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Hunter V1.01
Author: FenrisWulf
Version: 1.08
Page 1

Hunter ('h&n-t&r), n.
1 a : a person who hunts game b : a dog used or trained for hunting c : a horse used or adapted for use in hunting with hounds; especially : a fast strong horse trained for cross-country work and jumping
2 : one that searches for something
3 : a pocket watch with a hinged protective cover

4 : a Druid, highly skilled in the use of Bows, who trains in the art of Summoning.

Melodramatic Intro

The Amazons were the first to see the great potential of the bow. Looking with disdain upon the blissfully ignorant cavemen who used these springy stringed weapons to bash their prey upon the head, these warrior women crafted sharp pointed sticks and learned to fire these projectiles with great accuracy and lethality. Soon, the Amazons were Queens of their element, and baffled the menfolk with such deadly parlor tricks as Guided Arrow and Multishot. In a striking microcosm of real life, the females flaunted their superiority while the men stood around confused, shouted a bit, and eventually went out for a few rounds of beer.

Still, where there are Queens, there must be Knights, thus the Paladins strapped on their wrist-guards, notched up their bows, and began spreading the sharp, feathered word of Zakarum. Though not naturally blessed with any bow-specific skills, these Rangers made great use of their hallowed Auras, driving themselves Fanatically to heights of power, speed, and accuracy, or imbuing their attacks with the Shocking power of their faith. Relentless in his religious fervor for the missionary crusade, a Ranger is guaranteed to make his opponent feel more holy…or at least, more full of holes.

Where does the Hunter fit into this tableau? His Auras lack the potency of the Paladin’s, yet they have their place: Oak Sage gives him the durability of the Forest, more than doubling his life and allowing him to walk (relatively) fearlessly through the claws of danger; Heart of Wolverine grants him the vicious power of the Beasts, making his arrows inhumanly accurate and deadly; and Spirit of Barbs fills the air around him with jagged Thorns, causing any who approach him to sorely regret it. Moreover, the "kick" that these Auras lack is made up in full by the creatures of the Woods that the Hunter can summon to his side: the ethereal Spirit Wolves, the enraged Dire Wolves, the unstoppable Grizzly Bear. As with the Ranger, the Hunter does not approach the sheer destructive power of the Amazon, and goes so far as to present a challenge: your arrows do not guide themselves, nor split into hundreds and fill the screen; you must aim your shots, learn to retreat, place your minions to distract bloodthirsty monsters from your throat…in other words, play with intelligence and strategy. If this is not your cup of tea, then perhaps another class would suit you better; however, if this at all intrigues you, then I can assure you, the Hunter is viable, versatile, and, to quote Scorch from his Ranger guide, "as fun as flying monkeys."

(disclaimer: this build was not invented by the author of this guide; he simply made one, and wanted to tell others about it. Equal credit goes to Gawgan, who went through the same process, but didn’t create his guide quite as quickly.)

Stats

Strength: As much as needed for armor/bow
Dexterity: Many points here; at least 200+
Vitality: Also a sink for spare points; 200+ again
Energy: Base

Dexterity increases damage and AR, Vitality boosts your hit points and gives you more stamina; which one of them you choose to pump higher is simply a matter of preference. Strength contributes nothing to this build except the ability to carry heavier items; it will not affect damage in any way. Energy can be left at base because Summoning doesn’t require spamming; you’ll have plenty of mana once you get a few levels under your belt.

Returning to the Dex vs. Vitality issue: there are two extremes that you can also explore with the Hunter, instead of the middle of the road 200+/200+ described in this guide: Max Dex or Max Vit.

The former is similar to the Glass Cannon Amazon build: deadly, but fragile. This involves a minimal investment in Vitality (as high as 100, as low as base), with everything else in Dexterity. While your damage will increase, you will have to play far more carefully than normal; however, a skilled Hunter can go through the entire game practically untouched by enemy attacks (through strategic deployment of Summons and general wariness in style of play), so it is entirely possible.

Instead of focusing on damage, the latter focuses on safety. With only enough Dexterity to equip your bow, you suddenly have a huge allotment of points to stick in Vitality. Find yourself mobbed? Plenty of time to save and exit. Lag death? A thing of the past. For those who play Hardcore, this may appeal to you; however, it is probably not necessary in Softcore, where, as death is hardly such a big deal, you’d be better off with a more balanced stat point placement, or, for more experienced players, the Glass Cannon build.

