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Class: Hunter - FAQ

Discussion in 'WoW Guides' started by Guest, Jul 13, 2006.

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    Hunters have to be one of the most versatile classes in WoW. They can take care of themselves very well so they are the obvious choice when you like solo play. Hunters are also a great addition for any group though due to their great pulling abilities and crowd control.

    <font color=blue>Strengths </font color=blue>

    [*]Can tame and control various beasts[*]Excellent long range damage capability[*]Good at preventing enemies from fleeing[*]Effective at pulling monsters in dungeons and raids[*]Great crowd control abilities thanks to traps that cause damage, slow or even freeze enemies

    <font color=blue>Weaknesses</font color=blue>

    [*]Possesses very few melee abilities[*]Has a "Dead Zone" where neither ranged nor melee attacks can be used[*]Unable to heal self or party members

    <font color=blue>Challenges</font color=blue>

    [*]Keeping enemies at range through the use of abilities or pets[*]Learning how to tame, train and keep pets effective


    <font color=blue>Character Creation</font color=blue>

    Before you can get started you will need to decide which side you want to be on - Horde or Alliance. Keep in mind that you will not be able to communicate to the other side. This decision will also determine which races you can play. Every race has special racial abilities/bonuses that can sometimes make a difference in battles.


    <font color=blue>Races</font color=blue>

    [Alliance]

    Night Elf

    Racial Traits
    [*]Shadowmeld (active): Activate while immobile and out of combat to enter stealth mode - lasts until canceled - no cooldown[*]Quickness (passive): Dodge chance increased by 1%[*]Wisp Spirit (passive): Become a wisp when dead with movement speed increase of 50% (25% faster than normal ghost)[*]Nature Resistance (passive): All Night Elves get +10 Nature Resistance

    Dwarf

    Racial Traits
    [*]Stoneform (active): While active, grants immunity to Bleed, Poison, and Disease effects. In addition, Armor increases by 10%. Lasts 8 sec. - 3 min cooldown[*]Gun Specialization (passive): Dwarves get +5 to Gun Skill[*]Frost Resistance (passive): All Dwarves get +10 Cold Resistance[*]Treasure Finding (passive): Activate to see treasure chests on mini map - lasts until canceled - no cooldown


    [Horde]

    Orc

    Racial Traits
    [*]Blood Fury (active): Increases base melee attack power by 25% for 15 sec and reduces healing effects on you 50% for 25 sec.[*]Hardiness (passive): 25% resistance to stun and knockout effects.[*]Command (passive): Pet melee damage increased by 5%.[*]Axe Specialization (passive): Orcs get +5 to Axe skill.

    Tauren

    Racial Traits
    [*]War Stomp (active): Activate to stun up to 5 opponents within 8 yards - lasts 2 sec - 2 min cooldown[*]Endurance (passive): Max Health increased by 5%[*]Cultivation (passive): 15 skill bonus to Herbalism[*]Nature Resistance (passive): All Tauren get +10 Nature Resistance

    Troll

    Racial Traits
    [*]Berserking (active): Increases your attack speed by 10% to 30%. At full health the speed increase is 10% with a greater effect up to 30% if you are badly hurt when you activate Berserking. Lasts 10 sec.[*]Regeneration (passive): 10% health regen bonus, 10% active in combat[*]Beast Slaying (passive): 5% damage bonus to Beasts[*]Throwing Weapon Specialization (passive): +5 to Throwing Weapon skill
    [*]Bow Specialization (passive): +5 to Bow Weapon Skills


    <font color=blue>First steps</font color=blue>

    Depending on your race your character will start out with a gun or a bow and a simple dagger. You will not be able to start taming pets right away. This will only be possible at level 10 and only after you did a quest each for pet taming and pet training. After that you can always visit your local Hunter and Pet trainers to learn new tricks for yourself and your pet.

    Keep in mind that the Hunter is primarily a ranged attacking class. It does have melee attacks, but its damage at range far outweighs its melee capabilities. The Hunter also uses traps, which you lay down ahead of time and draw monsters into. Use of ranged combat, various debuffs, and traps make it a great pulling class in groups.


