Hunter Instance guide

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Hunters have a variety of skills they can utilize to benefit their party / raid members in an instance or just grouping. This guide will cover most of the important skills available to hunters that can help when times get rough or act as an added bonus that would otherwise not be present without a rogue. Hunters are common refered to for noobies. Unfortunately, this is a common misconception, hunters are one of the most versatile and one of the harder classes to learn; especially for instances and grouping.Hopefully some of them read this guideline of how to use some of the hunter abilities in an instance. This guide assumes you know how to control your targetting and follow vital raid and group commands.

Tracking

One of the most useful skill available to hunters. Other classes also have some sort of tracking ability, eg. Sense Humaniods for Druids but only hunters have them all. This enables a hunter to warn the group or raid of patrols or mobs that are hard to see.

Warning: Some mobs are non classified and will not appear on your mini map unless targeted with "Hunter's Mark".

Flare

Useful to detect Invisible mobs. However, there are not many invisble mobs in 5 man instances. Only Shattered halls and Blood Furnace have them.

Warning: The invisble mobs might take up to 2 seconds before appearing after flared

Pets

Pets are what make us hunters. They are deal good DPS and GREAT DPS if you are a Beast Mastery hunter. They are required to be alive to have that +2 % damage ( Talent ) on the hunter and they are also required to be alive to use the Beastial Wrath ( Talent ). Pets make a good off tank for normal 5 man instances however they will die in 3 to 4 hits in heroics. Pets can also set off Ferocious Inspiration ( Talent ) when your pet scores a critical hit, all party members have all damage increased by 1-3% for 10 sec.

Traps

Freezing Trap is the most common trap to use in all instances and raids. No other forms of CCs can trap all kinds of mobs which are not immune to CCs.

Tips:
1 ) If possible, lay the trap behind or to the extreme flanks of the group or raid.
2 ) Set up the trap before engaging if possible to allow traps to CD. This enables retrapping immediately if anything goes wrong.
3 ) Use instant casts to pull mob. DO NOT USE STINGS
4 ) Use Concussive Shot if you are not good at trapping
5 ) Remember to off your autoshot after trapping
6 ) Pull mobs in a straight line back to your trap if you arenot good in trapping
7) Use line of sight to pull casters or use Silencing shot ( Talent )
Warning: Traps take 2 s to activate. Some mobs can run or charge over your traps without activating it. In this case, you can consider to stand right behind your trap and tank one hit to allow the trap to activate. However this is strongly not recommanded as some mobs can one-shot us. Use Scattered
shot on them and lay a trap right under them is another better choice

Snake trap is one of the most cool trap ever. However, it is not that useful in instances. It is only proved useful in Kara in the fight against Shade. Lay on snake trap under shade and watch him cast spells at them.

Immolation trap can be used to add another dot on mobs but in an instance, this trap is quite useless unless in boss fights

Explosive trap is quite useful to AOE groups of non elites like those groups of undeads before moros in Kara.

Shots

Concussive Shot is the bread and butter shot to kite mobs. However, hunters are seldom required to kite anything in an instance with a good tank.

Distracting shot can be used to draw aggro for pulling mobs to your traps

Arcane shot should be spam whenever possible to increase DPS

Steady shot should be used in between Auto shots

Aim shot ( Talent ) should be used during a fight only on mobs that can heal themselves or will be healed. Otherwise, Aim shot should only be used as the first shot of the fight.

Muti Shot is one of the best shots ever but they need to be used careful. You will NOT be invited to a group or raid ever again for breaking 3 CCs in one go.

Stings are pretty much self explained use them as you see fit.

DPS

Just the standard Shot cycle and Stings to max DPS

Talent skills

Intimidation ( Beast Mastery 30 ) ( Mana: 6% ) ( Range: 30 yards ) 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 seconds.

Most bosses are immune to stuns. Use this only when your pet is off tanking.

Wyvern Sting ( Survival 40 ) ( Mana: 115 ) ( Range: 5 - 35 yards ) Stings the target, putting it to sleep for 12 seconds. When target is awoken, X damage will be dealt over Y seconds.

Very useful to mutliple CC

Scattered shot ( Talent ) is one of the most useful shots for hunters in instances and raids. Use it when you screwed up your trapping or trying to save your healers or casters from an angry mob.

