Introductory guide to fighting hunters, Part 3

Where beast mastery might be considered a brute force spec, the marksmanship style of play might be considered finesse. Although they won't be as easy to spot as BM hunter, many marksmanship hunters will open with a Silencing Shot against a caster. Other hunters will use it at more opportune times, such as mid-cast, and keep it on stand-by to counter important spells (the shot doesn't trigger the Global Cooldown). Although note that it is a silence effect, so it doesn't take much timing to use, and most hunters will use it often just to prevent casters from getting anything through. All marksmanship hunters will have Aimed Shot, although it's high enough in the tree for other specs to pick up.
Play it safe by removing their stings as much as possible, although these will be harder to dispel thanks to Improved Stings. Marksmanship hunters have Chimera Shot, a shot that confers an additional effect when a sting is on a target, such as additional damage with Serpent Sting or a disarm effect with Scorpid Sting. Marksmanship PvP takes some time to build up and are better suited to long matches or encounters. In the Battlegrounds, bringing the fight to them and going on the offensive is a good strategy because marksmanship PvP is mostly about control. Marksmanship also has access to Readiness, which essentially gives them a reset button if things such as traps or Feign Death fails.
Marksmanship hunters have even fewer solutions to crowd control than BM hunters, who have Beast Within. Compared to the two other specs, marksmanship has relatively lower survivability so the best defense against them is a good offense. Keep the distance close or force them to keep moving to prevent them from establishing any sort of rhythm with their shots.
Survival
The survival tree used to be the red-headed stepchild of the hunter class, but changes in Wrath of the Lich King not only made it relevant but also made it the spec du jour in the expansion for both PvE and PvP. One thing that hasn't changed is that survival hunters are more capable in melee than the other two specs. PvP specs will have Scatter Shot (an ability many hunters will argue should be made baseline) to break from melee, higher resistance to snares, and a few even pick up Counterattack to root opponents, although those are rare. Most PvP-specced survival hunters will complement their talents with marksmanship all the way to Aimed Shot.
They are harder to identify although many will use Wyvern Sting to crowd control one enemy while attacking another. If you see Wyvern Sting on an ally, it's usually best to leave it to expire on its own because most survival hunters in PvP will have Noxious Stings. Survival hunters are at their best when weaving from close range to long range, using traps as often as possible to proc Lock and Load. It's bad news to trigger a survival hunter's Frost Trap as you'll be rooted and vulnerable to a barrage of Explosive Shots (with other shots in between!). They deal a lot of fire damage, so fire resistance of some sort wouldn't hurt.
Survival hunters benefit from traps in a way similar to how marksmanship hunters rely on stings. Survival hunters will get close, trap, and Disengage often. Fortunately, PvP and PvE talents in the survival tree are very distinct, and speccing for one often means losing out utility or efficiency in the other. Because most bosses in raids and instances are immune to traps, most trap-oriented talents will see use in PvP instead.
They have a lot of solutions for PvP such that keeping them at close range isn't always the best advice. The idea is to avoid triggering their traps, which counterintuitively means trying to stay away from melee range as they will often drop a trap when they're in close range to ensure it goes off. On the other hand, melee classes can defuse this by triggering traps but preventing them from capitalizing by keeping them under 8 yards. It's easier said than done when survival hunters can root with their traps. Also remember that the hunter gains Lock and Load no matter who triggers the trap. Overall, survival hunters tend to be the most versatile and, played well, most difficult spec to counter.
Paying attention
Hunters get away with a lot in the chaos of the Battlegrounds and world PvP. As opposed to the smaller, confined spaces of Arenas, hunters can very often get away with finding a good spot and firing away. Don't let them. Either maneuver to get to them or, barring that, move beyond 40 yards and find another approach. Hunters work well as support by chipping away at opponents while their melee allies get close. Other hunters such as marksmen will make it their task to take out the healers at the back.
While hunters won't necessarily be a priority target in these situations, allowing them to work unmolested can turn the tide of a battle. Because they often work some distance from the fray, keeping them crowd controlled is a good way to reduce their impact during a fight and there's a lesser chance an ally will accidentally break it. Hunters are a powerful offensive force but ultimately suffer from their limited options to escape CC and snares. Bait them into using all their options -- a hunter popping Deterrence is a desperate one -- and they should be easier to manage.






Reader Comments (Page 1 of 1)
RetPallyJil Feb 4th 2010 6:14PM
How come I never get cards by Wayne Reynolds when I buy packs? He does such a good job of illustrating aggression.
Why I saw a picture of Demeter that he did, and even she looked like she wanted to kick my ass. Demeter!!
