Esta página aún no está traducida. Versión en inglés
Hunter Builds
Rotations & Guide · PvE · PvP · Builds · Abilities · Talent Calculator · Macros · Changes vs Classic
Hunters are ranged physical damage dealers with pets, traps and stings. Forever adds Summon Hawk (a Beast Mastery talent: a hawk dive-bomb sharing Arcane Shot's cooldown), melee attack power on Aspect of the Beast, the Marksmanship capstone Sniper Shot and a real melee Survival toolkit with Strider Kick, Lacerate and a weapon-based Counterattack. Aimed Shot is a trainer ability at level 20 and shares its cooldown with Multi-Shot.
Beast Mastery: Pet-tank leveling (level 20)
Ten points in the first two Beast Mastery tiers open Unleashed Fury, the pet damage talent, at 20. Endurance Training at 5/5 makes your pet a sturdier tank, Focused Fire adds 2% to everything you and your pet deal, and three points of Deadly Aspects give your Auto Shot a haste proc on the way.
- Deadly Aspects 3/5: Rank 3 gives Auto Shot a 6% chance to raise your ranged attack speed by 30% for 12 sec while Aspect of the Hawk is up (2% per rank). It's free damage while you shoot, and these points bring you to the 10 points in tiers 1 and 2 that Unleashed Fury needs.
- Endurance Training 5/5: 5/5 raises your pet's Health and Armor by 15% (3% per rank). Your pet holds the mob while you level, so a tougher pet means fewer Mend Pets and fewer deaths, and these five points alone open tier 2.
- Focused Fire 2/2: 2/2 increases all damage you and your pet deal by 2% while your pet is active, which for a Beast Mastery hunter is all the time. Two points for a bonus on every shot and every bite is the best value in tier 2.
- Unleashed Fury 1/5: Rank 1 increases your pet's damage by 3%, and each point you add as you level past 20 gives 3% more, up to 15% at 5/5. From 25 it also covers the hawks from Summon Hawk.
Put Hunter's Mark on the target, send your pet in and give it a moment to build threat, then start Auto Shot with Aspect of the Hawk up so Deadly Aspects can proc. Add Serpent Sting on mobs that will live a while and Arcane Shot on cooldown. Your pet is your tank: when it drops low, use Mend Pet (it heals over 5 sec while you focus), and if something reaches you, slow it with Concussive Shot or Wing Clip and step back to range. Keep the pet out at all times, since Focused Fire only works while it's active. Mana is the main limit at this level, so skip the sting on mobs that die quickly and drink between pulls rather than starting a fight half empty.
Beast Mastery: Pet damage for dungeons (level 20)
The same route to Unleashed Fury, but with all five points in Deadly Aspects for your own shooting and three in Endurance Training, because in a group your pet attacks while the tank takes the hits. Focused Fire's 2% applies to you and your pet for the whole fight.
- Deadly Aspects 5/5: 5/5 gives Auto Shot a 10% chance to raise your ranged attack speed by 30% for 12 sec while Aspect of the Hawk is up. You shoot for whole fights in a group, so it gets every point.
- Endurance Training 3/5: 3/5 gives your pet 9% more Health and Armor, which helps it survive the area damage it runs into next to the tank; the last two ranks matter less when the tank holds the mobs.
- Focused Fire 2/2: 2/2 increases all damage you and your pet deal by 2% while the pet is out, so it adds to every shot, sting and bite in the fight.
- Unleashed Fury 1/5: Rank 1 increases your pet's damage by 3%, and your pet is a large share of your damage in a group; the next four points go here as you level, up to 15% at 5/5.
Turn off your pet's Growl autocast so it doesn't pull threat from the tank, and send it in only after the tank has the mob. Keep Aspect of the Hawk up, mark the kill target with Hunter's Mark, and fire Serpent Sting and Arcane Shot between Auto Shots. Multi-Shot hits 3 targets and is good on packs, but it will break a Freezing Trap, so hold it while a mob is frozen; it shares its cooldown with Aimed Shot, which isn't worth its cast for this build. Watch your pet's health on big pulls: Mend Pet it early, and if it dies, revive it after the pull rather than mid-fight, since Revive Pet is a long cast and Focused Fire does nothing while the pet is down.
