Is there anything I can do against Warriors and Rogues?

More so warriors, but I just feel there is 0 things I can do against them in 2 or 1v1. Warriors weird… death vacuum is just an auto win if I dont have turtle. I know I am bad and new, but there has to be something I am missing? At least with Rogue I can kind of stall till their “You can’t hurt me” spells wear off. But warriors just B line me and I just die. My traps do nothing.

My only option is on BGs where I just run like hell. In arena it’s just die. Do not pass go, do not collect 200 dollars. Die.

Actually with more skirmish examples… everything in an arena settings just poops on me. Even with stealth the goal is, drop everything… kill the hunter. AND IT WORKS.

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…I’m just here to watch.
My answer is not really.
Rogues will kill you with resets that you can’t contest. Warriors used to be kited for the win, but there’s no real way to kite them anymore outside of making distance with traps, and hoping no one is going to disrupt them as you do.

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Rogues absolutely you can do stuff against them. Now granted a Rogue in a 1v1 SHOULD NEVER lose to anyone…like literally anyone. But some things to make sure you always do…keep Hunters mark on them immediately at all times (this prevents them from vanishing and just full healing when you can just shoot them back outta stealth)…also if you root a Rogue with steel trap or save your trinket for Deathmark you can potentially wall+pet sac and you MIGHT be able to forgo turtle shell. But Rogues have less gap closers than Warriors, it’s the Rogue kidney shot you need to worry about. If you are doing insane pressure on the rogue though they will be forced to back off and vanish (this is where you can kill them by having them pre-hunters marked).

Now onto Warriors…pound for pound we can kite a Warrior by themselves. It’s not easy but we can do it. Usually disengage first charge, Scatter second charge (waddle away), steel trap the leap, and then when they finally catch you and Spear (if spear hits) you need to stun the Warrior as soon as they spear. You’ll still take a ton of damage from the spear itself, but if the Warrior trinketed one of your roots earlier (most likely they will because their zug zug melees) they won’t be able to do damage to you while you’re stuck in spear. Worst case scenario if the Warrior still catches you, you can Tar trap root them and waddle away.

DO NOT FORGET YOUR BEST WEAPON AGAINST KITING BOTH OF THESE CLASSES: Macro your pet FREEDOM along with Aspect of the cheetah. You will literally ZOOM away at full movement speed and they can’t slow you down or root you.

Now onto the playing against a Warrior + teammate…my best advice to you is to force the melee to line their healer as much as possible and kill them when they do. Other than that it’s a struggle bus for most Hunters right now in Shuffle and actual 3s (if we are the kill target).

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MM can kite every melee in the game pretty easily I find. Lock in 70% conc shot every melee game.

Rogues will usually open with garrote so I hover steel trap and root them as soon as they pop, you can waddle out of melee range (8 yards for rogues, dumbest thing).

The issue is step kidneys and the fact that, again, 8 yard melee range makes it very hard to avoid even if you pre-root the step, feign, and freedom because while most good rogues will do it right away a bad one can still kidney you when they finally remember to press it 1 second later. Outside of step kidney they’re very kitable. Tar trap root goes through evasion and cloak (?).

I’ve been messing with a 2s build against warriors and every time they’ve rage swapped to my healer.

Would recommend saving scatter for bolts if you can, double value if they charge/leap bolt and you catch it in time.

Spear is the most annoying issue with warriors imo because good ones will cover it with bladestorm or bolt or both. I’ve been running the ranger’s finesse honor talent against them and I can almost always match my turtle CD to spear by just playing the game.

Tar trap root will stop the charge but steel trap will not, oddly enough.

Sometimes I drop intim for knock trap if I know they’ll train me. You now have disengage, double knock, scatter, tar trap root, freedom cheetah, and turtle for every spear.

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I’ve been saying Spear needs a one pull mechanic. It’s actually the most detrimental thing against Hunters. There isn’t much you can do against a warr playing Unhinged and just decimating you in blade storm while in spear.

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Oh 100% or we need to be able to freedom out of it or something. Ranger’s finesse as MM seems to be a reliable 2s solution but for 3s you can’t always make room for it so you just get boned by spear if the warrior is good sadly

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I don’t even know why we can’t masters call spear. It makes zero sense.

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Rogues, steel trap, trap, hunter’s mark and flare.

First things first, rogues teleport behind you when in stealth. That means you need an ice trap behind you when you see a rogue go invisible. If they use cloak they’ll be immune but you can steel trap behind you then trinket the stun and disengage. If they have evasion up they can dodge steel trap but not tar trap. Overall rogues are pretty weak to roots outside of their sprint talent.

The big thing with fighting rogues is using hunters mark when possible. If they cloak it, you can flare on the spot and that will knock them out even with cloak up. This is when you try a root or slow and your goal is to wait out cloak to re mark them with hunters mark.

