemy trying to kill it.

Blood of the Rhino:
http://www.wowhead.com/?spell=53482
Blood of the Rhino offers further stamina providing a greater HP buffer from death and makes RoSacrifice more powerful as it ups the amount of damage your pet can absorb. Blood of the Rhino also increases healing received by 40% which makes it easier for you (mend pet) and your healer to keep your pet alive.

Example of a possible Tenacity pet build:
w/o Last Stand
http://www.wowhead.c...alc=0wzuzbhkb0o
w/Last Stand
http://www.wowhead.c...alc=0wzuzbhzboo

There is obviously a little play in your choices as long as you grab the main talents.


Crabs and Turtles are two of the most popular tenacity pets due to their specific beast type abilities.

Crab:

Crabs are used due to their pet class specific ability Pin http://www.wowhead.com/?spell=53548 which is a channeled 4 second root. The ability is useful for holding people in place during bursts or holding melee in place to ease with kiting.

Turtle:
Turtles are also used due to their shell shield http://www.wowhead.com/?spell=26064 ability which helps them mitigate incomming damage. The common survival builds don't train improved revive pet and thus it's nearly impossible to get a new pet up making defensive abilities such as this powerful in the fight to keep your pet alive.


GLYPHS:
This section focuses on some of the more powerful hunter glyphs in PvP combat. There are 4 Major and 4 minor glyphs that are concerned in the running for your PvP setup it's your job to determine which are more useful for you and your teams personally.

MAJOR GLYPHS:
Disengage: http://www.wowhead.com/?item=42904
The disengage glyph is largely considered the most "must have" of any of the hunter glyphs and can be considered just as powerful as intervene reductions are for warriors. The more often you can disengage and move the better as the ability has multiple uses such as getting out of melee range of players and disengaging toward/behind LoS.

Aspect of the Monkey: http://www.wowhead.com/?item=42900
This Glyph gives the hunter a speed boost when he dodges and works with both Monkey and Dragonhawk aspects. It's great for helping add distance when you break free or more toward LoS after a disengage. Anytime you can move faster you can kite easier and position faster.

Wyvern Sting: http://www.wowhead.com/?item=42917
This Glyph lowers the CD of Wyvern Sting which makes the ability more available and can help you set up that game ending CC chain sooner. The faster a fight ends the better as it leaves less room for mistakes that can cost you the game.

Frost Trap: http://www.wowhead.com/?item=42906
This glyph is useful for increasing the area of effect of your frost trap making kiting easier for you and your team mates. The general consensus is that Frost/Wyvern are the 2 swing glphs for the 3rd major slot and Wyvern is more useful for 2v2 due to the control nature of the bracket and Frost is more useful for 3v3 and 5v5 due to the amount of players it can affect and the need to kite multiple melee at times. Experiement with different combiantions to find the one that suits you and your teams best.

MINOR GLYPHS:
Feign Death: http://www.wowhead.c...m=43351Reducing
The CD of your feign death is beneficial as it increase the amount of time you can target drop and interrupt casts (on yourself) with the feign death ability. This is one of the most popular minor glyphs.

Mend Pet: http://www.wowhead.com/?item=43350
This glyph adds 20 happiness to your pet per each tick of mend pet. It's useful for getting your pet to 125% damage again (happy) after a death or due to happiness decay. While only minorly useful in the arena it's better than the revive pet glyph for a non BM hunter.

Revive Pet:
http://www.wowhead.c...item=43338While
The glyph is more useful in conjunction with the Imp revive pet talent this glyph has its place in some hunter builds. It is pretty close to useless as a hunter w/o the imp revive pet talent as a 10 second cast is generally impossible to get off under normal circumstances and saving 1.0 seconds of pushback isn't going to make a difference.

Scare Beast: http://www.wowhead.com/?item=43356
Being able to get off a scar beast cast while under pressure can save your life and your opponents life as well as makes it easier to catch a resto druid in form.

