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<The WotLK FAQ> - ALL QUESTIONS ANSWERED HERE.Follow

#1 Feb 25 2009 at 1:06 PM Rating: Excellent
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27,272 posts
Welcome to the Wrath of the Lich King Hunter FAQ.
click the link above to go to the wiki version.

Keeping the FAQ up to date:
If you notice anything outdated, please PM me or post it in this thread (preferably with corrected text).
It's a good bit of text so there's probably a couple places where it's not correct anymore and without help it's likely to stay that way.
With your help we can keep the sticky up to date and correct.

Index:

Preface/Overview

General questions
  • What is a hunter good for?
  • Are hunters fun?
  • Do hunters suck at PvP? What is the dead zone? How do I jump shot?
  • How do I beat a...?
  • What's the best race?
  • When do I get...?
  • What is the hunter's role in a group?
  • Why do hunters cost so much / use so much room in their bags?
  • What are good trade skills for a hunter?
  • Are hunters the best soloists?
  • What is pulling and how do I do it?
  • Can I play a melee hunter? Where does melee fit in with playing the class?
  • What is chain-trapping?
  • Why do people say hunters suck?
  • Where are some other useful sources of info for hunters?


Explanation of hunter skills
  • Aspects
  • Traps
  • Melee skills
  • Tracking
  • Stings
  • Other shots
  • Range-related skills
  • Other skills
  • And one more…



Pet related questions
  • What’s the best pet
  • What's your favorite pet?; What is your pet?
  • How are pets different?
  • How do I get my pet?
  • Ok, I have to tame my pets, how do I actually do it?
  • Can I only tame beasts?; Why can't I tame a dragon?
  • OK, I've decided what kind of pet I want. Where do I find a XXX my level?
  • What is happiness?; How do I feed my pet?
  • Do pets gain experience and level?; What determines a pet's size?
  • Which skills can pets use?
  • Oh noes! My pet disappeared/died! Is he gone?
  • How do I feed my pet?
  • How do I control my pet?
  • My pet isn't holding aggro...
  • Can I have more than one pet?
  • What else can I do with my pet?
  • How do I use my pet in an instance?
  • Why can't I tame a mount?
  • What's so different about exotic pets?
  • Pet Talents
    • general
    • Ferocity
    • Cunning
    • Tenacity



Talents and Glyphs
  • Wut is teh best talnts?
  • Where can I find what all the hunter talents are?
  • What’s the best hunter tree?
  • Which one does the most damage?
  • Doesn't an LR build outdamage TSA? It should only take 50 more agi to be better than 100 AP!
  • What are the best talent builds?
    • BM
    • MM
    • SV
  • What are some good talent builds?
  • Why should I use a cookie cutter spec?
  • What build should I use while leveling?
  • Hunter Glyphs
    • Major Glyphs
    • Minor Glyphs


Gear and Stats
  • What is a hunter weapon?
  • Should I use bows or guns?
  • What about crossbows?
  • Which is better - a 2-hand weapon or dual wield?
  • What's the best weapon?
  • Where do I learn to use <some weapon type>?
  • What are the most important attributes for hunters?
  • How does attack power, chance to crit, and chance to hit work?; What is DPS?
  • What do these stats give me?
  • Where do I view my critical rate?
  • What are the best enchants for a hunter?; Why are there no ranged weapon enchants?
  • Why does weapon speed matter?; What is a rotation?
  • What about other slots besides ranged weapon?
  • I'm level X and I have Y agility. Is my gear any good?
  • Which gear should I use?


Hunters in Arena
  • What do I bring to my team?
  • How should I spec for arena?
  • And what about gear?
  • Do I need to keybind?
  • And what about my User Interface?
  • Tips


Credits and additional stuff
  • My question isn't answered here!
  • Credits


Edited, Jan 6th 2010 11:40am by Aethien
#2 Feb 25 2009 at 1:07 PM Rating: Excellent
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27,272 posts
Preface / Overview

OK, let’s face it. You’re probably here to ask a question. Chances are *somebody* has answered that question in the past, so before you start a whole ‘nother thread, please do everyone a favor and check to see if it has been answered already.

Where do you look? Why, right here!

This is my attempt to compile any and every common, useful question you might have to ask about hunters or otherwise use this forum for. While I am not a thread ****, per se, I do get tired of answering the same questions over and over and over and over and…(get the idea?)

I don't pretend that this will answer *every* question, as the title indicates, but it should answer all the common ones. If you have a more complicated or unusual question and you don't see it, by all means start a thread for it. However, if you ask a completely blank open-ended question that is answered in this FAQ, like "what's the best pet?" or "what's the best race?" or "what's the best talent build for kicking ***?" or basically any other question that contains the word 'best' with no specific details, you will be mocked and rated-down. Consider yourself warned.

If you know a question that should be on this thread but isn't, post a reply with it. (I wouldn't mind if you also included the answer, assuming you know it. I'm not the single authority on huntering.)

Edited, Feb 25th 2009 10:12pm by Aethien
#3 Feb 25 2009 at 1:07 PM Rating: Excellent
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27,272 posts
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, like rogues, and have a lot of trouble with others, like druids.

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.

Check here for more detailed info on hunters in Arena.

The "jump shot" allows a hunters to deal limited damage while outrunning their opponents by jumping, turning 90 degrees 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.


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, can give themselves a small haste effect every few minutes, and have increased damage against beasts.
Blood Elfs can silence nearby opponents and 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.



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 50
Misdirection - level 70
Freezing Arrow - level 80
Shields - never.
Plate armor - never.

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


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. (or any other forms of crowd control)

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.)


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 80 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 trade skills 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 trade skills for a hunter?

This, like almost anything else in WoW, depends on what you want to do.
Do you want to raid and go for the best possible stats? Then Jewelcrafting + Blacksmithing is your choice.
Do you want to raid and be as self sufficient as you can? A combination of leatherworking, enchanting and Alchemy will be great.
Are you leveling, or just using your hunter to farm? Skinning + Mining or herbalism will be great.
Are you PvPing? then you might want to consider grabbing engineering for the extra tricks it has (even if half of em are nerfed in arena)

The standard is to have two gathering professions while leveling and two crafting professions for endgame.
This because the stat bonuses that crafting professions give are superior to gathering professions and thus will give you more dps.

Note that First Aid, Fishing, and Cooking are not technically trade skills, 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.

Check here for more detailed information on tradeskills.


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.

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.

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.
Misdirection is also a great tool to help tanks on multi mob pulls get aggro on all mobs.

Or to kill that annoying dps who keeps slacking Smiley: sly

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


Hunters are a ranged-dominant class. If you completely ignore this, that would be like a rogue who wants to tank, because hey - they have skills that let them do it, right?
You can play a melee hunter, but you'll basically just be a weak paladin/enhancement shaman with a pet and you're better off rolling either of those classes. (or a warrior, rogue, feral druid or death knight)

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?

Raptor Strike adds damage to a swing, Mongoose Bite is a decent attack but with a cooldown, Counterattack is a defensive move that isn't focused on damage, and Wing Clip doesn't do damage...


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 and the level 80 PvP set also reduce the trap cooldown.


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.


