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Hunters are perhaps the most
straightforward class in the
game. Their role in solo or group play is fairly
single-target damage-per-second. They have almost no
buffs and a very limited capacity for self-heals, so their only real
option is to do as much damage as possible in the least amount of time.
ATTACKS - This is the
arsenal of the Hunter. Many Hunters work out a number
of standard shot rotations for different situations.
is what happens to people who say my cloak clashes with my outfit!"
Bow - Two
shots in rapid succession. This is a heavy hitter that adds +2 to your
At higher levels, this becomes Improved Swift Bow
three shots. This skill has a lengthy induction.
Arrow - An
induction shot that
moderate damage and applies a bleeding wound. Adds +1 to
Shot - This
shot does slightly more damage
than an auto-attack and has a short induction. Depending on
stance, it can apply a slowing debuff, has a high crit chance or lowers
threat. Adds +1 to Focus.
Shot - An
powerful shot that bypasses
armor mitigation. This one burns 3 pips of Focus - you can
build up to this with 1 Swift Bow and 1 Quick Shot. When traited, it
can cost fewer Focus points and negate even more armor mitigation, thus
doing more damage.
Shot - An instant
shot that costs 6 pips of Focus
and can only be used on mobs at half health or lower. It is
quite powerful, and when improved at higher levels removes corruptions.
of Arrows - An instant
area-effect shot that costs 3
pips of Focus. This one hits several enemies (up to 5) and
damage, and it has a very high threat rating.
- A very
powerful shot with a long-ish induction.
It does not cost or build Focus. It adds a large
target reticle to the intended recipient, which lasts the duration of
the induction. When traited, it will remove the bleed from
Barbed Arrow to deal significantly more damage.
- Blood Arrow - This instant shot costs 3
pips of Focus, but costs morale instead of power. It does damage
comparable to Penetrating Shot on a regular hit, but closer to Merciful
Shot on a critical. Useful for long fights when power is an issue and
morale is not.
Rotation - Generally,
Hunters will want to work out a
standard pattern of shots for different situations. This will
be different in groups than it will be for soloing. While
soloing, it pays to open with a powerful shot like Swift Bow, followed
by Penetrating Shot. In a group, where threat is a constant
issue, it is generally wiser to
open with a string of Quick Shots and
save the heavy hitters for later on.
- "Plan B."
With power at a premium for Hunters, melee attacks offer poor
returns for the investment of power. On the other hand, they
are instant, and some of them have additional uses besides raw DPS.
the steps for the deadly dance of blades.
Stroke - A basic melee
attack gained at character creation. Hit with
weapons for slightly more damage than an auto-attack. Adds
buff to defenses.
Blow - Almost
same as above, but if the
target is affected by Barbed Arrow it does more damage and removes the
Cut - Frontal
area-effect swipe that can hit multiple
targets, affecting them with a slowing debuff. It can also apply a
bleed when used with certain LI legacies.
decently-powerful melee attack with a long
animation. Stab with an arrow, then a quick point-blank shot,
just like Legolas. This one adds 2 pips of Focus and interrupts enemy
Rejoinder - A reactive
only available when a
melee blow is parried. It has a small chance
of applying a
- These are toggled skills that
affect how your ranged skills work while active.
stance allows for called shots. At least, that's what this hobbit
- This is
the first stance you get.
Shots do more damage, generate more threat and consume more
power. Quick Shot applies a slowing debuff in this stance.
Strength stance is most useful for soloing, less so in a
group. However, when applied judiciously, it can actually
help to use Strength stance in a group fight - e.g. if the Minstrel is
getting attacked and the tank is unable to pull the mobs off, the
Hunter can temporarily switch to Strength stance and fire off a Rain of
Arrows. The mobs will leave the Minnie and focus on the
Hunter, allowing the healer to heal more
effectively and keep everyone
- Shots do the
same amount of damage as they
would without an active stance, but are less likely to miss their
intended targets, resulting in higher DPS overall. Quick Shot has a
critical chance in this stance. Precision stance works well
in groups with solid tanks, and it works just fine for soloing, too, as
it is much less power-hungry than Strength stance.
- When power
consumption and aggro management are
critical, Endurance stance is your friend. Shots do less
damage than they would with no active stance, but consume less power
and generate significantly less threat. Quick Shot is
basically threat- and power-neutral while in Endurance stance. This
stance allows the hunter to unleash the big hitters without drawing a
lot of unwanted attention from the mobs, and is best used in groups
with "iffy" tanks.
- These skills serve to
make you a more effective combatant. They allow you to use
more powerful skills faster, and keep you actively participating in the
fight for longer.
don't want to be the mob he's pointing at after you see the glaring red
butterfly over his head. Trust me.
Instantly fill your Focus meter.
Usable in combat.
- Fills your focus
meter with a short induction.
Not usable in combat.
Haste - Inductions
are significantly reduced and
attacks execute quicker for 30 seconds. Costs 3 Focus.
Notice - Drops a
huge amount of threat instantly.
At very high levels, this skill changes to Beneath Care, and
restores some power over time in addition to dumping aggro.
Poison - The only buff
Hunters have that can be used
to assist other people. This skill removes poisons and adds a
buff to poison resistance for 15 seconds. This skill is instant (no
cooldown) and single-target when used normally, but when traited in the
Trapper of Foes line, it has a brief cooldown and can affect the whole
of the Earth -
Stop fighting for a few precious seconds, watch the fighting,
eat some nachos, cheer for the home team, then get back in there fully
Onward - A legendary
skill attainable at level 39.
After a 5 second induction, instantly recover a big chunk of morale and
power. Not usable in combat, but it can be improved by
traiting at least 4 Huntsman line class traits, making it usable in
combat when the Hunter is not being attacked.
- Fleetness - The old stance no
one used ever got overhauled and is now actually useful! This is now a
15-second buff instead of a stance, which reduces moving miss chance by
60%, increases run speed by 10% and prevents Focus loss from movement.
It costs 6 Focus to use this skill, which completely drains the
Hunter's Focus meter, but can be followed up with Intent Concentration
or a quickly-chugged Potion of Focus to rebuild. The legendary capstone
for the Huntsman line, Improved Fleetness, doubles the duration of this
stance, reduces Focus cost of Focus-based attacks and reduces attack
duration, making induction-based attacks execute quicker.
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