F2P MoP F2P Hunter Guide

Lil

SV huntard
Big and Lil’s Guide to the F2P Hunter

Welcome to the comprehensive MoP 5.3 hunter guide put together in a collaborative effort by Lil and Bigdip. This is the guide to read if you are new to hunters or need an update on the hunter you benched when MoP came out. We want to help everyone become a better hunter and have more fun playing their class while raising their effectiveness in bgs.

All stats and boas are now scaled to 24.

Table of Contents:


1. Intro

2. Races
3. Abilities


5. Gear


7. Pets


9. Stats


Bonus:
11. PvP

12. 1v1
 
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2:Race

Panda:
The panda race is new to MoP and is available to BOTH factions. Pandas come with a couple helpful racials worth thinking about while choosing which race to play​

Quaking Palm: incapacitating for 4 seconds. Damage cancels effect. MELEE RANGE​
Bouncy: 50% reduce from falling damage​
Gourmand: Allows buying of Skewered Peanut Chicken
Epicurean: Doubles well fed buffs​
Crane: this is not technically a racial but Pandas are the only race with access to this pet​



Alliance:
All alliance races are viable for a hunter. Night Elf and Human are both equally a strong choice. Human is potentially the strongest if dual AGM is obtainable. Following them is Worgen Dwarf and Draenei. Depending on what your play style is determines what race you should consider.​


Human-
Every Man for Himself: Trinket on 2 min CD. Frees up a second trinket slot.​
Diplomacy: A 10% rep gain increase to obtain titles like The Diplomat or Ambassador or faction mounts faster.​

Night Elf-
Shadowmeld: A vanish that does not allow movement, good for dropping combat as well as hiding.​
Quickness: Reduces the chance that melee and ranged attackers will hit you by 2%.​
Wisp Spirit: Transform into a wisp upon death, increasing speed by 75% compared to the 50% boost from other classes.​
Nature Resistance: 1% reduce on nature damage taken.​

Worgen-
Darkflight: A 'sprint' that is all around useful. Can be use to escape, FC, catch up to an EFC, and keep up with those pesky Druids.​
Viciousness: +1% crit.​
Aberration: 1% reduce on shadow and nature damage taken.​
Flayer: Skinning skill increased by 15 and allows 0.5 seconds faster.​
Two Forms: Turn into your currently inactive form.​
Running Wild: Drop to all fours to run as fast as a wild animal. Serves as the worgen "mount".​

Dwarf-
Stoneform: 10% mitigation cooldown and removes crippling poison.​
Crack Shot: +1% expertise with ranged weapons.​
Frost Resistance: 1% reduce on frost damage taken.​

Draenei-
Gift of the Naaru: Heals 20% over 15 sec and not dispellable. Not to be underestimated.​
Heroic Presence: +1% hit. Not super useful since alliance gear has an overabundance of hit but can be useful against 24s.​
Shadow Resistance: 1% reduce on shadow damage taken.​
Gemcutting: Allows usage of Heavy Stone Statue




Horde:
Horde races for hunters are all very strong choices. No one race stands out as better and all are useful in different aspects. Depending on what your play style is determines what race you should consider.​


Blood Elf-
Arcane Torrent: Silences all enemies within 8 yards for 2 seconds. Also gains 15 Focus.​
Arcane Resistance: 1% reduce on arcane damage taken.​

Goblin-
Rocket Jump: Jumps forwards 25 yards.​
Rocket Barrage: Small fire damage attack.​
Time is Money: 1% attack and cast speed.​
Best Deals Anywhere: Receives exalted discounts regardless of reputation.​
Pack Hobgoblin: Mobile bank usage for 1 minute.​

Orc-
Blood Fury: 42 attack power cooldown.​
Hardiness: 15% reduced stun duration. Helpful against pally HoJ.​
Command: 2% pet damage increase.​

Tauren-
War Stomp: Stuns up to 5 enemies within 8 yds for 2 sec.
Endurance: 5% added to base hp.​
Cultivation: Slightly faster herbing and allows gathering of Wild Steelbloom.​
Nature Resistance: 1% reduce on nature damage taken.​

Troll-
Berserking: 20% haste cooldown.​
Regeneration: 10% faster health regen.​
Beast Slaying: 5% damage against beasts. This includes shape-shifted druids and shammys.​
Dead Eye: +1% expertise with ranged weapons.​
Da Voodoo Shuffle: 15% reduction on movement impairing effects.​

Undead-
Will of the Forsaken: Removes Charm, Fear and Sleep. Adds a 30 sec cd on PvP trinket.​
Cannibalize: Small HoT.Breaks with damage or moving.​
Touch of the Grave: 20% chance of dealing small shadow damage and healing yourself for a small amount.​
Shadow Resistance: 1% reduce on shadow damage taken.​
 
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3:Abilities

These abilities are available in all hunter specs.

Steady Shot: (2 sec, 14 focus gained) Used after initial burst or to quickly gain focus for burst sequences. Usable while moving.​


Arcane Shot: (Instant, 20 focus): Not mitigated by armor, probably your most-used shot now in MoP. Should be used between explosive shot cds or right after aimed shot depending on which spec you are.​


Serpent Sting: (Instant, 15 focus): 15 second nature DoT that should be on your target(s) constantly. One of the best if not the best DoT at this level.​


Scatter Shot: (Instant, 20yd range): 4 seconds of CC on a 30 second cooldown. Breaks on damage.​


Concussive Shot: (Instant): 50% reduced movement speed for 6 seconds on a 5 second cooldown.​


Disengage: (Instant): Leaps backwards, putting distance between you and a target. Can also be used as a gap-closer with a jump-turn. Only usable in combat.​


Hunter’s Mark: (Instant, 100yd range): Used to keep rogues and druids out of stealth from distance. Increases all ranged damage on target by 5%. Should always be up.​



Beast Mastery

These abilities are exclusive to Beast Master hunters. With 5.3 BM had their most important move taken away so there isn't much of a reason to be BM anymore besides using kill command on targets 40+ feet away.

Kill Command: (Instant, 40 focus, 25yd range): BM hunters special ability. Can now deal out some decent damage however the only reason for going BM now is for ranged pet control​


Go for the Throat: Auto shot crits generate 15 pet focus.​



Marksmanship

These abilities are exclusive to Marksmanship hunters. These abilities give MM hunters the most burst out of the specs. Aimed shot is your burst attack however it is hard to setup with 2.5s casts. Can be fun to try out for the fun 1 shots on low hp people or people nearing death however can be considered the worst overall spec. A good pet for this is the ravager so that Aimed shot does 4% added dmg.