SPELL PENETRATION:
Adding spell penetration to your gear is a decision you can make to help boost your explosive shots effectiveness against targets that can provide fire resistance. It is generally accepted across the hunter community that 75 spell pentration (Cloak Enchant + 2 blue gems) is one of the cheapest routes to gain a moderate amount of penetration while keeping the trade off to your stamina/raw dps stats minor.

While penetration has zero effect on teams w/o resistances the effects can be felt when you go against teams that can utilize them. From my personal experience I find the trade worth it as engaging classes/teams with resistances can be a nightmare if they're able to mitigate a chunk of your damage through explosive shot partial resists. There are many successful hunters that do not use spell penetration however and it's ultimately your decision.
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#2 Levidian

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Posted 10 February 2009 - 05:49 PM

MAP TIPS AND TRICKS:
This section of the hunter FAQ will help you become acquainted with some tips and tricks for the various arena maps.

The Ring of Valor (Orgrimmar): http://www.wowhead.c...shots:id=112059
The Ring of Valor is a map that can benefit you and punish you due to its openness. Utilizing its strengths while surviving its weaknesses separates the good players from the bad on this map. The Pillars directly behind the starting arena and the fire both come up shortly after the game starts giving you time to get behind them/across them at the very beginning if you wish.

Things to remember:
*pets will get stuck on the lifts when they raise and will be unable to act until they lower.
*you can jump over the fire
*stunning/slowing people in the fire is a good way to get some damage assistance
*utilize the size to out range shorter range abilities when able and use the fire to your advantage whenever possible (Example: Conc shot someone running toward you so they can't jump over the fire to get to you and take additional damage)

Tricks:
You can shoot a freezing arrow up on the top/fence before the lift raises if you have the right angle.

The Ring of Trials (Nagrand): http://www.wowhead.c...shots:id=112057
The ring of Trials is considered by many to be the most balanced arena map in the game and knowing how to use it just like the other maps is to your advantage. The pillars offer healers and ranged opportunities to create LoS obstacles for their opponents and advantages for their team. The pillars are also allow for easy kiting around them due to their sheer diameter. This is a real world arena you can practise on in the nagrand zone w/o having to queue up for an arena.

Things to remember:
*utilize the LoS angles to find positions that protect your healer from ranged/interrupts (he can heal you but not be attack by the other team in the middle etc.)
*use pillar size to kite if needed you can kite someone for a while especially in a 1v1 situation by staying on the other side of the pillar from them
*drop traps as you pillar chase to force runners to trip the trap when they come around
*be careful not to get caught behind a pillar and out of LoS of your healers you'll go in and out of LoS a lot while trying to pursue someone around them
*try to pull/force enemies into the open to take advantage of your range and to make it more difficult for them to LoS(pillar kite) you.

The Circle of Blood (Blade's Edge): http://www.wowhead.c...shots:id=112060
The Circle of Blood is one of two of the multi-level maps you have to master to be successful in the arena and it also has some of the most dynamic LoS. The top 4 poles, the bottom 4 pillars, the depression in the bottom middle, the ramps, and the small (bottoms) of the small poles on the under side of the bridge can all be utilize by you and by your opponents to disrupt your attacks in order to pull out a victory. This is also one of the real world maps you can visit w/o queuing for arenas to practice with your partners to learn how the LoS works.

Things to remember:
*Pets have to path around the sides to get to the bottom if you jump off
*There are a lot of areas to LoS so utilize them when needed and try to force opponents off them when you can. The best time to lock someone down in the open is when they try to make a transition from the bottom level to the top because they have to expose themselves to open ground for the most amount of time.
*The ridges along the edge of the bridge block LoS depending on a few factors. You and a healer can practice with them so you get used to how close to the edge you can be to be healed/attacked from the bottom.

Tricks:
Jump off the bridge and disengage back on the bridge while in the air to fake people into jumping off. This is similar as the old rogue trinket of jumping off and shadow stepping back up.