Where are some other useful sources of info for hunters?
Petopia The site for all info on pets.
ElitistJerks The #1 theorycrafting forum, tough stuff.
EJ Theorycrafting Think Tank EJ's hunter FAQ, more or less.
TKAsomething less theorycrafting, more community than EJ and a site purely for hunters!
The official Blizzard hunter boards kind of says it all, Blizzard's hunter boards.
talent calculator also rather obvious, WoWhead talent calc.
Hunter, prepairing to raid! the other sticky around here.
Arena Junkies for those of you who want to PvP!

Edited, Dec 26th 2009 12:55am by Aethien
#4 Feb 25 2009 at 1:08 PM Rating: Excellent
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27,272 posts
EXPLANATION OF HUNTER SKILLS

Pet-related skills are in the pet section.

ASPECTS
Hunters have a series of abilities called Aspects. A hunter can have a single aspect in place at a time, and they each produce a unique effect. A hunter can switch aspects at any time.

Aspect of the Monkey (level 4) - Increases chance to dodge by 18%. This is the defensive aspect.
Aspect of the Hawk (level 10) - Increases the hunter's ranged attack power. This is the hunter's offensive aspect.
Aspect of the Cheetah (level 16) - Increases the hunter's run speed by 30%, but becomes dazed when hit. Cheetah is mostly only useful in traveling due to the daze component, but it can be used carefully in combat and even PvP to kite an opponent.
Aspect of the Viper (level 20) - Returns mana based on weapon speed to the hunter whenever you deal damage but reduces the total amount of damage dealt by 50%, also returns 4% of your maximum mana every 3 seconds. a good way to quickly get back to full mana but a bad aspect to keep up for a longer period of time.
Aspect of the Beast (level 30) - Increases the hunters and his pet's melee Attack Power by 10%, also makes the hunter untrackable. Great for soloing as this will help your pet keep aggro and it's nice to be untrackable in PvP but otherwise not very useful.
Aspect of the Pack (level 40) - Cheetah for the group. This is of limited use since it comes at the level players get access to mounts, but it can let your group run through instances and other indoor areas quickly.
Aspect of the Wild (level 46) - Increases the group's Nature Resistance. This ability works like a paladin aura.
Aspect of the Dragonhawk (level 74) - Combines the effects of Aspect of the Hawk and Aspect of the Monkey.


TRAPS
Hunters can place traps any time, unless silenced. (Before Burning Crusade it was only possible when out of combat.) When an opponent crosses the trap, it will detonate, resulting in an effect depending on which trap is used. The traps stay in place, and invisible to anyone outside the hunter's group, for one minute or until triggered.

Immolation Trap (level 16) - Causes single target damage over time. The normal damage trap for soloing.
Freezing Trap (level 20) - Freezes an opponent for a fixed amount of time. This is a very useful ability because it can affect almost any enemy type in the game, whereas most targeted crowd control is limited that way. Helpful for PvP, pulling, or just dealing with multiple targets.
Frost Trap (level 28) - Don't confuse this with Freeze Trap. When triggered, Frost Trap produces a huge field of ice that makes all opponents nearby run slowly. Has limited usage, but can be very helpful in pulling large groups and it's vital for PvP.
Explosive Trap (level 34) - Causes AE damage to all enemies nearby when triggered. Most of the damage is instant, but there is a smaller over-time component. Hunters are not known for their AE, but when they need to, this is an ability that should not be forgotten.
Snake Trap (level 68) - Releases a number of snakes that attack any nearby opponent and inflict various poisons. Great for PvP because of poisons that snare or slow spellcasting. However those snakes have very few hp and a single AE spell will get rid of them all. In PvE, this trap can make crowd control troublesome as those poison dots will break/prevent most forms of crowd control and the snakes target the next enemy in range, so it is hard to "control" this trap.
Freezing Arrow (level 80) - places your freezing trap at the area you targetted.

MELEE SKILLS
Hunters have a few skills for close combat. Note that this doesn't make hunters effective at melee combat so much as it makes them not completly worthless at it.

Raptor Strike (level 1) - Increases damage on the next melee hit. This is not an instant attack and only adds a flat amount to the next hit.
Wing Clip (level 12) - For many hunters, this is the most important melee skill because it lets them get out of melee and back to ranged. Wing Clip slows the run speed of a target for 10 seconds so you can get some distance. Note that the tip says slows speed TO 50%, not BY 50%. Higher levels of the skill read smaller numbers, and if not read carefully, actually seem like a downgrade.
Mongoose Bite (level 16) - A straight forwad instant melee attack on a 5 second cooldown.
Disengage (level 20) - Another ability that helps you gain range, when used you jump backwards.
Counterattack (level 30 min) - This ability is only usable when you parry and immobilizes a target for 5 seconds, requires talents to access.


TRACKING
Hunters gain the ability to see the locations of targets on their minimap. This works essentially the same way Find Minerals or Gather Herbs does, but for enemy types. Hunters eventually learn how to track every enemy type except for mechanical and creatures with no type (like insects.)

It is important to note that only one tracking type can be active at a time, and this includes Find Minerals or Gather Herbs, or the dwarven racial skill of Treasure Finding. This can influence your choice of profession, or at least prove to be an aggravation.

One particular tracking skill deserves some additional mention. Track Hidden is not a standard tracking skill. It is used to help detect stealth targets, but it does not simply pop up all the stealth targets nearby on the map. Instead, it slightly increases your stealth detection. If a hidden target is *extremely* close to you, it will show it on the map, but by that time it's probably about to attack you anyway. Track Hidden is not a highly-effective ability, but when it comes to detecting stealth rogues, every little bit helps.


STINGS
Stings are a class of special shots, only one of which can be on a target per hunter at a time. Stings are considered poisons and can be removed by druids, shamans, and paladins.

Serpent Sting (level 4) - Does damage over time. A poison arrow, basically. This damage WILL break freeze traps and polymorph, so don't just fire it blindly. It also helps prevent a rogue from stealthing in PvP.
Scorpid Sting (level 22) - Lowers a target's chance to hit. It will not stack with another hunter's Scorpid Sting.
Viper Sting (level 36) - Drains mana from the target over time while returning some to you. While Viper Sting works very quickly, it often doesn't work quickly enough. In a PvP battle with a mage, the mage will usually have enough mana to finish the fight anyway, so it is often better to just use Serpent and kill him quickly. Against priests and other healers, this is a different story.
Wyvern Sting (min level 40) - Puts a target to sleep for 12 seconds, after which it has a dot effect on it larger than that of Serpent Sting, this spell requires talents to access.


