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Elloa
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PostSubject: Hunter   Sun 20 Aug - 12:37

Hunter

This thread can be used to write different advice, technique etc..about this class.

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PostSubject: Re: Hunter   Tue 22 Aug - 19:25

Perfect!

I wrote an extensive guide for my guild on the realm I transfered from, perhaps it might be useful here. This is a "copy and paste" from the original I did, so ignore the things I mention about gnomeregan and Deadmines. Here it comes:

Don't know it this will work because maybe you have to be registered at their page to read it, but here's the original text I wrote.
---
Quote :
Know your class and, equally as important, know your fellow classes.

Ok, here I go. In the light of several of us members coming closer to the higher instances past Gnomeregan, and even more going past The Deadmines in level, I have now decided to pull out all of my knowledge about behaviour in raids... or more concretely, where I got the knowledge.

The most useful information in a raid or a party-instance is to be familiar with the classes you'll be running with. Therefore, I must admit that the first reason for this collection of information was triggered when realizing that I have come to Scarlet Monastery level. That reason was the common lack of knowledge about the usefulness of the Hunter class in raids, instances or dungeons.

I strongly encourage those that will, at some point, group with a Hunter (i.e. each and every one of you already reading this) to read the writings in these links I provide here:


    http://www.nuklearpower.com/hunter.php
    This is a pulling technique Hunters are exceptionally good at, and actually made to do. It will ensure a 100% survivability for everyone in the party or raid even when going 100% wrong. The only one taking the damage from the otherwise potential wipe, is... the Hunter, and the Hunter alone = good for all sensitive cloth wearers, which is good for the dead Hunter, who now can be revived and go at it again, if his Feign Death failed. Razz

    This technique should be practiced even at low level instances by all Hunters. I will not give anymore information, everything that needs to be said is in the link and it doesnít take that long to read and makes perfect sense, due to the very nice graphical explanation of the technique.


    http://wow.azzor.com/368/hunter.php
    This is mainly for Hunters, for you to know your ĒDoís and DonítsĒ. Hunter etiquette if you will. Smile
    But it is very thankful if others read this information too, so that Hunters donít have to explain what we expect of you in certain situations that might or might not appear.
    Original thread.


I donít expect every one to read all of this, but hopefully some of you will and the others will just read some of it, which will do just fine for now I think.

Thanks to all authors for being excellent beacons of knowledge.



To keep it on the same track, Iíve made a list of what to expect from the different classes from a Priests point of view. Being the most important member of a party and very dependent of the other classes for survivability (as we are on him), it is very important to know what to do and not to do according to the Priest, so here goes:

Rogues:
Rogues are one of the two most troublesome classes for Priests. Most Rogues are pretty good at their class, and they can do a ton of damage which is often the problem. Many Rogues have issues when it comes to avoiding aggro and they end up taking much more damage than they should, which means a Priest must use far more mana than they should keeping them alive. This in turn creates far more healing aggro than it should. As a Rogue, you should not be taking very many hits at all in a group/raid. If you start taking damage, you need to back off and let the tank take aggro back. At the start of a fight, consider holding off on using Cheap Shot until the Warrior has secured aggro. This will reduce the chance of you taking damage, enable the Warrior to improve their chances of keeping aggro and make it possible for the Warrior to gain more rage to power the abilities that will ease their keeping aggro off of him. Remember, if it comes to a choice between healing the Warrior, and the Rogue, the Warrior will always win.


Warlock:
Not much to say here, except you should always keep Soul Stone on him, never count on the Priest to have your pet as a primary healing target, unless its been specified before hand, and if you are going to convert tons of health, learn to bandage, do not waste too much of his mana in healing you in a spur-of-the-moment.


Warrior:
You are, as you know, the tank. You need to make sure to get some kind of aggro on each and every mob in a pull, so his first heal does not pull mobs to him. You also should get in the habit of watching his health, and if something goes for him, pull it off immediately.
If you are the secondary tank then this is a great opportunity for you to shine by keeping mobs off the Priest so that he can heal.


