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Dills

Member Since 30 May 2010
Offline Last Active Today, 09:11 PM
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Topics I've Started

Dillys WoD hunter stream

18 November 2014 - 10:45 PM

twitch.tv/dillypoo69 going to be streaming LVL 100 Gameplay a lot ^^ hope you guys enjoy

Crit/Multistrike reminder

17 November 2014 - 09:08 PM

Btw just remember that crit is now only 150% against players, and multistrike is also different in PvP. In PvP you only get 1 chance for 30% damage, instead of the 2 in PvE.

Sniper Training/Marksman Change Idea

17 November 2014 - 12:38 AM

Hey, been thinking about this a lot, but I want to see what other people think about this idea.

Basically I've felt that the current sniper training is both weird in flavor, and also not extremely useful in PvP (It was better to have sniper training up at 90 over 100 because of the mastery levels). At 100 it barely gives you any crit/range/damage which is due to the poor levels of mastery.

Because of the mastery only giving a slightly minor increase in damage, it really isn't even that worth it to keep it up in PvP. And so I've felt that they could just slightly change a few things about Marksmanship as well as the Sniper Training Mastery. This is going to be a very long post so I'll give a warning, but I really feel that the read is worth it. For the lazy I'll add a tl;dr at the bottom, because for the most part I also explain the reasoning behind all of my suggestions which is what really makes the post so long.



1) Make Chimera Shot single target again, and buff it's damage to compensate OR make a toggle of some sort so that we can toggle between having a single target Chimera that will do more damage, or have it split in half like how it currently works. Either way I feel that Chimera should do more damage with the next proposed change I have.

2) Nerf the damage of Aimed Shot by X amount (possibly 10 or 20% or something, but the numbers can be tweaked around) Before you say I'm crazy just hear me out for the next change.

3) Now rework sniper training. Currently the way it works when we have the buff up, is that it increases the damage of all of our abilities, their range, and crit chance by x percent, based on mastery. At 90 it's around 9%, but at 100 our mastery is a lot lower so the percentage is around 5-6% from when I played on beta. That's pretty much useless to keep up in a pvp setting especially at 100. So the proposed change I have is to change the mastery completely.

Instead I feel that the sniper training buff should only effect Aimed Shot. Now, you can also make it so that there is an extremely high damage increase as well as critical strike damage increase towards aimed shot. A good example of percentages, even though these are just not perfect numbers and can still be adjusted would be something like this. Aimed Shot gains say 40% damage and possibly that same amount of crit, or 20% damage while sniper training is active. The damage percentage could be possibly double the percentage that we reduce the base damage of aimed shot, or something along those lines. For example, if you make it so that you nerf the damage it does currently by 10% to adjust to the new mastery, you could make the damage bonus 30% possibly etc etc. The numbers are just rough estimates, but the idea is still there. As for the crit portion, honestly an easier way could be that while you have the sniper training buff active, you get the effects of careful aim, just like we have when targets are high HP, and while we have rapid fire up.

Basically the goal of these changes will make it so that there will be very high rewards for you to find windows of opportunity that you will find yourself standing still to hardcast an aimed shot in a PvP setting, while still being able to keep up pressure if you're on the move due to Chimera Shots every 9 second that will hit hard (and even harder if made single target).

This also promotes you to have either A) better teamwide cross cc (controlling multiple people on the enemy team at once, which allows a set up that can be prevented by the enemy team but will also reward yours if not stopped in the sense that your team now can set up on one person who will have no help from his team), which promotes a healthier game pace, especially when compared to MoPs style of spam instant cc into the healer, pop all your offensive CDs, and just tunnel one target. and B) promotes you to have better positioning as a hunter so you can safely get off your higher damage, rewarding you for knowing exactly where to be at the right times.

Not only that but it gives MM a very unique strength that also has counterplay towards it. As hunters are squishy your enemies will want to focus you so that you do not get to run around turreting max damage aimed shots. This mechanic in my opinion is very healthy as long as the numbers are adjusted properly (the percentages are not something I will know is going to be the most balanced, but they can be tweaked around until a balance is found)

As for PvE, there are going to be more windows for you to stand stiill than there will be in PvP, so I think this change is not something those that raid will dislike heavily or be against. Remember, you just need to stand still for 3 seconds to have the buff for 6 seconds, so even on heavy movement fights I feel raiders will still be able to keep up the buff effectively.



TL;DR make sniper training increase the damage of aimed shot by a large amount. Also make it so when sniper training is active you get the careful aimed buff. Nerf the base damage of Aimed Shot slightly to compensate for the high damage increase with sniper training up. Make chimera shot single target/possibly just have the option to toggle it.

Basically the goal is to make it so that there is a high reward for getting sniper training aimed shots out, but if you're just spam moving around because you're having to kite, the damage you do will be reduced, but with single target chimera shot potentially having a damage increase onto it, your mobile damage can be tied around that, while when your stationary your burst will be in the form of Aimed+Chimera combos. I feel a change like this if done properly will make Marksmans mastery a lot more interesting and still viable in PvP with now a higher skill cap involved, instead of the playstyle we had seen in MoP (Jumping around doing infinite damage and CC on the move doing whatever you want, which is pretty broken. There was no real risk/reward, pretty much everything about MM in MoP was really low risk with extremely high reward i.e wyvern trapping.)

Dilly's Hunter PvP Guide (6.0.3)

31 October 2014 - 10:18 AM

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I will not read any private messages off of Arena Junkies, if you need to message me, do so by commenting on this guide and I will read and respond to it.

Note: After WoD releases I will update the section in blue that I am unable to update right now.

WoD) What's New; What's Gone?
0.0) Additional Help
1.0) Introduction
1.1) Streaming
1.2) Abilities
1.3) Races
1.4) Glyphs
1.5) Talents
1.6) Enchanting
1.7) Professions
1.8) Armories
1.9) Key bindings
2.0) Hunter Comps
2.1) Macros
2.2) Addons
2.3) Hunter Streams
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WoD) All the changes of 6.0.



In

· Wyvern Sting now has a 1.5 second cast time and is castable while moving.

· Dismiss pet now ignores line of sight (dismiss pet is not usable in arenas so this doesn’t change much there, however can be useful in World PvP, BGs, and Dungeons/Raids).

· Traps have been changed so they no longer have arming times and can also instantly trigger. However, traps shot by trap launcher will still have their travel times, yet they will activate instantly upon the travels completion.

· Traps can no longer be disarmed.

· 3 New Talents - Info on these can be found under the talents section.

· At level 100 all specs will be given Enhanced Camouflage which will heal 3% of your maximum health every 1 second while Camo is active.

· Marksmanship gains the leveling perk Enhanced Aimed Shot which will make your Aimed shot crits restore 20 focus.

· Marksman hunters will now have 20 extra focus from the improved focus leveling perk.

· Marksman hunters will be able to use Kill Shot at 35% HP or lower, instead of 20%, at level 100.

· Thrill of the Hunt now affects Aimed Shot.

· Survival hunters will have 50% reduced CD traps with their leveling perk, giving survival hunters ~12 second CD traps at 100.

· Careful Aim has been changed slightly. Its increased critical strike chance on its effected abilities not only applies to targets at 80% or higher health opponents, but now also while rapid fire is up.

· Chimera Shot has been renamed Chimaera Shot. It has also been changed to hit your primary target as well as a nearby target (be careful about breaking CC with this) dealing X amount of Frost or Nature damage to each target.

· Aspect of the Fox has now been brought back to the game, with a new design. It is now a 3 minute Cooldown, 6 second duration raid buff that allows all spells and abilities to be casted while moving. This also applies to the Sniper Training Mastery for Marksman hunters, as well as towards the Powershot and Barrage talents.

· Aimed Shot is now castable while moving and will no longer interrupt your auto attacks.

