8/13/09

Marksman 1-80: Levels 21-29

Levels 21-29

Level 20 was busy for skills, and the rest of the 20s are no different. Rapid Killing, Go for the Throat, and Efficiency are probably good places for your talents in this level range.

Skills, Levels 21-29
  • 22: Hunter's Mark (Rank 2), Scorpid Sting
  • 24: Beast Lore, Raptor Strike (Rank 4), Track Hidden
  • 26: Immolation Trap (Rank 2), Rapid Fire, Serpent Sting (Rank 4), Track Elementals
  • 28: Aimed Shot (Rank 2), Arcane Shot (Rank 4), Aspect of the Hawk (Rank 3), Frost Trap, Mend Pet (Rank 3)
You'll pick up new skills every even level in the 20s; in addition to a new rank of Hunter's Mark, level 22 will teach you Scorpid Sting. The Vanilla version of this was a small Str/Agi reduction to the target; in the Burning Crusade it became a 5% reduced chance to hit. For normal soloing play, this is probably most useful on elites. In raid settings, this was a huge help on hard-hitting bosses that had the potential to 2-shot your tanks. (I'm looking at you, Prince Malchezaar.) It hasn't been as much of an issue in Wrath raiding, although I occasionally threw it up on Patchwerk. The Chimera Shot bonus for Scorpid Sting is a disarm effect, which can be useful in PVP.

Level 24 has a new rank of Raptor Strike, Beast Lore, and Track Hidden. Track Hidden is, ahem, basically useless. The increased stealth detection isn't nearly enough to make it useful in PVP (the rogue can still Sap you before he's in range of being seen), and the only PVE use I've ever found for it was the quest to find the Theramore spies in Dustwallow Marsh, because they blend in with the terrain too much even when you're close enough to see them, and they're neutral to you, so you have to hit them first. Beast Lore is a nice little utility spell that will give you a beast's stats, abilities when tamed, and diet in their tooltip when you mouse over them; it'll also tell you if they're tameable. So if you spot something cool and don't want to go to Petopia (because you'd have to tab out, etc.), you can pop this on the mob and see if it would be useful (oh, it's an family, I don't really want it) or if it would be a hassle to feed (cheese and fungus only?!).

Level 26 will let you learn new ranks of Aimed Shot and Serpent Sting, and you'll gain Elemental Tracking. The more exciting new spell at 26 is Rapid Fire, which your points in Rapid Killing will reduce the cooldown on by a full two minutes. You won't get a lot of use out of this skill unless you're in a stand-and-shoot situation (since the point of haste is basically Steady and Auto Shots, and you don't get Steady till 50), but for boss fights (and even some elites), the extra damage will be noticeable. When you pick up Rapid Recuperation later, your shots will cost less while Rapid Fire is active.

When you get to level 28, it begins to look more like your higher levels are going to - four new skill ranks, this time for Aimed Shot, Arcane Shot, Aspect of the Hawk, and Mend Pet. You'll also learn Frost Trap, which is your area-of-effect (AoE) ice trap. Unlike Freezing Trap, it doesn't freeze targets in its area, but slows them down. This makes it useful for kiting, and it's a staple for getting at range from enemeies in PVP.

8/6/09

Marksman 1-80: Level 20

Level 20

The 10's are always levels with lots of new stuff. Level 20 is no different, and really, is much more exciting than level 80, where you'll only pick up one new skill, and lots of new (expensive) ranks.

Skills, Level 20
  • 20: Aimed Shot (Rank 1), Arcane Shot (Rank 3), Aspect of the Viper, Disengage, Freezing Trap (Rank 1), Mend Pet (Rank 2)
Your level 20 talent point should go into Aimed Shot. After this, the order in which you take your talents to get up the tree isn't as pressing; you just really want to get to this shot as soon as possible. It's the hardest hitting thing you'll have till Chimera Shot (although Arcane Shot, when fully talented, can compete). Aimed Shot shares a cooldown with Multi-Shot, and it costs less mana, so you'll want to reserve Multi-Shot for when you really need to hit more than one target. It also adds a "Mortal Strike" debuff, which decreases healing taken by the target by 50%. (This refers to the classic Arms Warrior talent, Mortal Strike.)

