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WORLD OF WARCRAFT THE BURNING CRUSADE Hunter Guide Systems: PC, Mac Author: UltimaZER0 (ultimazer0@msn.com, Jonathan Wong) On Eredar Server: Eldrethor, Lv.70 Dwarf HunterInitial Release: 04/25/06 Current Release: 05/08/08 Current Version: 3.04.0 =============================================================================== ----------------------------------[ UPDATES ]---------------------------------- =============================================================================== Version 3.04.0 – 05/08/08 - Miscellaneous has been updated to reflect the fact that Unstable Mana Potions are no longer rewarded to players that complete the quest. - Updated tooltip entries for changes made to abilities in Patch 2.4.2. - Information on Season 4 Arena gear has been added. Information on previous Seasons have been updated to reflect changes in vendors. - The Talent Specialization chapter has been revised significantly. > Sample templates have been redone to feature viable talent builds. Each one now includes a description of the build’s intents. > Each section now has general information on how to use each build for raiding and for PvP. Version 3.03.0 – 04/19/08 - The Equipment section has been renamed to Gear Management. Weapons and armor sets have been moved to a new cataloging chapter called Weapons & Armor. - Minor updates to texts to reflect changes made in Patch 2.4. - A new Raiding section has been added to address the concerns of players who are planning on raiding. - Many commentaries on talents and abilities have been rewritten. - Several articles have either been revamped or rewritten entirely. Version 3.02.0 – 01/29/08 - Tooltip for all abilities as of Patch 2.3.2 have been updated. - Chapter A has been removed. - Some sections have received minor updates to reflect some in-game changes. - Some new items such as ammo containers and set armors have been added. Version 3.01.0 – 11/16/07 - Tooltip for all abilities as of Patch 2.3.2 have been updated. - Added a Chapter A, which will address recent Patch changes and what they mean for you. - Some new items such as ammo containers and set armors have been added. Version 3.00.0 – 09/18/07 - Massive rewriting of the entire guide. Although Version 2.00 and later kept raw data up to date, many articles and commentaries were never updated to accommodate the major changes in gameplay. Some overviews that were felt to be too lenient on weak talents and abilities have been readjusted. All sections are now up to date and are more user-friendly. - Permission granted for www.stvsweets.com to host this guide. - Much of the item data has been reorganized into charts. - Chapter A has been removed. The details of the 2.01 Patch are now under the new Milestones chapter, which lists abilities and mechanics of yesteryear. - Added a Miscellaneous section under Equipment. - All sections under Playing As A Hunter have been completely reorganized and revamped to accommodate players of different skill levels. - The Updates log has reached the point where it is excessively long. Listings that date back to Version 2.XX and older have been removed. - Added a new Chapter called Talent Specialization. =============================================================================== ---------------------------[ TABLE OF CONTENTS ]------------------------------- =============================================================================== I. Introduction II. Legal Information III. Combat Basics a. About The Hunter b. Choosing Your Race c. Choosing Your Professions IV. Hunter Abilities a. Marksmanship b. Survival c. Beast Mastery V. Hunter Talents a. Marksmanship b. Survival c. Beast Mastery d. Choosing Your Specialization VI. Talent Specialization a. The Marksman b. The Survivalist c. The Beast Master VII. Pets a. Pet Taming & Care b. Available Pets c. Pet Abilities d. Building Your Pet VIII. Gear Management a. Basics of Gear Selection b. Technical Issues c. Melee Weapons d. Ammunition e. Ammo Storage f. Scopes g. Gear Enhancements h. Gems i. Miscellaneous IX. Playing As A Hunter a. Hunter 101: The Basics b. Hunter 201: Intermediate c. Hunter 301: Advanced Tactics d. Player Versus Player e. Raiding X. Weapons & Armor a. PvE Armor Sets b. PvP Armor Sets c. Uncommon Ranged Weapons d. Rare Ranged Weapons e. Epic Ranged Weapons XI. Future Plans XII. Milestones XIII. Credits =============================================================================== ------------------------------[ I. Introduction ]------------------------------ =============================================================================== Although the Hunter class is one of the simplest to pick up and is a very popular choice when it comes to pure firepower, it has its share of complexities that not everyone understands. This guide is designed to show you what the class has to offer, how each ability is used, and how to improve yourself as a Hunter. =============================================================================== ---------------------------[ II. Legal Information ]--------------------------- =============================================================================== This document is Copyright ultimazer0@msn.com. All rights reserved. This document may not be altered or used for profit without the written consent of its original author. As of the nineteenth of April, year two thousand and eight, the following establishments have my permission to host their guide on their websites or publications under said conditions: GameFAQs.com 1Up.com SuperCheats.com GamersGuides.com Gameabolic.com Gamerstemple.com DLH.net s13.invisionfree.com/Ehgeiz/ (www.randomactsguild.net) Orderofarcane.com www.honestgamers.com Fatal Legacy (www.fatallegacy.org) WoW Newsletter from “Melissa” of Topvideogameguides.com [Title Pending] www.world-of-warcraft-tipps.de www.hunterftw.com www.gamertales.com www.stvsweets.com www.curse.com, www.curse-gaming.com www.GamersHell.com If you bought this guide from auctioneers, such as Beinc777 from eBay, you’ve been ripped off. This guide is primarily hosted on GameFAQs for free. =============================================================================== ----------------------------[ III. Getting Started ]--------------------------- =============================================================================== This chapter will help you get started by introducing you to what the Hunter has to offer, what each selectable race has to contribute to the class, and what each profession has in store for you. ------------------------------------------------------------------------------- a. About The Hunter ------------------------------------------------------------------------------- So what does a Hunter have to offer? Here is what you need to know... ------------- Ranged Damage ------------- The Hunter is basically the Archer or Ranger archetype of a typical role- playing game. As such, they excel in inflicting ranged physical damage using bows, crossbows, and guns. They can attack their targets from as far as 41 yards away, which is beyond the reach of most other classes, and can utilize an arsenal of Shots and Stings that cause a variety of effects. ---- Pets ---- What makes the Hunter so different from the traditional Archer/Ranger archetype is the ability to have an animal companion by your side. It typically serves as a tank that soaks up damage while you fire away at your target, though with the proper molding, a pet can become a lethal predator. There are plenty of animals to choose from, some of which have their own unique spells and abilities, and many of them come in a variety of skins and colors. ------------- Survivability ------------- As a Hunter, you have a lot of protection against enemy fire. In addition to attacking from a distance and having a pet for a damage sponge, you can wear leather armor until level 40. Once you reach that point, you can train the ability to wear mail. With a full set of pre-raiding armor from the local endgame dungeons, you can have an average of 30% damage reduction. If all else fails, the Feign Death ability can save you from a painful death by completely removing you from combat. No other class has that kind of life-saving capability. ------- Utility ------- As a Hunter, you can do much more than provide firepower for a group. Your abilities give you a lot of unmatched utility. For example, you can turn your minimap into a personal radar, thanks to your Tracking abilities. Along with Eagle Eye, Flare, and Eyes of the Beast, and an Ornate Spyglass, you can carefully observe and spot enemies from afar. Your Freezing Trap and Wyvern Sting can also be used to keep most mobs under control when the situation calls for it. As you can see, a Hunter can do a lot with the tools they have. ------------------------------------------------------------------------------- b. Choosing Your Race ------------------------------------------------------------------------------- At the start of the game, you’re given the choice of faction and race. While faction affects your allegiance and communication with in-game characters, your choice of race will affect mainly three things: your racial abilities, your starting stats, and your location. Between the two factions, you have seven races to choose from. For convenience, here is quick Stats Comparison chart for each race. Assume that these numbers are for a level 1 Hunter. ==================================================================== | RACE | STR | AGL | STA | INT | SPR | ARMOR | HEALTH | MANA | ==================================================================== | Dwarf | 22 | 19 | 24 | 19 | 20 | 40 | 86 | 84 | | Night Elf | 17 | 28 | 20 | 20 | 21 | 58 | 46 | 85 | | Draenei | 21 | 20 | 20 | 21 | 23 | 42 | 46 | 100 | | Orc | 23 | 20 | 23 | 17 | 24 | 42 | 76 | 82 | | Troll | 21 | 25 | 22 | 16 | 22 | 52 | 66 | 81 | | Tauren | 25 | 18 | 23 | 15 | 23 | 38 | 80 | 80 | | Blood Elf | 17 | 25 | 19 | 24 | 20 | 54 | 45 | 145 | ==================================================================== ----- Dwarf ----- 22 Strength Health: 86 19 Agility Mana: 84 24 Stamina Armor: 40 19 Intellect 20 Spirit Racial Traits: Frost Resistance: +10 Frost Resist Find Treasure: Activate to see treasure chests on mini map. Gun Specialization: Your chance to critically hit with Guns is increased by 1%. Racial Ability: Stoneform EFFECT: While active, grants immunity to Bleed, Poison, and Disease effects. In addition, Armor increased by 10%. Lasts 8 sec. COOLDOWN: 3 min. Racial Mount: Ram --------- Night Elf --------- 17 Strength Health: 46 28 Agility Mana: 85 20 Stamina Armor: 50 20 Intellect 21 Spirit Racial Traits: Nature Resistance: +10 Nature Resist Quickness: +1% Dodge Rate Wisp Spirit: Become a wisp when dead with movement speed increase of 50% (25% faster than normal ghost). Racial Ability: Shadowmeld EFFECT: Activate while immobile and out of combat to enter stealth mode. Lasts until canceled. COOLDOWN: 10 sec. Racial Mount: Nightsaber ------- Draenei ------- 21 Strength Health: 46 20 Agility Mana: 100 20 Stamina Armor: 42 21 Intellect 23 Spirit Racial Traits: Shadow Resistance: +10 Shadow Resist Gemcutting: +5 Jewelcrafting Heroic Presence: Increases chance to hit by 1% for you and all party members within 30 yards. Racial Ability: Gift of the Naaru EFFECT: Heals the target 50 + 15/Level over 15 seconds. RANGE: 40 yards CASTING TIME: 1.5 sec. COOLDOWN: 3 min. Racial Mount: Elekk --- Orc --- 23 Strength Health: 76 20 Agility Mana: 82 23 Stamina Armor: 42 17 Intellect 24 Spirit Racial Traits: Axe Specialization: Expertise with Axes and Two-Handed Axes increased by 5. Command: Pet melee damage increased by 5%. Hardiness: +15% resistance to stun and knockout effects. Racial Ability: Blood Fury EFFECT: Increases attack power by about 4 per character level (282 at 70), but reduces healing effects on you 50%. Lasts 15 sec. COOLDOWN: 2 min. Racial Mount: Wolf ----- Troll ----- 21 Strength Health: 66 25 Agility Mana: 81 22 Stamina Armor: 52 16 Intellect 22 Spirit Racial Traits: Beast Slaying: +5% Damage Bonus to Beasts Throwing Specialization: Your chance to critically hit with Throwing Weapons is increased by 1%. Bow Specialization: Your chance to critically hit with Bows is increased by 1%. Regeneration: 10% health regen bonus, 10% active in combat. Racial Ability: Berserking EFFECT: Increases your attack speed by 10% to 30%. At full health the speed increase is 10% with a greater effect up to 30% if you are badly hurt when you activate Berserking. Lasts 10 sec. COST: 6% of Base Mana COOLDOWN: 3 min. Racial Mount: Raptor ------ Tauren ------ 25 Strength Health: 76 18 Agility Mana: 80 23 Stamina Armor: 38 15 Intellect 23 Spirit Racial Traits: Cultivation: +15 Herbalism Skill Endurance: +5% Max Health Nature Resistance: +10 Nature Resist Racial Ability: War Stomp EFFECT: Activate to stun up to 5 opponents within 8 yards. Lasts 2 sec. COOLDOWN: 2 min. Racial Mount: Kodo --------- Blood Elf --------- 17 Strength Health: 54 25 Agility Mana: 25 19 Stamina Armor: 54 24 Intellect 20 Spirit Racial Traits: Arcane Affinity: +10 Enchanting Magic Resistance: +5 All Resists Racial Ability: Mana Tap EFFECT: Reduces target's mana by 51 and charges you with Arcane energy For 10 min. This effect stacks up to 3 times. Amount of mana reduced is 50 + 1/Level. RANGE: 30 yards CASTING TIME: Instant COOLDOWN: 30 sec. Racial Ability: Arcane Torrent EFFECT: Silences all enemies within 8 yards for 2 sec. In addition, you gain 5 + 1/Level Mana restored per Mana Tap charge currently affecting you. RANGE: 8 yards CASTING TIME: Instant COOLDOWN: 2 min. Racial Mount: Hawkstrider ------------------- The Choice Is Yours ------------------- There are lots of factors when it comes to deciding which race you want. Some players choose their race based upon stats, racial bonuses, and abilities, while others choose their race based upon their overall aesthetics. Others may prefer the sleek finesse of the Blood Elves while others prefer the stalwart composure of the Night Elves. In the end, what really matters is not which race has what but how you apply your skills and knowledge to the game with whatever abilities you may have. A character is only as good as its player. ------------------------------------------------------------------------------- c. Choosing Your Professions ------------------------------------------------------------------------------- Your profession will be a major helping hand to you in this game and choosing the right ones will benefit you a lot. Here are your choices: ------------------------- Leatherworking + Skinning ------------------------- BENEFITS Mail Armor Patterns Ammo Containers Leg Patches Drums This combination allows you to skin the corpses of slain mobs and use their leathers to craft leather armor. In the later levels, patterns for mail armor becomes available. The gear is relatively limited for Hunters due to the fact that there isn’t much in the way of Agility or Attack Power. In fact, most of it easily caters to Shamans, though if you specialize in Dragonscale Leatherworking, there are some very rewarding late-game patterns at your disposal. As a leatherworker, you may also craft a variety of armor kits, which can be patched onto various parts of your armor. You also have the ability to craft your own ammo pouches and quivers, which is a nice plus for players that prefer to craft their own goods. One major perk of being a leatherworker is the series of drums that you can make, which cause different area effects. The two most notable effects are the Haste and attack power bonuses from the Drums of War and Drums of Battle. Since they affect all party members, they are perfect for groups. And on a side note, Comfortable Insoles do absolutely nothing. -------------------- Engineering + Mining -------------------- BENEFITS Epic Mail Helm Pattern Crafted Guns & Ammo Jumper Cables & Repair Bots Lots of Fun Toys Engineering allows you to create a whole arsenal of gadgets and gizmos for you to use at your disposal. You have target dummies, mechanical animals, explosive sheep, shrink rays, teleporters, seaforium charges, goggles, and much more. Some come in the form of one-time-use items while others are permanent trinkets. As a Hunter, you can benefit greatly from being an engineer, thanks to your ability to craft guns and bullets. While most of the uncommon guns are easily replaced, the bullets that you can craft are significantly better than the ones that are normally sold in stores. You can also craft an excellent epic helm called the Surestrike Goggles v2.0, which do not require obscenely rare materials. The only downside to Engineering is that many of the best patterns require a wide variety of materials and reagents that Mining alone cannot provide, though the end results are usually worth the effort. ------------------- Alchemy + Herbalism ------------------- BENEFITS Potions & Elixirs Transmutations With this combination, you can gather herbs and turn them into potions, and this goes well beyond Health and Mana Potions. As an alchemist, you can create potions that boost your stats, absorb magic damage, underwater breathing, make you invisible, and much more. As you progress in skill, you can eventually transmute metals, essences, primals, and gems into other materials of the same type, though transmutes tend to have long cooldown timers. Alchemy branches off into two specializations: Potion and Elixir. Depending on which of the two you have, you can learn various kinds of endgame consumables such as Flasks. -------------- Enchanting + ? -------------- BENEFITS Do-It-Yourself Enchants As an enchanter, you can disenchant items into powders, shards, and essences, and use them to permanently apply buffs to your weapons and armor. It’s a very rewarding profession but it’s also a costly one. Because the only source of enchanting materials are weapons and armor, you must constantly find gear to disenchant. Eventually, you can quickly run through low-level dungeons on your own and walk away with bags full of items, but as you progress, you need higher-level items, and those aren’t as easy to come by. You can try the local Auction House for items but that can cost you a fortune. Since enchanting materials come from disenchanted items, you don’t need a gathering profession to go with it, but some players recommend tailoring. Most patterns only need cloth, which drop off of humanoid mobs, and you can disenchant whatever armor you make. As an added bonus, being a tailor gives you the opportunity to craft your own bags. ---------------------- Jewelcrafting + Mining ---------------------- BENEFITS Crafted Rings, Necks, & Trinkets Cut Your Own Gems Cut Exclusive Epic Gems Jewelcrafting allows you to create a variety of rings and neckpieces with the minerals and gems found through mining, as well as statuettes that heal you. Although gems can be rare, the Prospecting ability that comes with the profession allows you to sift through ore to find the gems you need. At a certain point, you will start finding patterns for figurines, which are trinkets that come with different abilities. Once you reach Outland, you will find gems that can be cut for use in sockets. The big kicker to taking Jewelcrafting over simply asking another player to cut your gems is the fact that some very potent gems are exclusive to whoever crafts them. For example, the Crimson Sun is a red gem that gives +24 Attack Power but becomes bound to whoever cuts the gem. ---------------------- Blacksmithing + Mining ---------------------- BENEFITS Some Upgradeable Endgame Weapons Some Mail Armor Patterns The weapons, armor, and other materials that come from Blacksmithing caters mostly to Warriors and Paladins. However, there are a few late-game patterns that may be useful to you as a Hunter. Armorsmithing features a series of excellent mail armor for your chest such as the Stormforged Hauberk. A few of the melee weapons also have stats that are suitable for you. The problem with this route is that getting the materials can be time-consuming, and most of the gear goes to waste on the way to 375. The early mail armor is too weak to be worn at level 40, plate armor is worthless to you, and the majority of the weapons are not well suited for Hunters. --------------------- Secondary Professions --------------------- First Aid With First Aid, you can take plain cloth and turn it into bandages, which recover a large amount of your health in just a few seconds. This is an extremely important profession due to the fact that bandages can be used in combat. There will be times when the healer in your group is either heavily focused on other party members, or simply cannot reach you. When you find yourself in such a situation, bandaging is the next best thing. First Aid also allows you to make antitoxins, which remove poison effects, but their uses are so situational that you can easily do without them. Cooking With Cooking, you can take the meats that you find from slain animals, and turn them into edible goods. The big kicker to this is the buffs that certain foods give, which show up as “Well Fed” on your list of buffs. The most basic form of that buff gives you a boost to Stamina and Spirit, but certain foods will boost your other stats as well. For example, the Warped Flesh from Warpstalkers can be cooked into Warp Burgers, which give you 20 Agility and Spirit for 30 minutes. Although it’s tempting to feed your pet some of the raw meats that drop, save them and work on this profession. Your pet can live off of vendor foods. Fishing Fishing will yield raw fish, which can be cooked or used as reagents for Alchemy recipes. Occasionally, you’ll find something funky, like a fish that can be held in your off-hand. If you find little whirlpools or floating wreckage, you can fish those areas to get some loot. It’s also something to do while you’re waiting for a friend or a boat. The only problem with Fishing is that it’s incredibly boring and it takes a lot of time to raise your skill. Still, if you’re an alchemist, this is a must-have profession, and if you’re not, it’s something to do when you have little else to do. =============================================================================== --------------------------[ IV. Hunter Abilities ]----------------------------- =============================================================================== This section will give you a full analysis of each of your abilities. As a Hunter, you will have many abilities to work with, which will easily take up most of your action bars. The Trackers already account for eight of your slots. I recommend that you enable all of your action bars and set hotkeys to them. Some players assign their Function keys to their top-left action bar. I prefer to use my Shift-number keys instead. ------------------------------------------------------------------------------- a. Marksmanship ------------------------------------------------------------------------------- This branch of abilities makes up the core prowess of every Hunter. These abilities are associated with your ranged weapon, and will provide the majority of the damage you inflict. The bulk of your Shots and Stings are in this area. ---------- Aimed Shot ---------- ACTION: An aimed shot that increases ranged damage by 70 and reduces healing done to that target by 50%. Lasts 10 sec. RANGE: 5-35 yards CASTING TIME: 3.0 sec. COOLDOWN: Weapon Speed +6 sec. NOTE: This move is accessible only through its respective talent. LEVEL RANK MANA CHANGE 20 1 75 Ranged damage bonus starts at 70. 28 2 115 Ranged damage bonus increased to 125. 36 3 160 Ranged damage bonus increased to 200. 44 4 210 Ranged damage bonus increased to 330. 52 5 260 Ranged damage bonus increased to 460. 60 6 310 Ranged damage bonus increased to 600. 70 7 370 Ranged damage bonus increased to 870. OVERVIEW: This ability works by allowing your first shot to be a heavy hitter. What sets this Shot apart from the others is that it resets your Auto-Shot timer, which means that in timing your shots, you have to treat an Aimed Shot as though you had just fired a single Auto-Shot. Because of this and its long casting time, using it within a regular shot rotation not recommended. However, the reduced healing effect can be useful in situations where healing can be an issue. This also applies to PvP but keep in mind that enemy players can interrupt its cast or move out of your line of sight. ----------- Arcane Shot ----------- ACTION: An instant shot that causes 15 Arcane damage plus 15% of your ranged attack power. RANGE: 5-35 yards CASTING TIME: Instant COOLDOWN: 6 sec. LEVEL RANK MANA CHANGE 6 1 25 Base Arcane damage equals 15. 12 2 35 Base Arcane damage equals 23. 20 3 50 Base Arcane damage equals 36. 28 4 80 Base Arcane damage equals 65. 36 5 105 Base Arcane damage equals 91. 44 6 135 Base Arcane damage equals 125. Dispels one Magic effect. 52 7 160 Base Arcane damage equals 158. Dispels one Magic effect. 60 8 190 Base Arcane damage equals 200. Dispels one Magic effect. 68 9 230 Base Arcane damage equals 273. Dispels one Magic effect. OVERVIEW: This is your primary Shot ability, which you will use very often in your shot rotation until Steady Shot comes into play. You can also fire it while jumping or running, making it a vital tool for kiting. Curiously, magic shields cannot reflect the damage back to you, but anything that is immune to Arcane damage will not take damage from this Shot. --------- Auto-Shot --------- ACTION: Automatically fire your ranged weapon at the target until cancelled. RANGE: 5-35 yards CASTING TIME: Roughly 0.25 sec. COOLDOWN: Based on Weapon LEVEL RANK MANA CHANGE 1 n/a n/a n/a OVERVIEW: This is your basic auto-attack but with a ranged weapon. As a Hunter, the T key by default serves as your Auto-Shot when in firing range, which means that there is no need to keep this slotted in an ActionBar unless you have trouble knowing when your Auto-Shot is active. Note that unlike melee weapons, Auto-Shot has a very slight casting time. Therefore, you have to be standing still in order for you to fire a shot. With a little practice, you can time your Auto-Shots so that you can do hit-and-run tactics with it. --------------- Concussive Shot --------------- ACTION: Dazes the target, slowing movement speed by 50% for 4 sec. RANGE: 5-35 yards CASTING TIME: Instant COOLDOWN: 12 sec. LEVEL RANK MANA CHANGE 8 n/a 8% n/a OVERVIEW: Concussive Shot serves both an offensive and defensive purpose. You can use it to either catch targets that are trying to flee, or slow down an enemy that’s trying to get near you. It also serves as a setup for Steady Shot’s bonus damage, though most shot rotations do better without it due to the global cooldown and the mana used by this Shot. ---------------- Distracting Shot ---------------- ACTION: Distract the target, causing threat. RANGE: 5-35 yards CASTING TIME: Instant COOLDOWN: 8 sec. LEVEL RANK MANA CHANGE 12 1 20 Increases your threat. 20 2 30 Causes more threat than Rank 1. 30 3 50 Causes more threat than Rank 2. 40 4 70 Causes more threat than Rank 3. 50 5 90 Causes more threat than Rank 4. 60 6 110 Causes more threat than Rank 5. 