Hunter PvP Guide

This guide intends to cover basics so that you have the best chance of maximizing your PvP potential as a hunter. Hunters are a popular class because they have excellent DPS, good survivability, and many important support abilities that help our team directly in the various PvP settings.

- In world PvP, we have tracking to alert us of nearby hostile players, and the ability to start combat at long range and kite. We can feign death or use our pet to take care of mobs if an opponent engages us while were in combat. We have good survivability in world PvP and are not an easy class to gank.

- In battlegrounds, we tend to easily top DPS charts and have a large amount of survivability. Due to our effectiveness at extreme range, we can stand in the back and snipe opponents. Our traps are tremendously helpful in BGs for slowing down flag runners or crowd controlling individual opponents.

- In arenas, were abusively powerful in 2v2/3v3′s given the proper PvP spec. In 5v5 arenas, we provide a lot of different and valuable support although our DPS is somewhat secondary to that.

The role and viability of the hunter class in arenas is often contested amongst the class community, as between Beast Mastery and Marksmanship hunters, there is a very large difference in play style. As a Beast Mastery hunter, your role will be to put out as much damage as possible paying heed to little else, as a Beast Mastery hunter requires less support from teammates. Your pet will be a source of damage with this spec and a very underestimated one. This style is generally preferred on teams without a healer, or ‘gib’ or ‘rush down’ teams. BM however does suffer the longer the match progresses so Marksmanship hunters are preferred on ‘outlast’ teams.

The Marksman’s role is one of utility, rather than oppressive damage. As a Marksman, you will be expected to keep melee damage classes off your healer or maybe more fragile team members with Wing Clip , drain the enemy healer’s mana with Viper Sting and keep one of the enemy players controlled with Freezing Trap. In many cases, all of these things are expected of you at once.

These styles have met with differing levels of success, but Marksmanship hunters are generally more successful in higher level brackets while Beast Mastery hunters are better against more unorthodox teams usually encountered in lower level brackets. This is however a generalization and there are exceptions to both.

