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Hunting High and Low: Encounter tips and tricks

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This thread is dedicated to encounter-specific tips and tricks for hunters.

The contents of this thread will be presented in the form of a break-down per tier, instance, and bosses respectively to provide a clean, and effective overview. The aim of this thread is to share usage of mechanics which generally increase the performance of a hunter inside a raid environment, or provide a gain towards the raid as a whole in some way.

Note: some of the tips and tricks presented in this thread could widely be viewed as common sense. However this may be true sometimes, they do still contribute to the goal of becoming more efficient in a raid encounter, and are therefore listed.

Also note:

  • Tips and tricks specific to heroic encounters are marked with an H+asterik (H*) combination, normal mode encounters are generally assumed.
  • This thread has also borrowed the general layout from the Survival hunter thread by Esoth, so credits to him for that one.
  • Don't expect to be blown away by every single thing listed here. The intention of this thread is more to make you think "Hey, I didn't know that one!" rather than "Holy cow! How come no one ever noticed this?!".
  • We do not condone exploits. Period.
  • For talent spec-specific tips and tricks, the spec is indicated.

= Tier 11=

== Blackwing Descent==

=== Omnitron Defense System===

Golem Abilities

Acquiring Target can be dropped with Feign, or blocked with Deterrence. In fact, Deterrence blocks a ton of things here, including Poison Bomb explosions, Lightning Conductor (from someone else) and Incineration Security Measure (the fire aoe). Be cautious, as eg. Acquiring Target (and possibly other boss abilities) will immediately be cast on another raid member if you FD it!

=== Magmaw===

Rapid Fire

Conserving your rapid fire for an "exposed head" phase.

=== Maloriak===

Focus dispel Remedy - Spell - World of Warcraft

While this is always specific to your guild, and raid, this buff is either spellstolen or dispelled. As a hunter, if you're assigned to dispelling this, you may encounter problems when not targeting the boss - especially during the "green phase".

The following simple macro will allow you to dispel the boss, regardless of your target:

/cast [target=focus]Tranquilizing Shot


or; for non-focus:


/cast [@Maloriak] Tranquilizing Shot

The only pre-requisity for this is that you have Maloriak as your focus target.

Explosive Trap

Conserving your Black Arrow/Fire trap cooldown for use during the green phase can pose a reasonable increase in damage done to the adds.

Absolute Zero (Frost orbs in P2)

These can be deflected by deterrence.

Green phase AoE

Before entering a green phase, ensure you are (nearly) at full focus, this will allow you to deal more AOE damage to the adds.

=== Atramedes===

Disengage Sonic Breath

You are able - if not being tracked - to disengage through the Sonic Breath. You will receive damage as long as the breath does not hit your first position before you land.

(The server registers you as being on the spot you came from while flying in the air, and registers your "new" location when you land. Therefore - to the server - you never were in the breath.)

Do not do this when you are being tracked, it will be extremely counter-efficient.

Deterrence

Sonic breath can be deflected by Deterrence.

Tracking

Using Feign Death while being tracked in either air phase or ground phase cancels the spell entirely.

=== Chimaeron===

Conserving focus

Conserving your focus and Explosive Shot on Chimaeron for use while not affected by Caustic Slime will allow for significantly more DPS.

Also, during Feud there is a small time window where the player is not affected by Caustic Slime. It is - although requires some practice - possible to have one or two Cobra Shots, and an Explosive Shot to go off during that time.

Intervene (H*)

When using a Turtle (or any Tenacity pet), one can spec into Intervene to intercept the Double Strike during Feud. This can save your tank from getting gibbed.

When using a Turtle, using Shell Shield in the same macro can sometimes (possibly) save your pets live, thus removing the need to ress it, thus more DPS!

=== Nefarian and Onyxia===

Pet

Keeping your pet on passive, and specifically assigning its targets will keep it alive during phase two, where the lava would normally kill it.

You may also need to position it on your assigned platform manually, since it tends to stand in the lava even when assigned to attack the add on the platform.

Shadowflame Barrage

This small-range AoE spell can be deflected by deterrence.

== Throne of the Four Winds==

=== Conclave of Winds===

Master's Call

While active, provides immunity to frost patches on Nezir.