· Lock N Load has been reworked. It no longer procs from your Ice and Freezing traps. It will now only have black arrows periodic damage having a 20% proc it, whereas it could proc off of both in previous expansions.

· Black Arrows CD will be refreshed when it is dispelled.

· Explosive traps damage will no longer leave an area of effect on the ground, but instead it will now deal damage over time to all targets that were within its activation radius.

· The 2 set bonus of the Primal gear grants 50 focus when your freezing trap activates.

· The 4 set bonus of the Primal gear is different for each spec. For BM, you and your pet will share DR’s from crowd control effects (i.e. if your pet gets full feared, and you get feared at a separate time right after that, the fear on you will now be half duration.) For Marksman your successful Aimed Shot casts will reduce Rapid Fires Cooldown by 5 seconds. For Survival the 4pc bonus is: When Black arrow deals damage, it also will increase the fire damage that target will take by 2%.

· New glyphs info can be found under the Glyph section.

· A Murder of Crows now has been slightly changed. Its damage is the same however its Cooldown and duration have been cut in half to a 1 minute Cooldown, with a 15 second duration. A Murder of Crows will now also have its Cooldown reset if the target dies while the debuff is still active on that target. More info on talents can be read about in the talent section.

· Mend Pet and Rez Pet have been combined. You now only need one keybind for these, as Mend Pet will be casted while you have a pet out, and Rez Pet will be casted while yours is dead.


Out


· Scatter Shot has been removed.

· Snake Trap has been removed. (Unless you use a Major Glyph that replaces Ice Trap with Snake Trap)

· Hunters Mark has been removed.

· Silencing Shot has been removed, but all 3 specs will still have counter shot as an interrupt.

· Aspect of the Hawk has been removed from the game.

· Serpent Sting is now survival only and is applied from your arcane shots and multi-shots with the new bonus serpent spread.

· Cobra Shot no longer extends the duration of Serpent Sting.

· Lynx Rush removed (replaced by Stampede in talent tree, which is no longer given baseline).

· The glyphed Aspect of the Cheetah no longer puts your other aspects on Cooldown, but will still keep the cancelled effect on being hit.

· Aspect of the Cheetah and Pack now also have 10 second Cooldowns on them baseline and no longer appear on the stance bar.

· Rapid Fire is now MM only, Rapid Recuperation has been removed.

· Kill Shot has been removed from Survival.

· Arcane Shot has been removed from Marksman, making Aimed Shot your primary focus dump.

· The Master Marksman instant aimed shot has been removed from the Marksman spec.

· Piercing Shots has been removed.

· Concussive Barrage has been removed.

· The heal from Chimaera Shot has been removed. Glyph of Chimaera Shot will now give 2% health on a successful hit.

· The entrapment Root from Survival now shares DR with all other roots.

· Widow Venom has been removed. The mortal wounds debuff can be applied instead by Crocolisks, Scorpions, Riverbeasts, and Carrion Birds.

· The Marksman mastery: Wild Quiver, has now been replaced by Sniper Training.

· Bestial Wrath will no longer break you out of CC.

· Fervor has been removed.

· Steady Focus has also been removed from Marksman and is now a talent choice replacing Fervor. It no longer grants bonus haste, it now grants 50% focus regeneration when using Steady Shot twice in a row (applies to cobra shot and the new focusing shot as well).

· All Pet CCs have been removed, except for the Silithid and Spider who now instead reduce the targets movement speed by 50%, but those are effectively useless.

· Cower has been removed as a pet ability.

· Rabid has been removed as a pet ability.

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If there is something I forgot to include in the guide or something I explained poorly feel free to whisper me in game and I'll answer your question, if I don't I'm either in a game and didn't see or afk, if I don't and you have to go you can just send a mail or try when I'm out or not afk.

Server: Tichondrius
Character Name: Dillypoo (Alliance), Mophunter (Horde)
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Hey guys! My name is Dillon, but in game I am known as Dilly or Dillypoo. This is the first guide I have ever written, and I’d like to give a lot of credit towards Balance a.k.a Steve the Windalker in helping me write this guide. I learned from his formatting and used his guide how to walk with the wind as a tool for making mine, so I want to give him tons of credit. I’m making this guide to hopefully help introduce people into the Hunter class especially for Warlords of Draenor. This guide will for the most part be focused on Marksmanship hunters, but I will still go into mentioning a few things from the other specs, for the most part just what has changed for them overall as I also want to incorporate everything that has changed for hunters in WoD.  I will continue to update this guide as needed and as I am able to do so. I mainly started PvPing somewhat frequently towards the end of s8 and achieved 2200 for the first time that season. However I didn’t really PvP really seriously until the s10 of cata and I made my first push for gladiator. Unfortunately I didn’t end up making it and missed gladiator by 1 point both S10 and S11 on Kel’Thuzad. Then MoP came around and blizzard gave hunters Wyvern Sting, and I saw a lot more success on my Hunter.

S14 – Came back to wow this season after not playing s12 and s13. Achieved my first gladiator title and my first R1 title playing KFC with Revo.

S15 - Achieved 3k+ rating on both of my hunters, with a peak rating of 3028 on my main, and 3005 on my alt. I achieved rank 1 on my main hunter once again, and gladiators on my alt as I had tanked my alt out of range helping my friends get their gladiator titles. I also had the most arena games played, having over 10,000 games played of 2s and 3s between both my hunters. Outside just ladder play though, I participated in two tournaments during this season. The first tournament was the second PvP live Armageddon tournament, where I played KFC with revolol and takenotezz, and my second tournament was the 2014 North American Regionals where I played Ret Hunter Holy Priest with shwayzee and avangelyne, in which the top 3 teams would qualify for Blizzcon.

Here you can click on my characters to be taken to their armories. My main is on Alliance and my alt is on Horde.
· Main Hunter - Click Here

· Alt Hunter - Click Here






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In MoP I have frequently streamed almost all of my 3v3 matches, as well as 2v2s and occasionally other forms of PvP. For the most part I try to answer any and all questions in my chat, especially those relating to Hunters in Arenas. You can follow me at twitch.tv/dillypoo69

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Damaging Abilities:
Steady Shot
Chimaera Shot
Kill Shot
Glaive Toss
Aimed Shot
A Murder of Crows

​These are your primary damage abilities on your Hunter. For the most part our rotation is fairly straightforward. Chimaera Shot and Glaive Toss off of CD, and use Steady Shot to regenerate your focus. Use Kill Shot when your target is in range (At level 100 our Marksman leveling perk will allow us to use it at targets 35% hp or lower, rather than the old 20%), it is definitely one of our strongest abilities right now with the damage buffs and HP range buffs. When you need to dump focus and your Chimaera Shot and Glaive Toss are on CD, then you’ll want to use Aimed Shot. Multi-Shot won’t be used too often, but because it’s instant without a CD, I mainly just use it to kill Shaman totems because Marksman has no other instant ability to kill them, other than that it’s really not too useful.  And lastly you’ll be using crows pretty much off CD. Use it in your openers almost always because you will have your trinket proc and it will do a lot more damage. If you’re human (which I’ll most likely be playing in the expansion) make sure to macro your on-use into your crows because they now both have a 1 minute CD. Getting in a situation where you can use your AMoC when you have your proc trinket up and also use your on-use will give you a heavy amount of damage and burst which will be your primary moment to force pressure. Make sure your entire team goes aggressive at this point, and they line up their damage and crowd control with this window as well, because this will be your kill opportunity.

