I have just begun dueling and learning the whole PvP aspect of hunters not too long ago, and I am having trouble keeping Paladins & Death Knights at a distance due to their Hand of Freedom, Stuns, Chains of Ice, and whatnot, especially given such a small area to work in (Dueling Flee Range). I use all my CC capabilites: Concussion Shots, Scattershot, Traps, Wyvern Sting, etc..., and somehow, they always catch up to me. This is problem number 1.
Problem number 2 is that everyone tell me to use Tranq shot to dispell Pally bubbles, and they swear that it works great; however, to date, it hasn't worked for me at all--maybe just bad luck. Is it supposed to work in conjunction with something else? Do I need a certain stat for it to penetrate? Or am I just basically doing something wrong?
I was wondering if any experienced PvPers/Duelers can give me some tips/tricks on how to put the odds in my favor when it comes to these troublesome classes. Darned Pallies think they own the world. I would really appreciate any help at all from my fellow hunters.
Thank you so much in advance!
Totally agree with casador, i have the same questions + an added one. as survival (i think we all agree on best spec being 5/13/53 or 0/13/58) either way, what major + minor glyphs should we be rolling with?
so to sum up (because everyone loves lists)
Survival PvP: what glyphs?
does tranq shot dispel bubble?
what to do vs dks rolling your face with dispeller + freedom?
I do not play a hunter, but my understanding is that tranq shot has a chance of dispelling Hand of Protection, but not Divine Shield.
Correct.
[e] In terms of playing against melee, blizzard will not balance around duels. If you want to win against melee in a duel, you'd probably best go BM. In arena, the idea is that you use your abilities in conjunction with your teammate's to keep them off you (e.g. CC, dispels, hand of freedom, etc.).
We were up at 1717 fairly easily and then yesterday we hit the wall of rogues. We just get trounced by all of them. I am having real issues understanding what we can do to put ourselves into a chance at winning against them. Anything that people have found to work? I know there are some 2v2 priest/hunter comps at 2500, so they must have some tactics to make these fights at least a 30% win rate. Do we need to spread out, who do they cc, how do they keep the priest from dispelling my priest etc?
Im just starting to venture into the whole pvp and arena scene. Im currently running about 560 resilience.
I have tried to read up this thread, but I fear most information is outdated or missing.
I have a couple of things which are still very unclear to me. Maybe you can help enlighten me:
a) Spellpenetration. I've noticed alot arena Hunters enchanting / geming spell penetration over Agi to boost their Explosive Shot damage. But what is the approx. value one should go for? 70? 100? The way I understand it, you can't go negative. So if you play against a double Rogue combo for example and they haven't stacked up fire resistance, its completely useless? Or do you still profit from the Spell Penetration, even though they dont have resistance?
b) Resilience. What's the resilience value one should go for? Most values I have seen are between 700 and 800 resilience from top ranked Hunters. What about geming resilience? Over Agi? Over Stamina? Is there a resilience value (lets say 750) where, as soon as you have reached it, geming stamina over resilience is more beneficial? In the lower ranks of arena, lets say 0 - 1600, is it wise to gem resilience over everything else to reach a certain amount, or do you just upgrade your resilence when better gear (furious) becomes available.
c) Hit Rating. From what I could gather the required Hit is ranging from 5% upto 11%. The problem I have is, the more PVP Gear/Resilience I stack, the lower my Hit Rating goes. Im currently running about 5.11% Hit and I really really notice alot of misses against Rogues/Nightelves etc. How do you guys counter this problem? What's the best overall Hit for Arena/BGs? I suspect its somewhere between 7 and 9 %.
With some information gathering I did on hunters and specs I have come to a build I would like some feedback on. It's a BM spec taking the most of the BM tree with 'The Beast Within' combined with 'Longevity' along with the two 1-ponters from the other tree's to gain the benefit of the amazing Aimed Shot aswell as a tool to stay in range in Scatter shot. The build is as following. 47/13/11. I think it could use some polishing but as my hunter is still lvl 78 I can't research it at it's full potential.
Ofcourse the combat is based around your immunity to fear etc. with Beastial Wrath staying mobile and keep your target occupied with concussive shot and traps when needed, and letting your pet and your sting and (instant) shots eat away at your opponents health. Scatter shot when your opponents draws in to near or uses CD's (if you can mitigate the damage caused by such burst with a stun). Use Aimed shot when facing healer capable opponents.
