What type of armor do chanters wear




















Like the shaman , hunters call upon the spirits of the land, wind, and fire to aid them in their hunts and tasks. Their spells focus on the elements and the land. The hunter is one of the oldest classes in history. They represent a deep connection between man and beast, and the hunters of Warcraft are not merely individuals who track animals and slay them for food, but custodians of balance. They understand the natural circle of life and death and the part they must play in maintaining it, not simply as researchers, but as active participants.

The "Hunt" is venerated, and the prey they choose to stalk is given as much respect as the predators hunters choose to learn from and embody. All hunters create lifelong friendships with animal companions, who are also often their best and only friends, if the stereotype of the reclusive huntsman is to be believed.

Hunters come in all shapes, forms, sizes, and specialties. Hunters are a curious mix of mysticism and rough wilderness know-how. They can learn to mystically align themselves with the aspects of various animals to assist them, such as the swiftness of a cheetah. Hunters use magically empowered traps to maim and snare their prey. They have various shots imbued with magic or explosives to slow , poison , handicap, and disorient their targets. They can even hold their breath and slow their heartbeat to a highly infrequent, inconsequential tap to give their pursuers the impression they are dead.

For Beast Mastery and Marksmanship hunters, ranged fighting requires a choice between a gun, bow, or a crossbow. When starting, this will depend on your race. Dwarves , worgen , and goblins are given guns; draenei , humans , pandaren and Forsaken start with crossbows; the other races get bows. However, all hunters can still use the ranged weapons that aren't inherent to their 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.

Bows have moderate attack speed and are favored for sustained DPS. 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. Survival hunters forgo use of a ranged weapon, choosing instead to fight toe-to-toe in melee.

All such hunters start with a polearm, regardless of race. Pets are the most important tools in the hands of a hunter. They serve as aggro -management, additional DPS , and as tanks. Formerly, pets had anemic damage potential and weak AI that often made them more of a danger to a raid than an asset.

Many beast-type mobs can be tamed, and each offer a set of unique active skills there are special abilities just for wolves, just for cats, etc. Hunters have a pet at level one. These pets are based on the user's race night elves get a nightsaber, tauren get a plainstrider, goblins get a crab, etc.

They are able to control the pet through various commands at level Hunters can have only one active pet at a time and 5 others out of the actual game accessible in the Call Pet UI. The stable can house up to 50 additional pets. Hunters have five different types of traps available for use.

Some traps are a type of Crowd Control ; others are a source of damage, although they do not scale well to the hunter's level. Traps exist for 30 seconds, have separate second cooldown categories, and a 2-second arming timer once placed. A hunter can have one trap of each category placed at one time. This section concerns content exclusive to the Warcraft RPG , and thus unlikely to be canon. A hunter's primary responsibility in nearly all raid encounters is to sustainably generate high DPS.

They should know when to use Feign Death to get rid of aggro before they gain more aggro than the raid's primary tank and then continue dealing damage.

Hunters will almost never be asked to trap during raids, but might be asked during 5-man groups and heroics. Trapping is a form of Crowd Control. This is typically done by laying down a Freezing Trap before the pull, then using Distracting Shot to steal aggro after the tank pulls, thus making the mob run at and into the Freezing Trap. Hitting the mob with a Concussive Shot as it comes to the trap is a good way to buy cooldown time, making it easier to re-trap.

The generally accepted raid symbol for this is a blue square, although it is very important to confirm this beforehand. The tank or off-tank will usually be responsible for taking aggro off of the hunter when the group is ready to deal with the mob. A skilled hunter of any spec should be able to keep at least one target controlled indefinitely. It is possible to lay a trap before the pull, wait 30 seconds for the cooldown, trap a mob, and then move away a small distance and lay another trap.

Whenever the first trap's effect wears off, the mob will usually run to the hunter and right into the other trap. This is called chain-trapping a mob. In some cases a hunter will be asked to kite one or more creatures that either cannot or should not be killed during a specific encounter, allowing the rest of the raid to focus on other needs in order defeat the objective.

Kiting is a skill that is best accomplished by hunters because of their Aspect of the Cheetah, pets, and armor rating; it requires a lot of practice. While kiting, the target is shot with instant and slowing abilities while the hunter uses speed boosts to stay ahead of it.

Kiting for most hunters is the hardest skill to learn, yet is considered by many to be the most important. From classic WoW through Warlords of Draenor, warriors and paladins wore mail until level 40, where they could then equip plate armor.

Hunters and shaman began by wearing leather armor until level 40, where they could switch to mail. Chain mail would serve better than leather. MM Hunters seem to consistently use the Lone Wolf talent. This is wear Leather could serve better. Appearances are now account-wide. Sets have been added to more easily collect dungeon, raid, and PvP sets for your class.

Marksmen are Archers — traditionally Mail wearers as Mail is flexible and lets them fire many arrows fast. Beastmasters — You try befriending a Wild Velociraptor when you are wearing its mother as underpants! If a shield is held in the off hand the character is limited to using weapons that require only one hand to use.

Also note that the bonus for the cloth wearing classes mages, priests and warlocks does not have any armor requirement. The Dragonstalker Armor is the tier 2 set for Hunters and is comprised of a total of 8 pieces. The set tokens drop in the Tomb of Sargeras.

Comment by Anvun Asking in this section since the question is about gearing. Now I find myself always about 0. In most cases it seems that the best items also happen to have hit on them. If not gear differences any good Gem alternatives? Comment by ashrasmun I don't understand why Feltooth Eviscerator is not even mentioned here. It seems better than Stormreaver Warblades. What am I missing here? Comment by MPestana4 why are u using red gems in all gear even is havent a red gem socket?

Comment by Onedaydude This guide has been awesome for myself, but i have a question. So i haven't had a legacy drop yet, nor the crypts fist weapon, and I'm constantly debating between the going the 2h or 2 1-h. Feels like it should be making an appearance.

Comment by intnzd Why isn't Hellforged Halberd on the 2Hand list, Surely 30 attack power has to be better than the 9 agi from Sonic Spear. Comment by humbe A nice bit of info here.. But it claims to be correct without any evidence or reasoning for the claims. I'm theorycrafting myself, and there are tons of non-obvious choices to make. Can you add some considerations and reasoning about the above? One thing, is how to rate damage vs mana regen vs survivability.

From the suggestions above, I get the feeling only damage done is considered. I've been trying to create weights, comparing DPS to how long you can stay in fight before OOM and how long you can take a constant amount of damage before dying, and it seems one can get quite a bit more mana regen and survivability with a fairly small loss in DPS compared to the stated BiS above. I dunno what environment you're assuming, but I don't play with an optimal bunch of hardcore players, so I have to survive long fights too, and are usually missing buffs from the ideal set.

Another thing is what rotation you're assuming you are doing to get damage values? What buffs you rely on from other toons in raids? From my calculations too, Beast Lord seems to be best due to the very nice 4 set bonus, but the pieces themselves are far down the list of good pieces if you ignore the 4 set bonus.

At least from my attempts at calculation, it seems you can get fairly close to the same damage as when using Beast Lord.. Though of course, depending on what you expect opponents to armor to be before and after applying the Beast Lord bonus.

In my calculations I assumed boss armor would be on average, and that we had sunders but not other stacking armor debuffs. Presuming you have the 4 piece set bonus the real must! Comment by vuldle What's recommended for the JC only gems and where should I place them? Just a nice FYI. Comment by Char Pretty soon, brewfest will come and we will get a duplicate of one of our bis trinkets.

Empty Mug of Direbrew is exactly the same as the bloodlust brooch same equip and same use.



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