There are three main situations when hunters start:
1. The opponent starts with a regular disguise (whether standing still or moving).
2. The opponent uses flare+conventional camouflage to disguise the opening (whether stationary or moving).
3. The other party's position cannot be confirmed. Hunters and thieves play hide-and-seek and throw a flare from time to time.
Pay attention to the hunter's pet type. Generally speaking, hunters will choose cranes. The control skill is instant hypnosis for 4 seconds, which can be lifted by the will of the undead, immunized by cloaks (but cloaks are not recommended here), or lost badges (it is suicide to use badges to lift hypnosis in an emergency).
If you encounter the first kind, please thank the hunter first, and the other party will give the first hand to the thief. The duel in the trial stage usually begins with this, and the thief has the advantage.
In the second case, the start is more common, and it is also a fair start-much like the fight for the ball at the beginning of a basketball game.
I don't think the opponent in the third way of opening is a friendly gesture. Of course, there will definitely be hunters doing this. If you meet such a guy who likes to fight, find a cool place to cut and watch two episodes of American TV series. Maybe this is the best choice. Hide-and-seek is by no means a hunter's patent. This is unfair and unfair to both sides.
To deal with the first kind of opening, use darkness to dodge and approach from the rear (even if the hunter turns around and presses the disperse shooting macro, it doesn't matter), just sneak away.
When dealing with the second opening, you should also pay attention to approaching from the rear (detecting hidden creatures will greatly improve the hunter's anti-submarine ability, and it is very likely that you will be found outside the range of the flare), jump into the range of the flare, and throw the knife fan while dodging, so that the hunter's scattered shooting can not hit you (the long-range attack behind is still effective, so be sure to confirm the positions of both sides). Of course, hunters can also use their pets' hypnosis skills regardless of evasion-even if they know that their opponents may only use hypnosis, don't forget to evade. Confirmation is very important, and anything that cannot be confirmed is always solved in the safest way. If possible, both sides try to chisel the hunter's armor to accumulate combo points, or hypnotize the chisel to kill the hunter's pet. Blood elf thief, please replace the knife fan with arcane torrent to avoid the knife fan getting stuck in the first GCD. Of course, the timing of jumping into the flare is also very important. It is best to choose the moment when the flare is just used, and the hunter will also be stuck by the GCD of the flare. You can use a feint as a timer at a distance when the hunter fires the first flare, and make up a feint immediately when the third feint is about to end and ready to jump into the next flare. Just enough time.
Blood elf thieves can also start in a more rude way:
Flood+killing
Remember to write a special macro for the killing feast: /targetemyplayer/cast killing feast.
Exchange cards:
Usually, the hunter's first talent will choose "Fast as the Wind", through which "Escape" can remove all deceleration and fixation effects. [Survival in Danger] The spider web sown is now a magic effect that can be removed by the shadow cloak or used to remove it. If the hunter is poisoned and [master summons] CD, the hunter will be threatened with high damage.
Here is a brief statement about the fast-moving countermeasures:
If you can confirm that both sides are in melee range and the hunter's escape has cooled down, then the hunter with paralyzing poison will force the other side to use escape. Remember that after [Poisonous Blade], you must have the remaining ***CD and energy to wait for the opportunity to use the chisel (it is no problem to hit the kidney with 5CP if there are enough combo points)-remember to use the method of breaking armor without breaking the chisel to save enough combo points, and you can use 5CP to connect the kidney once you succeed.
Novice hunters usually use it to avoid when approaching, so the method is relatively simple: as long as GCD is timely, the direct [poison blade] can keep the opponent around, and the 20 energy of poison blade is definitely not a problem for combat talent.
Although the escape supported by the swift wind can relieve all the effects of immobility and deceleration, this judgment is limited to the moment of escape. As long as the skill is used successfully, all the immobilizing deceleration effects will work normally.
Of course, using the mage to summon before escaping can avoid the influence of the poisonous blade holding the hunter back.
Using blindness can also keep hunters, and it is less difficult, but make sure you have enough coma relief available in the future.
In many battles, blinding a hunter covered by the master's call and using an escaped hunter will cause great trouble to the other side.
