Hunter Spells:Marksmanship,Beast Spells,Aspect of the Hawk
Tracking
Tracking is only available to Hunters; they may train in it at Hunter class trainers. You can train in Track Beasts, Humanoids, Undead, Hidden, Elementals, Demons, Giants, and Dragonkin at different levels.
Dual Wield (Passive Ability) - Allows one-hand and off-hand weapons to be equipped in the off-hand. Train in this once it's available.
Aspects
Aspects are special animal related buffs that allow the Hunter to receive special bonuses from its animal friends. You can only have one aspect active at a time similar to Paladin seals.
Aspects need to be changed depending on the situation. You can only have one active at a time and you need to have the "best" one active. For example, you can start off with Aspect of the Hawk while you're attacking from range. If the monster rushes up to you, switch to Aspect of the Monkey and engage in melee combat. You can also do a Wing Clip then run after switching to Aspect of the Cheetah to get away. Aspects of Cheetah/Pack are canceled when mounted.
Aspect of the Hawk - The hunter takes on the aspects of a hawk, increasing Ranged Attack Power by X. Only one Aspect can be active at a time.
Aspect of the Monkey - The Hunter takes on the aspects of a monkey, increasing the chance to dodge by X%. This is recommended when you're pulling or taking damage in certain situations.
Aspect of the Cheetah - The Hunter takes on the aspects of a cheetah, increasing movement speed by X%. If the Hunter takes damage, they will be dazed for Y sec. Only one Aspect can be active at a time. This can be used to travel or to back away from monsters so you can use your ranged weapon.
Aspect of the Pack - The Hunter and its group take on the aspects of a pack of cheetahs, increasing movement speed by X%. If a pack member takes damage, they will be dazed for Y sec. Only one Aspect can be active at a time.
Aspect of the Beast - The Hunter takes on the aspects of a beast becoming untrackable.
Aspect of the Wild - The hunter and his group take on the aspect of the wild, increasing Nature resistance by X. Only one aspect can be active at a time.
Beast Spells
Scare Beast - Scares a beast, causing it to run in fear for up to X sec. Damage caused may interrupt the effect. Only one beast can be scared at a time. Beasts have an increasing chance to break free of the effect, such that it is unlikely the effect will last more than 15 seconds. Scare Beast duration against PvP targets is reduced to 10 seconds.
Eagle Eye - Zooms in the Hunter's vision. Use this to scout, which is especially useful when pulling. This can only be used outdoors.
Beast Lore - Gather information about the target beast. The tooltip will display damage, health, armor, any special resistances, and diet. Beast Lore will display whether a beast is tameable or not.
Survival
It's best to put the buttons for these abilities together so they are ready to use if you're forced to fight in melee combat.
Raptor Strike - A strong attack that increases melee damage by X.
Wing Clip - Inflicts X damage and reduces the target's movement speed to Y% of normal for Z sec. Use this ability to strike the monster, then back away so you can fire at it from range. You can also use this to run away from a monster.
Mongoose Bite - Counter-attack the enemy for X damage. Can only be performed after you dodge.
Counterattack - A strike that becomes active after parrying an opponent's attack. This attack deals X damage and immobilizes the target for X sec. Counterattack cannot be blocked, dodged, or parried. Will cause damage to targets immune to immobilizing effects.
Feign Death - Feign death, which may trick enemies into ignoring you. Lasts X min. This ability should be used to avoid death. Players cannot resist Feign Death. You will not die when Feign Death is finished channeling.
Disengage
Another option is to also use the Hunter's Disengage ability once it's available. When the monster starts focusing on you rather than your pet, use Disengage to shift its attention to your pet. Disengage lowers the player's threat and stops Auto-Attack. If there is another target with a higher threat level then the Hunter's target will switch to that target.
Marksmanship
Auto Shot - Automatically shoots the target until cancelled. Activate this ability when you simply want to fire your weapon at the enemy.
Serpent Sting - Stings the target, causing X Nature damage over Y sec. Only one Sting per Hunter can be active on any one target. This should be used if you intend on fighting the monster for at least Y sec. Otherwise, it doesn't do its full damage. You can also place this on other monsters you may be fighting at once, but the monsters may start focusing on you.
Viper Sting - Stings the target, draining X mana over Y sec. Only one Sting per Hunter can be active on any one target. This sting should be used against casters with mana. PvP: This spell cannot be used on Warrior and Rogue targets. In addition, while it can be used on a Druid target at any time it will only drain mana when the Druid is in caster form. Viper sting will not drain mana from Druids while they are shapeshifted.
Arcane Shot - An instant shot that causes X Arcane damage.
Scorpid Sting - SStings the target, reducing chance to hit with ranged or melee attacks by 5%. Only one sting per hunter can be active on any one
Volley - Continuously fires a volley of ammo at the target area, causing X Arcane damage to enemy targets within Y yards every second for Z sec. This ability is useful against multiple targets.
Multi-Shot - Fires several missiles, hitting 3 targets for an additional X damage. This ability should be used against multiple targets.
Concussive Shot - Dazes the target, slowing movement speed to X% of normal for Y sec.
Distracting Shot - Distract the target, causing threat.
Aimed Shot - An aimed shot that increases ranged damage by X
Hunter's Mark - Hunter's Mark not only adds 'X' attack power to all ranged attacks on the target, is also gains Z additional attack power for each successful ranged attack on the target, to a maximum of X+40(Z).With Talents, the hunter can make this attack power available to all melee attacks as well (hint: your pet does melee damage). It's also useful in Player vs. Player fights. =] This ability dispels itself if the Hunter dies.
Flare - Exposes all hidden and invisible enemies within X yards of the targeted area for Y sec.
Rapid Fire - Decreases the shot time by X% for Y sec. Make sure you quickly start shooting after enabling this ability so you can take full advantage of it. Aimed Shot (Talent) - An aimed shot that increases ranged damage by X and reduces the healing done to that target by X%. Lasts X sec.
Traps
Place a trap and lead a monster back into it to set it off. This becomes easier with your ranged weapon (gun or bow). There are several different types of traps. Traps can be set while in combat, but require a 2 second arming time. Only one trap can be active at a time.
Immolation Trap - Place a fire trap that will burn the first enemy to approach for X fire damage over Y sec. Trap will exist for Z min.
Frost Trap - Place a frost trap that creates an ice slick around itself when the first enemy approaches it. All enemies within X yards will be slowed to Y% of their normal movement speed. Trap will exist for Z min.
Explosive Trap - Place a fire trap that explodes when an enemy approaches, causing X to Y Fire damage and burning all enemies for Z additional fire damage over A sec to all within B yards. Trap will exist for C min. Only one trap can be active at a time.
Freezing Trap - Place a frost trap that freezes the first enemy that approaches, preventing all action for up to X sec. Any damage caused will break the ice. Trap will exist for Y min.