  • If youre a Marksmanship hunter, many of your fights will be long, since your most popular team setups will be drain teams. Be patient, and don’t try to rush the game or rush the burst. A typical Marksmanship hunter team game can take anywhere from 10 to 15 minutes. Although your spells are cheap, you don’t have a large mana pool, so it is very important for you not only to gem and enchant your gear to make up for this shortcoming, but also that you use your skills economically. If possible try to save Arcane Shot to dispel in your shot rotation, and DPS a target nice and easy while it or the opposing team’s healer lose their mana.
  • Survival hunters are perfect for countering warriors, rogues, enhancement shamans or other hunters. With a diverse arsenal to immobilize (Counterattack, Entrapment for example), high avoidance (Deterrence, Deflection, and for maximum effect, go for the Beast Mastery talent Improved Aspect of the Monkey!) and 20% extra crit on Raptor Strike and Mongoose Bite, it’s possible to surprise your melee opponents with a barrage of alternating melee crits and short range shots while they are immobilized. Wyvern Sting and Readiness are excellent arena weapons and give the hunter that much more CC. The downside to a survival build is the decreased ranged damage output and because of that, less viability versus casters. Survival should be combined with additional marksmanship talents and Improved Aspect for the Monkey to retain its diversity.
  • Work on synergy with your team, and practice good decision making on utilizing your skills. For example, if you fight a team with no defensive dispeller like a priest or a paladin, it may be a better idea to Freezing Trap a target rather than kiting with Frost Trap. You could set this up by using Scatter Shot (if specced Marksman) or Intimidation (if specced Beast Mastery) on your intended trap target, laying it under him and then forcing him into the CC, and it can be followed up by an Entangling Roots, Fear, Polymorph, Blind, etc depending who you run with. Coordination with your team is vital to success.
  • If possible, flag warriors in combat from max range with a quick attack like Arcane Shot to deny them the ability to Charge.
  • The cast time for auto shot is 0.5 secs, so as long as you stop moving 0.5 sec before your next shot, it will go off on time. A swing/cast timer like Quartz is extremely useful for getting the timing right. A slower weapon enables more movement.
  • As youre a ranged class, melee combat should always be your last resort. Melee is an entirely impractical style of fighting for hunters. Only three abilities besides Wing Clip are presented to the class: Raptor Strike, Mongoose Bite, and Counterattack (Only presented with deep Survival). It is not recommended to use anything but Wing Clip when engaged in melee, since Raptor Strike is based on next attack swing, Mongoose Bite is situational and Wing Clip is spammable, meaning you can keep stacking it and hope for an Improved Wing Clip proc (Survival tree talent) to get away.
  • Pillars work both ways. Try to stick by them and duck out whenever ranged target you, or melee turn their attentions to you so they can Intercept or Shadowstep. Being comfortable working around pillars is crucial for survival as a hunter in any bracket or level of play.
  • Protect your Viper Sting. It is one of the hunter’s most important tools in Arena. If youre draining a druid, following up a Viper Sting immediately with a Silencing Shot if youre a Marksman or Intimidation if youre a Beast Master, so the first few ticks are guaranteed protection from Abolish Poison. Conversely if your intended drain is something else like a mage, be sure to immediately silence or stun anyone on the mage’s team who can dispel the sting. Be sure to work with any other crowd controllers on your team to chain CC effects to keep the sting up as long as possible.
  • Use high points such as hills or buildings as firing locations. Any place that is hard to reach is perfect. High slopes in Alterac Valley and cliffs in Nagrand for instance. Also use bushes and trees as cover, making yourself harder to pin point.
  • There are areas where you can shoot through the terrain, such as a hill. Paladins, rogues, and others who aren’t ranged and can’t charge/intercept you have little to counter this with, since they can’t hit a button to find you.
  • You are able to lay traps during combat. The best use of this is to drop a freezing trap, then run through it. Your opponent will likely follow. Once frozen (don’t worry, your pet won’t attack them), get as much distance as possible and load up an Aimed Shot/Arcane Shot combo. Use Concussive Shot to slow them if they are close then a Scatter Shot and repeat.
  • The most effective abilities in the battlegrounds are those that have little to no casting time. Arcane Shot, Multi Shot (despite a 0.5 second delay), and Concussive Shot will be your best friends in the battlegrounds. Aimed Shot can still be effective (especially once you want to really put the finishing touch on an enemy) but pick your timing: any enemy can close the distance during the Aimed Shot casting time. Never sacrifice range by getting greedy and looking for the killing blow. Hunters are very powerful and versatile but require more than a button-mashing approach. Assessing the situation before you engage will always net better results for any class but no class benefits more from smart decisions than hunters.
  • Steady Shot is a powerful PvE tool but its usefulness is limited in PvP. As Steady Shot has a 1.5 second casting time, it should only be used once youre not the target of any attackers. It is during this time that the hunter should take advantage of its mana efficient, yet surprisingly devastating damage output.
  • For the Eye of the Storm battleground, Frost Trap is a must. On the tight passageways one well-placed frost trap can effectively cripple an enemy’s advance. In addition, using Flare in tight passageways like the two eastern and western bridges as well as the Flag spot is great against rogues as well as stealthed Feral druids.
  • Try to always keep your Insignia of the Alliance/Horde up as it will remove all crowd control effects from you when used.

PvP in a Nutshell
1. Focus on crit rating, ranged attack power, agility, and stamina for PvP. Those stats are far more important than any other.

2. Choose a ranged and melee weapon with the highest max damage that you can find, regardless of its DPS. PvP is all about burst damage — doing a ton of damage in a short period of time so that your opponent does not have time to heal or react.

3. Steady shot + arcane + autoshot “three-shot combo” is your main burst damage, it consists of a set of 3 attacks that comes pretty much instantaneously. Hit your steady shot button, start spamming your arcane shot button, and then you’ll get your arcane right after your steady shot casts, and your auto shot shortly afterward. Spam kill command as the autoshot goes off since likely one of your attacks will have critted.

4. Get out of melee range with scattershot, freezing trap, intimidation, and wing clip. Against melee classes, you need to be very deliberate about getting to range, since once youre out of options, youre typically dead.

