Marks and Survival PvP Guide (4.3)

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[aaja] d. 5v5 Common Compositions and Strategies

5v5 setups can vary drastically, but there are generally three basic kinds.

1. 4 dps 1 healer
This comp is obviously going to rely on extremely fast burst initially to down a target early in the match. However, having only one healer severely limits the groups survivability, meaning the longer the match goes on without your team getting a kill the higher your chances of losing. If you’re in this kind of a comp you’re going to want to burn your cooldowns early and often and be aggresive with your silencing shots and traps on their healers. If you have someone who can stun or root make sure you tell them to try and stun or root the dps target in your line of sight and preferably far enough away from a pillar so they can’t quickly line of sight you, or alternatively you can just use a crab or spider root yourself.

2. 3 dps 2 healer
This comp is probably the most common in 5v5 teams as it is the most balanced between burst and survivability. Consider saving your cooldowns for after the opposing healers use their defensive cooldowns because you will have much less burst in this comp than with 4 dps and you will also be able to survive much longer with 2 healers.

3. 2 dps 3 healer
This comp is fairly rare, but occasionally you’ll find it being run. I have never actually played in a 5v5 team with 3 healers but I can imagine that bursting someone down in a 5v5 with just 2 dps would be exceedingly difficult, especially as a hunter. However, this comp will most likely be able to counter 4 dps 1 healer comps very well due to their extremely high survivability.

[aaka] e. Blade’s Edge Arena

Blade’s Edge is one of the more complex arenas, with an upper area and a lower area, multiple ramps and many different line of sight options. I find that I have more success here when we keep the fight on the bridge as much as possible because there are less line of sight options than down below. The shadow sight buffs appear on top of the two pillars next to the bridge.

[aala] f. Nagrand Arena

This is one of the simpler arenas. It is flat with four pillars in each corner. Always try to dps near one of the pillars so that you can quickly slip behind it to dodge unfriendly casts while being careful not to LOS your healer. The shadowsight spawns at the east and west ends of the arena (the ends where the teams don’t start).

[aama] g. Dalaran Sewers

Ugh. Dalaran Sewers. This is hands down the worst arena for hunters. The boxes on the top level are way too close to the edge and this makes it so players can simply run around the boxes and sit back there, giving us about 3-6 yards to shoot them and if you jump down to the lower level they can just run back around the boxes again. Water will also randomly fall in the middle of the platform creating a LOS obstacle that is able to be moved through. If at all possible I try to keep the fight on the lower level of this arena. The shadowsight spawns on the lower level in the corners.

[aana] h. Ruins of Lordaeron

This probably wins the award for simplest arena, having just one single pillar in the center that is able to be run over. There’s also a couple small pillars on one side. As a hunter try to keep your opponents away from the pillar in the middle and in the open as much as possible. The shadowsight spawns at 10 o’clock and 4 o’clock next to the wall if you’re looking at the arena like it’s a clock.

[aaoa] i. Ring of Valor

This has been significantly changed since its initial inception during wrath of the lich king. Now instead of both teams being risen up on platforms at the middle of the arena both teams start at either end. The fire that spawned occasionally has also been removed. There are four pillars, but only two of them will be up at any one time. The pillars alternate raising and lowering with the ones across from eachother always doing the same thing. I strongly discourage going on the pillar to be raised up because this will usually cause your pet to bug and not attack anything or be able to use any abilities. Also, if an opponent does this, your pet will not be able to attack him, so be aware of this if you get this arena. I recommend trying to keep your opponents in the middle of the arena here. The shadowsight spawns behind the two pillars on the east and west side near the walls.
[aapa] j. Positioning

