The hunter who never hunts alone
Warriors meet enemies with shields, Mages with fire, and Hunters with a beast that, from level 10, reaches the target before the first arrow. Everyone knows the role models: Sylvanas Windrunner, Ranger-General of Silvermoon before she wore the Forsaken crown, and Rexxar, Champion of the Horde, still roaming Desolace's roads with his bear Misha.
Your first trainers are in Razor Hill and Orgrimmar, while Thunder Bluff gives Hunters an entire Hunter Rise. And one privilege belongs only to Hunters: you choose your beast's name.
Count to two: how combat works
From level 10, Hunter combat finds its rhythm: send your pet, count to two while it builds threat, then open fire and let
Auto Shot work. Every Hunter has fired too early at least once, sending the enemy straight past the pet toward whoever hits harder. If it reaches you, you enter the dead zone, where your bow cannot shoot inside 8 yards. The veteran's escape is simple:
Wing Clip, two steps back, and the pet takes over again.
Always keep one of your stances, called Aspects, active.
Aspect of the Monkey grants dodge before you have a pet;
Aspect of the Hawk adds ranged attack power and remains your main levelling Aspect. From level 20,
Aspect of the Cheetah grants +30% movement speed, your main travel button until a mount at 40. Do not fight in it: any hit dazes you for 4 seconds.
Before level 10, Hunters survive by kiting. Like Classic,
Auto Shot only works while standing still, so shoot from maximum range, retreat as the enemy approaches, then shoot again. From level 8,
Concussive Shot halves enemy speed for 4 seconds, buying a few more shots. Classic veterans also jump, turn in mid-air, fire an instant shot and land facing their escape route.
Your beast: tame it, feed it, keep it alive
The real Hunter begins at level 10. A Troll visits Thotar in Razor Hill for three practice tames with a rod - a boar, crab and scorpid - earning
Tame Beast. Forever pets also draw power from you: beta data gives them 10% of your attack power, your full critical strike chance and some armour, so your Agility and crit now strengthen the beast too.
A happy pet deals 125% damage; an unhappy one deals 75%. Feed it only out of combat and with food its family accepts: cats eat meat and fish, while bears and boars eat almost anything. If it dies,
Revive Pet helps, but takes ten seconds and all your mana: revive after combat, not mid-fight. Happiness barely falls on the beta, so you need less food in your bags.
Which pet? The classic choice is a fast cat. Pet attack speeds differ as in Classic, but Classic normalized damage; beta player measurements suggest faster pets hit harder. A level 10 Troll can therefore tame a Durotar Tiger attacking every 1.3 seconds, while tougher bears and boars suit cautious players. Learn new abilities as in Classic: tame a teacher, fight with it until the learning message appears, then teach your own pet with
Beast Training.
Levelling 1–30: bow, arrows and mana
With a pet, Hunter becomes one of the fastest levelling classes according to beta guides, although some testers report a more Classic-like pace. Almost all damage before level 30 comes from
Auto Shot, so no class depends on a ranged weapon as heavily. New bows at levels 11, 14 and 20 each provide a noticeable jump.
Arrows still exist in Forever. A stack holds 200, enough for roughly 25–35 enemies by our estimate. A quiver takes a bag slot but grants +10% ranged attack speed. New arrows at levels 10 and 25 are the game's cheapest damage upgrade; run out mid-fight and you simply stand there holding a bow that cannot shoot.
Mana is the bottleneck. Do not waste
Serpent Sting on something that will die in three shots; save mana for healing your pet with
Mend Pet. From level 16, traps work in combat but, as in Classic, only at your feet:
Immolation Trap burns an enemy that reaches you. New buttons then arrive in batches:
Aimed Shot and
Freezing Trap at 20,
Rapid Fire at 26, and the group favourite
Feign Death at 30. Do not lie there too long: Forever's tooltip says that after 6 minutes of pretending, you really die.
