RANGE: 8-35 yards CASTING TIME: Instant COOLDOWN: 8 sec.
LEVEL RANK MANA CHANGE 12 1 20 Increases your threat. 20 2 30 Causes more threat than Rank 1. 30 3 50 Causes more threat than Rank 2. 40 4 70 Causes more threat than Rank 3. 50 5 90 Causes more threat than Rank 4. 60 6 110 Causes more threat than Rank 5. 70 7 140 Causes more threat than Rank 6.
OVERVIEW: Normally you would want to keep your aggro as low as possible, but there are those times where you need to draw attention to yourself to keep someone else alive, and this is the one move that will do the trick. Use this to pull aggro off cloth wearers or your pet, if it’s low on health.
----- Flare -----
ACTION: Exposes all hidden and invisible enemies within 10 yards of the targeted area for 30 sec. RANGE: 30 yards CASTING TIME: Instant COOLDOWN: 15 sec.
LEVEL RANK MANA CHANGE 32 n/a 50 n/a
OVERVIEW: This is the best way to catch stealthed units that are hiding, especially Rogues and Druids in Cat Form. It also makes a nice beacon for anything team-based. You will not find too many mobs that will need Flaring but it’s a very handy skill, especially in PvP.
------------- Hunter’s Mark -------------
ACTION: Places the Hunter's Mark on the target, increasing the ranged attack power of all attackers against that target by 20. In addition, the target of this ability can always be seen by the hunter whether it stealths or turns invisible. The target also appears on the mini-map. Lasts for 2 min. RANGE: 100 yards CASTING TIME: Instant COOLDOWN: 1.5 sec. global
LEVEL RANK MANA CHANGE 6 1 15 Ranged Attack Power bonus starts at 20. 22 2 30 Ranged Attack Power bonus increased to 45. 40 3 45 Ranged Attack Power bonus increased to 75. 58 4 60 Ranged Attack Power bonus increased to 110.
OVERVIEW: Hunter’s Mark is a player’s best friend. In addition to increasing your damage output, it also makes stealthed units visible, which can do you a ot of good versus unsuspecting rogues. In endgame instances, it can also function as an indicator of which mobs to attack.
---------- Multi-Shot ----------
ACTION: Fires several missiles, hitting 3 targets. Higher ranks cause bonus damage. RANGE: 8-35 yards CASTING TIME: 0.5 sec. COOLDOWN: 10 sec. NOTE: Rank 5 is only available through a book that teaches it.
LEVEL RANK MANA CHANGE 18 1 100 No bonus damage. 30 2 140 Increases ranged damage by 40. 42 3 175 Increases ranged damage by 80. 54 4 210 Increases ranged damage by 110. 60 5 230 Increases ranged damage by 150. 67 6 275 Increases ranged damage by 205.
OVERVIEW: Without a doubt, Multi-Shot is extremely potent. It adds to your DPS every ten seconds, can hit three targets at once, and can be boosted with two powerful talents. One of the most stunning things you’ll see as a Hunter is when a single Multi-Shot causes three giant critical strikes to pop up on your screen. Even if you’re only against a single target, this is an excellent way to boost your DPS, though the mana cost makes it a bit pricey to do so at times.
---------- Rapid Fire ----------
ACTION: Increases ranged attack speed by 40% for 15 seconds. RANGE: n/a CASTING TIME: Instant COOLDOWN: 5 min
LEVEL RANK MANA CHANGE 26 n/a 100 n/a
OVERVIEW: When you need to kill something fast, this is the one move to use. It also shaves a bit of charging time off of Aimed Shot and Steady Shot, and it’s really fun to see a fast weapon like the Hurricane bow (1.6 speed) go even faster.
------------ Scatter Shot ------------
ACTION: A short-range shot that deals 50% weapon damage and disorients the target for 4 sec. Any damage caused will remove the effect. Turns off your attack when used. RANGE: 15 yards CASTING TIME: Instant COOLDOWN: 30 sec. NOTE: This move is accessible only through its respective talent.
LEVEL RANK MANA CHANGE 30 n/a 8% n/a
OVERVIEW: You may not realize this at first but this move will save you count- less times. What makes this Shot different from all the others is its close range. When something gets too close to you, fire off this Shot and the Daze will buy you enough time to get some firing distance.