Skills

Check the Arreat Summit (http://www.battle.net/diablo2exp) and Chippydip's Skill Calculator (http://www.cs.hmc.edu/~cbradfor/diablo2/skills.html) for detailed skill information.

Spirits

Oak Sage: slvl 20, including +skills
Heart of Wolverine: slvl 20, including +skills
Spirit of Barbs: 1 point for fun, more if desired

In 1.09, the three Spirits are affected by a bug that causes them to give no bonuses past lvl 20; a lvl 20 OS is just as effective as a lvl 35 OS. If this bug is fixed in 1.10, then you may consider choosing one of the Spirits to focus on; however, you will probably have more than enough points to throw around.

Oak Sage or Heart of Wolverine? Good question! The life bonus from Oak is great, as it greatly boosts both your and your summons’ life expectancies. Still, Heart of Wolverine will make your pets into vicious little killing machines, ready to rend the forces of Baal limb from limb. As with the Grizzly/Dire Wolf debate, it’s really a matter of preference; both will work, and you have both at your disposal (nice if you party with Druids a lot, so you can turn on one spirit if another guy is using the other). One small note, though: you can get a far greater damage bonus from the Might Mercenary (NM Act II Offensive Merc) than from HoW, while you can’t get the Oak bonus from anywhere else.


Like Auras, Spirits can be stacked, but with a fairly high rate of mana depletion. Each Aura takes approximately 3 seconds to stick, and will last around 8 seconds after Unsummoning or switching Spirits. Therefore, switching between two Spirits every 3-5 seconds will keep both of them active, and can be a great benefit to both you and your party.

Now, on to the subject of Oak healing. It may be cheap in dueling, but in PvM, we just call it "a good strategy". When you unsummon your Oak Sage and the aura wears off, your maximum HPs will drop down to the appropriate level, but the actual amount of HPs you have will not change. However, when you recast the Sage and the aura reactivates, your maximum HPs will shoot up, and your actual HPs will scale accordingly. Example: if you have a 2000 HP globe with Oak Sage, but you only have 700 HPs of it filled, unsummoning Oak will leave you at 700 HPs, but out of a maximum of 889. Then, when you resummon Oak, your maximum will go up to 2000 again, but your actual HPs will go up along with it, to 1575. If applied correctly with Aura stacking (Oak wears off and then is almost immediately reactivated), then you may never need to use a Healing potion again.

Summons

Raven: 1-20 points, as desired.

Summon Spirit Wolf: 1-20 points, as desired (passive AR and DR bonuses)
Summon Dire Wolf: Maxed (passive life bonuses)
Summon Grizzly: Maxed (passive damage bonuses)

Maxing Dire Wolves and Grizzly is absolutely necessary. Spirit Wolves provide an attack and defense rating bonus to your pets, but you can live without that (the Grizzly seems to have ITD, and Dire Wolves just seem to be fairly accurate in general); Ravens are nice to have, but you don’t necessarily need 20 points in them. The main point is that, while both of these skills can be useful, you can also do without a heavy investment in either. You can bolster these two skills with spare points if you feel like it, but if you’d like to boost other skills, leave them low and let +skills take them to a more acceptable level.

Dire Wolves or Grizzly? Perhaps even Spirit Wolves? Once more, good questions. If you have all of your Summons at slvl 20, they’ll look something like this (Normal/Nightmare/Hell values, if applicable):

Spirit Wolves (slvl 20): +240% AR, +240% DR

35/53/71 base HPs

41-44 base damage, +4-4 per level

198/203/207 base DR, +7 per level

303 base AR, +12 per level

Dire Wolves (slvl 20): +240% Life

57/86/114 base HPs

69-74 base damage, +6-6 per level

179/187/196 base DR, +4 per level

302 base AR, +8 per level

Grizzly (slvl 20): +120% Enhanced Damage

142/214/285 base HPs

300-330 base damage, +20-20 per level

196 base DR

300 base AR

When you take into account passive bonuses, the stats will be:

Spirit Wolf (individual): 119/180/241 HPs, 90-96 damage, 673/690/703 DR, 1030 AR

Spirit Wolves (pack of 5): 595/900/1205 HPs, 450-480 total damage

Dire Wolf (individual): 193/292/387 HPs, 151-162 damage (302-324 when Enraged), 608/635/666 DR, 1026 AR

Dire Wolves (pack of 3): 579/876/1161 HPs, 453-486 total damage (906-972 when Enraged)

Grizzly: 482/727/969 HPs, 660-726 damage, 666 DR, 1020 AR, Stuns, has Knockback and ITD.