Aimed Shot: (2.5 sec, 50 focus): MM hunters special ability. High damage and burst but difficult to set up due to the cast time. Useless on mail/plate wearers as arcane spam does more damage however can do a very high amount on any cloth wearers.​


Careful Aim: 75% added crit chance with Aimed shot or Steady shot on targets above 80% allowing constant crits on healers who heal to full.​


Survival

These abilities are exclusive to Survival hunters. These abilities give SV hunters the best widespread and consistent damage out of the specs. SV offers the 2nd highest burst (just behind MM) however allows you to continue on the move and deal it to separate enemies. A good pet for this spec is the dragonhawk or the wind serpent for 5% more dmg from magical attacks. SV is easily the best spec choice you can make.

Explosive Shot: (Instant, 25 focus): SV hunters special ability. Deals damage divided into three separate ticks that crit independently reducing burst.​
 
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4: Talents

Disengage is one of your most important abilities in terms of survivability and utility. Your talent point goes in making this ability even more useful and when used properly, can be a huge game changer. If you spec into posthaste NEVER BACK PEDDLE as it slows down part of your sprint. And really, you shouldn't ever back peddle.



Posthaste: Your Disengage frees you from all movement impairing effects and increases your movement speed by 60% for 8 sec and is non-dispellable. This talent has many uses for nearly every situation. It gives you the best mobility out of the talent choices. Perfect for escaping and getting distance from your enemies. Its very helpful for catching up to EFCs or keeping up with druid EFCs. If someone in mid decides to attack you on your way to the EFC, you can simply disengage and be out of mid very quickly. In those emergencies when you need to FC this ability is extremely useful. And if you just feel like moving faster inside and outside when enemies are around, shoot them or send you pet and takeoff. Considered the best talent choice.​



Narrow Escape: When you disengage, all enemies within 8 yards become rooted for 8 seconds. The roots break upon damage which make this talent very situational. The only time this would be useful is if you are are the only one attacking the said enemies you are going to root. If teammates are around, they will likely go right in and attack the rooted enemies because 'hey, they aren't moving, lets get them' thus taking away from the 8 seconds. When alone, this ability can easily help you set up a guarantied Aimed Shot if you are MM, be useful in rooting an EFC to let your teammates catch up, useful for peeling healers off of an EFC, helpful in peeling enemies off of your retreating FC, or escaping. This ability is not very useful when a big battle is going on because chances are, others on your team will hit the enemies you rooted. This talents full potential only shines when you are on your own and with multiple enemies, but it does have situational uses.​


Crouching Tiger, Hidden Chimera: Reduces the cooldown of disengage by 10 seconds. An all around useful talent but with no special benefits like the other two choices. Its always good to disengage.​
 
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5: Gear

Feel free to check out my scaling index of all this gear and more here ---> 5.3 Scaling


“Best in Slot” is often a preferential term. There are gear sets that prefer certain stats and in turn cater to specific players’ playstyles. I’m not going to sit and tell you what is ‘best’, but rather list the most viable choices. Keep in mind that in order to hit cap against other level 20s, one needs 6 hit rating (3%). Hit capping is a must as 1 shot hitting or missing can change the outcome of a fight or even a whole game. It is also STRONGLY recommended to consider expertise from gloves or the fang set

Make multiple gear sets for different situations! For example, having a 'Normal' set, a Stamina set, a Damage set, a Crit set, and a PvE Hit set helps in many possible situations.

Here's a list of F2P Hunt armories. Use them as references to build your possible gear sets:


Lil
Vynius
Iyui
Lofi
Attacker
Outtlaw
Fatdip
Dawn
Acebull
Fintlek
Felix
Gengar

Gear Options: With the normal BiS first in descending order of usefulness

Ranged
Naga Heartpiercer 48-90 Dmg 23.87 DPS. (16) Ally/Horde BiS
Upgraded Dwarven Hand Cannon 46-86 Dmg 23 DPS. (6/11/5)
Charmed Ancient Bone Bow 45-83 Dmg 23 DPS. (8/8/8)
Bow of Ire(H) 43-81 Dmg 22.3 DPS (10/7/6)
Eventide Bow(A) 43-81 Dmg 22.3 DPS (10/8/5)

Head
Rifle Commander's Eyepatch(A) 123 Armor/8/13/8 Ally BiS
Lucky Fishing Hat92 Armor 17 Stamina Horde BiS
Flying Tiger Goggles 54 Armor 5/5

Neck
Scout's(H)/Sentinel's Medallion (A) 7/2 Ally/Horde BiS

Shoulders
Champion Herod's Shoulder 161 Armor (6/9/6) Ally/Horde BiS
Prized Beastmaster's Mantle 161 Armor (7/7/5)
Stained Shadowcraft Spaulders 99 Armor (8/5/4)
Shadowfang Spaulders 87 Armor 4/7/4

Back
Fenrus' Hide 44 Armor (7/6)
Tumultuous Cloak of the bandit. 43 Armor (4/4/4)
Tumultuous Cloak of the monkey 43 Armor (5/5)
Glowing Lizardscale Cloak 39 Armor (2/7)
Tumultuous Cloak of Stamina 43 Armor (9)


Chest
Champion's Breastplate 215 Armor (8/12/8) Ally/Horde BiS
Stained Shadowcraft Tunic 132 Armor (8/12/8) Hit
Armor of the Fang 116 Armor (11/7)

Wrist
Bands of Serra'kis 58 Armor (6/6)
Black Wolf Bracers 51 Armor (4/5/4)
Drakewing Bands 58 Armor (3/7)

Hands
Foreman's Gloves 70 Armor (7/7) Ally/Horde BiS
Naga Battle Gloves 82 Armor (8/8)


Waist
Vigorous Belt of the Bandit 74 Armor (6/6/6) Ally/Horde BiS
Vigorous Belt of the Wild 74 Armor (6/4/6)

Legs
Aluwyn's Legguards(A) 115 Armor (9/12)
Smelting Pants 98 Armor (10/4/4)
Hogger's Trousers 115 Armor (11/11)
Blackfathom Leggings (H) 125 Armor (12/8/8)

Feet
Feet of the Lynx 88 Armor (10/6) Ally/Horde BiS
Standard Issue Prisoner Shoes 90 Armor (9/6)
Cobrahn's Boots 80 Armor (4/7/4)

Finger
Signet of Argas (7/3) Ally/Horde BiS
Ello's Band(A) (4/5/4)
Ring of Precision (7/3)
Dread Pirate Ring (4/3/6)
Stillwater's Signet(H)
Citizen Wilke's Ring(H)
Legionnaire's Band (5/5/2)

Trinket
Inherited Insignia of the Horde/Alliance 8 Resil
Swift Hand of Justice 7 Haste
Inherited Mark of Tyranny 8 Resil
Arena Grand Master 13 Stamina
Rune of Duty
 
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6:Professions

The first step to becoming considered BiS is getting professions. Don't think that professions aren't important because without professions you lose out on 48(58) armor, 15 hp, 1 resist, 1 sta/agi as well as 2 added dmg on your ranged. These may seem small but without them you can't be truly BiS.


