Background: I am a long-time 4xShaman multiboxer who has been reasonably competitive in arenas (1700-1750 with a less than well-geared healer) and very successful in battlegrounds, where I have > 92% win record in AB, AV, and EotS and an 81% win record in WSG. (Solo BG win percentages for Horde are significantly less than that). I have recently completed leveling up a 4xHunter team with a Priest. (Priest ignored for this comparison, since he's dead in about 0.0023 seconds most of the time if he's in the BG)
Gearing (Shamans): Mix of S4+S3 gear, with the odd S2 piece thrown in where rating requirements are high (e.g. shoulders/weapon). About 1000-1050 spell damage, 350-400 resilience, 10.5k health pre-buffed. Talent setup is standard 40/21 NS Elemental build.
Gearing (Hunters): Freshly-minted-L70s. They have Valanos Longbows, other blue quest/instance gear, and the 4-piece Stalker�s gear (starter PvP rep-based items). 8500 HP, 120 resilience, mediocre attack power due to the Stalker�s gear. Talent setup is heavy Beast Mastery with other points in Survival and Marksmanship (picking up Aimed Shot, GftT, Trap Mastery, and enabling 41yd shots).
I wanted to compare and contrast my very early experiences with both setups in BGs, and intend to add/revise this document as I get more experience and gear with the hunters. It�s an unfair comparison, and I will try to counterbalance that some by being a little �optimistic� about the 4xHunter setup given their gear situation and my relatively short experience with them at L70. I will try to avoid �theorycrafting� too much without backing it up with some real BG experience. I will try to divide the comparisons up into several common BG scenarios:
BG Situation-- Taking a defended node with 4 or less people:
Advantage: Tie
The hunters do pretty well here. They have some nice perks with being able to track humanoids, sick pets on a target from long range, and do some nice ranged DPS on people who may be capping a flag. Stealthers can present somewhat of a challenge while a flag cap is going on, but staggered use of traps can allow double-CC on a single stealthed class who is harassing the team while 4xCaps are being attempted.
Shamans are also very competent, although they do best if a full totem farm is deployed. They obviously have good ranged DPS potential, and clearly have the edge if taking a node becomes a protracted battle. They can stand at the flag, alternate heal and DPS, and deal with a wave of rezzers much easier than hunters.
BG Situation-- Taking a defended node with 4+ people
Advantage: Shamans
The shamans seem to do better with larger numbers of opponents due to their ability to heal and play defensively with totems. Trying to assault a larger group of opponents generally results in some number of them coming out away from the node, and the shamans have a clear advantage with dealing with people infiltrating the group at melee range.
BG Situation-- Holding a choke point
Advantage: Hunters
The hunters are amazing at being able to defend a choke point (e.g. AV bases and narrow passages, the EotS bridges, WSG tunnel) if they have the time to lay down an appropriate series of traps. A well-laid line of traps can result in 60+ yards of 60% snare for anyone going through (with chance to root, if talented). Combined with a nice range and pets, it is possible to fend off very large numbers of people. AV experience has shown that hunters do very well on base defense with this tactic. Shamans can slow some small numbers of people using frost shocks and earthbind totems, but the hunter traps are far superior for slowing large numbers of people over a large area. Both teams can be overwhelmed by very large numbers (10-15) people, however.
BG Situation-- Back-capping an AV tower:
Advantage: Shamans
Both teams do well against light defense, obviously. Shamans have the clear advantage due to their ability to deliver full DPS at point blank range. Tricks like EM+NS+CL and Fire Elemental totems provide extra oomph when you really, really, really need to retake a tower.
BG Situation-- Being harassed by a rogue while traveling:
Advantage: Shamans
Ghost wolf allows much better travel to avoid being chain sapped by a rogue.
BG Situation-- 1 Melee character attacking your group:
Advantage: Hunters
Traps, pet stuns and instant arcane shots are all handy tools. Rogues are not nearly as troublesome because the physical damage pets/hunters can do is not mitigated by Cloak of Shadows. Non-stealthing melees can be concussive shot effectively or trapped to provide breathing room for the kill. Hunters must be mobile or spread out for maximum effectiveness.
BG Situation-- Multiple Melee characters attacking your group:
Advantage: Shamans
2 or more melees infiltrating the Hunters gets to be pretty ugly. I have no doubt this will improve with gear (just like it did with Shammies), but shaman have great AoE damage tools and healing ability to slowly turtle through the damage. More work is needed with Feign Death+Pets to see if that strategy can buy enough time for a victory.
BG Situation-- Mass battles in open terrain, or most types of AV offense where the team is part of a larger force:
Advantage: Hunters
Being able to fire away at 41 yards will keep you from ever becoming the other team�s �TAB-target�. Hunter shots and autoattacks are much less flashy than Shaman lightning and tend to be overlooked as well. Hunters can lay down traps as they advance, providing an easy escape route if the tide of the battle turns and a retreat is in order. Pets provide a nice way to deal with incoming people who are closing distance with your side as well as people who want to break through your front lines.
On the whole, it�s been fun so far. While I definitely feel gear limitations, I can see that the hunters playstyle will be very different than shammies in many ways. Casters are very fun to burn down, while plate-wearers can be a little tougher (very opposite of shamans, to be expected). Hunter burst damage can be significant, but there are some tradeoffs associated with not playing a hybrid class that can heal. Pets are very handy but are definitely needed to deal with fear-bombing classes and melee classes infiltrating your team.
More later as I put more hours under my belt:
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