In Vanilla WoW, and through most of the Burning Crusade, Aimed Shot was a 3-second cast and hit much harder; at one time it reset your Auto Shot timer, as well. "Clipping" Auto Shots used to be a DPS concern - losing Auto Shots to your special shots meant lower overall DPS. There was a golden period for Night Elves where it didn't break Shadowmeld until it went off, allowing Night Elf hunters to have serious ambushing capabilities in PVP. (Having played a Night Elf through that period, I will confirm that it was awesome.)

Alas, much of that is no more, and Aimed Shot is now an instant cast, 10-second cooldown, moderatly hard-hitting, Mortal Strike type ability. It's quite useful in PVP (that was much of the impetus of its change to instant Mortal Strike), and with it being an instant cast, it earns a place in the hunter shot rotation again, which it hasn't had since the days of Molten Core, save as an opener. Since you don't have Steady Shot yet, the rotation is fairly simple - just hitting Aimed and Arcane Shots whenever they're available. You're still beginning with Serpent Sting and possibly Hunter's Mark.

You may be noticing your pet not holding aggro very well, especially in the upper parts of a 0-9 range of levels. Pets learn a new rank of Growl on the 10's (automatically - pets are very low-maintenance now), so they're not pushing out as much threat as you in the upper ranges of the brackets. So when your pet dings 20 (you'll notice that your pet has its own experience bar, in his tab in your character sheet), he'll pick up a new rank of Growl and start holding on to things better again. He'll also pick up his first talent point, and get a new one on levels divisible by 4 (24, 28, etc.).

So! Besides Aimed Shot and pet skills and talents, you're going to pick up new ranks of Arcane Shot and Mend Pet, and then you have three new skills. You pick up an Aspect at level 20, the Viper. Viper is your mana regeneration skill. It used to be learned in the 60s, as it was a Burning Crusade addition to hunters; at that time, though it was a passive regeneration boost, and I basically raided exclusively in Viper. Now, though, it's a mix of active and passive, and you deal 50% damage while it's active. Basically, turn it on during down time, or when you run out, but keep Hawk up in combat otherwise.

Besides the new Aspect, you pick up Disengage, another hunter skill that has been completely redesigned since the days of Vanilla WoW. This used to be similar to the rogue's Feint - a melee attack that reduced your threat. However, it also stopped your attacks completely. It was useful in PVE - if your Feign was on cooldown, you could hit it once, maybe twice, and your pet could usually recover aggro. It was useless in PVP, though. So now, instead of reducing your threat, it flings you backwards through the air for up to thirteen yards. It is sensitive to the slope of the ground - you can't really Disengage uphill. Disengaging downhill can lead to flights much farther than thirteen yards (and falling damage). And you can disengage off cliffs, or into additional mobs. (Into lakes of fires. Ahem. I did miss the lake. But not the extra elementals...) If you're snared, you won't go anywhere.

The last new thing you get at level 20 is Freezing Trap. Freezing Trap is another ability that will, basically, save your life. If you pull multiples and you and your pet can't handle them, drop a Freezing Trap, and it'll be frozen, in a block of ice, for about 10 seconds. As your ranks increase, your Freezing Traps will last up to 20 seconds, and with the 30 second cooldown, you'll be able to chain your traps. But not yet. Traps have a 1 second arming time, so it's always good to drop the trap before you'll need it - if you're looking to pull a group, for example. It's handy in PVP as well, although its duration there is capped to 8 seconds, as most crowd-control abilities are. Combined with Disengage, which you also just picked up, Freezing Trap will be part of your arsenal in PVP to get at range.

Starting in patch 3.2, you can also learn to ride and buy your first mount. The cost is a far cry from the 100g or so it would cost you at level 40; now it'll be closer to... 4g. I would be jealous in a get-off-my-lawn kind of way if it didn't also mean my bank/auction toon will be getting a mount.

Marksman 1-80: Levels 11-19

Levels 11-19

Getting your pet quests done can easily get you a level or two, depending on your questing style. Levels 11-19 introduce a lot of your skills. You'll want to be putting your talent points into Lethal and Mortal Shots.