Druid (if caster or willing to be second healer):
Keep an eye on his health. You are a great healer in your own right, and have other things to add to a group. If there is a Priest in your group, watch for his health dropping and heal the Priest immediately, and help out with the healing by healing non-tanks. Try to manage your heals so you are not healing the same target as him, unless it is an emergency.


Mage:
You can help the Priest by freezing things that have aggroíd him, just be ready with your own shield after they break because he might not be in a position to shield/heal you right away. You also need to be careful to not over nuke, or nuke too early in a fight. As with a Rogue, if he have to heal you, itís mana wasted. Be sure heís aware that you need to AoE, so that he can drop a shield on you, and watch for shackled mobs, nothing annoys the Priest more than a Mage using AoE and breaking his shackles. Also, try to keep the Priest buffed with Arcane Intellect and well supplied with Conjured Water.


Paladin:
A bad Paladin is the bane of his existence. Paladins are usually elected as backup healer, but many are not inclined to take this role. From a Priests perspective, a Paladinís number one responsibility when partied with him is to watch his health, and if heís getting hit, to heal the Priest immediately. Not 10 seconds later, not 5 seconds later, but immediately. A Priest should never have to heal himself, this just draws more aggro. You can also pull mobs off the Priest if his Fade does not work as expected, just be sure to do it right away. You are also, pretty much, expected to bless all players in the party. The Paladin also can backup the Priest on healing and debuffing duty, similar to a druid. It is preferable for the Paladin to watch soft classes in particular, and save his mana for healing the Priest, as he needs to primarily focus on keeping the main tank alive. A Paladin who can do all three things simultaneously is phenomenal; however they are a rare breed. If you cannot handle melee and watching the Priests health at the same time, then do not engage in melee activities.


Hunters:
Some Hunters will try to pull aggro off the Priest class. While well-intentioned, this is generally a bad idea, since the Hunter is also a soft class (relative to warrior and paladins), and that only ends in other party members racing back and forth, running even further to grab that mob, now to save the Hunter. Also, sometimes the Hunter will try to feign death, once pulled off the Priest, but then the mob just goes back to the Priest so this tactic is ineffective. One thing you can try if pulling aggro of the Priest seems necessary is using your pet, but this requires very good pet handling and should only be used if you really have good control of your pet. Also, Hunters should be considered similar to a Mage, in that they need to watch the over nuking (overshooting?) and try to do as much damage as possible while avoiding drawing aggro off the tanks.

Me being a Hunter I do however think that it is A LOT better that a mob is pounding on us Hunters than the Priest, though even better if they pound on our pet or in the best of cases the warrior or the second plate wearer, the Paladin.
More on how a Hunter can prevent the priest from dying in the Hunter guide provided above.



The last part, about the Priest, was found on the internet (somewhere I canít remember) and changed a bit to my taste. So, sorry, I canít thank the original author even if I wanted to, and I do want to, so thank you whoever you are.

I even included the classes that elves can't be because we will most certainly group wiht those classes.

And as I wrote in the original text... comments are very welcome as long as they are constructive, if it's criticism that is.
A pat on the back and a "Thank you for this" is also welcome of course. Very Happy
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PostSubject: Re: Hunter   Tue 22 Aug - 22:22

I guess that's a good guide, Adora. I just usually hit Arcane Shot, maybe one Aimed Shot for the starters.. In other words, I try to be useful and at the same time avoid to do stupid things (such as Multi Shot when there's quite a few enemies around).

Right now I'd appreciate a bit more if someone would give PvP-tips. Though there's nothing really to tip me, I know what to do, the problem is figuring out how to do it. And by the way, does the PvP-trinket disable the stun from charge and other warrior stunning imba skills? I'm kind of bored in warriors kicking my ass because I can't run into a shooting range because that damn warrior keeps me stunned. Most of the warriors have been a lot higher level, though.
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PostSubject: Re: Hunter   Thu 24 Aug - 16:22

Since we are focusing now on Warsong Gulch, and I spent some time there I post here a brief (?) hunter guide for WSG.


1. Hunter PVP in general
If you check the pvp armor sets for hunters you can notice, that it has only 3 major characteristic on: 1. agility, 2. stamina, 3. critical chance increase. This is not by chance. As hunter lower thatn lvl 60 you should seek armor AND WEAPON of the same sort.