5. Learn to kite. Kiting is shooting on the run — jump, turn and shoot an instant such as concussive shot / stings / arcane shot, turn back around, and land facing the original direction. Kiting is essential for killing melee opponents such as rogues, it might be difficult to learn at first but once you have practiced it a bit, it will become easy and natural.

6. Hunters kill leather and cloth opponents. Warriors and paladins take forever to kill so avoid them as much as possible. Rogues, druids in caster/cat form, warlocks, priests, mages are your primary targets. Choose your targets so that you maximize your killing.

7. Trap and flare before battles. Resist the urge the run in before you’ve adequately protected yourself with a trap at your feet and a flare to keep away rogues. When you put down a trap, there is nearly a 100% chance that someone will hit it before it expires.

Arenas in a Nutshell
1. Get good at using viper sting and frost trap, since those are the two primary justifications for having a hunter on a 5v5 team.

[u]2. Spec BM for 2v2/3v3′s, and MM for 5v5′s if you’re a novice to arena. BM is the easiest spec to play for 2v2/3v3′s.

3. Stack resilience and sta even if it breaks socket pluses. We are basically tanks in arenas and our survivability is gear-dependent.

4. Equip your PvP trinket and hotkey it, if you don’t have your trinket then this is the first honor point purchase you should make.

5. Watch line of sight and never initiate combat against an opponent near a pillar. Hunters die to LoS because we also have a deadzone to contend with, so we want to fight in the open.

6. Keep your pet on a non-pally healer and spec cobra reflexes for faster attack and thus faster interrupts. Use a scorpid against pallies so they cannot cleanse your viper sting.

7. Create an assist macro via “/assist <NameOfMSWarrior>” in 5v5′s and spam that button to always be hitting whatever target your warrior is attacking.

8. Use frost traps and spec entrapment to hold targets in place. Lay a frost trap every time one has expired.

9. Feign and drink frequently. We blow through mana like crazy. Be sure to buy plenty of arena water.

10. Use silencing shot and scatter to interrupt pally healing at crucial times. Don’t get tunnel visioned by wanting to just DPS, since there are other classes that DPS far better than we can so we must be good with utility and CC.

BGs in a Nutshell
1. Stay back and snipe targets. Do not be the first to charge in. We want to make opponents work to kill us, which means they come to us not vice versa. Yes it is cheap, but it is effective.

2. Find low and concealed spots in BGs where you can hit targets without being seen.

3. Use frost traps at choke points and key mobility areas such as WSG tunnels, AV bridges, AV graveyard spawn points, WSG flag rooms, etc.

4. Use aspect of the pack to help flag runners in WSG.

5. Use your pet to locate enemy flag carriers in WSG by manually targeting them and then sending in your pet.

6. Volley does NOT stop opponents from capping your flags in AV, nor does any channeled AoE spell. You must hit an opponent with an non-channeled attack that does direct damage.

7. Viper sting targets at all opportunities, and particularly once youre about to die (you might as well leave a parting shot).

Races
Horde racials are generally thought to be superior than alliance, particularly given the shadowmeld nerf in the specific case of hunters. The rule of thumb is that alliance racials are better for PvE, and horde racials are better for PvP. I will not go into depth here, but just point out some relevant advantages of each class. ote that starting stats differ between races, but this difference is not considered significant. Blizz’s site has a table of starting stats ( http://worldofwarcraft.com/info/classes/hunter.html ).

Blood Elf

  • Blood elves’s arcane torrent is a useful tool for shutting down casters who get into our melee or deadzone area. BE are not the premiere choice for hunter race but at least they look nice.

Dwarf

  • +5 guns is a nice skill although our choice of ranged weapon tends to depend on what’s presented.
  • Stoneform has some usefulness such as removing crippling poison from rogues. Stoneform also removes Blind, Devouring Plague, and Viper Sting.

Night Elf

  • NE are the stereotypical alliance hunter race. They were particularly popular before the shadowmeld nerf since they could aimed shot from stealth ( nowadays, we will destealth as soon as we start the aimed shot). Shadowmeld is still very useful for various tactics such as guarding flags and nodes, or eating safely near combat. Wisp form is marginally useful for corpse running such as when we need to get to a forward GY to res past defenders.

Orcs

  • 15% stun resistance is huge given that stuns are integral in PvP.
  • +5% pet damage is very useful in PvP and is particularly useful for BM-specced hunters.