The Giant Feb 4th 2010 6:32PM
I can't really tell if you're implying it or not, but with the latest patches, the 3 types of traps - fire, frost and nature - are no longer on the same cooldown. Therefore a hunter can drop, for instance, a frost trap, explosive trap and snake trap within 3 following GCDs (and by doing so putting immolation trap and freezing trap on cooldown).
dyre42 Feb 4th 2010 6:41PM
"a hunter popping Deterrence is a desperate one"
Actually its a great ability to pop if a DK death grips a hunter. You can drop multiple traps while deterrence is active. Follow that up with a Wing Clip/Mongoose Bite/and Disengage macro and that DK is in sorry shape.
oreobytes Feb 4th 2010 8:29PM
Awesome article! It sure helps a lot, your articles are great.
Though, I wonder if you will write an article over facing Warlocks soon? I've heard of people having trouble against them, my main is a Warlock, and It would be interesting to read an article on how to fight against them so I could learn to see what might be coming from others who will probably read the article if it's ever written. :)
Again, thank you! :D
Baval Feb 4th 2010 8:59PM
I couldnt comment on the last one, so here it is in this one: Hunters are not the class that needs its pet the most. Unlike a hunter, a Warlocks emergency spells (spell lock seduce voidshield) and/or main source of damage (in the case of a demonology lock, and yes we do pvp competetivly, and i dont mean just the pets damage but the associated buffs) AND our survivability (soul link, master demonologist) are all tied to keeping our pet alive, as opposed to some minor extra abilities and damage for a hunter. The only notable exception is a BM hunter, who loses almost as much as a Warlock for losing his pet, but still retains his defenses and most of his Crowd Control.
Adrammelech Feb 4th 2010 11:38PM
"On the other hand, melee classes can defuse this by triggering traps but preventing them from capitalizing by keeping them under 8 yards."
-As of patch 2.3, Hunters no longer have a dead zone between 5-8 yards. We're just as deadly at 8 yards as we are at 35 if you don't move.
"Either maneuver to get to them or, barring that, move beyond 40 yards and find another approach."
-A hunter's max range is normally 35 yards, not 40, so we don't really outrage casters. Unless, that is, we put talent points into Hawk Eye, which increases our max range by 2 for each point with 3 available points for a grand total of 41 yards, but not all hunters have this talent.
Zach Feb 5th 2010 5:31AM
I should've mentioned that about the range, but from experience, most hunters who PvP do pick up Eagle Eye as it's also on the top tier of survival. Thanks.
Vonmises Feb 5th 2010 5:23AM
Suggested Edits:
"Marksmanship hunters have even fewer solutions to crowd control than BM hunters, who have Beast Within. Compared to the two other specs, marksmanship has relatively lower survivability"
Not quite. Your forgetting Readiness. Lets say a Hunter has popped his Traps, deterrence, Scatter shot, and Masters call. If Readiness is available, rather then having to wait up to 30-60 secs (very rough) for an ability he takes them ALL off cooldown. MM Hunters that know when to save Readiness have (imo) much higher survivability. Examples of utilizing this talent well are demonstrated in videos (bg focused) by Brang.
"Explosive and Immolation Traps are used infrequently as most hunters in PvP will opt for utility over the damage."
Traps are on 3 separate cooldowns, so the only issue is really a GCD and mana. Once we got focus it will only be the former.
"they will easily be identifiable through their exotic pets"
They also have the spirit bond and kindred spirits buff.
"They [survival] are harder to identify although"
You will get hit by an Explosive shot or Wyvern Sting straight away. Then you know he's survival.
"It's easier said than done when survival hunters can root with their traps."
So can MM hunters since most if not 99% of MM hunters go into SV, and can easily pick up entrapment.
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A nice intro article. : ) Good tips and coverage of the typical hunter tactics and abilities. I think some tactics that are talent specific, play out across all hunter builds, but otherwise and enjoyable and enlightening read.
Zach Feb 5th 2010 5:29AM
Thanks for that. I placed a clarification on the trap cooldowns which wasn't evident in the original post. It's old school thinking, sorry, although you still don't see too many hunters use multiple traps in engagement.
Usage of Readiness is an art in itself, however, and by itself doesn't confer survivability, so I considered Marksmanship to be flimsier by default. On the other hand, the other specs have basic tools to push them ahead in that regard without the hunter having to exhibit too much skill.
Overall, excellent points, specially about the BM buffs. I missed that completely. Thanks for contributing your thoughts!
Vonmises Feb 5th 2010 6:04AM
Zach,
1) Traps: I have to agree. They do go under utilized. You may have been affected by old school thinking but that doesn't mean hunters are immune to old school habits ;)
2) Readiness. I agree that other specs are probably easier to learn, and that it as an "art in itself" and therefore doesn't quite fit into this article.
Once again, thanks for taking the time to write the article. It's hard to find up to date stuff like this.