Posted November 4th, 2009 by Mem
Playing solo as a Hunter is rather easy and won’t require much skill or thinking on your part. For any additional information needed visit our Hunter 1-40 guide.
Hunters can be a valuable asset to any group as they provide excellent damage, and great utility. Hunters are easily able to fill many roles within a group and can make almost any run easier. The roles Hunters are most likely to fill in a group are Puller, Off-Tank (pet), Crowd Control, or basic DPS.
With the abilities to Misdirect
and Feign Death Hunters can easily make a run go much smoother by
simply pulling. Cast Misdirect on the tank (or your pet if it happens
to be tanking), shoot the target, and then Feign Death. All agro should
go to the Misdirect target. Once the mob is picked up, get back up and
begin DPS. This should be repeated as needed with any other groups of
mobs in an instance.
If you are in a tight spot where you will need an off tank on top of your regular tank and no player is available a Hunter’s pet can easily step in and take this role. While Tenacity pets are best for this (Bears, Gorillas, Turtles, etc.) any pet can step up and take a short tanking role while needed. Simply target the mob you are directed to tank and send your pet in with it’s agro gaining ability on. Your healer should be able to keep your pet alive until the real tank is able to pick up the mob.
Hunters can be
a force to be
reckoned with in PvP, to learn more feel free to visit the Hunter PvP
Basics page located here.
While playing in a group setting please keep in mind to keep your pet
on Defensive, turn off any aggro gaining abilities it might have unless
it’s tanking, and also avoid anyd AoE damage until after all
crowd controlling is done.
Aspects are very similar to the blessings or auras of the Paladin
class. They have many beneficial effects such as increasing your dodge,
range attack or run speed. They do not have a time limit and will
remain on until you activate another aspect or until you turn them off.
Only one Aspect can be active at a time. Each Aspect has it’s
benefits and it’s certain place where it can and should be
used.
Aspect
of the Monkey: Increases
chance to dodge
Aspect
of the Hawk: Increases ranged
attack power
Aspect
of the Cheetah: Increases the
Hunter’s run speed. Will become dazed when damage is taken.
Aspect
of the Beast: Become
untraceable and increase melee attack power of the Hunter and the
Hunter’s pet.
Aspect
of the Pack:
Increases the run speed of the Hunter and his group. Will become dazed
when damage is taken.
Aspect
of the Wild: Adds nature
resistance to all party members within 30 yards.
Aspect
of the Viper: Ranged attacks
restore mana, but reduces total damage done by. Also gain additional
maximum mana every 3 seconds. Mana gained is based on the speed of your
ranged weapon.
Aspect of the Dragonhawk: Increasing ranged attack power by 300 and chance to dodge by 18%
The majority of
the time you
should be using Aspect of the Dragonhawk to increase your ranged
damage. . Aspect of the Cheetah/Pack are
best used for traveling on safe roads or for when you need to escape
and you can risk the dazed. Aspect of the Wild is for when
you're raiding or facing
enemies with a lot of poison damage. Aspect of the Beast is for general
PvP use when you can't think of anything else to run at that
time. Aspect of the Viper will be used mainly in longer boss
fights.
Steady
Shot - Trained - A
shot that
does physical damage and is a basic filler shot.
Aimed
Shot - Talent (T3 Marksman) -
A physical damage shot that can be used while moving and is cheaper
than Multi-Shot. Benefits from Sniper Training.
Chimera
Shot - Talented (T11
Marksman) - Instant shot that deals 125% of ranged weapon damage, and
refreshes the current sting on your target. Also triggers an additional
effect based on the sting.
Multi-Shot
- Trained - Physical damage shot with a short cool down that shares a
cool down with Aimed Shot. Will hit 3 targets, including any neutral
targets, and targets that are Cced, and Critters.
Explosive
Shot - Talent (T11 Survival)
- One of the core abilities of any Survival Hunter it shares a cool
down with Arcane Shot and deals roughly 3 times as much damage. All
three ticks from this shot can crit. This shot can be partially
resisted.
Arcane
Shot - Trained - Instant
shot that causes 15% of your ranged attack power plus some arcane
damage. This shot shares a cool down with Explosive Shot and
can also be partially resisted.
Serpent
Sting - Trained - Stings the
target, causing nature damage based on your ranged attack power over 15
seconds. This Sting should be kept up at all times by every Hunter.
Black
Arrow - Talent (T9 Survival)
- This shot shares a cool down with Immolation Trap and Explosive Trap.
The shot increases all damage done by you to the target by a percentage
and deals Shadow damage based on your ranged attack power.
Feed Pet
Steady Shot Rotation
This macro can be used with or without the second line, which is there for beast mastery hunters. If you do not have kill command simply remove the line. The macro ensures that you can not interupt your autoshot with a steady shot and lower your damage. Simply replace your steady shot on your toolbar with this macro.
#showtooltip
Steady Shot
/castrandom [target=pettarget,exists] Kill Command
/castsequence reset=2/target !Auto Shot, Steady Shot
/script UIErrorsFrame:Clear();
Misdirection
This macro with misdirect to your focus target (which should be set to your tank with /focus "tanks name") or if the tank is dead or not set, to your pet.
#showtooltip
/cast [target=focus,help][help][target=pet,exists,nodead] Misdirection