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5-25-2009 @ 2:43PM
If you've ever PvPed as melee against a Hunter in vanilla WoW it makes the tournament a lot easier. To add to what was said before: 3x Defend (spam 4 three times) enter combat Attack (spam 1) until they run away Back up and turn to face them Charge (3) Here comes the Hunter PvP part. Hunters need to be a minimum distance away from you to use their ranged attack, and they have a maximum distance over which they can melee. Back in vanilla, fighting a Hunter as a melee class was very much about exploiting the dead zone between their melee and ranged attack areas. You can destroy champions using the same type of reasoning. Charge: requires line of sight, requires minimum distance from the target Shield Breaker: requires line of sight, requires minimum distance from the target Once you charge your mount will continue running for a few seconds. What you don't want is for your opponent to turn, face you, and unload a charge+shield breaker on you while you're running. If you are clever about it, however, you can disable their attacks while keeping them in place. The first thing to do is make sure you don't get charged, so as soon as you charge, run through your opponent and immediately start turning back toward them. Whenever you or the AI is mounted you can't click-turn, you have to turn slowly. You can exploit that by forcing the AI to waste time turning to face you while you get too close to charge. Once the AI faces you, you'll be about halfway through a circle, and it will really want to charge you. Now you have to do something a little odd, and not run toward them. If you continue your circle and turn into and toward the AI, it will run away to get range and will hit you. You need to keep it in that spot, so don't run at it, but run parallel to it. The AI will not run away, but will sit there and track you, since you are on the edge of its charge range. You only need to run parallel to the AI for a moment, then start turning back in to the AI. If you continue running parallel, it will let you gain range and charge you. It takes some time and finesse to figure out when to stop turning and where to start turning again. Once you get it down though, you're made. As you turn back toward the AI, try to run directly into its mount's rear or side. As soon as you get under charge range, the AI will try to toss a shield-breaker at you. You can't defend with range, but you can defend with positioning. If you run behind it or to its side, it can't toss a shield-breaker at you. If you can pull that off without getting hit by a charge or a shield-breaker, the next step is to try to throw a shield-breaker of your own while you're in the second turn. It is a little difficult to set it up right, because you have to be facing the AI, at long enough range and have your cooldown up, however, if you can pull it off, you'll take down two of their defend stacks. Since the AI usually is only able to refresh about one defend stack between the times it runs away, and you can remove two, eventually you'll be able to get a couple shots on the AI with no defense stacks, which do a load more damage. Once you have the AI down to one red shield, you don't have to do this complex maneuver anymore. When the AI runs away, just let it get into shield-breaker range, toss a shield-breaker, then close up and start meleeing. They'll never get more than 1 shield up, and you'll get about 3 unshielded hits on them. The whole game is reducing their defences while keeping yours, so, in other words, getting in your own charges/shield-breakers while keeping the AI from pulling any on you. Even if you can't get the shield-breaker in, if you can just charge the AI and avoid being charged, you'll win handily.
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