OTHER SHOTS
Autoshot (level 1) - This is your version of attack for ranged. Only hunters get this, and only hunters need it. Caster classes do get an autoshoot for wands. Autoshot will continually fire arrows or bullets at your target so long as you are within range, standing still, and facing the right way.
Arcane Shot (level 6) - Instant attack which does quite ok damage. It has a fixed damage component (15 damage / 25 mana for rank 1; 273 damage / 230 mana at rank 9) and it also adds damage equal to 15% of your ranged attack power. Keep in mind that it deals non-physical damage, so armor is ignored, but mobs can resist some of the damage or even be immune to it, (which is rather seldom.)
Concussive Shot (level 8) - Very short-term snare effect. It might help you get another shot or two in on an approaching target or help keep it at bay longer while you are kiting it.
Distracting Shot (level 12) - Ranged taunt. Using DS taunts your target to get it to chase you instead. In situations where your pet is taking a beating, or in a group to peel a target off a caster, this can be a useful ability, but it doesn't see a great deal of use.
Multishot (level 18) - Fires a shot at your target that will also hit 2 nearby opponents. This is a big-time sheep breaker. When it is safe to use, it can also be a big addition to your damage and a big drain to your mana at the same time. Multishot ignores your weapon speed, (it uses a fixed speed of 2.8,) but uses normal shot damage for how much it does. If you use Multishot a lot, a slow high-damage weapon may be favorable for you.
Aimed Shot (level 20 min) - A solid single target shot with a healing debuff, shares it's cooldown with multi-shot.
Steady Shot (level 50) - An important shot for damage since it deals cheap, reliable damage without a cooldown and because of that it is used as a filler shot for all hunter specs.
Tranquilizing Shot[/u] (level 60) - Attempts to remove 1 frenzy and 1 magic effect from the target.
Good ability for PvP and useful in some bossfights, although the 8 second cooldown makes it somewhat impractical.
[i]Chimera Shot
(level 60 min) - This is a Marksman hunter's main shot. It deals nature damage plus an effect based on the sting on your current target.
Explosive Shot (level 60 min) - This is a Survivalist's bread and butter and their main damaging shot. It shares a cooldown with arcane shot.
Kill Shot (level 71) - A powerful shot that is only usable on targets at or below 20% health.

RANGE-RELATED SKILLS
Hunter's Mark (level 6) - Hunter's Mark does two things. First, it increases ranged attack power of all attackers against that target and additional attack power each time the target is struck by a ranged attack. It's cheap on mana and should be up on every target you focus on -- if the target will last long enough for you to benefit from the buff. Second, it adds a huge bobbing red arrow over your target that says "Kill me now!" This causes a target to appear for you on the minimap, even if it is a stealthed rogue, and also lets players nearby know what you are attacking or singling out for them. When playing the role of Main Assist for a group, hunters will usually mark their targets. When pulling, hunters will often mark what they intend on pulling through a freeze trap so players *don't* hit it. Either way, it's a little anti-thematic, but has all kinds of basic utility usage. To rogues: Hunter's Mark is considered magic and can be dispelled, and does not actually prevent you from stealthing or allow anyone other than the hunter to see you. Cry more noob.
Rapid Fire (level 26) - Allows the hunter to fire ranged attacks with 40% increased speed for 15 seconds, basically an extra 6 seconds worth of attack time if it works completely.
Trueshot Aura (level 40 min) - This is a talented skill, and sort of like an aspect. (It can be used with an actual aspect.) If you already have 30 points in marksmanship, it's an excellent one point spend, but that's also an if. More in talent section.


OTHER SKILLS
Scare Beast (level 14) - Fear a beast. It doesn't really get used that much except when fighting druids or other hunters.
Eagle Eye (level 14) - Zooms in a hunters view. Very rarely-used skill.
Beast Lore (level 24) - Gives information about a target beast. This ability is almost exclusively used when considering possible pets to tame, since it gives stats on the pet and states explicitly if something is tamable.
Intimidation (level 30 min) - Activated talent that lets your pet stun a target briefly.
Flare (level 32) - More of a PvP ability, Flare will reveal stealth targets in a particular area. There are a few places where using it on rogue NPCs can be helpful, so don't forget about it, but it's not a main row ability for anyone on PvE.
Misdirection (level 70) - This ability transfers the threat you generate on your next three attacks to another target. While this can be used while soloing to make enemies focus on your pet, the primary purpose of this skill is during groups to help the hunter be effective at pulling. Misdirecting the hate from your first three shots to the main tank can make pulls where positioning is important much easier, and can also let healers and damage dealers be less cautious of pulling aggro. Be aware that only one misdirection can be active at a time on a target, so 3 hunters cannot all misdirect the MT at the same time.


AND ONE MORE...
Feign Death (level 30) - Feign Death is an ability I could write a novel about. Here are the important things to know about feign death:
-Causes you to flop on the ground and be removed from all hate lists.
-Can fail, and fails more often against higher level targets and when facing more opponents.
-Removes you from combat, which possibly allows you to drink during a fight, or walk away safely. You can easily return to combat before you are ready by being hit with an AE attack or aggroing something nearby, or if your pet is fighting. <Note that it doesn't remove you from combat during bossfights>
-Will not put you back into combat until you stand up. If you stay lying there until mobs finish off your pet, or if some AE-ing target goes running by and hits you with one as he passes, you will stay face down in the mud.
-After 6 minutes of feigning you will stand up again. You simply cannot lie down and feign your death without end. There are gameplay and RP reasons for this. When you feign death, in theory you slow your heartrate and your breathing so that it can not be ascertained you are alive. The 6 minute maximum on feign death keeps people from safely hiding in a spot forever - while not as huge an issue in this game, this creates an ability to 'camp' things that would cause significant problems in other games, as FD often did when monks used it in Everquest.
-While FD *does* work in PvP, players are not normally fooled, it's still useful because it makes anyone targeting you to lose their target, which also cancels spells enemies were casting on you when you feigned.

Edited, Oct 24th 2009 4:51pm by Aethien
#5 Feb 25 2009 at 1:08 PM Rating: Excellent
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27,272 posts
PET-RELATED QUESTIONS


What's the best pet?

This is always the first question out of anyone's mouth. Really, there's a lot more to know about pets than just "teh best".
At the moment, bears are considered to be the best leveling pet, crabs the best PvP pet and wolves the best Dps pet.
Although especially for leveling there are many other options available.

What's your favorite pet?
What is your pet?


Please don't start another thread on this subject. Honestly, the "favorite pet" threads are getting old and everyone pretty much just the same thing every time. Expect a lot of "cat" answers, a couple "bears", and a few people who try to be original, plus the occasional "I don't like flying pets because they flap in my face," and "I don't like cats because everyone uses a cat."

And I mostly use my wolf. I need it for raids and that's just about all I do on my hunter.


How are pets different?

There are three ways pets can differ.

The first is diet. Most beasts eat meat, or meat and fish. Some eat other things. To check a pet's diet, use the Beast Lore ability on it, or if it's already your pet, mouse over the little happiness icon in your pet window. With talents and glyphs in Wrath, happiness is not as important as it used to be.

The second is their type. There are three types, ferocity, tenacity, and cunning. The general intent seems to be that ferocity is the dps pet, tenacity is the tanking/soloing pets, and cunning pets have nifty tricks. In actual gameplay cunning is very underwhelming. Each type of pet will have a talent tree that you can access here. The talent trees are fairly self explanatory, so I'll leave that as an exercise for the readers.

The third way that pets are different is in a special ability that all pets have. Each pet type (cat/bear/wasp...) will have one special ability. These are what really sets pets apart and makes certain pets better then others. Pet choice actually depends a lot on what is in your raid.