70 7 140 Causes more threat than Rank 6. OVERVIEW: Usually you would want to keep your aggro as low as possible but there are those times when you need to draw attention to yourself to keep someone else alive. This causes no damage but it should draw a mob’s attention to you when stacked on top of your other shots. It can also be used with Misdirection. Note that this ability is classified as an Arcane effect, which means that it has no effect against enemies that are immune to Arcane damage. ----- Flare ----- ACTION: Exposes all hidden and invisible enemies within 10 yards of the targeted area for 20 sec. RANGE: 30 yards CASTING TIME: Instant COOLDOWN: 20 sec. LEVEL RANK MANA CHANGE 32 n/a 50 n/a OVERVIEW: Flare is good for spotting hidden mobs and players early but it is always a hit or miss. If you don’t catch your target the first time, you will either have to wait for a second Flare or hope that something walks into it. Of course, most Rogues and Druids will not step into the Flare once it has landed, and the craftiest players will catch you off-guard by the time your Flare spots them. So while it does have its uses, it’s a bit limited. ------------- Hunter’s Mark ------------- ACTION: Places the Hunter's Mark on the target, increasing the ranged attack power of all attackers against that target by 20 and by an additional 2 each time they are struck by a ranged attack, up to a maximum of 80. In addition, the target of this ability can always be seen by the hunter whether it stealths or turns invisible. The target also appears on the mini-map. Lasts for 2 min. RANGE: 100 yards CASTING TIME: Instant COOLDOWN: 1.5 sec. global LEVEL RANK MANA CHANGE 6 1 15 Base power set to 20. Increases by 2, up to 80. 22 2 30 Base power set to 45. Increases by 4, up to 180. 40 3 45 Base power set to 75. Increases by 7, up to 300. 58 4 60 Base power set to 110. Increases by 11, up to 440. OVERVIEW: Many Hunters overlook the importance of this ability, and with its stacking effect, it’s not an ability that should go ignored. You need to shoot your target thirty times to reach the top of the stack. In most cases, enemies die so quickly that you’ll never get that high, but against bosses, you have a better chance of getting there. This effect also makes faster weapons much more useful, as it would mean reaching the top of the stack in a shorter amount of time. ---------- Multi-Shot ---------- ACTION: Fires several missiles, hitting 3 targets. Higher ranks cause bonus damage. RANGE: 5-35 yards CASTING TIME: 0.5 sec. COOLDOWN: 10 sec. NOTE: Rank 5 is only available through a book that teaches it. LEVEL RANK MANA CHANGE 18 1 100 No bonus damage. 30 2 140 Increases ranged damage by 40. 42 3 175 Increases ranged damage by 80. 54 4 210 Increases ranged damage by 110. 60 5 230 Increases ranged damage by 150. 67 6 275 Increases ranged damage by 205. OVERVIEW: Despite its high mana cost, Multi-Shot is extremely potent. It can hit three targets at once, and can be boosted with two powerful talents. The key to knowing what targets the Shot will hit is knowing that Multi-Shot will hit up to two targets that are within 8 yards of your first target. With that in mind, you can judge when it is safe to use it without breaking any nearby crowd control. ---------- Rapid Fire ---------- ACTION: Increases ranged attack speed by 40% for 15 seconds. RANGE: n/a CASTING TIME: Instant COOLDOWN: 5 min LEVEL RANK MANA CHANGE 26 n/a 100 n/a OVERVIEW: Rapid Fire is your trump card for those moments when you need a little extra push in firepower. It also reduces the casting time on Aimed Shot and Steady Shot so it doesn’t interfere with the Auto-Shot timer as much as you would think. Rapid Fire goes great with any effects that increase ranged attack power. ------------ Scatter Shot ------------ ACTION: A short-range shot that deals 50% weapon damage and disorients the target for 4 sec. Any damage caused will remove the effect. Turns off your attack when used. RANGE: 15 yards CASTING TIME: Instant COOLDOWN: 30 sec. NOTE: This move is accessible only through its respective talent. LEVEL RANK MANA CHANGE 30 n/a 6% n/a OVERVIEW: What makes Scatter Shot such an excellent ability is the fact that it can interrupt spells from as close as melee range, and you can use the dazed time to your advantage. You can use that time to either plant a trap or get away from your target. The short cooldown also allows you to use it more liberally than many of the other talent-based abilities that the class has to offer. ------------- Scorpid Sting ------------- ACTION: Stings the target, reducing chance to hit with melee and ranged attacks by 5% for 20 sec. Only one Sting per Hunter can be active on any one target. RANGE: 5-35 yards CASTING TIME: Instant COOLDOWN: 1.5 sec. global LEVEL RANK MANA CHANGE 22 n/a 8% Chance to hit reduced by 5%. OVERVIEW: A 5% reduction in hit rate equals to a 5% reduction in damage output but it’s not very useful for short battles. Against bosses, however, this Sting truly shines. The longer the fight goes on, the more mileage you’ll get from this Sting. Also, if you happen to accidentally use Serpent Sting on a target that’s being crowd-controlled, this Sting will safely overwrite the target without breaking whatever control is in place. ------------- Serpent Sting ------------- ACTION: Stings the target, causing 20 Nature damage plus 10% of your ranged attack power over 15 sec. Only one Sting per Hunter can be active on any one target. RANGE: 5-35 yards CASTING TIME: Instant COOLDOWN: 15 sec. LEVEL RANK MANA CHANGE 4 1 15 Base damage dealt starts 20. 10 2 30 Base damage dealt increased to 40. 18 3 50 Base damage dealt increased to 80. 26 4 80 Base damage dealt increased to 140. 34 5 115 Base damage dealt increased to 210. 42 6 150 Base damage dealt increased to 290. 50 7 190 Base damage dealt increased to 385. 58 8 230 Base damage dealt increased to 490. 60 9 250 Base damage dealt increased to 555. 66 10 275 Base damage dealt increased to 660. OVERVIEW: This is a Hunter’s primary damage-over-time ability, which causes damage every three seconds for a total of five ticks. At the time you learn it, the damage comes in handy since you have little else to work with at that level, but as you grow, its uses become much more limited, mostly due to its lack of mana efficiency. This is further confounded by the mana-friendly Steady Shot at level 62. Even with the scaling damage bonus, the total damage is lackluster compared to all the other abilities you have. Still, if nothing else, it can take up an empty debuff slot on your target. -------------- Silencing Shot -------------- ACTION: Deals 50% weapon damage and silences the target for 3 seconds. RANGE: 5-35 yards CASTING TIME: Instant COOLDOWN: 20 sec. NOTE: This move is accessible only through its respective talent. LEVEL RANK MANA CHANGE 51 n/a 6% n/a OVERVIEW: Silencing Shot can be devastating because of your ability to hit casters from as far as 41 yards away. It’s great for mobs that like to stand in one place and cast spells. The best time to use it is just near the end of a spell, which is when you can interrupt it but be sure to time the shot carefully. The only downside to this Shot is that most bosses are immune to its silencing effect, though the damage portion still takes effect. ----------- Steady Shot ----------- ACTION: Inflicts 150 damage plus 20% of your ranged attack power. If the target is dazed, the ability inflicts an additional 175 damage. RANGE: 6-25 yards CASTING TIME: 1.5 sec COOLDOWN: 1.5 sec. global LEVEL RANK MANA CHANGE 62 1 110 Base damage set to 150, dazed +175. OVERVIEW: Steady Shot is basically a smaller Aimed Shot but it has no exclusive cooldown, and does not reset your Auto-Shot timer. Its short casting time also makes it easily compatible with ranged weapons of any speed, and the casting time is affected by any Haste bonuses, including the speed bonus from your ammo pouch or quiver. Once you get this Shot, it will become a vital part of your shot cycle, as you will frequently use this alongside Arcane Shot. In some cases, it replaces it entirely. The bonus damage that you can get from dazing your target is great but your only real source of daze effects is Concussive Shot, and you would usually fair better without having it in a shot rotation. ------------------ Tranquilizing Shot ------------------ ACTION: Removes one Frenzy effect from the target. RANGE: 5-35 yards CASTING TIME: Instant COOLDOWN: 20 sec LEVEL RANK MANA CHANGE 60 n/a 12% n/a OVERVIEW: Note that this Shot only removes Frenzy effects, and not Enrage effects. In the olden days, this played a key role versus specific raid bosses at level 60. In Outland, there are very few situations where this Shot may come in handy. ------------- Trueshot Aura ------------- ACTION: Increases the attack power of party members within 45 yards by 50. Lasts 30 min. RANGE: 45 yards CASTING TIME: Instant COOLDOWN: 1.5 sec. global NOTE: This move is accessible only through its respective talent. LEVEL RANK MANA CHANGE 40 1 0 Attack power bonus starts at 50. 50 2 0 Attack power bonus increased to 75. 60 3 0 Attack power bonus increased to 100. 70 4 0 Attack power bonus increased to 125. OVERVIEW: Trueshot Aura was once one of the handiest buffs that a Hunter could have, but this ability scales poorly with level. Not that it’s a bad ability. 125 attack power is still a sizeable amount of force but intervals of 25 just don’t cut it by the time you hit 70. Regardless, it’s still a decent ability for both you and any party members that use attack power. ----------- Viper Sting ----------- ACTION: Stings the target, draining 616 mana over 8 sec. Only one Sting per Hunter can be active on any one target. RANGE: 5-35 yards CASTING TIME: Instant COOLDOWN: 15 sec. LEVEL RANK MANA CHANGE 36 1 135 Total mana drained starts at 616. 46 2 175 Total mana drained increased to 848. 56 3 215 Total mana drained increased to 1108. 66 4 270 Total mana drained increased to 1368. OVERVIEW: Most caster mobs have such little health and armor that most of the time, you will kill it before it ever runs out of mana, but this ability is valuable in PvP, especially when backed up with Improved Stings, which makes it tougher to dispel and boosts a Rank 4 Sting from 1368 to 1778. ------ Volley ------ ACTION: Continuously fires a volley of ammo at the target area, causing 50 Arcane damage to enemy targets within 8 yards every second for 6 sec. RANGE: 5-35 yards CASTING TIME: 0.5 sec cast, 6-sec channel COOLDOWN: 1 min. LEVEL RANK MANA CHANGE 40 1 350 Damage dealt per second starts at 50. 50 2 420 Damage dealt per second increased to 65. 58 3 490 Damage dealt per second increased to 80. 67 4 585 Damage dealt per second increased to 105. OVERVIEW: This is your ranged area damage ability. It doesn’t cause much damage but it can be reinforced with Barrage and Improved Volley. You can cause much more damage if you pair it with Explosive Trap. ------------------------------------------------------------------------------- b. Survival ------------------------------------------------------------------------------- Survival consists of a variety of supportive and defensive abilities, which includes traps, melee abilities, Trackers, and more. ------------- Counterattack ------------- ACTION: A strike that becomes active after parrying an opponent's attack. This attack deals 40 damage and immobilizes the target for 5 sec. Counterattack cannot be blocked, dodged, or parried. RANGE: 5 yards CASTING TIME: Instant COOLDOWN: 5 sec. NOTE: This move is accessible only through its respective talent. LEVEL RANK MANA CHANGE 30 1 45 Damage dealt starts at 40. 42 2 65 Damage dealt increased to 70. 54 3 85 Damage dealt increased to 110. OVERVIEW: For what it does, Counterattack is a great ability but you don’t get many chances to use it because of your low Parry chance, which has a base of roughly 5%. If you offset this with Deterrence and Deflection, it becomes your ticket to freedom, allowing you to run away from an enemy that gets too close for comfort. ---------- Deterrence ---------- ACTION: When activated, increases your Dodge and Parry chance by 25% for 10 sec. RANGE: n/a CASTING TIME: Instant COOLDOWN: 5 min. NOTE: This move is accessible only through its respective talent. LEVEL RANK MANA CHANGE 20 n/a 0 n/a OVERVIEW: Deterrence is your trump card for those occasions when something mean wants to take a swing at you. Combined with Aspect of the Monkey, it can help fend off melee attacks until you get a chance to make an escape. The cooldown is rather long but that can be offset with Readiness if you have it. --------- Disengage --------- ACTION: Attempts to disengage from the target, reducing threat. Character exits combat mode. RANGE: 5 yards CASTING TIME: Instant COOLDOWN: 5 sec. LEVEL RANK MANA CHANGE 20 1 50 Reduces your aggro. 34 2 100 Reduces more aggro than Rank 1. 48 3 150 Reduces more aggro than Rank 2. 62 4 205 Reduces more aggro than Rank 3. OVERVIEW: The tooltip is very confusing for most players. Disengage does not actually cause you to exit combat. Instead, it reduces your threat and turns off your auto-attack. Many players disregard this ability because of the way Feign Death completely wipes you clean of all threat but Feigning may not always work, which leaves you with this ability. The threat reduction is low but it can be enough to save you from being stomped into hamburger meat. -------------- Explosive Trap -------------- ACTION: Place a fire trap that explodes when an enemy approaches, causing 100 to 130 Fire damage plus 10% of your ranged attack power and 150 additional Fire damage over 20 sec to all within 10 yards. Trap will exist for 1 min. Only one trap can be active at a time. RANGE: n/a CASTING TIME: Instant COOLDOWN: 30 sec. LEVEL RANK MANA CHANGE 34 1 275 Inflicts 104-135 damage with 150 area damage. 