Hunter Dungeons

Dungeons for Hunter

Dungeon notes for this class: pull jobs, positioning, and room-specific failure states.

Hunter dungeons (4)

Dungeons

Wailing Caverns: Cave Route and Runner Control

Set the cave route and stop runners before they find a side path. The escort is optional.

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Keep pet movement deliberate and Trap the hallway pull before it spreads. Use a chosen target and stance through every cave transition.

Dungeons

Ragefire Chasm: Early Pull Discipline

Cramped rooms, early toolkits, Taragaman, and Jergosh’s Immolate make RFC a dungeon that needs clear pull calls.

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RFC’s tight rooms and uneven early threat punish casual pet movement. A trained Beast Mastery pet can handle a planned target with the right stance and group plan. The corridor is too narrow for improvised movement.

Dungeons

Hardcore Dungeon Discipline: Stop Before the Wipe

Set the pull location, reset call, and leave condition before the first room becomes a larger pull.

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Dismiss before jumps or uncertain pathing, choose the pet stance for the room, and use traps to keep the route small. Pet control protects the whole group.

Dungeons

Blackfathom Deeps: Keep the Group Together

Stay together through the murloc rooms, patrols, and altar event. BFD punishes a group that drifts apart.

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Keep the pet on a chosen target through transitions and Trap before the formation breaks. Do not send the pet ahead to recover a navigation mistake.