Numerically, the pack of Dire Wolves beats out the single Grizzly and the pack of Spirit Wolves. However, you may find that you bring out the Grizzly more often, because a) Dire Wolves, individually, can be taken out fairly quickly, collapsing the Pack benefit, and b) Grizzlies focus all of their damage on a single target, while Dire Wolves spread it over three. Still, Dire Wolves and Spirit Wolves can break packs apart and form more of a shield than a solitary Grizzly, and with smaller monsters (Flayers, spawned monsters) or annoying casters such as the Hierophants of Act III, it may be to your benefit to engage more enemies at once. Because you’ll have both Dire Wolves and Grizzly maxed anyway, bring out either at different times and see which one you like most. Spirit Wolves, as you can see, can be quite effective, too.

To the best of our knowledge, Spirits work off of the base values for Summons, not the values augmented by passive bonuses.

Vines

Poison Creeper: 1-20 points, as desired.

Carrion Vine: 1 point

Solar Creeper: 0-1 points

Carrion Vine is exceptionally helpful, healing a percentage of YOUR life every time it eats a corpse; everything you kill turns into a mini-rejuvenation potion. However, you usually don’t need more than a point in it; severe diminishing returns start up around lvl 10, and you should be able to get nearly that high through +skills with only a point. You will almost never run low on mana, except very early on, but Solar Creeper is a much easier way of disposing of corpses than Carrion Vine (since no corpse will be eaten if you have a full globe, but it’s easy to deplete your mana). This is extremely useful against Nihlathak and his incredibly painful Corpse Explosions.

Poison Creeper is an amazing offensive weapon throughout Normal and Nightmare, and can serve to augment your tanking abilities (by adding another target) and PI elimination even in Hell. Though the damage is low, Poison Creeper leaves a large mat, allowing it to affect many creatures at once; you can also cover the entire ground with a poisonous undergrowth by recasting the Poison Creeper on multiple enemies. It’s a variant style of play, but can be very fun, if you care to try.

Elemental

Arctic Blast: 1 point (prereq)

Cyclone Armor: 1-20 points

Though it doesn’t block all that much elemental damage at low levels, Cyclone Armor can help immensely if you’re running around with low resistances. Having +skills will obviously make it worthwhile.


Spare points can go into other Elemental Skills (suggested: Volcano, though Fissure and Armageddon may work, too; look around for information on the Huntermentalist), but you may want to just keep them laying around for when you need them; there’s some pride in maintaining a Pure Summoner status. Cyclone Armor is the exception; though it’s Elemental, it definitely deserves at least 1 point, as a Hunter can easily find himself hurting for resists if he focuses on an IAS track.

Equipment

The Hunter is very similar to the Ranger in terms of equipment, and is looking for the same sorts of mods (see Scorch’s Ranger guide). These include IAS, Knockback, Poison, Cold (or Freezes Target), Pierce, and perhaps Slow (though Slow is currently a bit bugged, and can cause desynchronization between you and the server). Crushing blow, especially paired with Explosive Arrow weapons such as Kuko Shakaku and Demon Machine, can be very helpful against high-life monsters or in 8 player games, and Deadly Strike greatly increases your killing power in all situations. Otherwise, +skills is very important, to get your Grizzly/Wolves doing as much damage and having as much life as possible. Follow this with +stats, +life, resists, and probably life leech at the end. Unfortunately, as you won’t be doing a great amount of physical damage yourself, leech is somewhat neutered; if you don’t have room for it, then don’t worry about it. Replenish Life is a good substitute for leech.

A note on Poison: I know that many people don’t like to use excessive amounts of Poison. However, even if you can just get a little bit, it will stop monsters from healing themselves, and if you get more, then you’ll be able to slowly chip away at monsters without having to focus exclusively on them; this is great for large groups, where you’re spreading your arrows over as many monsters as possible, but need to damage all of them. Poison is especially effective on ranged weapons, since the duration is additive instead of averaged.

Weapon: Kuko Skakaku is an absolutely wonderful bow; the Explosive Arrows and Piercing, combined with Slow, Poison, and Cold Damage, works wonders with large crowds, and also allows you to worry less about AR, since Explosive Arrows automatically hit (unfortunately, you can’t leech off the explosions, but that’s why we have the Carrion Vine). Goldstrike Arch also works very well, giving a nice AR bonus, good damage, and the fun bonus of casting a Fist of the Heavens every once in a while. Witchwild String gives a great amount of Deadly Strike, adds to Resistances, and has a chance to cast Amplify Damage, which really helps your Summons and Minions dish out the damage (but remember, Magic Arrows don't autohit). At lower levels, Riphook is another extremely useful bow, and at much lower levels...well, anything you can get your hands on. Gem-socketed Bows (Topazes, Rubies, Sapphires) work well for some time, and you can upgrade to better quality gems as they come along. Keep gambling for Rare Bows, as well.