Alliance/Horde: First professions to grab are Leatherworking and Skinning. Get them in your starting zones main city. While leveling to 20 be sure to skin everything you face for the leather and get leatherworking maxed. Once you get leatherworking to 100 make 10 Medium Armor Kits. Be sure to keep all the greens that you make via LW or from quests/mobs that you can for enchanting.


Alliance/Horde: Once you get your armor kits drop LW for Enchanting . Disenchant all the greens you have accumulated. You can also try to snag some Strange Dust and Greater Magic Essence from the enchanting vendors in major cities.
Chest: Make a 15 HP enchant.
Cloak: Seeing that the 1 Resistance enchant to your cloak is no longer available your only choice for a cloak enchant is 10 armor (For Blood Elves 1 Agi is definitely the better choice).
Wrist: The two main ones are 1 Agi and 1 Sta however a 3rd possible choice is 2 Dodge.
Also, don't forget to keep some enchants on Vellums just like keeping the extra armor kits.


Horde: When you get enchanting you also have the choice of getting Mining at the same time. While you are leveling up enchanting for all your needed enchants you can level up mining also. Only thing mining is for is to get the mats needed to level Engineering to 100 for Flying Tiger Goggles for a way of getting hit capped. Lucky Fishing Hat is considered BiS for extra 150 HP but the Goggles would be helpful for any hit set.


Alliance/Horde: After completing enchanting and getting the needed crafting professions finished you have the choice of whichever professions you want. A common choice is Herbalism (for Lifeblood) and Alchemy (for world drops like Minor Agi, Swiftness Potion, and Giant Growth). Skinning is also a good choice for Master of Anatomy and Mining for Toughness. Choices are all situational and personal preference.


Alliance/Horde: Last thing and one of the more important things is the Standard Scope. This isn't obtainable via professions but there is a very nice guide made by the amazing Lofi that tells exactly how to get the scope here ---> Secret to farming +2 Scope as well as a video for all of you visual learners made by [MENTION=12859]Sabzep[/MENTION]

https://www.youtube.com/watch?v=SrY-NXMTWt4
 
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7:Pets

A hunter is nothing without his or her pet. Pets provide more damage, more utility, and more fun. There are all sorts of pets that can be tamed and all of them are viable depending on your play style. Your pet becomes your most reliable teammate in battle and the best part, you get to pick two!

NOTE: Consider the cooldown time and range of each ability when choosing.


Raid Buffs:
These pets have abilities that give buffs to all allies within range. Sometimes used to give the buff and then dismissed in favor of another pets ability while still keeping the buff.

Wolf: Special ability Furious Howl. It only lasts 1 minute. Offensive.
Hyena: Special ability Cackling Howl. Lasts 2 minutes and can be used by haste stacking MM hunters. Offensive.
Serpent: Special ability Serpent's Swiftness. Lasts 2 minutes and can be used by haste stacking MM hunters. Offensive.


AOE Debuff: These pets give debuffs to all nearby enemies.

Tallstrider: Special ability Dust Cloud. Decreases the armor of opponents with Weakened Armor. Offensive.
Fox: Special ability Tailspin. Useful for decreasing the damage/healing output of all casters. Offensive./Defensive.
Carrion Bird: Special ability Demoralizing Screech. Helpful for all nearby allies. Defensive.
Bear: Special ability Demoralizing Roar. Helpful for all nearby allies. Defensive.


Single Target Debuff:
These pets give a debuff to their current target.

Boar: Special ability Gore. Increases only physical damage. Offensive.
Raptor: Special ability Tear Armor. Causes Weakened Armor. Offensive.
Dragonawk: Special ability Fire Breath. Increases only magic damage like arcane shot or explosive shot if survival. Offensive.
Wind Serpent: Special ability Lightning Breath. Increases only magic damage like arcane shot or explosive shot if survival. Offensive.
Ravager: Special ability Ravage. Increases only physical damage. Offensive.



Disarm:
These pets disarm their target. Useful against every non caster with the exception of feral druids.

Bird of Prey: Special ability Snatch. Defensive.
Scorpid: Special ability Clench. Defensive.


Snares: These pets snare their target and keep them in one place. Useful for slowing an opponent in an attempt to catch-up to, run from, or setting up an aimed shot.

Dog: Special ability Lock Jaw. Not dispellable. Offensive./Defensive.
Crab: Special ability Pin. Not dispellable. Offensive./Defensive.
Spider: Special ability Web. Dispellable. Offensive./Defensive.


Stuns: These pets stun their target interrupting casting and holding them in place. Great CC abilities. If used effectively as a BM hunter, can be use in tandem with your other stuns to stun lock opponents to death.

Bat: Special ability Sonic Blast. DR's with BM hunters Intimidation. Does not break on damage. Offensive./Defensive.
Monkey: Special ability Bad Manner. DR's with BM hunters Intimidation. Breaks on damage. Offensive./Defensive.
Basilisk: Special ability Petrifying Gaze. Not broken by damage. Offensive./Defensive.
Wasp: Special ability Sting. Does not DR with BM hunters Intimidation. Does not breaks on damage. Offensive./Defensive.
Crane: Special ability Lullaby. Does not DR with BM hunters Intimidation. Only useable by Pandas. Offensive./Defensive.


Other: These pets have more unique abilities unrelated to other pets available at this level.

Cat: Special ability Prowl. Useful in hiding your pet when guarding a flag, particularly for Night Elves who can stealth. Defensive.
Moth: Special ability Serenity Dust. Interrupts and locks casters out, great against all casters but should mainly be used against healers. Offensive./Defensive.
Turtle: Special ability Shell Shield. Simply keeps your pet alive longer. If used effectively, it is possible to solo some non-healing classes with this pet. Defensive.
Crocolisk: Special ability Ankle Crack. Another slow that acts as a second Concussive Shot. Offensive./Defensive.


Spec: After choosing your pet, you get to choose what spec to put it in to.

Cunning: Cunning offers the most utility out of the three choices. Abilities include...