Beast Mastery: Pet and hawk leveling (level 30)
Carries the level 20 build on: Deadly Aspects and Unleashed Fury to 5/5, Summon Hawk at 25, two points in Ferocity and one in Bestial Discipline for mana regeneration while casting. Unleashed Fury and Ferocity raise your hawks' damage and crit as well as your pet's.
- Deadly Aspects 5/5: 5/5 gives Auto Shot a 10% chance to raise your ranged attack speed by 30% for 12 sec while Aspect of the Hawk is up; the two points added since 20 finish the talent.
- Endurance Training 5/5: 5/5 raises your pet's Health and Armor by 15% (3% per rank). Your pet holds the mob while you level, so a tougher pet means fewer Mend Pets and fewer deaths, and these five points alone open tier 2.
- Focused Fire 2/2: 2/2 increases all damage you and your pet deal by 2% while your pet is active, which for a Beast Mastery hunter is all the time. Two points for a bonus on every shot and every bite is the best value in tier 2.
- Unleashed Fury 5/5: 5/5 increases the damage done by your pet and your hawks from Summon Hawk by 15%, the core Beast Mastery damage talent.
- Summon Hawk 1/1: Teaches Summon Hawk: a hawk dive-bombs your target and keeps attacking it for 18 sec, and up to 2 can be out at once. It shares its cooldown with Arcane Shot, Each dive deals 32 Physical damage plus 5% of your Ranged Attack Power, Unleashed Fury and Ferocity boost it, and trainers sell rank 2 at 36.
- Ferocity 2/5: 2/5 adds 4% critical strike chance to your pet and your hawks; these two points complete the 20 Beast Mastery points that tier 5 needs.
- Bestial Discipline 1/2: Rank 1 raises your pet's Focus regeneration by 10% and lets 25% of your Mana regeneration continue while casting. Summon Hawk, Serpent Sting and Arcane Shot all cost mana, so it's the best use of the 21st point for leveling; rank 2 at 31 doubles both.
The opener is the same, but from 25 Summon Hawk becomes your main cooldown shot: it shares a cooldown with Arcane Shot, each hawk keeps attacking for 18 sec and only 2 can be out at once, so cast hawks until two are up and use Arcane Shot in between. Each hawk's dive deals 32 Physical damage plus 5% of your Ranged Attack Power, and the hawk keeps attacking after it. Summon Hawk, Serpent Sting rank 4 (level 26) and Arcane Shot rank 4 (level 28) each cost 80 mana, which is why Bestial Discipline's mana regeneration matters. Save Rapid Fire (level 26, 5 min cooldown) for elites. Frost Trap (level 28) slows everything on its ice for kiting, and Feign Death at 30 gets you out of a fight that goes wrong, but cancel it once you're safe, because the Forever tooltip says you die if it runs its full 6 min.
Beast Mastery: Pet and hawk dungeon DPS (level 30)
Follows on from the level 20 dungeon build: Unleashed Fury to 5/5, Summon Hawk at 25 and four points of Ferocity for pet and hawk crit, then one point in Bestial Discipline for pet Focus and mana regeneration while casting in long fights.
- Deadly Aspects 5/5: 5/5 gives Auto Shot a 10% chance to raise your ranged attack speed by 30% for 12 sec while Aspect of the Hawk is up. You shoot for whole fights in a group, so it gets every point.
- Endurance Training 3/5: 3/5 gives your pet 9% more Health and Armor, which helps it survive the area damage it runs into next to the tank.
- Focused Fire 2/2: 2/2 increases all damage you and your pet deal by 2% while the pet is out, so it adds to every shot, sting, bite and hawk attack.
- Unleashed Fury 5/5: 5/5 adds 15% damage to your pet and your hawks; all five points go here because pet and hawk damage is most of what Beast Mastery brings to a group.
