The Art of War(craft): Introductory guide to fighting hunters, Part 2

A hunter's basic repertoire of attacks consists of shots and stings, the former doing a variety of damaging effects and the latter applying a debuff. Although you only have to worry about one kind of sting being applied to you at any time, hunters have a sting for every kind of opponent. Serpent Sting is the most common, damaging sting, although they can also opt to use Viper Sting on mana-users or even Scorpid Sting against melee classes or other hunters. Stings are nature-based poison debuffs that can be removed by spells such as Cleansing Totems, Cleanse, and Cure Poison.
Most good hunters will try to keep a sting applied on a target, as it can confer benefits to the hunter beyond the basic debuff. Even with abilities to remove the debuff, stings can be reapplied almost immediately, so it can sometimes be a mana-intensive effort for both parties. Out of all the stings, hunters will protect and re-apply Viper Sting the most. On top of their sting, hunters also have a wide selection of ranged attacks. You can expect to be the target of their version of Mortal Strike, the marksmanship talent, Aimed Shot, or the Execute-like ability, Kill Shot, so always watch your health.
It's very difficult to get the element of surprise against a hunter, who will almost always have Track Humanoids active. Even against rogues, hunters have the option to use Flares, Track Hidden, and even Hunter's Mark if they get the chance. Tracking makes hunters ideal guards on flags in Arathi Basin or Warsong Gulch. Melee players should be wary of approaching a hunter because most will drop a Freezing Trap where they stand to counter rogue openers or warrior Charge.
Filed under: Hunter, PvP, The Art of War(craft) (PvP)






