Eaglehorn would be a great end bow, as would a Cruel Bow of Something (gogo gadget Alacrity! Or Evisceration!), if you get lucky through cubing a lot of perfect gems. Bows to consider for cubing would be the Blade Bow and the Great Bow, as they are the fastest elite bows and have good avg damage; the Blade Bow has lower reqs. Obviously, Windforce deserves some mention, too. You can still do quite well in Hell with the high-end Exceptional Unique bows, though, so don’t worry overmuch about spending a lot. For an in-depth analysis of many of the "best" bows and crossbows, check this article, compiled in the Amazon FAQ.

Now, while the Buriza-do Kyanon is an extremely powerful weapon, you are a Hunter, and don’t use mechanical abominations such as crossbows. You are unburdened by the tools of civilization, and prefer the feel of a good, honest bow in your hands. Bows are faster in any case…

…but then again, many crossbows can serve the Hunter well, most notably the Demon Machine and the Buriza-do Kyanon. Don’t feel guilty about using one if the opportunity presents itself; just don’t tell me about it. :)

A very useful idea, from morgan&coke, is to have the Unique Bearded Axe, Spellsteel, on your weapon switch. Spellsteel gives charges of the Sorceress skill Teleport, and so if you have Teleport selected on Spellsteel’s weapon tab, then at any sign of trouble, you can switch weapons, right-click away from the mob, and escape unscathed. Teleporting will also regroup your summons and your mercenary around you. For those of you who only really use one bow, definitely give this tactic some thought. Staffs can also spawn with Charges of Teleport.

Armor: Crow Caw works very well, with the IAS, FHR, Dex, and Open Wounds. Twitchthroe is also a great armor; gives more IAS and FHR, and has nice Dex and Str bonuses as well. Another good option would be to get a nice socketed armor (Jeweler’s Armor of the Whale, anyone?) and pimp it out with dual mod IAS jewels. This would give you much more IAS than is available on either of the two unique armors, and also allow you to customize the other bonuses, depending on the quality of IAS jewels you can find. Spirit Forge, with 2 dual mod IAS jewels, can also work, as it gives a very nice life bonus. For the Crushing Blow addicts out there, Rattlecage gives 25% of it, and also has 40% Hit Causes Monsters to Flee, which can help in heavy crowd situations (the armor lacks any other useful bonuses, though).

Helm: Jalal's Mane is optimal (AR, +2 skills, FHR, Res); Stealskull is a good option, too, for the leech and IAS. You can also find very nice mods on Guillaume’s Face, of the Orphan’s Call Set—30% FHR, 15% Deadly Strike, and 35% Crushing Blow—but it lacks +skills and IAS. The best helm I can imagine, though, would be a rare Pelt of some sort, with +2 Druid skills, Resists, +life, +stats, +% AR per level, and then +3 Grizzly, +3 Dire Wolves, and +3 other skill. That would be awesome. Just about as awesome, for the amazing customizability, would be a three-socket Druid Pelt of some sort (either an ordinary gray or, preferably, a Jeweler's Pelt with some Suffix) with +3 Grizzly, +3 Dire Wolves, and +3 other skill; this would allow you to use nice dual mod IAS jewels or any other socketable item to compensate for any area in which your Hunter is lacking.

Belt: Goldwrap is good solely for the IAS, while Razortail gives Piercing and Dex. In my opinion, Nosferatu's Coil is superior to both, giving 10% IAS, 5% LL, +15 Str, and 10% Slow.

Gloves: Lavagouts, Magnus’ Skin, Sander’s Taboo, and Laying of Hands are all options, for the 20% IAS and various other useful mods. Bloodfist gives less IAS (10%), but also adds 40 life and will give you another Faster Hit Recovery frame break when paired with Jalal’s. Cleglaw’s are very nice starting out, with the Slow and Knockback. Sigon’s, when paired with the boots, is incredibly nice as well; see below for stats. However, perhaps the best option would be crafted Hit Power Gloves (Perfect Sapphire, Magic Jewel, Ort Rune, and Magic Chain Gloves/Heavy Bracers/Vambraces), which will automatically give Knockback, and may end up with jolly mods such as 20% IAS, Resists, Leech, and +dex. Of course, you could also get lucky on crafted Blood Gloves (Perfect Ruby, Magic Jewel, Nef Rune, and Magic Heavy Gloves/Sharkskin Gloves/Vampirebone Gloves), which get 1-3% Leech, 5-10% Crushing Blow, and +10-20 life automatically, and could then pick up 20% IAS, more Leech, and other nice mods. No Knockback, though.

