Wow should i roll a hunter




















Mail with Intellect, Spirit, or mana regeneration is useful for Shamans as well as hunters. Depending on the stat distribution, it may be more useful for a shaman than a hunter or vice versa.

As you get better at loot identification you'll learn to recognize the differences e. Maces are also the only weapon class in the game that we cannot use, so make sure you let him have those, as well.

This may seem obvious, but don't roll on plate armor as hunters cannot use it. If Healer Paladin, let pet tank and Paladin off-tank and heal. If Protection or Retribution Paladin, see Warrior section.

Talk to the Paladin about trapping; [Consecrate] tends to break traps, so ask the Paladin if he wants traps used or not. See Mage section. Coordinate pets so that one of your pets can tank while the other does DPS.

The Warlock's Imp has a handy health buff, although in some cases another pet could well be more useful, particularly if the Warlock is Demonology-specced. More or less the same as warriors, though they possess fewer aggro grabbing abilities, so be prepared to have your pet grab any enemy that slips off them and onto a squishy.

Let them fight the warriors over any swords axes maces or polearms that are strength or stamina oriented. Vanilla WoW Wiki Explore. World of Warcraft: Classic. Herbalism Mining Skinning. Cooking First Aid Fishing. Explore Wikis Community Central. Register Don't have an account?

Hunter PvE guide. Thanks to Healthstones, Soulstones, and Summoning Portals, Warlock players will be at the top of the priority list for every raid group. Get ready to feel like the popular kid at school if you roll Warlock, a relatively safe class with notoriously strong DPS numbers and an unrivaled amount of utility.

Paladins were expansively altered in The Burning Crusade Classic. Not only will Horde players be finally able to play the class after it was exclusive to Alliance in Classic , but both Seal of Blood and Seal of Vengeance will be available to players of both factions in the updated version of TBC.

In TBC Classic , all seals will be available to all races, making Paladin equally balanced regardless of which faction you may choose. This section will refer to PvE battles, not PvP. The general strategy for a Hunter in solo play involves set up and kiting.

This can be done using the AddOn called Omen. If the threat being generated by the Hunter exceeds that generated by the pet, the attention of the mob being attacked may be diverted from the pet to the Hunter, and the mob may then move into the Hunter's melee range. If this occurs, the Hunter is then forced to either rely on her vestigial melee abilities to kill the mob, or to use the [Feign Death] ability to cause the mob to return to the pet.

Given that Feign Death is not learned until level 32, it is of vital importance to new Hunters to begin to learn threat management as early as possible.

As Feign Death is not only on a 30 second cooldown, but is also prone to failure on occasion, the ability to regulate threat is a vital skill, which will serve a Hunter well throughout the entirety of their career. At level 44 the Hunter has the opportunity to become a better solo fighting machine. Previously only the gorilla had access to the [Thunderstomp] ability, but now it is a talent nested in the Tenacity pet tree learnable at level Initially apply an Aspect: [Aspect of the Hawk] for optimal damage or [Aspect of the Monkey] if you expect melee.

The reason to let the pet attack first is to establish aggro. This allows you to stay at range, where you are much more effective; hunter ranged damage is significantly higher than melee damage. Generally, the use of traps is reserved for special situations such as when you are expecting to pull multiple mobs.

In that case, set a Freezing Trap and then send the pet in to establish aggro on your preferred target. Once the pet has activated the mobs use [Multi-Shot] to aggro the add and pull it over the trap to immobilize it. Alternatively, the healing aggro from [Mend Pet] can pull the add off your pet and straight into your trap. You can dispense with the trap if your pet is strong enough to take the hits from multiple mobs.

Do not DoT a mob you intend to trap. Kiting is a concept that all Hunters should learn. Most Hunters will find it unnecessary until later levels, and might never use it if they never tackle hard battles. The basic premise of kiting is keeping your range while dealing damage. The generic way it's done is like this Remember :- Be sure before you pull that you have a safe run path so you don't get other mobs while kiting.

If the mob is running faster than you, or you can no way get far enough away to kite this way, or there is no path you can kite on, you may need the help of a group instead. Kiting Bosses in Instances When kiting bosses in instances, it is important that the mob doesn't strike you. This can be achieved by using Aspect of the Cheetah , but to avoid the daze effect of being struck, it is best to stay out of melee range.

