Greetings hunters of Middle Earth,
Since i am a bit bored and the server downtime will last for a bit i decided to put togheter a small guide for hunters with my personal oppinions about skills and tactics. Nothing im about to write is guaranteed to be true, so any discussion is welcomed. Also images are from lorebook. EDIT: only after i finished i realise there was a 4 image limit per post. Thats why its fragmentes. hope its still nice to read though.
First of all for those that are just now starting their hunter what should you expect?
- The hunter's best ability is single target DPS, with 2 secondary roles of AOE dps and CC (if traited yellow, rarely done but usefull when needed). In solo play you will have to kill your target(s) before they come in melee range. Usually one hunter can ake 1-4 mobs but with CC and good use of skills. Survivability is not our best asset. In group you will be invited as DPS 99% of times. And your job will be to burn mobs fast.
The main pros of this class are:
- very easy to solo as we have many ports and campfire porting, also blazing fast DPS to finish quests fast.
- easy class, no complicated mechanic at play here, just pew pew.
The main cons are:
- many DPS classes out there, not as much demand in groups for yet ANOTHER hunter.
- many hunters have agro management and power issues.
- we die alot in solo if not careful.
Hunter stats and how they influence our game
The hunters main stats are Agility and Vitality. In lesser extent Fate. And not important are Might and Will.
1 point of agility gives - 10 points of Physical mastery (increases damage)
- 2 points of critical rating (increases chance to land a crit)
- 2 points evade 1 point parry rating
1 point Vitality gives - 3 points morale
- 2 point restiance rating
- 1 point mitigation
- some OCMR
1 point of fate gives - 1 point critical rating
- some ICPR (its a function wont explain)
1 point of will gives - 3 points of power
- some OCPR
- some tactical mastery.......
You have more or less no reason to put might. It gives less morale than vitality and not enough mitigation to matter.
As you aproach and achieve 2000 Agility the bonuses dont climb as abruptly as they did before 1000, but it doesnt mean you dont get bonuses. Its just a good time to put some vitality and raw Critical rating on. For normal PvE 1500-1800 Agility is enough, with 4000-6000 morale. For raiding ToO you need to have close to 2000 Agility or more and get more than 6500 morale (even more if T2 or Saruman in detriment of agility).
usually gear for Hunter is easy to spot. It has Agiility/Vitality as main stat, with some will/fate/crit/mastery as secondaries. And as far as armour goes take the Dragon set at first and if you can upgrade with ToO set (Whichever you prefer, DPS parses have placed them in Faron, Cudur, Gonathradir order but differences are not mind blowing. But most hunters choose Blue line so Faron to complemet it).
Hunters skills (by order of training):
(improved) Blindside - in the first levels a quite potent damaging skill. In the rest of the game the hunters only interrupt that works on CC immune bosses. In the Riders of Rohan update the improved version of it will be usable on the move which will allow for more responsive interrupting. It has a CD of 20s, usefull in fight where the inductions are also on a timer (like Huva in Draghnak - 20s, perfect for hunter interrupting)
Swift stroke - usefull for solo action when mobs get into melee range as it gives a defensive buff. There is also a minor Weapon Legacy that affects it (Swift Stroke Parry and Evade Rating) but there are better ones to use. Personally i only use it when i happen to have pulled a mob from the healer so i take less damage while tank gets it. But usually mob is dead by then.
(improved) Quick Shot - Hunter's bread and butter. By far one of the most used skills for focus building and also fillinf spots in the rotation. On a maximum induction of 1s (can be reduced by traiting blue line) its shot almost instantly and gives 1 pip of focus. But its more than that to it, as its effect depends on the stance you are in: in endurance it applies a de-threat (blue animation above the mob), usefull for when you acidentally pulled, or just to make sure you dont pull from say a sub par tank or a champ tank; in precision it increases the crit chance for Quick shot by 10% (combined with the trait that gives one pip of focus for each crit helps build more focus faster); in strength it applies a 40% slow debuff on the target (good for kiting). Can be altered with two major legacy for bow (Strength Quick Shot slow and Quick Shot Critical Rating, both not worth putting on). Affected by oils.
(improved) Penetrating shot - another bread and butter skill, should be in everybodies rotation. Ignores part of a target armour so it does more damage. Costs 3 focus, can be reduced at level 75 with Full Faron Set to 2 focus. Also the improved version has no cooldown so you can burn all 6 pips of focus with 3 shots (or more). Can further negate arour by traiting red line trait True shot (-8% target mitigation) and increase damage by Blue trait Strong Draw (+10% damage).