Thanks to the Soul Society guild from US-Deathwing server who allowed us to use (and modify a little sometimes) their guide on the website.
Attumen the Huntsman
Loots
- [Steelhawk Crossbow]
Steelhawk Crossbow Binds when picked up RangedCrossbow 155 - 288 DamageSpeed 2.80 (79.1 damage per second) Durability 90 / 90 Requires Level 70 Equip: Improves hit rating by 16. Equip: Increases attack power by 30. |
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(Crossbow)
- [Vambraces of Courage]
Vambraces of Courage Binds when picked up WristPlate 634 Armor +33 Stamina Yellow Socket Socket Bonus: +2 Dodge Rating Durability 55 / 55 Requires Level 70 Equip: Increases defense rating by 15. Equip: Increases the block value of your shield by 33. |
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(Plate)
- [Gauntlets of Renewed Hope]
Gauntlets of Renewed Hope Binds when picked up HandsPlate 906 Armor +19 Stamina +29 Intellect Blue Socket Blue Socket Socket Bonus: +3 Intellect Durability 55 / 55 Requires Level 70 Equip: Restores 5 mana per 5 sec. Equip: Increases healing done by spells and effects by up to 62. |
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(Plate)
- [Stalker's War Bands]
Stalker's War Bands Binds when picked up WristMail 355 Armor +21 Agility +18 Stamina +17 Intellect Durability 50 / 50 Requires Level 70 Equip: Increases attack power by 44. |
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(Mail)
- [Whirlwind Bracers]
Whirlwind Bracers Binds when picked up WristMail 355 Armor +19 Stamina +20 Intellect Durability 50 / 50 Requires Level 70 Equip: Increases healing done by spells and effects by up to 46. Equip: Restores 7 mana per 5 sec. |
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(Mail)
- [Gloves of Dexterous Manipulation]
Gloves of Dexterous Manipulation Binds when picked up HandsLeather 228 Armor +35 Agility +22 Stamina Red Socket Blue Socket Socket Bonus: +3 Critical Strike Rating Durability 40 / 40 Requires Level 70 Equip: Increases attack power by 42. |
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(Leather)
- [Bracers of the White Stag]
Bracers of the White Stag Binds when picked up WristLeather 159 Armor +16 Stamina +18 Intellect +22 Spirit Durability 40 / 40 Requires Level 70 Equip: Increases damage and healing done by magical spells and effects by up to 26. |
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(Leather)
- [Harbinger Bands]
Harbinger Bands Binds when picked up WristCloth 85 Armor +21 Stamina +21 Intellect +14 Spirit Durability 35 / 35 Requires Level 70 Equip: Increases damage and healing done by magical spells and effects by up to 26. |
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(Cloth)
- [Gloves of Saintly Blessings]
Gloves of Saintly Blessings Binds when picked up HandsCloth 121 Armor +27 Stamina +25 Intellect +25 Spirit Red Socket Blue Socket Socket Bonus: +7 Healing Durability 35 / 35 Requires Level 70 Equip: Increases healing done by spells and effects by up to 40. |
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(Cloth)
- [Handwraps of Flowing Thought]
Handwraps of Flowing Thought Binds when picked up HandsCloth 121 Armor +24 Stamina +22 Intellect Yellow Socket Blue Socket Socket Bonus: +3 Spell Hit Rating Durability 35 / 35 Requires Level 70 Equip: Improves spell hit rating by 14. Equip: Increases damage and healing done by magical spells and effects by up to 35. |
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(Cloth)
- [Worgen Claw Necklace]
Worgen Claw Necklace Binds when picked up Unique Neck +20 Agility +21 Stamina Requires Level 70 Equip: Improves hit rating by 17. Equip: Increases attack power by 42. |
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(Neck)
- [Spectral Band of Innervation]
Spectral Band of Innervation Binds when picked up Unique Finger +22 Stamina +24 Intellect Requires Level 70 Equip: Increases damage and healing done by magical spells and effects by up to 29. |
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(Finger)
- [Fiery Warhorse's Reins]
Fiery Warhorse's Reins Binds when picked up Unique Requires Level 70 Requires Riding (150) Use: Summons and dismisses Attumen the Huntsman's steed. This is a very fast mount. |
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(Mount)
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Videos
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Strategy

This boss in Karazhan is a relatively straight forward tank and spank encounter with two separate phases. Phase 1 begins with the huntsman's horse "Midnight" in the middle of the stables. Typically your OT will start the encounter by engaging Midnight and tanking him because Midnight is the weaker of the two entities in this fight. The melee DPS on the horse can really be positioned wherever they want to be, just make sure to stay well out of the range of the Huntesman once he spawns due to cleave effects. After Midnight reaches 95% life, her master Attumen the Huntsman spawns who is engaged and tanked by your MT.
Attumen should be tanked in the corner opposite of Midnight, but still within LoS for heals, to make sure that the melee and OT don't get hit by his potentially harmful cleave. At this point, you're still within phase one, and your goal is to get Midnight to 25%. Upon reaching this point, Attumen mounts his steed and should be tanked where Midnight was at location A. The MT now takes over the role of tanking the mounted Huntsman and not the OT is relegated to the job of DPS. To my knowledge, his cleave is a 360 degree circle around him, but we position our DPS at his rear out of pure habit and paranoia. From this point on, the fight is a straight "tank and spank" enounter, DPS the Huntsman down and enjoy the lewtz.
Positioning
- MT : During phase 1 you should be located at or near point B on the map. Once phase 2 begins, switch to point A on the map in place of the OT.
- OT : Remember, you're only tanking for phase 1, pull Midnight and tank on or near point A for the duration of this phase.
- Melee DPS : For the entire course of phase 1 you should be positioned in such a way as to avoid being hit by the Huntsman's cleave. Midnight does nothing special and actual position in relation to him is non-issue. During phase 2 I'm 90% sure it really doesn't matter, but if you're paranoid like we are, simply stand behind the boss as indicated by the blue line above and all is well.
- Healers/Ranged DPS : Should be positioned at or behind the pink line indicated in the diagram to make sure that you're in LoS and out of cleave range.
Tips and Things to Keep in Mind
Attumen the Huntsman will periodically put an AoE curse on the raid that reduces chance to hit by all types of abilities by 50%. Simply remove the curse with a mage or druid off of the MT/OT first and then choose your secondary priorities. He also has a random charge in which he chooses a ranged player to run to, sometimes it does some significant damage, sometimes it doesn't. Either way, heal the target if needed and he will run back to the tank.