a hunter prowls paladin priest...

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DRUID 101 V HUNTER MAGE PALADIN PRIEST ROGUE SHAMAN WARLOCK WARRIOR Hunters view nature as a force with which to ally. They spend much of their time with an animal companion. The bond that forms between the two is rather strong. To attack either is to bring down the wrath of both. With powerful attacks in melee and at range, and a friend willing to put its life on the line at your commands, the Hunter makes a potent addition to any group. A HUNTER PROWLS INTRODUCTION TO PLAYING THE HUNTER Hunters have a certain mystique about them. The idea of fighting alongside a lifelong friend can be very appealing. The Hunter’s strength is derived from combining the abilities of the Hunter with those of a pet. While this gives Hunters more choices than many classes, it takes practice and experimenting to find what works best in each situation. At range, the Hunter is hard to beat. With high-damage attacks, movement- hindering ability, and a pet to bite at the heels of attackers, fighting a Hunter at range is dangerous at best and foolhardy at worst. The movement hindering abilities allow the Hunter to bring targets to a group in a more organized and less stressful fashion than other methods of pulling. Starting with Leather armor and progressing to Mail at Level 40, Hunters aren’t fragile. Combine this with dual-wield or a two-handed weapon, and a pet, and they’re almost as dangerous in melee as they are at range. Hunters gain enough hit points to survive the attention of monsters for a short time. However, a long, drawn-out fight is something to be avoided, as Hunters can’t take nearly the hits Warriors can. Here is where the bond between Hunter and pet becomes so clear. Your companion is willing to do anything you ask. This includes keeping the attention of an enemy while you stay at long range and calmly fire away or sit on its back hacking away. Keeping you and your party safe is something your pet is happy to do. Keeping your pet safe and happy is what Hunters do in return for the boundless loyalty you receive. here were too many in the camp for us to charge. The Scarlet Crusade wasn’t stupid either, none would venture out of the camp alone. We decided to try and get a smaller group to come to us. Denegar, our Dwarven Warrior, volunteered to “ask if they had a cup and sugar and run back.” Denegar had the heaviest armor of all of us, and we were still unsure if even he could survive the return trip with enemies at his back. I decided that I would try to draw them out to us. I strung my bow and moved a bit closer. I took aim and waited until I had a good shot. I hit the fanatic in the shoulder. As any halfwit would do, the man called to his friends before running toward me. I made a quick retreat back to the others. As the enemy made their charge, I shot my target in the leg. Now there were only two in the initial attack. Denegar made his intentions clear by swinging his two-handed axe above his head and bringing it down against the enemy’s shield. It wasn’t a hit, but the message was clear. Denegar was not to be ignored. As the Warriors closed in on Denegar, I pulled back and began peppering them with arrows. Their armor was as good as Denegar’s. This wasn’t to be a fast fight. After several minutes, the group had brought the first of the two enemies down and switched to the second. I was taking aim when something moved on the edge of my vision. I dodged aside as a sword cut through the air I had occupied only a moment before. There was a Scarlet Warrior with two arrows in him and a very unhappy look on his face standing between me and the rest of the group. I had a bow in one hand, and an arrow in the other. The fanatic let a smile form on his face as he began advancing. That was long enough. Talon, my wolf companion and best friend, sank his teeth into the man’s arm and nearly drug him to the ground. With his attention on Talon, I dropped my bow and arrow and unslung my two axes. With both of us attacking, the man couldn’t fight effectively against either of us. After a few moments, both Talon and I were sporting several wounds and our target was still standing. A look of horror crossed his face as a ball of fire slammed into his chest. This was followed by a scream of Dwarven rage and the arrival of the rest of the group. The Priest made quick work to restore the vigor Talon and I had lost through the fight. It had gone from two against one, to six against one! The odds weren’t in the Scarlet Crusader’s favor. RACE STRENGTH STAMINA AGILITY INTELLECT SPIRIT Dwarf 22 19 24 19 20 Night Elf 17 28 20 20 21 Orc 23 20 23 17 24 Tauren 23 18 23 15 23 Troll 21 25 22 16 22 RACES AND STARTING ATTRIBUTES Strength Partially Increases Damage Done in Melee Stamina Higher Hit Points Agility Raises Chance to Get a Critical Hit, Dodge and Increases Damage Done at Range and in Melee Intellect Faster Rate for Gaining Weapon Skills and Higher Mana Spirit Improves Hit Point and Mana Recovery ATTRIBUTES APPLIED Copyright © 2006 DK Publishing, Inc. All Rights Reserved

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Page 1: A HUNTER PROWLS PALADIN PRIEST ROGUEptgmedia.pearsoncmg.com/imprint_downloads/brady/wow/Hunter_Up… · DRUID 101 V HUNTER MAGE PALADIN PRIEST ROGUE SHAMAN WARLOCK WARRIOR Hunters

DRUID

101�

V

HUNTER

MAGE

PALADIN

PRIEST

ROGUE

SHAMAN

WARLOCK

WARRIOR

Hunters view nature as a force with which to ally. They spend much of their time with an animal companion.

The bond that forms between the two is rather strong. To attack either is to bring down the wrath of both.