Skills, Levels 11-19
  • 12: Arcane Shot (Rank 2), Distracting Shot (Rank 1), Mend Pet (Rank 1), Wing Clip
  • 14: Eagle Eye, Eyes of the Beast, Scare Beast (Rank 1)
  • 16: Immolation Trap (Rank 1), Mongoose Bite (Rank 1), Raptor Strike (Rank 3), Aspect of the Cheetah
  • 18: Aspect of the Hawk (Rank 2), Multi-Shot (Rank 1), Serpent Sting (Rank 3), Track Undead
Level 12 makes your kiting easier, even though you now have a pet: you get Wing Clip, a melee attack to slow your target down. It no longer does any damage, but it's still quite useful in PVP, as well - you can use it to try to slow a flag runner in Warsong Gulch long enough for help to catch up if you can't kill it yourself. You also get another rank of Arcane Shot and learn Mend Pet. Mend Pet used to be channeled, but is now just a heal-over-time (HoT) on your pet, a vast improvement. You also learn Distracting Shot. This used to just be a high-threat shot, but it's now just an out-and-out taunt (which is important to remember much later, when you get Misdirection). Distracting Shot will be more useful to you later, when you're trying to pull mobs into a Freezing Trap, but you can also use it to pull a mob off your pet or a friend for kiting.

The Beast Mastery skills you get at level 14 are interesting, and fun to fool around with, but most of the time have limited application. Scare Beast is the most useful; you can use it to temporarily shed an extra mob, but it really shines in PVP, against druids in a Feral forms, and to a lesser degree against shamans in Ghost Wolf form. This means fearing the flag runner in Warsong Gulch. Enjoy. ;)

The other two skills you get at level 14, Eagle Eye and Eyes of the Beast, are of less frequent utility: they're basically scouting skills. As I mentioned when I was talking about glyphs, Eyes of the Beast was basically used for pulling two bosses in Molten Core, as it lets you put your sight into your pet and control it directly. (Running around on your pet, if it has Dash, and hopping all over is, admittedly, kind of fun. It can also freak out newbies unfamiliar with hunters.) Eagle Eye is similar to the shaman Farsight - you click on a distant spot of land, and your point of view is transported there. You can change your camera angle, but not move it. This is another skill that can be useful in PVP, especially places like Arathi Basin, if you're trying to find a weakly defended node to assault. All in all, though, they're more fun, or for scouting, than readily combat-useful.

At level 15 you can equip your first glyphs, one major and one minor. I'd go with either the Serpent Sting or Mending glyph for the major slot, and the Mend Pet glyph for the minor slot.

Level 16's skills are somewhat more useful - you pick up your final melee special attack, Mongoose Bite (which can crit nicely at higher levels with a slow two-handed weapon), another rank of Raptor Strike, and your first trap, Immolation Trap. Immolation trap is a single-target trap that does fire damage over time (a DoT). It's a nice bit of extra damage that keeps ticking while you're, if needed, kiting. (I'll include my trap macros when we get a second trap.) You also get Aspect of the Cheetah, which you used to have to wait till level 20 for (as of patch 3.2 - so not quite yet, but soon). Cheetah is a nice speed boost, as you won't get a mount until level 20 (as of patch 3.2 - originally it was 40, then 30), assuming you can afford it. The major detractor is that if something attacks you, you're going to get dazed. It's only a 30% boost, not the 40% shamans and druids get, but it's still quite nice.

When you reach level 18, you pick up new ranks of Aspect of the Hawk and Serpent Sting, and you get to track Undead. No, this does not include the Forsaken - they're under Humanoid tracking with the rest of your fellow players. You also pick up Multi-Shot, which is your first multi-target ability. For a long time, when Aimed Shot had a 3 second cast, Multi-Shot was in its position in the full Marksman shot rotation. Now, though, with its higher mana cost and Aimed Shot benefiting from the same talents, save Multi for actual multiple-target situations - it's especially nice in PVP, as you don't have to worry about pulling aggro off something (although you're likely to have someone in your face, regardless).

If you're playing Horde and have the Burning Crusade, doing the quest chain in the Ghostlands that leads up to "The Traitor's Destruction" will land you a nice blue bow. There doesn't seem to be an equivalent ranged weapon from quests on the Alliance side. If you don't want to hit up the Ghostlands or, alas, are playing Alliance, there's a slightly better bow from Lord Serpentis in Wailing Caverns.