    <font color=blue>Which pet to use</font color=blue>

    There is really no real or wrong choice when it comes to pets. It depends a bit on what you want to use them for - but mostly on your personal preference. Nearly all pets can do the job you need them for just fine.

    Usually a Hunter will want a pet that can deal high damage. Pets with that ability are:

    Bat
    Cat
    Owl
    Raptor
    Spider

    Have a look at the "List of all Beasts by Family" to get an impression about what kinds of pets are available to a Hunter.

    <font color=blue>Naming your pet</font color=blue>

    Remember that you can only name your pet once - so make sure it has the name you want it to have. To name a pet right-click their icon and choose "rename".

    <font color=blue>Pet Happiness/Feeding</font color=blue>

    Your pet has a happiness rating. This is shown via an icon in the top left corner of the screen. As you continue to use your pet, it becomes less and less happy. However, if you feed your pet it increases its happiness. Happiness determines damage output, so the less happy your pet is, the weaker it gets. If you neglect your pet too much, it abandons you and may even attack you.

    <font color=blue>Pet Loyalty</font color=blue>

    Right after you tame your pet it will be still rather rebellious and not exactly happy that it has to run with you instead of its furry friends now. You can see that unhappiness by looking at its icon and the happiness indicator that is attached to it. It will still be red. Feed your pet until the indicator lights up in green. Your pet will also do its maximum damage then.
    While you fight with your pet it will gain loyalty. There are six loyalty steps with "best buddy" being the highest.

    <font color=blue>Pet food</font color=blue>

    Always save food for your pet. You can see what types of food your pet eats by trying various foods, checking in your pet menu (hit C then select the Pet tab), or by checking in the Stable. Beast Lore can be cast on animals to see what types of food they prefer. You can also ask guild members and friends to save food for your pet and mail it to you.

    Meat - Can be bought from meat vendors or dropped of mobs such as murlocs (clam meat), bears, cats, wolves and spiders also drop meat.
    Fish - Can be caught using your fishing rod or you can buy it from a fish vendor
    Fruit - Can be bought from vendors or drops from a very small selection of mobs
    Fungus - Can be bought from vendors or drops from a very small selection of mobs

    <font color=blue>Pet size</font color=blue>

    Pets scale to appropriate sizes. If you tame a pet, it will likely be smaller than the "monster" version. This was done because certain pets were very messy to play/group with at their default sizes.

    <font color=blue>Stables</font color=blue>

    You can house your pets at the Stables. Stables are located near Inns and Mailboxes. You can buy additional slots to contain more pets. If you want to switch pets and still keep both, do so at the Stables.


    <font color=blue>Hunter Abilities</font color=blue>

    <font color=blue>Tracking</font color=blue>

    Tracking is only available to Hunters; they may train in it at Hunter class trainers. You can train in Track Beasts, Humanoids, Undead, Hidden, Elementals, Demons, Giants, and Dragonkin at different levels.

    <font color=blue>Aspects</font color=blue>

    Aspects are special animal related buffs that allow the Hunter to receive special bonuses from its animal friends. You can only have one aspect active at a time similar to Paladin seals.
    Aspects need to be changed depending on the situation. You can only have one active at a time and you need to have the "best" one active. For example, you can start off with Aspect of the Hawk while you're attacking from range. If the monster rushes up to you, switch to Aspect of the Monkey and engage in melee combat. You can also do a Wing Clip then run after switching to Aspect of the Cheetah to get away. Aspects of Cheetah/Pack are canceled when mounted.

    Aspect of the Monkey - The Hunter takes on the aspects of a monkey, increasing the chance to dodge by X%. This is recommended when you're pulling or taking damage in certain situations.
    Aspect of the Cheetah - The Hunter takes on the aspects of a cheetah, increasing movement speed by X%. If the Hunter takes damage, they will be dazed for Y sec. Only one Aspect can be active at a time. This can be used to travel or to back away from monsters so you can use your ranged weapon.
    Aspect of the Pack - The Hunter and its group take on the aspects of a pack of cheetahs, increasing movement speed by X%. If a pack member takes damage, they will be dazed for Y sec. Only one Aspect can be active at a time.
    Aspect of the Beast - The Hunter takes on the aspects of a beast becoming untrackable.
    Aspect of the Wild - The hunter and his group take on the aspect of the wild, increasing Nature resistance by X. Only one aspect can be active at a time.