With powerful attacks in melee and at range, and a friend willing to put its life on the line at your commands,

the Hunter makes a potent addition to any group.

A HUNTER PROWLS

INTRODUCTION TO PLAYING THE HUNTER

Hunters have a certain mystique about them. The idea of fi ghting alongside a lifelong friend can be very appealing. The Hunter’s strength is derived from combining the abilities of the Hunter with those of a pet. While this gives Hunters more choices than many classes, it takes practice and experimenting to fi nd what works best in each situation.

At range, the Hunter is hard to beat. With high-damage attacks, movement-hindering ability, and a pet to bite at the heels of attackers, fi ghting a Hunter at range is dangerous at best and foolhardy at worst. The movement hindering abilities allow the Hunter to bring targets to a group in a more organized and less stressful fashion than other methods of pulling.

Starting with Leather armor and progressing to Mail at Level 40, Hunters aren’t fragile. Combine this with dual-wield or a two-handed weapon, and a pet, and they’re almost as dangerous in melee as they are at range.

Hunters gain enough hit points to survive the attention of monsters for a short time. However, a long, drawn-out fi ght is something to be avoided, as Hunters can’t take nearly the hits Warriors can. Here is where the bond between Hunter and pet becomes so clear. Your companion is willing to do anything you ask. This includes keeping the attention of an enemy while you stay at long range and calmly fi re away or sit on its back hacking away.

Keeping you and your party safe is something your pet is happy to do. Keeping your pet safe and happy is what Hunters do in return for the boundless loyalty you receive.

here were too many in the camp for us to charge. The Scarlet Crusade wasn’t stupid either, none would venture out of the camp alone. We decided to try and get a smaller group to come to us. Denegar, our Dwarven Warrior, volunteered to “ask if they had a cup and sugar and run back.” Denegar had the heaviest armor of all of us, and we were still unsure if even he could survive the return trip with enemies at his back. I decided that I would try to draw them out to us.

I strung my bow and moved a bit closer. I took aim and waited until I had a good shot. I hit the fanatic in the shoulder. As any halfwit would do, the man called to his friends before running toward me. I made a quick retreat back to the others. As the enemy made their charge, I shot my target in the leg. Now there were only two in the initial attack. Denegar made his intentions clear by swinging his two-handed axe above his head and bringing it down against the enemy’s shield. It wasn’t a hit, but the message was clear. Denegar was not to be ignored. As the Warriors closed in on Denegar, I pulled back and began peppering them with arrows. Their armor was as good as Denegar’s. This wasn’t to be a fast fi ght.

After several minutes, the group had brought the fi rst of the two enemies down and switched to the second. I was taking aim when something moved on the edge of my vision. I dodged aside as a sword cut through the air I had occupied only a moment before. There was a Scarlet Warrior with two arrows in him and a very unhappy look on his face standing between me and the rest of the group. I had a bow in one hand, and an arrow in the other. The fanatic let a smile form on his face as he began advancing. That was long enough. Talon, my wolf companion and best friend, sank his teeth into the man’s arm and nearly drug him to the ground. With his attention on Talon, I dropped my bow and arrow and unslung my two axes. With both of us attacking, the man couldn’t fi ght effectively against either of us. After a few moments, both Talon and I were sporting several wounds and our target was still standing. A look of horror crossed his face as a ball of fi re slammed into his chest. This was followed by a scream of Dwarven rage and the arrival of the rest of the group. The Priest made quick work to restore the vigor Talon and I had lost through the fi ght. It had gone from two against one, to six against one! The odds weren’t in the Scarlet Crusader’s favor.

RACE STRENGTH STAMINA AGILITY INTELLECT SPIRIT

Dwarf 22 19 24 19 20

Night Elf 17 28 20 20 21

Orc 23 20 23 17 24

Tauren 23 18 23 15 23

Troll 21 25 22 16 22

RACES AND STARTING ATTRIBUTES

Strength Partially Increases Damage Done in Melee

Stamina Higher Hit Points

Agility Raises Chance to Get a Critical Hit, Dodge and Increases Damage Done at Range and in Melee

Intellect Faster Rate for Gaining Weapon Skills and Higher Mana

Spirit Improves Hit Point and Mana Recovery

ATTRIBUTES APPLIED

Copyright © 2006 DK Publishing, Inc. All Rights Reserved

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Properly equipped, a Hunter can function both in melee and at range. This fl exibility gives you the choice of where to fi ght. Many Hunters choose to fi ght at range when possible, as many of their abilities are dependant upon using our Bow (or Gun).

A Bow (or Gun) is your primary form of damage at range. As such, it must be kept up-to-date. This includes ammunition. Different types of arrows and shot give different DPS bonuses. Always use the highest-level ammunition available. Finding a weapon that does high DPS and has Agility bonuses is even better as Agility affects ranged damage.

Food is fairly important to a Hunter; it’s for your pet! Keeping pets fed and happy is as important as almost any equipment you could possibly buy. Hunters should restock their food supply before heading out of town. Learn which foods your creature likes as well, since each type of pet has different needs.

