The Art of War(craft): Introductory guide to fighting hunters

Two weeks ago we kicked off a series of introductory guides in PvP intended to give players a general idea of what to expect when facing certain classes. Understanding the behavior, capabilities, and limitations of a class puts players off to a great start in PvP, and after discussing the druid and the death knight in the first two installments, we now turn our attention to the hunter. Hunters have long been a force to reckon with in the Battlegrounds, an environment where they thrive. Also, as strong as they were back in vanilla WoW, they're even more powerful in Wrath of the Lich King, gaining new tricks, losing old limitations (e.g., traps can be deployed in combat), and having access to diversity of pets that make PvP encounters more interesting than ever.
Hunters are the game's premier pet class. More than even warlocks, hunters rely on their pet to accomplish their goals, with the best hunters mastering the art of micromanaging their pets and its varied abilities. Recognizing a hunter's spec is only aspect of identifying a hunter's strength and weaknesses. Part of learning how to deal with hunters involves recognizing a hunter's pet type who now even have their own talent trees. Let's take a closer look at this master of beasts after the jump.
Long range combat
Hunters are the masters of long range combat, dealing most of their damage from far away. It used to be that hunters had a monumental Achilles' heel, a range between 5 to 8 yards where hunters could do almost nothing because their melee strikes couldn't go beyond 5 yards and most of their shots couldn't be fired under 8 yards. This was called the 'dead zone'. Effectively removed in Patch 2.3 where the minimum range for their shots was brought down to five, the change broke one of the oldest and most reliable strategies to use against a hunter.
The basic principle, however, is still the same. Get close. Unless you play another hunter, you're going to be better off bringing the fight to under five yards. A hunter's most lethal strikes are done from long range, and if you manage to keep the fight close, you'll be removing most of the sting -- pun intended -- from their attacks. Hunters still have a considerable arsenal at their disposal which allows them to get back to long range or, barring that, endure harrowing close encounters. At close range, hunters can use Wing Clip or Frost Trap apply a snare, some can use Scatter Shot to buy time, others will drop a Freezing Trap to set up, desperate ones will use Deterrence to survive, and every single one of them will eventually use Disengage to create distance. So while it is an optimal strategy to get up close to a hunter, it would be a grave mistake to think they are powerless at that range.
Pet peeves
And then there are their pets. On top of their wide array of abilities and powerful attacks, they have a companion that's tailored to their preference or play style. Changes to hunter pets have made them considerably more powerful than ever, with abilities unique to each pet family and even talents that allow further customization for their roles. Pets have access to one of three talent trees: Cunning, Ferocity, and Tenacity.
Cunning pets are usually general-purpose pets, with a talent tree that is remarkable in PvP for one particular ability, Bullheaded, which gives the hunter's pet an additional way to remove movement-impairing effects. Ferocity pets are designed for damage, with most talents geared towards improving DPS. One talent jumps out for PvP in the Ferocity tree, the Heart of the Phoenix, which is an extremely useful ability for when opponents eliminate the pet first. The Tenacity tree is basically a tanking tree intended to make hunter pets passable tanks, although a couple of warrior-like abilities make PvP interesting. Charge (also available in the Ferocity tree) and Intervene are excellent pet abilities that can get a hunter out of a tight spot. Tenacity and Cunning pets also have the Roar of Sacrifice, which can help mitigate damage to the hunter.
Not only do pets have talents to make them better suited for their tasks, each pet also has one ability that's unique to their family. For some time, scorpids were extremely popular pets in PvP because of their stacking poison which made removal of debuffs extremely difficult. The ability has since been nerfed massively and with all pets getting their own abilities (scorpids were among the first pets to receive a unique ability) has fallen out of favor among a lot of hunters. Popular pets in PvP include those that have some sort of rooting ability such as a crab with Pin.
