Hunter tactics Despite the beliefs of many , the Hunter is a complex class , particularly if competence in its use is desired . A willingness to study its nuances will not only make using the class more enjoyable , but will also assist in improving the class ' s reputation in - game . Note : If you just have your own take on a particular strategy , you might want to put it in the . Also some pre - TBC content has been moved to the to preserve it . Solo Strategies and Tactics . The general strategy for a Hunter is combat at range . This section will refer to PvE battles , not PvP . General Strategy . The general strategy for a Hunter in solo play involves set up and kiting . As a pet class , a Hunter has a somewhat unique challenge present in solo play , in that he / she must carefully monitor their generation of threat . This can be done using the AddOn called Omen . If the threat being generated by the Hunter exceeds that generated by the pet , the attention of the mob being attacked may be diverted from the pet to the Hunter , and the mob may then move into the Hunter ' s melee range . If this occurs , the Hunter is then forced to either rely on her vestigial melee abilities to kill the mob , or to use the ability to cause the mob to return to the pet . Given that Feign Death is not learned until level 32 , it is of vital importance to new Hunters to begin to learn threat management as early as possible . As Feign Death is not only on a 30 second cooldown , but is also prone to failure on occasion , the ability to regulate threat is a vital skill , which will serve a Hunter well throughout the entirety of their career . At level 44 the Hunter has the opportunity to become a better solo fighting machine . Previously only the gorilla had access to the ability , but now it is a talent nested in the Tenacity pet tree learnable at level 44 . This AOE tanking Tenacity pet will transform your typical ranged DPS hunter into , at times , a groups main tank or off tank plus Ranged DPS . Your pet ' s ThunderStomp spell is the root of his power , and if you combine that with Volley ( learned at level 40 ) you ' ll be crushing 5 + normal mobs easily in seconds . Normal . Initially apply an Aspect : for optimal damage or if you expect melee . For Single Targets : For Multiple Targets : The reason to let the pet attack first is to establish aggro . This allows you to stay at range , where you are much more effective ; hunter ranged damage is significantly higher than melee damage . Generally , the use of traps is reserved for special situations such as when you are expecting to pull multiple mobs . In that case , set a Freezing Trap and then send the pet in to establish aggro on your preferred target . Once the pet has activated the mobs use to aggro the add and pull it over the trap to immobilize it . Alternatively , the healing aggro from can pull the add off your pet and straight into your trap . You can dispense with the trap if your pet is strong enough to take the hits from multiple mobs . Do not DoT a mob you intend to trap . Kiting . Kiting is a concept that all Hunter s should learn . Most Hunters will find it unnecessary until later levels , and might never use it if they never tackle hard battles . The basic premise of kiting is keeping your range while dealing damage . The generic way it ' s done is like this : - To be Hunter specific : If the mob is too strong for the melee Wing Clip : - Remember : - Be sure before you pull that you have a safe run path so you don ' t get other mobs while kiting . If the mob is running faster than you , or you can no way get far enough away to kite this way , or there is no path you can kite on , you may need the help of a group instead . Kiting Bosses in Instances When kiting bosses in instances , it is important that the mob doesn ' t strike you . This can be achieved by using Aspect of the Cheetah , but to avoid the daze effect of being struck , it is best to stay out of melee range . As with any kiting , this can be achieved by shifting the camera by holding down the right mouse button and dragging either to the left or the right . If you drag by about 45 degrees , it will allow you to maintain your forward momentum in approximately the same direction , and allow you to use instant cast abilities such as Arcane Shot , Concussive Shot and Serpent ' s Sting to make sure the boss keeps following you , but not get close enough to hit you . This would be of particular use when you need to pull a boss away from a large group of mobs that would come to its aid if you attempted to attack it directly . See also : Jump - Kiting , Skirmish Kiting and Kiting in instances PvE Tips . Many of the tactics on this page are pre - BC . All hunters should take advantage of the powerful benefits of Steady Shot . Steady Shot has a casting time of 1 . 5 seconds and does not reset your auto - shot timer . This means that Hunters can fire Steady Shots while waiting for their next auto - shot to be ready . Depending on the speed of the Hunter ' s ranged weapon , multiple Steady Shots may be able to be fired before the auto - shot is ready . It is important to keep an eye on the auto - shot cooldown , as the casting of a Steady Shot will prevent an auto - shot from being fired . This is called " clipping " , and will decrease DPS . Traps . There are five different traps available to the hunter . A trap skill allows you to set a trap on the ground which will stay put for 1 minute , and will activate when a mob comes within range , performing their designated function . Since patch 2 . 