Bags and ammunition containers are fairly important. Quivers and Ammo Pouches give bonuses to fi ring speed. They can only hold Arrows or Shot and take a bag slot. This means that where most classes have one backpack and four bags; you have one backpack, three bags, and an ammunition container. Keep in mind that Hunters carry more food than many other classes (you’re feeding two after all). So, Hunters have far less room than many characters, and even less if Skinning is one of your professions.

Any non-armor equipment should be used to increase stats. The foremost is Agility. Agility heightens your critical hit chance, which is useful in both melee and ranged combat. It also increases damage in ranged combat and increases your dodge rate and some damage in melee.

Since a pet is the second half of your character, having a fully trained and leveled pet is important. Find a pet you enjoy having that is the same level as you. When it comes time to tame a pet, take a few moments to clear the area around your intended target. Early level taming typically means you take some damage while trying to tame your pet. This changes dramatically when Freezing Trap becomes available. Place the trap between you and the animal before you start taming to make it a much easier and less painful process.

Once the pet has agreed to become your friend, help the bond fl ourish by feeding it. Feeding raises a pet’s happiness level, which makes the pet fi ght more effectively.

PETS NEVER STOP EATINGYour pet needs to be fed constantly. Watch its happiness icon. Feed it whenever its Happiness Level falls. This ensures maximum damage!

LIONS, TIGERS, AND BEARSThere are many beasts in the world. Finding the one that is right for you might take awhile and may even change several times. It takes quite some time for pets to really bond to their master, so avoid changing pets too often.

Not every beast can use all the abilities you teach. Some body-types are inadequate for performing certain attacks. Trying to teach a Crab to Bite is a noble effort, but it doesn’t have the mouth to do any damage.

Different beasts also have different diets. Bears and Nightsabres, for example, have no qualms about eating almost any meat you give them. Striders and Owls are a bit pickier about their food. You pet’s diet is listed in the Pet Detail screen.

KEEPING A PET

ITEMS AND EQUIPMENT

EXCHANGING SKILLS Training has two facets. Hunters teach pets abilities and learn abilities from their pets and pet trainers. Many pets naturally have abilities. Learn these by watching your pet perform. This usually takes a short while before you gain the ability in the Beast Training menu. Once you know the ability, it’s possible to teach the ability to any pet you acquire (with the aforementioned restrictions).

It is essential to tame pets beyond your primary beast for gaining extra abilities. To keep up with abilities, you have to constantly tame higher-level beasts, learn their abilities, and teach them to your pet. A creature without abilities is like a Hunter without a pet.

CHOOSING YOUR PROFESSIONCrafting your own armor is a solid choice. Skinning and Leatherworking keep you from being out of date with armor as you can keep low-level items replaced with higher-level items. If you skin everything you can, you’ll also have leather left over for friends or to sell at the Auction House. This can help offset the cost of ammunition.

For a Gun Hunter, Engineering is another good choice when paired with Mining. Being able to craft your own gun helps keep your second most important item (your pet being most important) up-to-date. Engineering also allows you to craft your own bullets. This can save you a great deal of money throughout your career. Having Bombs, and some of the gadgets that Engineering gives you, offers even more options during combat.

The secondary trades of Fishing and Cooking should not be taken for granted. With as much food as pets eat (they eat far more than Hunters), having a cost-effective supply can be invaluable. A side benefi t is that you also gain higher-quality food, for when it is needed.

CLASS ABILITIESHunters, like casters, use Mana for their special attacks. These abilities do extra Damage, hinder the enemy’s abilities, protect the Hunter, or help the Hunter’s Pet. Mana can be raised by items and recovers fastest when you are out of combat. Hunters and their pets both get abilities and the tables below refl ect this.PET HAPPINESS

PET HAPPINESS LEVEL EFFECT

Happy 125% of normal damage; gaining loyaltyContent 100% of normal damage; gaining loyaltyUnhappy 75% of normal damage; losing loyalty

Copyright © 2006 DK Publishing, Inc. All Rights Reserved

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KEEPING YOUR ABILITIES ORGANIZEDThe Hunter gets a great number of abilities; you have abilities in Marksmanship, melee combat and pet abilities. Organizing these abilities in the quickbars makes it easier to change between ranged and melee combat.

Pets have their own quickbar and your ranged abilities should be on another quickbar. Melee abilities should be on yet a separate quickbar with Aspects. Having abilities that affect your pet (Feeding, Taming, etc.) on another quickbar keeps everything organized and easy to fi nd.

Setting up your quickbars as you level in this way keeps them relatively static for the rest of your career and keeps you from having to relearn which hotkeys are for which abilities.