Below are the pet families grouped according to talent tree, along with a list of their abilities:
Cunning
- Bats - Sonic Blast
- Birds of Prey - Snatch
- Chimaeras* - Froststorm Breath
- Dragonhawks - Fire Breath
- Nether Rays - Nether Shock
- Ravagers - Ravage
- Serpents - Poison Spit
- Silithids* - Venom Web Spray
- Spiders - Web
- Sporebats - Spore Cloud
- Wind Serpents - Lightning Breath
- Carrion Birds - Demoralizing Screech
- Cats - Prowl, Rake
- Core Hounds* - Lava Breath
- Devilsaurs* - Monstrous Bite
- Hyenas - Tendon Rip
- Moths - Serenity Dust
- Raptors - Savage Rend
- Spirit Beasts* - Prowl, Spirit Strike
- Tallstriders - Dust Cloud
- Wasps - Sting
- Wolves - Furious Howl
- Bears - Swipe
- Boars - Gore
- Crabs - Pin
- Crocolisks - Bad Attitude
- Gorillas - Pummel
- Rhinos* - Stampede
- Scorpids - Scorpid Poison
- Turtles - Shell Shield
- Warp Stalkers - Warp
- Worms* - Acid Spit
Aside from their family-exclusive abilities, pets also have another basic attack ability such as Bite or Claw. Many of the pets you'll encounter in the Battlegrounds will have abilities that contribute to PvP, such as roots or snares. Casters will have to watch out for a few pets such as Core Hounds or Serpents, whose special abilities reduce casting speed. Other pet abilities as specialized against certain classes, such as a wasp's Sting which prevents stealth or a Bird of Prey's Snatch, which can disarm opponents. Even the most innocuous-looking pets have something to add to the mix, such as a tallstrider's Dust Cloud, which can save a hunter from fatal melee attacks in clutch situations. Most importantly, a hunter with a pet out can cast the powerful PvP ability, Master's Call.
The point is that hunter pets, while nowhere near as deadly as their masters, deserve serious consideration. It has always been a goal of Blizzard's design team to make pets a tactical choice in PvP -- opponents must either expend effort in taking down a pet, leaving themselves open to the hunter's attacks, or ignore the pet at the expense of getting beaten down on two fronts. One way to handle it is to crowd control the hunter long enough to take down the pet or conversely, crowd control the pet for as long a time as possible to take it out of the fight. Abilities such as a hunter's own Scare Beast works well here, as does a druid's Hibernate.
While it makes a lot of sense to try and kill a Ferocity pet because of the threat they pose with their damage, just remember that Heart of the Phoenix can mean having to kill the pet twice. Tenacity pets are fairly tough to kill, which makes them suboptimal targets. Fortunately, these pets aren't known for their damage but can still make fights difficult with abilities such as the spell-interrupting Pummel of a gorilla or a crab's rooting Pin. By and large, with the likely exception of crabs, Tenacity pets won't be too common on the battlefield, anyway. Cunning pets are a mixed bag, and the option to kill them is mostly situational. Don't forget that a hunter still has Revive Pet to bring his pet back, either. It takes ten seconds to cast, but talents can reduce that to four.
Figuring out hunter pets can be a bit complex at first but becomes more familiar as your experience with hunters grows. Pets in the Battlegrounds tend to be limited to a few optimal PvP choices, although it becomes a little more diverse when it comes to world PvP encounters. In the hands of mediocre hunters, pets are a mere annoyance. In the hands of a skilled player, pets are downright deadly. Here's the kicker, though... as annoying or deadly as hunter pets are, we haven't even really gotten to the hunters themselves.
Filed under: Hunter, Analysis / Opinion, PvP, The Art of War(craft) (PvP)






Reader Comments (Page 1 of 1)
bulletproofblouse Feb 2nd 2010 5:52AM
An extra note about abilities like Flame Breath: They have a certain percentage chance of applying a debuff to all other players in close range called Sudden Drop In FPS. :D
tehpwnmstr Feb 2nd 2010 5:56AM
I like this list alot. It's very useful to read, even as a hunter, to help in pvp. I'm quite terrible at it, so this was very informative.
I'd like to add that Chimeras are also exotic and require Beast Mastery to tame.
Raze Feb 2nd 2010 6:44AM
Did the guy drawing that troll have any references?
Good lord, professional fantasy artists don't seem remotely flexible in their ability to depict humanoids.
"So what's a troll look like? Oh. Fuck that. He'll be a human with a funny skin tone and ninja turtle feet."
nread Feb 2nd 2010 8:25AM
It's called artistic license...just because you think a troll has to look a certain way, doesn't mean jack to the artist. You knew it was a troll, right? End of story. Your post is irrelevant to the topic, and extremely narrow minded. Besides... a reference? For a mythical creature? The only references available would be other artist's interpretations, and who's to say THOSE works would be up to your standards? And in that case, who's to say the artist DIDN'T use a reference?
Thanks for the post. I have recently gotten into pvp more that in the past, and hunters are one of the reasons I shy away from it. The other is rogues. :) I'm not very good at pvp, but articles like this (and practice of course) go a long way to helping me remedy that.
Marcosius Feb 2nd 2010 7:43AM
Guide about fighting hunters? I dunno.. Go for the hunter, not his/her pet. That always worked for me.
Dumdeedum Feb 2nd 2010 8:13AM
Unless it looks like he's going to win, in which case kill the pet out of spite ;)
Clbull Feb 2nd 2010 12:23PM
Nah, Hunter pets are so awfully weak, even a slight breeze, let alone a lolstorm from an Arms Warrior can kill them.