Positioning is very important in arenas and is usually what separates a 2200 team from a team that hovers around 1850. Knowing when to hide behind pillars, when to bait opponents to chase you behind pillars, and when to chase opponents behind pillars is a skill that really only comes with a ton of practice and communication with your teammates. Pillars can be used both offensively and defensively. For example, if your healer gets hit with a full duration cc and has no way out you can stall your opponent’s dps by kiting them around the pillar until your healer is out of his cc, or if you see an opponent burn a high dps cooldown you can stall it out by LOS-ing around a pillar with your healer. You can also root or stun an opponent behind a pillar with his healer on the other side in order to get a kill. You can quickly step behind an obstacle if you see an enemy casting something at you in order to interrupt it. Hunters can also aspect of the fox dance in and out of line of sight while casting steady or cobra shot. Just start casting, then while it’s casting step behind the pillar and then back out from behind the pillar just as the cast is finishing. Also be careful that you don’t use pillars against yourself, as in recklessly chasing a low health enemy behind a pillar causing you to LOS your healer and get killed. You can read as much as you want about positioning and pillars but the best way to get better is to just do it. Practice, practice, practice, until you just do it without thinking about it, but start now if you haven’t yet, start thinking about these things so eventually they’re second nature.

[aaqa] k. Diminishing Returns

Diminishing returns are very important in arenas, knowing when you can get a full cc on your enemies is extremely helpful. Different categories of abilities are on the same diminishing returns, so its helpful when choosing what classes to play with to know what abilities are on what diminishing return tables. If an ability from the same diminishing returns school is used on an enemy within 18 seconds it will have half the effectiveness, decreasing more with each additional application of the cc. For example, an 8 second fear would instead be a 4 second fear, and then a 2 second fear, a 1 second fear, and then that character will be immune to fear for approximately 18 seconds.

This is a list of a lot of abilities and what diminishing return tables they are on. Courtesy: wowwiki

• Controlled Root - Freeze (Water Elemental), Pin (Crab), Frost Nova, Entangling Roots, Earthgrab (Storm, Earth and Fire)

• Controlled Stun - Bash, Concussion Blow, Deep Freeze, Demon Charge, Gnaw, Holy Wrath, Inferno Effect (Doomguard summon), Hammer of Justice, Intercept (Felguard), Intercept (Warrior), Intimidation, Kidney Shot, Maim, Ravage, Shadowfury, Shockwave, Sonic Blast, War Stomp

• Disarm - Disarm, Dismantle, Psychic Horror (Disarm effect), Snatch

• Disorient - Freezing Trap, Gouge, Hex, Hibernate, Hungering Cold, Polymorph, Repentance, Sap, Shackle, Wyvern Sting

• Fear - Blind, Fear (Warlock), Howl of Terror, Intimidating Shout, Psychic Scream, Scare Beast, Seduction (Pet), Turn Evil

• Horror - Death Coil, Psychic Horror

• Opener Stun - Cheap Shot, Pounce

• Random Root - Frostbite, Improved Hamstring, Shattered Barrier

• Random Stun - Impact, Revenge Stun, Seal of Justice, Stoneclaw Stun

• Silence - Arcane Torrent, Gag Order (Warrior talent), Garrote, Improved Counterspell, Nether Shock, Silencing Shot, Improved Kick, Shield of the Templar, Silence (Priest), Spell Lock, Strangulate

• Taunt - Angered Earth, Challenging Howl, Challenging Roar, Challenging Shout, Dark Command, Death Grip, Distracting Shot, Growl (Druid), Hand of Reckoning, Mocking Blow, Righteous Defense, Taunt (Pet),Taunt (Warrior)

Banish, Charge, Cyclone, Entrapment, Scatter Shot, and Mind Control are on diminishing returns with themselves.

After about 18 seconds elapse with a player not receiving any forms of cc from that diminishing returns school they will reset and be able to be hit with a full duration cc from that school.

Here are some helpful links to articles about diminishing returns.
[aara] l. Crowd Control

Gone are the days when arenas revolved around which healer ran out of mana first, now cc rules, and kills are obtained with perfect cc chains. In order to understand how cc works in arenas you must understand how diminishing returns work in pvp (see above). Crowd control is the act of using stuns, interrupts, fears, or disorients to stop a healer from healing or a dps from dpsing for a certain amount of time. If you’re cc-ing a healer, you’re going to want the least amount of time in between cc abilities so that the healer doesn’t have time to cast any heals. You’re also not going to want to stack your cc abilities, for example using cyclone and scatter shot at the same time, because it will make one of them ineffective. Communicate with your teammates what cc ability is going to be used next and when. Gladius is an addon that helps immensely with this as it shows what cc is on what target, and how much time is left on it. Also be communicating with your team what level of diminishing returns your cc is on and what cc is on you, for example instead of saying “I’m feared”, say “I’m in a full fear”, or “I’m in an 8 second fear”, or “I’m in a 4 second fear” if that’s the case, this way your partners know about how long you’ll be out of the fight. If you need to burn scatter shot on something besides using it to set up a freeze trap you can have your partners set up your trap for you via a stun or root so that way your trap is more likely to hit.