ABILITY RANK LEVEL TYPE

Autoshot N/A 1 Marksmanship

Raptor Strike 1 1 Survival

Track Beasts N/A 1 Survival

Aspect of the Monkey N/A 4 Beast Mastery

Serpent Sting 1 4 Marksmanship

Arcane Shot 1 6 Marksmanship

Hunter’s Mark 1 6 Marksmanship

Concussive Shot N/A 8 Marksmanship

Parry N/A 8 General

Raptor Strike 2 8 Survival

Aspect of the Hawk 1 10 Beast Mastery

Beast Training N/A 10 Beast Mastery

Feed Pet N/A 10 Beast Mastery

Revive Pet N/A 10 Beast Mastery

Serpent Sting 2 10 Marksmanship

Tame Beast N/A 10 Beast Mastery

Track Humanoids N/A 10 Survival

Arcane Shot 2 12 Marksmanship

Distracting Shot 1 12 Marksmanship

Mend Pet 1 12 Beast Mastery

Wing Clip 1 12 Survival

Eagle Eye N/A 14 Beast Mastery

Eyes of the Beast N/A 14 Beast Mastery

Scare Beast 1 14 Beast Mastery

Immolation Trap 1 16 Survival

Mongoose Bite 1 16 Survival

Raptor Strike 3 16 Survival

Aspect of the Hawk 2 18 Beast Mastery

Multi-Shot 1 18 Marksmanship

Serpent Sting 3 18 Marksmanship

Track Undead N/A 18 Survival

Aimed Shot 1 20 Marksmanship

Arcane Shot 3 20 Marksmanship

Aspect of the Cheetah N/A 20 Beast Mastery

Deterrence 1 40 Survival

Disengage 1 20 Survival

ABILITY RANK LEVEL TYPE

Distracting Shot 2 20 Marksmanship

Dual Wield N/A 20 Survival

Freezing Trap 1 20 Survival

Growl 3 20 Beast Mastery

Mend Pet 2 20 Beast Mastery

Hunter’s Mark 2 22 Marksmanship

Scorpid Sting 1 22 Marksmanship

Beast Lore N/A 24 Beast Mastery

Raptor Strike 4 24 Survival

Track Hidden N/A 24 Survival

Immolation Trap 2 26 Survival

Rapid Fire N/A 26 Marksmanship

Serpent Sting 4 26 Marksmanship

Track Elementals N/A 26 Survival

Aimed Shot 2 28 Marksmanship

Arcane Shot 4 28 Marksmanship

Aspect of the Hawk 3 28 Beast Mastery

Frost Trap N/A 28 Survival

Mend Pet 3 28 Beast Mastery

Aspect of the Beast N/A 30 Beast Mastery

Counterattack 1 30 Survival

Distracting Shot 3 30 Marksmanship

Feign Death N/A 30 Survival

Growl 4 30 Beast Mastery

Intimidation 1 30 Beast Mastery

Mongoose Bite 2 30 Survival

Multi-Shot 2 30 Marksmanship

Scare Beast 2 30 Beast Mastery

Scattersgit 1 30 Marksmanship

Flare N/A 32 Marksmanship

Raptor Strike 5 32 Survival

Scorpid Sting 2 32 Marksmanship

Track Demons N/A 32 Survival

Disengage 1 34 Survival

Explosive Trap 1 34 Survival

Serpent Sting 5 34 Marksmanship

ABILITY RANK LEVEL TYPE

Aimed Shot 3 36 Marksmanship

Arcane Shot 5 36 Marksmanship

Immolation Trap 3 36 Survival

Mend Pet 3 36 Beast Mastery

Viper Sting 1 36 Marksmanship

Aspect of the Hawk 4 38 Beast Mastery

Wing Clip 2 38 Survival

Aspect of the Pack N/A 40 Beast Mastery

Beastial Wrath 1 40 Beast Mastery

Distracting Shot 4 40 Marksmanship

Freezing Trap 2 40 Survival

Growl 5 40 Beast Mastery

Hunter’s Mark 3 40 Marksmanship

Mail N/A 40 Survival

Raptor Strike 6 40 Survival

Track Giants N/A 40 Survival

Trueshot Aura 1 40 Marksmanship

Volley 1 40 Marksmanship

Wyvern Sting 1 40 Survival

Counterattack 2 42 Survival

Multi-Shot 3 42 Marksmanship

Scorpid Sting 3 42 Marksmanship

Serpent Sting 6 42 Marksmanship

Aimed Shot 4 44 Marksmanship

Arcane Shot 6 44 Marksmanship

Explosive Trap 2 44 Survival

Mend Pet 4 44 Beast Mastery

Mongoose Bite 3 44 Survival

Aspect of the Wild 1 46 Beast Mastery

Immolation Trap 4 46 Survival

Scare Beast 3 46 Beast Mastery

Viper Sting 2 46 Marksmanship

Aspect of the Hawk 5 48 Beast Mastery

Disengage 3 48 Survival

Raptor Strike 7 48 Survival

Distracting Shot 5 50 Marksmanship

ABILITY RANK LEVEL TYPE

Growl 6 50 Beast Mastery

Serpent Sting 7 50 Marksmanship

Track Dragonkin N/A 50 Survival

Trueshot Aura 2 50 Marksmanship

Volley 2 50 Marksmanship

Wyvern Sting 2 50 Survival

Aimed Shot 5 52 Marksmanship

Arcane Shot 7 52 Marksmanship

Mend Pet 6 52 Beast Mastery

Scorpid Sting 4 52 Marksmanship

Counterattack 3 54 Survival

Explosive Trap 3 54 Survival

Multi-Shot 4 54 Marksmanship

Aspect of the Wild 2 56 Beast Mastery

Immolation Trap 5 56 Survival

Raptor Strike 8 56 Survival

Viper Sting 3 56 Marksmanship

Aspect of the Hawk 6 58 Beast Mastery

Hunter’s Mark 4 58 Marksmanship

Mongoose Bite 4 58 Survival

Serpent Sting 8 58 Marksmanship

Volley 3 58 Marksmanship

Aimed Shot 6 60 Marksmanship

Arcane Shot 8 60 Marksmanship

Aspect of the Hawk 7 60 Beast Mastery