If you don't have a warrior for sunder armor the worm will be your highest dps pet by quite a bit, due to the armor debuff. He does require you to be Full BM though.
If you don't have a warlock who's putting up CoRecklesness or a druid with fairy fire, a wasp will be your highest dps pet, and it doesn't require full BM
A wolf is a solid choice in any situation, a cat works well and most other ferocity pets aren't bad either.
The spirit beast is completely cool, but it won't do competitive dps and is very hard to get.

Aside from the situational use of the worm and wasp all the pets are somewhat close, and as long as they are ferocity are legitimate choices for raiding. So unless you're a min-maxer, choose a pet you think is cool.

All beasts of a certain type and level will be identical. It doesn't matter if you have a polar bear, I have an elite brown bear, and that guy over there has a rotting bear. If they're all level 50, they are all the same.
(except that the guy with the rotting bear should really take better care of his companion Smiley: frown)

See Petopia for all you could ever want to know about pets.


How do I get my pet?

The first thing you must do is the class quest in your starting area after level 10. Go to Dolanaar/Kharanos/Bloodhoof/Razor Hill/Azure Watch/Falconwing Square and look for your trainer. He will give you a series of quests to tame particular creatures in the zone. After you have finished, you will then be able to tame your own pet.


Ok, if I have to tame my pets, how do I actually do it?

To tame a pet you first have to find one you like. Go out into the wild, and find a creature that is a "beast", no bigger than a bear, and not above your level, and click "Tame Beast". Your character will stand still while a bar goes by and the beast will run up and start beating you. This represents the creature's resistance to your efforts to tame it.

If you manage to withstand the attacks for 20 seconds without being interrupted, you will tame your target and it will stop attacking you.

You can NOT take any other action while taming or it will fail. Nobody else can interfere by healing you or tanking the beast. You must simply weather the attacks, but there's nothing keeping you from trying to not get hit. Stand as far back as you can and maybe even start with Concussive Shot first. Freezing Traps are wonderful once you have that skill.


Can I only tame beasts?
Why can't I tame a dragon?


Beasts are the only creatures hunters can tame, and only certain types at that. (See the Allakhazam beast family link under bestiary, or use Beast Lore if you aren't sure.) Dragons are considered to be too intelligent to be tamed as a minion. There are some cool exotic pets you can only tame if you are BM.

OK, I've decided what kind of pet I want. Where do I find a XXX my level?
Go to the side panel for Allakhazam, and under Bestiary, click "By Beast Family..." and pick the family type.
Alternatively, check Petopia for one with a skin you like, because pets can never be more than 5 levels below your own once you've tamed them.


What is happiness?
How do I feed my pet?


Happiness is your pet's current disposition. If your pet is happier, he will fight better.

To raise a pet's happiness, you must feed him. After giving the pet a piece of acceptable food, by clicking on the "feed pet" skill and then clicking on the food in your inventory, they will start gaining happiness at a rate of typically 35 per second. This effect lasts for about 10 seconds, and then you will need to feed your pet again. *Do not feed your pet before that, and do not send your pet to attack while he is "digesting" or you will cut short the effect.* (You can also feed your pet by "picking up" the food onto your cursor and clicking on your pet.) You can also increase your pets happiness through some of the talents in the pet trees and via a minor glyph of mend pet.

The icon for their happiness will eventually turn from red to yellow, and then to green, with enough feeding. As your pet gains levels, old food will stop being as effective. If you start seeing your pet gain 17 happiness instead of 35, you need to get higher-level food. Unfortunately, this means at high levels you will be nearly forced into using Talbuk Venison. At lower levels, vendor costs for food aren't bad, random raw meat works for feeding, and cooking is still meaningful. In Wrath with the glyph or a ferocity pet there is really no need to worry about this anymore. It's much nicer.


Do pets gain experience and level?
What determines a pet's size?


Yes. They gain experience for every mob you kill, but not for quests you hand in. Pets need 5% of the experience you need per level.
The pet tab in your character window will show you your pet's experience bar. A pet will not gain experience when it is your level, to keep the pet from outleveling you.

Each level makes your pet an effective level higher, raising stats and increasing their chance to hit and be missed. It also gives the pet a few extra training points and makes them a tiny bit bigger. All pets of a given type and level are the same size. If you tame some huge behemoth, it will shrink as it becomes loyal to you. (Funny and depressing at the same time.)

Pets will always be at most 5 levels behind you. That means if you tame a level 5 pet at 80 he will magically turn 75 right away.
And if you tame a level 15 pet at level 15, run around with it until you are both level 30 and then place it in the stable it will again magically turn to level 75 if you take it out again after you have leveled to 80.


Which skills can pets use?

There are passive and activated abilities.

Passive abilities are just that: passive. They provide a boost to some attribute, like armor, stamina, or fire resist.

Activated abilities are on use abilities that your pet will use. They can be turned to autocast, so that in a certain situation your pet will automatically cast them (usually every time they can) but autocast can be turned off so you can trigger abilities manually.


Oh noes! My pet disappeared/died! Is he gone?

Your pet can disappear for a number of reasons. These include dying, going out of range, being dismissed or abandoned, being stabled, or taking a flight somewhere. In other words, if you don't see your pet, don't panic.

If your pet is not visible, use the Call Pet ability. He will always be somewhere even if he isn't out. If he is dead you will get an error message to that effect. Then Click res pet!

If your pet dies, he is not gone forever. You have an ability to Revive Pet, that costs a ton of mana. Your pet will come back with low health and much lower happiness. (I tend not to be happy about dying either.) Make sure the first thing you do after rezzing your pet is you feed it.

Pets also disappear while you are mounted.


How do I feed my pet?

Use the feed pet ability, and click on a piece of food that your pet will eat. Refer to the diet comments earlier if your pet "doesn't like that type of food." Your pet should then gain the "feed pet" effect and start gaining happiness, which you would see in the combat log. This leads to two important items:
1) Pets gain less happiness if you feed them food much lower in level than they are. A pet gets maximum happiness - 35 per second - only if the food is less than 20 levels below them. It can drop to 17, then 8, and then 0.
2) MAKE FULL USE OF THE FEED PET EFFECT! If your pet is already eating, don't feed him again. This serves NO benefit - not for happiness, not for anything. Also, note that the pet loses the effect if it enters combat, so don't feed it and then send it off to attack something. Indigestion does not make me happy. Getting to chew my food does.


How do I control my pet?

The pet bar that appears when you call your pet has three sets of commands. The three on the left, Attack, Follow, and Stay, are direct orders. Attack sics your pet on your target, follow tells him to come with you, (or back to you rather than attacking,) and stay is for making sure he doesn't move. I recommend you bind the command for pet attack to an easy-to-reach key like the tilde since you'll be hitting it a lot and pressing ctrl-1 sucks.

The three on the right are for putting the pet into different attack modes. On aggressive, your pet will chase after anything non-friendly nearby and initiate combat with it. In defensive, the pet will protect itself or you from attackers, but otherwise do nothing. A passive pet will simply moan as it gets hit and let itself be beaten. You should almost never set your pet to aggressive, and strictly use passive in instances so your pet doesn't run off.

The middle slots start off empty, and are for placing trained abilities. All trained abilities can be set to "autocast" by right-clicking them, which will mean the pet will use them whenever possible. If your pet isn't holding aggro, make sure he's growling. If you don't want your pet to tank, (because you're grouped with a warrior,) turn growl off and bite and claw on. You can also left-click the pet abilities to manually command your pet to use them.