Tauren

  • War stomp is very effective as yet a tool to get out of melee range, or as a caster interrupt.
  • Endurance is also helpful since stamina is so important in PvP.
  • The large size of Taurens makes us easier to target in PvP, which may or may not be desirable.

Troll

  • Beserking can add significant DPS but is a mixed blessing since to get the most of it, you need to be somewhat close to dying.

Talent Spec
All three talent trees are viable for PvP depending on style and situation. This subject is far too in depth to cover completely here, so I will discuss each talent spec in general and then urge you to check out any of the other good talent guides on the forum for maybe more information. The important point is that each spec is useful for PvP; a lot of what spec you decide on will depend on your own personal preference as well as other factors such as how important raiding is to you.

Beast Master
BM is an easy and extremely effective spec for PvP and is often referred to as the “2-minute free kill” spec. The basic idea behind BM is that the pet does the killing while the hunter keeps himself (and his pet) alive. BM is particularly useuful in 2v2 arenas since it can be used to hold still and quickly burn down one target.

  • BM enables the hunter to stun a target and burn it down with an extreme amount of burst damage every 2 minutes.
  • BM enables the hunter to use his pet as the main source of his damage, which negates traditional methods of killing hunters by getting into their deadzone.
  • BM coupled with some survival talents gives the hunter and his pet a lot of armor and health.
  • BM is a fairly easy spec to play since it relies less on kiting and deadzone management.
  • BM is one of the best anti-gank specs for world PvP since if an opponent engages us and our BM is up, we can typically burn him down easily.
  • BM gives us and our pets the ability (the beast within) to become immune to crowd control, which is devestating in PvP.

Marksman
MM is the most popular spec because it is useful for both PvP and PvE. MM focuses the hunter’s primary damage on his own ranged attacks. The main disadvantage of MM is that it is vulnerable to opponents getting into the hunter’s deadzone, and it does not itself allow for much survivability.

  • MM gives the hunter a very short cooldown ability to get out of deadzone (scattershot).
  • MM gives the hunter an effective tool for silencing casters (silencing shot).
  • MM gives the hunter a significant amount of ranged burst damage.

Survival
“Going survival does not guarantee survival”. However, survival affords a lot of flexibility and makes the hunter significantly harder to burn down and gives him further utility with better traps. Survival is one of the more complicated specs to play, but with appropriate use it can be extremely annoying to enemy players.

  • Survival enables the hunter to reset his cooldowns (readiness), allowing for all manner of abuse with traps and such.
  • Survival gives a hunter a high crit chance, which translates into important burst damage.
  • Survival gives the hunter long range crowd control (wyvern sting).

Stats
Balancing stats is a tricky issue with hunters since almost all but a few stats (spell damage, spell crit, strength, spirit, etc.) are helpful for us in PvE.

DPS stats
Agility, +crit, and ranged attack power are our core DPS stats. Of those, the typical conversion is 2AP == 1agi == 1crit. For example, you may have a choice between a +35agi vs. +70AP enchant for your 2Her. How you balance between these three stats is largely a matter of personal preference, although there are two relevant factors to consider:

  • Blessing of Kings has no effect on RAP and crit, but does increase our agility by a percentage. Thus, we might find more improvement from choosing agility over crit/RAP when we have a BoK presented.
  • PvP tends to rely on burst damage since it is unpredictable and thus hard to heal through or react to. Thus, crit tends to have a higher importance in PvP.

The following are formulas for each stat at level 70:
40 agility = +1% crit.
1 agility = 1 RAP.
14 RAP = +1 DPS.
22 crit rating = +1% crit.
16 hit rating = +1% hit.

+hit
Maximum +hit needed at lvl70 PvP is +5%, which means absent any other conditions, we will not miss if were at +5% hit. It is generally a very good idea to make sure were at max hit (including speccing into surefooted if we’re short) since a missed silencing shot or scatter shot will usually have severely bad consequences.

Survivability stats
Stamina is typically given increased priority in PvP and particularly arenas for all classes because “glass cannons” do not tend to fare well. This is because once opposing players figure out that some particular hunter has a ton of agility but relatively little health, they will gun for him repeatedly since they know he is easily killed and does too much damage to ignore.