Distracting Shot 6 60 Marksmanship

Freezing Trap 3 60 Survival

Growl 7 60 Beast Mastery

Mend Pet 7 60 Beast Mastery

Multi-Shot 5 60 Marksmanship

Serpent Sting 9 60 Marksmanship

Tranquilizing Shot 1 60 Beast Mastery

Trueshot Aura 3 60 Marksmanship

Wing Clip 3 60 Survival

Wyvern Sting 3 60 Survival

GENERAL ABILITIES

AUTOSHOT

DUAL WIELD

MAIL

PARRY

Copyright © 2006 DK Publishing, Inc. All Rights Reserved

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BEAST MASTERYThis line controls your abilities that modify you, your group, and your pets. Aspects control the various attribute bonuses you receive, and only one of these can be active at any given time. Aspect of the Pack is especially popular with groups for increased traveling speed. Other abilities in this line serve to gather pets, control the behavior of pets, and protect them while under your care.

ASPECT OF THE BEAST

ASPECT OF THE CHEETAH

ASPECT OF THE HAWK

ASPECT OF THE MONKEY

ASPECT OF THE WILD

BEAST LORE

BEAST TRAINING

EAGLE EYE

EYES OF THE BEAST

ASPECT OF THE PACK

Copyright © 2006 DK Publishing, Inc. All Rights Reserved

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FEED PET

GROWL

MEND PET

REVIVE PET

SCARE BEAST

TAME BEAST

TRANQUILIZING SHOT

SKILLS LEARNED FROM THE BEAST MASTERY TALENT TREE

INTIMIDATION

BESTIAL WRATH

Copyright © 2006 DK Publishing, Inc. All Rights Reserved

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DISENGAGE

EXPLOSIVE TRAP

FEIGN DEATH

FREEZING TRAP

FROST TRAP

IMMOLATION TRAP

SURVIVALThe Survival Line includes the Hunter’s tracking and melee abilities. Melee attacks like Raptor Strike and Mongoose Bite are very useful when the Hunter is forced into close combat. In addition to helping you fi nd prime hunting grounds, the different tracking abilities can greatly reduce your questing time by enabling you to zero in on needed creatures or special monsters. In addition, tracking gives Hunters an edge in PvP combat by making it harder for other players to sneak up on you. In this line you also fi nd the Hunter’s different traps, causing extra damage or immobilizing targets to help control aggro.

Copyright © 2006 DK Publishing, Inc. All Rights Reserved

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MONGOOSE BITE

RAPTOR STRIKE

TRACK BEASTS

TRACK DEMONS

TRACK DRAGONKIN

TRACK ELEMENTALS

TRACK GIANTS

TRACK HIDDEN

TRACK HUMANOIDS

TRACK UNDEAD

WING CLIP

Copyright © 2006 DK Publishing, Inc. All Rights Reserved

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ARCANE SHOT

CONCUSSIVE SHOT

DISTRACTING SHOT

FLARERANK LEVEL MANA RANGE CASTING TIME COOLDOWN COST TO TRAIN EFFECT

N/A 32 50 30 yd IC 15 seconds 1 Exposes all hidden and invisible enemies within 10 yards of the targeted area for 30 sec.

MARKSMANSHIPThe Marksmanship line contains the primary skills for the Hunter’s ranged DPS. Abilities like Hunter’s Mark and Trueshot Aura give bonuses to all members of your party. This line also offers many different shots to cause increased damage, like Arcane Shot and Aimed Shot. Multi-Shot and Volley allow you to damage more than one target and Concussive Shot is useful in slowing enemies down.

COUNTERATTACK

WYVERN STING

SKILLS LEARNED FROM THE SURVIVAL TALENT TREE

DETERRENCE

Copyright © 2006 DK Publishing, Inc. All Rights Reserved

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HUNTER’S MARK

MULTI-SHOT

RAPID FIRE

SCORPID STING

SERPENT STING

VIPER STING

VOLLEY

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BEA

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ERY TALENT NAME RANKS PREREQUISITES EFFECTS

Improved Aspect of the Hawk

5 None While Aspect of the Hawk is active, all normal ranged attacks have a 1% chance (Per Rank) of increasing ranged attack speed by 30% for 8 seconds.

Endurance Training 5 None Increases the Health of your pets by 3% (Per Rank).

Improved Eyes of the Beast 2 None, 5 Points in Beast Mastery

Increases the duration of your Eyes of the Beast by 30 seconds (Per Rank).

Improved Aspect of the Monkey

5 5 Points in Beast Mastery Increases the Dodge bonus of your Aspect of the Monkey by 1% (Per Rank).

Thick Hide 3 5 Points in Beast Mastery Increases the Armor rating of your pets by 10% (Per Rank).