Once a rogue has your hunter’s mark you can make things very difficult for them using your ranged abilities and keep unstealthing them. You want to avoid using your trinket unless absolutely necessary, and if you do don’t let them restealth. Once you trinket they know it’s go time.

Warriors, steel trap, tar trap.

You called it and you need to to turtle kyrian bladestorm. Currently with tier sets and recent buffs this will straight kill you through survival of the fittest (I’ve tested it.) Warriors usually combo this out of storm bolt, if you’re squishy and near team mates and they storm bolt you, expect this. You can stop the warrior if someone can CC him during kyrian spear before bladestorm and their trinket is down.

Currently the way to beat warriors is efficient trading when you are in melee range. Double tap was effective for this but we’ve lost it. If you just try to widen the gap between you and the warrior without traps up, they have too many abilities to close it.

That’s why when possible you want to deal damage at 8-9 YDS. Scatter Shot into an Aimed shot into an explosive shot is a good burst counter and leaves you with Chakram into rapid fire as a follow up on your slow. If you’re marksman the 70% steady shot slow is the bane of a warrior and really effectively lets you kite them within the 6-9yd range where they cant hit you or charge you.

Try to use traps on the warrior to engage their team mates first when possible, but be careful about obvious freezing traps or a good warrior will reflect it. Tar trap and Steel trap do wonders for holding the warrior for periods of time and your slow and bursting shot can help outside of those windows. Don’t bursting shot into roots or it will eat it.

With both rogues and warriors save your Survival of the fittest for when you can’t get out of melee and just need to fight. Try to dps during this window using instant casts or aimed shot if you are confident. If their defensives are down you’ll straight up out DPS them for 6 seconds and can hurt them enough to pressure them off you.

As with any pvp pressure game is really important, running out of melee is important as a hunter but you want to get in as much damage as you can. Maximizing your damage during these small transitional periods can get you the damage you need to make your opponent forced into suboptimal plays.

If you can’t put pressure on your opponent, you’re going to have an uphill battle. So use arcane shot, explosive shot, chakrams, and instant cast skills and always be dealing damage. Try to always make sure you’re pressing a button to get in some damage or else you’ll start falling behind in pressure.

Just remember the goal of PvP isn’t always playing your best, it’s usually ensuring your opponent can’t.

Hope this helps.

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My new favorite thing vs rogue is to steel trap his evasion and stare longingly into his eyes just out of reach of his soft touch.

Rogues pretty simple…

Step 1. THE OPEN… Set all three traps in a small triangle around you in stealth…keep flairs random or directly on urself to attempt to catch him out. If he starts sapping you plan on pet saccing towards the end of whichever sap he opens on. ( at this point watch incoming damage and his cds to see if hes bursting…if so you must trinket feign, exhileration immediately) if not and he is slow opening instead then sit the cc instead, then exhil when ur not kidneyed…during this time stun and pop burst asap and get hunters mark on him.

Keep freedoms and distance feigning often as possible. When he evasions use steel trap careful to stop damage not to break it, flare him in the steel trap, …flare often…get max distance and los if possible, when you see his cloak of shadows make sure to reapply flare asap during it try to bait him into it as he will try to vanish towards the end of cloak, hunters mark the split second cloak of shadows falls off the rogue.

Try ur best during the fight to retrap rogues steps onto you or to pre scatter shot the step kidney if possible. You can tell its coming about every 20 seconds by the way the rogue will move towards you. Each time you scatter dont break it use it to get distance. If you can pre turtle a kidney its huge but try saving trinket vs sub rogue until he uses shadowy duel (mainly in arena) in a duel trinket as you need to live. When you are forced to turtle make sure ur utilizing flare and traps during it to keep the rogue out and maintain max distance during it.

Outside evasion and trapping him let ur pet do some work if you can be passed his step kidney distance then keep this distance.

Wars just make sure to trade turtle for kyrian spear…if you turtle it you can run right out of the spear without trading any other cd at all…trade ur stun and scatter to gain moments of distance. What i normally do is if i see spear i immediately attempt to scatter and then stun war if he trinkets…if he gets the blade storm though. I immediately react with turtle and run out of it. Keep him slowed after that trade damage and scatters and ur stuns to keep him max distance. Try to scatter his charge its huge if you do. Keep sac up when hes gonna connect to you before he fears ur pet is ideal. Feign his charges and redisengage. Just do hunter things

If you need further help you can find me at my twitch channel accessdraven. Usually live 9 pm central…i dont mind helping anyone i can

The problem with warriors in arena is they force all of your traps and stuns and put you in defensive mode doing little to no damage. Which is bad for a dps. If you survive you’re already too far behind. Just my experience.