- Summon Hawk 1/1: Teaches Summon Hawk: each hawk dive-bombs your target and keeps attacking for 18 sec, up to 2 at once, on the cooldown it shares with Arcane Shot. Unleashed Fury and Ferocity both boost it.
- Ferocity 4/5: 4/5 gives your pet and hawks 8% more critical strike chance. The fifth rank (which Frenzy needs at 5/5) waits until after 30, since the 21st point does more in Bestial Discipline for now.
- Bestial Discipline 1/2: Rank 1 lets 25% of your Mana regeneration continue while casting and raises your pet's Focus regeneration by 10%, which keeps you and your pet going through long boss fights.
Let the tank get threat, then send the pet (Growl off) and open with Hunter's Mark, Aspect of the Hawk and Auto Shot. Keep two hawks from Summon Hawk on the target and fill the shared cooldown with Arcane Shot while both are out; Serpent Sting is worth it on anything that lives through most of its duration. On packs use Multi-Shot, but not near a mob in Freezing Trap. Rapid Fire (5 min cooldown) goes on bosses. If you pull threat, Feign Death drops you out of the fight; stand up once the mob is back on the tank.
Beast Mastery: Pet control PvP (level 20)
Built around a pet that survives and sticks to players: Endurance Training keeps it alive, Bestial Swiftness lets it catch runners, and Improved Aspect of the Monkey makes you and your pet harder to hit in melee. Focused Fire adds 2% to everything you both deal. Against the dungeon build it gives up Deadly Aspects and Unleashed Fury, because in PvP a pet that stays on its target and lands its slows, roots and healing cut matters more than extra damage.
- Endurance Training 5/5: 5/5 raises your pet's Health and Armor by 15%. In PvP your pet carries your slows, roots and healing cut, and players will try to kill it, so it gets every point; the five points also open tier 2 on their own.
- Improved Aspect of the Monkey 3/3: 3/3 adds 6% to Aspect of the Monkey's dodge bonus and gives your pet 50% of the aspect's effect, so both of you are harder to hit when a Rogue or Warrior closes in.
- Focused Fire 2/2: 2/2 increases all damage you and your pet deal by 2% while the pet is out, which in PvP is always.
- Bestial Swiftness 1/1: Your pet moves 30% faster, so it catches players who run or kite you and gets its slows and roots on them. It's also the arrow into Intimidation at 30; the dungeon build takes Unleashed Fury in this tier instead.
Mark the target, keep Aspect of the Hawk up while you shoot and send the pet in first so it's already on the player when they reach you. Teach your pet the control skills it can learn: Dismember cuts the target's healing, Pinch and Tendon Rip slow, Web roots and Mine! disarms a melee player (the client doesn't say which pets learn which). Open with Serpent Sting unless you plan to trap the target, then Arcane Shot and Multi-Shot between Auto Shots. When a melee player comes at you, Concussive Shot them on the way in, switch to Aspect of the Monkey once they're on you, Wing Clip and walk back to range. Freezing Trap is your reset: lay it where they'll run through and step away. Keep Mend Pet on a pet that's being attacked, since it carries most of your control.
Beast Mastery: Intimidation PvP (level 30)
All 21 points go into Beast Mastery to reach Intimidation, a pet stun, at 30. It keeps the level 20 PvP core of a tough, fast pet and adds Unleashed Fury for pet and hawk damage, Summon Hawk, and Improved Mend Pet to clean harmful effects off the pet. Against the dungeon build it gives up Deadly Aspects, most of Ferocity and Bestial Discipline for a stun.
- Endurance Training 5/5: 5/5 raises your pet's Health and Armor by 15%. In PvP your pet carries your slows, roots and healing cut, and players will try to kill it, so it gets every point.
- Improved Aspect of the Monkey 3/3: 3/3 adds 6% to Aspect of the Monkey's dodge bonus and gives your pet 50% of the aspect's effect, so both of you are harder to hit when a Rogue or Warrior closes in.
