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World of Warcraft Pew Pew. The Everyday Hunter's Guide Part 3

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NamePew Pew. The Everyday Hunter's Guide Part 3
CategoryClass
Hyacintha here, and today I am interviewing the beautiful Night Elven Hunter Ohanraela. Although the Hunter class is one of the simplest to pick up and is a very popular choice when it comes to pure firepower, it has its share of complexities that not everyone understands. This guide is designed to show you over several parts what the class has to offer, how each ability is used, and how to improve yourself as a Hunter. Ohanraela will be my aid in doing so.

What will set you apart from every other Hunter are the talents you invest in your talent trees. These improve your current moves and give you access to new ones based on whatever tree your talent points into. Here is a break down of the Hunter’s available talents.






Hyacintha: Ohanraela, I suppose as usual we ought to get right into the meat of things. Today of course we are going to be focusing on the Hunter’s talents, not so much which ones to pick, but just a general overview. Can you get us started?

Ohanraela: Most certainly. The first we will go over is Marksmanship.



# - - Marksmanship - - >





These talents are mainly associated with your ranged attack abilities. The key goal of this tree is to maximize your ranged attack power and the damage that your Shots and Stings inflict.



# - - Improved Concussive Shot - - >



(5 points) This gives your Concussive Shot a 4 / 8 / 12 / 16 / 20% chance to stun your target for 3 seconds.

This is one of those talents where the effect occurs when you least expect it. Though when it does happen, you will be glad that it did. The stun time can give you extra kiting distance or a few additional shots at your target. With a bit of luck, it may even interrupt a spell.



# - - Lethal Shots - - >



(5 points) This increases your chance to land a critical strike with your ranged weapon by 1 / 2 / 3 / 4 / 5%.

This is an increase in damage output that should not ever go untouched. No matter how you distribute your talent points, be sure to leave room for this just for the extra boost in your damage. It is a highly recommended on my list.



# - - Improved Hunter’s Mark - - >



(5 points) This causes 20 / 40 / 60 / 80 / 100% of your Hunter’s Mark ability’s base attack power to apply to melee attack power as well.

Many players tend to throw this talent aside due to the fact that it does nothing for ranged damage, but it makes a difference in groups. 110 Attack Power comes nowhere near what Blessing of Might or Battle Shout has to offer, but it still contributes to all melee damage, and can be refreshed for an easy 60 mana. This also benefits your pet’s attacks as well. It is a decent ability, but it is not 100% necessary.



# - - Efficiency - - >



(5 points) This just reduces the mana cost of your Shots and Stings by 2 / 4 / 6 / 8 / 10%.

You can dry up your mana supply very quickly as a Hunter, especially if your gear is lacking in Intellect. True to its namesake, this talent can help offset that problem by making your Shots and Stings more efficient. You may want to consider this one.



# - - Go For The Throat - - >



(2 points) Your ranged critical hits cause your pet to generate 25 / 50 Focus.

Pets don’t get much attention when it comes to managing Focus. Even though they regain Focus quickly, they can use it up in only a few seconds. This talent can help offset that a little bit.



# - - Aimed Shot - - >



(1 point) This gives you access to the move Aimed Shot. Aimed Shot is no longer needed for maximizing your firepower as it was the case years ago, but it is still a valuable ability to have. Plus it also bridges the way to Mortal Shots.



# - - Improved Arcane Shot - - >



(5 points) This reduces the cooldown of your Arcane Shot by 0.2 / 0.4 / 0.6 / 0.8 / 1.0 seconds.

Five points for one second may sound like a waste but it actually makes quite a difference in your overall firepower. If you are planning on proceeding further down the tree, be sure to keep this talent in mind.



# - - Rapid Killing - - >



(2 points) This reduces the cooldown of your Rapid Fire ability by 1 / 2 minutes. In addition, after killing an opponent that yields experience or honor, your next Aimed Shot, Arcane Shot, or Auto Shot causes 10% / 20% additional damage. It lasts 20 seconds.