If for some reason opponents get into melee range, your 30%+ dodge can certainly save you.
Totally agree with casador, i have the same questions + an added one. as survival (i think we all agree on best spec being 5/13/53 or 0/13/58) either way, what major + minor glyphs should we be rolling with?
so to sum up (because everyone loves lists)
Survival PvP: what glyphs?
does tranq shot dispel bubble?
what to do vs dks rolling your face with dispeller + freedom?
Survival Glyphs:
Disengage is a must, with explosive shot being a close second. After that I believe it is a toss up between Raptor Strike or Wyvern Sting. Macro Raptor Strike to Wingclip to help mitigate some of that damage when trying to get out of melee range. (The first two are the most important)
Tranq shot does nto dispel bubble, however I do believe it has a chance to dispell all Hand spells (including HoF).
Im just starting to venture into the whole pvp and arena scene. Im currently running about 560 resilience.
I have tried to read up this thread, but I fear most information is outdated or missing.
I have a couple of things which are still very unclear to me. Maybe you can help enlighten me:
a) Spellpenetration. I've noticed alot arena Hunters enchanting / geming spell penetration over Agi to boost their Explosive Shot damage. But what is the approx. value one should go for? 70? 100? The way I understand it, you can't go negative. So if you play against a double Rogue combo for example and they haven't stacked up fire resistance, its completely useless? Or do you still profit from the Spell Penetration, even though they dont have resistance?
b) Resilience. What's the resilience value one should go for? Most values I have seen are between 700 and 800 resilience from top ranked Hunters. What about geming resilience? Over Agi? Over Stamina? Is there a resilience value (lets say 750) where, as soon as you have reached it, geming stamina over resilience is more beneficial? In the lower ranks of arena, lets say 0 - 1600, is it wise to gem resilience over everything else to reach a certain amount, or do you just upgrade your resilence when better gear (furious) becomes available.
c) Hit Rating. From what I could gather the required Hit is ranging from 5% upto 11%. The problem I have is, the more PVP Gear/Resilience I stack, the lower my Hit Rating goes. Im currently running about 5.11% Hit and I really really notice alot of misses against Rogues/Nightelves etc. How do you guys counter this problem? What's the best overall Hit for Arena/BGs? I suspect its somewhere between 7 and 9 %.
Thanks for your help!
Spell Penetration: I believe 75 is the value to shoot for. A cloak enchant, and 2xSpell pen gems should reach this.
Resilience: Generally aim for 800 before gemming for offensive stats. There is no hard and fast rule about gemming for survivability vs. damage.
Hit rating: I believe the goal is to get hit capped vs. a nontalented L 80 character, which is about 5% hit (164 rating). Some classes have talents that decrease your hit against them substantially, but if you aim for enough hit to overcome that odds are you are gimping another stat too much (at least at this point in the expansion).
I've done a boatload of pvp, mostly bg's, but primarliy as a bm hunter. I'm now sv and this is the first time I've heard about gemming or chanting for spell pen. Can anyone please elaborate just a bit?
I've done a boatload of pvp, mostly bg's, but primarliy as a bm hunter. I'm now sv and this is the first time I've heard about gemming or chanting for spell pen. Can anyone please elaborate just a bit?
So much of your damage as SV stems from explosive shot (fire damage), and in PvP a lot of targets will have fire resists from Mark of the Wild or Paladin Auras. So people use spell pen on PvP gear to offset that. That's really all there is to it.
I'm having some trouble picking between 4 major glyphs for Arena on my MM hunter, any thoughts?
Frost Trap Glyph - Increase radius by 2 yards, quite a significant increase.
Aimed Shot - 2 seconds less CD, with all the mobility in Arena, more instants = better?
TSA - More crit to Aimed, more damage/bleed (Good vs. Stealthed)
Disengage - 5 second reduction on the CD. Seems to be the only "Must have".
I would argue that the Aimed Shot glyph is a must in any Arena Team where you're the only consistent provider of the -Healing debuff. It's main benefit is not from the damage Aimed Shot actually does, but rather from the ability to ensure the debuff stays up full time, giving a 2second window for you to re-apply instead of the current 0second window.
As to your other glyph choices, what bracket will you be concentrating on and with what class/spec as your partner? In the 2v2 bracket, I would decide against the Frost Trap Glyph since I find myself using Freeze Traps quite often. I believe this would be true as well for the MM playstyle which focuses on shutting down heals via CC/Silences.