44 2 395 Inflicts 145-193 damage with 240 area damage. 54 3 520 Inflicts 208-265 damage with 330 area damage. 61 4 650 Inflicts 263-337 damage with 450 area damage. OVERVIEW: Unlike Immolation Trap, this trap causes instant damage along with a damage-over-time component. Because of the high mana cost and the nature of the effect, it’s best used against entire packs of mobs that will stay in one place while the trap ticks. ----------- Feign Death ----------- ACTION: Feign death which may trick enemies into ignoring you. Lasts up to 6 min. RANGE: n/a CASTING TIME: Instant COOLDOWN: 30 sec. LEVEL RANK MANA CHANGE 30 n/a 80 n/a OVERVIEW: Feign Death wipes you clean of all threat and takes you out of combat, allowing you to escape from dangerous mobs. Be aware that even though a mob will not target you, you can still get hit with area effects, and disorienting and fear effects will cancel Feign Death by causing you to stand up. In PvP, this ability can cancel a spell while it is being cast, and will cause enemies to un-target you. ------------- Freezing Trap ------------- ACTION: Place a frost trap that freezes the first enemy that approaches, preventing all action for up to 10 sec. Any damage caused will break the ice. Trap will exist for 1 min. Only one trap can be active at a time. RANGE: n/a CASTING TIME: Instant COOLDOWN: 30 sec. LEVEL RANK MANA CHANGE 20 1 50 Freeze time starts at 10 sec. 40 2 75 Freeze time increased to 15 sec. 60 3 100 Freeze time increased to 20 sec. OVERVIEW: Freezing Trap is a very handy form of crowd control because it’s not limited to specific subtypes, and with Clever Traps, Rank 3 will grant you a total of 26 seconds. At that point, you can easily keep a single mob under control for a long time. The only problem is that it has a cooldown, which means that if it breaks, you may have to wait a while before you can set another trap. ---------- Frost Trap ---------- ACTION: Place a frost trap that creates an ice slick around itself for 30 sec when the first enemy approaches it. All enemies within 10 yards will be slowed by 60% while in the area of effect. Trap will exist for 1 min. Only one trap can be active at a time. RANGE: n/a CASTING TIME: Instant COOLDOWN: 30 sec LEVEL RANK MANA CHANGE 28 n/a 60 n/a OVERVIEW: Frost Traps are extremely handy in situations where you need to slow an army down by a lot. It’s especially handy in PvP but it’s also a good way to slow down a mob that’s chasing you. Tanks will also find this trap useful, as it means not having to chase mobs very far if someone pulls aggro. --------------- Immolation Trap --------------- ACTION: Place a fire trap that will burn the first enemy to approach for 105 Fire damage plus 10% of your ranged attack power over 15 sec. Trap will exist for 1 min. Only one trap can be active at a time. RANGE: n/a CASTING TIME: Instant COOLDOWN: 30 sec. LEVEL RANK MANA CHANGE 16 1 50 Total damage starts at 105. 26 2 90 Total damage increased to 215. 36 3 135 Total damage increased to 340. 46 4 190 Total damage increased to 510. 56 5 245 Total damage increased to 690. 65 6 305 Total damage increased to 985. OVERVIEW: This trap is the strongest damage-over-time ability in your arsenal, and can help you quickly tear down a mob when paired with Serpent Sting or Wyvern Sting. With Clever Traps, Rank 6 will cause a solid 1280 base damage. ------------ Misdirection ------------ ACTION: Threat caused by your next 3 attacks is redirected to the target raid member. Caster and target can only be affected by one Misdirection spell at a time. Effect lasts 30 sec. RANGE: 100 yards CASTING TIME: Instant COOLDOWN: 2 min. LEVEL RANK MANA CHANGE 70 n/a 9% n/a OVERVIEW: With the amount of threat that Hunters can cause, Misdirection is a great way to keep enemies glued to your tanks, especially bosses. Of course, it’s also a great way to turn your least favorite party member into an aggro magnet. This is a vital ability for endgame encounters. ------------- Mongoose Bite ------------- ACTION: Counterattack the enemy for 25 damage plus 20% of your attack power. Can only be performed after you dodge. RANGE: 5 yards CASTING TIME: Instant COOLDOWN: 5 sec. LEVEL RANK MANA CHANGE 16 1 30 Base damage starts at 25. 30 2 40 Base damage increased to 45. 44 3 50 Base damage increased to 75. 58 4 65 Base damage increased to 115. 70 5 80 Base damage increased to 150. OVERVIEW: Mongoose Bite is a bit weak but it can help you turn the tables when fighting in melee range. When bolstered with Aspect of the Monkey, Deterrence, and Savage Strikes, you can do quite a bit of damage between this and Raptor Strike. ------------- Raptor Strike ------------- ACTION: A strong attack that increases melee damage by 5. RANGE: 5 yards CASTING TIME: Next Melee Swing COOLDOWN: 6 sec. LEVEL RANK MANA CHANGE 1 1 15 Damage dealt starts at 5. 8 2 25 Damage dealt increased to 11. 16 3 35 Damage dealt increased to 21. 24 4 45 Damage dealt increased to 34. 32 5 55 Damage dealt increased to 50. 40 6 70 Damage dealt increased to 80. 48 7 85 Damage dealt increased to 110. 56 8 100 Damage dealt increased to 140. 63 9 120 Damage dealt increased to 170. OVERVIEW: This is your primary melee ability, which simply gives your next swing some extra force. It doesn’t do much else but it gets the job done, especially if it lands as a critical strike. --------- Readiness --------- ACTION: When activated, this ability immediately finishes the cooldown on your other Hunter abilities. RANGE: n/a CASTING TIME: Instant COOLDOWN: 5 min. NOTE: This move is accessible only through its respective talent. LEVEL RANK MANA CHANGE 50 n/a 0 n/a OVERVIEW: It’s hard to appreciate this ability if you’ve never used it before. On the defensive, Readiness is basically an emergency switch that you can hit if you happen to need an ability that’s cooling off. It helps to alleviate long cooldown timers from abilities such as Deterrence and Wyvern Sting. On the offensive, you can use it to buy yourself a second Rapid Fire, another Volley, or maybe even another Multi-Shot. Whatever the case is, Readiness is a very handy ability to have. ---------- Snake Trap ---------- ACTION: Place a trap that will release several venomous snakes to attack the first enemy to approach. The snakes will die after 15 sec. Trap will exist for 1 min. Only one trap can be active at a time. RANGE: n/a CASTING TIME: Instant COOLDOWN: 30 sec. LEVEL RANK MANA CHANGE 68 n/a 305 n/a OVERVIEW: What makes Snake Trap so potent is the fact that they are a huge annoyance to whatever the snakes are attacking. They have three different poisons: one causes damage over time, another slows spell casts, the third slows movement speed. A simply area effect can obliterate the snakes but once the poisons are applied, removing them one by one can become tedious. ------------ Track Beasts ------------ ACTION: Shows the location of all nearby beasts on the minimap. Only one form of tracking can be active at a time. RANGE: n/a CASTING TIME: Instant COOLDOWN: 1.5 sec. global LEVEL RANK MANA CHANGE 1 n/a 0 n/a OVERVIEW: This is the first of a handful of Trackers that you will learn as a Hunter, and it’s quite a handy one, especially if you’re looking for a specific beast to tame. ------------ Track Demons ------------ ACTION: Shows the location of all nearby demons on the minimap. Only one form of tracking can be active at a time. RANGE: n/a CASTING TIME: Instant COOLDOWN: 1.5 sec. global LEVEL RANK MANA CHANGE 32 n/a 0 n/a OVERVIEW: This is just as handy as the other trackers, but the game’s demon population resides mostly within Kalimdor. They are not very common throughout the Eastern Kingdoms. Seeing how the Burning Legion has such a large role in Outland, demons are more abundant once you step foot into Hellfire Peninsula. --------------- Track Dragonkin --------------- ACTION: Shows the location of all nearby dragonkin on the minimap. Only one form of tracking can be active at a time. RANGE: n/a CASTING TIME: Instant COOLDOWN: 1.5 sec. global LEVEL RANK MANA CHANGE 50 n/a 0 n/a OVERVIEW: Dragonkin are a very territorial breed of creatures. They reside in specific regions of the world, and tend to stay near other dragons of their respective colors. ---------------- Track Elementals ---------------- ACTION: Shows the location of all nearby beasts on the minimap. Only one form of tracking can be active at a time. RANGE: n/a CASTING TIME: Instant COOLDOWN: 1.5 sec. global LEVEL RANK MANA CHANGE 26 n/a 0 n/a OVERVIEW: Being that elementals are a prominent source of Primals, Essences, and other materials vital to various crafts, they are often sought out and hunted regularly. This ability gives you the upper hand by allowing you to see them on your radar. ------------ Track Giants ------------ ACTION: Shows the location of all nearby beasts on the minimap. Only one form of tracking can be active at a time. RANGE: n/a CASTING TIME: Instant COOLDOWN: 1.5 sec. global LEVEL RANK MANA CHANGE 40 n/a 0 n/a OVERVIEW: This ability exists despite the fact that giants are arguably the rarest of the different subspecies that exist throughout the world. ------------ Track Hidden ------------ ACTION: Greatly increases stealth detection and shows hidden units within detection range on the minimap. Only one form of tracking can be active at a time. RANGE: n/a CASTING TIME: Instant COOLDOWN: 1.5 sec global LEVEL RANK MANA CHANGE 24 n/a 0 n/a OVERVIEW: This is used more for its stealth detection than its actual tracking since invisible units will only appear on the minimap if they’re visible to you. This ability is easily thwarted by talents that reduce stealth detection, but against stealthy enemies, it is still a handy option for your radar. --------------- Track Humanoids --------------- ACTION: Shows the location of all nearby humanoids on the minimap. Only one form of tracking can be active at a time. RANGE: n/a CASTING TIME: Instant COOLDOWN: 1.5 sec global LEVEL RANK MANA CHANGE 10 n/a 0 n/a OVERVIEW: Humanoids are everywhere. They are extremely common, all players count as humanoids, and dungeons of all sizes are full of them. You will be using this more often than any other tracking ability. ------------ Track Undead ------------ ACTION: Shows the location of all nearby undead on the minimap. Only one form of tracking can be active at a time. RANGE: n/a CASTING TIME: Instant COOLDOWN: 1.5 sec global LEVEL RANK MANA CHANGE 18 n/a 0 n/a OVERVIEW: Undead are very regional but if you see withered trees, broken ruins, desolate houses, cemeteries, or undead buildings, then you are guaranteed to run into them. --------- Wing Clip --------- ACTION: Inflicts 5 damage and reduces the enemy target's movement speed by 50% for 10 sec. RANGE: 5 yards CASTING TIME: Instant COOLDOWN: 1.5 sec. global LEVEL RANK MANA CHANGE 12 1 40 Damage starts at 5, slows target to 50%. 28 2 60 Damage increased to 25, slows target to 45%. 60 3 80 Damage increased to 50, slows target to 40%. OVERVIEW: Wing Clip is potent due to the fact that its speed reduction is greater than that of most movement-impairing abilities in the game. Rank 3 shaves off 60% of your target’s speed, which gives you enough legroom to outrun most mobs and enemy players if you happen to get snared. ------------ Wyvern Sting ------------ ACTION: A stinging shot that puts the target to sleep for 12 sec. Any damage will cancel the effect. When the target wakes up, the Sting causes 300 Nature damage over 12 sec. Only one Sting per Hunter can be active on the target at a time. RANGE: 5-35 yards CASTING TIME: Instant COOLDOWN: 2 min. NOTE: This move is accessible only through its respective talent. LEVEL RANK MANA CHANGE 40 1 115 Total damage dealt starts at 300. 50 2 155 Total damage dealt increased to 420. 60 3 205 Total damage dealt increased to 600. 70 4 255 Total damage dealt increased to 942. OVERVIEW: This Sting acts as both a form of crowd control as well as a fast- acting poison. Twelve seconds may not seem like a lot of time but in PvP, it’s just enough time to hold an enemy player down. It’s also great for stopping anything that may try to flee, including players on mounts. The only problem is that anything that is immune to the sleep effect will not be inflicted with the poison. ------------------------------------------------------------------------------- c. Beast Mastery ------------------------------------------------------------------------------- This set contains abilities that are related to your pet, as well as an assortment of Aspects and several other support abilities. ------------------- Aspect of the Beast ------------------- ACTION: The hunter takes on the aspects of a beast, becoming untrackable. Only one Aspect can be active at a time. RANGE: n/a CASTING TIME: Instant COOLDOWN: 1.5 sec global LEVEL RANK MANA CHANGE 30 n/a 50 n/a OVERVIEW: This ability is so situational that you will almost never have to use this. What it does is make you not appear on the minimap when someone is tracking humanoids, which can be using if you happen to be hiding somewhere and need a moment to recover. --------------------- Aspect of the Cheetah --------------------- ACTION: The hunter takes on the aspects of a cheetah, increasing movement speed by 30%. If the hunter takes damage, he will be dazed for 4 sec. Only one Aspect can be active at a time. RANGE: n/a CASTING TIME: Instant COOLDOWN: 1.5 sec. global LEVEL RANK MANA CHANGE 20 n/a 40 n/a OVERVIEW: This Aspect makes life without a mount much easier, and it’s also a great way to quickly run through towns and dungeons. It’s also an important part of kiting, as it allows you to stay ahead of a dangerous mob. Just be careful not to get hit by anything while running around with this Aspect. ------------------ Aspect of the Hawk ------------------ ACTION: The hunter takes on the aspects of a hawk, increasing ranged attack power by 20. Only one Aspect can be active at a time. RANGE: n/a CASTING TIME: Instant COOLDOWN: 1.5 sec. global LEVEL RANK MANA CHANGE 10 1 20 Ranged attack power bonus starts at 20. 