The most important thing to note up to level 10 is that you have only one aspect of which to choose from "Aspect of the Monkey." This aspect gives you a +8% bonus to your dodge rating. You can have only one aspect up at any one point in time so it goes without saying, that since you have only this aspect, for the first 10 levels you should have this active at all times. Now once you hit level 10 and then 20 you'll recieve your next aspects: Aspect of the Hawk (lvl 10) and Aspect of the Cheetah (lvl 20). Hawk gives you a bonus to your ranged attack and Cheetah gives you a runspeed increase which is useful for travelling.
Primarily you're going to be switching back and forth between Hawk and Monkey so it's a good idea to have these two on your primary quick bar so that you can switch back and forth easily. For instance when your pet drops aggro you'll be able to easily swap back to Monkey in order to go toe to toe with your opponent and then when moving on to your next kill you switch back to Hawk without any messing around. You're going to be using these two so much that it's a bad idea NOT to have them on your primary quickbar for easy access.
After your aspects your going to notice that the majority of your abilities falls unto your rifle/bow. You are after all a ranged combatant! Prior to 10 you're going to notice that your most important shot is going to be Serpent Sting. You're going to want to get this off first because it's a DoT (Damage Over Time), which means that after you shoot the bugger and it runs up to you to go toe to toe it's still being damaged while you're meleeing your opponent. Once you get ahold of Concussive Shot, which is a snare ( a spell which slows the movement of your opponent), you'll be starting off with that shot. Concussive, then hit 'em with your Serpent Sting so that while he's slowly coming after you you'll be able to get a couple more shots off before you have to go melee with your opponent. Now as soon as you get Hunter's Mark (ranged damage buff at level 6) it'll be important to be using that on each and every opponent you go after. So it should look somethinglike this:
Open with Hunters Mark. Tag your opponent with Concussive and a quickly follow up with Sting and then Arcane Shot (level 4 instant damage cast). By the time your opponent reaches you he should be half dead. Good enough for you to deal with him easily.
Now when it comes to level 10... that's when the fun starts. Now you have yourself a tank, your pet. That's to say a guy to go head to head with your opponent while you pelt away with your rifle. Once it get's to this point this is how your opening combat should look:
Open with Hunters Mark. Send in your pet to attack. Let your pet hit your opponent at least once, then launch in with your usual attacks. Now for your first few levels with your pet (10-13) don't be surprised if your pet doesn't manage to hold aggro for you the whole time. As you get higher you'll notice that your opponents will rarely go after you instead of your pet. Now there are a few more things to note in regards to pets but we'll get to that in a later section. Now all the way up to level 18 this is pretty much how your opening combat is going to look. It's quick, effective, and very safe for you. Once you hit 18 that's when you get to throw some interesting things into the mix. Namely traps.
Traps are truly wonderful things. High damage DoT's which will decimate your enemies. However, as useful as they are you'll notice that the best use for them is not when you're solo'ing. Staying to your normal routine is best for solo'ing. But their best use is when you're the "puller" of a group. Which will also be discussed in a later section. Dont' worry, we're getting there = ).