- Focused Fire 2/2: 2/2 increases all damage you and your pet deal by 2% while the pet is out, which in PvP is always.
- Bestial Swiftness 1/1: Your pet moves 30% faster, so it catches players who run or kite you, and it's the arrow Intimidation needs: Intimidation opens from Bestial Swiftness above it.
- Unleashed Fury 5/5: 5/5 increases the damage of your pet and your hawks from Summon Hawk by 15%; now that the pet survives and keeps up, it's worth all five points.
- Improved Mend Pet 2/2: 2/2 gives Mend Pet a 50% chance to cleanse a Curse, Disease, Magic or Poison effect from your pet each time it heals and cuts its mana cost by 20%, so some of the harmful effects players put on your pet get cleared.
- Ferocity 1/5: Rank 1 adds 2% critical strike chance to your pet and your hawks; this point completes the 20 Beast Mastery points Intimidation's tier needs.
- Summon Hawk 1/1: Teaches Summon Hawk: a hawk dive-bombs your target and keeps attacking for 18 sec, up to 2 at once. Unleashed Fury and Ferocity boost it, and it keeps pressure on a target your pet can't reach.
- Intimidation 1/1: Your pet stuns the target for 3 sec on its next successful attack, and that attack gets 100% more critical strike chance: a stun to stop a caster, catch a runner or start a kill.
Open as at 20: Hunter's Mark, Aspect of the Hawk, pet in first. Use Intimidation as the pet reaches the target; the stun is your window for Rapid Fire (26), Summon Hawk and Arcane Shot, or a way to stop a healer's cast or a flag carrier. Summon Hawk shares its cooldown with Arcane Shot, and Unleashed Fury and Ferocity boost the hawks, so keep hawks on the target in longer fights. Improved Mend Pet makes Mend Pet a cleanse as well as a heal, so use it when your pet is slowed, poisoned or cursed. Frost Trap (28) slows everyone on its ice when several players chase you, but it's a Frost trap like Freezing Trap, so only one of them can be down. Track Hidden (24) helps you spot stealthed players. Feign Death (30) may make players lose track of you; the tooltip says you die if it runs its full 6 min, so stand up once you're clear.
Marksmanship: Efficient shooter leveling (level 20)
Lethal Attacks fills tier 1 with 5% crit on all attacks, Efficiency makes every shot and sting 15% cheaper, and the 11th point opens Rapid Killing, which makes the Shot after each kill hit harder. Aimed Shot is a trainer ability at 20 rather than a talent, but it adds only 20 damage at rank 1 and shares its cooldown with Multi-Shot.
- Lethal Attacks 5/5: 5/5 adds 5% critical strike chance to all your attacks, ranged and melee, and it's the strongest way to spend the 5 tier 1 points that tier 2 needs.
- Efficiency 5/5: 5/5 cuts the mana cost of your Shots, Stings and melee abilities by 15%, the best fix for a Hunter's mana while leveling alone.
- Rapid Killing 1/2: Rank 1: when you kill a non-trivial enemy, or it dies with your Serpent Sting on it, your next Shot within 20 sec deals 10% more damage, so the first shot at the next mob hits harder. Its Rapid Fire part starts to matter at 26, when you learn Rapid Fire.
Mark the target, keep Aspect of the Hawk up and let the pet pick the mob up before you open with Serpent Sting and Auto Shot. Fire Arcane Shot every time it's ready; Efficiency keeps the cost down. When a mob dies, open on the next one with Arcane Shot within 20 sec to spend Rapid Killing's bonus. Multi-Shot hits 3 targets but costs a big chunk of mana, so save it for pulls of two or three mobs; Aimed Shot shares its cooldown and has a 2 sec cast, so keep it for a single mob you have time on. If a mob gets past your pet, Concussive Shot slows it so you can back up and keep shooting, and Wing Clip does the same job in melee range.
Marksmanship: Careful Aim dungeon shooter (level 20)
Lethal Attacks for crit, then Careful Aim, which turns your Intellect into Attack Power and is the arrow to Mortal Shots at 25. In a group you drink between pulls, so damage comes before Efficiency's mana savings. The 11th point opens Rapid Killing, and a trash pack gives plenty of kills to trigger it.