=== Al'Akir===

Disengage

This ability provides a lot of benefits for a hunter on this fight, especially in the first phase:

  • The tornadoes can be disengaged through, similar to the Atramedes breath, as long as they do not cross your "from" spot before you land, you will not be caught in them.
  • On Wind Burst, one can simply disengage back onto the platform. This removes the need of moving into melee range.
  • One can disengage "around" the tornadoes, by jumping off the platform when they meet the player, and then disengaging back onto it.

Master's Call

While active, provides immunity to frost patches.

== Bastion of Twilight==

=== Halfus Wyrmbreaker===

None currently known.

=== Valiona and Theralion===

Deterrence

Valiona's breath can be avoided by using deterrence. (This won't last for an entire breath, though!)

It is also possible to re- or deflect the targeted component of Valiona's Twilight Meteorite on at least normal difficulty. The small AOE-effect however, can't.

=== Twilight Ascendant Council / Elementium Monstrosity===

Ignacious' Charge

Using Disengage right after Ignacious charges you reverts the effect, allowing you to return to combat in a much faster manner.

=== Cho'gall===

Mind Control

Any "loose" mind controls can be broken using either Scatter Shot or Wyvern Sting, the former favoured over the latter.

Congealed Blood, traps, and you

When Cho'gall spawns congealed blood, using your "offensive" trap cooldown rather than Black Arrow is the way to go. Dropping a Frost Trap on top of that, and using Multi Shot with Serpent Spread will take care of the adds effectively.

=== Sinestra===

Courtesy of Timor @ Firetree US.

P1 Tips

  • Pull: If your guild is resetting the boss for raid positioning, make sure your pet stays close to the boss. Feign Death works for resetting the encounter (don’t forget to dismiss your pet).
  • Orbs: if your position allows, kite your orb in a way that you can always dps while using Aspect of the Fox. Make sure to warn your healers if you have the Wrack debuff while moving. It’s not recommended to use Aspect of the Cheetah while kiting orbs because of the Wrack debuff.
  • Whelps: If you are assigned to kill whelps, make sure you know where they will be positioned and launch a trap at the location. Don’t kill adds before they get into position though. You can start single target dpsing them (careful with agro) and Multi-shot when they are positioned. Make sure you use MDs to help the add tank.

P2 Tips

  • Eggs: [MM only] Make sure to time your steady shots in a way that you have near full focus when the eggs are attackable, so you can start with 2 Aimed Shots at CA phase.
  • Spitecallers: If you are set to dps spitecallers at the back of the room, remember their Unleashed Essence cast is not interruptible, but you can use disorient effects. Since most of the time rogues will be using Gauge, be ready to use Scatter Shot as a backup, specially on upcoming adds that can start casting immediately and let the group know when Scatter is usable again.

P3 Tips

  • Orbs: Same as P1. Be careful with the purple void zones at the back of the room as they start to grow as the phase goes on, giving you less space to disengage or run.
  • Whelps: same as P1. Each pack of whelps will die at a different location now, so make sure you don’t miss your trap or start MSing to early.
  • During haste buff: [MM only] make sure to cast as many Aimed Shots as possible, casting Chimera Shot only when Serpent Sting is about to fade.
  • Damage: If your group chooses to position in front of the boss, especially at the end of the phase, make sure to use glyphed Raptor Strike a few seconds before each Flame Breath to help your healers.

Overall Tips

  • [MM only] With a typical encounter length ranging from 7 to 9 minutes, it's safe to consider that you will be using three sets of cooldowns. Start with a pre-pot and all your cooldowns except for Call of the Wild to maximize dps while benefiting from an extra agility potion, even if it’s not a CA phase (boss starts at 60% and phases at 30%). The only reason for not using CDs in phase 1, is when you are assigned to dps eggs at phase 2 and your group is having problems dpsing them down (for guilds that killed Cho’gall heroic, that shouldn’t be a problem anyways). The other 2 sets of cooldowns should be used in phase 3. With the 3 minutes 100% haste buff, you should be using CDs as soon as P3 starts (or if your guild pushes 2 eggs at the same time, CDs may not be usable until 30 seconds into P3), including agility potion and Call of the Wild, for a maximum dps increase at CA phase. After 3 minutes the buff will go down and the boss should be around 15% to 30%. Use CDs again because the boss must die as quick as possible since healing is pretty intense at this part of the fight. If your group is having low % wipes, try using Call of the Wild at P1 and once again now, and save the second agility potion to the third set of CDs for a better DPS when the buff fades.