0 . 1 , traps CAN be placed while in combat , so running through a mob your pet is tanking while dropping a trap is now a possible tactic . See also : Hunter traps . Shot Prioritization . At level 50 , Hunters learn Steady Shot . Along with Multi - Shot ' s 0 . 5 sec casting time , this is the hunter ' s only shot that isn ' t an instant . This used to create clipping problems , when Auto Shot would not fire when casting Steady Shot . This is no longer the case , so there is no longer any need for " Shot Rotations " . Instead , Hunters use Shot Prioritization . In short , shot prioritization answers the question : when two or more abilities are available and off cooldown , which do I use first ? The Shot Prioritization looks like this : Melee . Hunters are an interesting class because of how they do damage . They are the only class that can efficiently use ranged weapons , yet are forced into melee quite often until taming a pet at level 10 . Common wisdom is that Hunters should never melee . For the most part this is true ; Hunters will do far less damage in melee and can be a liability to parties . However , it is important to keep melee weapon skills high for a couple of skills : If you PvP a lot , weapon skills should be capped . This will ensure that Wing Clips hit as often as possible . Also , if you ' re root ed in melee , you can get off a couple of Raptor Strike s before escaping . Another consideration is the Defense skill . A competent hunter can keep mobs at range nearly all of the time . This keeps the hunter from being hit by melee attacks , but also keeps his Defense skill from increasing . If the Hunter ' s Defense falls too far behind , mobs will always crit him . The important thing to remember is to not melee while in instances unless absolutely necessary . Your group invited you to DPS , not skill up polearms . Hunter Dance . Since a few patches ago , the minimum range of ranged weapons has been reduced to equal the maximum melee range , thus removing the " dead zone " . This has made it possible to perform a movement that alternates melee and ranged attacks increasing the DPS while conserving your mana in very short - range fights . This movement has been called by some the " hunter dance " . This hunter dance is well known as a good way to skill up any weapon skill , as you ' re getting as many weapon swings while still killing mobs faster , ie rendering your skilling more useful . NON AGGRO DANCE : This is the easiest and basic version , and is performed when the targeted mob is attacking someone else . Basically , the hunter stays at the limit between ranged and melee zones and steps in and out to alternate the two kinds of attack . Since the two weapons are independent the hunter can use them both at the same time : this means that while your auto shot is loading its next shot you will be able to step forward , start an auto - swing , and step backwards into ranged zone . Just shoot your auto - shot and as soon as you hear the bow ' s / gun ' s sound step forward into melee range , then as soon as the swing animation starts step back again . This is possible since you only need to be in melee range for a split - second to deliver your auto swing , even if you ' re already out of range when you actually see the swing animation . AGGRO DANCE : This is the harder but more useful version of the dance . When a non - caster mob is attacking you , either because you got the aggro over your pet , or your pet ' s dead or otherwise occupied , it will be the enemy to try and come within melee range . In this situation you will only step backwards to get in the ranged zone , and the enemy himself will follow you to get your auto swing . The mob must be constantly wing - clipped or otherwise slowed down , since you ' ll usually need more than a step backwards to be able to auto - shoot ; freezing trap or serpent ' s venom should also work fine . While aggro - dancing you ' ll want to use the aspect of the monkey and be ready to mongoose bite . When dancing instant shoots can be used , while raptor strike is to be avoided for it is possible to toggle it after the auto swing , thus stopping all other attacks until it has triggered . No need to say that the dance is useless against most bosses that have special attacks which will make you prefer to fight from as far as possible . The best choice would be to have such ranged and melee weapons that their final attack speed is equal : e . g . if the final speed ( modified by talents ) of your bow / gun is 2 . 4s you would get the best results using a melee weapon with the same speed , which would result in alternate attacks at a rate of roughly 1 . 