Dungeons and raids: what a Hunter is expected to do
A good group Hunter goes unnoticed because their pet does not pull extra enemies:
Growl is off and the pet is Defensive.
Hunter's Mark goes on the tank's skull-marked primary target. Avoid
Multi-Shot near sheep - enemies Polymorphed by the Mage - because hitting them breaks control. Place
Freezing Trap off to the side in advance and pull a second enemy into it. If you pull threat from the tank, use
Disengage, adding
Feign Death from level 30. Hunters who do the opposite have been called Huntards in English chat for twenty years: Hunters who do not think before acting.
The other eternal joke is Hunter weapon: the Hunter rolls Need on everything, even an Intellect staff. It became such a fixture that Heroes of the Storm's Rexxar claims all loot for 'for... um... hunter reasons'.
Classic raids brought Hunters for mechanics: Tranquilizing Shot removed Frenzy from bosses such as Magmadar and Chromagg, with Hunters taking turns. It came from the Tome of Tranquilizing Shot dropped by Lucifron in Molten Core, and that tome remains in Forever's data. Forever's
Trueshot Aura strengthens the entire raid's ranged damage from level 25, although raids are unavailable on the level 30 beta.
PvP: distance decides
In the open world, Hunters see enemies first:
Track Humanoids shows players on the minimap, while
Hunter's Mark still reveals marked Rogues through stealth in Forever. The duel plan is familiar:
Concussive Shot, pet onto the enemy, Wing Clip and step back. If they reach melee, trap at your feet and retreat again. With all 21 points in Marksmanship, level 30 adds
Scatter Shot, disorienting the enemy for 4 seconds.
Classic veterans had a trick against casters: as a Mage finishes
Polymorph,
Feign Death interrupts any cast targeting you. The enemy sees a corpse and looks for another target; you stand up and draw your bow again.
The beta has one battleground: Darkspear Islands, 15 versus 15 from level 30. For Trolls, it is a fight for their own people. According to guides, Warsong Gulch from level 10, Arathi Basin from 20 and Alterac Valley from 51 await release; you cannot queue for them in the beta.
What Forever changed and what testers say
The old
Aimed Shot talent is now trained at level 20 and hits less hard, while
Multi-Shot has a 6-second cooldown instead of 10. They share that cooldown.
Arcane Shot gained up to +54% across ranks,
Hunter's Mark gained 30%, and
Disengage no longer drops combat but reduces twice as much threat.
Talents were rewritten. Beast Mastery's 16-point
Summon Hawk sends a hawk diving at the target, with up to two active. Marksmanship has
Lone Wolf, granting +20% damage without a pet, and 31-point
Sniper Shot from 45 yards. Survival became a melee tree with
Strider Kick and
Predator's Edge; according to Warcraft Wiki, that was its intended design before the original game's release.
Testers criticize in-combat traps for supposedly breaking the Hunter fantasy, 200-arrow stacks instead of the desired 500, and room for only three pets. Some want the dead zone removed, but the first page of 'Hunter Dead Zone Should Be Fixed' has five votes against two arguing that it belongs to the class. The October 15 patch retains the dead zone.
Is this your class?
Choose Hunter if you want fast solo levelling and fewer ghost runs: your beast holds the enemy, you shoot, and
Feign Death saves even a bad pull with extra enemies. That is why Hunters enjoy levelling alone.
There are drawbacks: mana runs out first, arrows and pet food consume bag space and money, and damage depends on your bow. The class's central rule is therefore: send your pet and count to two.
If your bow is already drawn, open the Troll Hunter 1–30 levelling guide: the full route from the Valley of Trials to level 30, with pets, bows, arrows and builds. Alliance players cannot follow the route, but the talents, pets, arrows and bows are shared.
Since October 15,
Auto Shot requires you to stand still for 0.5 seconds before firing: leave that pause while kiting.
Auto Shot continues during Aimed Shot and
Sniper Shot. You can have one fire trap and one
frost trap active at the same time.
Trueshot Aura now affects the entire raid.