Boar's Speed: Passive movement speed increase.
Bullheaded: A trinket for your pet.
Cornered: Passive increase in damage when pets health is low.
Dash: Catches up to even the fastest of enemies.
Roar of Sacrifice: Invaluable if used to protect an FC, yourself, or really any teammate.​


Ferocity: Ferocity maximizes the damage output of your pet. Abilities include...

Dash: Catches up to even the fastest of enemies.
Heart of the Phoenix: Convenient and can be a game changer when your pet dies at an un-opportune moment.
Rabid: Great for bursting an opponent.
Spiked Collar: Passive greater all around damage.​


Tenacity: Tenacity is the best choice for keeping your pet alive. Abilities include...

Blood of the Rhino: Passive greater all around survivability.
Charge: Helpful when chasing and enemy.
Great Stamina: Passive health increase.
Last Stand: Keep your pet alive just a bit longer.
Thunderstomp: The only AOE ability available to hunters.​



We are not going to tell you what combination of pets and talents are the best, that is a decision you have to make depending on how you play and what you wish to accomplish on the battle field.

If you are struggling to choose your pets, here is a link to a pet thread showing what pets some people use.
Hunt Pets


Here is also a link to a website that has more pet information to help you choose as well as showing what rare pets you can tame to have your own unique pet and stand out in a BG.
Petopia

Happy Taming!!
 
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8A: Macros

As a class with a pet and ranged autoattacks, hunters bring a lot more actions and decisions to the battlefield than many classes. The default UI does not do a very good job of giving the player full control over the hunter and their pet, so getting the most out of your hunter requires many different sets of macros.

A good website to check about slash commands is Maco API - Wowpedia




Attacking Macros

Casting a shot starts your autoattack, but failing due to cooldown or insufficient focus will leave your autoattack off. To avoid this behavior there's a simple macro:
Code:
#Showtooltip
/startattack
/cast Arcane Shot


It may not be desired to auto-shot immediately while using Steady Shot and Aimed Shot, breaking CC and giving away your position. Consider an opt-out macro to make sure you open with your ability instead of auto-shot like so:
Code:
#Showtooltip Aimed Shot
/startattack [nomod:shift]
/cast Aimed Shot


Very useful macro for quick targeting of stealth targets. Easily spammable as well as reliable.
Code:
/cleartarget
/targetenemyplayer
/petattack
/cast Hunter's Mark
/startattack
/petassist
/script UIErrorsFrame:Clear()


Attacks what your focus is attacking. If you haven’t assigned a focus then this macro will have you assist your pet.
Code:
/assist [@focus,exists][@pet,exists]
/startattack
/petassist


Uses Concussive Shot/Serpent Sting in your disengage allowing for more use out of the GCD
Code:
/cast Disengage
/cast Concussive Shot or /Cast Serpent Sting


If you right click you cast whatever spell at your target however if you left click or hit the bind you have for it it uses it on your target like normal. ANY attack can have this option and it's a helpful way of getting used to focus macros.
Code:
#showtooltip Arcane Shot
/cast [@focus, button:2] Arcane Shot; Arcane Shot

Focus Macros​

Quickly makes your mouseover your new focus which allows for quick focus macros
Code:
/focus [target=mouseover]


Scatters your focus if harmful while still autoattacking your target
Code:
#showtooltip scatter shot
/stopcast
/cast [@focus][harm] Scatter Shot


Uses Roar of Sacrifice on your friendly focus while continuing autoattack on your target *must have cunning pet*
Code:
#Showtooltip Roar of Sacrifice
/cast [@focus] Roar of Sacrifice

Mouseover Macros​

Scatters your mouseover while still autoattacking your target
Code:
#Showtooltip Scatter Shot
/stopcast
/cast [@mouseover] Scatter Shot



Uses Roar of Sacrifice on your friendly mouseover while continuing autoattack on your target *must have cunning pet*
Code:
#Showtooltip Roar of Sacrifice
/cast [@mouseover] Roar of Sacrifice

Pet Macros

If your pet is dead it will rez it
If you have no pet and you right click it calls pet 1 and if you left click/use bind it calls pet 2.
shift dismisses your pet
if you left click/use bind with a pet it casts mend pet
if you right click with a pet it casts mend pet, cower and bullheaded
scirpt clears the error messages
Code:
/cast [@pet,dead] Revive Pet; [nopet, button:2] Call Pet 1; [nopet, button:1] Call Pet 2; [mod:shift] Dismiss Pet; [button:2] Mend Pet; Mend Pet
/cast [button:2] Cower
/cast [button:2] Bullheaded
/script UIErrorsFrame:Clear()

Helps to clear the "No Target Selected" msg you get while trying to use Kill Command without having a target
Code:
/cast [target=pettarget, exists][exists] Kill Command


Uses Cower if in combat and casts mend pet. Whether tanacity or cunning pet is out the last line can be used accordingly.
Code:
#showtooltip Mend Pet
/cast Cower [combat]
/cast Mend Pet
/cast Bullheaded OR /cast Last Stand
/script UIErrorsFrame:Clear()


Calls your first stabled pet if you left click and calls your second stabled pet if you right click
Code:
/cast [nopet, button:2] call pet 2; [nopet] call pet 1
/script UIErrorsFrame:Clear()

Uses any of your pets special abilities depending on which pet you have out. Will change the tooltip depending on pet as well. Need to make sure pet ability is on the pet bars 7th button or else just change the 7 at the end to whatever spot the ability is
Code:
#showtooltip [pet:Monkey] Bad Manner; [pet:Spider] Web; [pet:Bat] Sonic Blast; [pet:Scorpid] Clench; [pet:Wasp] Sting; [pet:Basilisk] Petrifying Gaze; [pet:Bird of Prey] Snatch; [pet:Crab] Pin; [pet:Moth] Serenity Dust;
/click PetActionButton7

Misc Macros​

Uses Tyranny trinket, agm, battle standard, roar of sacrifice and healing potion all at once
Code:
/cast Roar of Sacrifice
/use 13
/use 14
/use Alliance Battle Standard
/use Healing Potion


For those hunts who wanna see less dots on your mini map. In place of humanoids can go any tracking including beasts or hidden.
Code:
/run for i=1 GetNumTrackingTypes () do local name, _, active = GetTrackingInfo(i) if name = = "Track Humanoids" then return SetTracking(i, active = = nil) end end


8B: Addons

There are a few addons that I find I couldn't bg or play without as well as some other ones that I personally just like. The website for finding any addon you can think of is Curse.