My pet isn't holding aggro...

There are two potential problems.
1) Your pet needs to be growling (and not cowering.) If growl is turned off your pet will not be generating much threat. Remember that if cower is not on your bar it might be turning on all by itself. Yeah, I know. Super annoying, the same goes for Cower and turning on/off.
2) You're simply generating too much hate. Stop spamming your own abilities. There's no reason to be using multishot or stings in solo 90% of the time. Once you hit level 30 use feign death if you do happen to take aggro.

Side note: Survival hunters have a MUCH harder time keeping aggro on the pet. There's not much that can be done about this, and it has to do with growl mechanics.
They'll have to use their CC to keep mobs from reaching them.


Can I have more than one pet?

Yes and no. You can have one at a time, but you don't have to get rid of your current pet forever to get a new one.

In each town, usually in front of the inn, is a "stable master" who has 4 slots you can purchase to store your pets like putting items in a bank. This way, you can board your pet while you go looking for a new pet, or just to have different pets for different situations (like having a DPS pet and a tanking pet.)


What else can I do with my pet?

To put your pet away, Dismiss it. To get rid of it forever, right-click it's portrait and select Abandon. Note the difference in these two! A dismissed pet is simply hidden, an abandoned pet is gone for good.

Also by right-clicking your pet, you can choose to rename it. You can only ever rename it once, so be sure to name it what you want.

There is an ability called Eyes of the Beast that lets you take control of your pet for a minute. During this time you can run your pets wherever. When the duration expires, your pet will try to run back to you, and will despawn if he is now out of range. Eyes of the Beast can be a useful tool for very long-distance pulling, since the aggro transfers to the hunter after the pet is gone.
It can also be used for scouting unfamiliar areas without risking yourself, or your party if you're in one, especially if you have a cat with prowl.


How do I use my pet in an instance?

Carefully.

Pets can easily cause wipes. Pets do not always take the same exact route you do, and might run past things you don't if you were to jump off an edge and the pet takes the long route. They also will attack things and chase runners places you don't want them to go. Keep a tight leash on your pet in an instance. They don't aggro things as easily as you do, but they still can.

Your pet will mainly be used for support damage, but you can also use it as an off-tank to protect the casters in the back from angry adds that run up to them. Be sure not to attack something that is otherwise under control, however at least now pets will break off an attack from something that becomes controlled.


Why can't I tame a mount?

Because Blizzard says so. Taming a beast for combat training and taming it to be used as a riding animal are two different things. Hunters learn how to hunt, so that's what they teach their pets to do.


What's so different about exotic pets?
Well, first off you can only tame them if you have Beast Mastery talented.
That makes them (semi)rare and the spirit beasts are very rare because they are rare spawn to boot.
All in all Exotic pets aren't much different from normal pets.
They aren't better dps, tanking or best for PvP.
They're simply less seen, loud and extra large.

And a note: If you tame an exotic pet and then spec away from Beast Mastery you will not lose your pet.
It will simply be locked in your stable until the day you spec for beast mastery again.
If it is in your stable and you want to abandon the pet, you'll have to either respec or send a ticket to a GM to remove it from your stable.


Pet talents
check them out here.

Some cookie cutter builds:
The Solo Tank. (PvE BM tenacity)
Pin for the Win! (PvP tenacity)
Arachnophobia (PvP cunning)
RAWR (PvE ferocity)

Edited, Dec 26th 2009 12:59am by Aethien
#6 Feb 25 2009 at 1:08 PM Rating: Excellent
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27,272 posts
TALENTS AND GLYPHS:

Where can I find what all the hunter talents are?

www.wowhead.com/?talent=c


What’s the best hunter tree?

There is never any one distinct "best." Right now, many players will tell you Marksman or Survival. Before Burning Crusade, players would argue between Marksmanship and Survival. During the Burning Crusade people would Say BM, with one SV hunter per raid. In another few months it may(will) change again. Each tree is simply different and has its own purposes.


Which one does the most damage?

Again, this is something that changes, but right now the best answer is Survival or Marksman, depending on gear and fight.


What are the best talent builds?

Leveling:
0/0/0.
Or in other words, do what you feel like.
Every build works although going BM is likely the most efficient route to take.
Pick your tanking/offensive talents depending on what you feel more comfortable with.
I personally would always pick the dps talents as I'm confident in my ability to survive what comes my way without the extra talents for it.

55/11/5 would be a solid leveling build (building from BM > MM > SV) although fairly aggressive.
You could put more points into defensive talents like endurance training and thick hide but I choose not to because I come across little that requires extra defensive stats while leveling.
Thus killing everything else faster makes for quicker leveling.

Leveling as another tree is a bit more difficult, and I personally wouldn't try it until you can get the 51 point talents.
When you can get those and given that your gear is pretty good, MM will likely prove to be a solid leveling build with lots of mana return on kills and high damage.

Raiding:
Use FemaleDwarf/The Spreadsheet to figure out how/where to shift points and perfect your build for your gear, content and raids.

The most common PvE dps builds right now are SV and MM.

SV: 0/15/56
This is by all means the cookie cutter SV build, and the build you should start with when you start raiding.
Priority: (Kill Shot >) Explosive Shot > Black Arrow > Serpent Sting > Aimed Shot > Steady Shot.

MM: 7/57/7
This build doesn't take TSA, you can of course take it and replace the Steady shot glyph with the TSA glyph if you are the only/first MM hunter, as the glyph nor TSA do anything when another hunter has TSA active.
There's also a bit of room to shuffle around with the Focused Aim depending on your hit.

PvP

the rest of the text is incoming


Hunter Glyphs:

Major Glyphs:
(If a glyph isn't mentioned here it's likely because it sucks and isn't worth bothering with.)

Glyph of Mending
Increases the healing your mend pet does by 40%, an awesome glyph for soloing but otherwise useless.

Glyph of Hunter's Mark
While it looks nice to have 20% more attack power from your mark, it's not worth it unless you run with a lot of hunters in your raid. (a.k.a. 3+ hunters)

Glyph of Serpent Sting
Increases the duration of your serpent sting by 6 seconds.
A key Glyph for Marksman Hunters as it also increases the damage done by the Serpent Sting part of Chimera Shot.
A solid glyph for other raiding specs as it means that you won't have to fire as much stings, which saves mana and gains you dps because you can use those GCD's for other shots.

Glyph of Aimed Shot
Reduces the cooldown on Aimed Shot by 2 seconds.
Invaluable for PvP as it's vital to always keep the healing debuff on your target, as well as having a shorter cooldown on a powerful shot.

Glyph of Disengage:
Reduces the cooldown of Disengage by 5 seconds.
An Ace PvP glyph, because you'll be using disengage all the time to get distance.
Not much use for anything other than PvP though.

Glyph of Frost Trap:
Increases the radius of your Frost trap effect by 2 yards.
While nice for PvP, it most likely won't make that much of a difference, it's still worth considering if you mainly play BG's or 5v5 though.