As with any kiting, this can be achieved by shifting the camera by holding down the right mouse button and dragging either to the left or the right. If you drag by about 45 degrees, it will allow you to maintain your forward momentum in approximately the same direction, and allow you to use instant cast abilities such as Arcane Shot, Concussive Shot and Serpent's Sting to make sure the boss keeps following you, but not get close enough to hit you.

This would be of particular use when you need to pull a boss away from a large group of mobs that would come to its aid if you attempted to attack it directly. Many of the tactics on this page are pre-BC. All hunters should take advantage of the powerful benefits of Steady Shot. Steady Shot has a casting time of 1. This means that Hunters can fire Steady Shots while waiting for their next auto-shot to be ready.

Depending on the speed of the Hunter's ranged weapon, multiple Steady Shots may be able to be fired before the auto-shot is ready. It is important to keep an eye on the auto-shot cooldown, as the casting of a Steady Shot will prevent an auto-shot from being fired.

This is called "clipping", and will decrease DPS. There are five different traps available to the hunter. A trap skill allows you to set a trap on the ground which will stay put for 1 minute, and will activate when a mob comes within range, performing their designated function. Since patch 2. See also: Hunter traps. At level 50, Hunters learn Steady Shot. Along with Multi-Shot 's 0. This used to create clipping problems, when Auto Shot would not fire when casting Steady Shot.

This is no longer the case, so there is no longer any need for "Shot Rotations". Instead, Hunters use Shot Prioritization. In short, shot prioritization answers the question: when two or more abilities are available and off cooldown , which do I use first? Hunters are an interesting class because of how they do damage. They are the only class that can efficiently use ranged weapons, yet are forced into melee quite often until taming a pet at level Common wisdom is that Hunters should never melee.

For the most part this is true; Hunters will do far less damage in melee and can be a liability to parties. However, it is important to keep melee weapon skills high for a couple of skills:. If you PvP a lot, weapon skills should be capped.

This will ensure that Wing Clips hit as often as possible. Also, if you're rooted in melee, you can get off a couple of Raptor Strikes before escaping. Another consideration is the Defense skill. A competent hunter can keep mobs at range nearly all of the time. This keeps the hunter from being hit by melee attacks, but also keeps his Defense skill from increasing.

If the Hunter's Defense falls too far behind, mobs will always crit him. The important thing to remember is to not melee while in instances unless absolutely necessary. Your group invited you to DPS, not skill up polearms. Since a few patches ago, the minimum range of ranged weapons has been reduced to equal the maximum melee range, thus removing the "dead zone".

This has made it possible to perform a movement that alternates melee and ranged attacks increasing the DPS while conserving your mana in very short-range fights. This movement has been called by some the "hunter dance". This hunter dance is well known as a good way to skill up any weapon skill, as you're getting as many weapon swings while still killing mobs faster, ie rendering your skilling more useful.

Basically, the hunter stays at the limit between ranged and melee zones and steps in and out to alternate the two kinds of attack. Since the two weapons are independent the hunter can use them both at the same time: this means that while your auto shot is loading its next shot you will be able to step forward, start an auto-swing, and step backwards into ranged zone. This is possible since you only need to be in melee range for a split-second to deliver your auto swing, even if you're already out of range when you actually see the swing animation.

When a non-caster mob is attacking you, either because you got the aggro over your pet, or your pet's dead or otherwise occupied, it will be the enemy to try and come within melee range. In this situation you will only step backwards to get in the ranged zone, and the enemy himself will follow you to get your auto swing. The mob must be constantly wing-clipped or otherwise slowed down, since you'll usually need more than a step backwards to be able to auto-shoot; freezing trap or serpent's venom should also work fine.

While aggro-dancing you'll want to use the aspect of the monkey and be ready to mongoose bite. When dancing instant shoots can be used, while raptor strike is to be avoided for it is possible to toggle it after the auto swing, thus stopping all other attacks until it has triggered.

No need to say that the dance is useless against most bosses that have special attacks which will make you prefer to fight from as far as possible. The best choice would be to have such ranged and melee weapons that their final attack speed is equal: e. If the speeds of your weapons are different you would have to wait for the slower one to activate, slowing down the other one's cycle.



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