BattlegroundTargets- Helps with targeting as well as general BG use.
OmniCC- Configurable way of keeping track of CDs.
Quartz- Very configurable and helpful addon regarding everything about casting bars
Carbonite- Helpful addon that has various addons bundled inside. Mainly PvE orientated
Kharthus's Hunter Timers- Displays duration of various Hunter abilities.
InterruptBar- Keeps track of enemy CDs.
Bagnon- Combines all your bags together as well as lets you check your bank from anywhere. Highly recommend this addon for anyone who has full bags or doesn't like the regular blizz bags.
REFlex- Collects data on various stats in bgs.
Titan Panel- More PvE orientated. Allows 1 or 2 small bars on top or bottom of screen keeping addons in one nice handy line
Recount- Shows data on everything combat related. Can be helpful to compare your ability usage to see how you are doing or where you could improve dmg wise.​


8C: UI

There are a few necessary/extremely helpful UI changes that should be made for every person playing a hunter if possible

1). view distance -> ultra- allows viewing as much of the map and as far away as possible.
2). enable sound -> sound effects - this allows for hearing enemy stealth.
3). disable sticky targeting
4). disable stop auto attack - this maintains the autoattack even after changing targets.
5). enable target of target - this displays your primary target and focus target's target.
6). enable cast action keybinds on key down - this activates abilities faster.
7). enable cast bars -> on targets and on nameplates -> show spell name - this increases awareness of nearby casting.
8). enable unit nameplates -> friendly units, and enemy units -> pets - this increases awareness of nearby players and enemy pets.
9). enable status text -> players, pet, party, target, and alternate resource - this increases awareness of units' resources.
10). raid profiles -> display incoming heals, display power bars, display aggro highlight, display class colors, display pets, and show debuffs - this increases awareness of teammates.
11). show all enemy debuffs - this increases awareness of debuffs on enemies.
12). max camera distance -> far - this allows for increased awareness. zoom out as far as is comfortable.
13). show zone map - this displays the location of your teammates and the location of the EFC 45 seconds after they begin FCing. Should lock it to prevent selecting it for movement should they click it when mousing over it.
14). show minimap -> track target and focus target - this adds your target and focus to the teammates already being tracked. zoom out fully to have the most tracking possible
15). interact with mouseover -> bind to scroll up AND scroll down - this is the fastest way to interact, particularly with flags. It's a must​
 
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9A: Stats
Like said in gear post there is no such thing as a definitive "BiS" set. There are popular and common sets that have alot of the same stats. Obviously some stats are more important for a hunter to be geared to the fullest potential, for ex. Agility>Spirit is an obvious one. However a tougher choice is choosing if Agi>Crit. Some people decide to Crit stack and some decide to Agi stack instead. Both can be considered "BiS"


Some stats are simple and the numbers are easy to find out to possibly try calculating which could be best. Some examples are:

1 Agility: 2 Ranged Attack power
~0.08% Crit
~0.14 Damage Per Second
~0.11% Dodge

#DamageDPSAPCrit %Dodge %
0
N/A​
N/A​
132​
2.78​
10.84​
1
N/A​
N/A​
134​
2.87​
10.96​
2
N/A​
N/A​
136​
2.95​
11.07​
3
N/A​
N/A​
138​
3.03​
11.18​
4
N/A​
N/A​
140​
3.11​
11.30​
5
N/A​
N/A​
142​
3.20​
11.41​
15
78-116​
33.45​
162​
4.03​
12.53​
20
80-118​
34.16​
172​
4.44​
13.08​
30
84-122​
35.59​
192​
5.27​
14.18​
40
88-126​
37.02​
212​
6.10​
15.25​
50
92-131​
38.45​
232​
6.93​
16.32​
60
97-135​
39.87​
252​
7.76​
17.36​
70
101-139​
41.30​
272​
8.59​
18.39​
80
105-143​
42.73​
292​
9.42​
19.41​
85
107-145​
43.45​
302​
9.83​
19.91​
87
108-146​
43.73​
306​
10.00​
10.11​


Recorded on a nelf hunt so base stats maybe slightly different.
Was using Naga Heartpiercer.
N/A means no weapon is equipped so no number could be given.
1 Crit: ~0.232% Crit

#% Added% per crit
4
0.93​
0.2325​
5
1.16​
0.232​
6
1.39​
0.23167​
8
1.86​
0.2325​
9
2.09​
0.2322​
10
2.32​
0.232​
11
2.55​
0.23182​
34
7.89​
0.23206​
37
8.59​
0.23216​
1 Hit: ~0.406% Hit

#% Added% per hit
1
0.41​
0.41​
2
0.81​
0.405​
3
1.22​
0.40667​
7
2.84​
0.40571​
8
3.25​
0.40625​
9
3.66​
0.40667​
29
11.78​
0.40621​
30
12.19​
0.40633​
37
15.03​
0.40622​
1 Expertise: ~0.406% Expertise

#% Added% per exp
4
1.62​
0.405​
5
2.03​
0.406​
9
3.66​
0.40667​
1 Haste: ~0.325% Haste

#% Added% per hasteChange in
Attack Speed
5​
1.63​
0.326​
0.05​
7​
2.28​
0.32571​
0.06​
10​
3.25​
0.325​
0.09​
12​
3.90​
0.325​
0.11​
14​
4.55​
0.325​
0.13​
17​
5.53​
0.32529​
0.15​
24​
7.80​
0.325​
0.21​


Recorded with 2.90 Attack Speed weapon



9B: Hit

Hit is one of the most important things for a hunter. If you aren't hit capped there is no way to be considered BiS. Becoming hit capped is one of the first and most important things that you need to consider. Becoming hit capped has become easy in 5.2 due to scaling. The hit you want to aim for to cap is 3% (8 hit)

List of Hit gear:

9 Hit Hogger's Trousers
8 Hit Rifle Commander's Eyepatch
8 Hit Charmed Ancient Bow
8 Hit Stained Shadowcraft Tunic
6 Hit Drakewing Bands
4 Hit Flying Tiger Goggles
4 Hit Stained Shadowcraft Spaulders
3 Hit Ring of Precision
3 Hit Ello's band
3 Hit Dread Pirate Ring



9C: Expertise
With MoP a new and important to consider stat for hunters is expertise. Now hunters shots can be dodged and we have a 3% base dodge chance for our attacks. Hit just determines if your attacks will miss but expertise determines if your attacks are dodged. While determining whether or not to go for expertise you should factor in the stats lost and stats gained with the different gear. Expertise follows the same percents as hit and you need 3% to make sure you have no chance to be dodged.

