---
title: Hunter
slug: hunter
createdAt: 2023-07-01T22:28:06.266Z
---

A couple infos regarding hunter build, and how to play it.

First thing to check is your talents.

For survival, you are highly invited to check Bicmex [youtube](https://www.youtube.com/@Bicmex), [twitch](https://www.twitch.tv/bicmexwow), and [google sheets,](https://docs.google.com/spreadsheets/d/1mCi-eXFFcLDolqlxrcem5SSK04mjTs5nSBergPwNIK4/edit#gid=0) which will give you more than any infos needed

Spec for BM on 10.1.x

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Spec for MM on 10.1.x

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# Hunter spells and when to chose them

## [Binding Shot](https://www.wowhead.com/spell=109248/binding-shot) vs [Scatter Shot ](https://www.wowhead.com/spell=213691/scatter-shot)

## Scatter is on paper better

- Lets you cross cc meaning in 3v3 you can scatter after a trap to CC 2 targets at a time
- Lets you safely root trap someone
- Interrupts someone who is casting a CC, a dangerous spell, or just a melee bursting

However it has some draw backs

- Applies some DR on incapacitates
- Breaks on damage
- If you play with someone with dots, you will fuck him up.

So overall, you should almost never take Scatter in solo shuffle if you play with a dotter

- Affli Lock ( or even any lock spec in general )
- Elem Sham
- Shadow priest
- Unholy DK

Meaning you should take binding shot. Binding shot also helps you in some situation

- vs dangerous pets (BM hunter, Demono lock)
- vs double melees
- If you play with someone who cant stun

The main drawbacks or binding shots is applying a stun DR, meaning any Subtlety rogue will hate you if you fuck their setups. Be mindful about that.

## Steel Trap vs Serpent Sting

Usually you will play with Steel Trap anytime you face at least 1 melee, or you play vs a healer you could abuse to steel trap after a freezing trap.

Serpent sting is very good however in games that will be end with high dampening as it will help you having a better damage over time and pressure when dampening gets higher.

## Intimidation vs Explosive Trap

If you dont take Intimidation you're trolling. Explosive trap can be fun in BGs / RBGs even more in **Eye of the Storm**, but usually you will really need it in arena.



:::hint{type="warning"}
We will now talk about PvP Talents.&#x20;
Any talents I do not present about can be completely forgotten.
:::





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# PvP Talents (General)

::Image[]{src="https://icons.wowdb.com/retail/large/spell_nature_drowsy.jpg?50000" size="10" width="56" height="56" position="flex-start" caption="Tranquilizing Darts" alt="Tranquilizing Darts" showCaption="true"}

Darts is good vs druids. You will lower 8 hots - or even more important buff - every time you dispels or interrupts. Helps a lot applying pressure.&#x20;



::Image[]{src="https://icons.wowdb.com/retail/medium/ability_mage_coldasice.jpg?50000" size="10" width="36" height="36" position="flex-start" caption="Diamond Ice" alt="Diamond Ice" showCaption="true"}

Diamond Ice is good in very specifics situations

- You know you wont be able to trap without getting in danger (facing double melees) and you need to trap one of the DPS to survive. ** <font color="#ffbb00">*I only use it on MM in these situations where I know my trap on the healer is not required to win the round.*</font>
- You play vs Shadow Priest or a Warlock that will play dispel trap. <font color="#ffbb00">( no matter your spec)</font>
- <font color="#ff0000">You will also play with absolute animals in low rating that will break your trap at EVERY SINGLE  OPPORTUNITY. Never ever will a dh cancel aura his burns or anything. If you feel you are playing with subhumans. you can also take it to secure your trap.</font>



::Image[]{src="https://icons.wowdb.com/retail/large/ability_hunter_huntingparty.jpg?50000" size="10" width="56" height="56" position="flex-start" caption="Hunting Pack" alt="Hunting Pack" showCaption="true"}

Hunting pack is extremely good in general to help you kite melees. Pairing a freedom effect (such as Master's Call) with Aspect of the Cheetah helps you really kite away.  However, you need to know if the round will last longer than 3 mins. If it will not, then maybe you won't be able to use it twice.





::Image[]{src="https://icons.wowdb.com/retail/medium/ability_rogue_feigndeath.jpg?50000" size="10" width="36" height="36" position="flex-start" caption="Survival Tactics" alt="Survival Tactics" showCaption="true"}

This is very good in almost every situation.&#x20;



::Image[]{src="https://icons.wowdb.com/retail/medium/ability_hunter_snaketrap.jpg?50000" size="10" width="36" height="36" position="flex-start" caption="Chimaeral Sting" alt="Chimaeral Sting" showCaption="true"}

This is a very strong talent that can be used in many situations

- After a trap, to extend CC
- Before a trap, to prevent somehow from using a spell to dodge it
- On a caster bursting (including Enhancement Shaman and Rets)
- on a melee range to slow it a lot <font color="#ff0000">(however it's value really is lowered in this situation</font>
:::



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# PvP Talents (Specialization)



### For Marksmanship

::Image[]{src="https://icons.wowdb.com/retail/large/hunter_pvp_snipershot.jpg?50000" size="10" width="56" height="56" position="flex-start" caption="Sniper Shot" alt="Sniper Shot" showCaption="true"}

Sniper shot can be taken in some occasions:

- You play with a class that can stun a lot (dh, rogue, feral, war)
- You know for sure you will not be focused this round.