2s . If the speeds of your weapons are different you would have to wait for the slower one to activate , slowing down the other one ' s cycle . Actually as a BM hunter with RAspeed about 2s and a slow 2Hweapon ( more than 3s ) the difference in speed is so high that dps is better if i use 2 shots between each melee attack , and this can only be performed in the non - aggro version . If you can get a feeling with the dance and want to use it at high levels you may want to use 1 - h weapons instead . Dual Wielding vs Two Handed Weapons . There are arguments for both . The damage output is pretty similar overall due to the miss rate of the offhand of a dual wielder . Dual Wielding " PvP " Dual Wielding for a hunter can be considered foolish because most people advise that hunters stay out of melee combat . However , in PvP everyone knows that the hunter ' s greatest ability is his ranged attacks ; Kiting can be difficult for a hunter because the opponent will try to close range . In skirmishes involving multiple opponents it can be difficult to use and Freeze Traps because your allies may not expect your attempt at crowd control and use DoT s or AoE abilities that will break the trap . Dual wielding weapons may make you more efficient in melee combat because you are dealing damage more quickly . This can be effective in delaying casting time . Another perk of dual wielding is that you can get two enchants . The main concern is the inherent miss chance of dual wielding . It could arguably be good to have two weapons with melee bonuses when forced out of range . For example , the has a damage proc . When rooted in melee , the Hunter could switch weapons and use a melee - centric set until he has gotten back into range . This is a viable tactic since weapons and shields are the only equipment that you can change when you are in combat . Two Handed Weapon " PvP " The biggest argument for a hunter to use a two handed weapon in PvP is that Raptor Strike is based on weapon damage . At only 2 talent points into the survival talent tree you can buff your chance to crit with Raptor Strike and Mongoose Bite by 20 % which makes it fairly potent . If you are skilled at kiting you will usually only use Raptor Strike and Wing Clip as players find their way to you . The point of kiting players in PvP is to only get in one melee hit before retreating to range again . This means that it would be better to have a weapon that hits harder , even if it is much slower . The is an example of a good high level two - handed weapon . Notice the base damage is fairly high and that it buffs critical chance and attack power . " PvE " Throughout most of the game , it is better to use a two - handed weapon . They ' re cheaper both to purchase and to enchant , and also typically have stats more useful to hunters . One - handed weapons often have stats that favor rogues over hunters . This is especially true end game , as nearly all hunter melee weapons are two - handed . Pet combat tactics . There are as many schools of thought about this subject as there are Hunters . Some say send the pet to initiate the pull and the fight . Some contend that it ' s best if the Hunter initiates the fight with a sting or concussive shot . Experiment until you find a method that works for your play style and use that as your unique way of dealing with Azeroth ' s enemies . The main thought to keep in mind here is that you need to keep your pet fed , healthy and happy . The more your pets ' happiness drops , the less effective they are in combat . If your pet participates in a kill , it gains happiness . If it dies , it loses happiness . Happiness also decays over time , so simply standing around with a pet doing nothing loses happiness as well . If you follow these simple guidelines , your pet should always be combat - ready . So go out and find a mob and repeat the strategies and tactics that work for you ! Managing your Pet . You can instruct your pet how to react enemies in three different ways - Aggressive , Defensive or Passive . The icons for each stance are found on the right of your pet ' s skill bar . Extreme care should be used when using Aggressive as your pet will automatically attack any enemies within close range of it . This can result in your pet initiating fights continuously in busy areas before you ' ve had a chance to stop and recover from a previous fight . Using this setting in a party will quickly result in unpopularity as your pet keeps the fight going before the group can recover from a difficult encounter . Most hunters would not use Aggressive very often , if at all ! Aggressive stance is best used for : Defensive is useful when solo ing but can also be dangerous , particularly when fighting against ranged enemies . With this setting your pet will attack anything that attacks you first . You should be careful about using this setting in a party as there are often situations where it is better to pick off a ranged attacker from range than to run to it and risk bringing more enemies . A pet chasing down ranged attackers can often draw many more enemies into a fight and quickly lead to the deaths of the whole party ! On non - PvP realms , if you are attacked , and your pet is on defensive , any actions your pet takes without your command do not result in PvP - flagging . It will result in the " area is under attack " messages that are automatically generated by the server , usually bringing members of the opposing faction running , but they will be unable to attack you . If you tell your pet to attack , even if you do not take action against the guards , it WILL flag you , but the