Some considerations I have gleamed from this forum that I think are correct. If anyone in our Hunter Community sees something to correct, or add, please do so. In reviewing I see much that I have left out, that needs expansion, or that may just be wrong.
1.) In combat options uncheck a) auto target enemies b) skills enable default attack c) allow skill buttons to target nearest enemy.
2.) Unwanted aggro is not only how much dps you do, it is also when you hit, and how often you hit!
3.) The stance you use is a situational choice based upon what roll your hunter is playing: It is generally a good group idea to run in precision.
Precision Stance - grants 1 focus pip per 5 seconds, grants quick shot an increased chance to score a critical hit. ~~ dps increased through bow legacy “critical magnitude in precision stance”. Hunters Art grants bonus Finesse.
Endurance Stance - decreases the Power costs of your shots, gives 5% Parry chance, and quick shot lowers your targets threat to you. ~~ threat reduction by bow legacy “endurance quick shot threat down” legacy. Hunters Art grants ICPR. (in combat power restoration)
Strength Stance - increases the damage of your shots +10%, grants 40% movement speed slow.
Hunters Art grants bonus +5% ranged damage.
5.) Always give the tank 15 seconds to secure aggro, then open up in endurance with quick shots if the group tactic is to dps the tank raid assist target, then gradually begin you normal stance rotation. (precision recommended in group) however ~ be prepared to switch back to regulate the threat pulled. (step dance)
6.) Practice and learn to use “raid assist targeting” (rat)
7.) Always ask the group leader what the attack sequence will be before the fight starts, and try to find of which mob will be the tanks target ~ then target the tanks target. (make sure target forwarding is enabled in options)
8.) Protect the healer at all costs ~ place traps in front of the healer, and pull mobs away from the healer using strength stance. Do not position yourself near the healer, because you may pull the mobs to the healer.
9) If you do pull agro, let everyone know, and move quickly to the tank so that he can take the agro off of you ~~ don’t make the tank run to you, to regain the mob you pulled away from him.
10) If you do pull a mob when your morale is low, Beneath Notice will give you an immediate threat reduction, allowing you to move to the tank for protection, and giving you the opportunity to pop Press Onward, and be ready for when the BN cool down expires, and your original threat is restored.
11) Rain of Thorns in group will pull unwanted mobs and cause a group wipe. Use only in a specific situation where the aoe will not affect the group. RoT will upset the tanks abilities to hold agro.
12) Shoot from the pocket behind the tank, or behind the mob in front of the tank. If you stay within 10m of the Guards “Whirling Retaliation”, the threat you pull will be leeched into his threat pull. Wardens have a similar skill.
13) Contribute to group: Use traps, set campfires, purge poisons.
14) Do not take loot that you do not need or will not use. Look before you take.
Last edited by Paladiran; Jul 15 2012 at 07:07 PM.
2. How often you hit increases DPS anyways. Also some mobs have increased agro to particular skills (like Crazed Hate Monger). This is true, since more dps, more agro.
3. Just use precision stance with the crit leg. The rest of legs and stances are fail. If you manage to do extreme dps, you might consider running in endurance. Hunters Art is completely useless.
4. QS doesn't reduce agro. It reduces around 800 points of agro, making it a threat neutral shot. Anyways, if it crits it still makes agro. BN doesn't reduce agro, it masks it for a while. After it ends, the agro will return.
5. 15 is enough to give time. Just start with normal rotation and not with S:E/QS.
6. True, but it is for all classes anyways.
7. You shouldn't ask your leader, the leader MUST tell you.
8. Placing traps is useless. Strength stance doesn't have agro. If you pull mobs to you, you'll take around 2 hits. The best thing in this case would be to CC a mob and let the tank re agro it. Staying away to a healer might be good, unless you have to stack up.
10. BN doesn't reduce threat. PO is just too clunky to be a reliable heal. The healers should heal you.
11. Unless you know what you are doing. Sometimes mobs get far away from the tank and he might not be ablo to agro them and run to the healers.
12. Yes, stay close to the tank so he leeches threat, but beware of AoEs.
13. Traps: Useless. Campfire: Kidding, right?. Poisons: Unless there is something that requires heavy poison removal, a pot is just easier, since the animation takes ages. The only raid like this is Helegros Spider Wing.
Thanks . Great post,, I have a hunter that is around 40 ish.. and for most part play solo , or duo . So I find this very useful , and will pass it on to my husband that has a lvl 75 hunter, but is not sure how to run group with hunter, as he too , also mainly runs solo , or just a duo... great post , thanks
4) Quick shot in S:E is a threat-neutral shot. Only the legacy brings threat down. This issue has been bugged again and again with no response. In other words, unless you have that (pretty useless) legacy, running in endurance is only proactive in solution, not effective after you've generated too much threat.
4b/10) Beneath notice does NOT drop your threat level. It drops your perceived threat, not threat generation or level. This means it is your job to be ready to kite a mob if the tank has not overtaken your threat by the time BN's 10 seconds wear off. BN will not lower your threat, but rather think of it as a free 10 seconds for the tank to pop some threat skills to work his way over your threat. I've seen many hunters pop BN then whine when the mob goes straight back to them after 10 seconds because the guard tank did not have enough time to generate more aggro. Granted, it's usually the tank's fault, but be ready to kite instead of stand and die.