And now we come to the topic that everyone’s been waiting for … Dirty Melee Hunter Tricks! 
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Step Zero … engage Aspect of the Monkey for extra Dodge chance.
NOW you’re ready to be a Beast o’ Melee Hunter!
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The first habit I needed to break as a Melee Hunter was the urge to just rush in and attack stuff in melee like a Warrior, Paladin, Feral Druid or Rogue might be inclined to do. By closing into melee range yourself, you’d be giving up the opportunity to lay down a Trap, since Traps can only be deployed while out of combat. As I mentioned earlier, when playing a Melee Hunter, my personal preference is to use a “4h weapon” combat style which incorporates:
- Main Hand
- Off Hand
- Pet
- Trap
So in order to lay down a Trap, you need to NOT be in combat YET … meaning you want to slow down and assess the situation in front of you prior to just charging in blindly/stupidly/recklessly.
This means that it is best to stop approaching outside of your (preferably lone) target’s aggro radius. Given enough practice, you’ll develop a “feel” for How Close Is Too Close to a variety of targets when it comes to staying outside of aggro radius in order to lay down a Trap.
So the key here is something that I’m often telling Tanks in the dungeon groups I join. Far better to fight on your own ground, away from other enemies, than it is to fight on the enemy’s ground, where other adds are nearby and can come join the fight (too easily!). This means that the very first thing you need to do as a Melee Hunter before every engagement is to CHOOSE YOUR GROUND (wisely!) for where you’re going to fight. This means Situational Awareness IS YOUR FIRST WEAPON … do not discard it out of hand.
Once you have chosen where you want to fight, lay down a Trap.
After that it’s a matter of luring … pulling … your target to your Trap, where you’ll be waiting for them. What you’re doing is setting up an ambush, on ground that favors you and your Pet (as unfairly as possible in your favor … hint, hint).
In most situations, Immolation Trap is the go to standard Trap that I’ll lay down, BECAUSE it will hit only a single target, and that single target will be the first (and often only) mob to arrive at my location. Furthermore, the damage from the Trap (along with my melee attacks) will be sufficient to raise my threat well above that of my Pet and keep that mob focused on my Hunter (which is kind of the point of the whole exercise). So the “bog standard” setup is to close to somewhere (safe) which is NEAR to, but still outside the aggro radius of the mob I want to kill, drop an Immolation Trap, and then choose how I want to attract attention. Surprisingly enough, there’s a variety of methods you can use for this. 
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The easiest option is to just shoot your target to get them to start bumrushing towards you (if they don’t have a ranged attack of some kind). For this you can use Serpent Sting, Concussion Shot, Arcane Shot (and of course, Auto Shoot) while your target closes in on you … but that gets mana expensive in a hurry, so I prefer only to use this option when dealing with something that needs to be whittled down a bit before I allow it to get into melee range with my Hunter. Alternatively, you can just Hunter’s Mark and then use Auto Shoot and let your target run right up to you and step on your Trap, at which point you launch into your standard Raptor Strike macro which commands your Pet (that you’ve kept right beside you on Passive the whole time) to attack your target with you. I rarely use this opening myself, mainly because I’m a cheapskate when it comes to ammo (and the need to restock it). However, using your ranged weapon to pull with will at least keep your weapon skill with your equipped ranged weapon of choice from lying fallow for too long and not adding skill points to it.
Note that in this scenario, since your Pet doesn’t leave your side, Dash/Dive is very much a superfluous skill to give to your Pet, except as an option for fast retreats.
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The second option is almost the same, in that it involves making very small incremental movements forward so as to step into aggro range in order to do a Face Pull. Just like with the first option, this puts the initial aggro on your Hunter and will typically prompt a bumrush towards your location if the mob doesn’t have a ranged attack. Once you’ve attracted attention (onto yourself), all you need to do is simply back up until you reach your Trap and let your target step on it. Once they’re burning/frozen/etc., use your Raptor Strike macro to command your Pet (right beside you on Passive the whole time) to attack your target with you. I got really good and practiced at using this option for an opening gambit, simply so I wouldn’t have to waste ammo in the effort to draw attention. The downside to this strategy is that if there’s more than one mob to pull, they’ll ALL be aggroed onto your Hunter, which doesn’t work out all that well for Tandem Tanking, which is the secret weapon you have as a Melee Hunter for being able to tank way more than you ought to be able to.