defensive response of a pet in defensive mode will not . Passive is a safe setting and probably wisest to use while grouping , especially in a dungeon setting . Your pet will not attack " anything " unless you instruct it to . Even if you or it are attacked it will not fight back . It might sound annoying to have to tell your pet to defend you but it means you have total control over where your pet is and can prevent it from initiating fights you don ' t want to get into . Focus Dumps . Hunters which have the Bestial Discipline and / or Go For The Throat talents will find that their pet generates much more focus than it can use with Growl alone . It is highly recommended , therefore , to train the pet with extra abilities that can be used to turn that extra focus into more DPS . The best abilities for this purpose are those with low / no cooldown , and which can therefore be spammed by the pet . These abilities are often referred to as ' focus dumps ' , and include Claw , Gore , Scorpid Poison and Screech . The main pets able to keep their focus low are cats , ravagers , boars , bears , windserpents , scorpids . This all depends on your crit chance however . Grouping strategies . Hunter ' s Role in a group . A Hunter can fulfill one of many Group Roles . Primarily , the Hunter is called to be a puller , an off tank , sustained DPS provider , pseudo wipe recoverer , and crowd controller . The Hunter as a Puller . It is debated whether or not Hunters truly pull better than other classes . Many people would disagree and would rather have their Warrior s pull so the Warrior can obtain aggro and generate rage . The counterargument is that hunters can employ completely different tactics when pulling than any other class , including an extremely high chance of completely aborting a bad pull . If used properly , this can create a Perfect Zone of Ultimate Safety that completely protects the rest of the party from bad pulls 100 % of the time . Hunters can , of course , pull using the same tactics that warriors and other classes are forced to use , but other classes cannot pull using the same tactics a hunter can . The Misdirection spell , added in The Burning Crusade , allowed pulling as a hunter to become more common , simply because of the longer range when compared to a tank ing character . Misdirection effectively puts all the threat generated from the shot fired after applying the spell on the target of the spell . Misdirection is good when used in combination with Aimed shot but even better when used in combination with Multishot when pulling a group of mob s . When the hunter is given a long enough distance ( as in the bridge between Drakk ' s room and the room before it in UBRS ) the hunter can leave mobs behind from clusters . The Hunter lays down his trap where the mobs will run , and opens with Wyvern Sting . When the hunter reaches the warrior , the warrior should charge the mobs that were running free . When the Warrior enters combat , the hunter feigns death . The wyvern stung mob and the ice trapped mob will be too far to aggro onto the warrior , and they will return to their original spots . This means that out of a group of 5 targets , the group only has to fight 3 . At this point , the Warrior can either hold every mob , or one of the three can be placed under crowd control . I ' ve done this ( in UBRS ) . - Veldren The Hunter as an Off Tank / Aggro Manager . In this role , it is the Hunter ' s responsibility is to essentially protect your caster s . This can be done in multiple ways Once you have the mob targeting you , it is your job to keep it on you and let the main tank reestablish aggro . You can help the main tank reestablish aggro by using Disengage and Feign Death . You can also use Misdirection on the main tank to redirect aggro to it . The Hunter as Sustained DPS . The Hunter is one of the primary DPS classes in World of Warcraft . With proper shot rotation and spec , you will top damage charts along with your mage and rogue peers . Shot rotation is the process of rotating between a set of predetermined shots and stings . It also requires you to not only respect your mana consumption , but the five second spirit rule ( your mana will not start to regenerate until five seconds after your last use of mana ) . This is why it ' s suggested to shoot all of your shots off in bursts , rather than throughout a fight . Here is my shot rotation setup : If the mob isn ' t finished off by this time , I ' ll just leave on autoshot until it ' s dead . If they begin to run , I ' d suggest a Concussive Shot to slow them down while your pet eats them alive . Dungeons and solo grinding require a bit different shot rotation . Generally they are the same , but I may shoot off two rotations granted the mobs have more health and armor . Multishot is a very situational shot . Before I consider using multishot , I run this checklist through my head : Is there a possible add I may pull ? Is there currently a mob sapped , frozen , or polymorphed ? Does the tank have aggro for all possible mobs ( also if the OT has aggro ) ? Use multishot wisely . The Hunter as Crowd Control . Your job in this role is to take add s out of the combat for a while . You can do this by utilizing Freezing Trap . Freezing Trap can be used for this