Hunter FAQ (Very Large;DROPS+GEAR)

Dark Age of Camelet Guides

Hunter FAQ (Very Large;DROPS+GEAR)

Unread postby PostBot » Tue Nov 07, 2006 1:39 am

1. What's the best race for a Hunter?

Because of the emergence of realm abilities, certain races are better than others in the longer run. The usefulness of Falcon's Eye and Mastery of Pain makes high DEX races less desirable, because the points spent on buying the prerequisite Augmented Dexterity II will be wasted on Kobolds. While Kobolds have an advantage in the beginning game, by level 50 they will have a slight disadvantage due to these wasted attribute points. It is fairly common for Norsemen/Dwarves to be able to reach 300 DEX (the effective maximum) with only +10 into their starting DEX and Augmented Dexterity II (adding another +12). Size is a not an issue in RvR. The way the graphics engine is, most players have no problems seeing kobolds, much less dwarves or Norsemen trying to "hide" in bushes. If you want to get out of sight, you'll have to obstruct with an actual polygon tree, get out of the clipping plane, or stealth.

Norsemen: Starting with 70 STR, 70 CON, 50 DEX, and 50 QUI, they are the most balanced of the Hunter races. While Kobolds have a -4% faster drawtime, Norsemen can expect to have ~72 more hit points based upon their starting CON. In addition, the WeapSkill caps for having a lower starting DEX have been removed, and a Norseman with equal DEX will shoot a bow just as hard as a Kobold with equal DEX. A Norseman at level 50 will on average have ~72 hit points more than a Kobold, shoot 0.1-0.2 seconds slower (depends on bow delay), and deal out an estimated 0-4% less damage (depends on AF of the target).

Dwarf: Starting with 60 STR, 80 CON, 50 DEX, and 50 QUI, they are much like the Norseman. By emphasizing CON even more, Dwarves make tougher Hunters than any other race. Arguably, Dwarves make an alternate best spear Hunter because the extra hit points let them deal out more damage in the long run because they can live longer in hand to hand. In contrast, Norsemen are better ambush Spear Hunters, where their better offense is better used. By level 50, those 10 points of CON translate into ~36 extra hit points (for a total average of ~98 more than a Kobold). In other aspects, they are identical to Norseman.

Kobolds: Starting with 50 STR, 50 CON, 70 DEX, and 70 QUI, they are intially the best Hunters at the lower levels, when the hit point differences are minimal. By the later levels, Kobolds will begin to lag behind Norseman/Dwarves by ~72-100 hit points. The key issue with Kobolds as Hunters is that they trade STR and CON to have high DEX/QUI. It is their DEX that often exceeds the limit of 300 at level 50, making their racial advantages partially wasted.

Trolls cannot be Rogues or Hunters.





2. How should I spend my starting points?

The first +10 points to a stat cost only 1 character point each. The next +5 afterwards will cost 2 points each, and the last +3 will cost 3 points each. At most, you can raise 1 stat by 18 points by spending 29 out of your starting 30 character points. Because of the changes in the stat system at higher levels, I do not recommend spending your points by putting them all into one stat. You will get the most benefit (even if it is not a lot) by spreading it out.

Hunters will gain 1 pt. of DEX every level, they will gain 1 pt. of QUI every 2 levels, and 1 pt. of STR every three levels. When you hit level 6, you will gain 1 point in all three stats. At level 7 you will only gain a point into DEX. At level 8 you gain 1 DEX and 1 QUI. And finally at level 9, you will gain 1 point in DEX and STR.

With the 1.44 patch, the caps based upon starting stats appear to have been removed entirely. In short, the bonus character points purchased at this point are apparently no different anymore from points gained via items. In short, CON, DEX, and QUI give the most benefit to your character because STR has such limited application to your character (only encumbrance, and partially spear damage). However, since the effective limit for a stat is 300, it is not worth it to buy DEX if your race has high DEX to begin with (i.e. Kobold). For a more detailed explanation, see questions #3 and #4 below. Because values over 50 begin to give bonuses, almost all races start out with average or higher values.





3. How does the game calculate damage done per hit? How does it calculate my chances to hit, or block/parry/evade?

The chance to hit an opponent is approximately based upon your level and class compared to their level and class, as well as the hit bonus of the style the attacker is using, and the defensive modifier of the last style used by the defender. The chance to block/parry/evade however is more complicated. Your WeapSkill rating is a composite of both your stats and your weapon spec. The defender also has a similar equivalent rating composed of his DEX and/or QUI scores and his shield/parry spec or Evade rating. The comparison of these 2 ratings is what determines the base chance to block/parry/evade. If you fight multiple opponents, this gets more complicated. With parry, the base chance is divided by the number of active melee opponents against you (if you had a 60% chance to parry, and are fighting 3 opponents, your chance is now 20% per attack). With a shield, the game will only allow you to block if your shield is rated to handle that number of opponents (small = 1, medium = 2, large = 3). Your chances to block will not be reduced, but if you are fighting more opponents than your shield can handle, it will not block for the excess opponents. While this information is of little use to Hunters, Evade empirically appears to follow the parry mechanics. Fighting multiple opponents does appear to reduce your chances of evading.

To calculate damage, the game takes the WeapSkill, WeapDam, and the target's AF stats to determine how much damage you do. Being higher level than an opponent grants increased damage and vice versa. Your character will hit very hard against grey/green opponents, and hit for very little against red/purple opponents. The mechanics for this are two derived stats known as WeapDam and weapSkill. WeapSkill is basically compared to AF to find out how much of a multiplicative bonus/penalty you receive for hitting something different from your level (it appears to govern the grey to purple damage reduction we see). WeapDam is the effective DPS of your weapon capped by your level.

It is important to note that with the 1.44 patch, WeapSkill was not updated to display correctly. Although higher is better, the way it is calculated for your character sheet is no longer the same as how the game uses it. Therefore, it is not a completely accurate measurement anymore, and it is a now an approximation (so far, it is accurate within 5%). Before the actual theory is presented, a few more complex terms need to be defined:


WeapDam (i.e. your effective DPS) = capped base DPS for your level x quality x condition

Base Damage (per hit) = WeapDam (as a DPS) x unmodified delay

Damage Multiplier = (WeapSkill / target's AF)

Max Damage (per hit, 100% mark in damage variance equations) = WeapDam (as a DPS) x delay x quality x condition x (WeapSkill / target's AF)

Damage Cap (per hit) = unknown function of DPS, delay, and style used (this is the absolute most dmg a single hit can do)


As you can see, the maximum damage per hit is really just the Base Damage multiplied by the Damage Multipliter. This is the 100% mark referred by the weapon specialization section. If you are completely unspecced, then the damage variance of your weapon will fall between 25-125% of this 100% mark. If you are fully specced (or overspecced), then the damage variance will be 100-150% of this mark. As you can see, "Max Damage" is really a misnomer, as you can still go over this. The damage variance is not something that appears on your character sheet, it is an intangible benefit to speccing in weapons. The actual variance in damage itself (not the range you fall within from speccing) is not linear. See question #17 for more details.

There are several other unknown factors involved in this equation, but their effects are small enough that it does not ruin the approximation. These include: condition of the armor worn on the location hit, the CON of the target, and potentially other factors.

The following factors will affect your WeapSkill (and hence your character's damage multiplier):

1. Character levels will raise the cap and the actual WeapSkill value by 10 to 50 points, depending on the type of weapon and the character level. Also, the bow appears to have a greater gain in cap per level than the spear. The gains are quite random, despite the constant DEX gain, suggesting that the display is inaccurate. After going through other systems in the game, I doubt they are random.

2. Weapon Specialization raises the benefit you receive from your stats. As you spec in a weapon, you can expect to gain anywhere from 7-9 points of WeapSkill as it raises the benefits gained from your stats. It is possible with extreme specialization (such as 50 base spec, plus another +11 with items/realm ranks) to reach up to 1700 WeapSKill from buffed stats, but this is a very expensive route to take.

