WoW Forever DB

World of Warcraft: Forever · class guide

Hunter: Aspects, traps & pets

Client build 1.60.1.70425 · updated

What a Hunter brings to a group, and what it has to borrow.

How this works

One Aspect at a time; traps are now usable in combat, Fire and Frost on separate cooldowns. Pet abilities are taught through Beast Training and aren't in the client's trainer data, so they are listed below rather than in a table.

Aspects

Only one Aspect can be active.

IconAbilityLevelWhat it does
Aspect of the Monkey4

The hunter takes on the aspects of a monkey, increasing chance to dodge by 8%. Only one Aspect can be active at a time.

What to know: Its aura reaches 100 yards so your pet gets it too (half the effect with Improved Aspect of the Monkey).

Aspect of the Hawk10

The hunter takes on the aspects of a hawk, increasing Ranged Attack Power by 120. Only one Aspect can be active at a time.

What to know: Your ranged aspect. Client oddity: rank 6 (58) reads 55, below rank 5's 90; probably a tooltip error. Rank 7 at 60 gives 120 as in Classic. Deadly Aspects adds a 30% ranged attack speed proc.

Aspect of the Cheetah20

The hunter takes on the aspects of a cheetah, increasing movement speed by 30%. If the hunter takes damage, he will be dazed for 4 sec. Only one Aspect can be active at a time.

Aspect of the Beast30

You take on the aspects of a beast, becoming untrackable and increasing Melee Attack Power by 110. Only one Aspect can be active at a time.

What to know: Changed: now gives melee attack power (50/70/90/110 at 30/40/50/60) as well as making you untrackable. Survival's melee aspect; with Deadly Aspects melee auto attacks can proc 30% melee attack speed.

Aspect of the Pack40

The hunter and group members within 30 yards take on the aspects of a pack of cheetahs, increasing movement speed by 30%. If a pack member takes damage, they will be dazed for 4 sec. Only one Aspect can be active at a time.

Aspect of the Wild46

The hunter and all party and raid members within 30 yards take on the aspect of the wild, increasing Nature resistance by 60. Only one Aspect can be active at a time.

What to know: The tooltip now says party and raid members within 30 yards; Classic said group members. Wording only, not confirmed in play.

Stings

One Sting per Hunter on a target. Improved Stings raises Serpent Sting, shortens Viper Sting and lengthens Scorpid Sting.

IconAbilityLevelWhat it does
Serpent Sting4

Stings the target, causing 555 Nature damage over 15 sec. Only one Sting per Hunter can be active on any one target.

What to know: Changed: scales with ranged attack power (15% over the duration), its ticks can crit and it recalculates instead of snapshotting. Low ranks do less flat damage than Classic; the top rank is unchanged.

Scorpid Sting22

Stings the target, reducing the target's chance to hit with attacks by 2% for 20 sec. Only one Sting per Hunter can be active on any one target.

What to know: Changed: one rank; it now lowers the target's chance to hit by 2% for 20 seconds instead of its Strength and Agility. A boss damage-reduction debuff for your tank (Blizzard).

Viper Sting36

Stings the target, draining 1108 mana over 8 sec. Only one Sting per Hunter can be active on any one target.

What to know: Gains a 15-second cooldown. Improved Stings cuts it by up to 6 seconds.

Traps

All 30-second cooldowns, usable in combat, placed at your feet. Fire traps now scale with attack power.

IconAbilityLevelWhat it does
Immolation Trap16

Place a Fire trap that will burn the first enemy to approach for 690 Fire damage over 15 sec. Trap will exist for 1 min. Only one Fire trap can be active at a time.

What to know: Usable in combat, 30-second cooldown, shared with Explosive Trap. Survival keeps it on the target.

Freezing Trap20

Place a Frost trap that freezes the first enemy that approaches, preventing all action for up to 20 sec. Any damage caused will break the ice. Trap will exist for 1 min. Only one Frost trap can be active at a time.

What to know: Usable in combat now, but the cooldown is 30 seconds (Classic: 15). Placed at your feet. Frost traps and Fire traps have separate cooldowns (Blizzard).

Frost Trap28

Place a Frost trap that creates an ice slick around itself for 30 sec when the first enemy approaches it. All enemies within 10 yards will be slowed by 60% while in the area of effect. Trap will exist for 1 min. Only one Frost trap can be active at a time.

What to know: Usable in combat, 30-second cooldown, shared with Freezing Trap but not with Fire traps.

Explosive Trap34

Place a Fire trap that explodes when an enemy approaches, causing 208 to 264 Fire damage and 330 additional Fire damage over 20 sec to all within 10 yards. Trap will exist for 1 min. Only one Fire trap can be active at a time.

What to know: Usable in combat, 30-second cooldown, shared with Immolation Trap. Your AoE trap from 34.

Crowd control

Interrupts and dispels

  • No interrupt (Blizzard: "cannot Stun or Interrupt"). Wyvern Sting is gone.
  • No dispel or decurse. Tranquilizing Shot (60) removes one enrage from an enemy.
  • Improved Mend Pet can cleanse your pet only.

Escapes and threat

  • Feign Death: drop out of combat (cancel it within 6 minutes).
  • Disengage: twice the threat drop it had in Classic.
  • Deterrence (Survival talent): +25% dodge and parry for 10 seconds.
  • Distracting Shot: pull a mob onto you, to save a healer.

Group buffs and debuffs

  • Trueshot Aura: ranged attack power for the party (helps other Hunters).
  • Aspect of the Wild and Aspect of the Pack for the group.
  • Hunter's Mark: ranged attack power for everyone shooting the target.
  • Scorpid Sting: −2% hit on the target.
  • Pets: Wolf Furious Howl (party melee attack power), Tallstrider Dust Cloud (armour), Crocolisk Dismember (−25% healing for 6 s), Bat Sonic Blast (30% slower casts for 20 s), Carrion Bird Demoralizing Screech.

Pet care

  • Tame Beast only at or below your level; Beast Lore shows a beast's diet and abilities.
  • Mend Pet and Revive Pet; other players' heals land on the pet too, but stat buffs don't.
  • Feed Pet keeps it happy; an unhappy pet does 25% less damage (Classic rule).
  • Stable: 1 pet out and 2 stabled; more slots are announced, with no date.