At lv 20 there are only 6 options that give expertise, they are:
4 Expertise: Gloves of the Fang*
4 Expertise: Belt of the Fang*
4 Expertise: Footpads of the Fang*
4 Expertise: Leggings of the Fang*
4 Expertise: Armor of the Fang*
5 Expertise: Foreman's Gloves
*Only 3 out of the 5 pieces of gear needs to be equipped to get the set bonus


If you choose to go with just the fang set the best 3 to choose are Gloves, Legs, and Feet. These 3 will give 4 total expertise which is 1.62%. Since the cap is 3% you will still have a 1.38% to be dodged unless you are a dwarf or troll due to their added 1% expertise racials.

If you choose to get the expertise cap you should use Belt, Feet, Legs, and Foreman's Gloves. These 4 will give 9 total expertise which is 3.66%. Since the cap is 3% you will be expertise capped for bgs completely.​



9D: Haste

Another stat to consider while gearing is haste. Haste makes you shoot faster which can only add better dps. Haste also makes Aimed Shots quicker if you choose to go MM making MM slightly easier to play. There are only a few ways to increase your haste at this lv and they are:

15 haste: Lifeblood (Rank 2)
7 Haste: Swift Hand of Justice
5 haste: Vigorous Belt of the Wild
5 Haste: Lifeblood (Rank 1)
10% Attack Speed: Crackling Howl, Serpent's Swiftness
1% Attack Speed: Time is Money
20% haste: Beserking



 
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10: Closing Statements

Thank you for using this guide as a reference! We both put time and effort in order to make this guide as complete as possible. If you have anything you would like us to add or you find an error, feel free to PM either of us or post on here. Also, If you have any questions about huntering don't hesitate to ask us!


Special thanks to Pino whose guide we dissembled, rearranged, scavenged, updated, and added to.
Special thanks to Salfir for his inspirational guide formatting.
Special thanks to Lofi for the superb scope guide.
Special thanks to Juno0 for some helpful macros.
Special thanks to xatruch for some helpful addons.
Special thanks to Sabzep for the ideas on the stats.
Special thanks to Iminibiv for how in-depth his guide is and using that as a jumping off point.

You guys and gals go out there and get creative! See all you hunters in the Gulch!​
 
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11: PvP


A hunter is one of the most complex classes in this bracket. The difference between an average hunt or a top hunt in this bracket is very noticeable meaning if you are new to hunters you have alot of room to improve! There is a never ending skill cap (how good a "perfect" hunter can do playing at it's peak) and below are just a few personal tips about PvP to help you raise your own personal skill cap. This will be biased and personal opinions as well as being pretty long so feel free to skip it if you don't feel like reading.


Roles

Contrary to popular hunter belief the goal of WSG is to have more flag caps then the enemy team at the end of 20 minutes or to get 3 caps to end it. Hunters are very good at WSG due to being able to control mid pretty effectively and can easily do the most dmg and have the most kbs however that is nowhere near the only role a hunter should be fulfilling. Hunts are very good defenders due to track stealth and humanoids (and Roar of Sacrifice on fcs if cunning) as well as being beneficial on offense to kill efcs or keep healers CC or busy self healing as well as being decent FCs while specced into posthaste with a Stam/FC set as well as escorting FCs past mid safely and calling routes/positioning. Basically a hunt can do everything well or great besides healing and all aspects should be in a hunts rotation when needed.

Hunters on Defense with FC

While on D hunters should be placed 5-20 yds away from FCs to be able to spot rogues trying to ambush or druids trying to sneak up on your FC ready for a quick scatter shot if someone gets through. It is always a good idea to move around to try and spot any stealth sitting waiting for help. If your FC is on cap and there are enough people with them it maybe a good idea to go up on the roof so you can quickly shoot people without worrying about dying. If your FC is on roof the best spot is to stay in the middle of the entrance to roof where the ramp meets the concrete. All hunters while on D should be using RoS (roar of sacrifice) on the FC if they start to get attacked.
Hunters on Defense without FC

While a flag is being defendrf there isn't a better class to have defending it then a hunt. A hunter alone can possibly stop 2 or 3 people from leaving the flag room. If you continually get 3 healers inc or group after group inc and you are trying to defend alone it is best to leave the fr and worry about a different role so you don't waste your time. While defending there are a 3 good spots to place yourself/pet.

One spot if there aren't to many druids on the other team is on roof with your pet in the small enclosed room to try and hide it or right on the cap to quickly attack the person trying to grab the flag. You want to attack people as soon as they enter your los and try to kill them quick enough so you don't need to jump down from roof to follow them.

Another spot is the 2nd floor on the balcony so you have los of the flag spot and can quickly move ramp or disengage into tun if needing to follow. A good pet spot for this one is again on the flag cap or in the corner so people may no notice it. If you continually have incs from your ramp this may or may not still be a good spot to stay as you can kill someone before they even get into the flag room.

The last spot allows the most maneuverability out of the 3 and quickly has become my favorite spot to defend the flag. It is simply near the big tree right outside the flag room on the ramp entrance. This allows you to stay mounted for quick movement if there are to many inc and you need to leave D. Since for the most part FCs go ramp it also lets the FC come to you instead of you trying to run to them then the fight starts on your terms. Near the tree you are in range to hear when the tun boost pops up so you know if there are incs and the boost isn't taken the FC will more then likely go back through tun and since you are mounted you can be there to meet them at the tun exit.
Hunters on Offense

While on O hunters be focused on 1 of 4 things. #1 Killing EFC #2 Killing healers #3 Occupying healers #4 Killing weaker people with EFC. Sometimes EFC can't be killed easily due to loads of healers or lots of people defending them and this is where hunts shine. If you have help with you you can worry about 2, 3 or 4 while the other help focuses on 1.

For #1 a hunter should try bursting down EFC as quickly as possible while using CC to interrupt their possible heals. Rotation for burst should be explosive shot/serpent sting/arcane shot/arcane shot/arcane shot/steady shot/explosive shot/arcane shot.

For #2 a hunter should use the same burst rotation except this time attacking a healer with EFC and leaving EFC alone while using scatter shot when needed for interrupting heals.

For #3 a hunter is just occupying a healer while someone else with you worries killing EFC or doing one of the other 3 options. A good rotation for stalling a healer is explosive shot/arcane shot/serpent sting/MOUSEOVER serpent sting on EFC(just to provide some sort of dmg onto EFC and to see how quickly the healer will heal EFC or how low you can get EFC)/arcane shot/(this depends on the situation) MOUSEOVER explosive shot on EFC to provide quick dmg for a kill or to make the healer heal the EFC and leave themself open for quick damage OR explosive shot on your healer to try and land a kill on the healer/(if healer or EFC isn't dead yet now maybe a good time to regroup or retry)steady shot/scatter shot/steady shot on EFC/explosive shot on EFC/arcane shot on EFC/arcane shot on EFC. If a healer or EFC hasn't died by then it is time to either start on #1/2/4 or disengage and retreat to wait for help.

