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The New Faq - page 1Follow

#1 Dec 02 2008 at 7:31 AM Rating: Excellent
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I figure the best way to do this is to approach it the same way as last time. We'll just change the current faq. The general questions page has almost nothing changed, and is general enough that we can start it without waiting any longer. This way we also get the beginner questions correct.

Post your changed below and I'll add them in. As always we can add new questions and answers if needed.

if something is crossed out that's because it's been changed or doesn't need to be. Of course point out any errors

Quote:

GENERAL QUESTIONS


What is a hunter good for?

Hunters are the ranged combat class in WoW. Since they don't (really) have magic, they have some limited combat abilities for if something does get in their face. They also have beast pets whose primary purpose is to allow them to use ranged combat while soloing.

After level 40, they wear stronger armor than any classes other that warriors or paladins, (but they can not use shields like shamans,) plus other defensive abilities such as a high dodge rate. They can also use all weapons other than maces or wands. Hunters are excellent soloists and arguably the best pullers in the game. Unfortunately neither of these skills come into play much during most groups.


Are hunters fun?

Yes, hunters are fun. Any class in the game is fun or not fun, depending on who you ask. I personally despise playing warlocks and druids, but other people think they're the best classes in the game.

Hunters are not an in-your-face class like a rogue or warrior. They aren't a powerful healer or AE damage dealer that has a concrete role in a group. But they are fun for being what they are. If the concept of a hunter sounds appealing to you, you will probably have fun playing one.


Do hunters suck at PvP?
What is the dead zone?
How do I jump shot?


Yes and no. The bottom line is that every class has it's strengths and weaknesses. A hunter, on average, can beat some classes easily, and have a lot of trouble with others.

There are plenty of ways hunters are useful in a PvP environment. On a PvP server, Track Humanoid is invaluable, as is Freezing Trap. However, hunters once suffered heavily from the "dead zone," the space between where ranged attacks and melee attacks can be used; this was changed in patch 2.3 (Nov 2007)

In battlegrounds, hunters can often have very interesting roles, particularly defensively such as guarding the flag in Warsong Gulch or a node in Arathi Basin. Between tracking to see your opponents coming, and being able to put freezing and frost traps down to stop aggressors, hunters make good guardians.

The "jump shot" allows a hunters to deal limited damage while outrunning their opponents by jumping, turning 90 dergees shooting an instant shot and turning back. Performing a true jump shot is a complicated mess of pushing buttons on your mouse and keyboard in well-coordinated fashion, so I’m not going to take three paragraphs to explain how to do one. The easier thing to do is simply strafe, since you run just as fast as strafing, and as long as your target is more in front of than in back of you, you can still hit it.

Hunters generally perform poorly in arena pvp due to to the fact that killing our pets isn't hard, when we're moving we do almost no dps, and that Line of Sight issues cause us a lot of problems.

This is as much as I'm prepared to say specifically about PvP.


How do I beat a...?

You'll have to use every trick in the book and think for yourself. There really isn't much anyone can do to magically make you a better player in PvP besides reminding you of what abilities you have.
As the posters at the official boards would say, L2P.


What's the best race?

No race is the single best. They all have advantages. First, let it be said that STARTING STATS DO NOT MATTER. Don't pick a Night Elf over a Dwarf because of the difference in starting agility. A Night Elf with 650 agility would have around 643 as a Dwarf. Big deal.

As far as racial attributes go...
Night Elves can go unseen with Shadowmeld, which is useful to hide from an enemy.
Dwarves can cleanse poisons using Stone Form, and are slightly better at using guns.
Draenei have a Heal over time, and increase their party members chance to hit by 1%.
Tauren have extra HP, and can War Stomp to stun targets in close range to help them get back to range.
Orcs have pets that do increased damage, and a minor damage boost every few minutes.
Trolls have a bonus to using bows/thrown weapons, can give themselves a small haste effect every few minutes, and have increased damage against beasts.
Blood Elfs can drain mana from their opponent and then silence nearby opponents to return mana.

All together racial attributes are not that important as you can see. Not one of those is a real must have, so don't chose a race because of their abilities if you can't stand the looks.


Should I use bows or guns?

Dwarves should favor guns because of their racial bonus. The same for Trolls and bows. Engineers will probably favor guns because they can make their own (improved) ammo. For anyone else, it doesn't matter at all.

At lower levels, guns generally hit a little harder and bows fire a little faster. They have the same quivers/ammo pouches, same store-bought ammunition, and neither really has a distinct advantage over the other, except that engineers can make bullets. A hunter should know how to use either, and be prepared to use whatever the best weapon is that they can pick up, or whatever they personally prefer. (For example, some players don't like the constant noise a gun makes.)


What about crossbows?

Crossbows are exceedingly rare early in the game. They work just like bows - using arrows out of a quiver - but they have their own separate weapon skill. Crossbows as a general rule are very slow. Before patch 1.10 and "normalization" that took away most of the advantage of picking a weapon just because it was slow, crossbows were extremely popular. Before level 50, you might very well never see a crossbow unless you seek them out (with the exception of the Draenei starting lands.)


