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The Hunter: -Last
Updated 6-19-2004
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Available to: Night Elf, Dwarf,
Orc, Tauren, Troll Best For: Dwarf,
Tauren Primary Attributes:
Agility, Intelligence Skills Require: Mana
Allowable Armor: Cloth, Leather, Chain (With Training
at level 40)
Starting Weapon Skills: Axe, Guns (Dwarf, Tauren),
Bows (Troll, Night Elf, Orc),
Trainable Skills: Fist, Spears, Swords, Staves, Two
Handed Axes, Two Handed Swords
The hunter is a fighter/mage hybrid, able to deal large
amounts of damage from afar and confusing enemies with their many traps. While
hunters do not possess the endurance of warriors, they are able to deal lethal
damage from range, and have a pet to make sure the enemy stays there. |
Playing the hunter requires a certain degree of planning,
and a good amount of skill. It's suited for players who like blasting enemies
from range, while still not having to rely completely on ranged combat. In
addition, they have a pet to manage, which increases the amount of
micro-management required, but ensures that you always have something to do.
hunter to kill his enemies far away for the majority of the battle.
Pet Mechanics:
Hunters are able to take control and tame animals of their choice once they've
purchased the appropriate skill at Level 10. Pets acted as mercenaries did in
Diablo 2, and raise levels are the player kills additional creatures. Pets play
an integral role. In battle, a hunter typical sends out his pet to take the
brunt of the enemy's fire, which in turn allows him to stay away, and blast the
enemy with missiles.
Pet Happiness: Pets in World of Warcraft have a
happiness rating. The happier a pet is, the greater the damage it deals, and the
faster it gains affection for the player. As a pet fights and takes damage for
the player, he gradually becomes less happy, and eventually can leave or even
turn on the player. In order to increase happiness, a player must feed his pet.
Different pets prefer different foods, and for maximum effectiveness, a player
should always feed food of the highest quality to his pet.
Affection:
When a hunter first tames a pet, that et will have
Level 1 affection. As the pet and the hunter journey's together, the pet will
gradually gain affection for the player. The higher the affection, the less food
it is required to keep your pet happy. Affection gives the player an incentive
to keep their old pets, rather than go off taming new ones whenever the
possibility arises. Elite Pets:
Players should always take the opportunity to take Elite
animals, as these do significantly higher damage than non elite animals of the
same level. The lowest level Elite pets for the Horde are Deviate Raptors, which
can be found in the entrance of Wailing Caverns in the Barrens. The Alliance can
find Ol'Sooty on North Eastern Loch Modan.
Spells Mechanics:
Players purchase spells from Hunter Trainers in World
of Warcraft, including higher ranked versions of their current spells. A Hunter
can use a wide range of combos instead without penalty. Thus the most successful
hunter is the one who
develops the best spell combo, as opposed to the one who was able
to save all skill points and put them all into the most powerful
spell.
Spell Types: There are three major
types of spells in world of Warcraft. Sorcery Spells:
Take time to cast, but have no cool down.
They can be used as much as casting time allows. However, if the
caster is struck while casting the spell, the casting time
increases and the spell may be disrupted altogether. Thus casting
sorceries while under attack is questionable. Any sorcery with
over 2.5s casting time should not be used in melee. Eg: Revive Pet
Instant Spells: No casting time, but have
a cooldown timer. They are great in mid combat as there's no
chance they will be disrupted. In addition, you can cast them
immediately after a sorcery, or even between two attacks! Their
drawback is that you have to wait a while to use them again. Note that, different
instant spells have separate cooldown timers, so you can cast two different
instant spells one after the other for brutal damage. Eg:
Fire Blast, Frost Nova
Next Ranged Spells: The Hunter has a number of spells
that require the use of a bullet and are executed instead of the next ranged
attack they make. These spells typically boost the power of the hunter's next
attack, and must be used from a certain distance. As a hunter has numerous such
spells, it is quite essential for the
Ranged Combat:
Hunters are the Masters of Ranged combat, be it with Gun
or Bow. Thus, they have an entire set of skills devoted to enhanced their
ability to deal massive damage from far away. These spells are required
the Hunter to be at least a certain distance from the enemy, and thus, a Hunter
should always aim to stay as far away from enemy as possible.
Many of the ranged attacks are in the form of 'stings'.