Ruins of Lordaeron (Undercity): http://www.wowhead.c...shots:id=112058
This zone appears simple at first but is actually fairly complex in regards to what you can do around the map and what options exist as far as obstructions/los go. Knowing about them all and how to use them gives you an advantage vs those who don't and levels your playing field vs those who do. Most teams will try to do 1 of 2 things. Control the middle tomb or wait in their starting area and try to bait you in or beat you in to the open (right outside the area)

Things to remember:
*The starting areas provide LoS corners as well as the pillar in the door way
*The outcroppings to the right (coming out of the starting rooms) can be used to LoS
*The tomb offers some tricky LoS including the sides and the posts
*The map is long enough to distance force a pet de-summon if it gets dragged too far away
*The starting rooms provide the perfect "run and drink" locations so be ready to stop runners or go offensive on their partners when that happens
*The grave yard hill and the large tombstone offer some LoS that you can learn to use
*There is a lot of open space between the tomb and the wall try to force people/pull people into it to make your job as a ranged dps harder to avoid

Dalaran Sewers: http://www.wowhead.c...shots:id=112056
This map offers static and dynamic LoS on a multi-level map and is arguably the most annoying map in the game as a hunter. Knowing the ins and outs of the map are a necessity as a hunter or you'll find yourself thinking you have no chance vs competent players on the map.

Things to remember:
*you can disengage from the bottom to the top if in the right position, practice this in skirmishes as it can definitely be a game changing move when perfected
*The sides of the boxes are the perfect size to fuck a hunter so anytime you can pull someone out and attack them near the steps/bottoms it's to your advantage. Many players will use the back sides of the boxes to try to drink/reset the fight against a hunter
*The dyanmic water pillar will trap a pet and take it out of the fight if it's on the grate when the water comes down and it knocks players back that touch it. It also creates some tight LoS angles when it's active and being trapped on the other side of it from your healer can cost you games if you're not ready for it.
*Hugging the inside of the wall when you're on the bottom takes you out of LoS of players up top unless they come all the way to the edge

Tricks:
-Disengage from the bottom level to the top

Tactic for dealing with box drinkers/team resets:
This tip is from my own personal experience and how to attempt to keep the fight from resetting when people try to D up behind the boxes and drink/stealth etc. You want to move up right next to them being on the inside of the boxes and use your pet bouncing in and out to keep their healer/rogue etc in combat while your healer drinks. Nothing will make a team panic and act faster than not being able to drink while the other teams healer is drinking to full across the map. Be careful though as teams can and will try to use this opportunity to kill your pet. I suggest at least throwing up a mend pet before you start bouncing your pet behind the boxes and also be ready to swing to the side and intervene/RoS it out of there quickly if it starts taking heavy damage. Also depending on timing you yourself can start to drink before zipping your pet in and out to save you potential AoTV time later and a frost trap under you when you're doing this can help if you need to escape/pull your pet out of danger when the other team leaves the boxes to attack you or try to kill your pet.

Wing clipping CCd Targets:
You can wing clip CCd targets by using wing clip on them from a wide angle. Yellow attacks hit in a wider arc than white attacks and can be applied w/o white attacks firing.
To get used to the angle to do this attack a NPC creature stand still and then rotate left or right away from him to the point where you're no longer white attacking but you can still apply wing clip.
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#3 Levidian

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Posted 10 February 2009 - 05:50 PM

Reserved2
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#4 goodknight

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Posted 10 February 2009 - 05:59 PM

Seems solid; Good work.