[aasa] m. Focus

Focus is the the idea of setting a target as your focus. This makes it so you can use /target focus macros for your abilities which can make it much easier to cc one target while dpsing another without having to switch targets. If you have gladius, the default option is you right click the enemy player’s name to set him as your focus. You can also make a /set focus macro. I have recently started using this method and I have to say has improved my CC tremendously and I highly recommend trying it out.

[aata] n. Picking Targets

"The quality of decision is like the well-timed swoop of a falcon which enables it to strike and destroy its victim. Therefore the good fighter will be terrible in his onset and prompt in his decision."
-Sun Tzu

Picking which target to cc and which target to dps depends largely on what comp you’re running and what your partners are capable of. For example, if I’m doing 2’s with an afflict lock, we will rarely try to burst a death knight, because they can strip all his dots with anti-magic shell and become immune to fear. However, if I’m with someone like a feral druid, we may elect to try to blow up the death knight. When picking dps and cc targets at the start of a match you need to consider these things...

1. Gear level
This is the most important thing when determining who you should be killing. No matter what class it is, a low resilience target will die much faster than a high resilience target. The quickest way for me to tell this is their health totals. I consider anyone under 125k health undergeared and usually will select them as a dps target. You can also sometimes quickly tell just by looking at the character portrait. If all of your opponents’ gear levels are the same then move on to #2.

2. Class
This is the second most important factor in determining who you should kill and who you should cc. Think carefully about what defensive cooldowns each class you’re facing has and if you’ll be able to get around them somehow. For example, unless I’m running with a priest with mass dispel I rarely select a mage or paladin as a dps target because ice block and divine shield are such good defensive cooldowns. You’ll also need to consider what a class is capable of if you leave them alone (in 3’s this is very important because usually one person from each team will be free because one person from each team will be focused and one person cc-ed). So you also need to consider if you’d rather leave that warlock or hunter alone to dps and cc you. Once you consider this move on to #3.

3. Your Team’s Comp
This is equally as important as #2 in determining your target selection. For example, if your healer happens to be a disc priest, you may very well select a ret paladin as the dps target because your priest can cast mass dispel to get rid of his most powerful defensive cooldown. Or if you’re running with a class that has a lot of ways to interrupt casts like a rogue you could elect to kill the warlock or priest. Be aware of what abilities each class has, not just your own. Also, some comps can be very successful split dpsing. This is where you dps two targets simultaneously, hopefully causing the healer to have to choose who to heal initially, thereby creating a hole where you can swap your dps to the target that didn’t receive a heal first while cc-ing the healer.
After deciding what targets you’re going to cc and dps and you rush into battle one of three things will happen.

1. Your plan works perfectly and you get your cc off and coordinate your burst and get a kill and high five and walk off with your conquest points.

2. Your plan doesn’t work and you get counter cc-ed, out-healed or out-dpsed and you lose.

3. Neither team’s plan works and the fight goes on longer than one or even two full rounds of cc.

If number 1 happens, great.
If number 2 happens, see part s of this section, “What to do when you lose”.
If number 3 happens, now you need to make a decision. Will you continue with your plan even though it seems to not be working, or will you swap targets?

[aaua] o. Swapping Targets

Swapping targets can be an extremely effective technique, but requires extra coordination and being able to quickly and accurately assess many different factors during the heat of a match. You need to consider...