For #4 a hunter is supposed to quickly take out a weak player with EFC to make sure there is one less person to worry about. This means all out burst on them and after your burst if they aren't dead you did not fulfill this role. A good rotation for this is explosive shot/arcane shot/arcane shot/arcane shot/explosive shot. If that doesn't kill them either retry to set up burst against the weaker person or move onto #1/2/3.
FC Hunters

This is a controversial topic and some may disagree with this whole topic but hunters can make good FCs when needed. I personally love FCing on lil and I think I have proved over time that hunters are perfectly acceptable FCs (pointing out stats on total caps). While hunters aren't the best FC options when needed if you know what you're doing a skilled hunt FC is a much better FC then a prot pally or Rdruid. FCing takes practice and I am in noway saying that you can make a hunt then immediately go out and start being a great FC but I am saying that with practice a hunter can become a great FC. Juking people with disengage, jump turning to gain distance with posthaste and kiting melee around to avoid the high burst classes like rogues ferals and warriors are just benefits of a hunt being FC. Sometimes it is best just to grab flag to get safely through mid then worry about one of your other roles since you can track where the horde are and sprint through mid quickly to your base.
Escorting FC

This one is pretty self explanatory. While there is a FC a hunt can choose to mount up and escort them through mid until they get to safety. It is good to stay on the left side of your FC around 20 yds away so you don't get picked off while crossing mid and gives YOU the option of when to fight or when to stay mounted and run alongside FC. With tracking sometimes it is good to tell your FC to follow you and you can lead the way where they should go that looks safe.
Direction Calling

Hunters are the only class that has the option to track other people on the mini map. You should frequently check the mini map to know where the enemies are. After a EFC picks up the flag you should call the EFC location as soon as you can so others know where they are going. If there is a group of horde somewhere and you spot them on your map it is a good idea to name it or to ping on the map so others know.
Controlling Mid

NOT MID DERPING. Is NOT the samething.

A hunter can control mid like no other class can. If you choose to control mid you should know when you are needed in mid to help or when it turns into just derping in mid and it's time to go somewhere else. While controlling mid you simply need to make sure no enemies get past mid to FC or to get flag so your own FC only has to get through half the field so they are safe with your whole half. Just need to spam concussive shot on anyone you see who maybe close to getting free and catch up to them and try to kill them alone if need be.


Tips

Always use the beserking hut in WSG when possible. Hunts already have high burst and damage however 30% added damage comes in handy very much.

Always communicate with teammates about various aspects in a bg.

Always mend pet if your pet gets below 75% health.

Always pick your fights if you have the choice.

Always hunter's mark rogues out of stealth when possible.

Always try and make sure you are one step ahead of your opponent.

Always have one offensive and one defensive pet (my personal choice is bat [stun- defensive] and serpent [haste buff- offensive] however there are plenty of choices) so you can change how you play a bg and change pets whenever you want.

Never backpeddle

Never GY farm

Using mend pet right after a fight can sometimes allow you to stay in combat allowing for build up for a disengage or not allowing those pesky saps from close rogues.

Disengage can be used as a way to stop from taking fall damage just like blink can for mages. Use it roughly 10-20 ft above the ground before you fall and you will take little to no damage
 
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12: 1v1

It's time to 1v1. Some people play their class very differently then the majority of this bracket and the fights may go differently then normal causing you to think on the fly or think of a new plan.


Rogue: When a rogue opens on you, immediately disengage, preferably with a concussive shot disengage macro. (If they catch you while your disengage is on CD scatter as soon as they open then trinket their crip poison and start to kite trying to get out of melee range asap) Apply serpent sting then kite to death. If the rogue attempts to LoS you use cower/mend pet on your pet and send your pet after them attempting to slowly get yourself in sight of them to finish the kill.


Warrior: If you spot the warrior first try to get a serpent sting on them before their first charge to get a small head start. Immediately disengage after their charge and start to kite. If they charge again during your posthaste assuming you have a bat or a spider try to stop them before they get within melee range with a stun or snare. After this second charge you should be able to safely kite them without any problems.


Hunter: The hunter mirror match is short and brutal, and is usually decided by who gets off the opening shots. It takes about 1000 hp to reliably live through a hunter initially emptying his focus bar on you. Send your pet in as soon as possible, and disarm if available. Open with an arcane or explosive shot to get your focus recharging and empty all your focus into them as quickly as possible. Scatter shot is to be used only to interrupt steady/aimed shot; using it randomly turns off your damage and pet while leaving his pet on you. Remember that scatter also does damage, and can be used to finish him off. If the enemy hunter is using a bird/scorpid scatter the pet and try disengaging away from the incoming disarm Disengaging forward through a hunter is unexpected and will sometimes make him fall behind on damage. Disengaging backwards from extreme range or out of LoS can occasionally get you to safety long enough to mount or get to a healer, particularly if you’re the one being jumped.


Prot Pally: Paladin fights are a bit of a damage race where you both blow cooldowns to minimize damage input and maximize damage output. You’re usually better situated to win than they are but you can easily lose if you screw up your kiting or fail to interrupt a critical heal. If the pally doesn't immediately HoJ (almost all will) kite to avoid HoJ, but save disengage. Remember HoJ has a 10 yard range, so scatter if you think you will die within a HoJ. When you get stunned, use Snatch or trinket and disengage as soon as possible and use the opportunity to free cast steady. Always sit on ~50 focus against a paladin, since you will have to burst him down through heals.The wildcard prots have against you is divine shield and flash of light but they will only hit for 50% when bubbled and will normally heal themself to basically restart the fight. Use this opportunity to strafe back to range. Also, once every ten minutes paladins can use an instant ~1k heal just because they can so consider this while fighting a prot pally.


Ferals: Many pug ferals do not know about powershifting, and are thus trivial to kill. Good ferals will shift to remove concussive shot, and are therefore very difficult to kite. As with rogues, try and mark them from range whenever possible. When a feral opens on you from stealth disengage and serpent sting them. Use concussive on cooldown, and kite as best as possible with scatter. Having a spider out for Web makes this matchup much easier to win. It isn’t necessary to interrupt self-heals, as these are generally weaker than your damage. Just take the opportunity to gain range or steady for focus, and kill when he shifts back into cat.