Trueshot Aura is a great bonus Ap to the party

Expose Weakness is recommended for hunters with at least 700 Agi


Kane, Awesome Start! I have

Kane, Awesome Start!
I have reinforce and add to a few things ~

It is very unfortunate that there are some "Huntards" out there that give the rest of us a bad rap :( It is undeniable that Hunters are the easiest charachter to level. They are also the favorite of the young and less strategy minded players. "MOST" raid leaders have Hunter Alts or know enough about Hunters rolls to pick out the Huntards and bump them. I had an unfortunate experience with 1 such Huntard in Kara. He was a Guildie that came in with a merger from another guild and we picked him up as a replacement for our established group. He showed up in full PvP gear... Not great but OK.... He didn't know how to Misdirect was and continiously shot his own trap :( He didn't last after Attuneman. I am not knocking young players, We have a 15yr old Prot Warrior that has a level head and plays very well.

Traps
Kiting/Trapping 101: If you are on trapping duty, set your trap before the pull, this will begin your Cooldown to Retrap. DO NOT pull with a Sting, it will break your trap! My personal strategy is to let the tank start the initial pull, Hit my trap target (Normally the Square) with Distracting shot and Arcane Shot, this will get them coming in my direction QUICKLY, then pop a Concussive Shot when they are 1/2 way to the trap, Take about 2 steps back from the trap and hit the [Esc] Key (this will stop the Auto Shot) and wait for them to be trapped. By using the Concussive Shot it will slow them down enough that they will not overrun the trap. Be ready to Scatter Shot (Talent) in case the trap is resisted. Now run across the room or as far as safely possible from your trapped mob. Get to a position where you can watch your trapped Mob and also engage the main target (Usually the Skull). As soon as your trap breaks/wears off, Drop another and hit the Square with concussive shot again. As soon as it is trapped, go back to the starting position. Rinse & Repeat until your trapped Mob is next on the Kill List. When the tank is ready to pull aggro, Feign Death and let the Tank break your trap. Tanks HATE chasing the mobs around and it reduces thier effectiveness to draw aggro.

If you are not on Trap Duty....
Cast Misdirect on the Tank, let him take the initial aggro and then fire a minimum of 3 Shots at the tanks target. Aimed Shot, Arcane Shot, Steady Shot will get the Tank an enormous initial aggro. If the Tank is Double Tanking, I MD the #2 Target (Normally the "X") to him for 3 shots before I begin DPS on the Main Target. If the Tank is taking on Doubles and the X is not MD'd to him, the Main Tank Healer will pull aggro from the X. Keep your Ice Trap 2 steps in front of the Healers. A Healer gains aggro from casting heals, If a Mob gets away from thier target, Hopefully they will be trapped to get time for the Healer to move. A Hunter that guards the Healers will always be #2 on the Healing Priority!

Hit Rating
MM Spec Hunter Hit cap is 142 (Non Dranei). Get as close as you can to be an effective DPS. Spicy Hot Talbuk (+20 Hit Rating) works wonders. If your Raid Role is DPS, you fail with every missed shot. PvP gear is NOT effective in PvE Raids. PvP gear has a lot of Stamina but 0 hit rating. I prefer a Hunter in Greens with +Hit over a PvP Geared Hunter with 0 Hit and +Stam.

Explosive Trap also helps the Mage Tank against Strawman in the Wizard of Oz opera event.

The Snake Trap on Shade works Wonders! While he's killing the snakes the Healers can top everybody off & regen Mana

Aimed Shot works great on Splinter (Last Boss in Botanica). Don't bother killing the summoned adds, Keeping Aimed Shot Active is just the same as killing 3 of the Adds. Same way with 3rd Boss in Shadow Labs, they only get the benefit of 50% of the healing.

Talent Tree. There are many useful combinations out there. Find what works best for you or Requested by your Guild Master/Raid Leader. The "Cookie Cutter" 41/20/0 is a Good Raid Spec (IMO too dependant on Pet Health), My personal Preference is 0/52/9 (Silence Shot, True Shot & Hard Hitting DPS, My job is the MD Pull) and we have another Raid Hunter that is 10/05/46 (Master at Trap Duty & Expose Weakness).

Redneckizm
[Inhale] Guild of Hakkar