Which is better - a 2-hand weapon or dual wield?

Use whatever has the best stats, and don't worry too much about damage on the weapons. Since a hunter's strength is fighting at range, they do not need to focus on their melee DPS.

Generally speaking, a 2-hander will have better stats, but a pair of 1H weapons offer greater flexibility. At endgame, there are enchants that can add 35 agi (2H only), 20 agi, 70 AP (2H only) or 30 Int. This comes out slightly in favor of dual wield.

In terms of actually meleeing, 2H is better during PvP when you are going to run by with a Raptor Strike and a Wing Clip and go back to ranged, because that one attack you make will be much stronger, but dual wield can do as much autoattack damage.

On that note, don't roll against a rogue or a warrior on a melee weapon that purely does damage and has no stats or other factors. You do *not* need a high DPS dagger with a chance on hit to do extra magic damage. This creates a lot of enmity toward hunters from other classes.


When do I get...?
Pets - level 10
Dual Wield - level 20
Aspect of the Cheetah - level 20
Feign Death - level 30
Mail armor proficiency - level 40
Steady Shot - level 62
Aspect of the Viper - level 64
Kill Command - level 66
Misdirection - level 70
Shields - never.
Plate armor - never.
A well-defined group role - never.

Want to know about another skill? Check for yourself at the hunter trainer or on the Hunter Spell List.


Where do I learn to use <some weapon type>?

In every major city, somewhere, there is a weapon trainer. Ask a guard where this person is. The weapon trainer for a city only teaches certain weapons, but if he doesn't teach what you want, he can tell you who (in another city) does.


What are the most important attributes for hunters?

Agility (which adds attack power and chance to crit) is number one. No questions asked. That doesn't mean you should switch items because one has a single point of agility more if you are sacrificing other stats, though.

Stamina and Intellect are of some benefit to hunters. Stamina is often preferred, but some hunters argue that a hunter should not get hit, and thus more HP is irrelevant...but more mana lets them fight longer, so they try to get intellect.


Later in level, you will start seeing other qualities on equipment. Agility is good because it increases your Attack Power and your chance to crit. There are items that specifically increase one of those two factors, and are important to your damage output. Mana per 5 seconds (MP5) helps you keep your mana high while shooting and thus keeps you doing damage for a longer time. There are also Hit Rating bonuses that make you less likely to miss.

While usually the last thing hunters look at, defensive attributes like armor and chance to dodge are of some limited benefit. Agility also increases your chance to dodge, as well as your armor.


How does attack power, chance to crit, and chance to hit work?
What is DPS?


Attack Power (AP) and crit chance increase your damage in different ways.

AP increases your basic DPS by 1 DPS per 14 points of AP. Note that DPS stands for damage-per-second, and is a rate, not an amount per hit. So your attack power will scale to give slower weapons the right amount more that they should do. Certain abilities, such as Aimed Shot or Multi-shot, pretend your weapon have a speed of 2.8 so there is no advantage to faster or slower weapons.

Crit chance gives you better odds to get a critical hit. A crit will deal double damage, or if you have the Mortal Shots talent, x2.3 damage. A large number of crits creates "spiky" damage that can steal aggro early in the fight, and hunters that focus on "crit gear" will often have lower basic DPS since they lack attack power, but critical chance is another important way to increase your overall damage output. At level 70, it takes 22 points of crit rating to add 1% chance to crit.

Note that agility increases your ranged attack power by 1 per point (and 1 for melee,) and roughly every 40 points of agility increases a hunter's critical rate by 1%. This crit rate conversion is specific to hunters, and is the worst of all the classes in the game.

Chance to hit affects your accuracy. Loosely speaking, you have a 95% chance to hit an even-level target. (This is actually based on the difference between your weapon skill and the target's defense skill, so higher level creatures and warriors with lots of +defense will be missed more often.) Hit rating adds to this 95%. It takes about 16 hit rating to add 1% chance to hit.

English translation? How should I decide which gear is better?

Note: Some of these numbers change with level. Level 80 is assumed here.
Pretty much anything with "rating" changes by level (hit/crit/parry/dodge etc).

In the early levels it's hard to get AP, so mostly hunters go for agility and stamina. As you progress you will see a larger variety of items, at which point you will have to do more analysis to figure out what's better.

Here are some basic numbers:

1 (Ranged) attack power = 1/14 tooltip DPS

Agility
1 Agility = .012% crit + 1 Attack Power
83.3 Agility = 1% crit

Crit/Hit
45.9 Crit Rating = 1% Crit
1% Crit = 1% increase of your base dps. If you have mortal shots (which you should) then it's 1.3%
32.79 Hit Rating = 1% Hit

Note: To prevent misses you need +5% hit when fighting opponents of your level, and 8% when fighting raid bosses. Since non-caster Draenei give 1% hit to everyone in their group, you'll only need 4% or 7% when grouped with a Draenei. Same goes with improved faerie fire (Moonkin druid talent) which improves hit chance by up to 3%. So if you often raid with a moonkin druid you'll need even less hit rating.