1. What cooldowns have been used by your team and the enemy team

2. What opponents have dots on them currently and how long do those dots have left

3. How are the levels of you and your teammates power bars (energy, rage, focus, or mana)

4. Where are your teammates and where are the opponents

It is common practice to try to force a defensive cooldown from the healer and then swap to that healer so that he doesn’t have it to use on himself (think pain suppression or nature’s swiftness), but the timing of the swap is very important. For example, you’re not going to want to call a swap if you have less than 20 focus or if your mage partner is about to blink behind a pillar and evocate because you will not have a lot of burst for the swap. Giving a 5 second warning is a good idea here as it gives you and your teammates time to pool energy, rage, focus, or regen some mana before switching dps to another target.

[aava] p. Communication

This is probably the single most important aspect to a team’s success. Communication encompasses all of the above techniques because you need to make your teammates aware of what’s going on whenever you can. Whether letting them know if you’re cc-ed or if you’re going to cc someone or if you’re chasing someone behind a pillar, if your teammates aren’t aware of something important you’re doing, you’re not communicating well enough. Use Ventrilo, Mumble, Teamspeak, or even the built in WoW voice chat because typing during a match is simply not quick enough. If your partners don’t know your voice, talk in 3rd person, for example, “Qualk’s in a full blind” if you are Qualk. Also as mentioned above, tell your teammates what level of diminishing returns your cc is on. Unless you use readiness to scatter trap someone twice within 18 seconds your traps will always be the full 8 seconds, so you mainly want to let them know if you’re in a cc and how long it’s going to last on you. You should also be calling out enemy cooldowns when you see them. Note: Gladius keeps track of enemy pvp trinket / every man for himself cooldowns, so you can always take a quick glance at this to see if an opponent will have a quick way out of one of your cc’s.

Here is a link to a GREAT article about communication and arenas in general posted on AJ:

[aawa] q. The Art of Peeling

Peeling is the term for getting someone (usually a melee dps) off of someone else via a cc or slow of some kind. If a class has good “peels” that means they have a variety of ways on short cooldowns to protect their teammates. As a hunter we have a number of good peels.

Master’s Call - 45 second cooldown. This can be used on a teammate to help them get away when combined with slows on the enemies.

Wing Clip - Melee range. This can be spammed on melee dps classes to drastically slow their movement for 8 seconds. Usually inferior to concussive shot because of two reasons. One, wing clip is a melee attack, therefore it can be blocked, dodged, or parried, so it is less reliable than conc shot. And two, you have to be in melee range to use it on someone, meaning you’ll have to charge someone and put yourself at risk.

Concussive Shot - 5 second cooldown, lasts 6 seconds. This is our go-to peel move here, as it is a great slow that can be used from range, however, if the teammate you are peeling for is also slowed (very likely) you’ll need to stack this peel with another one to help them get away successfully.

Scatter Shot - 30 second cooldown. This is really our bread and butter peel, it’s instant and disorients for 4 seconds. The downside with using this to peel is you won’t be able to use it to help setup a freeze trap on a healer for another 30 seconds unless you readiness.
Frost Trap - 22-30 second cooldown. This is an excellent peel to use on feral druids, as they can’t shift out of it, it’s also very helpful if your teammate is trying to LOS the enemy team because it will cover a good portion of the area around a pillar. Also works much better if you have entrapment. The downside is you won’t be able to use freeze trap on the healer to create pressure for a while. However, you need to always make the decision with your teammates about how desperate the need is for a peel, and that will change based on the situation.

Freezing Trap - 22-30 second cooldown. I like to use this as a peel if we’re trying to dps the healer down because I won’t need to use it on him, or if there’s only one melee dps I’m trying to peel this can be very effective. However, make sure you either trap your target out of line of sight of their healer or you have their healer stunned or locked down somehow because they can just dispel this off their partners if we’re not careful.

Silencing Shot - 20 second cooldown. This can be considered a peel if you use it on an enemy caster, it’ll buy your teammate 3 seconds.

Wyvern Sting - 45 second cooldown. This can be a good peel if there’s no dots on the opponent you’re peeling.

Roar of Sacrifice - 1 minute cooldown. This isn’t technically a peel, but I like to think of it as one because it will significantly reduce incoming damage on one of your teammates for 12 seconds, extremely useful if your other peels are on cooldown.