That quick boost to your shot is decent but the real kicker is the lessening in Rapid Fire’s cooldown. By bringing it down to three minutes, it allows you to be less conservative when using it, which means not having to hold it back as an emergency button. This is a decent skill for a Marksman.



# - - Improved Stings - - >



(5 points) This increases the damage done by your Serpent Sting and Wyvern Sting by

6 / 12 / 18 / 24 / 30%, increases the mana drained by your Viper Sting by 6 / 12 / 18 / 24 / 30%, and reduces the chance Stings will be dispelled by 6 / 12 / 18 / 24 / 30%.

All in all, 30% is a sizeable number for your Stings, as you can tell from this

list below:



Serpent Sting – Rank 10 – Damage Per Tick (132) – Improved Damage Per Tick (171-172) – # of Ticks (5)

Wyvern Sting – Rank 4 – Damage Per Tick (157) – Improved Damage Per Tick (204-205) - # of Ticks (6)

Viper Sting – Rank 4 – Damage Per Tick (342) – Improved Damage Per Tick (444-445) - # of Ticks (4)



Note that the increase in damage only affects base damage, not the scaled damage. This talent always comes off as somewhat iffy. The nice thing about it is that it makes Viper Sting that much tougher to remove in PvP. Aside from that, it does not really make your other Stings that much more mana efficient.



# - - Mortal Shots - - >



(5 points) This Shot increases your ranged weapon critical strike damage bonus by 6 / 12 / 18 / 24 / 30%, respectively.

You need 1 point in Aimed Shot to gain access to this. This talent is a staple for players wanting to invest their points in Marksmanship. Be sure to make room for this if you can.



# - - Concussive Barrage - - >



(3 Points) Your successful Auto Shot attacks have a 2 / 4 / 6% chance to Daze the target for 4 seconds.

Basically, one out every seventeen Auto Shots becomes a free Concussive Shot. This talent goes hand-in-hand with Steady Shot, especially if you use a fast weapon, but you could do just fine without it. This is one you will want to think about if you are Marks.



# - - Scatter Shot - - >



(1 Point) This simply grants you access to Scatter Shot. Scatter Shot is unquestionably one of the most practical abilities that a Hunter can have. It has the ability to interrupt spells and leave your target open to traps while giving you time to keep your distance, and this combination makes it a powerful counter against mobs and players alike. Some players have even gone as far as skipping key talents in their builds in favor of leaving room for Scatter Shot. It certainly has its upside and it is a good idea to have it.



# - - Barrage - - >



(3 Points) With Barrage, you can increase the damage done by your Multi-Shot and Volley by 4 / 8 / 12%, respectively.

Barrage is one of the reasons why Hunters can rack up damage very quickly against multiple targets. Even though it is generally not very useful against single targets, it is a very good talent to have for when you do have to attack several enemies at once. Improved Barrage, on the other hand, is open to debate.



# - - Combat Experience - - >



(2 Points) This increases your total Agility by 1 / 2% and your total Intellect by 3 / 6%, correspondingly.

It is a true shame that this talent gives such a small bonus because the concept is actually quite good. For every 100 Agility and 100 Intellect, you get an additional 2 Agility and 6 Intellect. There are so many talents that are considerably to choose from that it is hard to justify investing two points in this. If the bonus was larger, it would be better.



# - - Ranged Weapon Specialization - - >



(5 Points) Increase the damage you deal with ranged weapons by 1 / 2 / 3 / 4 / 5%.

This is yet another important staple to the Marksmanship tree. There is no reason to pass this one by. Be sure to include it.



# - - Careful Aim - - >



(3 Points) This increases your ranged attack power by an amount equal to 15 / 30 / 45% of your total Intellect.

Intellect is usually hard to come by when looking for new weapons and armor, but much of the Hunter-oriented gear that you will find late in the game has enough of it to make it worthwhile. Give this talent some thought when mapping out your tree. It really can make a big difference.



# - - Trueshot Aura - - >



(1 point) This grants you access to Trueshot Aura. While it is true that this ability scales poorly to level 70, Trueshot Aura is still worth having. As a standalone buff, you get 125 Attack Power for one point.