Theoretically speaking, no matter how well thieves do it, it is impossible to keep hunters in an "inescapable" state forever-but in actual combat, we still need to pay attention to the above details, and if necessary, we can carry out targeted exercises to increase the success rate, which is different from disappearing some instant skills. As long as he has accumulated a certain degree of combat experience, it is a reliable technology with low risk and high return to concentrate on confirmation at critical moments.
Pursuit:
In actual combat, the hunter will always have a chance to escape successfully-because of the GCD arrangement (you can't always watch your energy overflow) and concentration (human congenital defects), then the hunter will have an extra 60% movement speed and the distance advantage left by the escape. If the opponent's concentration value (hunter's energy) is high, it means that the thief will be greatly hurt next. When there is no cover to dodge and prepare for war, we must resolutely use the 100% extra speed sprint to accelerate the explosion or disappear it, and at the same time cover the feint to prepare for the next round of melee-100% speed sprint to accelerate the explosion and catch up with the opponent in a short time. This is the key for thieves to win.
However, if the opponent does not have many concentration points, the thief has the ability to reduce injuries and the blood volume is safe. It is good to directly use the speed to burst after him. At the same time, darts are used to supplement combo points, and damage poison is reserved to delay the hunter's "soul connection" treatment. Otherwise, I am afraid that when the thief catches up with the hunter, the hunter has recovered a lot of physical strength. (Incidentally, [Cutting] also increases the damage to [Dart], and [Auxiliary Dart] will also be affected by the combat specialization [Combat Potential], and occasionally recover 15 energy). If there are enough combo points, as long as they can be covered by white darts during the pursuit, there will be more energy for speed explosion and feint to reduce injuries and reserve it for subsequent hand-to-hand combat outbreaks.
[Sprint] This short skill of 1MINCD will gradually shorten the CD time because of the influence of [infinity edge], so you can't sprint by disappearing every time you pursue it. You must reset these two CDs by [waiting for the opportunity], so you must actively use it.
Shooting/survival hunters usually choose [binding shooting] instead of [pterosaur sting] (and [freezing trap] decreases * * *), and BM hunters usually choose [coercion] to help pets stabilize and cause more damage.
Both [Shadow Cloak] and [Killing Feast] are excellent for hunters who shoot with restraints, especially when hunters want to distance themselves by running away immediately after shooting with restraints. The tracking/uncontrolled effect of the killing feast can be brought to the extreme, which can force hunters to hand over valuable deterrence or lose a lot of physical strength. Once there is no cloak and killing to replace the coma of bound shooting, brush a feint and run to the hunter as soon as possible. Don't hesitate, or your opponent will run further.
When a thief is threatened, if the hunter has started such great skills as rapid shooting and rushing animals, he must make a feint at the same time as soon as possible, and then make the next plan. If the other person just wants to keep his distance, a 4-second coma injury is acceptable.
The hunter's flying blade can still be used after being disassembled, and the target will be greatly damaged during DEBUFF, lasting for 3 seconds. Remember to cover the fake action. In addition to flying blades that increase damage, some hunters also have the talent to choose [Strong Wind Shooting]. Of course, after the success of the "freezing trap", the hunter can throw an "explosion trap" with an inscription to achieve the same effect.
If you find a hunter shooting at you in the pursuit stage, remember to dodge or disappear or throw smoke bombs before your opponent reads the note-don't let your opponent get it easily, or you will suffer more losses.
Reduce the application of thieves;
In the pursuit stage after the hunter successfully escaped, as mentioned earlier, if the concentration value is not high/the big skill is turned on, you can also chase your opponent with darts and speed bursts while hanging up, which plays a feint role. Especially when the physical strength of both sides is high at the beginning, if the first dodge is over, open the preparation immediately.
At this time, catching up with your opponent is not a very urgent thing. We're going to throw 1CP with darts, which is intended to recharge the 5CP, and return relentlessly to cut and fold the layers ready for war. We still have a lot of preparatory work to do.
Note that if the shooting/hypnosis+freezing trap+explosion trap is scattered, if you confirm that there are flares under your feet, you should sprint as soon as possible, and don't forget to cover the feint when chasing. Otherwise, you can consider using the disappearing speed to chase, which can save a lot of physical strength.
