Hunters are
usually one of the main damage dealers as they can produce huge amounts of
damage per second far away from the tank and limited crowd control options. This
makes hunters the killing blow of the fellowship but also brings danger of
pulling the mobs of the tank onto yourself. With this guide I want to explain a
bit about doing max damage without pulling the aggro of the tank.
Abbreviations
DPS - Damage
per second
CC - Crowd
control
WT - Weapon
threat
TOT - Threat
over time
FT - Forced taunt
HS - Heart
Seeker
SB - Swift
Bow (including improved version)
RAT - Raid
Assist Target (one person gets selected to target the mobs for the rest easy targeting)
AOE - Area
of effect skills
While in
solo play a hunter usually stands far away like 30-40 meters from your
target and starts of with huge damage skills like Heart Seeker and Swift bow. These
skills have the longest inductions (time to prepare) and do very good DPS. They
also build up a massive amount of threat on the target. But that is no problem…
for solo play! When you start with HS and SB in fellowship… you die!
The healers
main priority is him/her self, then the tank, then the melee fighters and as
final the hunter. So if you want the enemy’s attention you’re welcome to it and
handle it yourself.
In order to
understand the dynamics of threat and aggro a little information on the tanks is
required.
Of the nine
classes in this game, only two are dedicated to tanking. The two obviously are
Guardians and Wardens. There are several differences of note between Wardens
and Guardians, but the most relevant to know for a hunter is:
*
ToT (threat over time) vs. forced taunts and instant threat – Warden
threat is generally built over time while Guards generate immediate threat and
force mobs to attack them. Wardens do have one force taunt which is derived
from a legendary trait but can be used only sparingly.
Guardians
can force the enemies on them for several seconds neglecting all other aggro. Wardens
practically don’t have that luxury and need time to build up their threat. In
the beginning it is very easy for a hunter to over aggro a warden. When a
guardian is tanking then you can get the aggro with a delay if your DPS is too
high. So caution is needed for both. A warden has some very effective AOE taunts that use threat over time. This can be utilised when you are working on multiple targets for some time.
This makes
it important to be easy on DPS at the beginning of a fight and only move to
your heavy hitters after 10-30 seconds or as a killing blow. Even then several
bosses can be over aggroed easily and require constant controlled DPS from the
hunter in order for you to stay alive.
The
following strategies may make as a good rule of thumb but some instances
requires different tactics.
Trash mob
fighting
Let the tank
run up on a group of trash mobs and give him a few seconds without DPS (warden
requires a little more time then the guardian). This will give the tank time to
draw aggro and position the mobs with their backs to the rest of the
fellowship. Target the RAT, start of with quick shot and or barbed arrow and
when morale is below 70% you can attempt swift bow. Use HS only as kill shot or
not at all. Work mobs down one by one. When a mob gets out of the group and
walks to the healer(s) use Rain of thorns to root it and allow the champion or
tank to pick it up again (or kill it when morale is low enough). When there is
still a group left after about 15-20 seconds (especially on warden tanking), you
can use Rain of arrows and possibly split shot to do massive AOE damage while
the tank holds aggro. Note that to do this effectively you need both rain of arrows traits equipped.
Boss/troll
fighting (general)
Allow the
tank to pick up the boss and position it with the back to the rest of the
fellowship (this to prevent healers getting hit by AOE effects). When the boss
is in position start with Barbed arrow (does nice bleed damage and pulls little
aggro) and auto attack, wait until you need to refresh barbed arrow. After 2nd
barbed arrow, use penetrating shot and quick shot but don’t fire them to fast
after each other. When the morale of the boss gets under 70% you can include SB
in the rotation but keep about two full seconds between each skill (excluding
induction). When health is under 20% you can pop a merciful shot and HS if you
want to. Kill the basterd.
This is a
general rule of thumb applicable to most bosses in Lotro. Now a few very
specific bosses
Smelting
room ork in Foundry,
At first
stage DPS carefully like described above. After the first time “The slag will
protect me” and debris falls on him, you’re free to DPS as hard as you want. Don't DPS when he has "The slag will protect me" buff on, as you will burn out power without damaging him.
Foundry
ring forge,
When DPS on
the ring forge, go as hard as you can. It does not react to aggro. Bare in mind
that you should hold at 20k morale until the ork is at the same level, then
kill the forge.
Draigoth,
Just stay
in the group, out of the fire and DPS as fast as you can, just not on the head.
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