One glyph that you may want to consider is the [Glyph of Raptor Strike]. As MM, it will be easier for melee to stick to you and this glyph is basically a reliable save every time you're in melee range. This glyph is very noticeable especially against double dps teams and can definately be a life saver during situations where your healer may be chain ccd.
Of course, if you run a double dps 2's, you may want to opt for a more damage or control oriented glyph.
I would argue that the Aimed Shot glyph is a must in any Arena Team where you're the only consistent provider of the -Healing debuff. It's main benefit is not from the damage Aimed Shot actually does, but rather from the ability to ensure the debuff stays up full time, giving a 2second window for you to re-apply instead of the current 0second window.
As to your other glyph choices, what bracket will you be concentrating on and with what class/spec as your partner? In the 2v2 bracket, I would decide against the Frost Trap Glyph since I find myself using Freeze Traps quite often. I believe this would be true as well for the MM playstyle which focuses on shutting down heals via CC/Silences.
One glyph that you may want to consider is the [Glyph of Raptor Strike]. As MM, it will be easier for melee to stick to you and this glyph is basically a reliable save every time you're in melee range. This glyph is very noticeable especially against double dps teams and can definately be a life saver during situations where your healer may be chain ccd.
Of course, if you run a double dps 2's, you may want to opt for a more damage or control oriented glyph.
I agree with Rez.
Aimed Shot is a must have glyph. Next up is disengage. The third one is where you start to see some mix. I have glyph of Chimaera shot, but Glyph of Raptor Strike can also be a nice way to boost survivability when trying to get out of melee range.
After reading things on Hunter PvP what has seemed to be overall the best PvP Spec for a hunter because I've been hearing many things. I am currently looking for a very good Arena Spec and my friend was saying that I should go BM for high survivability and more burst dps. Can anyone help me find the answer to this problem?
depends entirely on the bracket you want to focus on, but survival generally can work in all brackets. BM is good for 3s in certain teams (hunter/dk/paladin), but it basically sucks in 2s because everyone will just kill your pet and they will manage, believe me
Blizzard has been quielty buffing marks hunters for some time now. I've noticed it along with some of my hunter friends. What Ild like to know is:
1) Is MM a good spec for doing BG's just to raise my resliance?
My hunter just reached 80 and after obtaining Grand Marshal so long ago I hung her out to pasture to play my druid.Now Im getting back into PvP with her and it really exciting.
2) What would be a good pet to use as Marks in PvP?
I know the crab can root people. But I found feral charge to be quite useful. But Im not sure if there may be something better. My last question is where might I find some nice Marks PvP builds? I'm not really into arenas because I dont think they are a fair repersentation of skill. Also because with 200 resilance I'd get my face ripped off. So for the mean time, while I get more skilled on my hunter and higher resilance, Im going to be BGing it up
Blizzard has been quielty buffing marks hunters for some time now. I've noticed it along with some of my hunter friends. What Ild like to know is:
What would be a good pet to use as Marks in PvP?
I know the crab can root people. But I found feral charge to be quite useful. But Im not sure if there may be something better. My last question is where might I find some nice Marks PvP builds? I'm not really into arenas because I dont think they are a fair repersentation of skill. Also because with 200 resilance I'd get my face ripped off. So for the mean time, while I get more skilled on my hunter and higher resilance, Im going to be BGing it up
Thanks in advance,
Chris
As far as PvP Pets go I'd say that A crab, A ravager or a Gorilla with the changes to the Pet Racial being Pummel (an interupt) would be your best bet. A Crab Roots, a Ravager Stuns, and a Gorrilla interupts... Tenacity pets have a lot of survivability features built into theyr talent builds, but ravagers do a little better damage...
In my opinion if i were going to go Marks PVP my spec would probably be something like this The World of Warcraft Armory
You get Lock and load, entrapment, and Scatter shot....
On a side note i think that you'd probably want to pick from Aimed Shot/Disengage/Raptor Strike/Chimera Shot Glyphs I honestly dont know which ones would be best but they all seem like pretty cream of the crop stuff to me.
As far as PvP Pets go I'd say that A crab, A ravager or a Gorilla with the changes to the Pet Racial being Pummel (an interupt) would be your best bet. A Crab Roots, a Ravager Stuns, and a Gorrilla interupts... Tenacity pets have a lot of survivability features built into theyr talent builds, but ravagers do a little better damage...