So as you can see, we have quite a few peels we can use to help our teammates (or ourselves). The trick is knowing what to use in what situation and that really only comes with lots and lots of experience and practice. Just practice peeling for people every chance you get, you need to be fast and accurate if your teammates call for a peel, because if you’re even a second too late it could cause you to lose the match. Communication is key here, listening for if your teammate is calling for a peel and being able to quickly find out where he is and what peels you have available. Also call out for peels yourself if your opponents are on you, as it can be very hard to dps and cc when there’s a warrior and a rogue on you.

[aaxa] r. What to do when you win

Winning is great, it feels good, especially when you know you just beat a really good team, or my personal favorite, when you beat a team that recently beat you. However, don’t let these emotions get the best of you and cause you to do something stupid. I consider it bad sportsmanship to emote spam people as they’re dying, all it does is make you look like an idiot. Winning with dignity is important, especially for your teammates to see. Because if you can win with dignity, you’ll most likely be able to lose with dignity as well. Nobody likes to play with someone who’s constantly bragging about themselves and building them-self up when they win and doing nothing but making excuses when they lose. However, don’t be afraid to point out something awesome that you did last match, I enjoy hearing if my partner got a cyclone off 0.1 seconds before the healer got that heal off, as long as he doesn’t point something out every single time. One of the most important things you can do when you win is to compliment your teammates. If you noticed something they did last match that was awesome, mention it! People like to know that their skill is appreciated, and if you start doing it to your teammates they’ll likely start doing it to you as well, which creates a positive playing atmosphere. This is important because there will always come a time where your team hits a wall and goes on a losing streak. If you have this positive history then your team will be much more likely to stick it out and not just bail when things turn sour. Note: This can also apply to PvE situations (and real life!).

[aaya] s. What to do when you lose

Losing sucks, but it happens to every single team out there. What separates the good teams from the great teams is how they handle the big L. The most important thing to do is to look back at your loss and assess what could’ve caused your team to lose. Was it RNG? Did someone’s cc get resisted or miss? Was it positioning? Counter comp? Gear? A bad target selection? Lag? Someone’s cat caught on fire? Once you figure out the reason(s) why you lost, next you have to figure out how to correct it for next time.
Make sure you always learn something from a loss. Even if what you learn is simply what caused you to lose the last match, it will go a long way towards helping you win your next one. Don’t blame your teammates either, even if it was a mistake they made that caused your team to lose, just suggest what they can do better next time. This goes the other way too, if you made a mistake that caused your team to lose, be willing to accept that you made a mistake and don’t make an excuse, even point out that you made a mistake so your team knows that you know and know what to do to correct it next time. Note: This can also apply to PvE situations.


[aafa] XV. Random Tips and Tricks

a. Uses for disengage

Disengage is an extremely useful and versatile ability that can help us in many different situations. First, there is the obvious use of disengage, which is to get to range on your opponent by jumping backwards from him. Note: I always jump and disengage at the same time to get a little extra distance out of my disengage. If there are any hills in the terrain it’s usually a good idea to disengage down the hill because you get much more distance out of your disengage than if you tried to disengage up a hill.

There is another method of disengaging I like to call “Face Disengaging” which goes like this. A melee class is charging you and you’re kiting them in one direction, now instead of disengaging backwards the way you’re already going you do a quick 180 degree jump spin and disengage back towards your enemy’s face. I usually find that this method catches a lot of people off guard and it may give you a few extra seconds to get additional range. You can also use this method to dodge incoming casts by getting behind the caster if you time it right.

You can also use disengage as a speed boost to continue going the way you’re going by jump spin disengaging. I like to call this “Engaging”. This is useful in many instances, like if someone’s trying to run away from you, you can engage to get them back into your range, or if you have the flag in a capture the flag battleground, it can provide a nice speed boost. Note: You cannot disengage unless you’re in combat, so if there’s nobody in range to shoot and I want to use disengage I’ll send my pet in to attack something, if your pet is in combat it will put you in combat as well, thus allowing the use of disengage.

Trap disengaging is the process of setting a trap while disengaging. The way disengage works with traps is the traps will be placed where you started the disengage if you trap during the disengage, so if you’re still in the air and you set a trap it will be placed where you initially disengaged. This is useful for trapping melees while disengaging.

If you’re an engineer you can parachute cloak disengage with a macro. Sometimes this can help to get a little extra range out of your disengage.