Just remember, the priority will look like this: AMoC when up> Chimaera Shot > Kill Shot > Glaive Toss> Aimed Shot > Steady Shot

Control Abilities:

Although we have lost some of our control in WoD with the removal of scatter shot, silencing shots blanket, and pet controls. Still, with the instant trap trange we still bring a variety of utility to our team through our controls:

· Binding Shot – It’s part of the Tier 2 Talent tree, and also one of our controls. Basically it shoots an arrow onto the ground, and anyone within the radius of the arrows effect will get tethered. If you are tethered by the binding shot and move out of range, you will get stunned. This will also affect multiple targets so if the enemy team stacks up and you aim it to hit everyone, and then they run out of the radius they will all get stunned. The counter play is that if they get tethered they can simply stand still to avoid the stunning effect, however by using the Explosive Trap glyph it can guarantee the stunning effect due to it knocking tethered targets out of the arrows radius therefore stunning them.

· Wyvern Sting – Also part of the Tier 2 Talent Tree, it puts the target to sleep for 6 seconds (shares DR with freezing trap) after a 1.5 second cast. More info in the talent section.

· Concussive Shot – One of our best utilities in my opinion and it’s heavily under rated. It’s a 5 second Cooldown, 6 second duration snare which means it will have pretty much permanent uptime. Having a 40 yard range perma-snare is so insanely strong because almost every other snare in the game has a very short range to it, with the exception of a mage’s Frostbolt, but Frostbolt is a cast and also does damage so it’s not as reliable in the ways that Concussive Shot is. Being able to permanently slow any target on the other team is extremely valuable, and I would consider its utility just as high as Freezing Trap is in a PvP setting.

· Counter Shot – A 24 second CD 40 yard range, 3 second lock out interrupt. Previously BM and Survival Hunters had used this in MoP, while Marksman had silencing shot available, but with 6.0s release, Silencing Shot has been removed and now Marksman will use this spell as well. Since it has a 40 yard range, it’s useful if you’re playing with a melee and they are out of range to interrupt one of the casters on their team. Save it for either stopping a CC onto your healer, stopping a cast that will do a lot of damage, or for interrupting an important heal from their team’s healer. Careful use of Counter Shot is really important, so make sure you use it wisely.  If you are using it on just random casts just because you have it available, you could end up in a situation where their team either gets a lot of Cooldowns/trinkets or just costs you the game. For example if you’re fighting something like Rogue Mage Priest and you just instantly counter shot the first Frostbolt or Polymorph you see without them actually setting anything up, that just leaves them free to set up a situation where they could have their Rogue pop Shadow Dance, Cheap Shot your healer, then Shadowstep Cheap Shot back to your melee that has an interrupt available, letting their Mage freely cast a Polymorph on your healer. From that they can just pop a ton of damage into your melee while your healer is also CC’d and that can force your healers trinket, your melees trinket, or a kill, all because you were randomly throwing out Counter Shots. If you saved your Counter Shot you could have stopped the Mage from casting that Polymorph on your healer allowing your healer to be out of CC during the damage onto your melee letting him heal through it. I cannot stress enough how important it is that you save it for crucial moments. The best hunters will save it for when the time is right.

· Freezing TrapBefore I go on to writing more on this spell, I want to discuss the changes to traps, as this will apply to the next few abilities I list too (Ice and glyphed Explosive Trap). With 6.0’s release, all of our traps have been changed. They now no longer have an arming time on them; however they still will keep travel times for traps shot from trap launcher. Now though, any trap placed on your foot will instantly activate upon you pressing that key, so if someone is in melee range of you and you toggle off your trap launcher, and after place your trap they will get instantly affected by it before they can even notice you placing it down. Anyways, onto Freezing Trap. This is our longest lasting crowd control, and one of our most iconic ones. I would say this ability is the strongest control a hunter brings. The target affected by the trap will be frozen for 8 seconds (This is on the same DR as our Wyvern Sting, a Mage’s Polymorph, a Monk’s Incapacitate, a Rogue’s Sap, etc. so be careful with DRs). Finding out the most effective ways to land a Freezing Trap is what separates the best hunters from the rest. The best ones will land their Freezing Traps every single time they need it and having the CC at the most efficient time (i.e. when they and their team mates are ready to burst a target down. Landing a trap when on the other teams healer when you don’t have much damage and your team mate does not, is not going to be effective, nor will it generate pressure) by always planning what they will trap off of and how they will. You can use your traps to follow up after any type of control in the game (including Cyclones, fears, our Concussive Shot slow and hell, I’ve had plenty of times that I’ve missed a Freezing Trap, had the intended target get gripped out, had the target trinket out of the prior CC to avoid it, etc. but I’ve used the glyphed Explosive Trap to knock them back into the old trap. Being resourceful and creative with your traps is very important. ***I’ll try to provide some vods of me trapping off of those things, however because they will be from 5.4, the way I’m trapping in those vods will be slightly different even off of those same CC’s because before arming time was something that was needed to be accounted for, yet with 6.0 it is not. This means timings for doing those traps are now changed so I will try stream more gameplay from 6.0 and hopefully will get footage on doing those traps that will be added to the guide replacing the 5.4 footage ***) letting you have a CC chain that follows up from your team mates CC (the most common way will be trapping off of a stun) or your trap can initiate your teams CC chain.  The new trap change is a huge buff to Freezing Trap in my opinion, because if you can get up close to someone, it will be EXTREMELY difficult for them to avoid being trapped. Finding an opportunity for you to get into close range of a healer to get an instant Freezing Trap will be a large part of our gameplay now. Master trapping and you’ve nearly mastered the class.

· Ice Trap – Okay so you will pretty much never use this ability as Marksman, just because the gameplay revolves around landing Freezing Traps while you have damage and follow up control from your team available. However Survival Hunters will use this ability a lot more frequently, especially with them having 12 second cd on their traps due to their leveling perk. Survival Hunters will use this mainly to either kite the enemy team or just to limit their movement as 1) their playstyle revolves more so around consistent damage and is not as burst focused as marksman and by having the ice trap AoE down it will help them offensively and defensively because the enemy team will just take free damage while not really being able to retaliate and 2) Survival Hunters also have entrapment available to them which also gives Ice Trap a 4 second AoE root upon activation and 3) Because they have a 12 second trap cooldown, it’s fine for them to kite around with the Ice Trap down until they have a window they want to use Freezing Trap in. It’s not too hard for them to rotate traps when Freezing is on DR or for using Ice Trap when their team wants to spend more time kiting the enemy.

· Explosive Trap (glyphed) – In PvP I pretty much consider this glyph to be absolutely mandatory, and use it 100% of the time in arena, therefore I’m also putting it in the control section and will talk about it here. Having a knockback on your Explosive Trap is so incredibly useful as a Hunter I cannot stress it enough. It can be used offensively and defensively in so many different scenarios. It can be used to knock a melee off of yourself in order to help you survive (especially if have a knock trap prepared on your feet for when a Warrior either charges onto you knocking him away and giving you safety or if you have one prepared for when a Rogue pops Shadowdance onto you and Cheap Shots. Having the knock activate when the Rogue stuns you and forcing him off of you can save your life, or at the very least safe you from using a Cooldown), and in that same respect can also let you taking the pressure off by knocking the melee away to play more aggressively on their team. Especially on a map like Blade’s Edge, knockbacks are a form of heavy control. Knocking someone off of the bridge and forcing them onto the bottom can take them out of the game until they are able to get back up, which alleviates pressure on your team from the loss of damage if it’s a dps and can also prevent your team from being peeled allowing you to be more offensive. Aggressively you can use it to knock people out of line of sight of their healers, to spread their team apart (in situations when playing with a rogue it can give you an opportunity for a smoke bomb), using the knock to interrupt an enemy’s cast or like I had mentioned earlier you can use explosive trap to knock people into Freezing traps that were not activated due to you missing them or the intended target escaping from it. This ability has so much potential and is probably my favorite thing they have ever added to our class.