18 2 35 Ranged attack power bonus increased to 35. 28 3 50 Ranged attack power bonus increased to 50. 38 4 70 Ranged attack power bonus increased to 70. 48 5 90 Ranged attack power bonus increased to 90. 58 6 110 Ranged attack power bonus increased to 110. 60 7 120 Ranged attack power bonus increased to 120. 68 8 140 Ranged attack power bonus increased to 155. OVERVIEW: This is your primary self-buff, which simply boosts your ranged attack power. This is the one Aspect that you will be using the most often. In fact, once you learn it, you will have it active nearly all the time. -------------------- Aspect of the Monkey -------------------- ACTION: The hunter takes on the aspects of a monkey, increasing chance to dodge by 8%. Only one Aspect can be active at a time. RANGE: n/a CASTING TIME: Instant COOLDOWN: 1.5 sec. global LEVEL RANK MANA CHANGE 4 n/a 20 n/a OVERVIEW: This is the first of several Aspects that you will learn as you grow. At level 4, it is a vital ability since you have to withstand melee attacks with nothing that would help you get back into firing range. Once you have a pet to soak up damage, however, Hawk becomes your most active Aspect. Still, when you do have to go toe-to-toe with something, Monkey’s extra chance to dodge is much more beneficial than Hawk’s ranged attack power bonus. ------------------ Aspect of the Pack ------------------ ACTION: The hunter and group members within 30 yards take on the aspects of a pack of cheetahs, increasing movement speed by 30%. If a pack member takes damage, they will be dazed for 4 sec. Only one Aspect can be active at a time. RANGE: n/a CASTING TIME: Instant COOLDOWN: 1.5 sec. global LEVEL RANK MANA CHANGE 40 n/a 100 n/a OVERVIEW: This is basically Aspect of the Cheetah for the whole party. It’s good for running a group through long indoor environments. Just remember to turn it off when your party runs into a fight. ------------------- Aspect of the Viper ------------------- ACTION: The hunter takes on the aspects of a viper, regenerating mana equal to up to 55% of his/her Intellect every 5 sec. The lower the hunter's current mana, the more mana will be regenerated. Only one Aspect can be active at a time. RANGE: n/a CASTING TIME: Instant COOLDOWN: 1.5 sec. global LEVEL RANK MANA CHANGE 64 n/a 40 n/a OVERVIEW: Whenever max firepower isn’t needed, Viper is a good way to keep going for longer periods of time without having to sit and drink. As the tooltip indicates, it’s most effective when you’re low on mana, and works best if you have the Intellect for it, but it also gives you a Mana Tick equal to 35% of your level. At 70, this means having an instant 25 Mana/5 sec. ------------------ Aspect of the Wild ------------------ ACTION: The hunter and group members within 30 yards take on the aspect of the wild, increasing Nature resistance by 45. Only one Aspect can be active at a time. RANGE: n/a CASTING TIME: Instant COOLDOWN: 1.5 sec. global LEVEL RANK MANA CHANGE 46 1 90 Nature resist bonus starts at 45. 56 2 115 Nature resist bonus increased to 60. 68 3 150 Nature resist bonus increased to 70. OVERVIEW: This works the same way as a Paladin aura. It helps during encounters that require Nature resistance but that’s not very common. One major problem with this Aspect is that its range is only 30 yards. With Hawk Eye, this is a massive 11-yard difference. ---------- Beast Lore ---------- ACTION: Gather information about the target beast. The tooltip will display damage, health, armor, any special resistances, and diet. In addition, Beast Lore will reveal whether or not the creature is tameable and what abilities the tamed creature has. RANGE: 40 yards CASTING TIME: Instant COOLDOWN: 1.5 sec. global LEVEL RANK MANA CHANGE 24 n/a 40 n/a OVERVIEW: Beast Lore is more for fun than anything else, though it’s good for finding out if a certain animal has pet abilities that you may need. Lasts thirty seconds. ------------- Bestial Wrath ------------- ACTION: Send your pet into a rage causing 50% additional damage for 18 sec. While enraged, the beast does not feel pity or remorse or fear and it cannot be stopped unless killed. RANGE: 100 yards CASTING TIME: Instant COOLDOWN: 2 min. NOTE: This move is accessible only through its respective talent. LEVEL RANK MANA CHANGE 40 n/a 12% n/a OVERVIEW: This ability is scary, and not just because of the damage bonus. It’s the fact that with several talents that increase your pet’s damage output, Bestial Wrath can turn your pet into a killing machine that can’t be stunned, feared, or crowd-controlled. It’s especially lethal when combined with Intimidation. --------- Eagle Eye --------- ACTION: Zooms in the hunter's vision. Only usable outdoors. Lasts 1 min. RANGE: 50,000 yards CASTING TIME: Instant COOLDOWN: 1.5 sec. global LEVEL RANK MANA CHANGE 14 n/a 25 n/a OVERVIEW: Eagle Eye is good for those times when you want to get a nice open view of an area before you step into it, though it’s only useable outdoors. For indoors, you can pick up an Ornate Spyglass. ----------------- Eyes of the Beast ----------------- ACTION: Take direct control of your pet and see through its eyes for 1 min. RANGE: 50,000 yards CASTING TIME: 2 sec. COOLDOWN: 1.5 sec. global LEVEL RANK MANA CHANGE 14 n/a 20 n/a OVERVIEW: This ability useful for scouting if you have a fast or stealthy pet. It’s also a good way to dismiss your pet without having to lose Happiness through Dismiss Pet. -------- Feed Pet -------- ACTION: Feed your pet the selected item. Feeding your pet increases happiness. Using food close to the pet's level will have a better result. RANGE: 10 yards CASTING TIME: Instant COOLDOWN: 1.5 sec. global NOTE: You receive this skill as a quest reward. LEVEL RANK MANA CHANGE 10 n/a 0 n/a OVERVIEW: Feeding your pet is important because its happiness affects loyalty and base damage. Each time you use Feed Pet, it gives your pet a ten-second buff that increases its happiness over time, maxing at 35 Happiness per tick. However, if it takes damage, the buff goes away. ------------ Intimidation ------------ ACTION: Command your pet to intimidate the target on the next successful melee attack, causing a high amount of threat and stunning the target for 3 sec. RANGE: 100 yards CASTING TIME: Instant COOLDOWN: 1 min. NOTE: This move is accessible only through its respective talent. LEVEL RANK MANA CHANGE 30 n/a 8% n/a OVERVIEW: Use this as you would with an interrupt ability. The high threat is nice but the real kicker is that stun that comes with it. Even though the effect only occurs on the next melee attack, Cobra Reflexes and Serpent’s Swiftness can help speed up the process. ------------ Kill Command ------------ ACTION: Give the command to kill, causing your pet to instantly attack for an additional 127 damage. Can only be used after the Hunter lands a critical strike on the target. RANGE: 45 yards CASTING TIME: Instant COOLDOWN: 5 sec LEVEL RANK MANA CHANGE 66 1 75 Bonus damage set to 127. OVERVIEW: From the moment you land a critical hit, you have five seconds to hit the button. For what it is, Kill Command causes a decent amount of damage. It also counts towards your pet’s damage, which means that whatever threat that this ability causes is attributed to your pet. This is an especially important ability if you are planning on building up on Beast Mastery talents. Note that silencing effects will prevent you from using this. -------- Mend Pet -------- ACTION: Heals your pet for 125 health over 15 sec. RANGE: 20 yards CASTING TIME: Instant COOLDOWN: 1.5 sec global LEVEL RANK MANA CHANGE 12 1 40 Total healing starts at 125. 20 2 70 Healing increased to 250. 28 3 100 Healing increased to 450. 36 4 130 Healing increased to 700. 44 5 165 Healing increased to 1000. 52 6 200 Healing increased to 1400. 60 7 250 Healing increased to 1825. 68 8 300 Healing increased to 2375. OVERVIEW: This ability will help keep your pet alive during intensive fights, and it heals for quite a bit. At Rank 8, it heals for a respectable 475 health per tick. This spell is unaffected by healing bonuses. ---------- Revive Pet ---------- ACTION: Revive your pet, returning it to life with 15% of its health. RANGE: n/a CASTING TIME: 10 sec COOLDOWN: 1.5 sec. global NOTE: You receive this skill as a quest reward. LEVEL RANK MANA CHANGE 10 n/a 80% n/a OVERVIEW: This spell is very costly but that’s the price to pay for letting your faithful companion die. Unlike Paladins and Priests, you can actually use this ability while in combat. Not that I’d recommend it but if you really need to do so, the option is there. ----------- Scare Beast ----------- ACTION: Scares a beast, causing it to run in fear for up to 10 sec. Damage caused may interrupt the effect. Only one beast can be feared at a time. RANGE: 30 yards CASTING TIME: Instant COOLDOWN: 30 sec LEVEL RANK MANA CHANGE 14 1 35 Fear time starts at 10 sec. 30 2 50 Fear time increased to 15 sec. 45 3 75 Fear time increased to 20 sec. OVERVIEW: Even though Scare Beast is only limited to beasts, there are enough of them in the game to make this ability worthwhile. It also works wonders against Druids. =============================================================================== ----------------------------[ V. Hunter Talents ]------------------------------ =============================================================================== What will set you apart from every other Hunter are the talents you invest in your talent trees. These enhance your current moves and gives you access to new ones based on whatever tree your talent points into. Here is a breakdown of the Hunter’s available talents. ------------------------------------------------------------------------------- a. Marksmanship ------------------------------------------------------------------------------- These talents are mainly associated with your ranged attack abilities. The key goal of this tree is to maximize your ranged attack power and the damage that your Shots and Stings inflict. ------------------------ Improved Concussive Shot ------------------------ EFFECT: Gives your Concussive Shot a 4/8/12/16/20% chance to stun your target for 3 seconds. POINTS: 5/5 TIER: 1 OVERVIEW: This is one of those talents where the effect occurs when you least expect it. Though when it does happen, you will be glad that it did. The stun time can give you extra kiting distance or a few additional shots at your target. With a bit of luck, it may even interrupt a spell. ------------ Lethal Shots ------------ EFFECT: Increases your chance to land a critical strike with your ranged weapon by 1/2/3/4/5%. POINTS: 5/5 TIER: 1 OVERVIEW: This is an increase in damage output that should not ever go untouched. No matter how you distribute your talent points, be sure to leave room for this. ---------------------- Improved Hunter’s Mark ---------------------- EFFECT: Cause 20/40/60/80/100% of your Hunter’s Mark ability’s base attack power to apply to melee attack power as well. POINTS: 5/5 TIER: 2 OVERVIEW: Many players tend to throw this talent aside due to the fact that it does nothing for ranged damage, but it makes a difference in groups. 110 Attack Power comes nowhere near what Blessing of Might or Battle Shout has to offer, but it still contributes to all melee damage, and can be refreshed for an easy 60 mana. This also benefits your pet’s attacks as well. ---------- Efficiency ---------- EFFECT: Reduces the mana cost of your Shots and Stings by 2/4/6/8/10%. POINTS: 5/5 TIER: 2 OVERVIEW: You can dry up your mana supply very quickly as a Hunter, especially if your gear is lacking in Intellect. True to its namesake, this talent can help offset that problem. ----------------- Go For The Throat ----------------- EFFECT: Your ranged critical hits cause your pet to generate 25/50 Focus. POINTS: 2/2 TIER: 3 OVERVIEW: Pets don’t get much attention when it comes to managing Focus. Even though they regain Focus quickly, they can use it up in only a few seconds. This talent can help offset that a little bit. ---------- Aimed Shot ---------- EFFECT: Grants you access to the move Aimed Shot. POINTS: 1/1 TIER: 3 OVERVIEW: Aimed Shot is no longer needed for maximizing your firepower as it was the case years ago, but it is still a valuable ability to have. Plus it also bridges the way to Mortal Shots. -------------------- Improved Arcane Shot -------------------- EFFECT: Reduces the cooldown of your Arcane Shot by 0.2/0.4/0.6/0.8/1.0 seconds. POINTS: 5/5 TIER: 3 OVERVIEW: Five points for one second may sound like a waste but it actually makes quite a difference in your overall firepower. If you are planning on proceeding further down the tree, be sure to keep this talent in mind. ------------- Rapid Killing ------------- EFFECT: Reduces the cooldown of your Rapid Fire ability by 1/2 min. In addition, after killing an opponent that yields experience or honor, your next Aimed Shot, Arcane Shot, or Auto Shot causes 10%/20% additional damage. Lasts 20 sec. POINTS: 2/2 TIER: 3 OVERVIEW: That quick boost to your shot is decent but the real kicker is the reduction in Rapid Fire’s cooldown. By bringing it down to three minutes, it allows you to be less conservative when using it, which means not having to hold it back as an emergency