# - - Improved Barrage - - >



(3 Points) This increases the critical strike chance of your Multi-Shot ability by 4 / 8 / 12% and gives you a 33 / 66 / 100% chance to avoid interruption caused by damage while channeling Volley. Not that you need 3 points in Barrage to gain access to this.

This talent can allow you to score some flashy numbers in PvP, but with Steady Shot becoming a major key player in your shot rotation, you will find that there are not many situations in PvE where you would need to repeatedly use Multi-Shot or Volley.



# - - Master Marksman - - >



(5 Points) This increases your ranged attack power by 2 / 4 / 6 / 8 / 10%, in that order.

This talent is one of the reasons why players that path down this tree tend to have such high Ranged Attack Power. Unless you are creating a hybrid build, be sure to invest your points in this.



# - - Silencing Shot - - >



(1 Point) This simply grants you access to Silencing Shot. While it looks unusually simple for a 41 point talent, few can deny its effectiveness: you can just ask any caster what they think of it.



# - - Survival - - >



The talents in this tree are geared towards bolstering your defense by reducing your intake of damage, and giving you much more utility when in melee range.



# - - Monster Slaying - - >



(3 points) This increases all damage caused against Beast, Giant, and Dragonkin targets by 1 / 2 / 3% and increases critical damage caused against Beast, Giant, and Dragonkin targets by 1/2/3%.

This mainly targets the game’s beast population since Dragonkin tend to be rare, and giants even rarer. It comes in handy when questing in the wild but many endgame dungeons contain few of these three species. Still, it makes a great filler for whatever your talent build may be.



# - - Humanoid Slaying - - >



(3 Points) This increases all damage caused against Humanoid targets by 1 / 2 / 3% and increases critical damage caused against Humanoid targets by 1 / 2 / 3%.

Although this talent only covers one species as opposed to Monster Slaying’s three, the game is heavily populated with humanoids. Nearly every zone and dungeon is full of them, and this doubles as a PvP staple since all players count as humanoids as well. This is a good one to have.



# - - Hawk Eye - - >



(3 Points) This increases the range of your ranged weapons by 2 / 4 / 6 yards.

Six yards may not seem like a lot but having that extra shooting distance means being able to stay farther away from deadly area damage spells, and it gives you more distance to work with when kiting. You can make do without it but it unquestionably comes in handy often.



# - - Savage Strikes - - >



(2 Points) This increases the critical strike chance of Raptor Strike and Mongoose Bite by 10 / 20%.

Even though most of your firepower comes from your ranged attacks, this talent is what makes some hard hitting melee weapons worth using from time to time. In some cases, this makes Raptor Strike appeal to having it in your shot cycle if you can manage shooting from near melee range.



# - - Entrapment - - >



(3 Points) Gives your Immolation Trap, Frost Trap, Explosive Trap, and Snake Trap a 8 / 16 / 25% chance to entrap the target, preventing them from moving for 5 seconds.

This talent works with four different traps but it truly shines when paired with Frost Trap. Think of it as putting a giant sheet of sticky paper on the floor. This is more than ever useful for slender passageways and pathways in Battlegrounds and arena matches.



# - - Deflection - - >



(5 Points) Deflection respectively increases your chance to parry by 1 / 2 / 3 / 4 / 5%.

This talent makes the most out of Deterrence and Counterattack, but it is hard to justify putting five points into this talent when you are not even in melee range most of the time. Unless you plan on experimenting with a melee oriented build, there are more favorable talents to choose from. Most people would never go down this path unless it was for role playing reasons, or if they are just plain crazy. Hunters are definitely not tanks or rogues.



# - - Improved Wing Clip - - >



(5 Points) This improves your Wing Clip, and gives your Wing Clip a 7 / 14 / 20% chance to immobilize your target for 5 seconds.

This talent can let you land a few extra free shots on a kited mob but it especially counts in PvP. Against other players, Wing Clip’s ability to cut your target’s speed to 40% gives you a lot of breathing space. However, if they have snares of their own, it can make escaping combat range very difficult. This talent will you a better chance of running back into firing range. You can also keep Clipping your target until the effect triggers.