Marksman 1-80: Level 10

I suppose you're all well past level 9 now. >.> Here's level 10!

Level 10

Level 10 changes the flavor of hunter-hood: Your hunter quests at level 10 will net you a pet.

Skills, Level 10
  • 10: Aspect of the Hawk (Rank 1), Serpent Sting (Rank 2), Track Humanoids, Tame Beast, Call Pet, Dismiss Pet, Feed Pet, Revive Pet
When you talk to your trainer for your skills at level 10, you'll get Aspect of the Hawk, a new rank of Serpent Sting, and Track Humanoids. You'll be using Aspect of the Hawk a lot. You'll also get your first talent point - start with Lethal Shots in Marksman so you can get to Aimed Shot by level 20.

Your trainer will also give you quests for taming pets. If for some reason you've left your native newbie zone, the local hunter trainer may not have the quest for you. Taurens need to go to Bloodhoof Village, Night Elves to Dolanaar, etc. Your trainer will give you three successive quests to tame some kind of local fauna, and then you'll get the skills to tame your own pet. Make sure you talk to both the hunter trainer and the pet trainer so that you pick up the full gamut of skills - Tame Beast, Call Pet, Dismiss Pet, Feed Pet, and Revive Pet. A lot of hunters wander around confused about the feeding process initially; it's usually because they missed the quest for the skill.

A couple pet-related macros:
#showtooltip
/cast Feed Pet
/use 3 1
This will cast Feed Pet and select whatever food is in the specified bag slot. The location format is . Bags, from left to right, are numbered 4, 3, 2, 1, and 0 for the backpack. The slots inside the bag are labeled from the upper left-most to the bottom right-most; in a bag whose slots aren't divisible by 4 (say, a 10-slot bag), the left slot in the top row of two is slot 1. Just keep whatever food your pet likes in that slot, and when you click the button, you'll be feeding that food. If you prefer, instead of using a bag slot, you can use the name of a food, but if you have a pet like a boar or bear that eats anything and are just using randomly dropped food, the bag slot macro will be less of a hastle.
#showtooltip
/cast [button:1] Mend Pet; [button:2] Revive Pet
This is a left-click, right click macro. I use a lot of these. This one casts Mend Pet (which you haven't learned yet) when you left click and Revive Pet (which you do have) when you right click. Even if you don't have one skill or the other, you can still use it for the other skill with the appropriate button.

Your pet is going to come with Growl, Cower, and some family-specific abilities. Petopia is an awesome source for browsing pets. Regardless of what you pick, you'll want to open your Spellbook, go to your pet's spell page, and drag Growl, Cower, and maybe some of his other abilities down onto your pet's action bar. Right clicking on an ability will toggle autocast; if there's a moving gold border around the spell, it's on autocast. You want autocast ON for Growl and OFF for Cower. (Note that in groups with a tank, the opposite is true.) Also keep your pet's basic special attack (Claw, Bite, etc.) on autocast. You can always left-click an ability to cast it, as well. Note that pet spells tend to be buggy and turn themselves back on to autocast if you don't leave them on the toolbar. This is why it's important to keep skills you don't want to use on the toolbar.

7/16/09

3.2 PTR notes

So, the 3.2 background downloader has started. 3.2 is probably going to pop before we down Yogg-Saron at this rate, but I guess that's ok. Hopefully Ulduar does not fall off the schedule just because something new is showing up.

Anywho! The current Hunter notes are on the PTR forums - who knows how much will actually go live, but there it is. Not much is changing that will affect Marksman talents.

Highlights:
  • Because of the mount changes, Cheetah will be learnable at 16.
  • Deterrence is no longer just frontal.
  • Traps only last 30 seconds before they despawn, but! They've finally broken traps out into Fire, Frost, and Nature. Explosive Frost Snake goodness!

Marksman 1-80: Levels 1-9

Because the 10's levels tend to have some major addition in terms of skills or other mechanics, I'm doing these in the pattern of 1-9, 10, 11-19, 20, etc.