    <font color=blue>Beast Spells</font color=blue>

    Scare Beast - Scares a beast, causing it to run in fear for up to X sec. Damage caused may interrupt the effect. Only one beast can be scared at a time. Beasts have an increasing chance to break free of the effect, such that it is unlikely the effect will last more than 15 seconds.
    Eagle Eye - Zooms in the Hunter's vision. Use this to scout, which is especially useful when pulling. This can only be used outdoors.
    Beast Lore - Gather information about the target beast. The tooltip will display damage, health, armor, any special resistances, and diet. Beast Lore will display whether a beast is tameable or not.

    <font color=blue>Survival</font color=blue>

    It's best to put the buttons for these abilities together so they are ready to use if you're forced to fight in melee combat.

    Raptor Strike - A strong attack that increases melee damage by X.
    Wing Clip - Inflicts X damage and reduces the target's movement speed to Y% of normal for Z sec. Use this ability to strike the monster, then back away so you can fire at it from range. You can also use this to run away from a monster.
    Mongoose Bite - Counter-attack the enemy for X damage. Can only be performed after you dodge.
    Counterattack - A strike that becomes active after parrying an opponent's attack. This attack deals X damage and immobilizes the target for X sec. Counterattack cannot be blocked, dodged, or parried. Will cause damage to targets immune to immobilizing effects.
    Lacerate - Wounds the target causing them to bleed for X damage over Y sec.
    Feign Death - Feign death, which may trick enemies into ignoring you. Lasts X min, but resurrection penalties are applied when the effect ends. This ability should be used to avoid death.
    Disengage - Another option is to also use the Hunter's Disengage ability once it's available. When the monster starts focusing on you rather than your pet, use Disengage to shift its attention to your pet. Disengage will cause the Hunter's target to immediately check for a new target.

    <font color=blue>Marksmanship</font color=blue>

    Auto Shot - Automatically shoots the target until cancelled. Activate this ability when you simply want to fire your weapon at the enemy.
    Serpent Sting - Stings the target, causing X Nature damage over Y sec. Only one Sting per Hunter can be active on any one target. This should be used if you intend on fighting the monster for at least Y sec. Otherwise, it doesn't do its full damage. You can also place this on other monsters you may be fighting at once, but the monsters may start focusing on you.
    Viper Sting - Stings the target, draining X mana over Y sec. Only one Sting per Hunter can be active on any one target. This sting should be used against casters with mana. PvP: This spell cannot be used on Warrior and Rogue targets. In addition, while it can be used on a Druid target at any time it will only drain mana when the Druid is in caster form. Viper sting will not drain mana from Druids while they are shapeshifted.
    Arcane Shot - An instant shot that causes X Arcane damage.
    Scorpid Sting - Stings the target, reducing Strength and Agility by X for Y sec. Only one Sting per Hunter can be active on any one target.
    Volley - Continuously fires a volley of ammo at the target area, causing X Arcane damage to enemy targets within Y yards every second for Z sec. This ability is useful against multiple targets.
    Multi-Shot - Fires several missiles, hitting 3 targets for an additional X damage. This ability should be used against multiple targets.
    Concussive Shot - Dazes the target, slowing movement speed to X% of normal for Y sec.
    Distracting Shot - Distract the target, causing threat.
    Aimed Shot - An aimed shot that increases ranged damage by X
    Hunter's Mark - Places the Hunter's Mark on the target, increasing the Ranged Attack Power of all attackers against that target by X. In addition, the target of this ability can always be seen by the Hunter, even if it stealths or turns invisible. The target also appears on the mini-map. Lasts for Y min. This is very useful for pointing out which target the group should attack. It's also useful in Player vs. Player fights. This ability dispels itself if the Hunter dies.
    Flare - Exposes all hidden and invisible enemies within X yards of the targeted area for Y sec.
    Rapid Fire - Decreases the shot time by X% for Y sec. Make sure you quickly start shooting after enabling this ability so you can take full advantage of it.