Only one sting can affect one target per hunter, thus, the choice of the right
string to use is critical to a hunter's success.
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Serpent
Sting: -Instant
Duration: 10 minutes
Target: Enemy
One of the most mana efficient damage spells in the
Hunter's arsenal. This is a good general purpose to launch at targets at the
start of battle. Excellent against low hp enemies, such as offensive casters,
when you're soloing.
| Rank |
Required Level |
Cost |
Mana |
Range |
Damage |
Damage/Mana |
| 1 |
4 |
1 |
15 |
8-35 yrd |
20hp over 15s |
1.33 |
| 2 |
10 |
4 |
30 |
8-35 yrd |
40hp
over 15s |
1.33 |
|
3 |
18 |
29 |
50 |
8-35 yrd |
80hp
over 15s |
1.60 |
|
4 |
26 |
90 |
80 |
8-35 yrd |
140hp over 15s |
1.75 |
|
5 |
34 |
1 80 |
115 |
8-35 yrd |
210hp over 15s |
1.82 |
|
6 |
42 |
2 |
150 |
8-35 yrd |
290hp over 15s |
1.93 |
|
7 |
50 |
3 50 |
190 |
8-35 yrd |
385hp over
15s |
2.02 |
|
8 |
56 |
5 30 |
230 |
8-35 yrd |
490hp over 15s |
2.13 |
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Hunter's
Mark: -Instant
Duration: 10 minutes
Target: Enemy
Increases the Attack Power of Ranged attacks on the
target. In addition, the target cannot stealth or go invisible and appears on
the Hunter's Mini-map for the Spells Duration. Excellent for ganking newbies.
Always use this before combat. It's huge range allows you to cast it well away
from the enemy.
| Rank |
Required Level |
Cost |
Mana |
Range |
Power Increase |
| 1 |
6 |
1 |
15 |
100 yrd |
20 |
| 2 |
22 |
56 |
30 |
100 yrd |
45 |
|
3 |
40 |
1 60 |
45 |
100 yrd |
75 |
|
4 |
58 |
5 30 |
60 |
100 yrd |
110 |
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Arcane
Shot: -Next Range Cooldown: None
Target: Enemy
The Hunter's direct damage spell from afar is not very
mana efficient, and should only be reserved for tight situations where dealing
quick damage is absolutely necessary.
It only does marginally more damage than the Hunter normal
ranged attack, and costs too much mana to be used constantly as cool down
allows. The damage it deals however, is the Arcane, rather than Physical, and
thus this spell is marginally useful when against enemies with very high armor.
| Rank |
Required Level |
Cost |
Mana |
Cooldown |
Range |
Damage |
Damage/Mana |
|
1 |
6 |
1 |
25 |
6.0s |
8-35 yrd |
13 |
0.52 |
| 2 |
12 |
8 |
35 |
6.0s |
8-35 yrd |
21 |
0.60 |
|
3 |
20 |
29 |
50 |
6.0s |
8-35 yrd |
33 |
0.66 |
|
4 |
28 |
81 |
80 |
6.0s |
8-35 yrd |
59 |
0.74 |
|
5 |
36 |
1 50 |
105 |
6.0s |
8-35 yrd |
83 |
0.79 |
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6 |
44 |
2 50 |
135 |
6.0s |
8-35 yrd |
115 |
0.85 |
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7 |
52 |
5 30 |
160 |
6.0s |
8-35 yrd |
145 |
0.91 |
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8 |
60 |
4 70 |
190 |
6.0s |
8-35 yrd |
185 |
0.97 |
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Multi-shot: -Next Range Cooldown: None
Target: Enemy
A high mana costing, and rather powerful AOE spell.