# - - Clever Traps - - >



(2 Points) With Clever Traps, you increase the duration of Freezing and Frost Trap effects by 15 / 30% and the damage of Immolation and Explosive Trap effects by 15 / 30%, and the number of snakes summoned from Snake Traps by 15 / 30%.

More snakes, bigger fires, and longer-lasting ice. What more could you ever possibly want as a hunter of prey? This talent does a lot for all of your traps, and is worth having regardless of your preferred tree. The extended Frost and Freezing Trap times are especially a key highlight for this talent. The only problem is that it stretches far enough down the Survival tree that not everyone is able to afford it. If you can work it though, it is recommended.



# - - Survivalist - - >



(5 Points)This increases total health by 2 / 4 / 6 / 8 / 10%.

This talent is usually overlooked in favor of the more offensive talents that the Survival tree has to offer. You can usually do without the extra Health in PvE but it can give you a bit more staying power in PvP, especially if you are collecting PvP rewards, which have a lot of Stamina, Armor, and Resilience. Consider it on this tree alone.



# - - Deterrence - - >



(1 Point) This talent grants you access to Deterrence. This move is one of the Survival tree’s emergency switches that you can hit when the going gets rough, and it paves the way to another handy talent. Be sure to drop a point in this on the way down the tree if it is the one you are focusing on.



# - - Trap Mastery - - >



(2 Points) Decreases the chance enemies will resist trap effects by 5 / 10%.

At 10%, your traps will become nearly irresistible, but traps don’t get resisted very often so it is hard to decide if this talent is worth putting your points into.



# - - Surefooted - - >



(3 Points) Increases hit chance by 1 / 2 / 3% and increases the chance movement impairing effects will be resisted by 5 / 10 / 15%.

For players who are trying to raise their Hit rating, this talent shortens that base 5% Miss rate by a lot. The greater resistance to snares is alright to have in PvE, but it is priceless in PvP. No matter how you play your game, be sure to put three points into this talent on the way down, especially if you plan on doing any kind of PvP combat.



# - - Improved Feign Death - - >



(2 Points) This improves your current Feign Death ability, and reduces the chance that your Feign Death will be resisted by 2 / 4%.

Feign Death will not fail you very often but when it does, it is usually when you are up against something that is higher than you in level, namely raid bosses. It can be a lifesaver but if you watch your aggro carefully and can get far away before Feigning, you will not need this talent. You can easily manage aggro with an application that you load externally, rather than wasting points in game on it.



# - - Survival Instincts - - >



(2 Points) Reduces all damage taken by 2 / 4% and increases attack power by 2 / 4%.

This talent gives you more of a fighting chance in close range combat, basically. While, 4% more attack power is decent, the 4% damage reduction is a lot. Be sure to consider investing your points into this one.



# - - Killer Instinct - - >



(3 Points) Killer Instinct increases your critical strike chance with all attacks by 1 / 2 / 3%.

There may be fewer points in this talent than the tier-1 Lethal Shots talent in the Marksmanship tree but this 3% conveniently counts towards your melee attacks as well as your ranged attacks. That can be very important when having to deal with close encounters. If you are already this far, you might as well take it.



# - - Counterattack - - >



(1 Points) This grants you access to Counterattack, but note that you much have that 1 point in Deterrence to access this talent.

Counterattack is one of those abilities that can turn the tides for you when the going gets rough, and although its uses can be limited, you should not pass up on this ability, especially if you have gone this far down the tree.



# - - Resourcefulness - - >



(3 Points) Reduces the mana cost of all traps and melee abilities by 20 / 40 / 60% and reduces the cooldown of all traps by 2 / 4 / 6 seconds.

With lower mana costs on traps and melee abilities, you can go for longer without having to drink a mana potion, but the real appealing element to this talent is its reduced cooldown on all traps. Traps are very powerful but are limited only by their long cooldown period. With this talent, it gives you more of a chance to have the next trap ready to be set. It especially makes a difference for Freezing Trap. Combined with Clever Traps, there is no gap between the moment your trap thaws and the moment your cooldown finishes.