If you can mentally disperse the CD(30S), you can use a chisel (if the chisel fails, you can disassemble it again) or a kidney (but try to chisel first) to extend the control skills of the CD and your opponent for a long time two seconds before dispersing the CD. When chasing an opponent to escape to the melee range, as long as the hunter's control skills are in the CD, the output of thieves will not be greatly affected, and there is no need to use coma relief in a hurry. It's also great to hit the poison blade 1 sec before the hunter dispels the shooting, and prepare to chisel (20S) when the CD is about to escape.
You can output damage at will within 8 seconds after successful kidney strike. If you don't cover and cut in advance, use 1CP to cut it off, but be careful about your position at this time, and don't give the hunter's pet a big back for nothing ... The advantage of fighting is accumulated through bit by bit details.
If you hit the kidney and haven't used the chisel reduction, you can try to stand in front of the hunter at the end of the kidney strike, or you can try to kill the hunter who is eager to press the scattered strike. If not, you can also try to start the next dodge at the same time after the kidney strike, so as to further extend the CD time of the opponent's scattered shooting (output damage and force the opponent to use defensive skills such as evasion and deterrence).
After the chisel hits below 3CP, the armor-breaking without breaking the chisel X2 can make the thief safely transition to the stage of 5CP kidney-hitting, while the chisel hits 3CP and can directly break the armor to 5CP kidney-hitting. At the stage when the opponent is not in a hurry to output, a gap can be left between the chisel strike and the kidney strike, and the possible scattered shooting can be killed with the 8S kidney.
Handling of deterrence:
We should also be cautious about deterrence. Many hunters like to change pets in deterrence, so they use a killing feast to chase after them and force them to start deterrence in the air-it sounds difficult, but it is not difficult to do. Either let the slayer catch up with the hunter, or start the deterrent early to give up the chance to dissolve the pet (the deterrent time just covers the casting time of dissolving the pet).
When deterrence appears, if the hunter doesn't change pets, he should pay attention to whether there is a trap that the hunter has let go. Those who are confident in their actions can dance pole dancing around the trap and carefully output hunters. Otherwise, you can step on it with a cloak. Of course, the night elves are still the existence of IMBA-like real thieves, they use shadows to offset the freezing trap (cows are full of our lost memories)!
Usually, we use chisels to leave our opponents at the end of deterrence. Of course, many hunters directly cancel deterrence to disperse shooting. Therefore, it is also a very good method to cover the last 2 seconds of deterrence in advance by evasion. If you don't have a CD, you can leave GCD and stare at the deterrent BUFF to try your luck.
The opportunity to use explosive skills
When dealing with hunters, the impulse and the blade of the dark shadow are still used together (only in rare cases will they be considered separately). When the opponent has no deterrent CD, whether in a coma or not, as long as there is a CD that sprints and dodges, you can use it boldly (of course, it is best to have a stable 8S kidney hit). There are many opportunities to use the killing feast, including when the opponent is reading steadily, aiming at shooting, running away, and the third layer of paralysis poison is about to paralyze. But when the opponent has a deterrent, use it as early as possible, and it is very likely that you will have the opportunity to create a second killing feast in this duel.
Problems that thieves may encounter in battle when hunters adopt different tactics;
Let the kite thief win more soul link therapy as much as possible-use the skills of killing feast, preparing for war and impulsive dark knife as soon as possible, and you will find that these skills will come back soon, whether you hand in the chapters in person or not, which is exactly what the thief wants when fighting for CD.
Passive combat or even escape from the battle and continue to disguise-as long as the thief chases fast enough and the hunter can't chase too far with [camouflage inscription], just grab it with a knife fan, or you can run the cloak backwards/disappear the hunter's mark and wait for the CD and HP to return naturally.
As for eating and drinking in the frozen trap-throw in the towel or play infinite hide and seek. I believe it's no big deal for those who know a little about archery and have a dog-even if they lose, they just lose to the mage (or any other cook).
Zoo-please make sure you have a CD ready for war or sprint. The former can eat some damage under feint (of course, don't retreat), while 100% sprint can make thieves lose all kinds of friends when chasing hunters. Of course, too many friends of red-faced breeders are still not to be taunted, and they disappear decisively or dodge.