Another Note: The focused aim talent can give you 3% hit, however it does not carry over to your pet at the moment, so it's better to get hit from gear, and use your talent points elsewhere.

Intelligence
1 Intelligence = 15 Mana, plus some mana regen w/ Aspect of the Viper
1 Intelligence = 1 Attack Power w/ Careful Aim

Where do I view my critical rate?

On your character screen, select the dropdown for Ranged (or Melee.)


What are the best enchants for a hunter?
Why are there no ranged weapon enchants?


The best enchants are the ones that add to the things mentioned in the "best attributes" question. Increased melee damage and weapon procs like Crusader or Mongoose are not worth the expense, although if you like the orange glow of a Demonslaying enchant on your spear, go for it.

Ask your guild enchanter what he can enchant that would be useful. I wouldn’t advise heavily investing in enchanting before 70, because you will replace your gear every couple levels, but at 70, you might consider savagery (+70AP) weapon, +26 AP gloves, +12 agi feet, +24 AP bracer, and +150 HP or +6 stats chest enchants as a few examples.

In Outlands, some groups have head enchants for sale if you reach a high enough lvl of reputation.
For hunters you can buy a head enchant from the Cenarion Expedition Quartermaster in Zangarmarsh. (Revered reputation required 34attack power/16hit rating.)
For legs there are several armor kits made by Leatherworkers. (+40AP/10crit rating; +50AP/12crit rating or a bit cheaper to push your hit points +30sta/+10agi).
With The Burning Crusade there are also new shoulder enchants. For those you need honored (or exalted) reputation with either the Aldor or the Scryers. The Aldor enchants focus more on attack power while the Scryers enchants are heavier on crit rating.
Aldor honored (26ap)
Aldor exalted (30ap, 10crit rating)
Scryers honored (13crit rating)
Scryers exalted (15crit rating, 20ap)


There are no ranged weapon enchants. This is where engineering comes in. Scopes can modify ranged weapons to add +damage effects the same way +damage enchants modify melee weapons. There is also a scope that adds 3% chance to hit and a scope that adds 28crit rating. Those scopes only affect ranged attacks (just in case those rogues and warriors ask you where to get those nice scopes.)

Once you enter Outland you will also find gear with sockets. In those you will want to add gems which contribute to your main stats. Survival hunters will go for agi (+6/+8 agi) while marksman and beastmasters will mainly go for attack power (+12/+16 AP) gems. There are also gems that have half of this bonus and half of something else, and count as other colors if you need to match the colors on your item. (That is only to get the socket bonus!)


What is the hunter's role in a group?

A hunter's primary role in a group is to safely deal damage. They have other possible roles, but 90% of the time, your group will want you to just stand in the back and shoot.
Note that that means not taking aggro, running into other creatures to get a clear shot, or breaking sheep.

Other things you can do for your group include:
Crowd Control - Freezing Trap will work on nearly every creature in the game. It affects the first target to run across it, and it doesn't work extremely long when the effect isn't broken by someone hitting the frozen target, freeze trap is still a very powerful tool. While survival hunters are masters of crowd control (due to talents like Wyvern Sting, Readiness and improved traps,) all other specs are still very able to do pull their weight. Also, your pet can sometimes off-tank things in a pinch; at higher levels, this isn't usually recommended, as Fido will not weather too many hits from elites, but better your kitty than your healer!
Pull - Hunters can feign death, take one creature out of the fight with freeze trap, designate a target with Hunter's Mark, and are masters of taking and dropping hate. At level 70 you will also get Misdirection, which lets you give someone the threat from your next 3 attacks. (Note that you cant abort the pull with FD if you do this.)
Scout - hunters can track, meaning they can know if something is nearby without walking up to see it. Hunters can also use their pet with Eyes of the Beast to go exploring; even if the pet aggroes something, as long as he doesn’t bring it back to the party, it doesn’t matter.
Tank - it's a pretty sad day when this happens in a group, but in some cases and with the right talents, your pet can tank single targets. (This is generally a much more acceptable thing to do before level 50 than after.)


What is a hunter weapon?

"Hunter weapon!" is a running joke among players, mostly started by idiotic comments on a site similar to this one called Thottbot. At some point, it became a nominal standard to call any weapon a hunter weapon, just because hunters *can* use anything but maces, and certain hunters have a tendency to roll on anything they can use.

A true hunter weapon is a decent ranged weapon, or a melee weapon that helps a hunter directly increase their ranged damage or their survivability.


Why do hunters cost so much / use so much room in their bags?

In reality, hunters don’t cost more than other classes, but it sure seems that way after buying ammunition and pet food, plus all their other necessities. The costs of these things add up, but other classes have expenses too. Reagents, armor repairs, food/drink, poisons, etc. Do they compare to buying a stack of food and perhaps a full quiver/pouch of specialty ammo? I dunno, ask a level 70 warrior...and remember you don’t need crafted ammo.