# - - Lightning Reflexes - - >



(5 Points) Lightning Reflexes increases your agility by 3 / 6 / 9 / 12 / 15%, in that order.

This talent is one of the reasons why Agility is such a vital stat for Survivalists. Be sure to drop your points into this talent when you have access to it.



# - - Thrill of the Hunt - - >



(3 Points) Gives you a 33 / 66 / 100% chance to regain 40% of the mana cost of any shot when it critically hits.

Hunters can exhaust their mana supply very quickly but this talent can help you last longer by retaining some of that mana spent. With the high critical strike rate that Survivalists tend to have, this can be a great asset to you.



# - - Wyvern Sting - - >



(1 Points) This grants you access to Wyvern Sting. You must have 3 points in Killer Instinct to access this talent.

Wyvern Sting’s crowd-control effect and fast-acting damage ticks make it one of the most powerful abilities in your arsenal. If you have come this far down the Survival tree, be sure to learn this handy Sting.



# - - Expose Weakness - - >



(3 Points) Your ranged critical hits have a 33 / 66 / 100% chance to apply an Expose Weakness effect to the target. Expose Weakness increases the attack power of all attackers against that target by 25% of your Agility for 7 seconds. You must have 5 points in Lightning Reflexes to access this talent.

Expose Weakness is yet another reason why Agility is such a vital stat for Survivalists. This is a very powerful talent whose potency goes hand in hand with Lightning Reflexes. Even though it has a short duration, a high enough critical strike chance can keep it going for a long time. In raids, you can especially do this by having a Feral Druid with you in the party with the Leader of the Pack buff, which grants you + 5% critical strike chance.



# - - Master Tactician - - >



(5 Points) Your successful ranged attacks have a 6% chance to increase your critical strike chance with all attacks by 2 / 4 / 6 / 8 / 10% for 8 seconds.

This talent’s usefulness is usually open to debate. It seldom triggers whenever you need it to during short battles, and even though it can be more useful in long fights, the eight second window of opportunity seems a bit short considering that you need a whole five talent points to make the most out of this. The iffy nature of this talent is the reason why few Hunters ever invest their points beyond tier 7. However, it is still needed to reach Readiness.



# - - Readiness - - >





(1 Point) Grants you access to Readiness.

This is the ultimate emergency switch: a reset button for all of your abilities, including ones with long cooldown timers like Rapid Fire and Deterrence. Some turn it down in favor of other talents, particularly Scatter Shot. The choice is yours but Readiness is the pinnacle of what the Survival tree offers you: being able to endure and survive the worst that the game has to throw at you.



# - - Beast Mastery - - >



These talents are associated with boosting the effects of your Aspects while strengthening your pet’s offensive and defensive capabilities.



# - - Improved Aspect of the Hawk - - >



(5 Points) While Aspect of the Hawk is active, all normal ranged attacks have a 10% chance of increasing ranged attack speed by 3 / 6 / 9 / 12 / 15% for 12 seconds.

No matter how you look at it, this talent hastens your casting times and gives you an overall boost in damage output, but most mob battles and PvP matches are too short for the effect to truly make a difference. In fact, you will often find it triggering when it least matters. This talent truly shines in long battles, which makes this a valuable asset in raids and against bosses.



# - - Endurance Training - - >



(5 Points) Increase the Health of your pets by 2 / 4 / 6 / 8 / 10% and your total Health by 1 / 2 / 3 / 4 / 5%.

More Health is never a bad thing, especially since your pet is always within range of area damage spells. That and players in PvP will know to kill your pet just in case you happen to have Bestial Wrath. This is also the better choice over Improved Aspect of the Hawk if you find yourself using other Aspects often, namely Viper.



# - - Focused Fire - - >



(2 Points) All damage caused by you is increased by 1 / 2% while your pet is active and the critical strike chance of your Kill Command ability is increased by 10 / 20%.