Boots: Gore Riders give the nice offensive mods of Open Wounds, Deadly Strike, and Crushing Blow, while Sander’s Ripraps boost dex and str, and have 40% faster r/w. Goblin Toes can be used simply for the 25% Crushing Blow. Don’t forget Crafting, either; Blood Boots (Magic Light Plated Boots/Battle Boots/Mirrored Boots, Eth Rune, Perfect Ruby, Magic Jewel) automatically get the mods of 5-10 Replenish Life, 1-3% Life Leech, and 10-20 Life, very helpful on a Hunter; the only problem is getting a Faster R/W suffix on there, as well. Sets can be nice, too; together with the Gloves, Sigon’s Boots give 30% IAS, 20% Faster R/W, 40% Cold Resist, +70 AR, +10 Str, and 10% Leech.

Amulet: Highlord's would be very cool, for the +skills, Deadly Strike, Lightning Damage, and IAS. Cat's Eye is only slightly less cool, with IAS, Dex, and faster r/w. Angelic Wings is acceptable, too; see below.

Rings: Definitely one Raven Frost, unless you're using an Explosive Bow (which eliminates AR problems; the Cannot Be Frozen is still helpful). A Bul-Kathos would be awesome for the other, or a crafted Blood Ring. An option, if you’re looking for more AR, would be an Angelic Halo, coupled with an Angelic Wings, giving a great AR bonus (+12 per level), +10 dex, +75 life, and some Replenish.

Charms: Lots of elemental/min-max damage modifiers, poison charms, and Summoning Charms.

Mercenary

I think the main choice would be between an Act I Cold/Fire Rogue, Act II Holy Freeze Merc (NM Defensive), Act II Might Merc (NM Offensive), or Act III Cold Mage. The Cold Rogue, HF Merc, and Cold Mage all make monsters easier to hit by slowing down or freezing them, and a well-equipped Cold/Fire Rogue or Cold Mage can be invaluable as a PI killer (you can activate the Lightning Hose attack on any Act 1 Rogue by equipping her with +3 skills). On the other hand, the Might Merc makes you and your summons far more effective, and can engage the enemies while you stand back and snipe at them. I’ve found the Might Merc to work exceptionally well, but the other three are no doubt good options as well.

Final Strategies

IAS

IAS is great, but it’s not necessarily a "more is better" type of deal. Socket your gear carefully, so that you pass frame breaks and don’t overkill with the IAS. Check out the calculator at http://diablo2.ingame.de/tips/calcs/weaponspeed.php?lang=english, and plan your equipment accordingly. Though the referenced calculator may not be exactly correct with the Shifted form speeds, it’s right on with the Normal attacks.

For those of you who don’t understand the calc, here’s a table. The left-most column is total IAS, which is the sum of the IAS on your weapon and the IAS on your other gear. Each of the other columns gives fpa (frames per attack) values according to the WSM at the column header (ie, column 2 is for [-10] speed bows, column 3 for [0] speed, etc.). Cells where the fpa value has an asterix (*) by it indicate that the frame break is actually 5 IAS earlier, eg, 10* in the 80 IAS row would mean that the frame break is 75 IAS for 10 fpa.

Selected crossbow IAS breaks

Buriza-do Kyanon:

80% (initial IAS on BDK): 14 frames

95%: 13 frames

140%: 12 frames

215%: 11 frames (maximum speed)

Demon Machine

0%: 12 frames

10%: 11 frames (maximum speed)

Prebuffing

Both Spirits and Vines can be prebuffed (cast with +skills gear, then switch to normal gear) quite effectively. As long as the Spirit Aura doesn’t wear off, recasting the Spirit, even at a lower level, will maintain the same prebuffed bonus.

Recasting

When you run up and see a group of enemies bearing down on you, cast your Grizzly directly in front of them. I don’t care if you’ve gotten sentimentally attached to that lumbering ball of fur trailing several screens behind you; just RECAST! True, you lose all benefits of buffing your Summons with alternate gear, but you keep the hordes at a distance so that you can leisurely pick them off, and your bear can have a nice meal.