And if the pet is dead? Damage reduction to the Hunter, plus you've kicked them in the groin by disabling Master's Call
Ogri Feb 2nd 2010 10:17AM
My main is a hunter and I do almost only pve. But now and then I end up in WG in my emblem pvp-gear and try to kill the occasional non-plate-wearer. Usually I use my hyena for the tendon rip-slow and frost traps for kiting, but I am not really sure how good my hyena is compared to other pets. Any suggestions?
Also, often I tend to pvp, especially in WG, in my pve gear. Often I go down rather equally fast in pvp-gear as my pve-gear so I just think the extra damage output from my pve-gear (which is substantially better than the pvp-gear) outweighs the 820 resi I've got on the pve-gear. Overall, I think I see this tendency rather often in WG, players in pve rather than pvp-gear. What are your suggestions on this?
outdps Feb 2nd 2010 10:29AM
With today's changes to resilience, this is probably no longer going to be the case. In my pve gear (much of which is 25 man icc level) I could cut down a moderately geared player no matter where they got their gear from, however now that 800 resil will reduce my damage output significantly more than it used to, I suspect I'll have to trade some of my raid pieces for resil pieces.
outdps Feb 2nd 2010 10:27AM
A point to consider- many hunters use cunning pets because of the cornered ability. This has a misleading tooltip- it actually reduces all damage by a large percent when it's below a certain level of health. Combine that with macroing the new cower (40% damage reduction) to mend pet, and these pets can be more... resilient (heh) than they used to.
outdps Feb 2nd 2010 10:32AM
Oh, also, in reference to the point about getting into melee range- this is usually a good decision for non-hunter classes, but nothing will surprise and anger a hunter more than another hunter getting into melee range and starting to use good melee strikes. We all have them, but barely ever use them, and a hunter that is prepared for this can really throw his hunter opponent for a loop. Also, any abilities they burn to get out of range you can copy. If they disengage, you do it. If they try to kite, you snare or trap them. Since so many hunters don't even have counterattack or raptor strike on their bars, this can really work :)
ra1330 Feb 2nd 2010 12:08PM
As a minor nitpick, Chimeras are also considered Exotic pets.
Clbull Feb 2nd 2010 12:21PM
Did you really need to write a whole guide on fighting Hunters?
They're easy to kill. All you have to do is make them blow their cooldowns, close range on them and nuke them to death.
Or in the case of a ranged DPS, you just need high burst, a rooting ability and half a brain to rangelock the Hunter.
Netheral Feb 2nd 2010 12:33PM
Bullheaded is NOT another pvp trinket like you described, it's a pvp trinket for your pet and I don't see how that gives the hunter another way to remove movement impairing effects.
Jafari Feb 2nd 2010 1:30PM
wow. is it just me or is this kind of a short write-up after the other ones?
When I pvp on my mage hunters are a real challenge. One of the things I would have expected to see would have been at least a mention about 2 ways to reduce damage from hunters that I use all the time.
First, even though the dead spot has been removed, it is very useful to root a hunter (e.g. frost nova) and move back and forth between ranged and melee space. As a clothie, those melee hits are serious business, but if you move between the two ranges, you minimize the hunter player's ability to use attacks because often you will be too close for the ranged attack he just pressed, or too far for the melee attack. Make a circling "Z" shape by strafing a little away, then stepping forward, then strafing away, then stepping forward, using instant casts.
Second, hunters have to be facing you to do damage (like everyone except affliction locks). For ranged attacks, that means a 180 degree semicircle toward their front. If you see a hunter start any kind of a cast, run toward and through them. You might make the attack fail if you reach melee range or better yet, get behind them. This technique works best against mages' casts (except arcane missles) but can be helpful against hunters too.
Juzelle Feb 2nd 2010 3:54PM
One word:
-BRANG-
http://www.youtube.com/watch?v=umetTVtTb2A
his Marksman PVP tutorial is a godsend to the hunter community, but is equally informative for non hunters in devising anti-hunter tactics. The first step in beating a class is to understand their limitations. For anyone playing another class, watching his videos can give you a better understanding of hunter tactics and ways to get around our dirty tricks.
I think the only class I ever have problems with are paladins, but if I can get them to either pop their bubble early, blow their stunlock/divine storm on my detterence, manage to pop roar of sacrifice/intervene, then it's game over for them. no amount of melee dancing will save them.
But on the flipside, if I get trapped in a stunlock, it's game-over for me.
Good luck!
merry May 3rd 2010 5:54AM
Dungeoneering Skill is the new skill which is put forward by Runescape recently.