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Hunter Spells
This page does not have a complete listing of all abilities that are
available. Look for more sometime in the future.
Tracking
Tracking is only available to Hunters; they may train in it at
Hunter class trainers. You can train in Track Beasts, Humanoids,
Undead, Hidden, Elementals, Demons, Giants, and Dragonkin at
different levels.
Dual Wield (Passive Ability) - Allows one-hand and off-hand weapons
to be equipped in the off-hand. Train in this once it's available.
Aspects
Aspects are special animal related buffs that allow the Hunter to
receive special bonuses from its animal friends. You can only have
one aspect active at a time similar to Paladin seals.
Aspects need to be changed depending on the situation. You can only
have one active at a time and you need to have the "best" one
active. For example, you can start off with Aspect of the Hawk while
you're attacking from range. If the monster rushes up to you, switch
to Aspect of the Monkey and engage in melee combat. You can also do
a Wing Clip then run after switching to Aspect of the Cheetah to get
away. Aspects of Cheetah/Pack are canceled when mounted.
Aspect of the Hawk - The hunter takes on the aspects of a hawk,
increasing Ranged Attack Power by X. Only one Aspect can be active
at a time.
Aspect of the Monkey - The Hunter takes on the aspects of a monkey,
increasing the chance to dodge by X%. This is recommended when
you're pulling or taking damage in certain situations.
Aspect of the Cheetah - The Hunter takes on the aspects of a
cheetah, increasing movement speed by X%. If the Hunter takes
damage, they will be dazed for Y sec. Only one Aspect can be active
at a time. This can be used to travel or to back away from monsters
so you can use your ranged weapon.
Aspect of the Pack - The Hunter and its group take on the aspects of
a pack of cheetahs, increasing movement speed by X%. If a pack
member takes damage, they will be dazed for Y sec. Only one Aspect
can be active at a time.
Aspect of the Beast - The Hunter takes on the aspects of a beast
becoming untrackable.
Aspect of the Wild - The hunter and his group take on the aspect of
the wild, increasing Nature resistance by X. Only one aspect can be
active at a time.
Beast Spells
Scare Beast - Scares a beast, causing it to run in fear for up to X
sec. Damage caused may interrupt the effect. Only one beast can be
scared at a time. Beasts have an increasing chance to break free of
the effect, such that it is unlikely the effect will last more than
15 seconds.
Eagle Eye - Zooms in the Hunter's vision. Use this to scout, which
is especially useful when pulling. This can only be used outdoors.
Beast Lore - Gather information about the target beast. The tooltip
will display damage, health, armor, any special resistances, and
diet. Beast Lore will display whether a beast is tameable or not.
Survival
It's best to put the buttons for these abilities together so they
are ready to use if you're forced to fight in melee combat.
Raptor Strike - A strong attack that increases melee damage by X.
Wing Clip - Inflicts X damage and reduces the target's movement
speed to Y% of normal for Z sec. Use this ability to strike the
monster, then back away so you can fire at it from range. You can
also use this to run away from a monster.
Mongoose Bite - Counter-attack the enemy for X damage. Can only be
performed after you dodge.
Counterattack - A strike that becomes active after parrying an
opponent's attack. This attack deals X damage and immobilizes the
target for X sec. Counterattack cannot be blocked, dodged, or
parried. Will cause damage to targets immune to immobilizing
effects.
Feign Death - Feign death, which may trick enemies into ignoring
you. Lasts X min. This ability should be used to avoid death.
Players cannot resist Feign Death. You will not die when Feign Death
is finished channeling.
Disengage
Another option is to also use the Hunter's Disengage ability once
it's available. When the monster starts focusing on you rather than
your pet, use Disengage to shift its attention to your pet.
Disengage lowers the player's threat and stops Auto-Attack. If there
is another target with a higher threat level then the Hunter's
target will switch to that target.
Marksmanship
Auto Shot - Automatically shoots the target until cancelled.
Activate this ability when you simply want to fire your weapon at
the enemy.
Serpent Sting - Stings the target, causing X Nature damage over Y
sec. Only one Sting per Hunter can be active on any one target. This
should be used if you intend on fighting the monster for at least Y
sec. Otherwise, it doesn't do its full damage. You can also place
this on other monsters you may be fighting at once, but the monsters
may start focusing on you.
Viper Sting - Stings the target, draining X mana over Y sec. Only
one Sting per Hunter can be active on any one target. This sting
should be used against casters with mana. PvP: This spell cannot be
used on Warrior and Rogue targets. In addition, while it can be used
on a Druid target at any time it will only drain mana when the Druid
is in caster form. Viper sting will not drain mana from Druids while
they are shapeshifted.
Arcane Shot - An instant shot that causes X Arcane damage.
Scorpid Sting - Stings the target, reducing Strength and Agility by
X for Y sec. Only one Sting per Hunter can be active on any one
target.
Volley - Continuously fires a volley of ammo at the target area,
causing X Arcane damage to enemy targets within Y yards every second
for Z sec. This ability is useful against multiple targets.
Multi-Shot - Fires several missiles, hitting 3 targets for an
additional X damage. This ability should be used against multiple
targets.
Concussive Shot - Dazes the target, slowing movement speed to X% of
normal for Y sec.
Distracting Shot - Distract the target, causing threat.
Aimed Shot - An aimed shot that increases ranged damage by X
Hunter's Mark - Places the Hunter's Mark on the target, increasing
the Ranged Attack Power of all attackers against that target by X.
In addition, the target of this ability can always be seen by the
Hunter, even if it stealths or turns invisible. The target also
appears on the mini-map. Lasts for Y min. This is very useful for
pointing out which target the group should attack. It's also useful
in Player vs. Player fights. =] This ability dispels itself if the
Hunter dies.
Flare - Exposes all hidden and invisible enemies within X yards of
the targeted area for Y sec.
Rapid Fire - Decreases the shot time by X% for Y sec. Make sure you
quickly start shooting after enabling this ability so you can take
full advantage of it.
Traps
Place a trap and lead a monster back into it to set it off. This
becomes easier with your ranged weapon (gun or bow). There are
several different types of traps. Traps can be set while in combat,
but require a 2 second arming time. Only one trap can be active at a
time.
Immolation Trap - Place a fire trap that will burn the first enemy
to approach for X fire damage over Y sec. Trap will exist for Z min.
Frost Trap - Place a frost trap that creates an ice slick around
itself when the first enemy approaches it. All enemies within X
yards will be slowed to Y% of their normal movement speed. Trap will
exist for Z min.
Explosive Trap - Place a fire trap that explodes when an enemy
approaches, causing X to Y Fire damage and burning all enemies for Z
additional fire damage over A sec to all within B yards. Trap will
exist for C min.
Freezing Trap - Place a frost trap that freezes the first enemy that
approaches, preventing all action for up to X sec. Any damage caused
will break the ice. Trap will exist for Y min. . . . |