purpose to take a mob out of combat for at least 15 seconds , with a maximum of 20 seconds per trap . With the Clever Traps talent Freezing Trap can be as viable at crowd control as a mage ' s Polymorph , taking a mob out of combat for up to 26 seconds . The cooldown since Burning Crusade has since decreased and can be used in combat , much to the boon of Hunters everywhere . A trap can be laid , then once the trap has sufficiently cooled down , the hunter can place another , effectively chain - trapping a mob . Hunters can also learn the talent - ability Wyvern Sting to sleep any non elemental ( targets that are immune to ice trap are also immune to Wyvern Sting ) targets for 12 seconds , then causing mid - level nature damage once released . Since The Burning Crusade , Hunters have become one of the most versatile " Crowd Controllers " in the game . Armed with Wyvern Sting , a hunter can trap one mob , fear one beast , and sleep one humanoid , while pet - tanking one more - - all at the same time . The Hunter as Pseudo Wipe Recovery . Hunters as a class have no resurrection ability . However , there are three Engineering devices available that have the possibility to resurrect another party member out of combat : Goblin Jumper Cables ( requires Engineering 165 ) and Goblin Jumper Cables XL ( requires Engineering 265 ) and Gnomish Army Knife ( requires Grand Master engineering ) . The Hunter in question must have the appropriate level of Engineering skill , and must Feign Death in a safe location in anticipation of a party wipe . If your feigh death is on cooldown , Gnomish Cloaking Device may come in handy . Once out of combat ( s ) he may approach the corpse of a resurrecting class and use the cables . Both cables share a 30min cooldown and a low success rate ( the XL cables work 50 % of the time , the other is close to 33 % ) . The cables are not soulbound and may be passed to another player who has the appropriate level of engineering skill and who has not used the cables in the last 30 minutes . If a Shaman is in the party , the cables should be tried before resorting to Reincarnation . " It should be noted that : " " Rogues can employ a similar tactic with Vanish . " " Mages can employ a similar tactic with Invisibility " Multiple Hunter s . If you happen to party with multiple Hunters make sure each of you knows which Sting to use . Each Hunter can have only one Sting active on the mob at a time . If you have two Hunters , that ' s two Stings that can be on the mob . Ask your fellow Hunter to cast one Sting while you cast the other . Both Hunters should fight away from each other so if the mob attacks one of you , the other Hunter can still fire from range . Multiple Hunters of different talent specialisations also synergise extremely well . Have a Beast Mastery Hunter in your group focus exclusively on ranged damage , which is Beast Mastery ' s forte , while a Survival Hunter could be the dedicated crowd controller for a group , as Survival ' s damage output is not as strong as that of Beast Mastery , but it ' s crowd control options are among the most effective in the game . Marksmanship ' s specialty is extremely high powered burst damage over short periods , but it is not sustainable over time , due to that tree ' s mana efficiency issues . Stacking Stings . " Multiple Hunters can stack stings on an individual target with a few limitations . Get to know your stings and in what situation to best use them . A combination of different stings will stack together however , with the exception of Serpent Sting , the effect of more than one sting of the same type will not stack . Use common sense to work with other hunters for maximum effect . If there are two hunters , designate one hunter to stick to Serpent sting and the other to choose between Scorpid Sting , Viper Sting or Serpent Sting based on the mob being attacked . Runners . Hunter s are great at dealing damage to mob s that try to run from the fight . Mob flight is a major concern because fleeing mobs may call friends to come help them with the fight . You can simply shoot a fleeing mob ( their HPs are so low one or two shots will probably finish them off ) or hit it with Concussive Shot to slow it down . If the DoT effect of the Stings and all the rest hasn ' t killed them by now , Wing Clip them and keep them from running away . It has been stated that hunter ’ s pets aggro adds if they pursue a fleeing mob . This is incorrect . As most mobs in instanced dungeons are social it is the fleeing mobs that bring the adds . Not the hunter ’ s pet . FAQ . I ' ve heard rumors that letting your pet initiate the fight will reduce the experience received when the mob is defeated , I will test this when I get a chance , but does anyone else have an answer to this ? What are the most important attributes for a hunter ? Priority stats 2 . Focused Aim does not affect pet Chance to Hit . Even with 3 / 3 Focused Aim , your pet will still miss if you have less than 263 Hit Rating ( 230 with Draenei racial ) . 3 . Hunter Chance to Hit from gear transfers rounded down to pet . If you have 262 Hit Rating ( 7 . 99 % Chance to Hit ) or 230 Hit Rating ( 7 . 0 % Chance to Hit ) , your pet will have 7 . 0 % Chance To Hit in both cases . . Secondary stats Dps of your ranged weapon !