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| Observations about the Hunter: Surviving Lvls 1-20 By Fraakulgrubin |
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| Hunters. Perhaps the best RvR soloers in the realm of Midgard. Without doubt the
best ranged combat specialists. Excellent group pullers, and fairly effecient
Soloers. FRUSTRATING!! FRUSTRATING!!!! Agro bait and cannon fodder, hunters die
just about as often as they level. Even a well built hunter suffers the constant
deaths and destitute poverty. So, without further adu, I offer up a list of tips
and helpful advice for those of you who want to make a new hunter. I hope this
helps. -On Grouping- As part of a group, you are invaluable for your ability to pull. Aside from that, you aren't a bad damage dealer, though you should attempt to avoid agro at all costs. To this end, try the following things. -When pulling, never crit shot. Using low damage arrows (Footed Flight Bodkins work well) and a normal shot will ensure that you don't pool too much agro before the mob gets to the primary tank. -Make sure that the tank hits the mob a few times before you jump into the fray. When you do pounce the poor creature, go easy on combat styles. This is especially true if you did do a signifigant amount of damage pulling the creature. It's already angry at you. Sometimes it's best to just leave well enough alone. -Unless it is neccesary, don't use a pet in a group. It will only be a matter of time before someone notices that your pet is chomping into the group's overall xp and gets all rough with you. -On Duoing- Perhaps the hunter's most succesful party will be a simple duo in which the team shoots for yellows and oranges. Personally, I have made more xp Duoing than by any other route. Tactics differ depending on which class your partner is. In each of these duos, it is best to use Heavy damage, long range, accurate arrows. FF Broads if you can afford them, though flight Broads work nicely as well. Hunter/hunter-this is a very nice combo. If the hunters avoid insta-casters (dirges, willows) there is very little risk of death. At lvl 17, two hunters can take orange werewolves before they even close to striking range. If the hunters decide that the temptation of taking down yellow and orange insta-casters is too much, it is best to work fast and furious. Each hunter needs to learn to time his bow perfectly so that both critshots will go off at the same time. This is the best way to ensure that both hunters will get their crit bonus. Against willows, which are prone to the damage done by broadhead arrows, those 2 shots alone may nearly kill a yellow. If, by some chance, an orange mob closes with the hunters and is not yet at half health, there are two options. Option 1: Throw down your pride and RUN. An orange mob, especially an insta-caster, can do MUCH more damage to its target that the two of you can do to it. If the creature has an insta-stun, see option 2. Option 2: If you feel especially froggy, it is possible to use Engage on a stutter pattern to continually bounce the agro between the two of you. When this works, it works beautifully. When it fails, you die. You'll use so much stamina trying it that you can't run. If the creature has an insta-nuke, see option 1. Hunter/Healer-This could possibly be the best duo combination I have yet come across. A hunter/healer combo can usually easily take yellows and oranges at range. Provided the healer has high pacification, he can chain stun the monster while the hunter slings arrow after arrow into its left eyeball. Most monsters will turn and run before they reach the hunter. If the healer has low pacification, his buffs and heals will still make it much more effecient to take down non insta-casting mobs. Hunter/Tank-again, the hunter/tank duo can usually take oranges and yellows with little problem. In all cases in which it is possible, allow the Tank to pull. Thanes may use their (very nice) spells, while warriors can toss their cute little axes. If you do have to pull, as in the case of Berserkers, pull with low damage normal shots. When the mob closes with the tank, allow him to strike it at least a few times, prefferably with a taunt style. When he deffinately has the agro, you can step in and stab it in the kidney with your spear, or shoot it from close range. Hunter/Runemaster-This duo can be both extremely effective and tear-jerkingly frustrating. It is really best to aim for yellows, unless you know your RM to be competent. Make sure you get off your critshot before the Runie hits his nukes. Once he draws that agro, it can be VERY hard to get it back. After you hit with the crit, the Runie should begin nuking for all he's worth (and he should be silently praying that you don't miss) If the monster closes with you, urge the RM to back up before he nukes. It is my observation that the closer the caster is, the more likely they will draw agro. If an orange mob closes with you before it is a half health, run. Don't be proud. Tell that runie to book it, and get away. Hunter/Shadowblade-This grouping can often be a lesson in futility. When the world is rotating just the right way, the stars are alligned, and Karma is your buddy, things just MAY go well enough for you to take an orange. In such a case, the best tactic is for the hunter to ready the critshot as the stealthed SB walks around behind the mob. The hunter should nail the mob as many times as he can before it closes, at which time the SB should chain as many envenomed critstrikes as possible on the already wounded mob. Usually this will either bounce the mob's agro to the SB or kill the hell out of it. If an orange mob gets through the crit-shot, crit-strike chain without hitting at least half health, there is no better idea than to run. Trust me on this one. -On Soloing- Through all of his disadvantages, one of the hunters main advantages is his ability to solo high blues and low yellows fairly easily with low downtimes. To maximize this ability, try the following. -Know your enemy. Each type of mob is different. Some may be weak against your arrows, while others may insta-stun and interrupt your shots. Just because a mob is blue does that mean you can easily kill it. Nor because a mob is orange can you not possibly solo it. Sadly, the only real resource for determining these things is experience. I have yet to find detailed info about mobs, since the Prima guide isn't worth the paper it was printed on. I may, if time permits it, create a hunting chart as I find which places are best per lvl. -Know your pet. You can easily charm a pet that has some special ability that you can utilize. Keep your eyes open for creatures that double attack, cast spells, etc. If they can do it TO you, they can do it FOR you. I only recently realized that arachite shadowslinkers insta-cast webs on a blue enemy that allow me to sling 2-4 more arrows into it before it can ever reach me. Said blue mob almost never makes it to me. -Know when to run. Things don't always go our way. Sometimes, we miss the first 3 shots on a yellow mob, and it closes at full health. In such a case, try really hard to remember that you are NOT a tank. Even a completely twinked hunter can only rarely survive such an altercation, and because the bow uses so much stamina, you may not be able to run if you try to throw a couple of styles at the monster. -Keep an eye on your quiver. If you only have one arrow left, and you shoot for that yellow, you are going to be highly chagrined if your critshot doesn't do full, or if you miss. Make sure you have at least 3 arrows per mob, unless you are very confident that you can melee it to death. Well guys, I hope this long winded thing helps some =) It would almost make my multitude of deaths worth it to know that someone else could learn from my mistakes. If you guys enjoy this, I may release a companion to it that details where the best hunting spots are for hunters per lvl. Only up to my lvl, of course. -Fraakulgrubin
Pulling for a large group: No need even to use footed arrows, as even a missed
arrow is enough to draw a monster towards the archer. |