Improved Revive Pet 2 5 Points in Beast Mastery Revive Pet’s casting time is reduced by 3 seconds (Per Rank), mana cost is reduced by 20% (Per Rank), and increases the health your pet returns with by an additional 15% (Per Rank).

Pathfi nding 2 10 Points in Beast Mastery Increases the speed bonus of your Aspect of the Cheetah and Aspect of the Pack by 3% (Per Rank).

Bestial Swiftness 1 10 Points in Beast Mastery Increases the outdoor movement speed of your pets by 30%.

Unleashed Fury 5 Increases the damage done by your pets by 4% (Per Rank).

Improved Mend Pet 2 15 Points in Beast Mastery Gives the Mend Pet Spell a 15% chance of cleansing 1 Curse, Disease, Magic or Poison effect from the pet each tick. Progression 15%/50%

Ferocity 5 15 Points in Beast Mastery Increases the critical strike chance of your pets by 3% (Per Rank).

Spirit Bond 2 20 Points in Beast Mastery While your pet is active, you and your pet will regenerate 1% (Per Rank) of total health every 10 sec.

Intimidation 1 20 Points in Beast Mastery Command your pet to intimidate the target on the next successful melee attack, causing a high amount of threat and stunning the target for 3 sec.

Bestial Discipline 2 20 Points in Beast Mastery Increases the Focus regeneration of your pets by 10% (Per Rank).

Frenzy 5 25 Points in Beast Mastery, 5 Points in Ferocity

Gives your pet a 20% chance (Per Rank) to gain a 30% attack speed increase for 8 sec after dealing a critical strike.

Bestial Wrath 30 points in Beast Mastery, 1 Point in Intimidation

Send your pet into a rage causing 50% additional damage for 15 sec. While enraged, the beast cannot be stopped by any means.

TALENTS

The different talent lines of the Hunter closely follow the ability lines. Which talents you choose depends mainly on your style of play.

If you want your pet to be your main weapon, spend the majority of your talent points in Beast Mastery. With talents like Thick Hide, Unleashed Fury, and Intimidation, your pet can become a formidable tank, able to hold its own with most creatures

Marksmanship talents improve the damage you do with your bow or gun. Talents like Lethal Shots, and Ranged Weapon Specialization give your attacks added power and critical strike chances. With this talent line your bow or gun becomes your main offensive weapon, allowing you to do massive damage to the enemy at range.

If you prefer to get more up close and personal when fi ghting, then the Survival talent line is your best choice. While you will still deal decent damage with your bow or with you pet, this line greatly improves your melee abilities. With choices like Improved Raptor Strike, Improved Mongoose Bite, and Savage Strikes, you can be a formidable opponent at close range. This line also contains talents that improve your traps, so this is also a good use of talent points if you use your traps often.

SKILLS LEARNED FROM THE MARKSMANSHIP TALENT TREEAIMED SHOT

SCATTER SHOT

TRUESHOT AURA

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Hunter strategies involve keeping the target where you want it. Wing Clip a target to slow its movement, back off and unload into it until your foe gets into melee again then fi nish it off with some short, melee work Or, have your pet attack fi rst and Growl a couple times and unload into the target with reckless abandon (healing your pet if it needs help).

GENERAL TIPSBringing the enemy down as quickly as possible is what the Hunter is made for. Keep Aspect of the Hawk active (except when the enemy is within melee range) and use Hunter’s Mark on target. This doesn’t draw aggro, but increases all ranged damage dealt to your target. Send your pet in to attack since it takes a moment to get there. Begin the fi ght with Aimed Shot as it takes about the same time to cast as your pet does to reach a target, then follow up with Serpent Sting. With your pet attacking and holding the enemy’s attention, keep shooting until the enemy is dead.

If the battle is to be a long one, use Serpent Sting early. This attack causes damage over time. Have your pet use Growl whenever it has enough focus and health and you have aggro. This helps keep the enemy at range.

MA

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IP TALENT NAME RANKS PREREQUISITES EFFECTS

Improved Concussive Shot 5 None Gives your Concussive Shot a 4% chance (Per Rank) to stun the target for 3 sec.

Effi ciency 5 None Reduces the Mana cost of your Shots and Stings by 2% (Per Rank).

Improved Hunter’s Mark 5 5 Points in Marksmanship Increases the Ranged Attack Power bonus of your Hunter’s Mark spell by 3% (Per Rank).

Lethal Shots 5 5 Points in Marksmanship Increases your critical strike chance with ranged weapons by 1% (Per Rank).

Aimed Shot 1 10 Points in Marksmanship An aimed shot that increases ranged damage by 70.

Improved Arcane Shot 5 10 Points in Marksmanship Reduces the cooldown of your Arcane Shot by 0.2 sec (Per Rank).

Hawk Eye 3 10 Points in Marksmanship Increases the range of your ranged weapons by 2 yards (Per Rank).

Improved Serpent Sting 5 15 Points in Marksmanship Increases the damage done by your Serpent Sting by 2% (Per Rank).

Mortal Shots 5 15 Points in Marksmanship, 5 Points in Lethal Shots

Increases your ranged weapon critical strike damage bonus by 6% (Per Rank).