= Tier 12=

== Firelands ==

===Beth'tilac===

Currently none know, stay tuned!

===Lord Rhyolith===

Currently none know, stay tuned!

===Alysrazor===

Currently none know, stay tuned!

===Shannox===

Currently none know, stay tuned!

===Baleroc===

Currently none know, stay tuned!

===Majordomo Staghelm===

Currently none know, stay tuned!

===Ragnaros===

Currently none know, stay tuned!

= General=

== Lock and Load==

Frost Trap can trigger LnL. Bosses are immune to it, but mobs aren't. Using your frost trap does not only often provide your tanks with an extra "tool" at their disposal on fights that involve adds, but can also increase your DPS significantly.

== Glyph of Raptor Strike==

Reduces damage taken by 20% after performing a Raptor Strike. This glyph is specifically useful on the following fights/situations:

  • Chimaeron, feud*
  • Nefarian, during electricity and phase 2
  • Valiona and Theralion, on Blackout

* Trading off 20% less damage taken for no damage in a feud phase is far from ideal. It is often more worthwhile to blow your ES in this small time window.

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A general one to keep in mind is the ability to use Feign Death to avoid taking damage from certain spells or abilities. For example, on Omnitron Defense System when Magmatron targets you for "Acquiring Target", the fire breath cone, you can Feign Death and he'll drop the cast entirely.

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Not truly encounter specific, but on the following encounters I found Glyph of Raptor Strike helpful to lighten the burden on the healers:

-Chimearon (Feud-phase)

-Nefarian (Before every electricity and in phase 2 on the platforms)

-Valiona and Theralion (When stacking up before blackout gets dispelled)

-Cho'gall (During the fire-aoe)

On a side note: OSD and Magmaw are missing under Blackwing Descent.

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Edit: Oh shit, a

reference.

Omnotron:

Aquiring Target can be dropped with Feign, or blocked with Deterrence. In fact, Deterrence blocks a ton of things here, including Poison Bomb explosions, Lightning Conductor (from someone else) and Incineration Security Measure (the fire aoe).

Atramedes:

Sonic Breath can be blocked by Deterrence.

Maloriak:

Absolute Zero (frost orbs in P2) can be blocked by Deterrence. Aberrations are susceptible to all forms of CC.

Nefarion:

Shadowflame Barrage can be blocked by Deterrence. Can Disengage over the flames in P3.

Conclave:

Nezir's frost patches do no damage while Master's Call effect is active.

Al'akir:

Frost patches again do no damage while Master's Call is active.

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Maloriak:

As an SV Hunter, I don't refresh Black Arrow on the boss prior to the Green phase which allows you to use an Explosive Trap on the adds for extra AOE damage.

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Not sure if this is helpful as it's more of an assumed aspect of the fight.

Our add tank on Maloriak exclusively kites them, and tries to never get hit. This can be accomplished by one good hunter speccing into entrapment and cycling frost traps and snake traps. Be sure to space them out so that the tank can get full use of the 4 second entrap, and full use of the aoe snare.

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It may be worth noting how many of of the bosses we can stand right on top of and continue shooting. Nefarion, Al'Akir, and Chimaeron are three where this is really useful. Maloriak too, to a lesser extent.

On Nefarion, stand in melee range and shoot, and one can easily Raptor Strike without repositioning when Electrocute is cast. Depending on your raid comp, this also allows a hunter to take a 'melee' spot in spread out fights if you're in a ranged heavy guild like mine. Being able to stand close to Al'Akir leaves more room for our casters (who have to stay back because of the interrupt).

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Atramedes:

Sonic Breath can be blocked by Deterrence.

The damage portion is blocked, however your sound meter continues to go up for every tick deflected. I highly suggest not using it unless you were slow and were going to get hit regardless.

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Not truly encounter specific, but on the following encounters I found Glyph of Raptor Strike helpful to lighten the burden on the healers:

-Chimearon (Feud-phase)

I haven't found this to be particularly effective because of the caustic slime debuff making it unreliable. The short window between caustics is arguably more valuable to use your ES and BA cooldowns you were saving while caustic was on you. I've only been able to consistently get off one GCD between each caustic during feud.

e: As noted below this apparently is a non-issue since the glyph works regardless of whether or not the strike hits.