Note that, again, because your Pet (still) doesn’t leave your side, Dash/Dive is very much a superfluous skill to give to your Pet in this scenario as well.
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The third option is perhaps the safest/best since it sets you up for using a strategy that I call Tandem Tanking, in which your PET draws initial aggro(!) from whatever you’re attacking. The important point of letting your Pet grab aggro first is that any and all adds will be aggroed onto your Pet rather than onto your Hunter … and you can cast Mend Pet to heal your Pet, but you don’t have any spells that can heal your Hunter (aside from Potions and Bandages).
The way that I’ll set this up is by commanding my Pet to attack my target (usually by just using my Raptor Strike or Mongoose Bite macros, which include commanding my Pet to attack the target I currently have selected) which will then cause my Pet to close distance on that target. Once my Pet has attracted attention, I will use the Follow macro to command them to return to my Hunter, who will be standing behind the Trap that I’ve laid down … pulling the target mob along behind them (if they don’t have a ranged attack, and sometimes even then).
If you’ve pulled a solo mob, you can just let the mob run up to you, FWOOSH! on the Immolation Trap (drawing aggro onto your Hunter), and then start mashing melee attack macros to uncork your melee prowess onto them while your Hunter and your Pet attack together, 4h weapon style. 
Note that THIS opening strategy will make use of Dash/Dive on every Face Pull By Pet that you do, so this is where Dive can start becoming useful to a Screech Pet in a Melee Hunter build strategy. Use of Dive instead of Claw then reserves all of your Pet’s Focus for use by Screech (4 sec cooldown) and either Cower or Growl (5 sec cooldown).
However …
If you’ve pulled 2+ mobs, it really is best to use your Pet for a Face Pull lure, rather than your Hunter, because that means that all the initial aggro will be on your Pet. That means that with an Immolation Trap, all of the (extra) adds will be focused on your Pet … EXCEPT … for the one target that was “first in line” for the Immolation Trap and who is attacking your Hunter while being attacked by your Hunter+Pet. The result is a sort of Disassembly Line™, where your Pet takes the beating for you from all the adds (in parallel) while your Hunter and Pet kill each INDIVIDUAL mob together. This means that your Hunter only needs to withstand the incoming damage from a SINGLE hostile target, while your Pet “holds” the deferred aggro of all the adds until you’re ready to take them on one by one … and you can use Mend Pet to help your Pet survive the extended pummeling (or even die protecting you) while you whittle down the pile of adds sequentially.
The net result is that between your Pet and your Hunter, the two of you have a MUCH larger pool of (combined) Health to deplete, especially with Mend Pet in the mix to heal your Pet, while the two of you carve up your opponents in greater safety. It basically works like this, where your Hunter+Pet keep killing the Hunter’s target and then pull a fresh target “off the stack” trying to kill your Pet:
5 mobs = 1 @ Hunter + 4 @ Pet
4 mobs = 1 @ Hunter + 3 @ Pet
3 mobs = 1 @ Hunter + 2 @ Pet
2 mobs = 1 @ Hunter + 1 @ Pet
1 mob = 1 @ Hunter + 0 @ Pet
0 mobs = combat over
With the macros I’ve given above, you can pull this off quite easily, while solo, even without use of Growl(!) … so long as you let your Pet grab aggro first to start the engagement. The other adds will need to be damaged before they’ll turn away from your Pet, if your Pet grabbed aggro first, all of your Hunter’s and Pet’s damaging attacks will be single target. BUT … Screech will debuff the Attack Power of all mobs in melee range, reducing the amount of damage that both your Hunter AND your Pet will be taking, making both of you better able to soak the incoming damage, while at the same time keeping the mob stack all “interested” in your Pet until your Hunter damages them.