Glyph of Aspect of the Beast:
Increases your and your pets melee attack power by an additional 2% when under the effect of Aspect of the Beast.
A decent glyph for BM soloing, making it that much easier for your pet to keep aggro, but at the cost of some damage.

Glyph of Bestial Wrath:
Reduces the cooldown on Bestial Wrath by 20 seconds.
An absolute must have for BM, more BIG RED PETS please!
Although due to the change in Bestial Wrath I think this glyph is no longer used by the few raiding beast masters.

Glyph of Trueshot Aura:
While TSA is active you have a 10% increased crit chance with Aimed Shots.
While great for MM dps, TSA is overwritten by the DK and enh. shaman buffs so without a macro to re-enable TSA every time before you cast Aimed Shot it's not going to work.

Glyph of Wyvern Sting:
Decreases the cooldown on Wyvern sting by 6 seconds but reduces it's damage done by 20%.
A nice glyph for SV PvP, but mainly for small brackets.

Glyph of Steady Shot:
Steady Shot damage increased by 10% vs targets that are affected by serpent sting.
Solid dps glyph, but useless for PvP and leveling as you shoot very few steady's in PvP and Serpent sting isn't worth it while leveling.

Minor Glyphs:

Glyph of Mend Pet:
Increases your pet's Happiness when you use Mend Pet.
Hey, no more petfood! Always a good thing.

Glyph of Revive Pet:
No more pushback when casting Revive Pet.
Can be useful for leveling, it's not much use outside of that but it's not bad either.

Glyph of Scare Beast:
Reduces the Pushback on Scare Beast by 75%
Pretty good for PvP, run little druid, run!

Glyph of Feign Death:
Reduces the cooldown on Feign Death by 5 seconds.
One can never pretend to die often enough, definite must have for a hunter.

Edited, Jan 6th 2010 11:41am by Aethien
#7 Feb 25 2009 at 1:09 PM Rating: Excellent
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27,272 posts
GEAR AND STAT QUESTIONS


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.


Should I use bows or guns?

Dwarfs 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 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 - 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 110 Attack Power (2H only), 26 agility, 65 attack power and 25 hit rating + 25 crit rating.
This comes out slightly in favor of dual wield.

In terms of actually meleeing, 1handers are better for PvP where you need a weapon chain on one weapon to protect you against disarms.
a 2H will do more damage with a single hit though.

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.
And proc melee weapons (a.k.a. chance on hit) do NOT work for hunters, they never have and they never will.

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 80 and a few weapons can be obtained through Reputation. 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.


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 80, it takes 45.91 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 83 points of agility increases a hunter's critical rate by 1% at level 80.
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 33 hit rating to add 1% chance to hit.

What do these stats give me?

Note: Some of these numbers change with level. Level 80 is assumed here.
Anything besides attack power scales with level. (crit from agility, crit rating, hit rating 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
83.33 Agility = 1% crit
1 Agility = 1 Ranged Attack Power
1 Agility = 1 Melee Attack Power
1 Agility = 2 Armor

Crit/Hit
45.91 Crit Rating = 1% Crit
1% Crit = 1% of your tooltip DPS, or 1.3% with Mortal Shots
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 Draenei give 1% hit to everyone in their group, you'll only need 4% or 8% when grouped with a Draenei.


Intelligence
1 Intelligence = 15 Mana.
1 Intelligence = 0.33 Attack Power for every point in Careful Aim.


For a much more detailed (and complicated) view on what hunter stats do for you check this thread.


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 80, because you will replace your gear every couple levels, but at 80, you might consider greater savagery (+85AP) on weapon, +35 AP on gloves, +16 agi feet and +8 stats chest enchants as a few examples.

Leatherworkers can provide you with enchants on your legs called Leg armor.
There are two different types, 1 focusing on stamina with some Agility the other focusing on Attack Power with some crit rating.

In Outlands and Northrend, 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 34 attack power/16hit rating.)
And from the Knights of the Ebon Blade quartermaster at the Shadow Vault in Icecrown (Revered reputation required 50 Attack Power, 20 critical strike rating)

With The Wrath of the Lich king, a new set of shoulder enchants entered the game.
These are available from the Sons of Hodir at honored and Exalted.
The honored version is equal to the Aldor Exalted shoulder enchant. (from the Burning crusade)

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.
Scopes only affect ranged attacks (just in case those rogues and warriors ask you where to get those nice scopes.)
Check your local engineer to see what he has to offer for your level/gold.

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 agility while beastmasters will mainly go for attack power gems and Marksmen can go either way.
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!)

For more info, check the Gemming part of the pre-raid sticky.


Why does weapon speed matter?
What is a rotation?

Weapon speed used to matter in wow 1.x and 2.x, with the release of Wrath a hunter's special shots no longer interfere with auto shots.

A rotation is simply the order in which you fire your shots.
Or with the changes to mechanics in 3.0 it is more precisely described as the priority you give the shots you want to fire.
It is asking yourself the question of "when these shots are off cooldown, which one should I use?"


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.


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

If X isn't 80, or 19/29 for a battleground twink, who cares? You're just going to replace it all in the next five levels.

Which gear should I use?
Use the Spreadsheet for lvl 80.
At any earlier level, just use your brain and compare them manually.
For example at level 63 you might have to choose between Fel Iron Greatsword and Silver Edged Axe of the Bandit
Step One is to write the stats the pieces give on paper.
This would be +30 critical strike rating, +62 Attack Power versus +24 Agility, +36 Stamina, +48 Attack Power.
(at this step, add extra's gained through talents such as Careful Aim, Hunter versus Wild and Lightning reflexes)

Step Two is to break things down to the basics:
1 Agility gives about half the crit of 1 crit rating so we will treat the 24 agility as 12 crit rating and 24 AP.
Now it's +30 crit and +62 AP versus +36 stamina, +12 crit and +72 attack power.

Step Three is to leave out all the unnecessary bits:
Since both weapons have (at least) 62 attack power and 12 crit rating we can leave that out of the equation.
So we end up with +18 crit versus 36 stamina and 10 attack power.

Step Four is the conclusion:
Here, it comes down to preference and you will have to ask yourself some questions.
Obviously, 18 critical strike rating will give you more dps than 10 attack power while 10 attack power and 36 stamina represent more raw itemvalue. So you will have to evaluate for yourself whether you have a use for that extra 360 health.

Talents of course affect these kind of equations, but you'll have to figure all that out for yourself.
If you follow the steps I did above you are sure to come out with an obvious answer nearly every time.
And if you don't come up with a clear answer, it's likely that the difference is quite small and thus not very important. (tip: Go with the prettiest piece! Smiley: wink)

Edited, Jan 6th 2010 11:33am by Aethien
#8 Feb 25 2009 at 1:09 PM Rating: Excellent
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HUNTERS IN THE ARENA

What do I bring to my team?

As a hunter in arena, you bring 4 things to your team:

1) A constant Mortal Strike.

Whenever you cast Aimed Shot, you are putting a ten second debuff on your target, that reduces healing done to them by 50%. As the cooldown for Aimed Shot is 10 seconds (8 with Glyph), that means that you can have 100% uptime on the debuff. This is your number one priority as a hunter.

2) Crowd Control

Hunters have multiple CC spells that you and your team will rely on in arena, though they vary in importance.