button. --------------- Improved Stings --------------- EFFECT: Increases the damage done by your Serpent Sting and Wyvern Sting by 6/12/18/24/30%, increases the mana drained by your Viper Sting by 6/12/18/24/30%, and reduces the chance Stings will be dispelled by 6/12/18/24/30%. POINTS: 5/5 TIER: 4 OVERVIEW: 30% is a sizeable number for your Stings, as you can tell from this chart below: NAME RANK PER TICK IMPROVED TICKS Serpent Sting 10 132 171-172 5 Wyvern Sting 4 157 204-205 6 Viper Sting 4 342 444-445 4 Note that the increase in damage only affects base damage, not the scaled damage. This talent always comes off as somewhat iffy. The nice thing about it is that it makes Viper Sting that much tougher to remove in PvP. Aside from that, it doesn’t really make your other Stings that much more mana efficient. ------------ Mortal Shots ------------ EFFECT: Increases your ranged weapon critical strike damage bonus by 6/12/18/24/30%. POINTS: 5/5 TIER: 4 NOTE: You need 1 point in Aimed Shot to gain access to this. OVERVIEW: This talent is a staple for players wanting to invest their points in Marksmanship. Be sure to make room for this. ------------------ Concussive Barrage ------------------ EFFECT: Your successful Auto Shot attacks have a 2/4/6% chance to Daze the target for 4 sec. POINTS: 3/3 TIER: 5 OVERVIEW: Basically, one out every seventeen Auto Shots becomes a free Concussive Shot. This talent goes hand-in-hand with Steady Shot, especially if you use a fast weapon, but you could do just fine without it. ------------ Scatter Shot ------------ EFFECT: Grants you access to Scatter Shot. POINTS: 1/1 TIER: 5 OVERVIEW: Scatter Shot is undeniably one of the most useful abilities that a Hunter can have. Its ability to interrupt spells and leave your target open to traps while giving you time to keep your distance makes it a powerful counter against mobs and players alike. Some players have even gone as far as skipping key talents in their builds in favor of leaving room for Scatter Shot. ------- Barrage ------- EFFECT: Increase the damage done by your Multi-Shot and Volley by 4/8/12%. POINTS: 3/3 TIER: 5 OVERVIEW: Barrage is one of the reasons why Hunters can rack up damage very quickly against multiple targets. Even though it is generally not very useful against single targets, it is a very good talent to have for when you do have to attack several enemies at once. Improved Barrage, on the other hand, is open to debate. ----------------- Combat Experience ----------------- EFFECT: Increases your total Agility by 1/2% and your total Intellect by 3/6%. POINTS: 2/2 TIER: 6 OVERVIEW: It’s a shame that this talent gives such a small bonus because the concept is actually quite good. For every 100 Agility and 100 Intellect, you get an additional 2 Agility and 6 Intellect. There are so many better talents to choose from that it is hard to justify investing two points in this. ---------------------------- Ranged Weapon Specialization ---------------------------- EFFECT: Increase the damage you deal with ranged weapons by 1/2/3/4/5%. POINTS: 5/5 TIER: 6 OVERVIEW: This is yet another important staple to the Marksmanship tree. No reason to pass this one by. Be sure to include it. ----------- Careful Aim ----------- EFFECT: Increases your ranged attack power by an amount equal to 15/30/45% of your total Intellect. POINTS: 3/3 TIER: 7 OVERVIEW: Intellect is usually hard to come by when looking for new weapons and armor, but much of the Hunter-oriented gear that you will find late in the game has enough of it to make it worthwhile. Give this talent some thought when mapping out your tree. ------------- Trueshot Aura ------------- EFFECT: Grants you access to Trueshot Aura. POINTS: 1/1 TIER: 7 NOTE: While it is true that this ability scales poorly to level 70, Trueshot Aura is still worth having. As a standalone buff, you get 125 Attack Power for one point. ---------------- Improved Barrage ---------------- EFFECT: Increases the critical strike chance of your Multi-Shot ability by 4/8/12% and gives you a 33/66/100% chance to avoid interruption caused by damage while channeling Volley. POINTS: 3/3 TIER: 7 NOTE: You need 3 points in Barrage to gain access to this. OVERVIEW: This talent can allow you to score some flashy numbers in PvP, but with Steady Shot becoming a major key player in your shot rotation, you will find that there are not many situations in PvE where you would need to repeatedly use Multi-Shot or Volley. --------------- Master Marksman --------------- EFFECT: Increases your ranged attack power by 2/4/6/8/10%. POINTS: 5/5 TIER: 8 OVERVIEW: This talent is one of the reasons why players that path down this tree tend to have such high Ranged Attack Power. Unless you are creating a hybrid build, be sure to invest your points in this. -------------- Silencing Shot -------------- EFFECT: Grants you access to Silencing Shot. POINTS: 1/1 TIER: 9 OVERVIEW: While it looks unusually simple for a 41-point talent, few can deny its potency: just ask any caster what they think of it. ------------------------------------------------------------------------------- b. Survival ------------------------------------------------------------------------------- The talents in this tree are geared towards bolstering your defense by reducing your intake of damage, and giving you much more utility when in melee range. --------------- Monster Slaying --------------- EFFECT: Increases all damage caused against Beast, Giant, and Dragonkin targets by 1/2/3% and increases critical damage caused against Beast, Giant, and Dragonkin targets by 1/2/3%. POINTS: 3/3 TIER: 1 OVERVIEW: This mainly targets the game’s beast population since dragonkin tend to be rare, and giants even rarer. It comes in handy when questing in the wild but many endgame dungeons contain few of these three species. Still, it makes a great filler for whatever your talent build may be. ---------------- Humanoid Slaying ---------------- EFFECT: Increases all damage caused against Humanoid targets by 1/2/3% and increases critical damage caused against Humanoid targets by 1/2/3%. POINTS: 3/3 TIER: 1 OVERVIEW: Although this talent only covers one specie as opposed to Monster Slaying’s three, the game is heavily populated with humanoids. Nearly every zone and dungeon is full of them, and this doubles as a PvP staple since all players count as humanoids as well. -------- Hawk Eye -------- EFFECT: Increases the range of your ranged weapons by 2/4/6 yards. POINTS: 3/3 TIER: 1 OVERVIEW: Six yards may not seem like a lot but having that extra shooting distance means being able to stay farther away from deadly area damage spells, and it gives you more distance to work with when kiting. You can make do without it but it definitely comes in handy often. -------------- Savage Strikes -------------- EFFECT: Increases the critical strike chance of Raptor Strike and Mongoose Bite by 10/20%. POINTS: 2/2 TIER: 1 OVERVIEW: Even though most of your firepower comes from your ranged attacks, this talent is what makes some hard-hitting melee weapons worth using from time to time. In some cases, this makes Raptor Strike worth having in your shot cycle if you can manage shooting from near melee range. ---------- Entrapment ---------- EFFECT: Gives your Immolation Trap, Frost Trap, Explosive Trap, and Snake Trap a 8/16/25% chance to entrap the target, preventing them from moving for 5 sec. POINTS: 3/3 TIER: 2 OVERVIEW: This talent works with four different traps but it truly shines when paired with Frost Trap. Think of it as putting a giant sheet of sticky paper on the floor. Especially great for narrow passageways and pathways in Battlegrounds and arena matches. ---------- Deflection ---------- EFFECT: Increases your chance to parry by 1/2/3/4/5%. POINTS: 5/5 TIER: 2 OVERVIEW: This talent makes the most out of Deterrence and Counterattack, but it is hard to justify putting five points into this talent when you are not even in melee range most of the time. Unless you plan on experimenting with a melee-oriented build, there are more favorable talents to choose from. ------------------ Improved Wing Clip ------------------ EFFECT: Gives your Wing Clip a 7/14/20% chance to immobilize your target for 5 sec. POINTS: 5/5 TIER: 2 OVERVIEW: This talent can let you land a few free potshots on a kited mob but it especially counts in PvP. Against other players, Wing Clip’s ability to cut your target’s speed to 40% gives you a lot of leeway but if they have snares of their own, it can make escaping melee range very difficult. This talent will you a better chance of running back into firing range. You can also keep Clipping your target until the effect triggers. ------------ Clever Traps ------------ EFFECT: Increase the duration of Freezing and Frost Trap effects by 15/30% and the damage of Immolation and Explosive Trap effects by 15/30%, and the number of snakes summoned from Snake Traps by 15/30%. POINTS: 2/2 TIER: 3 OVERVIEW: More snakes, bigger fires, and longer-lasting ice. What more could you want? This talent does a lot for all of your traps, and is worth having regardless of your preferred tree. The extended Frost and Freezing Trap times are especially a key highlight for this talent. The only problem is that it stretches far enough down the Survival tree that not everyone is able to afford it. ----------- Survivalist ----------- EFFECT: Increases total health by 2/4/6/8/10%. POINTS: 5/5 TIER: 3 OVERVIEW: This talent is usually overlooked in favor of the more offensive talents that the Survival tree has to offer. You can usually do without the extra Health in PvE but it can give you a bit more staying power in PvP, especially if you are collecting PvP rewards, which have a lot of Stamina, Armor, and Resilience. ---------- Deterrence ---------- EFFECT: Grants you access to Deterrence. POINTS: 1/1 TIER: 3 OVERVIEW: This move is one of the Survival tree’s emergency switches that you can hit when the going gets rough, and it paves the way to another handy talent. Be sure to drop a point in this on the way down the tree. ------------ Trap Mastery ------------ EFFECT: Decreases the chance enemies will resist trap effects by 5/10%. POINTS: 2/2 TIER: 4 OVERVIEW: At 10%, your traps will become nearly irresistible, but traps don’t get resisted very often so it is hard to decide if this talent is worth putting your points into. ---------- Surefooted ---------- EFFECT: Increases hit chance by 1/2/3% and increases the chance movement- impairing effects will be resisted by 5/10/15%. POINTS: 3/3 TIER: 4 OVERVIEW: For players who are trying to raise their Hit rating, this talent shortens that base 5% Miss rate by a lot. The greater resistance to snares is alright to have in PvE, but it is priceless in PvP. No matter how you play your game, be sure to put three points into this talent on the way down. -------------------- Improved Feign Death -------------------- EFFECT: Reduces the chance that your Feign Death will be resisted by 2/4%. POINTS: 2/2 TIER: 4 OVERVIEW: Feign Death will not fail you very often but when it does, it is usually when you are up against something that is higher than you in level, namely raid bosses. It can be a lifesaver but if you watch your aggro carefully and can get far away before Feigning, you will not need this talent. ------------------ Survival Instincts ------------------ EFFECT: Reduces all damage taken by 2/4% and increases attack power by 2/4%. POINTS: 2/2 TIER: 5 OVERVIEW: This talent gives you more of a fighting chance in close-range combat. 4% more attack power is decent but 4% damage reduction is a lot. Be sure to consider investing your points into this one. --------------- Killer Instinct --------------- EFFECT: Increases your critical strike chance with all attacks by 1/2/3%. POINTS: 3/3 TIER: 5 OVERVIEW: There may be fewer points in this talent than the tier-1 Lethal Shots talent in the Marksmanship tree but this 3% conveniently counts towards your melee attacks as well as your ranged attacks. That can be very important when having to deal with close encounters. ------------- Counterattack ------------- EFFECT: Grants you access to Counterattack. POINTS: 1/1 TIER: 5 NOTE: You must have 1 point in Deterrence to access this talent. OVERVIEW: Counterattack is one of those abilities that can turn the tides for you when the going gets rough, and although its uses can be limited, you shouldn’t pass up on this ability, especially if you’ve gone this far down the tree. --------------- Resourcefulness --------------- EFFECT: Reduces the mana cost of all traps and melee abilities by 20/40/60% and reduces the cooldown of all traps by 2/4/6 sec. POINTS: 3/3 TIER: 6 OVERVIEW: With lower mana costs on traps and melee abilities, you can go for longer without having to drink a mana potion, but the real winning element to this talent is its reduced cooldown on all traps. Traps are very powerful but are limited only by their long cooldown duration. With this talent, it gives you more of a chance to have the next trap ready to be set. It especially makes a difference for Freezing Trap. Combined with Clever Traps, there is no gap between the moment your trap thaws and the moment your cooldown finishes. ------------------ Lightning Reflexes ------------------ EFFECT: Increases your agility by 3/6/9/12/15%. POINTS: 5/5 TIER: 6 OVERVIEW: This talent is one of the reasons why Agility is such a vital stat for Survivalists. Be sure to drop your points into this talent when you have access to it. ------------------ Thrill of the Hunt ------------------ EFFECT: Gives you a 33/66/100% chance to regain 40% of the mana cost of any shot when it critically hits. POINTS: 3/3 