The real kicker is that hunters can typically pick up less stuff before they return to town because of the quiver. There's really little that can be done about this. Take tradeskills that don't involve gathering 10 different stacks of herbs or generating more leather than you can pick up if this is an issue for you. However, there are plenty of examples of how other classes face this problem as well...just not from level 1.


What are good tradeskills for a hunter?

There are six choices that are considered somewhat normal.

1. Mining/Engineering. This lets you build guns and create ammo so you don't have to pay for it. The irony is that Engineering creates more headaches than it solves, because it takes up massive amounts of bag space, costs a ton of money to save you a little bit on ammo costs, and doesn't create anything you can sell. You do get Goblin Jumper Cables, scopes, and limited teleportation out of the deal, though. The main reason most players do engineering is for the “toys” – trinkets like the decombobulator ray and mind control cap.

2. Skinning/Leatherworking. A great choice in the beginning, but later on leatherworking starts to suck because there are very few mail recipes and the ones there are are both hard to make and also more often geared toward a shaman. This will definitely help you before level 40, though, and you can continue to sell stacks of leather later on. A huge upside to skinning is that unlike other collecting skills, it won't interfere with your tracking.
After lvl 60 there are many more mail patterns available and it all ends up with a 3 piece lvl 70 set at 375 leatherworking.

3. Herbalism/Alchemy. Hunters benefit less from alchemy than most classes, but Elixirs of Agility and of the Mongoose are very helpful, and alchemy is one of the few tradeskills you can profit from if you know how, since everyone needs a potion or two at some point. Don’t overlook this one.

4. Mining/Jewelcrafting. JC lets you make Rings, Necklaces and some Trinkets.
Beyond a skill of 300 you can also start to cut gems to put in socketed items, which is the real highlight. The downside to Jewelcrafting is that it is more of a service profession, and because it is relatively new many players do not fully understand it or try to exploit the jewelcrafting market.

5. Mining (or Herbalism)/Skinning. This is the standard "collector" tradeskill set for farming items for others. People out to make cash often take this set-up to find things to sell on the AH. Unfortunately, this doesn't work as well with hunters as other classes because they have more limited bag space, but it can still work.

6. Mining (or Herbalism)/Enchanting. Enchanting helps you improve your armor but is a huge money pit, and thus needs a gathering skill to keep it up. If you know how to make money, enchanting can potentially make a lot of money, but this route is not recommended for anyone who is just starting.

Note that First Aid, Fishing, and Cooking are not technically tradeskills, and do not count against your limit of two. All hunters should do First Aid. Fishing and Cooking help feed your pet, but aren't necessary as they can be a huge waste of time. (If Blizzard would add some high-level cooking recipes that don't require fishing, maybe I could do something with my capped Cooking skill!)


What's the best weapon?

Best in what way? There are countless high end weapons in raids. You can also get epic weapons through Arena PvP at lvl 70 and a few weapons can be obtained through Reputaion. The problem is that the “best” weapons only come from endlessly raiding high-end dungeons with a group of 25 people, require being very skilled at PvP-ing or an endless rep grind.

Also, there is no best. It all depends on your talent spec, what you do a lot, and what is obtainable for you.


Why does weapon speed matter?
What is a rotation?


At lower levels, weapon speed doesn't really matter at all. You might use up more ammunition with a faster weapon, but overall you will do the same damage either way.

However, at level 62, hunters get Steady Shot, which changes things in situations where they are trying to pound out as much damage as possible. The problem with Steady Shot is that it is a very essential tool to hunters, but it has a 1.5 second cast time. During that cast, autoshot will not go off.

Because hunters generally want to use special shots as much as possible during boss fights, (for example,) and steady shot is the only damage shot without a cooldown, it gets used a lot. And if the timing of your steady shot is blocking your autoshot, you will be losing possible damage output simply because of your weapon speed.

High-level hunters that worry a lot about this plan out exactly the order they fire the shots. If they can get their shot speed to be fast enough, they will just fire one special between every autoshot. (You would the goal would be 1.5 seconds, but with server lag and reaction time, this ends up being closer to 2.0 seconds.) Some other hunters try to get 3 special attacks for every 2 auto shots, with the middle one being arcane shot or multi shot. To do this without losing auto damage requires a much slower weapon speed, slower than is available for anyone using a quiver.

As a result, most hunters are trying to get their attack speed to about 2 seconds. Because no epic weapon (at a level where you would have Steady Shot) has an attack speed under 2.7, Beast Mastery has a huge advantage here. Serpent's Swiftness and a 15% quiver makes a 2.8 speed weapon attack every 2.03 seconds.


So what shot rotation should I use?