LEBs

The safest place to be when fighting a LEB is very far away. This can be achieved by getting a click-lock on him and using some sort of Knockback item. He’ll be pushed off the screen, so the Charged Bolts won’t touch you. However, you can actually stay fairly safe directly behind your Grizzly as well. He’ll soak up the Charged Bolts for some time, which means you and your ultra low resistances won’t have to deal with them.

Bosses

Baal and Diablo are annoying; they can dispatch with your summons very, very quickly using their elemental attacks, leaving you essentially defenseless. I think that I had help on Diablo for Norm and NM, but I’ve always soloed Baal. What I’ve had to resort to in all difficulties was getting a click-lock on Baal, and then just holding down the attack button. He’ll teleport all over the place, and arrows will keep heading his way; usually he doesn’t get too close, which means he won’t be able to take advantage of that critical hit move that drains half your life and mana. If you get hit by stray elemental attacks, use potions as necessary, just don’t lose your lock on him unless he teleports right next to you. It will take several minutes and many arrows to deal with him.

When casting your Summons against Act Bosses, always cast them on the opposite side of the boss from you. This will hopefully distract the boss and prevent you from getting hit with some of the nastier directed Elemental attacks: Hoarfrost (Baal), Mana Rift (Baal), Firestorm (Diablo), and Lightning Hose (Diablo).

Arrows

Always carry one or two extra quivers of arrows in your inventory when you go out to fight. And pick up all the arrows you see if you think that you’re at all running low. True, it means that you might miss out if any nice items drop, because your inventory will be full of arrows. It’s better, though, than running out when surrounded by Minotaurs/Cows/Big Ugly Dangerous monsters and having to frantically search for arrows then.

Corridors

Enclosed spaces with very tight corridors (Maggot Lair is a prime example) suck. Just keep your bear in front of you.

Shift-click

For firing, I try to shift-click at all times. If you don’t, then you run the risk of clicking on the area in the middle of a group of monsters where no monsters are, and then running to that point. In the middle of the monsters. It can get ugly.

Not a tank

Against ranged attackers, try to dodge. You’re a Hunter, not a tank, sorry.

PIs

These monsters, along with Act Bosses, will most likely be the ones giving your Hunter the most trouble. Obviously, your Summons won’t be all that effective against them, and what else do you have? What you can do, though:

- Invest in an Elemental Skill. Volcano will work great, except against the PIFIs.

- Carry Poison Charms, and keep a Poison bow on hand; 6 Tals work fine.

- Carry other Elemental Charms, socket Elemental damage in gear, use a weapon with Elemental damage. I’m personally carrying Kuko for this purpose, but a Lightning/Fire Jewel, Ort, or Ral socketed bow will work, too. Always be on the look out for that Shocking Bow of Storms, too.

- Use Summons to distract. They won’t hurt the monster, true, but at least he won’t be hurting you.

In any case, it's a hell of a lot of fun to play, and it's something a bit beyond the pale in terms of the BNet characters you usually see. I would definitely advise that you give it a shot. :)

Useful references

Diabloii.net Druid Forum (http://forums.rpgforums.net/forumdisplay.php?s=&forumid=29)

Scorch’s Ranger Guide (http://www.diabloii.net/strategy/x-guides/scorch-ranger.shtml)

BobTheMadCow’s Elummoner Guide (http://www.diabloii.net/strategy/x-guides/elummoner.php)

Diabloii.net Main (http://www.diabloii.net)

Arreat Summit (http://www.battle.net/diablo2exp)

Diablo2.de Speed Calculator (http://diablo2.ingame.de/tips/calcs/weaponspeed.php?lang=english)

Bow/Xbow Comparison (http://www.diabloii.net/strategy/x-articles/bowcomparison.shtml)

Chippydip’s Skill Calculator (http://www.cs.hmc.edu/~cbradfor/diablo2/skills.html)

Druid IAS Table (http://www.stanford.edu/~seanm514/bowtable.jpg)

Thanks to

Fobarr, Kirsty, BillyM, morgan&coke, Baranor, kidragon, and others I can't recall for their critiques and suggestions.

morgan&coke for reminding me to get this finished, coming up with bunches of good ideas, and knowing as much about Hunters as me.

kryptz (Dark3ric) for being awesome in general, and helping me develop this guy.

Scorch for having produced a great Ranger guide.

Gawgan, who developed a Hunter at the same time as this guide came out.

The Druid Forum at diabloii.net. You guys kick ass.

And…um, you! Yes, you! Thanks. :)

Any suggestions are welcome.

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