The marksmanship talent, posthaste, gives you a 30% run speed boost for 4 seconds after disengaging. This effect stacks with other speed increases, such as aspect of the cheetah, so you can use this for a quick 60% sprint if you’re not getting hit.

In Warsong Gulch and Twin Peaks, if you have the flag and are on the roof in wsg or the balcony in twin peaks during a flag standoff and your team returns the enemy flag you can do a quick disengage from the balcony/roof to land right on the flag cap spot.

There are areas of certain battlegrounds that are very high up in elevation, or have a cliff that drops off. Classes like elemental shaman and balance druids like to use their knock back abilities to push people off the edges here. Some of these places include lumber mill and the road between mine and blacksmith in Arathi Basin, the flag spawn point in Eye of the Storm, the Hangar in Isle of Conquest, towers in Alterac Valley, and the roof in Warsong Gulch. If you’re extremely fast you can spin your character around 180 degrees and use disengage as a momentum reverser to launch yourself back onto the elevated area if you get launched off via thunderstorm or typhoon. If this fails, or disengage is on cooldown, engineers can use their parachute cloak to save themselves from an embarrassing death.

b. When to bandage

First aid is a very important ability that anyone can get, and is useable in arenas. So it is helpful to have a decent supply of the best bandages on hand in case the opportunity for a quick bandage comes up. In arenas you can use pillars plus some help from your teammates getting cc on your opponents to buy you some time for a bandage tick or two, make sure you have no dots on you, obviously.

If you don’t have any dots on your opponent and they are not a pet class you can scatter / freeze trap / bandage to get some health back, sometimes I even try this if I’m facing a melee class and have them rooted or snared far away.
c. Engineering Escape

Useful in world pvp and non-rated BG’s, this is a great method I like to use that can usually get me out of a tough situation. It’s a macro that casts deterrence, master’s call, and the nitro boost belt tinker. You can optionally use disengage when the nitro boosts are about to run out to get a little extra range. Make sure you call your pet back and then feign death, this should put you out of combat, then you’re free to mount and make your escape.
/cast Deterrence
/cast Master’s Call
/use <Name of your current belt>

d. Feign Death

Feign Death is another very useful hunter ability. It’s instant, makes us look as if we’ve died, and makes the enemy lose their target on us. So the most obvious way to use this ability is to use it while an enemy is casting a harmful spell at you, making them lose their target, basically using it as an interrupt. Feign Death will also cause player pets to stop attacking you until their masters set them on you again after they’ve re-targetted you. If you time it perfectly in a large scale battle, it may fool opponents into actually thinking you’re dead. Rather funny if it works, but don’t count on it. Also, feigning death within a bush or something makes you a little harder to re-target.

e. dismiss and re-summon pet for multiple RoS’s and Abilities

While this little trick is extremely situational, it nevertheless is worth mentioning. If you have multiple pets with the talent roar of sacrifice, you can use it, dismiss that pet, summon another one with it and use it again, stringing together roar of sacrifices for as many pets that have it as you want. This can also be applied to pets with a useful ability, such as monkeys, to reset the cooldown on abilities like Bad Manner. Note: If you're feeling shnazzy you can actually abandon your current pet for an instant re-summon of another pet. You can also use deterrence to protect your dismiss pet from being interrupted.

f. tranquilizing shot -

Tranq shot is one of our most important abilities, and is highly underestimated and underused by a lot of people. The above link is to a forum post on Arena Junkies listing everything that you should keep an eye out for in pvp to use tranq shot on. Study the defensive and offensive abilities of classes and know what you should use tranq shot on. A well timed tranq shot can frequently turn the tide of battle in your favor.

g. Using your pet’s Growl in PvP

Useless, right? Wrong. Your pet’s growl can be extremely useful against shaman. Grounding totem will absorb one harmful magical effect that would’ve been cast on the shaman (or reflect if glyphed). What this means for you is that if the shaman has a grounding totem down and you go to scatter trap him the grounding totem will eat the trap for him and you will not trap him. If you see a shaman with the grounding totem buff, you can use your pet’s growl on him and it will absorb the grounding totem effect, allowing you to trap him (or someone else on your team to get a harmful magic effect through).

