The hunter class performs pulling, threat redirection, crowd control, and primarily ranged damage. Hunters have pets that add to their DPS and help manage aggro. They can also track, tame and train animals and beasts found in the wild. The well trained pet, on countless occasions, has saved a hunter's life. It has been said by many, and throughout history, that hunters consider their weapons and pets to be their only true friends.
In some other games, such as Everquest, the hunter is a ranged/melee hybrid that can rely on both, when the need arises. In World of Warcraft, this is generally not the case. The survival tree offers some enhancement to melee ability, but the class's damage mitigation is poor compared to most pure melee classes and its melee abilities are generally considered too limited to be a practical source of DPS. For this reason, a hunter's melee attack is typically a last resort used only when his pet cannot keep threat on itself.
OverviewHunters tame the wild beasts of Kalimdor, Eastern Kingdoms, Outland and Northrend, training them to fight at their side. Hunters are one of the seven classes that can have combat pets, however, they are the only ones that can name and feed their pets. Hunters would do well to pay attention to their pets' happiness.
Hunters excel in outdoor survival skills, such as tracking and laying traps.
Hunters wear leather and cloth armor until level 40, at which they gain access to equipping mail armor. Hunters start with a two-handed axe and a gun, crossbow, or bow. With training, they can learn all other weapon skills except wands, maces, and two-handed maces. They are unable to use shields or plate armor.
Hunters have many magical abilities that require mana, such as pet healing and special shots, but their mana pools are not as large as those of dedicated spellcasters.
Ranged fighting requires a choice between a gun, bow, or a crossbow. When starting, this will depend on your race. Dwarves and tauren are given guns, draenei start with crossbows, and the other races get bows. Later on, you can train to use the ranged weapons that aren't inherent to your race. In general, crossbows are relatively slow, but hit harder and are favored for increasing burst damage, while guns are relatively fast and good for steady grinding at the cost of using more ammunition than other weapons. Bows have moderate attack speed and are favored for sustained DPS. Initially, weapon speed will be inconsequential since the only available abilities consist of Auto-Shot and various instant casts. Guns can be crafted by engineers, but there are no craftable bows or crossbows, so most ranged upgrades will come from mob drops and quest rewards.
Guns use bullets while bows and crossbows use arrows. Different types of ammunition add different amounts of DPS; generally, the higher level you are, the higher DPS ammunition you can access.
Standard white quality bullets and arrows of varying DPS are available at most innkeepers and almost all general goods vendors, as well as special city vendors. There is also special ammunition that can be crafted by engineers or bought as reputation rewards; these projectiles are typically expensive and not very economical for everyday use.
For further information see the hunter tactics page.
Stings
Hunters have stings, which are specialized debuffs they can apply to targets to help them address specific situations. Only one sting per hunter can be active on any one target. Scorpid Sting is by far the most useful utility in PvE, capable of debuffing even a raid boss's hit chance. However, Scorpid Stings from multiple hunters overwrite instead of stacking. Serpent Sting is common for high DPS shot rotations along with Steady Shot, especially when used in conjunction with Glyph of Steady Shot. Viper Sting is very useful in PvP but it has incredible use in PvE as well. Before it was considered as a waste of mana because of its low mana drain, but with the addition of Chimera Shot marksmanship hunters can use it to replenish their own mana more quickly. This combination allows hunters to regain mana without suffering the damage reduction from Aspect of the Viper. However, this only applies to fights with mana-using enemies.
Hunters also make heavy use of special shots to supplement their DPS and provide utility to their groups. The bulk of a hunter's damage and utility will come from the use of these shots. Since Explosive Shot and Arcane Shot share cooldowns, as do Multi-Shot and Aimed Shot, the shots the hunter uses depend on his spec. Survival hunters use Explosive Shot, while beast masters and marksmen use Arcane Shot, while Aimed Shot is used if available. Steady Shot is used whenever all other shots are on cooldown. Regardless of their spec, any hunter not getting at least a third of his/her damage from Steady Shot after level 50 is most likely not using it enough.
Hunters can take on various Animal Aspects that grant special abilities, such as increased dodge rating, improved run speed, or even additional nature resistance.
Melee fighting
While hunters are primarily a ranged class, they do possess some melee abilities. They are nowhere near as powerful as the abilities of a true melee class such as a rogue, but they are still useful in situations where the target is too close to be hit with ranged attacks. (Note: There used to be an 8-yard zone immediately beyond the hunter's melee range where range weapons couldn't be used. This "Dead Zone" was done away with in Patch 2.3, much to the dismay of PvP clothies.) The general goal in using these moves is to continue inflicting damage while attempting to open distance, hence these abilities have limited uses, cooldowns, or some kind of movement impairment effect.
Tracking
Hunters can track eight different types of units. Only one tracking ability may be active at a time, which includes the tracking for mining veins, herbs, and fish.