-Agility is obvious: you gain attack power, dodge, armor, and critical chance by agility.
- Stamina gives life. Dont bother gaining shadow resistance. gain more stamina and hitpoints instead. thats good against shadow, fire, frost, arcane, melee and ranged attacks. Simple isnt it?
- critical chance increase is never enough. 58 agi gives 1% crit chance, so if you dont have gloves with 58 agi (what I doubt) you better buy gloves with 1% crit chance.

You can have a bit of intelligence increase too, but thats not essential. Spirit is compleatly useless in PVP. You should use mana potion instead (after pvp rank 6 you can buy superior mana potion for 8s at officers barrack) or simply die for a full mana reload.

A word on weapons: if you are not a melee hunter (Ive heard of that kind of builds, but have strong doubt about that) you dont need a melee weapon with much demage. Ideally in PVP you will NEVER use melee weapons exept for wing clip.

2. Hunters in WSG
WSG is called a battleground, but thats only an euphemism. WSG is a capture the flag game, where your aim is not to fight a glorious battle, but to capture and defend a flag. Thus you wont fight in formation like we fight in Ashenvale, but will run through the filed chasing the flag. This game needs mostly speed. And no other class is better in slowing the enemy than a Hunter. Thus no other class is better fitted to WSG than a Hunter.
Of course, in a BG it is best that you kill the enemy, but besides dmg dealing (what is one of the main advantages of the hunter) you have excellent tools to slowing. You as a hunter have 4 main possibilities to slow the enemy. 1. concussion shot. you must always use it on the Flag Carrier [FC]. Its the most effective against almost any enemy, EXEPT DRUIDS. Druids can evade it by shapeshift. Since the best FC in WSG is Druid (and NOT the puny shaman) concussion shot is in many case useless. 2. scatter shot 5 sec idiotism for the shotted. A must have, what usually not respected enough. Use it against the healers who are aiding the FC. 5 sec is enough for the FC to get away from his healer and never get extra healing after that. 3. Traps. Traps can be used when you run!!! You dont need to stop for that. Always lay a trap when you are running into or out of the tunnel! 4. Pet. naturally intimidation is the best, but a pet with at least dash 2 can chase down anything (sometimes with bestial swiftness even a mount) and deal dmg continously for the runner. really annoying and sometimes leathal.

3. WSG build

I have a build, what can be called a WSG build instead of pvp-build. I have mainly marksman build, but have bestial swiftness on the beast master tree, for in WSG pet swiftness is essential.
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PostSubject: Re: Hunter   Thu 24 Aug - 16:42

Tactics

To my knowledge in this server there are 2 main tactics for WSG. One is a 3 defender 7 attacker tactic and the other is a full attack where you dont defend in FR [flag room] only in the midfield by intercepting runners. This later tactic is used mainly by the horde, but some alliance pvp players like that too. I will explain here advices for the first tactic, because I like that better and the other is like a midfield/attack variant of the former. In the first case the number of the defenders can increase or decrease according to the battle (from 1-9 to 9-1: one defender and one attacker is always essential)

1. Defense

In defense the NE hunter is the satan himself. He is like a spider. He waits until the fly is caught by his web and kill him in no time. You should defend in the flagroom, by the right wall of the room, in a place from when you can see the flag and the second floor terace at once. In shadowmeld. You should either stealth your pet with prowl or hide it beside the flag. You should leave your pet beside the flag and turn aggressive mode on. Use a trap before the flag. Wait until the hordie grabs the flag, and he triggered your trap, aggroed your pet, and give him a concussion shot. Then release hell on him. Dont forget to stinghim too. You can use multi on the room, but no other hordie is important but the carrier. If he drops the flag it will replaced only after a few secs, so you and your team will have time to kill the others.

If you die head to the exit of the tunnel trap it and wait to the FC.

