Overview
The Hunter is Midgard’s signature hybrid stealth archer built around a mix of ranged damage, melee backup, stealth, and pet utility. At its core, the Hunter is the only true archer of Midgard, using Composite Bow to pick enemies off at long range. They are also unique in that they are the only Midgard class that can use spears, and they use their Beastcraft line to make their attacks more powerful and summon or charm beasts to fight along side them. Hunter is a good choice for rogue archetype enthusiasts who enjoy a mix between archery and melee combat, as well as mild additional spell and pet utility. Be warned, Hunters are typically not sought for group fights outside of stealther parties.
Solo Playstyle
The Hunter solo playstyle in DAoC is built around controlling the engagement from the first shot, then converting that opening advantage into a close-range finish before the opponent can stabilize or escape.
Opening: Bow Pressure and First Contact
Most solo encounters begin the same way:
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The Hunter remains in stealth, choosing ideal terrain or choke points.
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They open with a bow shot (often crit shot).
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The goal isn’t just damage, it’s disruption:
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Breaking enemy momentum
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Forcing panic movement or sprinting
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Starting the fight on a health deficit
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Once the target identifies the source of the attack, the dynamic shifts immediately: the enemy is now closing distance while already weakened.
Transition: Preparing for Melee
As the opponent rushes in, the Hunter transitions into their secondary combat phase:
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Weapon swap from bow to melee (spear or sword)
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Positioning to avoid being caught in unfavorable terrain
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Timing the swap so there is no downtime when contact happens
This is where the Hunter’s hybrid design matters. Unlike pure archers, they are not trying to avoid melee indefinitely, they are preparing to win it. Once the enemy closes:
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Many Hunters will use Spear for Midgard’s positional melee styles and consistent pressure.
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Others favor two-handed swords, trading speed for heavy burst damage.
The melee goal is simple:
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Finish the target before they can recover from the initial bow damage
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Use high-damage style chains and weapon swings to overwhelm the opponent
Because the enemy already took ranged damage, the Hunter often enters melee with a tempo advantage.
Beastcraft: The Wolf Companion
During the transition or immediately upon engagement, the Hunter will summon their Beastcraft wolf pet, which is a key part of solo pressure:
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Adds constant extra DPS
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Interrupts enemy casting or style chains
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Forces target splitting (player + pet)
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Helps maintain pressure even if the Hunter is forced to reposition
The pet effectively turns a 1v1 into a 1.5v1 pressure scenario, which is especially important in prolonged fights. The beast is instant-summoned though some Hunters prefer to have it already-summoned, hiding nearby, so that the Hunter can use it again in combat if needed (e.g., so the cooldown is up).
Note: Beastcraft line also provides self buffs including Dex/Qui, spec AF, and a str/con for your pet. It also gives an instant speed boost which is useful for resetting fights or running down a target that’s near-death.