Scatter Shot 1 20 Points in Marksmanship A short-range shot that deals 50% weapon damage and confuses the target for 4 sec. Any damage caused will remove the effect.

Barrage 3 15 Points in Marksmanship Increases the damage done by your Multi-Shot and Volley spells by 5% (per rank).

Improved Scorpid Sting 3 20 Points in Marksmanship Reduces the Stamina of targets affected by your Scorpid Sting by 10% (per rank) of the amount of the Strength reduced.

Ranged Weapon Specialization 5 25 Points in Marksmanship Increases the damage you deal with ranged weapons by 1% (per rank).

Trueshot Aura 1 30 Points in Marksmanship, 3 Points in Barrage

Increases the Ranged and Melee Attack Power of party members within 45 yards by 50. Lasts 30 min.

SURV

IVA

L TALENT NAME RANKS PREREQUISITES EFFECTS

Monster Slaying 3 None Increases all damage caused against Beast, Giants and Dragonkin targets by 1% (Per Rank) and increases critical damage caused against Beasts, Giants, and Dragonkin targets by an additional 1% (Per Rank).

Humanoid Slaying 3 None Increases all damage caused against Humanoid targets by 1% (Per Rank) and increases critical damage caused against Humanoid targets by an additional 1% (Per Rank).

Defl ection 5 None Increases your Parry chance by 1% (Per Rank).

Entrapment 5 5 Points in Survival Gives your Immolation Trap, Frost Trap, and Explosive Trap a 5% chance (Per Rank) to entrap the target, preventing them from moving for 5 sec.

Savage Strikes 2 5 Points in Survival Increases the critical strike chance of Raptor Strike and Mongoose Bite by 10% (Per Rank).

Improved Wing Clip 5 5 Points in Survival Gives your Wing Clip ability a 4% chance (Per Rank) to immobilize the target for 5 sec.

Trap Effi ciency 2 10 Points in Survival Increases the duration of Freezing and Frost trap effects by 15% (Per Rank) and the damage of Immolation and Explosive trap effects by 15% (Per Rank).

Survivalist 5 10 Points in Survival Increases total health by 2% (Per Rank).

Deterrence 1 10 points in Survival When activated, increases your Dodge and Parry chance by 25% for 10 sec.

Trap Mastery 2 15 Points in Survival Decreases the chance enemies will resist trap effects by 5% (Per Rank).

Surefooted 3 15 Points in Survival Increases hit chance by 1% (Per Rank) and increases the chance movement impairing effects will be resisted by 5% (Per Rank).

Improved Feign Death 2 15 Points in Survival Reduces the chance your Feign Death ability will be resisted by 2% (Per Rank).

Killer Instinct 3 20 Points in Survival Talents Increases your critical strike chance with all attacks by 1% (Per Rank).

Counterattack 1 20 Points in Survival A strike that becomes active after parrying an opponent’s attack. Deals 40 damage and immobilizes the target for 5 sec. Counterattack cannot be blocked, dodged, or parried.

Lightning Refl exes 5 25 Points in Survival Increases your Agility by 3% (Per Rank).

Wyvern Sting 1 30 Points in Survival, 3 Points in Killer Instincts

A stinging shot that puts the target to sleep for 12 sec. Any damage will cancel the effect. When the target wakes up, the Sting causes 300 Nature damage over 12 sec. Only useable out of combat. Only one Sting per Hunter can be active on the target at one time.

STRATEGIESChange to Aspect of the Monkey when the enemy closes to melee. This increases your dodge rate and gives you more opportunities to use Mongoose Bite. When the enemy runs, just wait for it to run a few steps and hit it with Arcane Shot.

Get comfortable moving from melee to range and back again. Knowing when to move into and out of melee combat helps you keep your health and mana high while still doing damage.

Mana only regenerates when you haven’t cast for a short while. Keeping this in mind, cast your battle spells in bunches to allow regeneration between and during fi ghts. Casting Arcane Shot every time it recharges increases your damage but leaves you low on mana at the end of the fi ght. Only unload your mana supply if a fi ght is dangerous and threatening your, or your pet’s, life.

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PETS NEED BUFFSIf you’re grouping, make sure to request a Stamina buff for your pet as well. The extra hit points go a long way during battles and pets are often overlooked during the pre-hunt buffi ng session.

TIMED ABILITIESTimed abilities are useful when everything starts going wrong or simply to save frustration. Rapid Fire allows you to reduce your fi ring time by a signifi cant amount for 15 seconds. If something needs to die quickly, use this to increase your DPS substantially.

Feign Death is useful when soloing and when grouped. Use Feign Death when your pet is dead and you are losing the fi ght. The enemy may think it killed you and return home feeling victorious. Wait until the enemy has left, get up and rest. Take the time to recover, Revive your pet, and continue. Hunters who are Engineers can Feign Death and use Jumper Cables to restore the group after a pull goes wrong.