***Trapping Highlights***
As I mentioned above, I was going to post a few of my twitch highlights showing the types of creative traps you can get off. Just remember that right now these VoDs are from 5.4 so therefore are slightly outdated, due to traps having a rework. The traps listed are still 100% possible, in fact doing them off fears and slows is a lot easier in my opinion, just remember that with arming times being removed and only travel times remaining, the timing you’ll use to make sure the trap activates has changed, whether it’s faster or slower.
· Trapping off a Slow – When trapping off of slows the easiest method is going to be with you taking off Trap Launcher so that it’s 1) harder to notice the trap being placed and 2) it’ll activate faster making it harder to escape from. Since this was from 5.4 I had to be a lot more creative with getting this trap, but with the new changes to traps if I have someone slowed and I get in melee range of them, trapping them up close and personal while slowed will be incredibly easy. However getting a slow trap from range will be harder now, so if you’re playing 6.0 and trying to get a concussive trap from range, you’ll want to have the target slowed and try to aim the direction that they are going to be moving in. Try to lead them into it and predict their movements, if you’ve played League of Legends just try to think of it like landing a skill shot.
· Trap off a Fear – When you’re going to trap off a fear, you just need to understand the pathing your target is going to take during the fear. It’s also easier to predict the pathing by also keeping the target slowed. Once you know the direction their character is going to walk in, you can just shoot the trap right in that path and they will end up activating it.
· Trap off a Cyclone – Trapping off of cyclone in 5.4 will kind of have a different feel than it will in 6.0. In 5.4 you measured the time it would take your trap to activate from whatever distance you were at. The fastest traps placed at your feet could take about 1 second to activate which is the time you would look for when placing that trap, so that it activates the moment the clone ends. At max range you would shoot it at 3 seconds before it ends to account for the travel time and then the trap would activate right as their clone ends. With 6.0 timings on trap activation have changed (no more arm time so you’re only accounting for travel times) so I’ll go back into explaining the new timings later, and will also upload a 6.0 example of this.  
Utility Abilities:

· Rapid Fire – This is our primary offensive CD. It gives 40% haste while active and also will apply the effects of Careful Aim regardless of their HP. Our level 100 4pc PvP bonus will also make it so that all of our successfully casted Aimed Shots will reduce the Cooldown of Rapid Fire by 5 seconds. It’s best to use this in the opener most of the time, as this will be the window you will have 1) Full Focus 2) Your proc trinket will be up 3) Your team mates proc trinkets will be up 4) All your teams control will be available. Getting a strong opener with Rapid Fire is very crucial and can give your team a ton of momentum. Lots of haste=faster Steady Shots=higher focus regeneration and also faster Aimed Shot casts that are now also effected by Careful Aim. You’ll get plenty of Aimed Shots with Rapid Fire up, and that is where the main pressure will come from. In the words of Zomx, go ham niggie.

· Tranquilizing Shot – Tranq Shot gives hunters an offensive dispel. Because it costs focus, it is important to make sure that if you are fighting a team that requires you to offensively dispel an important buff (Shaman Nature’s Swiftness, Priest feathers, Hand of Freedom, Master’s Call from an enemy Hunter etc), that you will have the focus required. Not too much else to say other that it also dispels enrages so you can use it to remove a warriors Berserker Rage. The enrage portion of Tranq Shot isn’t what you’ll be using it for most of the time though, your main focus (haha get it) will be to dispel important magical buffs from the enemy that can turn the game around in your favor.

· Flare – This is the hunter class’s signature anti stealth ability. It’s AoE and will expose all hidden and invisible enemies within 10 yards of where you place it. It’s useful for getting Druids out in the opener, preventing Rogue restealths or finding them in stealth (this is your most important ability against Rogues and can be the difference between the rogue beating you or you beating them), getting a Mage out of invisibility, preventing a Priest from Guising/Flaring him out of Guise/putting it in the path that he needs to run in while guised in order to get a fear (i.e on Blade’s Edge if the priest tries to Guise in running straight through the bridge, use Flare to cover the middle of the bridge as he can’t walk around it and instead will just have to give up being in Guise in order to continue on allowing for him to be cc’d or just forcing him to run back and not push in), and it is also useful against other hunters to get the other out of Camo, whether it’s glyphed or not. If the hunter does not have Camo glyphed you’ll use the Flare to make it so that you can attack him by breaking the Camo effect, since targets in Camo even while moving are unable to be targeted by ranged attacks.  It has a 20 second Cooldown and duration so make sure you place it wisely.

· Feign Death – Some parts of this abilities utility can be somewhat hit and miss but the most reliable parts are the fact that it will interrupt a cast being casted onto you, and it will also make someone detarget you. That means that if you’re being focused by a caster you have an extra way to interrupt a cast towards yourself preventing you from being cc’d or from being bursted. This can also make an enemy trying to cast a spell on you lose target and if it’s an instant cast they can use it on the wrong target. I’ve been in situations in patch 5.4 when I was fighting hunters like Jellybeans or Esandies and when I would have a full trap land onto their healer, they would stack on top of their healer and Feign Death when I was spamming damage ability. Because I would lose them as my target, and my target would then change, it has caused me or my partner to accidentally re-target their healer and break my CC. Also just having a melee or an enemy Hunter detarget you for just a second can give you enough time to get topped off by your healer, and even in extremely rare circumstances I’ve seen people actually juked by feign death, in which they think that the hunter actually died due to them using feign at very low HP (1%) and them assuming their last ability had scored them the kill. Instead it resulted in either the game being turned around so that that Hunter won, or that he was able to live a lot longer, but obviously it’s not something that will always work on people, it more or less catches people off guard, but that’s the beauty of PvP. Humans will make mistakes, no matter how good they are, and effectively capitalizing on that is important.

· Camouflage – This spell is pretty cool and it received a nice buff in WoD with the level 100 leveling perk. The perk heals you for 3% of your HP every 1 second that it’s active, so if you find yourself in a scenario that you don’t have any dots on you but you are very low HP with your healer CC’d, and you can Feign Death dropping your combat into you getting a Camo, you can save your life. Even without having yourself removed from combat by the use of Feign Death, Camo will last for 6 seconds if used in combat, so as long as the enemy doesn’t break it, you can give yourself a nice self-heal that has the potential of saving your life. Its main use though is the fact that the active effect makes you untargettable by ranged attacks (and also will prevent Rogues from being able to Sap you) until you are brought out, and when standing still it gives you stealth. The stealth portion of camo can also be provided while moving through the use of the Camoflauge glyph, which I’ll write more info on in the glyph section. Its other utility just comes into play as that it’s a second way for you to interrupt a spell being casted onto you, similar to Feign Death. Because ranged attacks can’t hit you while it’s active and you can use it in combat, if you use it at the very end of something being casted onto you, or you’re fighting another Hunter it can make them unable to hit you until it breaks. Even if it’s broken instantly when you use it in combat, just having it used for that one second can still potentially save your life from preventing that damage.

· Roar of Sacrifice – I love this ability. I’ll talk about this more in the talents section, but this ability is why I will pretty much never choose the Lone Wolf Talent for PvP. This ability requires you to spec your pet into Cunning, but you should not be PvPing as a Marksman Hunter without having your pet in this tree. This is actually our best defensive ability for ourselves, because we can actually use it while were stunned since our pet casts the ability and is also useful because it can be used on our team mates. Making you or your selected team mate immune to critical strikes can be completely game-changing. Especially against Mages, Rogues, and Warriors, you’ll want to make sure you use this spell wisely. Making sure to save your RoS for the target the Rogue Dances on, the target their Mage Frozen Orbs on (and remember both orb and Shadow Dance have 1 minute Cooldowns along with RoS, so making sure to save it for every single one is crucial), or the target the Warrior Recks on. Be careful of using it so quickly when those abilities are popped that they can just swap to another target, but also don’t use it when your RoS target is way too low on HP for it matter. Try to time it just right so that they will be forced to commit onto that target, but they will still not be able to crit them. As for other classes like enemy Hunters, you can use it every single time they pop AMoC as well now since it’s a 1 minute Cooldown matching RoS. Even Ret Paladins Execution Sentence has a one minute CD so it’s nice to match your RoS to that as well. No matter what their class is make sure that you are using it to negate their offensive Cooldown and are not just using it blindly. It is also important to make sure to not waste it if your healer isn’t even in CC and will not be in CC when they can freely keep you up from their team’s damage. A well timed RoS can win the game for you, and a poorly timed one can cost you the game.

