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Hunting High and Low: Encounter tips and tricks
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:
[top] Tier 11[top] Blackwing Descent[top] Omnitron Defense SystemGolem 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! [top] MagmawRapid Fire Conserving your rapid fire for an "exposed head" phase. [top] MaloriakFocus 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: Code:
/cast [target=focus]Tranquilizing ShotExplosive 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. [top] AtramedesDisengage 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. [top] ChimaeronConserving 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! [top] Nefarian and OnyxiaPet 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. [top] Throne of the Four Winds[top] Conclave of WindsMaster's Call While active, provides immunity to frost patches on Nezir. [top] Al'AkirDisengage This ability provides a lot of benefits for a hunter on this fight, especially in the first phase:
Master's Call While active, provides immunity to frost patches. [top] Bastion of Twilight[top] Halfus WyrmbreakerNone currently known. [top] Valiona and TheralionDeterrence 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. [top] Twilight Ascendant Council / Elementium MonstrosityIgnacious' Charge Using Disengage right after Ignacious charges you reverts the effect, allowing you to return to combat in a much faster manner. [top] Cho'gallMind 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. [top] SinestraCourtesy of Timor @ Firetree US. P1 Tips
P2 Tips
P3 Tips
Overall Tips
[top] Tier 12[top] Firelands[top]Beth'tilacCurrently none know, stay tuned! [top]Lord RhyolithCurrently none know, stay tuned! [top]AlysrazorCurrently none know, stay tuned! [top]ShannoxCurrently none know, stay tuned! [top]BalerocCurrently none know, stay tuned! [top]Majordomo StaghelmCurrently none know, stay tuned! [top]RagnarosCurrently none know, stay tuned! [top] General[top] Lock and LoadFrost 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. [top] Glyph of Raptor StrikeReduces damage taken by 20% after performing a Raptor Strike. This glyph is specifically useful on the following fights/situations:
* 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. |
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. |
Edit: Oh shit, a Stratovarius 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. |
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. |
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. |
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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e: As noted below this apparently is a non-issue since the glyph works regardless of whether or not the strike hits. Quote:
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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 |
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. |
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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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. |
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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