------------- Scorpid Sting -------------
ACTION: Stings the target, reducing chance to hit with melee and ranged attacks by 5% for 20 sec. Only one Sting per Hunter can be active on any one target. RANGE: 8-35 yards CASTING TIME: Instant COOLDOWN: 1.5 sec. global
LEVEL RANK MANA CHANGE 22 n/a 8% Chance to hit reduced by 5%.
OVERVIEW: This move has changed so that instead of reducing Strength and Agility, it simply reduces the target’s ability to hit with melee and ranged weapons. Trying to explain why the change is a good thing is pretty complicated though: mathematically speaking, it’s better than the original because of its proportionality. Rather than a numeric decrease, which can vary depending on the total Strength and Agility of the target, a 5% percent decrease in chance to hit is a proportionate 5% drop in damage output over a period of time. It sounds weird but that’s the math behind it.
------------- Serpent Sting -------------
ACTION: Stings the target, causing 20 Nature damage over 15 sec. Only one Sting per Hunter can be active on any one target. RANGE: 8-35 yards CASTING TIME: Instant COOLDOWN: 15 sec.
LEVEL RANK MANA CHANGE 4 1 15 Total damage dealt starts 20. 10 2 30 Total damage dealt increased to 40. 18 3 50 Total damage dealt increased to 80. 26 4 80 Total damage dealt increased to 140. 34 5 115 Total damage dealt increased to 210. 42 6 150 Total damage dealt increased to 290. 50 7 190 Total damage dealt increased to 385. 58 8 230 Total damage dealt increased to 490. 60 9 250 Total damage dealt increased to 555. 66 10 275 Total damage dealt increased to 660.
OVERVIEW: This is a Hunter’s primary damage-over-time ability, which damages your target every three seconds for a total of five ticks. For what it is, it causes a decent amount of damage, but this can be greatly enhanced by the Improved Stings talent, which at Rank 10, means the difference between 132 and 171 damage per tick.
-------------- Silencing Shot --------------
ACTION: Deals 50% weapon damage and silences the target for 3 seconds. RANGE: 8-35 yards CASTING TIME: Instant COOLDOWN: 20 sec. NOTE: This move is accessible only through its respective talent.
LEVEL RANK MANA CHANGE 51 n/a 6% n/a
OVERVIEW: Although it’s a very simple ability for a 41-point talent, this ability is the bane of casters because of its long reach and its potency as a silencer, as well as a second spell interrupt, the first being Concussive Shot. Nothing is more frustrating for a caster than when he/she is near death and is instantly silenced by a single shot. Even when you are not against a caster, this is a cheap and easy way to inflict extra damage when your other abilities are cooling down.
----------- Steady Shot -----------
ACTION: Inflicts 150 damage plus 30% of your ranged attack power. If the target is dazed, the ability inflicts an additional 175 damage. RANGE: 8-25 yards CASTING TIME: 1.5 sec COOLDOWN: 1.5 sec. global
LEVEL RANK MANA CHANGE 62 1 110 Base damage set to 150, dazed +175.
OVERVIEW: Steady Shot is the non-talent alternative to Aimed Shot, and is an interesting ability. Think of it as the “other” Arcane Shot, where you have no cooldown, but have a casting time. Even if your target isn’t Dazed, the extra damage and short charging time makes this ability extremely useful, so useful that once you pick it up, you will use it a lot. It’ll take some time to get used to having it in your shot rotation, but it’s well worth it.
------------- Trueshot Aura -------------
ACTION: Increases the attack power of party members within 45 yards by 50. Lasts 30 min. RANGE: 45 yards CASTING TIME: Instant COOLDOWN: 1.5 sec. global NOTE: This move is accessible only through its respective talent.
LEVEL RANK MANA CHANGE 40 1 325 Attack power bonus starts at 50. 50 2 425 Attack power bonus increased to 75. 60 3 525 Attack power bonus increased to 100. 70 4 625 Attack power bonus increased to 125.
OVERVIEW: Trueshot Aura is one of the best abilities that any physical DPS class can have. It is a sizable amount of attack power that affects everyone that is grouped with you, including your pet, and it has a massive 45-yard radius. Curiously, unlike a Paladin’s auras, it has a time limit, but thirty minutes is plenty of time, and you’ll get plenty of opportunities to recast it while you’re not doing much.
----------- Viper Sting -----------
ACTION: Stings the target, draining 616 mana over 8 sec. Only one Sting per Hunter can be active on any one target. RANGE: 8-35 yards CASTING TIME: Instant COOLDOWN: 15 sec.
LEVEL RANK MANA CHANGE 36 1 135 Total mana drained starts at 616.
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