When the party gets multiple targets and the leader calls for “AoEs” Volley is your friend. Volley fi res continuous shots into the targeted area for six seconds. These damage all enemies in the area. This should be used cautiously as any enemies that haven’t been taunted or damaged will focus on you. You can also drop an Immolation Trap, then Feign Death so you don’t catch the aggro when it goes off. If you can wait a few seconds, you can sometimes drop a second trap (such as a Frost Trap) before backing away to use Volley.

ALLIANCE

QUEST LEVEL QUEST LAUNCHER QUEST COMPLETER CHAIN MAX XP

Etched Sigil 1 Conservator Ilthalaine Ayanna Everstride N 40

Etched Rune 1 Sten Stoutarm Thorgas Grimson N 40

The Hunter’s Path 10 Einris Brightspear Grif Wildheart S 85

Taming the Beast 10 Dazalar Dazalar Y 85

Taming the Beast 10 Grif Wildheart Grif Wildheart Y 85

Training the Beast 10 Dazalar Jocaste Y 420

Training the Beast 10 Grif Wildheart Belia Thundergranite Y 420

HORDE

QUEST LEVEL QUEST LAUNCHER QUEST COMPLETER CHAIN MAX XP

Etched Tablet 1 Gornek Jen’shan N 40

Etched Note 1 Grull Hawkwind Lanka Farshot N 40

Etched Parchment 1 Gornek Jen’shan N 40

The Hunter’s Path 10 Sian’dur Thotar S 85

Taming the Best 10 Thotar Thotar Y 85

Taming the Beast 10 Yaw Sharpmane Yaw Sharpmane Y 85

Training the Beast 10 Yaw Sharpmane Holt Thunderhorn Y 420

Training the Beast 10 Thotar Ormak Grimshot Y 420

SHARED

QUEST LEVEL QUEST LAUNCHER QUEST COMPLETER CHAIN MAX XP

The Hunter’s Charm 52 Both Olmin Burningbeard, Ogtinc

S 500

Courser Antlers 52 Ogtinc Ogtinc Y 2050

Wavethrashing 52 Ogtinc Ogtinc Y 2050

The Green Drake 52 Ogtinc Ogtinc Y 6350

The Ancient Leaf 60 Molten Core Vartrus the Ancient S 9950

Stave of the Ancients 60 Vartrus the Ancient Vartrus the Ancient Y 9950

A Proper String 63 Stoma the Ancient Stoma the Ancient Y 9950

Ancient Sinew Wrapped Lamina

63 Hastat the Ancient Hastat the Ancient N —

The Greatest Race of Hunters

62 Dire Maul Lorekeeper Mykos N 7050

CLASS QUESTS

A FRIEND IN NEED IS A FRIEND INDEEDYour pet is quite useful in many circumstances. If you’re engaged in melee and low on health, have your pet Growl until the enemy turns to your pet. Back off and open fi re. Helping you decide how to fi ght an enemy is a strong ability of your pet.

Having your pet hold unexpected adds is useful as well. This keeps the casters of the party safe without putting undo pressure on the tank or healer. Your pet cannot hold them forever and will need help before long, but it buys the group time.

Cower and Mend Pet can save your pet’s life. When your pet is taking too much damage and you need to take aggro, have the pet use Cower (if your pet lacks Cower, you may need to use Distracting Shot) while you use Mend Pet. This lowers your pet’s threat, heals your pet, and generates Threat for you by pulling the monster away. Mend Pet is a Heal over Time spell, so don’t wait until the last minute to use it.

The ultimate sacrifi ce is one your pet is willing to make. Your pet can make a difference when things go horribly wrong while soloing or even if in a group. Use Growl until your pet has aggro, and then run away. Your pet will hold the enemy until you get far enough away to make it out. You can use Revive Pet to see your friend again and it’s faster and less frustrating than running back to your corpse. True, your beloved pet may not be as happy when you resummon him, but who would be after such an event?

Set a trap before you pull. Freezing Traps Root a single enemy giving you and your party more time to act. Hitting another with Wing Clip before running back to the party slows it and removes a second enemy from the initial charge. If only one enemy is coming, consider using the Immolation Trap. Once aggro is consolidated, just drag the enemy over the trap for added damage.

Brining one enemy to the party at a time makes managing aggro easier and keeps everyone on the same target. This can turn even the most stressful areas into organized fi ghting. Remember to use Disengage to lower your threat level and if all else fails, use Scattershot and Feign Death.

Part of good pulling is avoiding unintended pulls. Many enemies run for help when they get low on health. You or your party may not be prepared for a second wave if the fi rst has not been dealt with. Have Wing Clip ready to slow fl eeing enemies and Arcane Shot to bring them down before they make things worse.

LOWER LEVEL SKILLS STAY USEFULAt higher levels, it’s handy to keep some lower level skills available to you. Hunters are often used to pull and you don’t want to deal so much damage that the tank has a hard time gaining aggro. Hunters also use Hunter’s Mark to indicate a group’s target. Using a lower level Hunter’s Mark helps to conserve the Hunter’s mana.

PULLING LIKE A PROThe Hunter has many tools that aid in pulling. Using Hunter’s Mark lets everyone know which enemy you intend to shoot. This helps a great deal when coordinating attacks with other party members.

Copyright © 2006 DK Publishing, Inc. All Rights Reserved