· Master's Call – Another reason why I will almost never use Lone Wolf. Giving you or your team mates a freedom is awesome. If you’re new to hunter but not PvP and you have played with, as, or against a Paladin in arena, you’ll understand why I value this ability so highly. Hunters rely a lot on kiting so using it on yourself as well as rotating it with your other tools will help save your life. Similar to a lot of our abilities it has offensive and defensive purposes which are something I love about this game. You can use it offensively to get your melee out of any slows or snares to allow your melee to get out way more damage, to get yourself out of a snare to keep chasing your target down if they try to line of sight while you are slowed and therefore can’t chase, or if you’re playing with a Priest healer, you can freedom them out of a slow (especially against another Hunter’s Concussive Shot) to allow them to push up with feathers to get a fear. Defensively you can use it for you to kite or to help one of your team mates run away and los while not being slowed. Use it wisely.

· Aspect of the Fox – This was added in 6.0 and brings a lot of awesome uses. It gives you and your team mates the ability to cast while moving for 6 seconds on a 3 minute Cooldown. Note: As a marksman hunter, Aspect of the Fox will allow the sniper training mastery to keep its effect while you are moving. You can work well with your team in a lot of ways to help them get casts off that can win a game for you. If you’re playing with a Druid regardless of spec, this can allow them to cast a Cyclone on the move, which will be a lot easier than a standard clone to get off, and that clone can win the game. This ability can be useful for getting off important casts from any one of your team mates, so try to communicate this ability with your team mates. Telling them to call for it when they want it is one of the best ways to communicate it properly, so that they can get off their crucial casts that can either save you guys or score you a kill.

· Aspect of the Cheetah – gives you 30% movement speed. Stacks with the Posthaste talent, letting you move really fast. I’d recommend always using the glyph for this of course, to remove the daze effect on this. Because there are no other aspects to manage in WoD, except for when Aspect of the Fox is available, you’ll pretty much try to keep this up almost always. It’ll help with kiting especially when you have already gotten away as the extra movement speed will make it a lot harder for a melee to get back in range to close the gap on you. It will give us high mobility, try to use it wisely and the best times are when someone cannot hit you to break the effect. Some of the better times can be when you are chasing a target around a pillar, because if they’re running from you they will not be hitting you to break the daze, and since you’re running faster it will allow you to connect back onto that target and keep hunting them down.

· Growl – this spell will kill Shaman Grounding totem. Pretty much the only use for this ability in PvP, but that does not mean it is useless. Having it kill Groundings for you is really useful, especially now that the range on it is increased to 30 yards.

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Based off my personal opinions, I will create a spectrum of what race is best for each faction. But it without a doubt, humans are the best race for MM out of both factions.

Horde: Orc > Blood Elf > Undead = Troll = Goblin

Alliance: Human > Dwarf > Night Elf > Draenei


Humans: Human's racial is Every Man for Himself. This ability replaces the use of the commonly used Insignias purchased with Conquest. This allows a new trinket to take place of the Insignia. That means you could have a Badge instead. It probably isn't worth using PvE trinkets because when you use two PvP trinkets you gain a significant amount of Resilience. This means that you need to compare a 2nd PvP trinket to the other racials of the other races to determine what is better. The Human Spirit has been redesigned. It no longer increases spirit by 3% but instead increases two secondary stats by a varying amount. As of 10/21/2014 is has not been implemented.

Night Elf: You probably know this but if you don't it's important for you to know that if you use Shadowmeld the same time another ability hits you it acts as if that ability never hit. For example, if you Shadowmeld right as a mage finishes casting Polymorph it will act as if the mage never casted it on you. This is very good to prevent being Crowd Controlled (CC). However make sure to remember that with WoD’s new responsiveness, it is a lot harder to meld instant ccs, but it is still useful against casted ccs and abilities on you. Think of it like an extra Feign Death, which if timed perfectly will immune you to CC. There is also Quickness which can prove to be game breaking if you dodge something like a 6 second Kidney Shot while a teammate is very low, the odds are not in your favor but miracles do happen. It also slightly increases your movement speed by 2%. Your critical strike chance is increased by 1% during the day and your haste by 1% at night.

Orc: They have several racials that benefit the Hunter Class. The second racial is Blood Fury, which is a nice damage bonus. The third is Command which will slightly buff your pets DPS. And the last racial is Hardiness which reduces stuns by 10%. Hardiness can be very handy as Hunters are very susceptible during stuns due to them not having any abilities to get them out of stuns, and they are also unable to use any of their defensives while stunned, except for your pet’s Roar of Sacrifice. A full stun is most likely going to be the window you die as a hunter, and having the time reduced to let you have just enough time to get a really low health Deterrence off can potentially save you from death.

Undead: Will of the Forsaken is the reason why many people go Undead. But since fear isn't as powerful as it was in Mists of Pandaria, Undead don't rate that high on the "best race totem pole". They also have Shadow Resistance which is decent against classes like Warlocks, Death Knights, Priests, and Rogues (with Shadow Blades up). They also have Touch of the Grave for extra damage and healing throughout the game, which is minimal but it's something. And of course Cannibalize our favorite ability to disgrace your opponent after slaying them.

Blood Elf: Blood Elf’s racial is Arcane Torrent and an increased critical strike chance of 1%. Although this is all they provide, Arcane Torrent is a handy ability. Now even though it’s still melee range, it can be used defensively if you have casters casting in your face, or offensively if you’re being aggressive to the point that you are pushed up on top of their team’s healer (Or maybe you can just swag in with Posthaste combined with freedom and interrupt an important cast/heal with the silence). You could use it to follow up after a trap or to lead into one, potentially giving you just enough time to get a kill off. Not only does it provide a 2s silence it gives you a free focus which can sometimes allow you to get another damage ability or even a Tranq Shot off. With the removal of our Silencing Shot and many other blanket silences in the game, Blood Elf is now a very strong horde race for Hunters if you can successfully use Arcane Torrent in an effective manner.

Dwarf: Stoneform allows you the remove all diseases, poisons, and now magic effects as well as giving you a 10% damage reduction bonus. So, if you are able to use this RIGHT before you get stunned and take a lot of damage it could save you. Also it’s important to remember that the two things that hunters are weakest against is DoT damage and stuns, and since stoneform can remove pretty much all DoT effects on you, it can save your life. Stoneform->Deterrence at low HP will give you a real immunity as DoT’s will otherwise keep ticking through Deter. Dwarf’s critical strike damage has also been increased by 2%

Goblin: Rocket jump owns. It has great synergy with disengage, and can be used as an extra escape, and extra way to get into battle, or you can use it to cover greater distances with your disengages. It's a really nifty racial and has tons of potential. Also Goblins have passive 1% Haste Which is solid.
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Glyphs in 6.0 are generally the same with very few expectations. Your go-to glyphs are italicized and the ones that can be useful are normal. Also, there is no way I can tell you what to pick against everything because this post would be massive so you need to take into account what you are playing and who you are facing to decide which glyphs to take.

Glyph of Explosive Trap: This is a glyph that I believe needs to be taken against every comp you face and play with. Having a knockback as a Hunter is incredibly useful. I wrote more detail on the uses of this glyph in the abilities section, but like I said I believe this is mandatory and I would never give it up.

