Hunter Deadzone Dynamics by Rashale of Emerald Dream

Contents:
0. Introduction
I. Overview: The Basics
II. Analysis: The Location of the Deadzone
III. Conclusions: Choose Wisely
IV. Application: Practical Advice

Introduction

This guide is designed to explain what the Deadzone is, how it works, and to provide some practical advice for dealing with this class weakness. It is of minor interest to those who primarily focus on PvE, although it does explain a few things about what exactly constitutes being in range. Some portions of this guide regarding how the choice of race affects true range on all targeted abilities with a listed range could prove useful information for non-Hunter classes.

I believe that this topic warrents its own guide due to the ambiguous nature of the factors which determine the location of the Deadzone, as well as the lack of information on Deadzones.

I. Overview: The Basics

The term "Deadzone" is generally applied to the area of space in between your maximum melee range and your minimum ranged attack range, inside of which targets can't be hit with either type of ability. This is about a 3 yards thick circular area of space in which follows you everywhere (the exact distance of the deadzone from your character varies - I'll go over this later).

Now, if you cannot melee a target, and you cannot hit it with ranged attacks, your damage output will be rather limited: your pet can still attack, and you could use certain items/trinkets on it, but your main class abilities will all be unusable. You need to keep targets out of your deadzone in order to damage them effectively. Just to emphasize, melee range is not considered part of your Deadzone, as Hunters have melee abilities. You can't melee targets that are in your Deadzone.

Sounds basic, right? In PvE combat, it really is. Most monsters try to run into melee range when they are targeting you, and you can either wait for them to arrive and melee, or use a slowing ability and run away to get back into ranged distance (recommended, if you have room). When soloing, your pet will often times be able to keep monsters focused on it by taunting with Growl, rendering the whole issue moot. Some monsters don't even bother running towards you - they sit there and cast spells or using ranged attacks. There are no monsters in the game currently that are programmed to specifically take advantage of a Hunter's Deadzone.

The real problems start when you go up against live players who know how to take advantage of your Deadzone. The most common classes that abuse this are Mages and Druids. The reason these classes are more adept at abusing your Deadzone will be discussed in the last section.

II. Analysis: The Location of the Deadzone

(Note: All examples using yards assume the Hunter has Hawk Eye)

It's commonly assumed that the listed minimum distance on ranged weapons (8 yards) is the distance from your character at which targets coming towards you enter your Deadzone, and that the maximum melee ranged (5 yards)* is the distance at which they leave it and enter your melee range. While it's true that the distance between these two ranges constitutes the Deadzone, the two values do not not represent the actual distance from your character model that the Deadzone exists in.

This is because every player and monster model in the game has a "displacement" value attached to it, which is basically the size of the player or monster. The easiest way to appraise a model's displacement value is to click on it. A circular selection indicator (of the same color as the target's name) appears below the model's feet - the size of this circle can be used in comparing two models' respective displacement values. For the most obvious example, take Tauren and Humans: the selection indicator for Tauren is much larger than the selection indicator for Humans. How does this affect the placement of the Deadzone? Based on the testing I have done, this is how the calculations for the Deadzone work when dealing with targeted attacks.

A targeted ability is in range if these two conditions are met:

(maximum ability range) > (range from your center point to target's center - (your displacement + target's displacement))

AND [if it has a minimum range]

(minimum ability range) < (range from your center point to target's center - (your displacement + target's displacement))

The result of this is that the actual distance at which targeted attacks get in to range/out of range is greater than the listed values on your abilities, because rather than calculating the distance between the center point for each character, the game accounts for the two displacement ratings and compares the ability's range to the distance between the edges of the character models' respective displacement areas.

Video Example

I'm guessing this method is employed so that larger models in the game will have a melee range that is visually compatable with the model. For example, imagine if Onyxia had a displacement value equal to that of a Human. Players would have to stand in a tiny, tiny circle around her center to attack, basically inside the model, obscuring all vision and looking somewhat less epic. Instead, Onyxia has a displacement value so huge it almost encompasses her entire cavern side-to-side. And as you may have noticed if you've fought her, her size is reflected in your Deadzone calculation - you have to practically stand up against the walls of the cavern to be within minimum ranged distance.