3. Stats for weapons will raise your WeapSkill (but not the cap) based upon the type of weapon. The amount you gain depends upon your spec level. In the 30's, Hunters gain around 1.5 pts of WeapSkill per pt. of DEX for bow, and around 0.75 WeapSkill per pt. of DEX or STR for spear. By level 44, these values change to around 3+ pts. of WeapSkill per pt. of DEX for bow, and 1 pt. of WeapSkill per Pt. of DEX/STR for spear.

The gains to WeapSkill is a function of level, class, weapon type, and weapon specialization. A comparison with other classes is available in question #19. With the 1.44 patch, WeapSkill is apparently no longer capped by starting stats.

Your WeapDam is the effective DPS of your character with a certain weapon. If you are fully able to utilize a weapon, then the clamped DPS displayed in its delve info will equal the DPS listed in the weapon's stats. Every time your character gains a level, your DPS cap goes up by 0.2-0.4 DPS. Gathered information has been used to construct the following chart for levels 40-50. For more details, see question #18 below.

40 - 13.3 DPS
41 - 13.5 DPS
42 - 13.8 DPS
43 - 14.1 DPS
44 - 14.3 DPS
45 - 14.6 DPS
46 - 15.0 DPS
47 - 15.3 DPS
48 - 15.6 DPS
49 - 15.8 DPS
50 - 16.2 DPS
51 - 16.5 DPS*

* To get this cap, your character must be level 50 and have reached realm rank 5.





4. What do the different stats do? How do they affect weapon damage? Which weapons use what stats?

There are 4 attributes which affect Hunters:

STR: A secondary attribute because its only large effect is spear damage and the Hunter's power pool. Because arrows have had their weight reduced in 1.53, and they are stackable in 100's instead of 40's, STR is even less important except for melee ability. By level 50, with gear and levels, a Kobold starting with 50 STR can easily break 120+ STR, making encumbrance a non-issue. However, if desired, +10 STR can be purchased at character creation to make the early levels easier. STR has very little impact in the end-game because it only improves spear damage in the same manner DEX does (and because spears operate on the average of the 2 stats, this is basically half-effect). However, because DEX is so easily maxed out at 300, STR is often a worthwhile purchase after QUI.

See question #29 for an explanation of how STR gives a Hunter his power pool.

CON: This adds a lot hit points on paper, but it does help in some subtle ways. Because the stat system has changed, the only known data is that 1 point of CON at level 50 gives a Hunter 3.57 hit points on average. By level 50, a healer buff for +~40 CON gives ~143 extra hit points, which is enough to absorb 1 or 2 extra hits. CON gear helps a lot in RvR, especially if one has a lot of it. It will add up, significantly adding to the durability of the Hunter in RvR. However, because Hunters can achieve up to 26% resists via items, it is easier to increase durability vs. 1 damage type via resists rather than the general approach of hit points and CON.

DEX: This increases your weapon damage for bow and for spear. Because the caps based upon starting stat values were removed in the 1.44 path, raising DEX at character creation is a permanent slight boost to damage with both bow and spear. DEX gives a half bonus to spears (which rely upon the average of your DEX and STR) and gives full bonus to bows, which are DEX only weapons. Most non-kobold Hunters put +10 into DEX at character creation because a Hunter relies upon a high offense to compensate for the classes's extreme lack of defense. Kobold Hunters may wish to put their stat points into something else due to the ease at which they will hit the 300 DEX cap at level 50.

QUI: This does reduce your melee/ranged weapon delay by a proportional amount. QUI does not reduce the damage per hit, this has been disproved repeatedly with precise testing. It is a tremendous benefit to melee and ranged combat, complementing a high DEX. Again, most Hunters also stick +10 into QUI to further increase their damage output. Because the 1.44 patch removed the caps based upon starting stats, Norsemen and Dwarves can benefit from high QUI beyond the 180 point. For more details, see question #5 below.

Hunters who want to choose a weapon (and as a reference with other classes) should base it upon what stats they will gain as they level. The following list details which weapon types use which stats. Note that this is entirboth are dependent on the same stats.

Note: 1 point of STR gives as much bonus to a sword/axe/hammer as 2 points of STR/DEX gives to spear because Spear operates on the average of the two stats.

Swords, Axes, Hammers: 100% STR
Spears: 50% STR/50% DEX
Bows and Staves: 100% DEX





5. What does QUI do to my damage? Does it reduce my damage?

The game calculates your total damage per hit from 2 sources: your base damage, and your style bonus. The base damage is determined by the weapon's effective DPS, and the base unmodified delay. Being hasted, debuffed, or having a high QUI will not change your damage per hit, although it will change the frequency of how often you hit. Because the frequency can change, but the dmg per hit does not, hastes and debuffs can either increase or decrease your damage per unit time. Therefore, having a high QUI will help you do more base damage per unit time.

The second source is style damage, which is a DPS add. Because it is a Damage per Second add, being debuffed or hasted will not alter hot much damage you get over time, even though the per hit bonus changes with the modified delay. Therefore, having a high QUI will not help or hurt your style damage per unit time. Because your damage is the total of the 2 (base damage plus style bonus), it is good overall to have a high QUI. Because most of the damage dealt by Hunters is base damage (at least 75%, if not more), having a low QUI to get a bigger first hit with a style is not practical. You will sacrifice too much DPS for too little of a gain in front-loaded damage.

Based upon exhaustive tests on the effects of QUI upon weapon speed and damage, QUI greatly increases the amount of damage dealt over time. Subsequent investigation and postings by the developers have confirmed these test results. Because Hunters have a DEX/QUI buff and access to Swords, the tests were considered fairly definitive. The following conclusions were reached:

1. QUI affects both melee and ranged weapons in the same manner.
2. QUI gives a proportional reduction to the delay of ranged and melee weapons.
3. The cap of delay reduction is not based upon base/starting QUI anymore.
4. The absolute lowest a delay a weapon can be reduced to is 1.5 seconds. It is not a fixed proportion of the original delay.
5. The damage per hit is based purely upon the base DPS and base delay, NOT the modified delay via QUI. QUI will speed up the rate of hits, but NOT reduce the damage per hit. Hence, QUI raises the damage output over time.
6. According to Dave Rickey, there is a "slow weapon bonus" to damage. Between 2.0 and 6.0 delay, this adds up to "a few percentage points". Any reduction in damage per hit is solely based upon the reduction of this bonus, and not the DPS which is based only off weapon delay.
7. Styles however, are effectively a constant DPS buff, and QUI does not increase the damage received from styles. If you swing faster, your styles will add less damage per hit, but the overall damage per time is constant. See question #30 for more informatio on how styles operate.

I logged the draw times of bows for every value of QUI from 83 to 206 and found that QUI does indeed reduce draw times proportionally in a very non-smooth step function. Using a 4.8 and 3.9 delay bow with the 1.45 patch, a weapon requires (50 / delay) QUI for each 0.1 second reduction in draw time. This number is rounded up or down to the nearest even integer, and then, it does keep track of fractions in the long run. As those fractions add up, the weapon will require (50 / delay) + 2 QUI for the 0.1 second reduction. In other words, it takes 5 points of QUI above 50 for an exactly 1% reduction off the weapon's delay. Previously, in the 1.44 patch, this was only 4 points of QUI. Because Critical Shot is a multiplier off the normal shot time, those fractions can also cause the Critical Shot time to reduce by 0.1 seconds when the normal shot has not changed.

Percentage reduction off weapon base delay:
(QUI - 50) / 5

Example: 150 QUI means the player has a -20% reduction off this base weapon delay.

The conclusions reached were that QUI is of immense importance for combat, especially for Hunters. It will not reduce your damage per hit while raising the rate at which you hit. If this were true, Hunters would be able to hit twice as fast, for half as much damage. Test Hunters have QUI scores and spears where this would be possible, but it has not happened. Because Hunters have the second worst defensive skill set in the entire game (second only to robed casters), utilizing all methods of increasing damage is important. See questions #3, #4, #18, #19, and #30 for more details.