2. Midfield

in midfield the hunter has the same job as any other team member: help the others, kill the enemy, catch the runners. Here the play-style is fairly free. The hunter works as dmg dealer, and of course, a quite effective one. While on defense the hunter should always concentrate on the FC, and not his/her personal safety (he or she should always fire on the FC and die instead fireing on the player attacking him/her), on midfield he can do as he likes. You should always seek the company of others in midfield, but if you meet the enemy alone, dont panic, kite him, pull him back to your teammates, or away from your base. while they chase you, they cannot grab flag, cannot help others, etc. A hunter usually can pull 1 to 4 enemy for a few seconds, sometimes for half a minute or more, and as I said speed and time is essential in WSG while death is not.

FD+freezing trap trick

Here I mention the most useful tactic against warriors and rogues, but this tactic can be applied in any situation. The trick is to FD and lay a freezing trap immediatly after the FD. With FD you get out of combat thus you can lay trap. [naturally this works only after you gained FD] The warrior/rogue/druid/shaman attacking you is disabled for 15 sec, while you can gain distance, put on hunter-mark, shot a concission for a warm welcome, and send the pet, kite him again, etc. If you are fighting a warrior, you should gain as much distance that he cannot charge you again. There is a spam macro for this trick on the official hunter forum, what is useful, since it puts pet on passive at the same time, so it wont break your trap.

3. Attack

In attack the role of the hunter is twofold. Until the grab of the enemy flag the hunter is dmg dealer, after the grab he/she is a supporter: his/her main role is to escort the FC. This time you should switch to AoTCh because the enemy will chase the FC and not you. Thus you can escort even druids for some time. Dont use pack, because it is more important to prevent the FC from slowing than give him/her some extra speed. While escorting you have 5 possibilities to defend the carrier: 1. trap. If somone chasing the carrier and you are ot of combat, just run beside him and place a freezing trap while running. Keep your laugh to yourself, and deal with the others. 2. scatter shot. just shoot on the chaser. 5 sec is enough to loose your FC compleatly. 3. intimidation. use intimidation instead of scatter if you are a beast master. 4. concussion. 5. wing clip while running. This is tricky. I use it rarely.
Ideally the hunter alone can deal with 3 attackers alone!

Tactics against different classes

1. Warrior. If you meet a good warrior he will either kill you or leave you be. Against fair warriors you can easily win. Kite. Dont let him near you. If he succeed in charging you, use the FD+freezing trap trick, and gain maximum fire distance fast.

2. Rogue. Dont fear rogues. They are your main prey. Hunters in many aspects are rogue-hunters. Always use hunter mark. Although after the 1.2 patch they can be rid of that by vanish, vanish has cooldown while huntermark has not. Kite the rogues too, and use the FD trick if they are too close.

3. Warlock. Warlock has dmg over time. You not. Warlock is one of the easiest prey. kill him with arrows, you are faster dmg dealer.

4. Mage. Mage is one of the hardest to kill for a hunter in one on one fight. The usual tactic of a good mage is to get to almost-melee distance, freeze you with frost-nova, then keep the distance from your bow and melee weapon alike. Fortunately you have scatter shot! it is 5 sec relief from his spells. Unfortunatly thats not much against a mage…

5. Priests. You MUST use viper sting against any priest you have in fireing range. This is essential. Viper sting is a PVP weapon. In PVE its mana burning power is usally nothing, the NPCs have so much mana, that you will never burn that out. But in PvP viper is leathal for any spellcaster, and especially against priests. Beside viper if you want to kill a priest you can try to start with aimed shot, what is almost the only possible usage of aimed shot in WSG. If the healer priest is not attacked he usually thinks himself safe in absorb-bubble. He heals the others and remains on the same spot for maximal healing efficiency. You should show him, that he is not safe in that bubble. Aimed shot blows that away like a soap-bubble. If you dont want to kill the priest because you dont have time for that, give him a 5 sec rest with scatter.

6. Shamans. Shamans are the most mythical beings for alliance players, and especially their usefulness in WSG is a great myth. The truth is that shamans are average warriors, nothing more. A bit harder them to kite, because they have shock-spells, and slowing spells, but they dont have charge. Viper is a good thing here too. Shamans as FCs are crap. they need 3 sec to change to wolf without spec, and 1 sec with spec and they must remain stand still during that time. In any case they cannot get rid of concussion by changing shape like druids do. They die easily. They think they are great FCs but they are not, a shaman can only capture a flag when the attackers outnumber the defenders.