But this method of calculation even more significant implications for YOUR Deadzone because:

* Different character races have different displacement values (sizes)
* Non-targeted Area of Effect attacks do NOT take displacement values into effect

What does this mean? A Mage who stands in a Tauren's deadzone might not be in range to Frost Nova, while a Mage standing in a Night Elf's deadzone will be a bit closer and thus Frost Nova might be in range (or be closer to being in range). However, a Night Elf Hunter and Tauren Hunter will always be in range to fire or melee each other at the exact same time, since both are using targeted abilities that take into account their combined displacement values.

III. Conclusions: Choose Wisely

What we can draw from this knowledge is that different races have different weaknesses and advantages when it comes to their changing Deadzone, against different classes. Tauren have a farther melee and ranged maximum, but also have a farther out Deadzone, which means you are at a disadvantage against someone who wants to stand in your Deadzone unless the fight starts with them outside of your maximum range (allowing you to make use of the entire 33 yards between your Deadzone and your maximum range). Larger models are always at a disadvantage, however, if an opponent is able to get to their centerpoint, since the actual distance from centerpoint to minimum ranged is greater for them than with smaller models, meaning a longer walk to escape.

The following contains accurate placement for races I have tested, and estimations for those without measurements. In order to get an accurate idea of how far back the character is, pay attention to the location of their shadow - some character's orientations are not very accurate as to where their centerpoint is, but the shadow should be.

Large:
Tauren Male
Tauren Female

Medium:
Blood Elf Male
Blood Elf Female
Troll Male
Troll Female
Night Elf Male
Night Elf Female
Dwarf Male
Dwarf Female
Orc Female
Orc Male
Gnome Female*
Gnome Male*
Draenei Male
Human Male*
Human Female*
Undead Male*
Undead Female*

Small:
Draenei Female

* = Race cannot select Hunter as a class option.

Although there are noticeable differences between some of the races, it's hard to say that larger or smaller models impart any game-breaking weaknesses or strengths. After all, we're only talking yards differences, which are usually factored out. What CAN make a huge difference is knowing that these inconsistencies in Deadzone size exist. Both your own model size and your opponents are things you need to be aware of when judging distances, especially at close quarters.

IV. Applications: Practical Advice

Lastly, here's some general advice for those having trouble keeping people out of their Deadzone, as well as tips versus certain classes. It goes without saying that a Hunter has a lot more work to do than most other classes when trying to stay at the correct range in PvP - as a rule, it's almost always better to be firing ranged attacks than melee due to the increased damage and the inability of most non-Hunter classes to use their best abilities from range.

General Advice:

1. Keep moving!
The biggest mistake any Hunter can make in PvP is to stand still and Autoshot, when you could be using all of the time that Autoshot is cooling down to put more distance between your Deadzone and your target (assuming you have room and aren't guarding an objective). Get a feel for your weapon's speed so you can run and stop at the correct intervals to keep the highest amount of autoshots per second while moving as much as possible.

2. Traps.
One of the few Hunter abilities that doesn't care about Deadzone rules, and in some cases actually benefits from them. They're your biggest key to remaining mobile. Always try to have one down nearby. Additionally, if you know a certain class is going to take advantage of your Deadzone, rather than laying the trap at your feet and hoping to lead them over it, you can better ensure they hit your trap by laying it and then moving so that it's inside your Deadzone between you and the enemy. Otherwise you risk being rooted and circled, the trap at your feet ignored.

3. Scattershot.
The reason this is the most commonly taken Hunter talent is because it hits anywhere within 21 yards of you (with Hawk Eye, which you should also have). It has no minimum range (ignoring the Deadzone) and it disorients the target for 4 seconds, giving you time to move away or force the target into a trap.

4. Engineering, Potions, And Trinkets.
If you're really having problems, there are a few ways to enhance your mobility or impaire your target's through non-class abilities. Engineering comes to mind first - Grenades are a 3 second disorient that have no minimum range, and can be thrown while moving. There are also some notable Engineering trinkets that can also be used as a failsafe - but you have to have the Engineering profession to use any of that stuff. For non-engineers, there's the PvP Insignia for escaping, as well as a variety of potions usable by anyone that either increase your speed or make you immune to movement impairing effects for a short time. However, it's not wise to make a habit of using these every fight unless you have gold to burn. Additionally, any consumable item, and also the Gnomish Poultryizer, will not work in the Arena.