Levels 1-9

As a hunter, you're going to start play with your Hearthstone, a ranged weapon, 200 units of ammunition, a 1-handed melee weapon, pants, a shirt, and possibly shoes. You'll also have a small quantity of food and water. (I don't know if you still get a quiver/ammo pouch by default, but you probably do.)

Skills, Levels 1-9
  • 1: Auto Shot, Raptor Strike (Rank 1), Track Beasts
  • 4: Aspect of the Monkey, Serpent Sting (Rank 1)
  • 6: Arcane Shot (Rank 1), Hunter's Mark (Rank 1)
  • 8: Concussive Shot, Raptor Strike (Rank 2)
Hunters begin play with two skills, Auto Shot and Raptor Strike. If your hunter has funding from another character and you want to make the trip to the mailbox, you can run over and train Track Beasts at level 1, as well. Tracking has its own mini-menu through a button on the minimap. The button is by the World Map button, and it will display what type of thing you're tracking. (You can also track certain types of vendors through this menu, in case you can't find something, like an ammo vendor.)

Depending how you have your settings, right-clicking on a target may or may not turn on Auto Shot. I believe the toggle that lets you automatically switch between ranged and melee attacks depending where your target is affects this. Having it enabled, you can turn on your Auto Shot with a right-click on the target, but you may also find yourself breaking a lot of your own traps when your target runs up to you and you automatically switch to melee. I'm a clicker, so I'll mention clicking on skills a lot, but if you're more comfortable with the keyboard, just hit the appropriate keybind.

You won't have a pet till level 10 or so, and you won't have a Freezing Trap for longer, so level 1 is a great time to practice basic kiting - especially since you're not likely to die to the mobs from the first couple quests. (And, if all else fails, you do have Raptor Strike for melee.) Target a mob, stand at maximum range (back up till the number on the skill turns red, then edge back in till it's white again), and either right-click on the mob, or click on Auto Shot, depending on your settings. The mob, of course, will come running towards you. If you don't think it's going to die before it gets to you, strafe (Q and E on the keyboard by default - I'm not sure how you do it with the mouse) to get some distance from it (you run faster than a lot of mobs unless dazed) and stop to do some more Auto Shots at it. If it gets close to you, either right-click on it to switch to melee, or click on your melee attack or Raptor Strike to switch.

Since you have no way of slowing mobs down yet, you're going to spend a lot of time meleeing. That's okay; it saves ammunition. Levels 1-3 are pretty much the same; learn Track Beasts at level 2 if you couldn't afford to at level 1. At level 4 you pick up your first Beast Mastery skill, Aspect of the Monkey (appropriately - you're meleeing a lot, so the dodge is good), and what has become a bread-and-butter Marksman skill, Serpent Sting.

Once you have Serpent Sting, get in the habit of opening with it, unless you're planning to trap (or otherwise crowd-control) the target. A lot of glyphs improve one or more of your shots when Serpent Sting is active, and when you eventually pick up Chimera Shot, Serpent Sting is a must. Once you have Serpent Sting, you can probably take Auto Shot off your action bars and almost never need it again. (Especially since clicking on skills for which you don't have the mana now turns on your Auto Shot.)

At level 5 you can learn professions, and it's also generally about when you'll finish your "newbie zone" quests, and move on to the town with the first mailbox and inn. You may have to do some traveling to get your professions if you pick something not readily available in the first town. Pick up First Aid, Cooking, and Fishing, as well, if you have the money available.

At level 6 you'll pick up Arcane Shot and Hunter's Mark. Arcane Shot is your basic magic arrow - arcane damage, instant (so castable on the run), hits fairly hard, 6 second cooldown. Once you have Arcane Shot, the basic kiting you were doing earlier becomes easier, since Arcane Shot can be use while moving. You'll basically be running, using every instant shot you can until you run out of instants or are at good range again, and stop for a short time to do some Steady and Auto Shots, and then start running again. Hunter's Mark is important if you pick up Marked for Death at higher levels, and is a good habit to get into, since the ranged AP boost is never bad. (I'm very bad about remembering to use it.)

Level 8 makes kiting even easier: you get Concussive Shot, which will daze your target for 4 seconds, slowing them down. You also get another rank of Raptor Strike.