6. Should I use a spear or a sword?

If you want your Hunter to be able to fight efficiently in melee combat (as opposed to cosmetic looks), then the short answer is spear above all else, there is no substitute. The short reasons are that spears do more damage with a Hunter's stats, have access to two damage types, do slightly more damage via styles, and have usable debuff styles in RvR. The most important reasons are the dual damage types and stuns. The ability to use the most optimal damage type means the Hunter will always be hitting for 100% or 110% of normal damage against any given armor type under the new 1.52 armor rules.


The long answer is:

A. Two damage types: One of the greatest benefit to a spear user is access to two damage types. Because the armor tables were balanced out in 1.52, this flexibility always ensures the Hunter can stack the odds in his favor. Albion studded armor suffers a +10% bonus to dmg from thrusting, much like Albion chainmail. Unlike Albion/Hibernia, the Hunter is not forced to choose which type of armor he wishes to be better against. The Spear allows the Hunter to use the right tool for the job, ensuring he always has a 0-10% bonus to damage.


B. Style damage: Spear styles are easier to use for damage in solo or in RvR. You will do more damage with a spear because your styles are more accessible, while swords are based upon events you have no control over. Style damage is no longer dependent on the skill level required for that style, so if you can use a higher level style, you may do less damage than a lower level style. The damage bonus from a style is dependent upon three things: type (anytime, positional, or opening requirement), chain (how many styles are required before it), spec level of the weapon. Empirically, the most damaging styles/chains are: Engage (6) -> Wounding Thrust (15), Lancer (10) -> Lunging Thrust (25), and Whirling Spear (34). However, Engage -> Wounding Thrust suffers from to hit problems, and Whirling Spear uses up an extremely large and inefficient amount of endurance, leaving Lancer -> Lunging Thrust as the most useful anytime damage chain.

Below an actual delving of all spear styles:

2 - Dazzling Spear - Use any time, high fatigue cost, high damage bonus, no to hit bonus.
4 - Return Thrust - Use after successful evade, low fatigue cost, high damage bonus, medium to hit bonus, causes light bleeding (6 dmg).
6 - Engage - Use any time, medium fatigue cost, high damage bonus, medium to hit bonus, medium penalty to defense, taunts target.
8 - Extend Reach - Use after opponent evades OR sucessful Return Thrust (4), low fatigue cost, high damage bonus, low to hit bonus, slows target.
10 - Lancer - Use any time, medium fatigue cost, high damage bonus, medium to hit bonus, low penalty to defense.
12 - Dismissal - Use any time, medium fatigue cost, low damage bonus, no to hit bonus, high bonus to defense, detaunts target.
15 - Wounding Thrust - Use after successful Engage (6), medium fatigue cost, high damage bonus, low to hit bonus, hinders target.
18 - Stab - Use after successful Lancer (10), low fatigue cost, low damage bonus, medium to hit bonus, causes medium bleeding (15 dmg).
21 - Perforate - Use from side, medium fatigue cost, high damage bonus, no to hit bonus, medium penalty to defense, slows target.
25 - Lunging Thrust - Use after successful Lancer (10), medium fatigue cost, high damage bonus, low to hit bonus.
29 - Raze - Use after successful Stab (1, medium fatigue cost, high damage bonus, medium to hit bonus, causes heavy bleeding (28 dmg).
34 - Whirling Spear - Use any time, high faitgue cost, high damage bonus, low to hit bonus, low penalty to defense.
39 - Razor Edge - Use from behind, medium fatigue cost, high damage bonus, medium to hit bonus, low penalty to defense, stuns target.
44 - Odin's Wrath - Use after successful Razor's Edge (39), low fatigue cost, high damage bonus, low to hit bonus.
50 - Gungnir's Fury - Use after successful Perforate (21), medium fatigue cost, high damage bonus, medium to hit bonus.

Remember, although the dmg dealt by styles is about the same between Sword and Spear, the Spear styles are more easily accesible because they are based upon evades or positionals, unlike swords (which are based upon block/parry, which Hunters will never do).


C. Stats: Also mentioned, swords are pure STR, which Hunters only get 1 pt. every 3 levels. Spears are based upon the average of STR/DEX and Hunters get an average rate of 1 pt. every 2 levels. Throw in the DEX/QUI buff; by level 40, you'll be looking at least +100 DEX over your base stats through levels and buffs, vs. only +11 STR through levels. At level 50, you can expect the higher DEX to give at least 120 more WeapSkill than a Hunter would have with a sword, giving a higher multiplicative effect on damage (i.e. estimated 10-20% more damage than a sword Hunter depending on how much STR gear is used).


D. Stuns, Debuffs, and Snares: Damage is not the factor that decides victory in one on one fights. It is the proportional rate of damage both combatants take that decides victory. He who hits zero hit points first loses, the goal is not to be that person. Doing more damage faster, or slowing/reducing the damage you take are the two ways to win. The following tactics are available to Hunters:

Spear style tactics usable:
- Med. Stun : Razor Edge (39 spec, rear positional)
- High Attack Slow : Perforate (21 spec, side positional)
- Med. Snare : Engage -> Wounding Thrust (4 -> 15 spec, anytime chain)

Sword style tactics available:
- No stun possible
- Short Attack Slow : Northern Lights (8 spec, side positional)
- Med. Snare : Northern Lights -> Aurora (8 -> 15 spec, side chain)
- Short Snare : Assault -> Baldur's Fury (10 -> 18 spec, anytime chain)



In order to maximize the amount of damage a Hunter will do over time, a high spec in Beastcraft is also essential. WeapSkill gains are fairly low for Hunters because spears use the average of two stats. This means the only way to deal lots of damage is by hitting faster, game mechanics prevent Hunters from hitting harder. 1H swords benefit equally from QUI as 2H weapons, but do not receive the 2H damage bonus. 2H swords do not benefit from the buffs that beastcraft provides. The optimal damage path for Hunters is via spear with high beastcraft to further enhance the pet damage.





7. Do skills over 50 do anything? What template should I follow? What about skill caps and realm ranks?

Stealth is a special skill, going over 50 spec improves nothing compared to 50 spec. The game only takes into account your modified spec, up to a maximum of 50. Beastcraft likewise has no benefit for going over 50 spec, since the spell line has no spells which deal damage or heal (these are the only 2 abilities which are influenced by spec level). Weapon skills however, give the following benefits:

1. Improved damage variance
2. Increased WeapSkill gains from stats
3. Increased style damage (non-bow weapons only)
4. Additional styles (non-bow weapons only)

The key feature is that benefits #1 and #4 are no longer gained when you overspec. You will not gain any new styles, nor will your damage variance improve beyond the 50 spec levels for 50 character levels rate. Characters who overspec beyond 50 skill via items will be expending spec points for only the #2 and #3 benefits. The weapon spec level does determine how much a character will benefit from his stats. Overspeccing allows a character to benefit more from stats and buffs than a character with a lower spec. For comparison purposes, consider two characters, one with 39+11 spec, and another with 50+11 spec. When fully buffed and optimized with Shaman DEX/QUI and DEX buffs, the character with 39+11 spec will have approximately 1600 WeapSkill, while the character with 50+11 spec will have almost 1700 WeapSkill. The difference in WeapSkill (see question #3 for more details) is ~5% more if you are fully and maximally buffed for having spent 495 more spec points for 11 spec levels. If you are not buffed, the then the differences are even smaller, as low as 1-3%.

Differences in Spear with 160 STR and 232 DEX:
39 + 11 -> 1012 WeapSkill
44 + 11 -> 1048 WeapSkill
Gain: 5 spec levels gives +3.6% extra damage

Differences in Composite Bow with 300+ DEX:
39 + 15 -> 1607 WeapSkill
48 + 15 -> 1682 WeapSkill
Gain: 9 spec levels gives +4.7% extra damage


Secondly, realm ranks give bonuses to all skills. Mythic has clarified their position, although the realm ranks act like items do (i.e. they give no new spells or styles), this is a totally seperate cap. The realm ranks stacking with items has been intended all along, and is functioning correctly.