Scatter Shot-4 second disorient, 30 second CD. Can be used in melee range.

Wyvern Sting-6 second Crowd Control, 1 minute CD.

Freezing Trap-10 second Crowd Control (13 with Trap Mastery), 30 second CD (24 with Resourcefulness)

If you want to chain CC a target, you should be using those in a “rotation”, factoring in some of your partners abilities, such as a Paladin's Hammer of Justice.

Another key CC ability that you have is Frost Trap with the Entrapment talent. Having an AoE snare for 4 seconds is amazing, and it gets better in bigger brackets (It's much more useful in 5v5 than 2v2).

Hunters can also kite using some of their slowing abilities. To do so, you need to be able to fire a “jump shot”. It is done by jumping and using your mouse to turn you 90 degrees, firing an instant shot, and returning to a forward position before you hit the ground. It is much easier to just strafe, as it gives you the same movement speed as forward running, and it still lets you fire instant shots.

Generally, to kite you will fire a Concussive Shot to stay out of melee range of your target, as well as any instant shots that deal damage such as Explosive Shot, Arcane Shot, or Aimed Shot. You can also drop frost traps to help slow your target, and you can kite along the outside of them as well.

If you use a Crab as a pet, you get Pin, an additional 4 second channelled snare with a 40 second CD. It's extremely useful for when you get stuck in melee, and when you're kiting.

Finally, a lesser used CC spell, but just as important as the rest, Scare Beast. Use it whenever you can against shapeshifted Druids, Shamans in ghost wolf, and Hunter pets. It can be a game winner if you use it effectively.

3) DPS

Hunters are known for their DPS in PvE situations, and they do the same damage in PvP, both sustained and bursted. Explosive Shot is insane DPS in every situation, and with Lock n Load, you'll end up getting a ton of free Explosive Shots when you CC people.

4) Drain

Viper Sting should ALWAYS be up on Paladins, Warlocks, Shamans, Priests, Mages, and Hunters, in that order. It drains 4% of the targets mana over 8 seconds, with a 15 second CD, and it gives 300% of the amount drained back to you. Though not as important as having Aimed Shot on your target, you should try to maintain Viper Sting on your target as much as you possibly can.

These four things are why people will want you on their teams, and are the skills that you need to perfect.


How should I spec for arena?

There are two generally acceptable specs for arena, both survival:

0/14/57
or
0/15/56

The main difference is the addition of Focused Aim in 0/15/56. You can switch points around between Expose Weakness, Master Tactician, and Hunting Party if you want to customize it to suit you more.

For glyphs, you should have: Aimed Shot, Disengage, and Explosive Shot for major glyphs, with Feign Death, Revive Pet, and Scare Beast for minor glyphs.

Your pet should be a Crab with this spec.


And what about gear?

You should get as much of the Gladiator sets as you can, including the weapons. You don't really need any Tier or PvE gear in arena. You need to have two 1 handers instead of a 2 hander, one with a Titanium Weapon Chain, so that you have a reduced Disarm duration. You should have a Relentless Earthsiege Diamond as your meta gem, with one Spell Penetration gem, one Hit Rating/Resilience gem (Depending on whether or not your spec includes Focused Aim), and the rest Agility.


Do I need to keybind?

Keybind everything, no clicking. Don't have important spells on keys like 7, 8, 9, 0, H, J, B, N, or any other keys that are far away from your movement keys. Make macros for your pet's abilities and have them keybound as well. I have Pin, Last Stand, Intervene, and Roar of Sacrifice set up this way.

During S1 and S2, when Megatf was on top, I switched my movement keys to ESDF instead of WASD to have more room to keybind everything, and it takes some getting used to, but works well.

I replaced the turn keys with strafe, as I mouse turn, and you should to, it makes a huge difference to be able to instantly turn any direction, rather than taking 5 seconds of shuffling to turn 180 degrees. You need it to be able to jump shot too.

If your mouse has extra keys on it, use them too. I have Flare and a Stop Cast/Feign Death macro on my two side mouse keys so that I can use them both instantly. You can keybind things to your mousewheel too, and I have Explosive Shot and Viper Sting set to down and up scrolls respectively, as they are my most used skills.

And what about my User Interface?

Make sure that your UI is as clean as possible, with minimal clutter. Its better to run a minimalist UI and have high frame rates than to have a really complex one and have low FPS. Even a few FPS can be an advantage. You need to have your Spell Detail set on maximum, this is EXTREMELY important for seeing when enemies are casting things such as Anti Magic Shell, Icebound Fortitude, Power Infusion, and Enrage. You can set this by going to the Menu->Video->Effects->Particle Density.

You should download Gladius, it's a great Addon that is essential to arena. It shows you enemy unit frames, as well as enemy cast bars, and the status of their PvP trinkets.

Tips:

- Learn about Line of Sight, it will help in kiting, and avoiding Mana Burns and Fears.
- Don't let anything stay in a Death Knight's Anti Magic Zone, or you lose all of your Explosive Shot DPS.
- Trinket out of Kindey Shot, not Cheap Shot.
- Don't keep your pet on a Shaman with Water Shield up.
- Use the environment to your advantage. Disengage over the fire in Org, Disengage from the bottom of Dalaran to the top, and use the waterfall in Dalaran to get separated from melee.
- Drink as often as you can.
- Make sure you and your team uses Ventrilo, and communicates properly, as it's vital to winning.



CREDITS & ADDITIONAL STUFF

My question isn't answered here!
If you want to know more about things mentioned here, or want to ask a question about your character ask it in The HELP ME! Thread.
There we will look at your character and answer your more detailed/specific questions.

If you're looking for answers on more heavy theorycrafting stuff or things that need discussion go ahead and post a new thread for it. Smiley: smile

If you think you have a question that belongs in the FAQ, post it in this thread.


Credits:

Without these people, there would be no FAQ:
Azuarc, for making the original FAQ which is still visible in the current one.
Mulgrin, for adapting the FAQ for the Burning Crusade.
Xsarus, for contributing to the updating of the FAQ for Wrath of the Lich King.
Wordaen, for wikifying the FAQ.
Yuppley, for writing the arena part of the sticky.
And everyone else who helped construct the BC FAQ and this FAQ.

Edited, Aug 8th 2009 12:30pm by Aethien
#9 Feb 25 2009 at 1:20 PM Rating: Decent
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Great idea on the Help Me thread, a million rate ups for you :) .
#10 Feb 25 2009 at 1:26 PM Rating: Excellent
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Yeah it's just waiting for Wordaen to come along and sticky this (and possibly the help thread too) and I shall have Sticky Domination!




oh god.... that sounds so wrong....
#11 Feb 25 2009 at 1:27 PM Rating: Decent
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What ever happened to the math thread that Az made? Should we start working on one of those too?
#12 Feb 25 2009 at 3:03 PM Rating: Excellent
It is now stickied.
#13 Feb 25 2009 at 4:44 PM Rating: Excellent
Also, I am currently in the process of wikifying this as well. I'll link it when its done.
#14 Feb 25 2009 at 7:23 PM Rating: Excellent
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Great work Aethien.
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#15 Feb 27 2009 at 12:10 PM Rating: Excellent
The wiki is formatted and up now for all to see.
#16 Feb 27 2009 at 2:17 PM Rating: Good
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And then I added a large part we forgot.