7. Druids. They should be fighted as the respective classes they change shape into. They are the best FCs. Philip, the alltime no1. FC in Scarshield Legion (a tauren druid), always says that druids are crap in fight. Thats almost true, but nevertheless, Philip is a legendary FC (hehe we can only hope that Myķ, the best FC in my lvl range of the alliance side, will be a match for him, when reach lvl60). A druid can rid of any slowing spell by changing shape. they can heal theirselvs even while running. they can root you, etc. If a druid is the FC, the hunter should pray for help and deal as many dmg as he can. You can use scatter if there is no other teammate nearby, you can use concussion, just for a little slowing effect (he has to change to human form from cat, thus loosing some speed for a while).

8. and… Hunters. Pray that you are the faster. freeze his pet eihter by laying a trap before the fight, or with the FD+freeze trap trick. turn on everything you have for faster dmg dealing. You need everything against a hunter. They are as deadly as you are…


Last edited by on Sat 26 Aug - 17:21; edited 3 times in total
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Padia
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PostSubject: Re: Hunter   Fri 25 Aug - 21:43

I heard that there's a macro for Stings. When you press it, it chooses the right sting for the enemy (enemy with mana --> Viper Sting etc.). Does any of you use this macro or know how to make it? It would be useful to have so I can have one keybinding for Stings and then have some empty for future skills..
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PostSubject: Re: Hunter   Fri 25 Aug - 22:10

Thank you, Falth, I was alot in WSG when I was a "lowbie". Infact.. Myu was the only one I knew by then. So I took a break for about 1 month.. after that, I haven't been much PvP untill I got to lvl 51. I think you know why.. Wink But thankyou anyway.
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PostSubject: Re: Hunter   Tue 29 Aug - 14:52

Come pvp together Corad. ^^

I finished the thing and edited the my post. I hope you guys will find it useful. It is an answer to Padia too. Against warriors use dthe FD trick and kite. Sometimes they got you. Then die in honor. PvP is like that. Sometimes not you are the winner.

I havent heard of that macro btw. You should check the ofiical forum. there is a hunter macro discussion there what is the most useful.
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PostSubject: Re: Hunter   Sun 3 Sep - 23:12

A great macro i found on the hunters forums...

/script t=UnitName("target");if(UnitAffectingCombat("player")) then ClearTarget(); PetPassiveMode();CastSpellByName("Feign Death");if(t) then TargetByName(t); end; else CastSpellByName("Freezing Trap"); end


click once, feign death, click again, trap..

it also recalls your pet so you wont get into battle again...
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PostSubject: Re: Hunter   Mon 4 Sep - 18:14

Edit: Obsolete


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PostSubject: Re: Hunter   Mon 4 Sep - 18:31

when will ŃrŪn do this for the druids?

great Lythar, really

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PostSubject: Re: Hunter   Mon 4 Sep - 19:36

Edit: ...


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PostSubject: Re: Hunter   Mon 4 Sep - 22:28

A little side note... immediately hit Aimed Shot when a Priest, Paladin, Mage (I think they can bubble...) or Warlock bubbles, it will burst it right away and you don't even have to be very lucky for it to do so, but if you are lucky the Priest/Paladin/Mage/Warlock will even take a fair bit of damage in the process.
Very funny to see them suddenly loose PVP/BG-face and hit a random button in the pure panic moment of loosing their precious bubble premeditated. *grins*

Not to mention that the rogue standing stealthed behind them will appreciate it very very much, giving the target even more worries... all because of you, mohahaha!

EDIT: Typo's...
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PostSubject: Re: Hunter   Tue 5 Sep - 9:24

Gah! I knew it!!
Everyone wants to take a swing at the poor priests in the nice robes, especially planting a dagger in our backs. Crying or Very sad
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PostSubject: Re: Hunter   Tue 5 Sep - 16:32

I'll comfort you by saying that priests are, for hunters, usually a tough nut to crack.
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PostSubject: Re: Hunter   Tue 5 Sep - 18:44

Jupp.... if they get in close we're toast, most of the times anyway. One nice thing is to have a 1.0 attack speed pet and have a beastmaster spec (like me).