TIER: 7 OVERVIEW: Hunters can exhaust their mana supply very quickly but this talent can help you last longer by retaining some of that mana spent. With the high critical strike rate that Survivalists tend to have, this can be a great asset to you. ------------ Wyvern Sting ------------ EFFECT: Grants you access to Wyvern Sting. POINTS: 1/1 TIER: 7 NOTE: You must have 3 points in Killer Instinct to access this talent. OVERVIEW: Wyvern Sting’s crowd-control effect and fast-acting damage ticks make it one of the most powerful abilities in your arsenal. If you have come this far down the Survival tree, be sure to learn this handy Sting. --------------- Expose Weakness --------------- EFFECT: Your ranged criticals have a 33/66/100% chance to apply an Expose Weakness effect to the target. Expose Weakness increases the attack power of all attackers against that target by 25% of your Agility for 7 sec. POINTS: 3/3 TIER: 7 NOTE: You must have 5 points in Lightning Reflexes to access this talent. OVERVIEW: Expose Weakness is yet another reason why Agility is such a vital stat for Survivalists. This is a very powerful talent whose potency goes hand in hand with Lightning Reflexes. Even though it has a short duration, a high enough critical strike chance can keep it going for a long time. In raids, you can especially do this by having a Feral Druid with you in the party with the Leader of the Pack buff, which grants you +5% critical strike chance. ---------------- Master Tactician ---------------- EFFECT: Your successful ranged attacks have a 6% chance to increase your critical strike chance with all attacks by 2/4/6/8/10% for 8 sec. POINTS: 5/5 TIER: 8 OVERVIEW: This talent’s usefulness is usually open to debate. It seldom triggers whenever you need it to during short battles, and even though it can be more useful in long fights, the eight-second window of opportunity seems a bit short considering that you need a whole five talent points to make the most out of this. The iffy nature of this talent is the reason why few Hunters ever invest their points beyond tier-7. However, it is still needed to reach Readiness. --------- Readiness --------- EFFECT: Grants you access to Readiness. POINTS: 1/1 TIER: 9 OVERVIEW: This is the ultimate emergency switch: a reset button for all of your abilities, including ones with long cooldown timers like Rapid Fire and Deterrence. Some turn it down in favor of other talents, particularly Scatter Shot. The choice is yours but Readiness is the pinnacle of what the Survival tree offers you: being able to endure and survive the worst that the game has to throw at you. ------------------------------------------------------------------------------- c. Beast Mastery ------------------------------------------------------------------------------- These talents are associated with boosting the effects of your Aspects while strengthening your pet’s offensive and defensive capabilities. --------------------------- Improved Aspect of the Hawk --------------------------- EFFECT: While Aspect of the Hawk is active, all normal ranged attacks have a 10% chance of increasing ranged attack speed by 3/6/9/12/15% for 12 sec. POINTS: 5/5 TIER: 1 OVERVIEW: No matter how you look at it, this talent hastens your casting times and gives you an overall boost in damage output, but most mob battles and PvP matches are too short for the effect to truly make a difference. In fact, you will often find it triggering when it least matters. This talent truly shines in long battles, which makes this a valuable asset in raids and against bosses. ------------------ Endurance Training ------------------ EFFECT: Increase the Health of your pets by 2/4/6/8/10% and your total Health by 1/2/3/4/5%. POINTS: 5/5 TIER: 1 OVERVIEW: More Health is never a bad thing, especially since your pet is always within range of area damage spells. That and players in PvP will know to kill your pet just in case you happen to have Bestial Wrath. This is also the better choice over Improved Aspect of the Hawk if you find yourself using other Aspects often, namely Viper. ------------ Focused Fire ------------ EFFECT: All damage caused by you is increased by 1/2% while your pet is active and the critical strike chance of your Kill Command ability is increased by 10/20%. POINTS: 2/2 TIER: 2 OVERVIEW: Early in the game, the bonus to Kill Command is of no use to you, but the 2% extra damage for simply having your pet around is always a good thing. Once you do get Kill Command, the 20% plays a significant role in your overall damage output, making it a valuable talent for any talent build. ----------------------------- Improved Aspect of the Monkey ----------------------------- EFFECT: Increase the Dodge bonus of your Aspect of the Monkey by 2/4/6%. POINTS: 3/3 TIER: 2 OVERVIEW: 6% is a solid boost to this Aspect but there are few occasions when you would actually need Monkey to begin with, making it an iffy investment. Against Warriors and Rogues, you have a better chance of survival with Frost Trap and Wing Clip than you do by going toe-to-toe. Regardless, it makes a good filler if you have nothing else. ---------- Thick Hide ---------- EFFECT: Increases the armor rating of your pets by 7/14/20% and your armor contribution from items by 4/7/10%. POINTS: 3/3 TIER: 2 OVERVIEW: The extra armor that you pet receives as a result of this talent gives it roughly 3-4% in damage reduction, depending on the diminishing returns that come with armor. It can be very useful for any outdoor encounters but unless you plan on using your pet for some serious tanking, you could get away with not having it. ------------------- Improved Revive Pet ------------------- EFFECT: Revive Pet's casting time is reduced by 3/6 sec, mana cost is reduced by 20/40%, and increases the health your pet returns with by an additional 15/30%. POINTS: 2/2 TIER: 2 OVERVIEW: This talent greatly alleviates the downside from reviving your pet but if you can keep your pet alive, then you can do without this talent. ----------- Pathfinding ----------- EFFECT: Increase the speed bonus of your Aspect of the Cheetah and Pack by 4/8%. POINTS: 2/2 TIER: 3 OVERVIEW: At 8%, it’s a decent increase in speed, but the Aspect’s current speed bonus of 30% is usually enough. Your mount makes this talent obsolete outdoors, and you won’t find many situations indoors where you really need an additional 8%. As for kiting, you will usually outrun most mobs at 30%, and 38% is usually not enough to outrun anything that can catch you at 30%. ----------------- Bestial Swiftness ----------------- EFFECT: Increase the outdoor movement speed of your pet by 30%. POINTS: 1/1 TIER: 3 OVERVIEW: This ability is excellent if you do a lot of outdoor PvP, which applies to all four Battlegrounds. Otherwise, you can easily build a Beast Master without having to touch this talent. An extra 30% will not speed up your grinding speed by all that much. -------------- Unleashed Fury -------------- EFFECT: Increase the damage done by your pets by 4/8/12/16/20%. POINTS: 5/5 TIER: 3 OVERVIEW: This component is vital to a Beast Master. Be sure to invest in this talent as soon as you have access to it. ----------------- Improved Mend Pet ----------------- EFFECT: Gives Mend Pet a 25/50% chance of cleansing one Curse, Disease, Magic, or Poison effect from your pet each tick. POINTS: 2/2 TIER: 4 OVERVIEW: Since your pet has a mob’s attention most of the time, your loyal companion will be the one that takes the bulk of a mob’s debuffs. This talent covers just about every debuff type except for Bleed but Mend Pet is enough to take care of that. -------- Ferocity -------- EFFECT: Increase the critical strike chance of your pets by 3/6/9/12/15%. POINTS: 5/5 TIER: 4 OVERVIEW: Excellent talent. That boost in critical strike chance is vital to a Beast Master not just because of the extra damage. It’s the key to triggering Ferocious Inspiration more often. Be sure to invest a full five points into this talent. ----------- Spirit Bond ----------- EFFECT: While your pet is active, you and your pet recover 1/2% of your health every 10 seconds. POINTS: 2/2 TIER: 5 OVERVIEW: Free Health recovery isn’t a bad thing but 2% Health every 10 seconds seems awfully low. At 8000 Health, this talent would tick for a meager 160 Health. The fact that your pet vanishes whenever you mount up also means that once you get your mount, you will not get the benefit of this while traveling. You may have to do some heavy thinking before investing your points into this one. ------------ Intimidation ------------ EFFECT: Grants you access to Intimidation. POINTS: 1/1 TIER: 5 OVERVIEW: Always a good talent to have around. Not only is Intimidation a great ability for both PvE and PvP, it also bridges into Bestial Wrath and The Beast Within. ------------------ Bestial Discipline ------------------ EFFECT: Increase your pet’s Focus regeneration by 50/100%. POINTS: 2/2 TIER: 5 OVERVIEW: Even though Focus generates quickly, your pet’s abilities are very taxing on it. By doubling the rate, it gives your pet much more Focus to work with, which is always a good thing. -------------- Animal Handler -------------- EFFECT: Increases your speed while mounted by 4/8% and your pet's chance to hit by 2/4%. The mounted movement speed increase does not stack with other effects. POINTS: 2/2 TIER: 6 OVERVIEW: An 8% boost to your mount speed is nice but the real winning component to this talent is the +4% chance to hit. This is the only way to reduce your pet’s Miss rate, and notching it down to 1% certainly makes a big difference. ------ Frenzy ------ EFFECT: Gives your pet a 20/40/60/80/100% chance to gain a 30% attack speed bonus for 8 seconds after inflicting a critical strike. POINTS: 5/5 TIER: 6 NOTE: You must have 5 points in Ferocity to access this talent. OVERVIEW: This is one of the many reasons why Beast Master pets are so deadly. That extra speed means more damage and more spell interrupts. It’s especially lethal when chained with Ferocious Inspiration, Cobra Reflexes, Serpent’s Swiftness, and a Drums of Battle. --------------------- Ferocious Inspiration --------------------- EFFECT: When your pet scores a critical hit, all party members have all damage increased by 1/2/3% for 10 sec. POINTS: 3/3 TIER: 7 OVERVIEW: What makes this talent so good is the fact that the bonus benefits any class, and can trigger repeatedly in combat, thanks to all of those talents that support it such as Focused Fire, Ferocity, Frenzy, and Serpent’s Swiftness. If you really want to milk this talent for all it’s worth, be sure to pick up a pet with Gore, an ability that has a whopping 50% critical strike chance. ------------- Bestial Wrath ------------- EFFECT: Grants you access to Bestial Wrath. POINTS: 1/1 TIER: 7 NOTE: You must have 1 point in Intimidation to access this talent. OVERVIEW: No Beast Master is complete without this talent. Along with all of the attack-boosting talents on the higher parts of the tree, Bestial Wrath turns your pet into a unstoppable killing machine. ---------------- Catlike Reflexes ---------------- EFFECT: Increases your chance to dodge by 1/2/3% and your pet's chance to dodge by an additional 3/6/9%. POINTS: 3/3 TIER: 7 OVERVIEW: Think of this as an Advanced Improved Aspect of the Monkey. While the extra Dodge isn’t healthy versus a Warrior’s Improved Overpower, it’s still a valuable asset to your pet for those times when you need it for tanking. ------------------- Serpent’s Swiftness ------------------- EFFECT: Increases ranged combat attack speed by 4/8/12/16/20% and your pet's melee attack speed by 4/8/12/16/20%. POINTS: 5/5 TIER: 8 OVERVIEW: For going this far down the tree, both you and your pet get this as a special treat: a delightful 20% boost to attack speed. Be sure to pick this one up as soon as you can. ---------------- The Beast Within ---------------- EFFECT: When your pet is under the effects of Bestial Wrath, you also go into a rage causing 10% additional damage and reducing mana costs of all spells by 20% for 18 sec. While enraged, you do not feel pity or remorse or fear and you cannot be stopped unless killed. POINTS: 1/1 TIER: 9 NOTE: You must have 1 point in Bestial Wrath to access this talent. OVERVIEW: Cloth wearers already lament the thought of being torn to shreds by a Beast Master’s pet. This allows you to share in the fun. This is a must-have for any Beast Mastery Hunter. =============================================================================== -------------------------[ VI. Talent Specialization ]------------------------- =============================================================================== Having three talents trees gives you a lot in the way of customization but sometimes, it’s hard to truly get an idea of what to expect from each tree. This chapter will cover the benefits and downsides of each tree. Each section will cover specific highlights, as well as detailed strategies on how to get the most out of your talents. ------------------------------------------------------------------------------- a. The Marksman ------------------------------------------------------------------------------- The Marksman is a specialist in ranged combat. With unmatched firepower, his shots pierce through his targets like bolts of lightning through a tree. --------------- Sample Template --------------- =============================================================================== | Primary: Marksmanship | Secondary: Survival | =============================================================================== | 5/5 Lethal Shots | 3/3 Monster Slaying | | 5/5 Improved Hunter’s Mark | 3/3 Humanoid Slaying | | 5/5 Improved