Your character may only benefit a certain amount from skill items (although realm ranks are not limited in this manner and stack with items). The current formula is your character level divided by 5, rounded down, plus one. This means that at level 50, your character can get at most, +11 to any one skill from items. Any bonuses from realm ranks are added on top of this, and are displayed in your spec sheet.

If you do not have enough items to get the skill bonuses needed to reach a desired level, realm rankings can substitute. However, it is exponentially difficult to get more and more bonuses to your skills via realm ranks. An example follows:

Realm Rank 1: --------- (+0 to all skills) [Stiltvakten]
Realm Rank 2: ----7,125 (+1 to all skills) [Isen Vakten]
Realm Rank 3: ---61,750 (+2 to all skills) [Flammen Vakten]
Realm Rank 4: --213,875 (+3 to all skills) [Eldur Vakten]
Realm Rank 5: --513,500 (+4 to all skills) [Stormur Vakten]
Realm Rank 6: 1,010,625 (+5 to all skills) [Isen Herra]
Realm Rank 7: 1,755,250 (+6 to all skills) [Flammen Herra]
Realm Rank 8: 2,797,375 (+7 to all skills) [Elding Herra]
Realm Rank 9: 4,187,000 (+8 to all skills) [Stormur Herra]
Realm Rank 10: 5,964,125 (+9 to all skills) [Einherjar]


The following are common template starting points after the 1.56 Hunter patch went live. Note that several old templates are now obsolete due to game mechanics changes (number in parentheses indicate end level equipment and +1 bonus from realm points):

- Bow/Spear Hunter I
This configuration offers the maximum damage potential for a Hunter when pre-summoning a pet. Without a pre-buffed pet, this configuration deals a few percentage pts. less damage than the Spear Hunter. The Hunter has a 82% chance to remain hidden when firing normal shots and a 62% chance to remain hidden when using critical shots. See question #8 for more details.
39 (50) Composite Bow
43 (43) Beastcraft (Note: you will not get the last DEX/QUI buff)
39 (50) Spear
30 (41) Stealth

- Bow/Spear Hunter II
Well suited for stealth work, this template is the weakest in combat by a slight margin. The Hunter has a 100% chance to remain hidden when firing normal shots, and an 80% chance to remain hidden when using critical shots. See question #8 for more details.
39 (50) Composite Bow
35 (35) Beastcraft
39 (50) Spear
39 (50) Stealth

- Spear Hunter
Emphasizing melee skills, this Hunter does slightly less damage than one who emphasizes Beastcraft instead of spear. However, this Hunter is more adept at fighting from stealth when he/she cannot find the time to buff a pet (such as when ambushed). The medium stealth means the Hunter has a 88% chance to remain hidden when firing normal shots, and a 68% chance to stay hidden when using critical shots. See question #8 for more details.
39 (50) Composite Bow
35 (35) Beastcraft
44 (55) Spear
33 (44) Stealth


Now that Camoflage has been added into the game with the 1.52 patch (countering to an extent the See Hidden ability from the 1.50 patch), stealth regains some of its functionality. It allows the Hunter to move faster, be detected less often, and remained stealthed up until the actual moment of firing. See question #8 below.

Specializing in a weapon makes a huge difference. Your weapon specialization raises your WeapSkill, which in turn raises your potential multiplier in damage against an opponent. At just 7-9 points of WeapSkill cap per spec level, this adds up. Just a 100 extra WeapSkill guarentees some extra small damage looking at the formula in question #3 (this is not exact, it just provides an order of magnitude):

(WeapSkill / enemy AF) * WeapDam (as a DPS) * quality * condition * delay
There are other factors involved, but the order of magnitude follows this function.

In addition, weapon speccing raises your maximum damage and minimum damage. See question #17 for more details. In general, the most benefit from skill points comes from a balanced Hunter that does not swing too far into extreme speccing in any one skill.






8. What does stealth do? What is Camouflage? Do Hunters get stealth abilities? Why do I keep appearing when I nock an arrow/critical shot?

First off, a few terms need to be explained (note that Stealth spec is the enhanced level of stealth from items and realm points, NOT the base spec).

The "clipping plane" is the distance at which character models disappear. This is the farthest you can see in the game, because beyond this distance, the software does not render or draw anything. There are two clipping planes, one for scenary and landscapes, and the other is for monster/player models. For stealth, we are only concerned with the player/monster clipping plane. This defines how far a player can see, and is farther than any bow range. Conservative estimates of this distance are anywhere from 3000 to 3300 loc units.

The "bubble" (of detection, stealth, etc.) is the distance at which an observer's client begins to download location data for the stealthed player. Within latency times of entering this radius, players will begin seeing a transparent outline, and are then able to target and attack that stealthed character. This bubble is different for each observer of the stealthed character, and its radius is determined by the observer's level, the stealther's spec level, and the class of the observer (but NOT the character level of the stealther). Note: Stealth is purely deterministic, there is absolutely no randomness involved in stealth detection. In addition, the calculations for FINDING a stealthed character are not influenced in any way by the observer's class, or stealth spec level.

Camouflage was introduced in the 1.52 patch and is for archers only. It functions identically to normal Stealth, with 2 exceptions. You cannot Camouflage unless you have been out of combat for 10 minutes. In addition, while Camouflaged, you are immune to detection from See Hidden (the realm ability). However, you can still be detected by Detect Hidden (which increases the detection range for an assassin to see an archer), or by True Sight (which is an archer realm ability).


The benefits of speccing in Stealth appear to be as follows:

1. Faster movement rate while stealthed. However, this will never approach running speed, at best, a max stealth specced player can approach is a fraction of running speed. This speed appears to continue to improve up until 50 spec (including item bonuses).
2. Reduced odds of detection. Below is a detailed explanation of what I think is the mechanism for this.
3. Smaller radius of distance around the character needs to be empty of hostiles for character to stealth (depending on your point of view, this can be a penalty since many Hunters use low stealth as a sensor for whether stealthed enemies are nearby).


It has been observed that players who just stealth are totally undectable for as much as several seconds. The current theory is that the game client must wait for the server to process whether the observer is close enough to observe the stealther, and then begin to download the locational data. As the observer leaves this radius, the client will still receive locational data while the server calculates that this is not allowed, and then shuts off the stream. This explains why there is a delay when finding a stealther, and why you see stealthers for a short bit even though you move far away.

The formula for calculating this radius using /loc has been shown to be as follows (Treat this as the minimum distance between the observer and the stealther to spot the stealther):

Note: If the stealther's spec is higher than the observer's level, this becomes a constant of 125 or 250 units.
Observer has no Detect Hidden: [(observer's level - stealther's spec) * 20] + 125
Observer has Detect Hidden: [(observer's level - stealther's spec) * 50] + 250

See Hidden is a special case. If the observer has See Hidden, and the stealther does not have Detect Hidden, then the stealther is observable from a range of 3000 loc units unless the stealther is also camoflaged. Being camoflaged negates See Hidden, and the above rules once again apply as normal.

The largest change from the 1.45 system of stealth is that there is a minimum detection radius for all characters. Regardless of observer's level and the stealther's spec, the stealther will be spotted if the observer enters within 125 units using /loc. Roughly, 25 units is equal to one walk step animation. This is an imprecise measurement because the walk animations are difficult to judge completeness.

The other component of this change is that assassins have a much greater chance to detect archer classes now. Instead of using a base 125 units to detect any other stealthed class, assassins use a base of 250 units. The end result is that Hunter stealth is largely ineffective against an equally specced Nightshade/Infiltrator. If an assassin were to attempt to detect a non-archer class, then the minimum distance is changed to 125 as normal, but the assassin keeps the 50 multiplier instead of the 20 multiplier (due to Detect Hidden).