Early in the game, the bonus to Kill Command is of no use to you, but the 2% extra damage for simply having your pet around is always a good thing. Once you do get Kill Command, the 20% plays a significant role in your overall damage output, making it a valuable talent for any talent build.



# - - Improved Aspect of the Monkey - - >



(3 Points) Increase the Dodge bonus of your Aspect of the Monkey by 2 / 4 / 6%.

Honestly, 6% is a solid boost to this Aspect but there are few occasions when you would actually need Monkey to begin with, making it an iffy investment. Against Warriors and Rogues, you have a better chance of survival with Frost Trap and Wing Clip than you do by going toe to toe. Regardless, it makes a good filler if you have nothing else.



# - - Thick Hide - - >



(3 Points) Thick Hide increases the armor rating of your pets by 7 / 14 / 20% and your armor contribution from items by 4 / 7 / 10%.

The extra armor that you pet receives as a result of this talent gives it roughly 3 to 4% in damage reduction, depending on the diminishing returns that come with armor. It can be very useful for any outdoor encounters but unless you plan on using your pet for some serious tanking, you could get away with not having it.



# - - Improved Revive Pet - - >



(2 Points) Revive Pet's casting time is reduced by 3 / 6 seconds, mana cost is reduced by 20 / 40%, and increases the health your pet returns with by an additional 15 / 30%.

This talent greatly alleviates the downside from reviving your pet, but if you can keep your pet alive, then you can do without this talent.



# - - Pathfinding - - >



(2 Points) Pathfinding increase the speed bonus of your Aspect of the Cheetah and Pack by 4 / 8%.

At 8%, it’s a decent increase in speed, but the Aspect’s current speed bonus of 30% is usually enough. Your mount makes this talent obsolete outdoors, and you will not find many situations indoors where you really need an additional 8%. As for kiting, you will usually outrun most mobs at 30%, and 38% is usually not enough to outrun anything that can catch you at 30%.



# - - Bestial Swiftness - - >



(1 Point) Increase the outdoor movement speed of your pet by 30%.

This ability is excellent if you do a lot of outdoor PvP, which applies to all four Battlegrounds. Otherwise, you can easily build a Beast Master without having to touch this talent. An extra 30% will not speed up your grinding speed by all that much.



# - - Unleashed Fury - - >



(5 Points) This increases the damage done by your pets by 4 / 8 / 12 / 16 / 20%.

This component is vital to a Beast Master. Be sure to invest in this talent as soon as you have access to it.



# - - Improved Mend Pet - - >



(2 Points) This gives Mend Pet a 25 / 50% chance of cleansing one Curse, Disease, Magic, or Poison effect from your pet each tick.

Since your pet has a mob’s attention most of the time, your loyal companion will be the one that takes the bulk of a mob’s debuffs. This talent covers just about every debuff type except for Bleed but Mend Pet is enough to take care of that.



# - - Ferocity - - >



(5 Points) Increase the critical strike chance of your pets by 3 / 6 / 9 / 12 / 15%.

This is an excellent talent. That boost in critical strike chance is vital to a Beast Master not just because of the extra damage. It’s the key to triggering Ferocious Inspiration more often. Be sure to invest a full five points into this talent.



# - - Spirit Bond - - >



(2 Points) While your pet is active, you and your pet recover 1 / 2% of your health every 10 seconds.

Free Health recovery is not a bad thing but 2% Health every 10 seconds seems awfully low. At 8000 Health, this talent would tick for a meager 160 Health. The fact that your pet vanishes whenever you mount up also means that once you get your mount, you will not get the benefit of this while traveling. You may have to do some heavy thinking before investing your points into this one.



# - - Intimidation - - >



(1 Point) This grants you access to Intimidation.

Intimidation is always a good talent to have around. Not only is Intimidation a great ability for both PvE and PvP, it also bridges into Bestial Wrath and The Beast Within.



# - - Bestial Discipline - - >



(2 Points) Increase your pet’s Focus regeneration by 50 / 100%.

Even though Focus generates quickly, your pet’s abilities are very taxing on it. By doubling the rate, it gives your pet much more Focus to work with, which is always a good thing.