Arcane Shot | 3/3 Hawk Eye | | 1/1 Aimed Shot | 2/2 Savage Strikes | | 5/5 Mortal Shots | 2/2 Clever Traps | | 1/1 Scatter Shot | 1/2 Savage Strikes | | 3/3 Barrage ===================================== | 5/5 Ranged Weapon Specialization | Tertiary: Beast Mastery | | 3/3 Careful Aim ===================================== | 1/1 Trueshot Aura | 5/5 Improved Aspect of the Hawk | | 5/5 Master Marksman | 2/2 Focused Fire | | 1/1 Silencing Shot | | =============================================================================== NOTES This template maximizes your firepower while giving party members a boost in attack power. Note that I’ve made room for Clever Traps in this build. This gives you a very high degree of crowd control and kiting capability when combined with Scatter Shot and Silencing Shot. --------------- Design Function --------------- Benefits - High ranged attack power and Auto-Shot damage. - Greatly boosts ranged weapon firepower. - Scatter Shot and Silencing Shot give you a high degree of utility. - Trueshot Aura and Improved Hunter’s Mark benefits party members. - Higher Serpent Sting and Immolation Trap damages. Downsides - Snare effects can severely hamper your damage output. - Few offensive options when fighting at melee range. - Little in the way of mana efficiency. The idea behind the Marksmanship tree is to increase your ranged damage output by increasing the damage of your Shots and Stings, and boosting your ranged attack power to its maximum potential. A Marksman will always have much higher ranged attack power than a Survivalist or a Beast Master wearing the same gear. This means that each of your bullets and arrows will hit hard. Your Arcane Shot and Steady Shot damages are significantly higher than those of other talent builds, and your Auto-Shot benefits greatly from all of that ranged attack power that you get from Trueshot Aura, Master Marksman, and Careful Aim. The tree also gives you quite a bit of utility for both you and your party members. While Trueshot Aura and Improved Hunter’s Mark gives everyone a boost in physical damage, Scatter Shot and Silencing Shot can disrupt your enemies from a distance. Silencing Shot is especially great for shutting down mobs that insist on standing in one place to cast spells rather than running after you. ------------- Disadvantages ------------- The biggest downside to being a Marksman is that melee range is your weakness. Even though Agility and Attack Power conveniently apply to your melee weapons, you are significantly weaker without your gun or bow, and have very few abilities to handle mobs or enemy players at that range. This forces you to do whatever it takes to get back into firing range. Against mobs, that might not be too hard but against other players, a snare or a slow effect could be the end of you. Another downside is your mana inefficiency. This isn’t a major problem while questing and running instances, but it gets troublesome when you suddenly find yourself scraping for mana in raids. Although the Efficiency talent helps cut mana costs, it can’t hold a candle to what other builds have to offer. Beast Masters save mana by relying solely on Steady Shot and Kill Command for the bulk of their damage, while Survivalists can retain mana with Thrill of the Hunt. --------------------- Playing As A Marksman --------------------- As a Marksman, you have it easy. Since all of your power comes from your ranged weapon, it’s really just taking what the Hunter does best and enhancing it. The inclusion of Aimed Shot gives you the option of starting a battle with a hard- hitting attack but remember that its long casting time and Auto-Shot reset makes it unviable to use within a normal shot cycle. Remember to keep Trueshot Aura up at all times. Scatter Shot and Silencing Shot may take some time to get used to. You need to get accustomed to knowing when to use each one. Silencing Shot is simple: time it so that you will silence a caster just as it is about to finish casting a spell. A healer is especially an important target to silence. You may also use it to silence a player just as they are about to flee. A Mage cannot Blink their way to safety if you hit them with this Shot, though keep in mind that unlike Shield Bash or Kick, your Shot does not lock out schools of magic, and does not count as a spell counter. As for Scatter Shot, it serves a defensive purpose, as you can tell from the fact that it can be used at short range. It can be used to disrupt a spell near the end of its casting time but more importantly, the daze time allows you to safely freeze your target in a Freezing Trap. Four seconds is enough time for you to spring it open. If you already have one set, keep in mind that as you pull a mob into the trap, that daze time also allows Freezing Trap’s cooldown to run down. --------------------- Raiding As A Marksman --------------------- As a Marksman, you need to push for as much damage as possible. The Steady- Arcane-Auto Shot trio is your most effective attack pattern. Serpent’s Sting is generally unwanted because its overall damage is weaker than that of other classes, and it uses up a debuff slot that could otherwise be filled with let’s say a Warlock’s Corruption spell. Although you have Multi-Shot and Aimed Shot at your disposal, both of them cost a lot of mana, and are therefore not recommended unless you are Misdirecting threat to a tank. Be sure to use Rapid Fire and whatever other power-boosting abilities whenever they are available. A Marksman can bring a lot of personal firepower to any raid. Once you get enough gear, you can cause some hefty damage. However, this build is currently the least favored of the three. This is mainly because it is comparatively not as beneficial to a raid as the other two builds. Here are some key problems that players have noticed: 1. Trueshot Aura. 125 Attack Power to your group is decent but it pales in comparison to what Ferocious Inspiration and Expose Weakness has to offer. Whereas the latter two scale with endgame content, the static bonus that this Aura gives does not, thereby making it the least beneficial of the three. 2. Mana inefficiency. Compared to the first two builds, a Marksman will burn through his mana supply very quickly, and this is mainly because of Arcane Shot. Beast Masters can do without it, and Survivalists can compensate with Thrill of the Hunt. Even with Efficiency, your mana will not last long without some way to replenish it. For all of the firepower that a Marksman can bring, a Beast Master can achieve just as high a damage output but for less mana, and can bring a better raid buff to his group, thereby making Marksmanship the least favored of the three trees. ----------------- PvP As A Marksman ----------------- With Scatter Shot and Silencing Shot at your disposal, you can quickly shut down caster classes, especially healers. Priests in particular loathe Hunters due to the fact that there is little they can do against your abilities. Not only are your talent-exclusive Shots disruptive to their bigger heal spells, your Viper Sting counts as a poison, which they are incapable of removing. That and Arcane Shot has a chance to remove their most protective spells such as Pain Suppression and Power Word: Shield. If you happen to have armor mitigation bonuses on your gear, that also has a significant impact on anything that wears cloth. The classes that are a cause for concern are melee-oriented. As a Marksman, you are extremely vulnerable at melee range. Though Wing Clip and Scatter Shot can help you escape, there is little you can do if you get Hamstrung or Frost Shocked. If you’re in a Battleground or an Arena, keep your distance and stay close to your teammates. ------------------------ Marksmanship Itemization ------------------------ To get the most out of Marksmanship, you need an ample supply of Attack Power from your gear but the key to building a successful Marksman is finding a balance between base damage and critical strike percentage. In the way of armor, a good example would be a Beast Lord Cuirass with this configuration: Beast Lord Cuirass 652 Armor +20 Agility +30 Stamina +24 Intellect [o] Red Socket: Bright Living Ruby (+16 Attack Power) [o] Red Socket: Bright Living Ruby (+16 Attack Power) [o] Blue Socket: Balanced Nightseye (+8 Attack Power, +6 Stamina) SOCKET BONUS: +4 Agility EQUIP: +40 Attack Power EQUIP: +4 Mana/5 sec. ENCHANT: +6 Stats You can also try this setup if you prefer more critical hits: Beast Lord Cuirass 652 Armor +20 Agility +30 Stamina +24 Intellect [o] Red Socket: Delicate Living Ruby (+8 Agility) [o] Red Socket: Delicate Living Ruby (+8 Agility) [o] Blue Socket: Shifting Nightseye (+4 Agility, +6 Stamina) SOCKET BONUS: +4 Agility EQUIP: +40 Attack Power EQUIP: +4 Mana/5 sec. ENCHANT: +6 Stats A Marksman has a lot of flexibility when choosing gear. Attack Power is just as beneficial to you as Agility. However, raiding requires that you stack more heavily on Agility. More on this in Chapter IX. ------------------------------------------------------------------------------- b. The Survivalist ------------------------------------------------------------------------------- The Survivalist is a skilled tactician who prefers to fight defensively. With traps in hand and a bag full of tricks, he is always prepared to survive worst- possible scenarios. --------------- Sample Template --------------- =============================================================================== | Primary: Survival | Secondary: Marksmanship | =============================================================================== | 3/3 Monster Slaying | 5/5 Lethal Shots | | 3/3 Humanoid Slaying | 5/5 Hunter’s Mark | | 3/3 Hawk Eye | 1/1 Aimed Shot | | 2/2 Savage Strikes | 2/2 Rapid Killing | | 3/3 Improved Wing Clip | 2/2 Go For The Throat | | 2/2 Clever Traps | 5/5 Mortal Shots | | 1/1 Deterrence | | | 3/3 Surefooted | | | 2/2 Survival Instincts | | | 1/1 Counterattack | | | 5/5 Lightning Reflexes | | | 1/1 Wyvern Sting | | | 3/3 Expose Weakness | | | 5/5 Master Tactician | | | 1/1 Readiness | | =============================================================================== Though not ideal, this template dabbles with the Survival tree’s best talents, and is good for anyone who wants a full taste of what the tree has to offer. For questing and instances, it’s a workable template. However, prospective raiders require a few modifications in the setup. --------------- Design Function --------------- Benefits - Excellent crowd control capabilities. - High critical strike chance. - Has methods of resisting snares and escaping from melee range. - Is capable of enduring and surviving close encounters if needed. Downsides - Very difficult specialization to master. - Leveling with Survival is considerably slower than with other trees. - Significantly weaker damage output than what other trees have to offer. Whereas Beast Masters and Marksmen focus on offense, being a Survivalist means that you will tactically stay on the defense. Talents such as Wyvern Sting, Clever Traps, and Resourcefulness allow you to carefully keep your enemies detained for as long as possible with an unmatched level of crowd control. At the same time, Deterrence and Deflection allow you to stay alive in melee range. If worse comes to worst, you have abilities that can help you escape from your enemies by rooting them to the ground. You have a remarkable amount of staying power, and can outlast your enemies. Playing as a Survivalist is not an easy task because what you are doing is trying to maximize your offense as a specialist in defense. Against your average mob, your basic shot rotation will suffice. Elites from small dungeons give you a little more legroom for damage. In that case, Wyvern Sting and Immolation Trap will cause a lot of damage over time, though remember that Wyvern Sting is useless against anything that is immune to the initial sleep effect. Against enemy players, you have a very good of beating them with what you have. Most players will always try to get within melee range so that you cannot use your ranged weapon but notice how many of your talents affect your melee capabilities. Any Survival talent that boosts your ranged attack damage also enhance your melee weapon damage. You also have the benefit of Wyvern Sting and Clever Traps to help wear your opponent down, and with your high Agility and The optional Improved Aspect of the Monkey, you can dodge attacks very often. With the support of Exposed Weakness, Master Tactician, and Improved Hunter’s Mark, you can go quite far with a melee weapon. ------------- Disadvantages ------------- A Survivalist is not an easy job to get accustomed to. The abilities that you gain from that talent build are very situational. Counterattack and Deterrence are only good when something decides to take a swing at you. In most PvE scenarios, that usually does not happen, and it should never happen in a raid encounter. Wyvern Sting causes a healthy dose of damage over time but the downside is that the damage effect only occurs if the target awakens from the sleep effect. That means that if anything is immune to that sleep portion, the damage will not occur. Tragically, this means that it is nearly useless in raids and against some heroic dungeon elites. Finally, Readiness is an excellent ability but deciding when to use it can be a complicated process. On the offense, it’s great for double Rapid Fires, Wyvern Stings, and Traps, but the five-minute cooldown prevents you from using it often. Ideally, it seems to serve best as a defensive option. You can save it until you really need. If a Freezing Trap gets resi