The subject of shot rotations is more complicated than is being mentioned here, but the simple answer is if you are a Beast Master, you probably want to just fire Steady Shot after each of your auto shots. Otherwise, you will probably want to incorporate Arcane Shot or Multi Shot immediately after a Steady finishes on occasion. You will use much more mana this way, though.

If you want more information on shot rotations you can find great material at these links on tkasomething.com
Shot rotation Macro How-to
Shot Rotation Illustrated


What about other slots besides ranged weapon?

Use whatever has the best stats. There is no single simple answer for this. Allakhazam is designed for helping you research items, so just look for items that have agility, attack power, crit rating, and other things that help your performance.

Before you get to Outland, this means mostly looking for random greens that have the stats you want. Afterwards, quest rewards are generally superior and dungeon drops are also very nice.


What are the class sets?

Beaststalker Armor is the basic set from the lvl 55-60 instanced dungeons like Stratholme and Blackrock Spire.
Beastmaster armor is the upgraded version of Beaststalker, sometimes refered to as tier 0.5, or Dungeon 2.
Giantstalker Armor is the "tier 1" set from the bosses in Molten Core. While awesome items, you will NEED a raid to see any of these items, and chances are, that means you will need to be in a raiding guild.
Dragonstalker Armor is the "tier 2" armor. This comes from even higher level raid bosses like Onyxia, Ragnaros, and the major fights in Blackwing Lair.
Striker's Garb comes from Ahn'qiraj and is generally NOT considered to be tier 3 because it is not a complete set, only having 5 pieces. Also, Ahn'qiraj, while more difficult than Blackwing Lair, generally does not result in significantly better equipment.
Cryptstalker Armor is the 'tier 3' set and comes from bosses in Naxxramas, the toughest most challenging lvl 60 raid instance.
(Note: lvl 60 sets are now hard to acquire because the raids aren't done often
and also generally useless at lvl 70)

Beast Lord Armor and Desolation Battlegear are known as the Dungeon 3 (D3) set. These are acquired in level 70 instances like Shattered Halls and the Steamvault.
Demon Stalker Armor is the "tier 4" set and is acquired in Karazhan, Gruul's Lair and Magtherdion's lair. This is the first of the lvl 70 raid sets and you will most likely need a raiding guild to see any of the setpieces.
Rift Stalker Armor is the "tier 5" set and is aquired in Serpentshrine Cavern and The Eye.
Gronnstalker's Armor, also known as "tier 6", is acquired in Mt. Hyjal and the Black Temple.
This is currently the highest level armor and only very few guilds are strong enough to enter these raids.

Here are the lvl 60 PvP sets:
Horde officer armor
Alliance officer armor
Alliance Field Marshall armor
Horde Warlord Marshall's Armor

and the lvl 70 PvP sets.
High Warlord's Pursuit is the current Battleground set.
Gladiator's Pursuit is the first tier of Arena sets.
Merciless Gladiator's Pursuit is the second tier of Arena armor.


I'm level X and I have Y agility. Is my gear any good?

If X isn't 70, or 19/29 for a battleground twink, who cares? You're just going to replace it all in the next five levels.


Are hunters the best soloists?

No, but they are very good. They can move from target to target with little downtime, and can track to the next target to find it faster. The misconception of a hunter being able to fight while not taking damage making them be the best soloists is an often-repeated myth. Many other classes can solo as well as a hunter, it always depends on what you are fighting. There are so many different things you can (or cannot) solo, it is impossible to say which class is the strongest.

However, a beast master hunter can level on their own extremely well. While generally not as useful in a group as certain other characters, beast masters are incredible soloists.


What is pulling and how do I do it?

Pulling is the act of taking a creature from where it is to some other place to fight it. Usually that means one person goes off and fetches it to a spot where the rest of the group lies in wait to ambush it. If you want to know about how to pull, NuklearPower's Brian Klevinger has a decent explanation of it here.

I will add my own caveats to his writing, though. Hunter pulling is only more effective with a slow methodical process. While technically it's a more improved method of pulling, it isn't always better because it's sometimes like using a sledge hammer to squish an ant -- your shoe would do just fine. Not only does the group need to listen to you, and stay out of harm's way, but you need to carefully lay a trap, scope the scene, bring the group back, blah blah blah. The point is it is often easier for a random warrior with a gun to pull. Hunter pulling does become important in heroics and raids like Karazhan, where hunters have tools and tricks that allow them to coordinate the pull so the tank can get into position beforehand.

If you are asked to pull for a group, it pays to be thinking about your next pull, or even starting it while the group is still fighting. While I seldom get to pull for an instance group, in Molten Core I knew the pulls and would do my best to “chain pull” – bring another target to the group just as the last one dies. That isn’t something any other class can do very well, mostly because of feign death.

At level 70, hunters get an ability called Misdirection that allows them to make shots and have someone else get the threat for it. At this point, the hunter can out-pull the "random warrior with a gun," but it does have a cooldown, so Misdirection is often reserved for big pulls.


Can I play a melee hunter?
Where does melee fit in with playing the class?