You're probably not going to have to eat or drink much during these levels, but you'll definitely want to watch your ammo consumption. If you don't have an addon that tracks it, you'll probably want to drag your ammunition onto an action bar somewhere so you can keep an eye on how much you have. It stacks in 1000's now, so you can load up a bit without taking up too much space.

Next: Level 10

6/30/09

Marksman 1-80 (Part 8: Hunter Races)

It's been a while! I've been going through the process of applying to, interviewing for, and (I hope!) getting the job I've been doing for the past year. Now! Hunter races.

Races

Your Alliance options for playing a hunter are Night Elves, Dwarves, and Draenei. (No humans, no gnomes.)

Night Elves' racial abilities are Shadowmeld (a kind of stealth during which you can't move), a reduced chance to be hit, better resistance to nature spells, and wisp form (you move faster while dead). If you're playing Alliance and want to PVP, Shadowmeld gives Night Elves another ace up their sleeve, since, combined with a cat for Prowl, your opponants won't have quite as easy a time getting the drop on you. It's also great for laying ambushes if you're on defense - a couple of Night Elves, or in combination with rogues, can lure opponents into an area by making it look unguarded. (My first character was a Night Elf.)

Dwarves' racial abilities are a bonus to hit with guns, Stoneform (increases armor and removes bleeds, poisons, and diseases), better resistance to frost spells, and Find Treasure (tracks chests and some other objects on the minimap). (They also have a bonus to maces, but since hunters can't use maces...) I've never actually played a Dwarf (mostly because I switched to Horde before I got around to it). However, some of my favorite pet models (the snow leopard, the black bear) are available in Dun Morogh. (Before Wrath, Dun Morogh was the only place to get a snow leopard.) The gun bonus is also nice. A Dwarf hunter with engineering would be able to make his/her own guns and ammunition, find chests, and blast them open with seaforium if needed. Lots of potential.

Draenei's racial abilities are Gift of the Naaru (a small heal), a bonus to party members' hit rating, a bonus to jewelcrafting, and better resistance to shadow spells. They actually begin play with crossbows, and are the only hunter race to do so. The heal and the hit rating bonus both make them a good option. (I have a level 15 or so Draenei hunter.)

Your Horde options for playing a hunter are Taurens, Trolls, Orcs, and Blood Elves. (Basically, you can't be undead.)

Taurens' racial abilites are Warstomp (an AOE stun), better resistance to nature spells, an herbalism buff, and increased hit points. Warstomp is fantastic in both PVE and PVP - you can use it to help chain Freezing Traps, or any time you need to briefly stun mobs to set up for doing something else. The herbalism buff is nice if you want to go into Alchemy or Inscription, or just for the cash. (My main is a Tauren.)

Trolls' racial abilities are Berserking (a haste boost), Da Voodoo Shuffle (reduces the duration of snares), faster hit point regeneration, a bonus to hit with bows, a bonus to throwing weapons (ahem, lol), and deal more damage to beasts. The haste boost and the bonus with bows both make Trolls an attractive option for a Marksman hunter. Faster hit point regeneration can also mean less down time. The snare reduction is fairly new, and I haven't actually tried it yet. (I have a level 13 or so Troll hunter on an RP server.)

Orcs' racial abilities are Blood Fury (an attack/spellpower boost), increased pet damage, better resistance to stuns, and a bonus to axes. Orc is the other race of hunters I haven't actually played (as a hunter, anyway). The AP boost and the increased damage both make orcs good hunter options, although the latter is more attractive to Beast Masters. The stun resistance is always nice in PVP. And a lot of good hunter weapons are axes.

Blood Elves' racial abilities are Arcane Torrent (an AOE silence which also restores some mana), a bonus to enchanting, and better resistance to spells. Blood Elves start with a larger mana pool than any other hunter race, so that favors the Marksman mana-intesity. The silence can be good both in PVE and PVP, especially before you pick up a spell interrupt through talents. (I'm currently leveling a Blood Elf hunter.)

So, none of the hunter races are particularly bad for the class, but if you're looking at a particularly niche (PVP, PVE, farming) or spec, some of them might have better perks than others.

Next up: the actual leveling guide! Woo! (Hopefully 3.2 patch notes don't make me revise more than Aspect of the Cheetah for what's already written...)