Multi-shot allows the Hunter to shoot 3 targets at once, and at higher ranks,
deal considerable bonus damage to each person. This is a great spell to use in
groups when against lots of low level mobs. In the right situation (ie: when
there are 3+ non-elite targets), a player should cast this spell as much as mana
and cooldown allows.
| Rank |
Required Level |
Cost |
Mana |
Cooldown |
Range |
Bonus Damage |
Damage/Mana |
|
1 |
18 |
29 |
100 |
10s |
8-35 yrd |
0 |
0 |
| 2 |
30 |
80 |
145 |
10s |
8-35 yrd |
40 |
0.28 |
|
3 |
42 |
3 |
175 |
10s |
8-35 yrd |
80 |
0.46 |
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4 |
54 |
5 |
210 |
10s |
8-35 yrd |
120 |
0.57 |
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Scorpid
Sting: -Next Range Cooldown: None
Target: Enemy
Rather than dealing damage, Scorpid Sting severely
weakens them by reducing the agility and strength. It's use is unfortunately
rather limited for soloing, as the strength of the enemy does not usually come
into play till he reached you, and as a hunter, you're going to avoid that from
happening. The ability is best reserved for party situations, where it can
significantly increase the ability of the warrior to tank. It is also excellent
when used in Cnnjunction with the Warlock's Curse of Weakness and the Shaman's
Stoneskin Totem!
| Rank |
Required Level |
Cost |
Mana |
Range |
Strength/Agility
Reduction |
| 1 |
22 |
56 |
70 |
8-35 yrd |
20 |
| 2 |
32 |
1 50 |
90 |
8-35 yrd |
25 |
|
3 |
42 |
3 |
125 |
8-35 yrd |
45 |
|
4 |
52 |
3 50 |
165 |
8-35 yrd |
68 |
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Rapid Fire:
-Instant Cooldown:
5 Minutes
Target: Self
Causes the hunter to shoot at a greatly improved rate.
This spell is usable only once every 5 minutes, and should thus be reserved for
tough encounters. It however, always doubles your damage output, and the effect
in PVP combat is amazing.
| Rank |
Required Level |
Cost |
Mana |
Shot Time Reduction |
| 1 |
26 |
90 |
100 |
40% |
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Viper
Sting: -Next Range Cooldown: None
Target: Enemy
Viper Sting drains the target of a lunch chunk of mana,
While it designed specifically used to counter casters, in practice it is really
only useful against healers. Using this spell against a mage is rather
pointless, as mages would much prefer you knock out their mana over their life.
The spell, is however, lethal against fighter mages with limited mana supplies,
such as the Shaman, the Paladin and other Hunters.
| Rank |
Required Level |
Cost |
Mana |
Range |
Mana Drained |
Mana Drained/Mana
|
| 1 |
36 |
1 50 |
125 |
8-35 yrd |
468mp over 8s |
3.74 |
| 2 |
46 |
3 70 |
165 |
8-35 yrd |
656mp over 8s |
3.97 |
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3 |
56 |
6 40 |
210 |
8-35 yrd |
888mp
over 8s |
4.23 |
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Volley:
-Channeling
Target: Enemy
A powerful AOE spell that's designed to decimate large
numbers of low level opponents. This is an ideal spell for use in instances such
as Sunken Temple where a player is warmed by non elite enemy units. The only
weakness is the spell's channeling nature, which coupled with the fact that it
has a minimal range, means that it can only be used effective when the enemy is
rooted in place or aggroed on someone else. Thus, it is the best used in
conjunction with Blizzard, Frost Nova, or Snares such as Earthbind Totem.
| Rank |
Required Level |
Cost |
Mana |
Cooldown |
Range |
Damage |
Damage/Mana |
|
1 |
40 |
1 60 |
100 |
10s |
8-35 yrd |
40hp/s for 8s |
0 |
| 2 |
50 |
3 50 |
145 |
10s |
8-35 yrd |
50hp/s
for 8s |
0.28 |
|
3 |
58 |
5 30 |
175 |
10s |
8-35 yrd |
60hp/s
for 8s |
0.46 |
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Outdoorsmanship: Outdoorsmanship is a set of
skills that the hunter may use outside ranged combat. They feature a few melee
skills, mostly designed to finish weakened foes or slow them in some fashion so
that the Hunter can retain his range advantage. In addition, this skill set
features a number of traps. Only one trap may be in effect at any one time and
they must be set out of combat, but
a hunter always use a trap. These are the devices that'll help deal that final
blow, and snare the enemy, and let the hunter return his advantage of range.
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Raptor Strike:
-Next Melee Attack Duration:
10 minutes
Target: Enemy
Increases the damage of your next attack, this is a weaker
form of the warrior's strike ability. While the damage bonus is not very
significant, it still offers the Hunter a good close combat finishing move. The
spell is mana inefficient, and should be retrained from use at higher levels.
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