    <font color=blue>Traps</font color=blue>

    Place a trap and lead a monster back into it to set it off. This becomes easier with your ranged weapon (gun or bow). There are several different types of traps. Traps can only be placed when out of combat. Only one trap can be active at a time.

    Immolation Trap - Place a fire trap that will burn the first enemy to approach for X fire damage over Y sec. Trap will exist for Z min.
    Frost Trap - Place a frost trap that creates an ice slick around itself when the first enemy approaches it. All enemies within X yards will be slowed to Y% of their normal movement speed. Trap will exist for Z min.
    Explosive Trap - Place a fire trap that explodes when an enemy approaches, causing X to Y Fire damage and burning all enemies for Z additional fire damage over A sec to all within B yards. Trap will exist for C min.

    A good way to start taming an aggressive pet is to lay a Freeze Trap that will keep it frozen in place for a few seconds.

    <font color=blue>PvP</font color=blue>

    If you are attacked by a player when you're not ready to fight them, you can shoot them with Scattershot, then turn on Aspect of Cheetah to run away. Make sure your pet is on passive or set to follow so that it won't interrupt the Scattershot. After you're backed away, you can tell your pet to attack. This will give you a better set-up for beginning the battle. You can also do this against monsters if an extra monster attacks.

    <font color=blue>Profession Options</font color=blue>

    For a Hunter the following professions might be a good choice:

    Skinning and Leatherworking - The Hunter can create leather armor for itself or to sell to others
    Enchanting - The Hunter can enchant its equipment to make itself more powerful
    Herbalism and Alchemy - The Hunter can create buff potions or healing potions
    Fishing and Cooking - The Hunter can feed himself and his pet


    <font color=blue>Pet Abilities</font color=blue>

    Beast Taming - Lets the hunter tame different pets.
    Call Pet - Summons your pet to you.
    Beast Training - Lets the Hunter train its pet with various abilities that it has learned. This opens up a menu where you can check out all of the pet abilities you've collected. Collect more pet abilities by taming different pets. You can then teach them to other pets.
    Dismiss Pet - Dismisses your pet. Dismissing your pet will reduce its happiness by X.
    Revive Pet - Revives your pet, returning it to life with X% of its health.
    Mend Pet - Heals your pet for X health every second while you focus. Lasts Y sec. This is a channeling ability so it will cancel if you take damage

    <font color=blue>Pet Training</font color=blue>

    You can take the abilities you have learned from some pets and train them to other pets. The idea is that you have a main pet and other pets you use to gain abilities. You teach these new abilities to your main pet until you have what you want. To train a pet it will need to have training points (it gains these by fighting). The only ability that does not need any training points is "Growl" - you can buy that skill from a pet trainer. For the other skills "Bite", "Claw", "Cower", "Dive" and "Dash" you will need to go out and tame an animal that has the skill and fight with it for a while in order to learn it. You will get a message in your chat window when you learned a new pet skill.

    You can find a complete list of abilities and which animals you can learn them from here.

    <font color=blue>Pet Commands</font color=blue>

    As soon as you have a pet you will see a second smaller task bar above the normal one. It contains the main pet commands "attack", "stay" and "follow". It also shows the abilities your pet has. Furthermore you can see on which "mode" your pet is set "aggressive", "defensive" or "passive". You should always have your pet set on "passive" right after you tamed it - otherwise you will spend quite some time chasing it when it decides that this one monster over there just looked at it strangely and will need to get attacked for that.


    <font color=blue>Quests </font color=blue>

    There is an epic Hunter quest series in the game. You can find a walkthrough, map and FAQ about it here. Some more information about this quest - especially about the demons - can be found here.


    <font color=blue>What is Mana?</font color=blue>

    Mana is the source that provides the power for the spells of casters. It is currently used by Mages, Priests, Paladins, Druids, Warlocks, Shamans and Hunters. One's total mana pool is influenced by things such as armor, level or increasing certain character attributes like intellect. Each spell that is cast by a character deducts from their mana pool until it may run out completely which takes away the ability to casts spells away from the caster until the mana pool has been replenished. This can happen by just waiting for a certain amount of time - or can be sped up by using mana potions, certain drinks or conjured items such as water and mana stones.
     
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