5. Model size.
Keep in mind your model size and the size of your opponent's. Against a Tauren you will not have as much space to work with in close quarters. Against a Gnome you will be able to fire from closer, but they will also be able to stand closer while in your Deadzone to hit you with short range AEs. And if you find your Model is the wrong size for the current situation, you could always employ...

6. Deadzone Manipulation.
It's possible for some race/genders to change the location of their Deadzone through various items*, by changing their model size. Orb of Deception, Noggenfogger, and Deviate Delight all have the potential to alter your Deadzone location (depending on the outcome of the transformation). I would most recommend Deviate Delight, since they are cheap, last an hour, and you can still mount while under their effects. Use them to surprise someone who thinks they know where your Deadzone is, or even to help with kiting in PvE. However, they are likely to have less of an effect unless your race falls into the "Large" category. I would suggest experimenting. Also, only Orb of Deception will work in the Arena, and I doubt you'll really want have that equipped in that situation.

* (Note: shrink effects do NOT change your Deadzone's location; a shrunk Tauren Male and an enlarged Tauren Male have the same Deadzone location. Only model changes affect it.)

7. Compensate for Lag.
Lag is always going to be around, although for some the problem is much more noticeable. The reason it's a problem is because your actual location is a bit farther behind where your game tells you, the distance depending on how high your latency is (High latency is generally anything above 250ms). If you Wing Clip a Warrior and run away with him chasing you, then stop to fire as soon as your ability icons indicate that you are at the correct range, you will likely find that you aren't able to fire at all, because your actual location is a bit behind (meaning he was actually still in your Deadzone). You need to get a feel for your own latency and give yourself a little extra distance from your deadzone when stopping to fire, if your opponent is moving towards you.

Class Specific Advice:

vs. Mage:
First they Frost Nova to root you, then stand in your Deadzone and circle while casting instants until you're dead. That's the strategy that ends up killing most Hunters vs. Mages - after that initial blast of ranged damage from the Hunter, the Mage doesn't let another arrow go off. Freezing trap is your friend here - use it to get as much range as possible if they step on it. If it's a frost mage, you can't stop moving, since they will Ice Block out of the major abilities you throw at them to slow them down. Be persistant and ration your ranged slows and traps over time, don't use them all at once. Save Scattershot to use immediately after the mage blinks towards you to avoid getting Frost Nova'd. Save your Trinke to dispel Frost Nova, especially if it's a Frost Mage, as the damage increase they get while you are frozen in place is tremendous (Shatter talent and/or Ice Lance).

vs. Druid:
A common strategy here is to simply root the Hunter and stand (in humanoid form to prevent Scare Beast) in the Hunter's deadzone nuking away or healing their teammate. Your best defense against this is Aspect of the Wild and/or the Surefooted talent, to help resist Entangling Roots. Entangling Roots can last a while and is easily recastable, making it easy to get into your Deadzone. This mostly only applies to Balance (or possibly Restoration) Druids - Feral Druids will usually be in melee range, which poses a different set of problems (unless they're using the Bear Charge root to heal).

vs. Rogue:
Although most Rogues will usually be in your face with a Stunlock attempt until you're dead, some will attempt to abuse your Deadzone to recharge energy. With crippling poison applied on the Hunter, they will slowly strafe around in your Deadzone until they get back to full energy, and dart in again. Although Rogues more commonly use this against Warriors, Hunters do have something to fear here since a Rogue can see traps from slightly farther away, and recharge energy while they avoid the trap and stay in the Hunter's Deadzone if the Hunter is slowed with Crippling Poison - and the Rogue will be avoiding more of what melee damage we are capable of doing. Nature Resistance Aura is a good idea if you have any idea the rogue is coming, as well as the Surefooted talent, both to avoid Crippling Poison. Powerful Anti-Venom is also a very good counter if you can get the materials, and the recipe from the Argent Dawn. Also, remember that Blind has no minimum range (but does have a maximum of 10 yards).