Glyphs....
Yeah, we completely forgot about glyphs.
They're underneath the talents now, described and rated in the same style as the talents.

Edit: added a link to the WIKIFAQ.


Now it's waiting for 3.1 to mess half of this up so we can restart Smiley: grin

Edited, Feb 27th 2009 11:36pm by Aethien
#17 Feb 27 2009 at 6:13 PM Rating: Good
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His Excellency Aethien wrote:
And then I added a large part we forgot.


Glyphs....
Yeah, we completely forgot about glyphs.
They're underneath the talents now, described and rated in the same style as the talents.

Edit: added a link to the WIKIFAQ.


Now it's waiting for 3.1 to mess half of this up so we can restart Smiley: grin
I know. I groaned a bit to myself when I looked at all the changes. I suggest we wait a bit to see if ammo is removed at what that does. Add the new talents, but avoid doing a big change before that.
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#18 Mar 01 2009 at 12:48 PM Rating: Good
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Added some short descriptions to the helpful links as well as a link to EJ's hunter PvE Dps Guidefaqwikithing.
#19 Mar 02 2009 at 6:28 PM Rating: Excellent
Moved your wiki link to the main title on the first post so it's easier to see as well.
#20 Mar 12 2009 at 5:43 AM Rating: Decent
Okay, so all questions answered here...

I have a question, suprising that is'nt it? lol

I have just read up on the latest patch notes and I think I may not be reading the ammo pouch section right. Are they saying that we wont have a pouch and that we stack 1000 rounds in a normal bag, (or as many thousands as we wish), and therefore now have a new bag slot? or does it mean we keep the ammo pouch\quiver but can just put more in it?

I realise that the 15% is now going on autoshot so I guess that would mean no real need for pouch, just looking for clarification so I can start drooling over extra bag space!!! lol

Thanks for any responses
#21 Mar 12 2009 at 6:22 AM Rating: Good
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It's currently stacking to 1000. their intent is to make it an infinite arrow somehow but it won't be in 3.1 Pouches and quivers will still exist but they won't give any haste, and with ammo stacking to 1000 you don't really need 28 slots.

It's not in the FAQ yet because it's not live, we're going to have to do a major update with 3.1, so we're waiting until we actually know what the changes are.

Edited, Mar 12th 2009 9:23am by Xsarus
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#22 Mar 12 2009 at 12:48 PM Rating: Good
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With the current pet questions we have had, I was browsing the FAQ for them and Aeth you may want to change:
Also by right-clicking your pet, you can choose to rename it. You can only ever rename it once, so be sure to name it what you want.

With the Inscription Scroll out there now: Certificate of Ownership
#23 Mar 12 2009 at 1:35 PM Rating: Good
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you can change names more than once now?
Smiley: oyvey

Not a good idea if you ask me... Ah well, I'll go change it soon(ish)
#24 Mar 12 2009 at 6:37 PM Rating: Excellent
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Quote:
There are three types, ferocity, tenacity, and cunning. The general intent seems to be that ferocity is the dps pet, tenacity is the tanking/soloing pets, and cunning pets have nifty tricks. In actual gameplay cunning is very underwhelming. Each type of pet will have a talent tree that you can access here. The talent trees are fairly self explanatory, so I'll leave that as an exercise for the readers.


Quote:
Each level makes your pet an effective level higher, raising stats and increasing their chance to hit and be missed. It also gives the pet a few extra training points and makes them a tiny bit bigger.


A detailed explanation of the various pet talents and their usefulness relating to pet tanking or dps would be nifty to have in here. I lovelovelove the hunter talent overview, and something similar regarding the pet talents would be awesome. I can see why you'd say they should be somewhat self-explanatory, but some of them may be a bit confusing to new Hunters (Cobra Reflexes, for instance). Alternatively, the pre-raid sticky does have links to some pet DPS builds, perhaps a list of dps/pvp/tanking builds for the different trees would be just as useful here, especially once 3.1 hits and Gorillas are no longer the go-to pet for leveling.

If nothing else, mentioning the specific rate at which pets gain talent points (I think it's 1 every 4 levels starting at 20? +4 for Beast Mastery) would be useful information to include in the pet section.

Quote:
Pets will always be at most 5 levels behind you. That means if you tame a level 5 pet at 80 he will magically turn 75 right away.


It might be useful to add something about how a stabled pet will also auto-level to five levels below you when taken out, I know there have been a couple of people confused about this.

Quote:

Why can't I tame a mount?

Because Blizzard says so. Taming a beast for combat training and taming it to be used as a riding animal are two different things. Hunters learn how to hunt, so that's what they teach their pets to do.


This isn't entirely true anymore, with the wolves from Ramparts being tamable. (Though of course they can't actually be ridden.) There are quite a few other mounts that are similar in appearance to tamable hunter pets as well--I don't think a list is really necessary here but a mention might be nice. I have a feeling that at least some of the people asking this question are roleplayers, and knowing that it's at least somewhat of a possibility for a small number of pets is nice.
#25 Mar 13 2009 at 7:45 AM Rating: Good
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isyris wrote:
A detailed explanation of the various pet talents and their usefulness relating to pet tanking or dps would be nifty to have in here. I lovelovelove the hunter talent overview, and something similar regarding the pet talents would be awesome. I can see why you'd say they should be somewhat self-explanatory, but some of them may be a bit confusing to new Hunters (Cobra Reflexes, for instance). Alternatively, the pre-raid sticky does have links to some pet DPS builds, perhaps a list of dps/pvp/tanking builds for the different trees would be just as useful here, especially once 3.1 hits and Gorillas are no longer the go-to pet for leveling.
This is a fantastic idea. Thanks for volunteering to write it. I look forward to seeing your version so we can critique and edit it. When do you think you'll have it ready?

Edited, Mar 13th 2009 10:45am by Xsarus
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#26 Mar 13 2009 at 11:27 AM Rating: Excellent
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Xsarus wrote:
isyris wrote:
A detailed explanation of the various pet talents and their usefulness relating to pet tanking or dps would be nifty to have in here. I lovelovelove the hunter talent overview, and something similar regarding the pet talents would be awesome. I can see why you'd say they should be somewhat self-explanatory, but some of them may be a bit confusing to new Hunters (Cobra Reflexes, for instance). Alternatively, the pre-raid sticky does have links to some pet DPS builds, perhaps a list of dps/pvp/tanking builds for the different trees would be just as useful here, especially once 3.1 hits and Gorillas are no longer the go-to pet for leveling.
This is a fantastic idea. Thanks for volunteering to write it. I look forward to seeing your version so we can critique and edit it. When do you think you'll have it ready?

Edited, Mar 13th 2009 10:45am by Xsarus


No need to mock me Smiley: tongue

Actually I do have a rough-draft saved somewhere (wrote it out when the pet talent trees were brand new) but I am hesitant to post it as, while I think I have a pretty good grasp of what the talents do, I am not the best with numbers and could easily be making some incorrect assumptions. If someone would volunteer to read it over and not be too mean about where I've messed up, I wouldn't mind digging it out again.
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