Oh yes.... might as well say it here. I respecced to beastmaster, so now my pet alone can solo Gnomeregan, and probably higher instances too... only tried Gnome. Razz

To put it simple, my pet pwns. XD
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PostSubject: Re: Hunter   Tue 5 Sep - 20:21

Just sit back and relax while your pet eats the clothie, eh? Cool
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PostSubject: Re: Hunter   Wed 6 Sep - 2:05

Exactly afro
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PostSubject: Re: Hunter   Wed 6 Sep - 12:31

Meh, thats great Lythar

*Faltereh bows before his master*

A word on volley: volley is a must have in AV, and i think only there. You should shot volley onto flag being captured by multiply hordes. In AB you would never meet such a situation, because there isnt enough playr there, but in AV it is a common thing, and you should know, that not only priests and mages can AoE the flag for interrupt.


And I certainly dont understand your advice on warlocks. No other class is weaker in my mind than warlock. I can easily kill a lvl 60 geared warlock in a head to head duel. And certainly, they might fear my pet, or charm me instead, but nevertheless, they cannot deal as much dmg on me in such a short time to kill me first. But that might be sheer luck I dont know. Or my stamina.
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PostSubject: Re: Hunter   Wed 6 Sep - 12:54

And on pet:

just to contradict: pet is quite useful, not only DoT. I dont know, I have Broken Tooth, just like Adora, and he has some dmg least to say. And he can be really useful when kiting someone. Of course he wont kill a warrior, but a rogue is another thing. Rogues somehow die quicky around me...

I dont know if this is an evidence but when you have a cat and have bite and crawl there is a pvp setting for the pet. In PvE crawl eats so many focus, that your pet wont have enough for growl, thus he (or she I know, Lythar thinks every pet is female) will loose aggro. So I turn off claw when i PvE. But in PvP naturally growl is futile, so I turn off growl and turn on crawl. claw and bite and the 1.0 attack speed of Broken Tooth saved my ass many times against rogues.

Edit: well "crawl" means compleatly other thing than I wanted to write, so I edited to "claw" as the correct one.


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PostSubject: Re: Hunter   Wed 6 Sep - 14:25

There are a few types of warlocks. The ones I meant are soullink warlocks - their best small scale PvP build. The "glass cannon" ones may be similar to mages I guess.
You don't need to turn off growl when PvPing. The pet wont use it against another player.
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PostSubject: Re: Hunter   Thu 7 Sep - 12:00

Oh I see
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PostSubject: Re: Hunter   Tue 19 Sep - 10:48

I have very recently started an alt. by the name of Opherion and he will become my farming char as i as Khelmion basically suck at killing mobs now that i'm specced holy/disc and also for supplying me with crafted green stuff for disenchants.
I would very much like some hints, tips and guidiance from you more experienced hunters. And learn me the art of kiting for instance, which i don't really can master, and how best to apply traps and doing good crowd control.
But also pets. My thought is to get a bear (a white one :-D ) and either a owl or cat for some pvp actions. What are your experiences?

Any help is greatly welcome.
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Lythar
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PostSubject: Re: Hunter   Tue 19 Sep - 16:27

For farming beastmastery/marksman is the best build. As you are a beastmaster, it doesn't really matter what pet you use for PvE. For PvP a cat is of course best.
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Adora
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PostSubject: Re: Hunter   Tue 19 Sep - 16:49

I agree, beast mastery/marksmanship is the way to go when grinding mobs. And to be honest, the best pet if you ask me is Carrions... the ugly birds you know. Why I think these are the best pet for grinding mobs? Well, they are a balanced pet, cats are offensive and bears are defensive for example, and they also have Screech which is a kind of AoE debuff which also works like a growl. If you don't want to be too PVP vulnerable, and still have a pet with goot aggro maintaining abilities, I suggest an Owl or even a Bat if you can stand their posh appetite (they only eat mushies and fruit).
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