In theory, yes. In reality, no.

Hunters are a ranged-dominant class. If you completely ignore this, that would be like a paladin that wants to deal massive damage in a raid, or a rogue that wants to tank, because hey - they have skills that let them do it, right?

Melee is not something you should be accustomed to doing as a first choice. It's rare that running in and whacking things with an axe is the ideal strategy for you at any given time. You will always do more damage with your ranged. Past level 40 or so, melee can't even compare.

Hunters should be prepared to melee when the circumstances arise, such as when they can't get to ranged during PvP or in close quarters of an instance. Don't neglect your weapon skills completely. But realize that more often than not, you want to do what you can to get back to range, by Wing Clipping, Counterattacking, Trapping, Scatter Shotting, Intimidating, or whatever else you can come up with. Notice how many tools we have to get to range, though? And how many do we have for real melee damage? None.

Raptor Strike adds damage to a swing, Mongoose Bite does pathetic damage after a dodge, Counterattack is a defensive move that isn't focused on damage, and Wing Clip is laughable as an offensive move...with one exception: if you have a weapon with a "chance on hit" effect, spam Wing Clip all you want because you might trigger that effect. HOWEVER, any weapon with one of those effects is better off in the hands of an actual melee character, so the odds of this happening aren't too high. (This strategy does work nicely for leveling your melee weapon skills, though.)


What is chain-trapping?

With the ability to use traps in combat, the CC power of a hunter has greatly increased. To chain trap something, set a trap before the fight starts. When the mobs are actually pulled, the trap cooldown should be almost up. So, after the mob is trapped, move to the side and place a new trap and stand behind it. When the trap wears off the mob will hopefully go towards you and get caught in the new trap. You can then set another trap soon afterwards, while the mob is still frozen.

Note that with the proper talents you can extend the trap time to almost completely cover the trap cooldown, which allows you to control a mob for a long time. The first set bonus for Beastlord armor also reduces the trap cooldown by 4 seconds.


Why do people say hunters suck?

There are a lot of little things wrong with every class. For hunters, some are there because the class was the last to get put in the game and many facets of the game weren't designed with hunters in mind. Some are because Blizzard keeps tweaking the formulas and code used on hunter abilities. Some are bugs that have crept into the code and Blizzard hasn't or won't deal with. Some are just whines for other stupid reasons, like getting owned in a duel.

There are some real hunter issues. You can read the official boards if you dare to sift through the muck for them. However, the most important thing is, every class is playable, and every class is fun. Don't let all the forum whiners get to you.

The truth is, hunters are one of the most versatile classes in the game, with very good survivability, high damage capability, and a decent amount of utility. It's up to you to figure out how to bring all these things to your character, though.

to be put in pet section
What are Exotic Pets?
"Exotic" pets are a new type of pet in WotLK. They aren't necessarily higher DPS or better tanks, but they do have some unique looks and more powerful specials than any of the other pets.


Cool! When can I get one?
There are several low-level beasts that are exotic; However, the earliest you can get the talent and start training exotic pets is level 60. It is generally advisable to hold off until level 71 to start using an exotic pet since if you train it before then, you'll lose out on some very important Marksman talents.


What are the different Exotic pets? What level are they? Where can I find one?
For a full list of information on pets go to Wowhead's Pet database, or to Petopia


What happens if I tame an exotic pet and respec? Will I have to retame it?
Nope! As soon as you tell the trainer that you want to respec, your Exotic pet will despawn and be put into your stable, you won't be able to take it back out until you put a point back into the Beast Mastery talent. Don't worry, though! It'll stay happy and healthy while it's there!


Where are some other useful sources of info for hunters?
Good Intentions
Petopia (top 100 pets)
TKAsomething
The official Blizzard hunter boards
talent calculator
Aethien's Pre Raid Gear, tips and tricks


Edited, Dec 2nd 2008 6:10pm by Xsarus

Edited, Dec 2nd 2008 10:33pm by Xsarus
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#2 Dec 02 2008 at 7:31 AM Rating: Good
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I'll be going over this later on today or tomorrow, but I figure we can all get started.

Edited, Dec 2nd 2008 9:32am by Xsarus
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#3 Dec 02 2008 at 1:13 PM Rating: Good
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check my numbers here. I think everything is correct for 80.
Quote:
English translation? How should I decide which gear is better?

Note: Some of these numbers change with level. Level 80 is assumed here.
Pretty much anything with "rating" changes by level (hit/crit/parry/dodge etc).

In the early levels it's hard to get AP, so mostly hunters go for agility and stamina. As you progress you will see a larger variety of items, at which point you will have to do more analysis to figure out what's better.

