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Endgame WoW Guide For The Raid Hunter

This is a short writeup on how you should behave in endgame raids as ranged DPS. I have all too often
seen people make the same mistakes, and generally act stupid, so
these are my observations on the ranged classes...and how they should
be played. I have a blue-geared 60 mage and 60 hunter and an epic 60
warlock, so I have been around and I do know how 2P Smile

The discussion os focused on endgame raids (10 man and up) and how to
fill your DPS to the max. As such, the builds may not be optimal for
PVP. Also, these are my own experiences, others may feel difrrenetr
so feel free to chime in Smile

Hunter
Builds
Hunter is all about DPS, and lots of it. More often than not, you won't use
your pet, so this build is focused around marksmanship and
traps.
http://www.wow-europe.com/en/info/basics/talents/hunter/talents.html

Gear
Hunter gear is pretty straight forward. AGI is the primary stat, AGI is the
secondary stat and %crit is the tertiary stat. AGI adds to AP(1 AGI =
2 AP, 14 AP=1 DPS), AC and crit (60ish AGI=1% crit). Once you get
over 100 DPS (actual, not tooltip), crit usually raises DPS more than
the AGI you can get on a similar armour piece. AP on pieces are also
an option, but if you have the choice between AGI and AP, go for AGI
if they give the same AP. Also get a few %hit items.
INT is useless, since you can drink in combat with FD. This also makes SPI
useless. STR and STAM are for getting meleed, and with FD you
shouldn't be in melee.
There's a good gear discussion in this
thread:
[url=http://www.mpsgames.com/ms/index.cfm?page=topic&topicID=36231'

TARGET=_blank]http://www.mpsgames.com/ms/index.cfm?page=topic&topicID=36231

Key skills
Feign Death (FD): This is THE best agro management tool
in the game. It can be resisted, but with deterrence it will get you
out of most sticky situations. In a large raid (20+) use it when the
it's not on cooldown, especially on bosses. It completely wipes your
agro and takes you out of combat (if your pet is not engaged), which
allows you to re-trap or drink mid-fight. One note of caution;
consider who is just below you on the agro-ladder. If it's a clothie,
the raid is better off having the mob hit you, than the clothie, so
don't FD and keep the mob agro until the tanks get it back.

Traps:
With 15 points in survival your immolate-trap does 900 damage, so use
it when you can. FD'ing mid-fight allows you to put down another
trap. This can also be used to great effect, when freeze-trapping
(put trap, FD, wait for trap to be sprung, re-trap). DON'T use traps
in a designated sheep area and don't use explosive trap, when there's
any sheeping going on (same applies for multi-shot).

Doing damage
Generally you will run a cycle consisting of aimed shot
and multi-shot. Time your aimed shot to so you start aiming
IMMEDIATELY after you have fired an auto-shot. This way you cut away
the least amount of autoshooting. Follow up with a multi-shot ASAP
(this doesn't cut in to auto-shot time, so fire at will). This is
more easily done with a slow weapon, so even though shots have been
normalized (to 2.8 secs), you are still better off with slow weapons,
when running your shots-cycle.
In smaller instances, your traps will do a difference, so use them when you can. Immolate most of the time, freezing when there's a lack of mages and ice (works very well with entrapment), when none of the above app


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