In arenas, hunters are usually the “tank” of the team since were typically the first target to be burned down. This is because we do not have immunities (vanish, ice block, etc.) and our mail only gives us limited damage reduction. Our survivability in arenas is heavily gear dependent, and thus it is generally a great idea to stack stamina/resilience at the expense of almost all other stats. In BGs, this is less of an issue since if we play properly, we can avoid most damage by just staying behind other classes when we engage. But in arenas, we have limited space to hide and kite.

Mana/intellect
Intellect and mana regen are fairly important stats in PvP but are generally prioritized lower than other stats. We have very limited mana pools and thus are vulnerable to mana draining abilities, and often will be targeted with such abilities to render us useless. Our ability to feign and drink somewhat compensates for this, but this can only safely be done between battles. Thus, MP5/intellect can provide us with a cushion where were not so easily mana drained down.

Spirit
Spirit is useful for mana/health regen outside of combat, making it less important to us. We can always eat/drink between engagements, and our ability to track humanoids means we can do so aggressively without worry about being sniped while were seated.

Strength
Strength only affects melee attack power, and as such is fairly useless to us.

Pets
There are numerous pet choices out there, and much of which pet you choose is stylistic or situationally dependant. Certain pets are better against certain classes. Here is a breakdown of some more common pets:

Boars
Boars have a stun charge, which adds yet another form of crowd control. Their charge makes them good for chasing down runners such as flag carriers.

Wind Serpent
Wind serpents put out a lot of DPS and have good “focus dump” ability since their lightning breath has no cooldown. Their pathing is somewhat buggy so they sometimes back up instead of attacking even though they have no minimum range. Lightning breath is also a useful ability since it is natured based.

Cats
Cats have stealth, which is useful for concealing the hunter’s position in battlegrounds and works well partly in conjunction with night elf hunters. NE hunters can stealth with their pets in arenas (particularly at arena start) in order to hide themselves completely.

Scorpids
Scorpids apply a DOT, which can be both helpful and detrimental. DOTs prevent the target from being crowd controlled such as by freezing traps. However, DOTs also make stings difficult to dispel; for example, keeping scorpid poison on a paladin in conjunction with viper sting can make the viper sting difficult to remove. Scorpids are typically seen as a requirement in high rated 5v5′s because of their use in conjunction with viper sting.

Weapons
Melee Weapons
Dual-wielding versus using two-handed weapons is one of those questions that pops up constantly. In general, dual wield in PvE and use a two-hander in PvP. The rationale for choosing 2H weapons is that 1) the overall stats from a 2H-er are typically better than two 1H-ers, 2) raptor strike is based on weapons damage and thus the higher the max damage of the weapon, the harder hitting the raptor strike, 3) you will not be spending much time in melee so melee DPS is not as important. If you take my advice, you will choose the highest damage 2H you can find with the best stats. A typical “poor” hunter will have a slow green “of the monkey/bandit” 2Her. Disregard this advice if youre in a bracket where you can get 2 1Hers that give better overall stats than 1 2Her, or if you constantly find yourself in prolonged melee situations (where the DPS of dual wielding will be superior to 1H). In that case, choose the 1Hers as long as you don’t mind weaker raptor strikes.

A final issue to note is that dual wielding enables for an enchant on each weapon. This difference is particularly important to twink hunters in lower brackets such as when considering between +25agi to 2H or two +15agi to 1H.

Ranged Weapons
Similar to with melee weapons, generally you will want to pick whatever ranged weapon has the highest max damage, particularly since aimed shot, scattershot, and multishot are based on max damage. This will mean the weapon has a relatively slow speed, since comparable weapons in a level bracket will have the same overall DPS (the higher the max damage, the slower the weapon must be).

Note that weapons damage is normalized such that faster bows will still hit hard, but the normalization does not completely negate the difference since it only affects RAP, not the base damage of the weapon. I won’t go into all the math; but suffice to say, a slower bow with high max damage will hit significantly harder with aimed and multishot. This becomes even more important with critical hits, once you factor in the various talents that increase critical damage.