This Tandem Tanking of adds is where spending talent points on Endurance Training and Thick Hide along with training points on the Resistances skills for your Pet will start to pay off, when your Pet is “beefy” enough to soak SOME of the aggro you can get from adds beyond single pulls. The two of you together tank in parallel, but you still rack up your kills sequentially by allowing only a single mob to focus their aggro on your Hunter at any given time. As soon as you kill one mob, your Hunter pulls the next one off the “aggro stack” that’s beating on your Pet and promptly starts tearing that ONE opponent a new one with your Pet’s support.
By … deferring aggro … from groups of enemies in this way, it becomes safe(r) to take on larger groups that would usually give other character classes pause for being too risky. You can use your Pet as a meatshield so as to kill your enemies wholesale, rather than retail, sequentially one at a time, rather than needing to absorb all of their damage yourself onto your Hunter in parallel.
But before you get Wyvern Sting at Level 40, another big benefit of the strategy of “using the Pet to Face Pull and retreat” back to your (trapped) poisition is that it gives you additional options for being able to escape a bad situation, even before you get Feign Death at Level 30.
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Even more importantly, you can use your Pet to Face Pull like this AROUND CORNERS and terrain when dealing with casters! Indeed, this can be a remarkably successful strategy, even against non-casters in locations with lots of twisty/turn-y passages with lots of really bad blind spots all around (Stromgarde Keep comes to mind) with lots of adds just waiting to come and rip your face off. Even better, you can use this against Stealthed(!) mobs to clear them without pulling them all onto your Hunter (to start with). But the real crowning jewel achievement for this kind of trickery is use of Eyes of the Beast so as to take DIRECT control of your Pet and be able to maneuver them EXACTLY how you want to in order to Face Pull ONLY the mobs that you want lure back to your ambush point/kill zone … safely away from any adds that any runners might be inclined to go collect (and ruin your day with).
So, not only can you use your Pet to “scout” around corners using Eyes of the Beast, you can also use them to Face Pull casters around corners (and right into your Trap you had waiting for them). I’ve always known this practice as “Corner Pulling” so as to relocate a ranged attacker onto ground of YOUR choosing, rather than fighting them on THEIRS. This is the ideal way to lure a caster mob into a Trap that they would otherwise never get near to (until they ran out of mana). Just be aware that whenever you cancel Eyes of the Beast your Pet will automatically be set to return to your Hunter (think Follow), even if they were commanded to Stay before you used Eyes of the Beast on them.
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And speaking of runners …
Something that every Tank, including Melee Hunters, should be aware of is … runners will always run AWAY from whoever they were aggroed onto. If that’s your Hunter, they’ll run away from your Hunter, but if they’re aggroed onto your Pet, they’ll run away from your Pet, not from your Hunter.
Simply draw a line from whatever the mob is aggroed onto THROUGH the mob and out the other side of the mob in a straight line … and that’s the direction they’ll run (if they get the chance to). Once I learned about this particular little simple trick, I’ve been able to “point” any and all runners AWAY from their friends, so as to minimize the opportunity for them to go and get a pile of adds to keep beating on me.
Trust me … being able to CONTROL/DETERMINE which directions Murlocs will run away in? Absolutely invaluable! My favorite thing to do is to point them at a wall/impassable terrain, so they don’t get very far while I (and my Pet) carve them up a treat.
Aggro magnets who aren’t thinking ahead to control/direct which way runners will run away from the aggro magnet … are bad at being an aggro magnet. 
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But that’s not all.
There’s even a FOURTH option for engaging massed groups of enemies, involving Wyvern Sting at tier 7 out of Survival, although this is something that feels the most like a dirty trick for a Melee Hunter. The sequence of steps, which can get pretty complicated to manage, are essentially these:
- Stop outside of aggro radius as normal.
- Deploy a Freezing Trap to “hold” 1 mob from the pile.
- Toggle Cower OFF and Growl ON, using the Disengage macro with no target selected. This is so that your Pet will be able to draw aggro onto itself.
- Hunter’s Mark the target you want to kill first (target 1).
- Select a DIFFERENT target from the group (target 2).
- Use Wyvern Sting on your target to put them to sleep (target 2), so they’ll join the fray late.
- Switch targets back to your Marked target and use Concussion Shot on them to slow their arrival as well (target 1).
- Any and all additional mobs will be charging forwards, but the first one in line (target 3) will hit your Freezing Trap and take themselves out of the fight for some 26+ seconds or so.