There are two other warnings about stealth. The first is that pets always see through stealth. The latest change from Mythic is that this feature will remain as it due to technical reasons. This is both a Hunter's friend and foe, your pet will allow you to track down enemy archers, minstrels, etc. However, enemy Druids, and other Cabalists will be able to do likewise. The second is about guild cloaks, while stealthed, they will not be transparent. With the 1.50 patch, the assassin class is able to buy the See Hidden realm ability. As noted in the previous chart, See Hidden lets an assassin IGNORE your stealth completely. A guild cloak will be completely obvious to any assassin instantly and this is highly not reccomended.

The most important use of stealth is that it breaks targetting. If you are far enough away that hitting stealth causes the enemy player to be out of your bubble, they cannot target you, and any targetting they had before is gone. This is invaluable when going alone to grief in the frontier, although See Hidden has made it so that archers have a more difficult time surviving solo. It is also useful when fighting in large groups, and you want to get an archer off you from across the battlefield. You simply stop shooting, wait 10 seconds, and stealth and then move and unstealth. Be warned however, that being attacked counts as being in combat. You will be unable to stealth for 10 seconds after being shot at by an arrow.

The other benefits of high stealth include being able to stay stealthed when nocking an arrow. Currently, the ratio of your stealth level to character level is the percentage chance you will stay stealthed when nocking a normal shot. If you have 20 stealth at level 40, you have a 50% chance of staying stealthed when firing. Critical shots are like normal shots, only the chance is reduced by 20%. The same character would only have a 30% chance of staying stealthed if he tried to fire a Critical Shot.

There are only 6 known stealth abilities from speccing in Stealth, and Hunters receive only 1. Distract only works on NPC's and is used to rotate their facing. Danger Sense tells the assassin whether a scout NPC has spotted them and is running to get help (this only applies to NPC's). Detect Hidden simply changes the multiplier (and raises base radius) of the difference between stealth spec and level of observer, as detailed above. Safe Fall reduces the damage done by falling off high objects. Lastly, climb allows assassins to scale walls of keeps to get inside.





9. What about Volley and Longshot? Aren't those high level bow styles? And where did Critical Shot X go?

Volley and Longshot are now implemented in the game, although they are realm abilities and not part of the Composite Bow skill line. You can buy Longshot for 10 realm spec points, and you can buy Volley for 14. Volley requires Longshot as a prerequisite. Critical Shot X has never existed, and is a rumor. Mythic has confirmed this ability has never, nor will ever exist. The last bow ability currently in game, is Critical Shot IX, received at 27 bow skill.






10. What about Shapeshifting and Tracking?

Shapeshifting for Heroes and Berserkers has already entered the game. However, the Hunter's advertised shape-shifting is unknown in status. Tracking likewise is in limbo and unknown in status.





11. What do Hunters do in RvR?

There are three things you can do to other players: grief, scout, and fight

If you want to grief, it probably means you'll be alone or with other stealthed parties. Stealth is useful, as well as bow. Typically griefing involves sneaking up on lower level players, and then killing them with impunity from stealth. Particularly killing them while they are fighting monsters to cause the loss of experience. Mythic has explicitly explained that this is intentional because it introduces an element of risk into the frontier, and removes an exploit to avoid experience loss when exp'ing. It is up to the player to decide if they will exercise this tactic. Because vigilante posses are formed quickly to rid the frontier of said griefer, high stealth is important as well as a high bow skill to pick players off from a distance while hidden. However, the introduction of See Hidden makes this activity extremely difficult. The Hunter is under constant threat of detection from assassins and must have a high melee skill and hit points to fight back.

Scouting is looking for enemy players while a larger group sieges a keep or some such. Usually the Hunter or Shadowblade warns his group/guild/rampaging mob of large groups of enemies (with appropriate level cons) so that they can be prepared for the fight. In this case, high stealth is necessary. It also means you won't be fighting, which is particularly boring for many people. Hunters who scout should use Camoflage to reduce their chances of detection. However, Camoflage is only usable if the Hunter has not fought in the last 10 minutes. Otherwise, assassins can trivially find the Hunter without cover using the See Hidden realm ability, and other archers can also achieve this via the True Sight realm ability. Even if Camoflage is up, the Hunter is vulnerable to the Detect Hidden innate ability that assassins have, doubling the radius at which the Hunter is detected. Scouting in all cases is a larger risk for a Hunter than an assassin.

Lastly, Hunters can fight in large scale battles between two huge forces. With max spear, a Hunter spear is an effective weapon. Despite hitting poorly compared to most combatants, the Hunter has access to many useful positional styles, making him extremely useful in large pitched battles where openings are rare to come by and exploit. However, in 1 on 1 combat, the Hunter fares poorly because most of the useful styles (attack debuff, stun, etc.) are all based off positionals. With a bow, the Hunter fares much better. It is possible to effectively kill or suppress enemy casters, and fight off other archers at near-equal footing. Because the bow's WeapSkill cap is the same as most Warriors, you will do significant damage with the bow against other players, greatly helping your melee fighters in whatever engagements they are in. Most Hunters who do not extreme specialize in stealth do so for this reason: They can contribute meaningful amounts of damage in close combat or ranged combat provided they can be healed or do not fight multiple opponents at once. Hunter pets are also useful in RvR either as an ambush option to remove bladeturn on a target, deter and hunt down stealth classes who have been attacked, or to simply add to the Hunter's melee damage. The Feral Spirit line of spells is useful in enhancing the pet at no cost of a realm mate's concentration points.





12. Where does all this good equipment come from? Why aren't my skills getting all the bonuses from these items?

First of all, the amount of skill you can gain from items is character level based only. The formula appears to be character level / 5, rounded down, plus one. Note that realm ranks give bonuses to all skills. Mythic has clarified their position, although the realm ranks act like items do (i.e. they give no new spells or styles), this is a totally seperate cap. The realm ranks stacking with items has been intended all along, and is functioning correctly.

Currently known and confirmed:

Composite Bow items:
+6 (ranged) Great Shadowed Impaler Bow (dropped in Malmohus off Gjalpinulva the dragon)
+5 (ranged) brilliant Daemon Fire-Forged Bow (dropped in Darkness Falls off an unknown demon prince)
+5 (ranged) Infernal Soul Splitter (level 45+ group to obtain 22 diamond seals in Darkness Falls for Hulo)
+5 (ranged) Ice Bone Prey Killer (2 level 50 groups to obtain in Raumarik off the Wretches of Winter)
+5 (ranged) Runed Mystwood Bow (level 45+ group to obtain in Raumarik off Bounty Hunters)
+4 (ranged) Golden Alloy Great Bow (2 level 45+ groups to obtain in Malmohus off Drakulv Disciples)
+4 (ranged) Death Whisper Bow (level 46+ group to obtain in Vanern Swamp off Broken/Outcast/Overlord Jotuns)
+4 (ranged) Bow of the North (level 40 Hunter epic quest, speak with trainer in Jordheim)
+3 (ranged) Twilight Doombringer (level 37+ group to obtain in Spindelhalla from Undead Trolls, Cursed Thulians, or Cave Trows)
+3 (chest) Tainted Fuliginous Vest (level 45+ group to obtain diamond seals in Darkness Falls for Iono)
+5 (hands) Call of the Hunt Gauntlets (level 50 Hunter epic quest, speak with Masrim in Ft. Atla)
+4 (hands) SoulPiercer's Gauntlets (2 level 45+ groups to obtain in Malmohus off Drakulv Disciples)
+3 (cloak) Frigid Glacial Skin (3 level 50 groups to obtain in Odin's Gate from the Glacier Giant)
+3 (hands) Latticed Shadow Gloves (level 37+ group to obtain in Spindelhalla from Undead Trolls, Cursed Thulians, or Cave Trows)
+2 (hands) Supple Serpent-Hide Gauntlets (level 43+ group to obtain in Vanern Swamp from Hagbui Beserkers/Thanes)
+3 (jewel) Crystalized Snowflake Pin (level 45 Hunter epic quest, speak with Masrim in Ft. Atla)
+2 (jewel) Frozen Cyclops Eye (2 level 45+ group to obtain in Raumarik from Hugi & Frozen Cyclops)
+2 (wrist) Dragon Etched Bracer (2 level 45+ groups to obtain in Malmohus from Drakulv Excecutioners)
+2 (wrist) Accursed Bracer of Skill (level 40+ group to obtain sapphire seals in Darkness Falls for Lucifo)
+2 (wrist) Darksteel Bracer (level 33+ group to obtain in Spindelhalla from Ekyps Scavengers, Lost Hagbuis, or Mad Kobolds)