An additional minor consideration is that slower bows use less ammo, and incur less repair cost since there is a chance of the weapon suffering damage each time it is *used*, meaning that everytime you actually shoot the weapon, that is when there is a chance of damage. If you’re using something the Hurricane ( http://thottbot.com/?i=13869 ) with Improved Aspect of the Hawk and Rapid Fire on frequently, your repair costs are going to be fairly high, not to mention the cost of ammo. There are at least mods out there that will automatically use junk ammo for those shots and stings that don’t rely on weapon damage, but it’s a pain to have to manage this.

One advantage must be mentioned about faster bows, which is that they are better for caster interrupts. A fast bow with Improved Aspect of the Hawk and Rapid Fire along with a pet can lock casters down. Also, +dmg scopes on bows affect each shot, they do not add DPS (i.e. unlike ammunition), and thus a faster weapon will benefit more from scopes.

Another dilemma is whether it is worth paying much more money for a blue ranged weapon that has slightly higher DPS than a green one. The answer is that a small amount of additional DPS is not *that* important for PvP. DPS really becomes noticeable over very long PvE boss fights where you can shoot uninterrupted for quite a while. Apart from that, doing one more DPS at lvl19 isn’t going to make or break your game. It is far more important to look at weapon stats and max damage, and much of your DPS will come from your attack power versus the bow’s damage itself.

Finally, sometimes the question is asked of whether to use a gun or bow. Aesthetic differences aside and racial pluses aside, a reason to use a gun is if engineered bullets are presented at that level. At lvl70, blue arrows are much cheaper than blue bullets. Some people prefer bows because they are less noisy, and thus less likely to attract attention.

Armor
Stats
As explained in the stats section, focus on armor that gives +crit, +agi, +sta, and +ATK.

Mail
At lvl40, hunters begin wearing mail. Mail armor mitigate physical damage by a significant amount over leather armor, and thus can be thought of somewhat as giving extra health against physical attacks. Hunters after 40 should transition primarily to mail, since there is no drawback to using it. If you’re on alliance side, you will find plenty of mail in the AH since were the only class that primarily uses it (versus on horde side, where you’ll be competing against shamans, although fortunately shamans tend to prefer different stats).

Don’t discount leather completely, however. Some pieces of leather armor such as from easy quests give noticeably superior stats than green mail, so it may be worth sacrificing some armor in order to get better stats. Also, due to poor hunter itemization at the time of the writing of this guide, it is sometimes difficult to find good hunter items that focus on our primary stats. A lot of mail is hybrid shaman gear which contains properties that are not as useful in PvP such as mana regen. Sometimes, regretably, hunters resort to wearing leather to improve their DPS.

Enchants
Most enchants have no level requirement so they are particularly useful in lower brackets. +7sta means a lot more at lvl10 than at lvl60. Some feel that using such enchants particularly in lower brackets is unethical for various reasons. I am not going to comment on that here; it is up to you to decide whether that is an issue. Suffice to say, there are many enchants presented to us and they can significant improve our performance.

Even if you do not “twink” your character with all the best enchants, it is worthwhile to research which enchants are relatively cheap and thus worth getting anyway. Also, learn about enchant component prices, since those tend to fluctuate in the AH. If you’re patient, you can get enchant components at very cheap prices. Adding to this, often farmers sell enchants on trade chat for very cheap, because they are not able to use the AH (this is particularly an issue amongst farmers who illegally share an account). Finally, once in a blue moon, an enchanter will sell enchants for free. All in all, if you’re patient and somewhat researched, you can keep up to date on enchants without blowing a huge amount of money on them.

Similar to enchants, you can also buy armor kits and scopes to be applied to your items, although unlike enchants these have level requirements. Note that the level requirement for these is based on your item level, not your own level or the item’s minimum level requirement. You are able to often through questing get items that you can still use at your level even though they are high level items. One noted example is the Master Hunter’s Rifle ( http://thottbot.com/?i=38532 ), which is a lvl43 item that is presented for completing a lvl29 quest. At level 29, you could buy a sniper scope ( http://thottbot.com/?i=5253 ) but you can’t apply it yourself because youre not level 40. However, you can get someone to apply it for you through trading as with any other enchant.

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