Glyph of Animal Bond: This glyph is pretty cookie cutter and standard. It makes us receive 10% increased healing from all sources which is useful since we are so squishy.

Glyph of Solace: This glyph allows you to safely Freezing Trap a target without DoT effects breaking it. Depending on what comp you're playing you may or not need this.

Glyph of Camouflage: This glyph allows your Camouflage to grant you stealth while moving. I don’t use this glyph too often in arenas, however I will use it pretty much 100% when playing with a Feral Druid, and sometimes when playing with a Rogue, but for the most part I will use it with a feral. The reasoning for me using it with the Feral is because the opener is very crucial as Hunter Feral Healer, and opening from stealth makes it a lot more powerful. On top of that when using it with a Feral I also use it to give up the Glyph of Solace. My reasoning behind that is that if the Feral on your team gets full bleeds on your kill target, and your kill target somehow eats a Freezing Trap, then they will no longer be in danger as 1) you didn’t land a Freezing Trap and therefore lost your cc and 2) Now you just wiped all of the Feral’s bleeds. Occasionally you can use it against Mage Rogue teams to prevent them from getting an opener on you. Other than that though this glyph is situational in arenas, but can come in handier in world PvP, BGs, and duels, but this guide isn’t focused much on that.

Glyph of Disengage: This glyph can be really useful for kiting on certain maps, mainly for melee teams that will be focusing you. More specifically those maps would be Tiger’s Peak and Dalaran Sewers, which would be the maps I would choose them on the most. The reasoning for the choice of this glyph on those maps is because on Dalaran sewers it will allow your disengage to jump you from the bottom level to the upper, and for Tiger’s Peak it will allow your disengage to jump you up onto either one of the two platforms on the sides of the map. I’ll try to add in a video example of what I mean for the future, in order to clarify how to do it, and what it achieves. Just remember this glyph is only really useful when you’re fighting teams with melee that are trying very hard to train you, as it will make it a lot harder for them to catch up with you abusing a Z axis jump. You’ll get on the top level, make them follow you, then jump to the lower and have them follow, and then you’ll use disengage to get back up wasting their time and giving you breathing room. I’d give up Animal Bond for this glyph honestly, against the teams that you’ll want to be doing this you’ll want to keep explosive trap glyph for extra kiting, and most likely solace too if you need to also use the freezing trap defensively.



Minor Glyphs:

Glyph of Aspect of the Cheetah: Of all the minor glyphs, this one is the most useful. I actually enjoy this glyph a ton as it takes a way the risk of using Aspect of the Cheetah in PvP.
Glyph of Revive Pet: Takes away the pushback from casting Rez Pet. This glyph will make it easier for you to rez your pet in an arena, so I’d take this one as well in arenas.
Glyph of Fireworks: This video explains it all. Click


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Tier 1 – Disengage
Posthaste: In 6.0 I prefer this talent over any of the others in the tree. It grants high mobility by giving you 60% movement speed for 8 seconds when you land on the ground. It will also remove you from roots and snares, but it won’t give you a true freedom. It combines very nicely with Master’s Call, and also with traps instantly activating when placed without trap launcher at the targets feet, I feel this talent will allow you to swag in, and swag out in order to get a trap really quickly. To explain this further, you can just disengage towards their teams healer, run in with your Posthaste speed buff, get into melee range of them and then place the non-Trap Launcher Freezing Trap on the healers feet, giving you instant control. Afterwards you can just run back out of their range. Knowing when the right time to do this will be important in WoD, so you may honestly get yourself killed when first learning when it’s appropriate to go for something like that. Also the speed boost stacks with aspect of the cheetah so you can actually run at 90% speed with both buffs activated.

Narrow Escape: While this was preferred in 5.4 for the use of Scatter>Narrow Escape>trapping or silence>Narrow Escape>trapping that would keep their healer effectively stunned granting you a guaranteed trap, the removal of both Scatter and Silencing Shot as well as the trap changes makes this talent unnecessary. It was used as a more offensive talent because it allowed easier CC, but in 6.0 I’d say Posthaste is better both offensively and defensively.

Crouching Tiger, Hidden Chimera: This ability can be potentially useful vs some wizard compositions, potentially against Ret Paladins, and against other Hunter teams. The benefits of this talent aren’t really in the 10 second Disengage Cooldown, which is only really useful against Ret Paladins, but mainly the 2 minute Cooldown Deterrence. The reasoning for the strength of the 2 minute Deter is that vs wizards you’re super squishy as a Hunter so having more deters can save your life. Also 2 minute CD Deterrence is useful against Ret Paladins due to their wings having a 2 minute Cooldown as well, meaning you can match every single wings with a deterrence, and against other Hunters you can match their rapid fire with a deterrence. This talent is situational, but don’t underestimate how game changing it can be.

Tier 2 - Control
Binding Shot: This is going to be the go to talent in this tier in WoD, as not only did Wyvern Sting receive nerfs, but our playstyle received many changes. Binding Shot will be very useful for trapping, and also in certain comps like PHDk, or Ret Hunter Healer as it will allow you to have a stun that is used on both dps to help your melee connect, while the Ret or DK will use their 30 second CD stun that you will mostly trap off of. It’s a nifty ability, with synergies with glyphed Explosive Trap. More detail in the abilities section.

Intimidation: NEVER USE.

Wyvern Sting: As a MoP hunter this ability brought me into this world. This ability was absurdly broken in 5.4. However because our playstyle has been changed and it now has a cast time it will not be used as often, especially in a Wyvern>half trap scenario. However it is still a good choice for when you want to cross CC, which I think is a better design for this ability. If you’re playing with a Rogue, Warrior (Prot mainly, since Arms uses whirlwind as their main filler which will potentially break it), or a Feral Druid, you’ll use this ability to get controls on multiple targets. With the rogue you’ll use the Wyvern as cross CC when he has Cheap>Kidney available for the kill target. Cast your Wyvern on the off target, and run up to their healer and land a trap, or if they are too far away you can try to cast the Wyvern on them and trap the other dps. With a Prot Warrior, you should try to cross CC if he gets a shockwave on both dps. Just like with the Rogue you should try to cast the Wyvern on the dps and then get a trap on their healer when the Wyvern finishes casting, or you can go for a Wyvern on their healer and trap their dps. When playing Hunter Feral Priest (aka junglecleave) I’d say that cross CCing has always been a very high priority of this comp, so getting clones/Wyverns on one target and fears/traps on another since fear and clone now share the same DR category will be your main focus as this comp. I’ll write more on our available comps in the Hunter Comps section.

Tier 3 - Defensives
Exhiliration: NEVER USE.

Iron Hawk: Passive 10% damage reduction. Take this talent almost always when you are with a healer, as many comps will have high amounts of burst and as a hunter you are very squishy.

Spirit Bond: This talent is good because it gives you passive healing, and that is something hunters lack. It is good when you are in a situation without a healer (duels, world pvp, and double dps 2v2), and also if you are fighting a 3v3 team that has more DoT damage than burst, like a team with an Affliction Warlock or a team with a Survival Hunter. However both of those classes can still deal high burst to you, especially with their partners so spirit bond will not always be useful in that situation, and iron hawk can potentially save you more.  It’s situational in 3v3, but it can change games if you pick it at the right time.

Tier 4 - Focus
Thrill of the Hunt: In 5.4 hunters would choose between thrill for more consistent damage or Fervor for higher burst potential, and better synergy for Tranq Shot spam. However since Fervor has been removed and is now replaced with Steady Focus, I think all the other talent choices besides this one are garbage. Pick Thrill, cheap Aimed Shots are cool, and if those cheap Aimed Shots crit, you’ll lose almost no focus due to the Marksman leveling perk.