h. Freezing trap tranq stripping

Tranq shot does no damage (unless it procs WQ), therefore you can shoot tranq shot at someone in a freezing trap (or any breakable cc) to get a buff and an enrage off without breaking the trap. This is useful against a lot of classes, especially at the start of fights. Be careful though, sometimes shooting a tranq shot will activate your auto shot. So to make sure I don’t break my trap I’ll tranq and then immediately drop target, re-target and tranq again and repeat that process until either the trap wears off, I run out of focus, or I take off all the buffs I want to. You could also simply macro /stopattack into your tranquilizing shot.

i. Deterrence

Our main defensive cooldown. Besides the obvious use of reducing incoming damage there are a few other ways we can use it. When we are in deterrence we cannot attack, however, there are still a number of things we CAN do...We can lay down all our traps, cast trap launcher, command our pet to use abilities and attack or retreat, disengage, feign death, move, and flare all while in deterrence. So whenever you use deterrence keep this in mind to take as much advantage as you can of it.

j. Pet Buffing before an Arena Match begins

I have a cat for my ferocity pet and a crab for my tenacity pet. I prefer to use my crab in pvp because of roar of sacrifice and pin, but my cat has roar of courage, which is a nice buff that lasts for a minute. When theres about 10 seconds till an arena match is about to start I summon my cat, have him use roar of courage, dismiss him and summon my crab. The buff remains on your group while your other pet is out. This provides a nice strength/agility buff for your group for the first minute of the fight if you’re not planning on using a ferocity pet for the actual fight.
k. Concussive Shot Trapping

An advanced trapping technique, this is mainly used in arenas but can also be applied to other PvP scenarios. First you need a simple macro.

#showtooltip Concussive Shot
/use [@focus] Concussive Shot

You can also add in /use Trap Launcher as well if you want it to activate trap launcher at the same time. You can also use a mouseover macro if that's more your thing. Basically you just need to shoot conc shot at your focus and then launch a freezing trap at him, as long as your aim is on target they shouldn't be able to move out of the trap in time and will get trapped just as if you scatter trapped them. Also useful if your traps keep getting eaten by alert players or you need to save scatter shot for a peel.

[aaga] XVI. Works Cited and Helpful Links

a. Arena Junkies
Tranq shot post by Grillmasterx -

Gemming, Enchanting, and Gearing guide by Russet on Arena Junkies.

Macros -

Pet post by Kujalol -

3v3 comp name list by Zergrushkeke -

b. Wowhead -
Data and Text on Abilities and Talents - Various Wowhead pages.

c. Curse-Gaming -
Data and Links to addons

d. Wowwiki -
diminishing returns tables -

e. Tentonhammer -
article about diminishing returns -

f. Elitist Jerks -
helpful pve articles

g. Female Dwarf -
hunter dps spreadsheets and calculators

h. Arena Stats -
Hunter Representation Data -

i. WoW Forums
Hunter Rated BG Representation Thread by Kellian - <a href=""></a>
State of Arena PvP: 3v3 Thread by Rackend - <a href=""></a>

j. Warcraft Realms -
Percentage of WoW players playing hunters -
I think even the glad hunters may find a few things here that would help them, but you're right, new hunters will probably be helped much more by this.
Voted for sticky
Please uses spaces and bold letters, reading this wall of text is giving me a headache.
Pretty good guide (i didn't read the whole thing cus it was so dang long) but a couple corrections that i found:

the spec you have listed for pvp marksman hunters is wrong.
2 points in rapid killing? no points in entrapment? No points in marked for death ( Hunters mark gives over 1700 AP but the regular hunters mark can easily just be dispelled. Marked for death gives u the hunters mark through your shots and can't be dispelled, defintly worth it).1 point in sick' em is reccomended, 2 isn't worth it because as marksman and assuming your using spider/monkey pet, they don't do a whole lot of damage and 1 point in sickem with your constant crits will keep them up in focus, 2 is just plain overkill. You also need to have 2 points in concussive barrage (since chimera is on a pretty long cooldown for a major ability this is extremely useful to keep them slowed and with the combination of this/concussive shot they should be siiting in a daze 100% unless they're a feral druid and poweshift ur slows).