Dpriest/Hpriest: Avoid psychic scream by maintaining range, and apply steady pressure to keep him self-healing rather than dpsing or healing others. Pool focus as much as possible given the above, and interrupt/stun and burst whenever he has some damage and weakened soul without pw: shield.


Bdruids/Ele shamans: Both have some burst that can come close to matching your own burst as well as decent off healing. Should pop RoS on yourself right before that lightning bolt or that starsurge hits you to try and live longer or avoid crits and try to burst down as quickly as possible. Don't let ele shammies get one heal off or else the tide of the fight may change and while the Bdruid is rejuv spamming try to get steady shots in there so next time they go offensive thinking they are safe on hp you will be ready for another burst with them only at around 75% hp this time


Hpal, Rsham and Rdruids: When well geared and skilled, these are not generally killable 1v1 in a reasonable time frame. Otherwise you’ll probably just die to denounce or lightning bolt. If they go on the offensive and try to attack you try to get them to around 50% hp while you are being attacked if you can while maintaining full focus then time a stun and try to burst down as quick as possible.


Mages, Locks, Enh shammies, Ret pallies, Spriests: None of these should be able to out dps or out heal your dmg so all out damage should be enough to land a kill. Scatter a fear or poly or heal when needed and just continue to burst them down.
 
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I like it!

Very thorough guide, you two did an awesome job of updating and extensively expanding Pino's guide. :)

The gear and profession discussion is nicely detailed! And I love the pet overview. All resources you offer new hunters are well thought out, and I have fond memories of petopia. :) Cute pets always drew me. ^^


Very very minor points:

You might want to change the alliance blue to a lighter colour to make it more visible. I prefer the Ally and Horde colours in my signature, easier to read / less glaring. Possibly add some more capitalization (wsg -> WSG / cata -> Cata).

I'd prefer you recommending to never backpeddle, not only when in posthaste. ^^

Races -> Troll: shapshifted
Concussive Shot Macro: #shottooltip
 
The guide kind of leaves the Gear/Pets up to the reader's own interpretation. For more experienced players wanting to try hunter out that works great but for other people not experienced at all with the class that may leave a lot of questions. It would be helpful to make note of when certain pieces would be more useful or if anything can be considered ultimately "BiS." Same goes for pets. Try and give people an idea of when certain pets may be more useful than others or examples of why you two use certain pets.

edit: I'd also probably try and do the same thing regarding specs. With hybrid classes its pretty easy to pick out when certain specs would be used but here it really isn't with all of them being hard dps specs. The whole point of a guide is to offer an interpretation embedded with your own experience and perspective rather than just amassing the information that has already been laid out for people reading. It would help to put things like I prefer X over X, or I use X spec in X scenario. Or like right now X spec is stronger than X. Also don't get me wrong I think this is a great guide. I'm just trying to give areas for improvement.
 
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Like teh Billows point, I don't go huntering so I didn't notice that. ^^ But I know you two will polish this guide! Looking forward to more accounts of your own preferences and playstyles.
 
It would be helpful to make note of when certain pieces would be more useful or if anything can be considered ultimately "BiS." Same goes for pets. Try and give people an idea of when certain pets may be more useful than others or examples of why you two use certain pets.

It would help to put things like I prefer X over X, or I use X spec in X scenario. Or like right now X spec is stronger than X.

That's what the hunter thread about pets was for. i made that thread knowing I was working on this guide and wanted to be a personal reference of pet possibilities and for the most part i think it gives a couple good examples or reasons but i should add some to this actual guide as well you're right.

We kinda skipped the X is better then Y in this situation or which is stronger as each spec is so different and in all honesty I didn't think I could explain it as much as pino did in the Cata guide but me and big will talk and try to add these things you mentioned :)

We didn't want to have to fix anything but what you mentioned would make the guide better so ty. Now time to try and fix the things you mentioned and fit it in 1 reserved post :3
 
The only recommendations I would make is saying which race is best for what (ie. panda is for control), and to add a disclaimer on the armories saying to use trinket when it is off cd and removing the ones that aren't hitcapped. Also,

#showtooltip intimidation
/pettarget
/cast intimidation

is a bm macro I've found useful.
5:Professions

The first step to becoming considered BiS is getting professions. Don't think that professions aren't important because without professions you lose out on 48(58) armor, 15 hp, 1 resist, 1 sta/agi as well as 2 added dmg on your ranged. These may seem small but without them you can't be truly BiS.

Alliance/Horde: First professions to grab are Leatherworking and Skinning. Get them in your starting zones main city. While leveling to 20 be sure to skin everything you face for the leather and get leatherworking maxed. Once you get leatherworking to 100 make 10 Medium Armor Kits. Be sure to keep all the greens that you make via LW or from quests/mobs that you can for enchanting.


Alliance/Horde: Once you get your armor kits drop LW for Enchanting . Disenchant all the greens you have accumulated. You can also try to snag some Strange Dust and Greater Magic Essence from the enchanting vendors in major cities.
Chest: Make a 15 HP enchant.
Cloak: Seeing that the 1 Resistance enchant to your cloak is no longer available your only choice for a cloak enchant is 10 armor (For Blood Elves 1 Agi is definitely the better choice).
Wrist: The two main ones are 1 Agi and 1 Sta however a 3rd possible choice is 2 Dodge.
Also, don't forget to keep some enchants on Vellums just like keeping the extra armor kits.


Horde: When you get enchanting you also have the choice of getting Mining at the same time. While you are leveling up enchanting for all your needed enchants you can level up mining also. Only thing mining is for is to get the mats needed to level Engineering to 100 for Flying Tiger Goggles for a way of getting hit capped. Lucky Fishing Hat is considered BiS for extra 150 HP but the Goggles would be helpful for any hit set.


Alliance/Horde: After completing enchanting and getting the needed crafting professions finished you have the choice of whichever professions you want. A common choice is Herbalism (for Lifeblood) and Alchemy (for world drops like Minor Agi, Swiftness Potion, and Giant Growth). Skinning is also a good choice for Master of Anatomy and Mining for Toughness. Choices are all situational and personal preference.


Alliance/Horde: Last thing and one of the more important things is the Standard Scope. This isn't obtainable via professions but there is a very nice guide made by the amazing Lofi that tells exactly how to get the scope here ---> Secret to farming +2 Scope.​
This is my favorite part, this is the first time I'v seen someone give an order to professions in a guide. I also didn't know arcane shot completely avoid armor, for some reason I thought the weapon damage part was and the magic damage wasn't. You guys did a really good job!
 

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