::Image[]{src="https://icons.wowdb.com/retail/medium/ability_trueshot.jpg?50000" size="10" width="36" height="36" position="flex-start" caption="Trueshot Mastery" alt="Trueshot Mastery" showCaption="true"}

Trueshot Mastery is almost mandatory in solo shuffle: Most rounds will last a little bit below 3 mins and lowered the cooldown of Trueshot allows you using it twice, with the second use letting you score a kill. However, if you are *blessed&#x20;*&#x74;o be queued with a Paladin Tank as a healer, maybe it's not worth it.
The extra 100 focus on use is also a great thing to have.



::Image[]{src="https://icons.wowdb.com/retail/medium/ability_hunter_runningshot.jpg?50000" size="10" width="36" height="36" position="flex-start" caption="Ranger Finesse" alt="Ranger Finesse" showCaption="true"}

Ranger Finesse is great versus melees because

- it lets you bump people really far away, and it lets you slow them more
- It lowers aspect of the turtle. Usually not to a point it will allow to use it twice in a shuffle round, but who knows.



***

### For Beast Mastery



::Image[]{src="https://icons.wowdb.com/retail/medium/ability_hunter_beastwithin.jpg?50000" size="10" width="36" height="36" position="flex-start" caption="The Beast Within" alt="The Beast Within" showCaption="true"}

I dont like it at all. It could be good in Zug Zug solo shuffle rounds when you need to tunnel someone and you dont want to get feared. However I feel you have better alternatives.



::Image[]{src="https://icons.wowdb.com/retail/large/ability_hunter_invigeration.jpg?50000" size="10" width="56" height="56" position="flex-start" caption="Kindred Beasts" alt="Kindred Beasts" showCaption="true"}

An absolute must versus melees cleave or any melee that want to tunnel you or your teammate. Your freedom becomes a 23 seconds cooldown. I really find a lot of value in this spell. On top of that you will also freedom people around you which is a nice added bonus. <font color="#ffbb00">*Do not overuse it versus moonkin, always keep it to freedom a root beam on your healer (the rotation will do it automatically for you)*</font>



### For Survival



::Image[]{src="https://icons.wowdb.com/retail/medium/ability_hunter_stickytarbombtrap.jpg?50000" size="10" width="36" height="36" position="flex-start" caption="Sticky Tar bomb" alt="Sticky Tar bomb" showCaption="true"}

Mandatory versus melees in which disarm is worth it... and it spread, so it has a lot of value versus melee cleaves. Warrior, Rogue, DH, ... any times you face a sub rogue allowing you to range disarm him on his go is really great.

::Image[]{src="https://icons.wowdb.com/retail/medium/hunter_pvp_trackersnet.jpg?50000" size="10" width="36" height="36" position="flex-start" caption="Tracker's Net" alt="Tracker's Net" showCaption="true"}

Tracker's Net has a huge drawback : it applies a root DR on a target, however the 80% to miss while having the net on the target is really good. I still have mixed feeling about this even more since tar trap applies a root now which lets us secure a steel trap.

::Image[]{src="https://icons.wowdb.com/retail/medium/inv_firstaid_bandage2.jpg?50000" size="10" width="36" height="36" position="flex-start" caption="Mending Bandage" alt="Mending Bandage" showCaption="true"}

This is mandatory versus Feral druids and Assasination Rogue. Or if you're playing in a 2v2 situation without a healer.
The bleeds dispel completely negates these guys burst and pressure.

:::

# Some tips on hunter



## CCing Melees for a long time

Let's take this example

![Situation 1](https://api.archbee.com/api/optimize/_8BBVk5N9S0URcRpjxT3v/Sl7p5Klz0CR0R57so_tzp_situation1.png "Situation 1")

You are in melee range of a melee guy who wants to kill you. You should back away so

- You are still in line of sight (los) of your healer
- You get the enemy out of sight of his healer

Then this happens

![Situation 2](https://api.archbee.com/api/optimize/_8BBVk5N9S0URcRpjxT3v/VtIyRKoZUbGFCgkJg4Pv5_situation2.png "Situation 2")

Now out of sight of the DH, you can&#x20;

- [Tar trap](https://www.wowhead.com/spell=187698/tar-trap) (4 seconds root) <font color="#00ff73">**TAR TRAP ROOT DOES NOT INCUR A DIMINISHING RETURN ON ROOTS**</font>
- [Steel Trap](https://www.wowhead.com/spell=162488/steel-trap)  ( 6 seconds root) (10 seconds total)
- [Freezing Trap](https://www.wowhead.com/spell=187650/freezing-trap) ( 6 seconds incapacitates) (16 seconds in total) <font color="#ff6900">*(If the dampening is high enough and you do not need to trap to win but just pump damage)*</font>

Meanwhile the healer, in order to apply either a freedom or a dispel on the DH will need to get into an insecure positioning which should make it vulnerable to CC