I also found ur choice in prime glyphs and major glyphs off too. Steady shot, arcane shot, and kill shot are better for overall damage in pvp. In a pve situation, Glyph of chimera could be better, but in pvp being able to double kill shot every 9-10 seconds or so (when your able to use it) is a lot more beneficial since it deals a descent amount of damage and doesn't cost us any focus (hits as hard as chimera shot)

for major glyphs, also a little bit of a disagreement.
i agree with the disengage and master's call glyphs due to their neccesity, but glyph of concussive shot is a lot more beneficial than glyph of trap launcher. Since we have a deadzone, and kiting is one of our most crucial roles against meele, and even some spell classes who wanna sit in our deadzone, glyph of concussive shot keeps them from gaining any speed and they will sit in that slow unless powershifted or freedomed. This means that rogues sprint to you is useless, same with feral druids movement increases and other classes as well. In arena this is especially true since your constantly going to have to avoid classes (your not just gonna be able to stand there and shoot). This glyph is also beneficial to your arena partners too since, again, it keeps the target slowed and allows them to easily cast, hit, or avoid a target. This is a lot more beneficial then saving 10 focus on trap launcher since u only use this for scatter-traps anyway.

The primary method of gemming too (you put it as an alternative method):
red slots- +40 agility
yellow slots +20 agility +20 crit, or +20 agility +20 resil (either is fine)
Blue slots: Spell penetration gems (with the +70 spell pen on cloak) to bring u to 220 spell pen
The reason for this is agility is the hunters BEST stat, followed by critical strike, which is also gained from agility. You can still gem defensively with the +20 agility +20 resillience gems, but losing 60 agility to gain 120 ressilience is just dumb. according to my gear, you get .009% damage reduction to each points of resillience. 60 agility> 120 resil or (60 agility>1.19% damage reduction.

Like is said i enjoyed the guide and what you're doing for the hunter community and those who don't really know what they're doing and hopefully this will help some people start down the right path because i cringe whenever i see a hunter completely butcher their spec and gear gemming. Im also gonna request this thread be stickied, but i jsut wanted to throw a few worthy notes in there

Thanks for your input guys!

@Aev - I'm going to go back and edit that in soon, for some reason when I transferred my text from bean (the word program I use) into the forums it didn't save my spacing.

@Trapqt - Thanks a lot! For one, I don't expect most people will read the whole thing, I wanted it to be more of a reference kind of thing, like oh crap I'm having trouble with X class and spec and just go to that section and read what you need to know.

As for specs, I prefer survival tactics over entrapment mostly because I'm usually using freezing trap and rarely using snake trap because the deadly poison makes it so I can't freezing trap. I also like rapid killing for battlegrounds and TB, obviously I wouldn't pick that up if i had a pure arena spec. And as far as marked for death, I'll have to give that a shot. In my experiences healers usually don't take the time to dispel my normal HM, but I haven't had much experience past 1700 this season. I feel like concussive barrage is more of a preference thing, I find that I always refresh conc shot so I rarely need my chim shot to daze as well, but I'll change my explanation of that talent a bit. And good point about sic 'em, I'll change that.

As for gems, the whole gemming guide was copied from a thread at arena junkies (I gave credit), which was posted early last season I believe so that could be a little outdated, I'll make some corrections to that.
Edit: Spacing and Bolding is now finalized, please continue to provide input guys, everything helps!

I'd also like someone to double check that I got all of the important abilities to know for each class/spec in the dueling section. Thanks!
Strange SV spec. First off, why not dip into the BM tree for spirit bond? Why black arrow, its does joke damage against classes that can't dispel and has a low proc rate for LnL. Its best to just freezing or frost trap the LnL. This was my spec last season to 1900. Not great, but for SV its a miracle.
Yeah my survival spec is not as focused as it should be as I also occasionally swap to survival for raiding. Thank you for the spec though, I linked it in the talent specializations section.
If anyone else has any more comments or suggestions they'd be greatly appreciated! I want to make this the best guide it can be.
Edit: Added additional specs and more aesthetic spacing.

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