Here are some basic numbers:

1 (Ranged) attack power = 1/14 tooltip DPS

Agility
1 Agility = .012% crit + 1 Attack Power
83.3 Agility = 1% crit

Crit/Hit
45.9 Crit Rating = 1% Crit
1% Crit = 1% increase of your base dps. If you have mortal shots (which you should) then it's 1.3%
32.79 Hit Rating = 1% Hit

Note: To prevent misses you need +5% hit when fighting opponents of your level, and 8% when fighting raid bosses. Since non-caster Draenei give 1% hit to everyone in their group, you'll only need 4% or 7% when grouped with a Draenei. Same goes with improved faerie fire (Moonkin druid talent) which improves hit chance by up to 3%. So if you often raid with a moonkin druid you'll need even less hit rating.

Another Note: The focused aim talent can give you 3% hit, however it does not carry over to your pet at the moment, so it's better to get hit from gear, and use your talent points elsewhere.

Intelligence
1 Intelligence = 15 Mana, plus some mana regen w/ Aspect of the Viper
1 Intelligence = 1 Attack Power w/ Careful Aim


**changed 8 to 7 as per sloshot
**changed .12 to .012 - ieatrocks

Edited, Dec 2nd 2008 10:34pm by Xsarus
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#4 Dec 02 2008 at 1:20 PM Rating: Good
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Quote:
Note: To prevent misses you need +5% hit when fighting opponents of your level, and 8% when fighting raid bosses. Since non-caster Draenei give 1% hit to everyone in their group, you'll only need 4% or 8% when grouped with a Draenei.


Mathcheck: I think you meant to say "4% or 7% when grouped with a Draenei."
#5 Dec 02 2008 at 1:57 PM Rating: Good
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does anyone want to write more about hunter pvp? If it's a small amount we can put it into this, otherwise I'll just link to a static guide you write.

I added a little bit of stuff about arena, but nothing significant.

Quote:
Do hunters suck at PvP?
What is the dead zone?
How do I jump shot?


Yes and no. The bottom line is that every class has it's strengths and weaknesses. A hunter, on average, can beat some classes easily, and have a lot of trouble with others.

There are plenty of ways hunters are useful in a PvP environment. On a PvP server, Track Humanoid is invaluable, as is Freezing Trap. However, hunters once suffered heavily from the "dead zone," the space between where ranged attacks and melee attacks can be used; this was changed in patch 2.3 (Nov 2007)

In battlegrounds, hunters can often have very interesting roles, particularly defensively such as guarding the flag in Warsong Gulch or a node in Arathi Basin. Between tracking to see your opponents coming, and being able to put freezing and frost traps down to stop aggressors, hunters make good guardians.

The "jump shot" allows a hunters to deal limited damage while outrunning their opponents by jumping, turning 90 dergees shooting an instant shot and turning back. Performing a true jump shot is a complicated mess of pushing buttons on your mouse and keyboard in well-coordinated fashion, so I’m not going to take three paragraphs to explain how to do one. The easier thing to do is simply strafe, since you run just as fast as strafing, and as long as your target is more in front of than in back of you, you can still hit it.

Hunters generally perform poorly in arena pvp due to to the fact that killing our pets isn't hard, when we're moving we do almost no dps, and that Line of Sight issues cause us a lot of problems.

This is as much as I'm prepared to say specifically about PvP.
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#6 Dec 02 2008 at 3:02 PM Rating: Decent
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What are Exotic Pets?
"Exotic" pets are a new type of pet in WotLK. They aren't necessarily higher DPS or better tanks, but they do have some unique looks and more powerful specials than any of the other pets.


Cool! When can I get one?
There are several low-level beasts that are exotic; However, the earliest you can get the talent and start training exotic pets is level 60. It is generally advisable to hold off until level 71 to start using an exotic pet since if you train it before then, you'll lose out on some very important Marksman talents.


What are the different Exotic pets? What level are they? Where can I find one?
For a full list of information on pets go to Wowhead's Pet database, or to Petopia


What happens if I tame an exotic pet and respec? Will I have to retame it?
Nope! As soon as you tell the trainer that you want to respec, your Exotic pet will despawn and be put into your stable, you won't be able to take it back out until you put a point back into the Beast Mastery talent. Don't worry, though! It'll stay happy and healthy while it's there!

Edited, Dec 2nd 2008 6:05pm by ProjectMidnight
#7 Dec 02 2008 at 4:08 PM Rating: Good
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Ah, right. exotics. good addition. I'll put that into the pet section.

I didn't start it yet, because I'm not convinced that we know enough. So it's probably a good idea to put it in the general stuff until we can properly redo the pet stuff.

Edited, Dec 2nd 2008 6:09pm by Xsarus
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#8 Dec 02 2008 at 6:06 PM Rating: Good
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Quote:
1 Agility = .12% crit


Should be .012
#9 Dec 02 2008 at 8:39 PM Rating: Decent
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There were some racial changes (I was to lazy to type them myself, got the info here: http://www.wowjuju.com/blue-news/upcoming-racial-ability-changes/ )

Orc
Hardiness now reduces the duration of stun effects by 15%

Troll
Racial Passive "The Voodoo Shuffle": Reduces the duration of all movement impairing effects by 15%. Trolls be flippin' out mon!
Berserking: no longer has an activation cost of energy/rage/etc

Draenei
Gift of the Naaru: now scales based on the higher of either the caster's Attack Power or Spell Power
Shadow Resistance: reduces the chance to be hit by Shadow spells by 2%

Dwarf
Frost Resistance: reduces the chance to be hit by Frost spells by 2%
Racial Passive "Mace Specialization": Expertise with Maces and Two-Handed Maces increased by 5.