Spear items:
+7 (2 handed) [thrust] Bloodfire Battle Spear (dropped in Malmohus off Gjalpinulva the dragon)
+6 (2 handed) [slash] Golden Alloy Great Spear (2 level 45+ groups to obtain in Malmohus off Drakulv Disciples)
+6 (2 handed) [slash] Spirit of Prey (2 level 45+ groups to obtain in Raumarik off the Wretches of Winter)
+5 (2 handed) [thrust] brilliant Smoldering Ruby Spear (2 level 45+ groups to obtain in Darkness Falls off any prince or the Grand Chancellor)
+5 (2 handed) [thrust] Infernal Soul Searer (level 45+ group to obtain 19 diamond seals in Darkness Falls for Hulo)
+4 (2 handed) [slash] Winter's Spear (level 40 Hunter epic quest, speak with Trainer in Jordheim)
+3 (2 handed) [thrust] brilliant Smoldering Ember Spear (2 level 45+ groups to obtain in Darkness Falls off any prince or the Grand Chancellor)
+2 (2 handed) [thrust] Runic Clay Spear (level 37+ group to obtain in Vanern Swamp off Clay Jotuns)
+2 (2 handed) [thrust] Twilight Impaler (level 37+ group to obtain in Spindelhalla from Undead Trolls, Cursed Thulians, or Cave Trows)
+3 (helm) Call of the Hunt Helm (level 50 hunter epic quest, speak with Masrim in Ft. Atla)
+2 (jewel) Accursed Jewel of Arms (level 40+ group to obtain sapphire seals iN Darkness Falls for Lucifo)
+1 (waist) Bear hide belt (level 25+ group to obtain in Vendo from Vendo Guards)
+1 (wrist) Trollish Stone Bracer (level 26+ in Muspelheim from Fire Giants)


Stealth items:
+5 (2 handed) brilliant Smoldering Ruby Spear (2 level 45+ groups to obtain in Darkness Falls off any demon prince)
+4 (cloak) Frigid Glacial Skin (3 level 50 groups to obtain in Odin's Gate from the Glacier Giant)
+4 (cloak) Ghostly Cloak (level 44+ one drop from Ald the Bruce in Yggdra Forest)
+2 (cloak) Cloak of the Bloodwolf (level 45+ group to obtain in Malmohus from named Drakulvs/Svartelves)
+2 (cloak) Accursed Cloak of Shadows (level 40+ groups to obtain sapphire seals in Darkness Falls for Lucifo)
+4 (head) Webbed Shadow Helm (level 37+ group to obtain in Spindelhalla from Undead Trolls, Cursed Thulians, or Cave Trows)
+3 (feet) Tainted Fuliginous Boots (level 45+ group to obtain diamond seals in Darkness Falls for Iono)
+3 (feet) Crafted Darksteel Boots (level 33+ group to obtain in Spindelhalla from Ekyps Scavengers, Lost Hagbuis, or Mad Kobolds)
+2 (feet) Boots of the Bloodwolf (level 45+ group to obtain in Malmohus from named Drakulv Axehands)
+3 (neck) Arrowhead Necklace (level 43+ Hunter epic quest, speak with Masrim in Ft. Atla)
+2 (neck) Darksteel Necklace (level 33+ group to obtain in Spindelhalla from Ekyps Scavengers, Lost Hagbuis, or Mad Kobolds)
+3 (jewel) Faceted Insect Eye (level 30+ group to obtain in Spindelhalla from Stingers or Terra Crabs)
+2 (waist) Vansaang Belt (level ??? to obtain in West Svealand from Minor Fideals)
+2 (feet) Supple Serpent Hide boots (level 42+ group to obtain in Vanern Swamp off Hagbui Thanes/Berserkers)
+1 (finger) Kobold Bone Ring (level 25+ group to obtain in Vendo from Svendos/Vendo Yowlers)
+2 (ranged) Great Shadowed Impaler Bow (dropped in Malmohus from Gjalpinulva the dragon)
+2 (ranged) Golden Alloy Great Bow (2 level 45+ groups to obtain in Malmohus from Drakulv Disciples)
+1 (ranged) Ice Bone Prey killer (2 level 45+ groups to obtain in Raumarik from the Wretches of Winter)


Slash resist:
12% (arms) Call of the Hunt arms (level 50 epic quest, talk to your trainer)
10% (cloak) Frigid Glacial Skin (3 level 50 groups to obtain in Odin's Gate from the Glacier Giant)
6% (waist) Belt of Glacial Might (4+ level 45+ groups to obtain in Raumarik from the Wretches of Winter)
4% (cloak) Jade Moonshone Cloak (level 45+ group to obtain in Malmohus off named Svartelves)
4% (waist) Accursed Belt of Might (level 40+ group to obtain 25 sapphire seals in Darkness Falls for Lucifo)
4% (finger) Svartelf Crafted Ring (level 35+ group in Spindelhalla from Svartelf Thralls/Arbetares and Arachite Tunnelhosts)
4% (wrist) Hardened Viper Skin Bracer* (level 30+ group in Vanern Swamp from Mud Frogs)
2% (wrist) Silksteel Lattice (level 30+ group in Spindelhalla off Svartelves)

* Note: there are 2 versions of this bracer, one gives slash resist, the other gives crush resist. They always drop in pairs, one slash and one crush.


Thrust resist:
10% (feet) Call of the Hunt boots (level 50 epic quest, talk to your trainer)
10% (chest) Vest of Vile Dominion (8+ level 50+ groups to obtain in Darkness Falls from Legion the level 83+ demon)
6% (neck) Infernal Black Diamond Necklace (level 45+ group to obtain diamond seals in Darkness Falls for Orto)
2% (belt) Vansanng Belt (level 20+ in West Svealand from Minor Fideals)


Crush resist:
10% (arms) Call of the Hunt arms (level 50 epic quest, talk to your trainer)
6% (waist) Belt of Glacial Might (4+ level 45+ groups to obtain in Raumarik from the Wretches of Winter)
4% (waist) Accursed Belt of Might (level 40+ group to obtain 25 sapphire seals in Darkness Falls for Lucifo)
4% (cloak) Jade Moonshone Cloak (level 45+ group to obtain in Malmohus off named Svartelves)
2% (wrist) Silksteel Lattice (level 30+ group in Spindelhalla off Svartelves)


Body resist:
10% (jewel) Infernal Black Diamond (level 45+ group to obtain ?? diamond seals in Darkness Falls for Orto)
8% (wrist) Bracelet of Defense (level 38+ one-drop in Vanern Swamp from Fjaler)
6% (wrist) Shrunken Ribcage Bracer (4 level 45+ groups in Raumarik from Wretches of Winter)
6% (finger) Ring of Glacial Might (level 40+ group in Raumarik from Frore Liches)
6% (wrist) Hollow Chitin (level 33+ group in Spindelhalla from Terra Crabs/Stingers/Spindels)
6% (neck) Infernal Black Diamond Necklace (level 45+ group to obtain diamond seals in Darkness Falls for Orto)
4% (waist) Accursed Belt of Might (level 40+ group to obtain 25 sapphire seals in Darkness Falls for Lucifo)


Spirit resist:
10% (cloak) Cloak of the Dragonwolf (2 level 45+ groups in Malmohus from ???)
8% (finger) Flame Wrought Ring (level 45+ group in Malmohus from Drakulvs in southeast area)
6% (wrist) Shrunken Ribcage Bracer (4 level 45+ groups in Raumarik from Wretches of Winter)
6% (finger) Band of Ice (level 40+ group in Raumarik/Jamtland Mountains from Windswept Wraiths)
6% (wrist) Singed Hollow Chitin (level 33+ group in Spindelhalla from Terra Crabs/Stingers/Spindels)