- Move backwards enough to keep the frozen mob (target 3) out of Screech range.
- Once the slowed mob (target 1) arrives, use the Raptor Strike macro to command your Pet to attack, prompting your Pet to Screech and Growl to attract all aggro onto your Pet who has stayed beside you the entire time.
- Use the Disengage macro to turn Growl OFF and Cower back ON once your Pet has aggro from all adds.
- Kill your Hunter’s Mark target (target 1) since they’ve already been damaged while your Pet holds aggro from all adds.
- Select new target (target 4+), kill them.
- By now, Wyvern’s Sting will have worn off, so kill that mob (target 2).
- Kill remaining targets (target 5+) that your Pet has been holding the aggro of for you.
- Once all other mobs have been killed, or the Freezing Trap duration has expired, kill that mob as well (target 3).
- Exit combat with a pile of corpses at your feet.
- Cast Mend Pet if needed.
As you can see, this is a pretty complicated set of things you can do to stagger out which mobs from a group of them hit you when, so that you can take them on in a more sequential fashion, rather than trying to deal with them all at once in parallel. It buys you TIME to both act and react so that you don’t get overwhelmed in a single instant. Using this method, you can take on groups of 4-5 (or more) mobs in relative safety, as a Melee Hunter (of all things). 
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Once you’ve got a mob within melee range and you’re unloading your melee macros into them, it’s important for you to “keep them interested” in staying put. This is where Counterattack and Wing Clip come into play. Counterattack will outright immobilize your target for 5 seconds, while Wing Clip will slow them. In the case of runners, it’s important that you use Wing Clip BEFORE they run, not after they start running, since the movement debuff seems to only be effective then. For some reason, if I use Wing Clip on a runner AFTER they run, it seems to have no (noticeable) effect … but if used, for the slow effect, BEFORE they run, it not only works but it also makes them run away slower, so they can’t get as far.
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The last thing I’ll want to mention is that the Raptor Strike, Mongoose Bite and Counterattack macros will all (obviously) command your Pet to attack your target, but there are a couple peculiar edge cases that can occur when dealing with multiple attacking mobs. Mongoose Bite and Counterattack will only cast against your current target if your current target was the one whose attack you Dodged or Parried (respectively). When you have more than one mob beating on your Hunter, it’s possible to Dodge or Parry the attack of some mob other than your current target … in which case the hotbar icons for Mongoose Bite or Counterattack will light up, indicating they’re ready for use because of a Dodge or Parry proc, but you won’t be able to cast them because you Dodged/Parried the “wrong” hostile’s attack, since it wasn’t an attack that came from your current target. It’s a tad bit confusing when it happens, but once you know how it happens (and why) you can work around it, because as a human (Player) you’re smarter than the computer (sometimes…). 
The other oddity is that when you switch targets while in combat, using the macros I’ve provided, you’ll need to successfully cast a melee attack in order to prompt Auto Attack to kick in on your new target. You can use the Raptor Strike, Mongoose Bite and Counterattack macros to command your Pet to attack your (new) target, since that function is baked into the macros … but if Mongoose Bite and/or Counterattack are not procced and “ready” for use, you may need to wait for Raptor Strike to cooldown before you can use it (6 second cooldown). What this means is that absent another (melee) attack of some sort, you may have to wait up to 6 seconds before you can attack your new target and engage Auto Attack yourself.
The solution to this latter problem is easily solved by simply using Wing Clip (once) against your target, which will then automatically engage Auto Attack on that target for you. Or you could just manually command Auto Attack to get started … so, whatever works. 
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So there you go … these are the “dirty tricks” toolset that you’ve got at your disposal when playing as a Melee Hunter, which pretty much no other class in the game has access to (not even Warlocks, per se, although Void Walkers and Succubii can “fake it” kinda sorta with their skills) because of your Pet’s capabilities (and the macros I’ve provided to help you control them). With a Screech Pet, both your Pet and your Melee Hunter are best served fighting side by side as much as possible, so much so that ideally speaking you want your Pet to lure aggro back to your Hunter, so as to ask the all important question … Will It Blend?
Answer …
… DUH!