# - - Animal Handler - - >



(2 Points) Increases your speed while mounted by 4 / 8% and your pet's chance to hit by 2 / 4%. The mounted movement speed increase does not stack with other effects.

An 8% boost to your mount speed is nice but the real winning component to this talent is the + 4% chance to hit. This is the only way to reduce your pet’s Miss rate, and notching it down to 1% certainly makes a big difference.



# - - Frenzy - - >



(5 Points) Gives your pet a 20 / 40 / 60 / 80 / 100% chance to gain a 30% attack speed bonus for 8 seconds after inflicting a critical strike. You must have 5 points in Ferocity to access this talent.

This is one of the many reasons why Beast Master pets are so deadly. That extra speed means more damage and more spell interrupts. It’s especially lethal when chained with Ferocious Inspiration, Cobra Reflexes, Serpent’s Swiftness, and a Drums of Battle.



# - - Ferocious Inspiration - - >



(3 Points) When your pet scores a critical hit, all party members have all damage increased by 1 / 2 / 3% for 10 sec.

What makes this talent so good is the fact that the bonus benefits any class, and can trigger repeatedly in combat, thanks to all of those talents that support it such as Focused Fire, Ferocity, Frenzy, and Serpent’s Swiftness. If you really want to milk this talent for all it’s worth, be sure to pick up a pet with Gore, an ability that has a whopping 50% critical strike chance.



# - - Bestial Wrath - - >



(1 Point) This point grants you access to Bestial Wrath. You must have 1 point in Intimidation to access this talent.

No Beast Master is complete without this talent. Along with all of the attack-boosting talents on the higher parts of the tree, Bestial Wrath turns your pet into a unstoppable killing machine.



# - - Catlike Reflexes - - >



(3 Points) Increases your chance to dodge by 1 / 2 / 3% and your pet's chance to dodge by an additional 3 / 6 / 9%.

Think of this as an Advanced Improved Aspect of the Monkey. While the extra Dodge isn’t healthy versus a Warrior’s Improved Overpower, it is still a valuable asset to your pet for those times when you need it for tanking.



# - - Serpent’s Swiftness - - >



(5 Points) Increases ranged combat attack speed by 4 / 8 / 12 / 16 / 20% and your pet's melee attack speed by 4 / 8 / 12 / 16 / 20%.

For going this far down the tree, both you and your pet get this as a special treat: a delightful 20% boost to attack speed. Be sure to pick this one up as soon as you can.



# - - The Beast Within - - >



(1 Point) When your pet is under the effects of Bestial Wrath, you also go into a rage causing 10% additional damage and reducing mana costs of all spells by 20% for 18 seconds. While enraged, you do not feel pity or remorse or fear and you cannot be stopped unless killed. You must have 1 point in Bestial Wrath to access this talent.

Cloth wearers already lament the thought of being torn to shreds by a Beast Master’s pet. This allows you to share in the fun. This is a must have for any Beast Mastery Hunter.



Hyacintha: Wow, Hunters have some pretty sweet abilities, if I do say so myself.

Ohanraela: We do. The sad part about Hunters, which I think I have mentioned before, is that a lot of people think they will be ‘easy’ to play, and thus roll them up. Then, you end up with a plethora of stupid players who do not know their class at all. They think that since they have a pet, they will be invincible. This really is not the case. The Hunter is capable of being one the highest damaging classes in the game. But you have to know them inside and out, know which rotations to use, and so on and so forth. Only then will you see the Hunter class shine.

Hyacintha: That is true. I have seen my share of bad Hunters. Let us hope your information will help be a catalyst to change. Once more, thank you Ohanraela. You have certainly been a lovely guest, again.

In our next guide we will start to go over the builds and the trees you will have to use when it comes to being a Hunter. We will break down the trees of Hunter ability even more, but this time it will be all about the different aspects of game play and what to do. Ready yourself for an extremely detailed interview as I try even harder than usual to get the facts, and get them right! Until next time, this has been your very own Skryer Enchantress. See you in Outland!


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