Not sure if this is helpful as it's more of an assumed aspect of the fight.

Our add tank on Maloriak exclusively kites them, and tries to never get hit. This can be accomplished by one good hunter speccing into entrapment and cycling frost traps and snake traps. Be sure to space them out so that the tank can get full use of the 4 second entrap, and full use of the aoe snare.

Be careful with this - if the trap is still up during green phase a root will cause them to hit any mage/warlock/melee that came next to them to AoE if the tank is not in melee range of all of them. I may or may not be speaking from experience.

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I've only been able to consistently get off one GCD between each caustic during feud.

I think having a CS going off at the split second the debuff dissapears, followed by a ES allows for two shots to be fired during this small time window. This does however need a bit more testing on my part, but I do believe the chance for it to hit is calculated at the moment it goes off, rather than when the cast started.

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On Valiona & Theralion you can deterrence the Twilight Meteorite.

* Haven't figured out yet though if damage is still split if you deterrence while stacked. I always disenage out to freak out the healers bit.

EDIT- Didn't know if I'd need logs, so here it is: World of Logs - Real Time Raid Analysis

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Halfus:

During furious roar when you are stunned, if you get targeted by a fireball from the proto-behemoth, instead of trying to run out of the damage area, hold the direction you want to run in, and also jump. The jump will not be 'stopped' by the knockdown stun, allowing you to get out of the fireballs radius much more easily.

Twilight Council:

During phase 2 be very mindful of using disengage to move around quickly. Both the grounded and levitate buffs get cleared by disengage, so a badly timed disengage can end with you dead. That said, disengage can be very useful for getting either of those buffs, or getting in/out of the raid for lightning rod if used wisely.

Magmaw:

If you know an impaled phase is about to start, preposition yourself far away from the spike. Most raid groups clump at a position about 20 yards from the spike, however when the impale happens, his hit box is so large that hunters are usually too close to fire, and re-positioning during the high damage phase is very undesirable.

Atramedes:

Searing flame can be blocked by deterrance, and I believe it also blocks you from gaining sound (very useful when you are on the verge of going over the sound barrier and searing flame is about to cast).

Nefarian:

Electrocute is nature damage, and aspect of the wild can greatly reduce it's damage if your platform is out of range of the shaman NR totems (just don't forget to turn it back off).

Not hunter specific, but turning off the camera water collision can make it much easier to get up onto a platform in the phase 2 transition.

Throne of the Winds:

If you have been knocked off a platform (or were thrown off the air chute because you didn't run up the middle) resist the temptation to use your abilities once you become active, before you are thrown back onto the platform. It can interrupt the effect, making you fall down repeatedly (which can happen anyway, but no need to make it more likely). If you are quick enough, you can try to disengage back onto the platform if you fall as well.

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Atramedes:

Air Phase - Sonic Breath

-You can Deterrence when the Breath reaches you.

-You can FD to stop Atramedes from tracking you.

-You can use Aspect of the Cheetah to kite. (As long as you disengage right after he starts tracking you and if you pass Sonar Pulses before they are activated)

At least on normal difficulty you do not gain any sound while under the influence of Deterrence and it helps when you are the one who uses the gong and the first player did not kite long enough.

Regarding Cho'Gall Blood of the old God:

- They can be affected by Entrapment and it seems like there is no DR when chaining Frost Trap - Snake Trap - Frost Trap - Snake Trap. Of course you have to start placing the first set of Traps when the Adherent is at about 50%.

When you place them well you can easily solo** the first three or at least two (depends on gear) waves of adds as SV.

Keep in mind that mind controlled raid members may trigger your traps though.

**edit: I am talking from the 10 man version of course

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Twilight Council:

During phase 2 be very mindful of using disengage to move around quickly. Both the grounded and levitate buffs get cleared by disengage, so a badly timed disengage can end with you dead. That said, disengage can be very useful for getting either of those buffs, or getting in/out of the raid for lightning rod if used wisely.