I was wondering if you have pet intervene on a macro?
Seems like a pretty big pain to use if its not on a comfortable keybind :<

Also for your tenacity pet talent tree, it seems like a better investment of points if you moved 1 point from lionhearted or Natural armor to pick up Last Stand

Especially in 3s, where your pet might be taking a lot of damage out of RoS, and your healer doesn't have the time at the moment to keep it up.
Or when any team is going for pet gibs, you can give them a much harder time if your pet went from 14-15k to 20k health
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#5 nattehfat

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Posted 10 February 2009 - 06:03 PM

you mean Hunter pvp FAQ, wonder if its outdated when 3.1 hits, Cunning tree is promised to recieve some buffs and all trees in general might get 1 addition tier of skills
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#6 Levidian

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Posted 10 February 2009 - 06:03 PM

^
I tried to leave out specific macros or talent builds as there are entire sections of the site devoted to those things. As the macro and talent sections are updated eventually for wotlk they will become usable resources.

I'll add another talent build to the pet section to incorporate last stand. I personally don't utilize the talent and have very good success keeping my pet up but I know many hunters train it.
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#7 Levidian

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Posted 10 February 2009 - 06:04 PM

you mean Hunter pvp FAQ, wonder if its outdated when 3.1 hits, Cunning tree is promised to recieve some buffs and all trees in general might get 1 addition tier of skills


Tiers only reachable by Beast Mastery hunters. But yea I'll hopefully try to keep it updated as game changes take place.
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#8 goodknight

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Posted 10 February 2009 - 06:05 PM

I must be missing a thread or something, because I just checked the macro section and there isn't a pet intervene macro =/
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#9 Levidian

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Posted 10 February 2009 - 06:07 PM

Yea a lot of those sections need updated. This FAQ would be far too cluttered if it starts adding macros and talents when the site already has sections for those.
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#10 goodknight

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Posted 10 February 2009 - 06:09 PM

YOU'RE JUST HOLDING ME BACK; SCARED OF ME SURPASSING YOU, SCARED OF MY POWER.

idk; I look forward to reading more as it comes
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#11 Igoaf

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Posted 11 February 2009 - 09:49 AM

Levi's a boss
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#12 Levidian

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Posted 11 February 2009 - 01:15 PM

Can anyone think of any other topics that should be included?

I don't want to mess with anything the website already has sections for.
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#13 Igoaf

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Posted 11 February 2009 - 05:56 PM

One of the most common questions I see is WHY THE CRAB INSTEAD OF XYZ!? Maybe a little discussion as to why the ten. pet over others and why the crab over other options maybe just to help out people looking for basic answers.
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#14 Levidian

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Posted 11 February 2009 - 06:29 PM

Doesn't the post outline the defining qualities of the tenacity pets and specifically talk about why crab and turtle are the most popular (their specific class ability)?

What specifically would you like to add?

Tenacity pets are preferred due to the utility and bonuses their talent tree provides.


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#15 pangeea

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Posted 12 February 2009 - 12:48 PM

Can anyone think of any other topics that should be included?


Could mention some of the tips we gathered so far about Dalaran Sewers.
Jump down, frost trap, disengage back up to the platform to get rid of melee
Drinking in their faces if they go defensive and hug crates
Forgot what else
Basically just 101 on how to tackle that place
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#16 Levidian

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Posted 12 February 2009 - 01:37 PM

Maybe a little write up about things on each map I'll see what I can put together today.
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#17 Levidian

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Posted 12 February 2009 - 02:26 PM

Ok added a map section thx for the suggestion.
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#18 Lysander

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Posted 16 February 2009 - 01:36 AM

Whats the deal with the Wasp? Is it just for the the annoyance factor of having a huge bug flapping in your face, or is there really any benefit? I mean I guess the Faerie Fire is good..? Is that it?

(I see a lot of Hunter/Paladin teams using Wasps, just played Clippers/Kazuma from bg9 yesterday)
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#19 Levidian

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Posted 16 February 2009 - 02:04 AM

I'm not sure. I know it prevents stealth :/
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#20 Lysander

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Posted 16 February 2009 - 02:05 AM

I'm not sure. I know it prevents stealth :/


I guess if I were to pick a HotP pet I would go Wasp.. just seems a little meh tho, losing Roar just for Rogue teams.
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