Armor sets:

Latticed Shadow armor, 92 AF, 89% quality, 25% bonus (From Spindelhalla, level 37+ groups to obtain):
Chest: +6 DEX/QUI, 6% body/cold
Legs: +15 CON, +3 QUI, 2% body, 2% matter
Arms: +15 STR, +3 CON, 2% heat, 2% cold
Helm: +27 HP, 10% spirit
Hands: +3 left axe, +3 composite bow, +6 DEX/QUI
Feet: +15 DEX, +3 QUI, 4% body

Bloodwolf armor, 94-98 AF, 89-90% quality, 25% bonus (From Malmohus, level 45+ groups to obtain, AF/quality based upon level of monster killed):
Chest: +42 HP, +10 QUI
Legs: +30 HP, +7 DEX
Arms: +15 STR, 6% spirit/energy
Helm: +24 HP, 6% body/energy/heat
Hands: +21 QUI
Feet: +2 stealth, +4 CON, +6 DEX/QUI

Supple Serpent-Hide armor, 98 AF, 90% quality, 25% bonus (From Vanern Swamp, level 42+ groups to obtain):
Chest: +30 HP, +9 DEX, 6% fire
Legs: +15 CON, +6 QUI, 4% slash
Arms: +18 STR, +6 CON, 4% slash
Helm: +12 PIE, +2 berzerk, 4% slash
Hands: +2 composite bow, +10 DEX/QUI, 2% slash
Feet: +9 DEX/QUI, +12 HP, +2 stealth

Studded Fur Lined armor, 98 AF, 90% quality, 25% bonus (From Raumarik, level 45+ groups to obtain):
Chest: +13 STR/CON, 10% cold
Legs: +13 DEX/QUI, 10% cold
Arms: +13 STR/CON, 10% thrust
Helm: +9 CON/STR/DEX
Hands: +13 DEX/QUI, 10% body
Feet:

Soulbinder's armor, 98 AF, 91% quality, 25% bonus (From Malmohus, 2 level 45+ groups to obtain off Drakulv Soultrappers):
Chest: +45 HP, +12 STR/DEX
Legs: +15 CON, +12 DEX, 8% body/matter
Arms: +16 STR/QUI, 10% spirit
Helm: +51 HP, 6% body/matter/spirit
Hands*: +4 composite bow, +6 DEX/QUI, +30 HP
Feet: +22 DEX, 10% ?/body
* This item is a Hunter specific item, named SoulPiercer's Gauntlets

Fuliginous armor, 98 AF, 91% quality, 25% bonus (from Iono in Darkness Falls, level 45+ groups to obtain diamond seals):
Chest*: +39 HP, +3 composite bow, +13 DEX
Legs: +18 CON, +12 DEX, 8% body/spirit
Arms: +30 HP, +15 STR, 7% heat/cold
Helm: +2 sword/axe, +15 STR/CON
Hands: +30 HP, +9 DEX/STR, 8% heat
Feet*: +3 stealth, +12 CON/DEX, 8% cold
* This item is a Hunter specific item, named Tainted Fuliginous

Call of the Hunt armor, 100 AF, 100% quality, 35% bonus (from level 50 Hunter epic quest, speak with Masrim in Ft. Atla)
Chest: +13 DEX/STR, +15 CON, 6% cold, 3 charges +75 AF buff
Legs: +15 CON/DEX, +7 QUI, 12% matter
Arms: +15 STR/QUI, 10% crush, 12% slash
Helm: +3 spear, +3 composite bow, +3 stealth, +19 DEX
Hands: +5 bow, +15 QUI, +33 HP
Feet: +19 CON/DEX, 10% thrust




Other accessories that are considered useful are:

Chest: Vest of Vile Dominion (AF 102, 100% quality, 35% bonus, +18 DEX/STR, +10% thrust/cold) in Darkness Falls from Legion the level 83+ demon
Chest: Dread Cobalt Vest (AF 100, 92% quality, 25% bonus, +39 HP, +13 STR, +12 QUI) in Vanern Swamp from Mokkurvalve, the level 70+ Jotun
Head: Spiked Coral Crown (AF 100, 91% quality, 25% bonus, +12 CON, +10 QUI, 10% heat/energy) in Vanern Swamp from the Fallen Sea King
Neck: Infernal Black Diamond Necklace (+36 HP, 6% body/energy/thrust) in Darkness Falls from Orto (diamond seals)
Neck: Necklace of Hoarfrost (+78 HP) in Raumarik from Wretches of Winter
Neck: Arrowhead Necklace (+3 stealth, +9 DEX, +18 HP) from the level 43 Hunter epic quest, speak with Masrim in Ft. Atla
Neck: Accursed Daemon Necklace (+7 CHA/CON/STR) in Darkness Falls from Marbo (sapphire seals)
Neck: Drakulv Crescent Talisman (+7 STR/CON/DEX) in Malmohus from named Drakulvs by the H stones
Neck: Darksteel Necklace (+2 stealth, +2 battlesongs, +7 STR/CON) in Spindelhalla from Ekyps Scavengers, Lost Hagbuis, or Mad Kobolds
Neck: Malign Scarab Necklace (+6 STR/DEX/QUI) in Darkness Falls from Iago (emerald seals)
Neck: Shadowsteel Necklace (+7 QUI, +3 CON, 12% heat) in Spindelhalla from Undead Trolls, Cursed Thulians, or Cave Trows
Cloak: Frigid Glacial Skin (10% slash/cold, +4 stealth, +3 composite bow) in Odin's Gate from the Glacier Giant
Cloak: Jade Moonshone Cloak (+6 CON, 4% slash/crush, 12% cold) in Malmohus from named Svartelves
Cloak: Frozen Tundra Walker's Mantle (+13 STR/CON, 8% heat/cold, 2 charges +75 STR/CON buff) in Raumarik of the Wretches of Winter
Cloak: Cloak of the Dragonwolf (+7 STR/CON/CHA, 10% spirit) in Malmohus from ???
Cloak: Enraged Wolf Pelt Cloak (+54 HP) in Malmohus from ???
Cloak: Infernal Pyre Walker's Cloak (+10 DEX/QUI, 12% heat) in Darkness Falls from Orto (diamond seals)
Cloak: Flame Wrought Cloak (+21 DEX, 12% heat) in Malmohus from Drakulv Executioners
Cloak: Accursed Cloak of Shadows (+2 stealth, +7 CON/DEX) in Darkness Falls from Lucifo (sapphire seals)
Cloak: Cloak of the BloodWolf (+2 stealth, +3 CHA, +6 DEX/QUI) in Malmohus from named Drakulvs/Svartelves
Cloak: Ghostly Cloak (+4 stealth, +4 battlesongs, +7 DEX/QUI) in Yggdra Forest from level 44+ one drop from Ald the Bruce
Cloak: Dispositional Cloak (+12 DEX/QUI) in Skona Ravine from level 38+ one drop from Captain Gruff
Cloak: Black Silksteel Cloak (8% cold, +6 STR/CON) in Spindelhalla from Svartelf Thralls, etc.
Cloak: Firecloak (8% heat, +12 HP, +4 PIE) in Muspelheim from level 20'ish one drop from Gokstorm
Jewel: Infernal Black Diamond (+18 STR, +10% cold/body) in Darkness Falls from Orto (diamond seals)
Jewel: Frozen Cyclops Eye (+2 composite bow, +2 envenom, +33 HP, +15 STR) in Raumarik from Hugi
Jewel: Jewel of Raumarik (+10 STR/CON, +9 DEX/QUI, 2 charges of AF 75 buff) in Raumarik from Wretches of Winter
Jewel: Crystalized Snowflake Pin (+3 composite bow, +10 STR, +9 DEX) from the level 45 Hunter epic quest, speak with Masrim in Ft. Atla
Jewel: Accursed Jewel of Arms (+2 composite bow, +2 sword, +2 axe, +2 hammer) in Darkness Falls from Lucifo (sapphire seals)
Jewel: Faceted Insect Eye (+3 stealth, +3 parry, +9 QUI) in Spindelhalla from Stingers or Terra Crabs
Jewel: Stone of Coldfire (+6 DEX/QUI, 6% cold) in Muspelheim from level 27+ one drop from Brika
Jewel: Blood Bound Totem (+7 CON/DEX/QUI, +6 CHA) in Malmohus from named Drakulvs by the H stones
Jewel: Reincarnate Orm Eye (+45 HP) in Vanern Swamp from Reincarnate Orms
Belt: Belt of Glacial Might (+15 STR, +13 CON, 6% slash/crush) in Raumarik from Wretches of Winter
Belt: Infernal Black Diamond Belt (+67 HP) in Darkness Falls from Iono (diamond seals)
Belt: Accursed Belt of Might (+10 STR, 4% slash/crush/body) in Darkness Falls from Lucifo (25 sapphire seals)
Belt: Accursed Daemon Bone Belt (+7 STR/CON/DEX/QUI) in Darkness Falls from Morbo (51 sapphire seals)
Belt: Drakulv Defender's Belt (+6 CON/DEX/QUI) in Malmohus from level 45-50 Drakulvs
Belt: Shadowsteel Belt (+10 STR/CON) in Spindelhalla from Undead Trolls, Cursed Thulians, or Cave Trows
Belt: Band of Chitin (+6 DEX/QUI, +12 HP) in Spindelhalla from Stingers or Terra Crabs
Belt: Ceremonial Belt (+9 DEX, +15 HP) in Spindelhalla/Vanern Swamp from any Hagbui
Belt: Vansanng Belt (+2 stealth, 2% thrust) in West Svealand from Minor Fideals
Ring: Infernal Black Diamond Ring (+12 STR/CON, 10% cold) in Darkness Falls from Orto (17 diamond seals)
Ring: Band of Ice (+13 CON, 6% heat/cold/spirit) in Raumarik/Jamtland Mountains from Windswept Wraiths
Ring: Ring of Glacial Might (+10 STR/CON, 6% cold/body) in Raumarik from Frore Liches
Ring: Flame Wrought Ring (+9 DEX/QUI, 8% heat/spirit) in Malmohus from Drakulvs in southeast area
Ring: Ancient Ebon Ring (+7 STR/CON/QUI, +6 CHA) in Malmohus from Drakulvs in southeast area
Ring: Twisted Darksteel Ring (+2 critical strike, +7 DEX, +6 QUI) in Spindelhalla from Ekyps Scavengers, Lost Hagbuis, or Mad Kobolds
Ring: Darksteel Ring (4% heat/cold/energy, +18 HP) in Spindelhalla from Ekyps Scavengers, Lost Hagbuis, or Mad Kobolds
Ring: Svartelf Crafted Ring (+12 HP, +7 STR, 4% slash) in Spindelhalla from Svartelf Thralls/Arbetares and Arachite Tunnelhosts
Ring: Mistring (+2 POW, +6 STR/CON) in Skona Ravine from level 29 one drop from Vindvasen
Ring: Horned Silksteel Ring* (+7 CON, +3 POW) in Spindelhalla from Svartelf Thralls, etc.
Bracer: Shrunken Ribcage Bracer (+13 CON, +15 PIE, 6% spirit/body) in Raumarik from Wretches of Winter
Bracer: Soul Forged Bracer (+51 HP, +15 STR, 2 charges of a -54 DEX/QUI debuff) in Darkness Falls off any demon prince
Bracer: Dragon Etched Bracer (+2 composite bow, +2 parry, +21 HP, +6 STR) in Malmohus from Drakulv Protectors
Bracer: Darksteel Bracer (+2 composite bow, +7 STR, +6 DEX) in Spindelhalla from Ekyps Scavengers, Lost Hagbuis, or Mad Kobolds
Bracer: Accursed Bracer of Skill (+2 composite bow, +2 left axe, +7 DEX) in Darkness Falls from Lucifo (sapphire seals)
Bracer: Hardened Viper Skin Bracer (4% slash, +6 DEX/QUI) in Vanern Swamp from Mud Frogs
Bracer: Hollow Chitin (+7 QUI, 6% body/matter) in Spindelhalla off Terra Crabs, Stingers, and Spindels
Bracer: Singed Hollow Chitin (+7 CHA, 6% spirit/heat) in Spindelhalla off Terra Crabs, Stingers, and Spindels
Bracer: Infernal Black Diamond Bracer (+10 CHA/CON/DEX) in Darkness Falls from Orto (diamond seals)
Bracer: Ancient Ebon Bracer (+24 HP, +9 DEX, +6 CHA) in Malmohus from ???
Bracer: Twisted Shadowsteel Lattice (+21 HP, +4 POW) in Spindelhalla from Undead Trolls, Cursed Thulians, or Cave Trows
Bracer: Bracelet of Defense (+3 parry, +9 QUI, 8% body) in Vanern Swamp from level 38+ one drop Fjaler
Bracer: Silksteel Lattice (+7 DEX, +12 HP, 2% slash/crush) in Spindelhalla from Svartelves
Arrows: 100 Tingler Arrows (x-heavy, x-long, improved, thrusting dmg) from the Tingler Webmother one-drop in Myrkwood

* Note: Many, if not all, Horned/Crafted Silksteel items have random stats. Always SHIFT-I these items to check if they have the stats you want. I have several Horned Silksteel Rings that give +7 PIE instead of CON. Hunters ostensibly do not want these.

13. How do I use a bow? How do I use Critical Shot?

In order to easily switch between weapons, you will need to put both your bow and the critical shot ability into your hot bar. Left click on any weapon, and drop that icon into an empty slot of a hot bar. It will not drop the weapon on the floor or otherwise move it. Now you can click on that button in the hotbar to equip that weapon. Most Hunters put their spear button (and styles) in one set of 8, and put their bow (and crit shot with other macro buttons such as /face) in a second set of 8.

To fire a bow:

1. Target the monster/player.
2. Equip the bow by hitting its hotbar button.
3. Tap the bow button again to nock an arrow. A message indicating how much time till you can fire (as well as if the target is in range) should appear in orange.
4. Tap the bow button again to activate auto-release of arrow when you are ready. This saves valuable fractions of a second by avoiding latency issues.
5. If you want, tap the bow button a third time to activate auto-release and auto-nock another arrow against the same target.

To fire a critical shot, you must drag your critical shot icon from the abilities page into a hotbar slot. Instead of clicking on your bow to nock an arrow, click on critical shot to nock an arrow. If you click on critical shot again, you will switch to a normal shot. To auto-release and auto-reload, click on your bow (not critical shot) icon instead. Aside from nocking, critical shot is just like normally using a bow.





14. How does Critical Shot work? Why is my critical shot not working?

Critical Shot is an ability Hunters receive as they spec in Composite Bows. Effectively, Critical Shot doubles your damage if you hit something that is not engaged in melee combat, running, or aggro'd onto something. In return, your draw time for that arrow is increased. Critical Shot I multiplies the draw time by 2.0, and each version afterwards reduces this multiplier by 0.1. Thus, Critical Shot II multiplies draw time by 1.9, Critical Shot III by 1.8, etc. all the way up to Critical Shot IX, which multiplies it by 1.2. This last ability, Critical Shot IX, is received at 27 Composite Bow skill.

With the 1.45 patch, players can no longer deal out 300% normal damage to green and grey con targets. The cap has been changed to at most be 200% for anything up to a "yellow" con player/monster. Currently, the formula for your maximum Critical Shot damage is purely based upon character level vs. target's level, and has nothing to do with bow spec level. For every 1% the target's level is above your character's level, Critical Shot's max damage is reduced by 3% from the max of 200%. For example, a monster that is 10% higher in level than your character (i.e. level 55 to a level 50) can be Critical Shot for 170% normal damage.

You also cannot critical shot an NPC who has aggroed (which obviously includes hand to
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