In my opinion if i were going to go Marks PVP my spec would probably be something like this The World of Warcraft Armory
You get Lock and load, entrapment, and Scatter shot....
On a side note i think that you'd probably want to pick from Aimed Shot/Disengage/Raptor Strike/Chimera Shot Glyphs I honestly dont know which ones would be best but they all seem like pretty cream of the crop stuff to me.
Aimed and disengage are pretty much must haves. Aimed lets you throw up more MS, and also hits hard enough to qualify as somewhat as a "nuke". Disengage glyph + Survival tactics gives you a 16s Disengage CD (I believe) which matches up much more favorably with Melee closing methods.
For BGs I also like to use a spider, the ranged peel helps in situations where things like WW and DS are prone to gibbing my pet.
Hi there, I'm a lvl 78 BM hunter from Vashj server, I am starting to get interested in pvp such as battlegrounds and arenas. I'd like to make a survival build that would be flexible enough to play 3v3+ arena and some world pvp.
A friend of mine helped me make this build Talent Calculator - World of Warcraft (hope the link works...) but i'd rather go for other skills other than deflection and counter, I mean, Isn't sniper tranining more worth it?. I'd like some help with a pvp surv build or help me modify mine to a more long range one or something that makes more sense. I'm kind of new to the whole pvp experience so any constructive criticism is welcome. Thanks.
I'd like to make a survival build that would be flexible enough to play 3v3+ arena and some world pvp...
...but i'd rather go for other skills other than deflection and counter, I mean, Isn't sniper tranining more worth it?. I'd like some help with a pvp surv build or help me modify mine to a more long range one or something that makes more sense.
Personally I would use something more like Talent Calculator - World of Warcraft with three points left floating for you to tailor it a little to your own style.
I do not rate deflection/counter, as if you find yourself in melee range like that, your generally dead anyway thanks to the sheer number of abilities other classes now have to slow or stun us.
Also, I wouldn't put point's in sniper training, as they could be more useful elsewhere. You don't often have the luxury of being able to stand still long enough in Arena's to get the buff from sniper training. Although it could prove more useful in world pvp, especially if you have allies distracting the enemy.
Hi there, I'm a lvl 78 BM hunter from Vashj server, I am starting to get interested in pvp such as battlegrounds and arenas. I'd like to make a survival build that would be flexible enough to play 3v3+ arena and some world pvp.
A friend of mine helped me make this build Talent Calculator - World of Warcraft (hope the link works...) but i'd rather go for other skills other than deflection and counter, I mean, Isn't sniper tranining more worth it?. I'd like some help with a pvp surv build or help me modify mine to a more long range one or something that makes more sense. I'm kind of new to the whole pvp experience so any constructive criticism is welcome. Thanks.
Edit: A miss spell.
I played SV to 2400 in S5. Looking at BM for S7. But anywyay.
Deflection & Counter are useless. Useless vs all casters, DKs have a bunch of spells, rogues do it from behind, and warriors should be easy enough to kite already.
Yeah thanks for the advice. I have been starting to pvp lately... i got like 3/5 hateful pieces and i noticed once i enter close range i can't get out... like... paladins have like 30 stuns... rogues have 400 stuns (stunlock till i die XD) DK... i can kinda manage Warriors same... Locks rip me to threads with their DoT Shammies are so so. I have about 200 resi.. I have started to notice lately that Hunter is a support job in pvp, stand back and shoot (duh) XD but without a good team i am no one x.x; Is this normal? Thanks for the advice XD sorry for asking so many questions.
I would recommend that you revise your post to be more specific and accurate. To say rogues have 400 stuns is an exaggeration that does little to help with the flow of conversation. If you were to ask when to trinket and when to use deterance or disengage when a rogue gets the opener on you then we could provide advice.
If you put to many question in a giant clump of text it will more then likely be ignored compared to short and direct questions.
I've been pvping now seriously for about 2 monthes. i'm in 4 piece hatful with 1 deadly -legs- and a few deadly pieces from honor points. I know that spell pen around 70-100 is very beneficial as I have found but my question is what about ArP? I havent toyed with it yet but it has been on my mind for some time, and I was wondering if it effected resiliance or not? Meaning would it be able to lower a fellow players resiliance and if not would it have any value for a hunter in a pvp setting?