Tier 5 – Animal Companion damage
A murder of Crows: Drop crows on ‘em. This is one of our main and best burst abilities, so I’d take this ability pretty much all the time. It has a 1 minute CD in 6.0 and if you’re playing human that also means you can use it with your on-use trinket every time it’s up. Any target that dies with AMoC’s effect on them will reset the cooldown, so I guess that’s kind of useful if you use crows on a Water Ele or another Hunter’s pet, but I wouldn’t really do that often. Also it puts crows on people that eat their skull or something like wtf that’s op.

Blink Strikes: This talent was more useful in 5.4 for killing Shaman totems quickly, but even then I took Crows for the extra burst damage. Now the usefulness of this is even more limited so I wouldn’t take it.

Stampede: Well Stampede is a talent now and because you’d have to give up Crows for it I wouldn’t consider the tradeoff worthwhile. In 5.4 it was baseline to all Hunter specs so it was a lot more useful, but even then it didn’t do that much damage. The real utility of the spell came from the fact that Psychic Scream and Howl of Terror could only AoE fear 5 targets, so you could use this ability to prevent fears. It was also the same reasoning for using Snake Trap in PvP (glyph isn’t worth it as marks) since the trap would summon multiple snakes that could eat the fear for you or your team mates. However with Psychic Scream now having a 45 second CD, and Howl of Terror being on the same tree as Shadowfury and Mortal Coil, you won’t really be needing to use Snakes or Stampede to stop those fears, especially because the pace of the game has changed so that each of those fears aren’t as important as they had been in 5.4. Seriously though, giving up Crows sucks, so don’t take this talent. Crows owns. CAW CAW



Tier 6 - Damage
Glaive Toss: Short CD, instant cast, 15 focus, has an AoE slow and also does decent damage. It also will give you a quick way to proc ToTH. Make sure not to break CC with it as it is going to hit any targets in the way of its travel. I’d consider it cookie cutter because it’s the most reliable in the tree and gives you an instant cast that does solid damage, which is something MM could use now more than ever with the removal of Arcane Shot and now having Aimed Shot as our focus dump.

Power Shot: Does a little bit more damage than aimed shot. Also has a knockback attached to it, but I don’t consider it too useful since we already have glyphed Explosive Trap which is more reliable and stronger. It requires you to stand still while moving (of course aspect of the fox will let you cast it on the move). It also has a 45 second CD, so I honestly don’t consider this ability very good in arenas. It can be fun to mess around with, but I wouldn’t use it in any serious form of PvP.

Barrage: This talent provides pretty good damage I guess, but I just still don’t think it’s that great in arenas. Honestly I think it’s flat out terrible in 3v3 arenas. It’s channeled with a really high focus cost, so I just don’t see it as something you could use off Cooldown like you would in maybe a PvE environment. Those 3 seconds of you not really doing anything are not really too worth it to give up, plus it’ll break CC way easier than the other talents. I just don’t think it’s a reliable choice, and I think Glaive Toss is a better option overall for PvP. You’ll use glaive toss more and it’ll fit your rotation better.

Tier 7 – Level 100
Focusing Shot: NEVER USE.

Lone Wolf: I feel like this talent is a noob trap because I actually see a decent amount of hunters that PvP get excited for this ability. Giving up Roar of Sacrifice and Master’s Call is pretty terrible in an arena setting, especially in 3v3. The only time I’d choose this is very very very rarely when you are playing with a Rogue and trying to gib someone in the opener. If you don’t kill that target in the opener I feel the loss of RoS and freedom is detrimental and the amount of damage gained doesn’t make up for it.

Exotic Munitions: Overall, I don’t rate the level 100 talents that highly for Marksman. However Exotic Munitions can actually be really useful with the frozen ammo. Since your auto shots will apply a slow on the target you are hitting, you can now effectively permanently slow two targets as a hunter. The frost ammo will slow one target, and the other will be slowed by your concussive shot. This will be most useful when running with a Ret Paladin, as it provides an easier form for them to hit their target, and also for anyone else on your team that either has a weak slowing effect or a melee that will get controlled a lot. Frost ammo is also pretty solid in duels as it will allow you no to even use a GCD on Conc Shot when dueling a melee, and also 2v2s when your partner does not provide a slow. Other than that, poison ammo is what I would use if my melee (best example is a Rogue) is going to always have our kill target slowed. Incendiary ammo is useless, just use Frost or Poison.
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UNAVAILABLE ATM
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Professions are now unusable in Arenas and RBGs, but if you like World PvP, I’d go with Engineering. Its perks are fun and useful, especially nitro boots.
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I know a lot of people want to know what the absolute best way to gear, reforge, gem, talent, glyph, professions, etc. without having to go through a huge guide like this so I made this category dedicated to Hunters who I believe to be educated on the class and know how to personalize their Hunter to make it as deadly as possible. Here they are...
(Note: Some may be out of date and I cannot account for accuracy their setup)

· Yoske @ Tichondrius

· Huraka @ Sargeras

· Jellybeans @ Darkspear

· Dhorothy @ Tichondrius

· Souken @ Aegwynn

· Luddex @ Outland

· and mine Dillypo @ Tichondrius & Mophunter @ Tichondrius

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For the most part keybindings are fairly personal and are up to the individual to decide them. However I still will provide mine hoping that it can help people get an idea of what your bindings should look like.

Make sure to remember however that the way you set up your keybinds makes it so that using your damage or control abilities doesn’t impair your characters movement. Having fluid movement is extremely important on a hunter especially for kiting. I consider my bindings to be very good at allowing me to do those things. My spells are organized around my keyboard with my most important abilities being the easiest for me to hit. For fun here's what my hands look like while playing, taken from the 2014 NA Regional Blizzcon Qualifier.

Anyways, I’ll have my keybinds uploaded to this pastebin


But in the end do what is most comfortable and you'll have the most success.

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Hunter Melee X will most likely be strongest in WoD, but I cannot speak until 6.0. For now I’ll just list certain potential comps, and will list more detail on them with WoDs release

· Junglecleave – Hunter, Feral, Healer (mainly Priest)
· African Turtle Cleave – Hunter, Prot Warrior, Healer
· KFC aka Kung Fu Cleave – Hunter Arms, Warrior, Healer
· PHD – Hunter, Death Knight, Holy Paladin (Other healers can work too)
· Thugcleave – Hunter, Rogue,  Healer
· Cupid Cleave – Ret, Hunter, Healer (mainly Priest)
· KFCHi – Hunter, Windwalker Monk, Healer
· Beastcleave – Hunter, Enhance Shaman, Healer

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Note: A lot of macros will have 2x stopcastings in order to stop your steady/aimed shot casts immediately in order for you to use an instant cast.

Glaive Toss Macro

#showtooltip Glaive Toss
/stopcasting
/stopcasting
/cast Glaive Toss

Chimaera Shot Macro

#showtooltip Chimaera Shot
/stopcasting
/stopcasting
/cast Chimaera Shot

Kill Shot Macro

#showtooltip Kill Shot
/cancelaura Hand of Protection
/cancelaura Deterrence
/stopcasting
/stopcasting
/cast [nomod] Kill Shot
/cast [mod] Concussive Shot

· This Macro cancels Hand of Protection and deterrence, so I’ll press this macro even without kill shot being available in order to cancel my HoP or Deter so that I can attack. The modifier makes it so I can target concussive shot. The reasoning is that my kill shot is bound to 2, and I like having my Conc Shot bound to shift 2, so the modifier helps save bar space.