Night Elf
Quickness: reduces the chance to be hit by melee or ranged attacks by 2%
Nature Resistance: reduces the chance to be hit by Nature spells by 3%

Tauren
Endurance: now scales based on base health, to be tuned to approximately a 5% heath increase if the player were wearing green quality gear
Nature Resistance: reduces the chance to be hit by Nature spells by 2%


Blood Elf
Mana Tap: ability removed (partially integrated into Arcane Torrent)
Arcane Torrent: restores 15 energy, 15 runic power, or 6% of mana to the Blood Elf (along with the current 2s silence effect)
Magic Resistance: reduces the chance to be hit by spells by 2%
#10 Dec 03 2008 at 12:20 AM Rating: Decent
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Should also probably mention that the new Shadowmeld works like Vanish now. It can be used in combat to drop Threat when Feign Death either fails or is on cooldown. The tooltip says that all threat is restored, but it's still bugged and doesn't. Even if/when they fix that, it can give the tank a few seconds to gain enough threat to keep the mob.

Edited, Dec 3rd 2008 3:21am by ProjectMidnight
#11 Dec 03 2008 at 11:43 AM Rating: Good
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Some things..

new enchants to reference- the old ones (savagery and the like) should probably be swapped out.

steady shot is now available at level 50 - rank 1

ranged weapon "enchants"- update the scopes

tradeskills- mention the new benefits for gathering skills. stamina for mining, healing for herbalism and crit rating for skinning.
#12 Dec 03 2008 at 7:36 PM Rating: Decent
Is Aspect of the Viper still level 64 or havn't they moved it down to...I think level 40 or 42? O.o
#13 Dec 03 2008 at 7:55 PM Rating: Good
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Good catch. It actually seems aspect of the viper is now available at level 20
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#14 Dec 04 2008 at 2:40 PM Rating: Excellent
Do you want this one stickied and the old one removed?
#15 Dec 04 2008 at 4:49 PM Rating: Good
I think this thread is for collecting the new information only.
Once this is finished Xsarus will post this whole thing in a new thread by which time the old FAQ has to go :)
At least that is the way we have done it in burning crusade.
Stickyfying this thing here would lead to a very cluttered thread with dozens of posts we really do not want to have in our sticky.
#16 Dec 06 2008 at 7:06 AM Rating: Good
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I was just reading over this again and got to this part.

Quote:
1% Crit = 1% increase of your base dps. If you have mortal shots (which you should) then it's 1.3%


Dunno how specific we want to get since it's just sort of a general overview, but the above statement is clearly false.

I would suggest something closer to:

"1% Crit = 1% more damage from all ranged and melee attacks. If you have the Mortal Shots talent (which you should) then it's 1.3 on special ranged attacks."

Something along those lines anyway.

Like I said though, depends on the level of specificity you want.
#17 Dec 06 2008 at 10:19 PM Rating: Good
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Wordaen, Keeper of the Banstick wrote:
Do you want this one stickied and the old one removed?
I think Mulgrin is still around. However if he isn't, then when we have the faq finished I'll put up a thread with the whole thing all at once. I just headed into exams, so I have about a week, and then I can work on this a bit more.
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#18 Dec 06 2008 at 10:21 PM Rating: Good
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Ieatrocks wrote:
I was just reading over this again and got to this part.

Quote:
1% Crit = 1% increase of your base dps. If you have mortal shots (which you should) then it's 1.3%


Dunno how specific we want to get since it's just sort of a general overview, but the above statement is clearly false.

I would suggest something closer to:

"1% Crit = 1% more damage from all ranged and melee attacks. If you have the Mortal Shots talent (which you should) then it's 1.3 on special ranged attacks."

Something along those lines anyway.

Like I said though, depends on the level of specificity you want.
K, I'll add something about it not affecting pets.

Edited, Dec 8th 2008 10:21am by Xsarus
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#19 Dec 07 2008 at 8:09 AM Rating: Good
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Did they revert Mortal Shots back to affecting auto shot? Entirely possible that I could have missed it. I haven't had much time at all lately. Beyond that I suppose mine was poorly worded at that as it does affect base damage rather than all damage.

Really what I considered "wrong" about it may be my own prejudice more than anything. When I consider my hunter any references to increases "my" damage (or anything of the like) automatically includes my pet in my mind. So when I read "!% to crit increases your dps by 1%" alarm bells start going ringing and yelling that something isn't right since this completely ignores pet dps.

It only really just occurred to me that this may not be the norm, and if I am the odd man out then it is indeed worded fine.
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