You should also be good about instantly disengaging when the raid gets hit by Phase 1 Feludius' (?) leap knockback. I always do, and am immediately ready to get back to dps'ing and perhaps clearing waterlogged.

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Valiona

- Twilight Meteorite can be deleted by Feign Death

- Twilight Meteorite can be reflected by Deterrence

To be honest, very good thread!

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Valiona

- Twilight Meteorite can be deleted by Feign Death

- Twilight Meteorite can be reflected by Deterrence

To be honest, very good thread!

I tried FD on the Meteorite, swear it didn't work. Will have to test again, as maybe it was already in the air as I had ran to melee to be safe to test.

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I tried FD on the Meteorite, swear it didn't work. Will have to test again, as maybe it was already in the air as I had ran to melee to be safe to test.

I killed Valiona Heroic, and tried FD many times, and I can swear it works. But I think it is just like resetting aggro, you have to wait 1-2 sec before getting up again after casting FD.

Moreover, you can feign death after waiting a couple of seconds, you don't have to do instant FD after getting mark on you.

And for your own safety, after getting mark wait 3-4 seconds, use FD, wait for 1-2 seconds then cast Deterrence and check whether meteorite hits you or not.

Omnitron

Acquiring Target can be dropped with Feign, but it bugs the boss and boss targets someone else sometimes and fire after FD.

Magmaw Heroic - Hunter Kiter Notes

- Distracting Shot is not working on big add but they are tauntable. Therefore, don't waste your GCD, hit with damage spells only.

- Do not use Aspect of the Cheetah before reaching downstair ladders on the kite way, otherwise sometimes Lava Spit dazes you and add graps you. Always close AotC every time you hit on the Platform where raid is.

- Magmaw's stun event range is larger than its animation. Therefore, even you are staying away from the animation do not stand on the way of it or you will be stunned and add will grap you.

Twilight Ascendant Council / Elementium Monstrosity

- Do not use disengage at all, it removes the debuff requiring for Storm.

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I haven't found this to be particularly effective because of the caustic slime debuff making it unreliable. The short window between caustics is arguably more valuable to use your ES and BA cooldowns you were saving while caustic was on you. I've only been able to consistently get off one GCD between each caustic during feud.

I think the -20% of the raptor strike glyph work whenever you "use" it, no matter if the raptor strike actually hits the target or not.

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I think the -20% of the raptor strike glyph work whenever you "use" it, no matter if the raptor strike actually hits the target or not.

This is true.

Maloriak

Focus dispel Remedy - Spell - World of Warcraft

While this is always specific to your guild, and raid, this buff is either spellstolen or dispelled. As a hunter, if you're assigned to dispelling this, you may encounter problems when not targeting the boss - especially during the "green phase".

The following simple macro will allow you to dispel the boss, regardless of your target:

The only pre-requisity for this is that you have Maloriak as your focus target.

This macro:

/cast [@Maloriak] Tranquilizing Shot

Does the same thing and lets you save your focus.

- Do not use disengage at all, it removes the debuff requiring for Storm.

Don't use rocket jump either.

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When jumping platforms for Conclave you can Disengage before hitting the ground to clear more distance (and you take no fall damage). It's very minor, but will increase your uptime.

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Omnitron

Acquiring Target can be dropped with Feign, but it bugs the boss and boss targets someone else sometimes and fire after FD.

This generally happens if you interrupt a spell too soon. If you let him start casting the spell before you feign, it will go on cooldown and he won't cast it again. FD is always a little buggy though with latency.

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Regarding Feludius, you can merely strafe away from the landing zone. It does require fast reactions, but if you start moving to a clear point the moment he is en route, he will never actually knock you back. I've had him land on me several times and just ran out of his knockback (it is applied a little after he lands).

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Are these techniques using deterrence to block spells assuming the mirrored blades talent?

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Are these techniques using deterrence to block spells assuming the mirrored blades talent?

No. The Mirrored blades is mostly a pvp talent, and it makes deterrence a spell reflect. Regular ol' deterrence will work for these tips.

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You could add that a hunter can kate the parasite-adds on Magmaw with relative ease. Lay down all three of your AE Traps, save focus for the Addspawn et voila.

Even easier with entrapment, but it's not necessary - if you're playing as SV, 3 Multishots and traps are doing more then enough aggro

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