A Murder of Crows Macro

#showtooltip A Murder of Crows
/stopcasting
/stopcasting
/use 13 (If Human- make sure that’s your on-use pvp trinket) or /use Blood Fury if you are an orc.
/cast A Murder of Crows

Rapid Fire Macro

#showtooltip Rapid Fire
/stopcasting
/stopcasting
/cancelaura Hand of Protection
/cancelaura Deterrence
/use Blood Fury
/use 13 (Human on-use PvP trinket)
/cast Rapid Fire

Freezing Trap Macro

#showtooltip Freezing Trap
/stopcasting
/stopcasting
/cast Freezing Trap

Ice Trap Macro

#showtooltip
/stopcasting
/stopcasting
/cast Ice Trap

Explosive Trap Macro

#showtooltip
/stopcasting
/stopcasting
/cast Explosive Trap

Camouflage Macro

#showtooltip
/stopcasting
/stopcasting
/cast Camouflage

Aspect of the Cheetah Macro (spammable)

#showtooltip Aspect of the Cheetah
/cast !Aspect of the Cheetah


Concussive Shot Arena 1-3 Macro

#showtooltip Concussive Shot
/stopcasting
/stopcasting
/cancelaura Deterrence
/cast [@arena1] Concussive Shot

  · Replace arena 1 with arena 2 and 3. You’ll need 3 separate macros and keybinds for this. This will apply to the next few macros listed.

Counter Shot Arena 1-3 Macro

#showtooltip Counter Shot
/stopcasting
/stopcasting
/cancelaura Deterrence
/cast [@arena1] Counter Shot

Wyvern Sting Arena 1-3 Macro

#showtooltip Wyvern Sting
/cancelaura Deterrence
/cast [@arena1] Wyvern Sting

Focus Conc Shot Macro

#showtooltip Concussive Shot
/stopcasting
/stopcasting
/cast [@focus] Concussive Shot

Master’s Call Macros

#showtooltip
/stopcasting
/stopcasting
/cast [target=player] Master's Call

#showtooltip
/stopcasting
/stopcasting
/cast [target=DPS NAME HERE] Master's Call

#showtooltip
/stopcasting
/stopcasting
/cast [target=HEALER NAME HERE] Master's Call

· These are my macros for master’s call. The one that targets player will freedom yourself, and the other two are separate macros where I just put in the target as my partners for those roles. This will apply to the Roar of Sacrifice Macros listed next, so I won’t make the same note on them ^^


Roar of Sacrifice Macros

#showtooltip
/cast [target=player] Roar of Sacrifice

#showtooltip
/cast [target=DPS NAME HERE] Roar of Sacrifice

#showtooltip
/cast [target=HEALER NAME HERE] Roar of Sacrifice

#showtooltip
/cast [target=mouseover] Roar of Sacrifice







· The mouseover will RoS the target that you hover your mouse over, for those that are new to mouseover macros. I would not use this as the primary way for using RoS as it is a lot slower, but it  can come handy in BG’s where you are unable to put people in your macro.

Tranq Shot

#showtooltip Tranquilizing Shot
/stopcasting
/stopcasting
/cast [nomodifier] Tranquilizing Shot; [modifier:shift, target=focus] Tranquilizing Shot







· Tranq Shots your target without pressing a shift, and when you press shift it will Tranq Shot your focus instead.

Counter Shot   

#showtooltip Counter Shot
/stopcasting
/stopcasting
/cast [nomodifier] Counter Shot; [modifier:shift, target=focus] Counter Shot







· Works the same as the Tranq Shot macro above.


Deterrence Macro   

#showtooltip
/stopcasting
/stopcasting
/cast Deterrence

Trinket+Deterrence Macro

#showtooltip Deterrence
/stopcasting
/stopcasting
/use (PVP TRINKET NAME HERE)
/use Every Man for Himself
/use Deterrence

   · This macro will allow you to quickly get your deterrence off when you are in a full CC. I.e. if you’re fighting a rogue you’ll instantly use trinket and deter at the same time. Macros like this are extremely useful in preventing situations where you immediately get CCd on your trinket and get killed as a result.

Flare Macro

#showtooltip
/stopcasting
/stopcasting
/cast !Flare







· The exclamation prevents you from losing the targeting circle when spamming the key.


Feign Death Macro   

#showtooltip
/stopcasting
/stopcasting
/cast Feign Death

Binding Shot Macro  

#showtooltip Binding Shot
/cancelaura Deterrence
/cancelaura Hand of Protection
/stopcasting
/stopcasting
/cast Binding Shot

Wyvern Sting Macro  

#showtooltip Wyvern Sting
/cancelaura Deterrence
/cancelaura Hand of Protection
/cast [@focus, nomod] Wyvern Sting; [modifier:shift] Wyvern Sting

Disengage Macro

/#showtooltip
/stopcasting
/stopcasting
/use Disengage

Trap Launcher   

#showtooltip
/stopcasting
/stopcasting
/cast Trap Launcher







· Trap launcher is important to have keybound as there are many situations where you will want to place a trap on your foot with trap launcher deactivated or when you will want it to be active to shoot your trap at range.


.Focus Pet Attack+ Focus Pet Growl

#showtooltip
/cast [@Focus] Growl
/petattack [@focus]
/cast Dash

· This macro will make your pet growl your focus target which is good for killing shaman totems that are placed only in range of the shaman, but not in range of his team mates, making the shaman the only target that grounding can affect. Because of this you must use the growl on the shaman to kill the totem because using it on his team mates will not work. Also this macro is useful for keeping rogues in combat. Keep your pet attacking them all match long, and they will hate their life.





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With the implementation of OmniCC into the standard game as well as LoseControl, it is hard to really even say what Addons I’d say are extremely necessary, as every other addon is mainly something not required but just part of personal preference.

The only one I recommend that everyone use if they are getting into Arena at this point is Gladius. This addon is really useful as it displays arena frames 1-5 with trinket trackers on each person included, as well as a DR tracker which is very useful. It’s also pretty customizable so I’d heavily recommend using this addon when getting into serious arenas for the first time. The alternative to Gladius is sArena which just has a trinket tracket added into your default arena frames (however you can customize those frames and move them around with the addon).



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If any of you are like me, I learn the best from watching the best. I try to learn things from watching the best players, studying their play, copying it, and adding it into my own gameplay. I will update this list as more and more hunters appear in WoD. I’d also suggest that if you are going to be watching any of these streams, to try to watch every single one on a frequent basis because even in MoP when hunters were ridiculous I’d say all of these hunters had different playstyles and mained different comps, giving a wider range of gameplay to learn from. It’s important to note that any of the notes on these specific streams are only from MoP analysis, and are all possibly subject to change in WoD.


Twitch.tv/jellybeansxo – Attended regionals, multi r1 3k hunter as well, and one of my personal favorites on this list. However he often does not stream his hunter gameplay, and for the most part will just stream him screwing around and having fun with his friends whether it is on his alts, or he’s just playing on the Cata AT server. Regardless, I’d say his stream is worth a follow, and you can always try to check him out to see if he’s streaming his gameplay.

Twitch.tv/tonystyle – Another R1 Hunter as well, and at least for MoP I’d say Tony and I streamed their arena matches way more frequently than the other high rated Hunters who streamed. I’d recommend checking his stream out or mine the most (assuming that both of us are playing a lot, it’s not something you can be completely sure of when a new expansion comes out) as we have probably the biggest sample pools of gameplay for you to watch. Great chat interaction on his stream as well.

Twitch.tv/dhorothy – Multi Glad/R1 Hunter, will be attending blizzcon event as HLS. He doesn’t really stream his arenas too frequently, and for the most part he’ll just stream him doing 2s with trade chat pugs, but there are still things to learn from his stream. He interacts with his stream fairly often when questions are asked from what I have seen, just take note that he will not stream too often, but maybe there will be a change in that in WoD.

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How do I write a guide?

22 October 2014 - 11:02 PM

So I have pretty much 0 idea on how to format a guide on this website, or what content needs to be in it, however I still would like to put in all of the information needed for a WoD hunter guide. If anyone can help me out with this it would be awesome if you could reply in this thread. Thanks ^^

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