- Lethal Attacks 5/5: 5/5 adds 5% critical strike chance to all your attacks, and five points here open tier 2.
- Careful Aim 5/5: 5/5 increases your Attack Power by 100% of your Intellect, so the Intellect on your gear adds damage as well as mana. Mortal Shots at 25 needs Careful Aim at 5/5, so every point carries on into the level 30 build.
- Rapid Killing 1/2: Rank 1: when you kill an enemy, or it dies with your Serpent Sting on it, your next Shot within 20 sec deals 10% more damage. Keep Serpent Sting on pack mobs and the bonus comes up even when someone else lands the killing blow.
Wait for the tank, then put Hunter's Mark on the kill target and start Auto Shot with Aspect of the Hawk on. Use Serpent Sting on anything that will live through its duration (it also triggers Rapid Killing when the mob dies) and Arcane Shot on cooldown while your mana is healthy; when it runs low, let Auto Shot carry you. Multi-Shot is good on packs, but never near a mob in your Freezing Trap, since any damage breaks the ice; on a single boss, Aimed Shot uses the same cooldown if you can stand still for its cast. Freezing Trap is your crowd control in groups: set it before the pull and let the tank or your pet bring the extra mob onto it.
Marksmanship: Marksman leveling (level 30)
Builds on the level 20 leveling build with Careful Aim, the second rank of Rapid Killing, Trueshot Aura and two points of Mortal Shots, and spends the 21st point on Rapid Recuperation, which turns Serpent Sting and Rapid Killing into mana regeneration while casting.
- Lethal Attacks 5/5: 5/5 adds 5% critical strike chance to all your attacks, ranged and melee.
- Efficiency 5/5: 5/5 cuts the mana cost of your Shots, Stings and melee abilities by 15%, the best fix for a Hunter's mana while leveling alone.
- Careful Aim 5/5: 5/5 increases your Attack Power by 100% of your Intellect, and Mortal Shots needs it at 5/5.
- Rapid Killing 2/2: 2/2 takes 2 min off Rapid Fire's cooldown and makes your next Shot within 20 sec of a kill deal 20% more damage; Rapid Recuperation needs it at 2/2.
- Trueshot Aura 1/1: Teaches Trueshot Aura: you and your party members within 45 yards gain 30 Ranged Attack Power for 30 min. It's a big boost for one point, and trainers sell rank 2 at 32.
- Mortal Shots 2/5: 2/5 raises the critical strike damage bonus of your ranged abilities by 12%; these points complete the 20 Marksmanship points tier 5 needs.
- Rapid Recuperation 1/2: Rank 1: hitting a target with Serpent Sting lets 25% of your Mana regeneration continue while casting for 15 sec, and consuming Rapid Killing gives 50%. Sting, kill, open on the next mob, and your mana keeps coming back while you fight.
Keep Trueshot Aura and Aspect of the Hawk up, mark the target and let the pet pick it up. Open with Serpent Sting (rank 4 at 26), which starts Rapid Recuperation's mana regeneration, keep Auto Shot going and use Arcane Shot on cooldown. After each kill, spend Rapid Killing on your first shot at the next mob. Rapid Fire (26) is for elites and tough fights, and Rapid Killing brings it back 2 min sooner. Frost Trap (28) makes kiting melee mobs easy, and Feign Death (30) gets you out of a pull gone wrong; cancel it once you're safe, since the tooltip says you die after its full 6 min.
Marksmanship: Marksman dungeon DPS (level 30)
Grows from the level 20 dungeon build with three points of Efficiency, Rapid Killing's second rank, Trueshot Aura for the whole party's ranged attackers and four points of Mortal Shots, then Rapid Recuperation to keep your mana up through long fights.
- Lethal Attacks 5/5: 5/5 adds 5% critical strike chance to all your attacks, which Mortal Shots then makes hit harder.
- Careful Aim 5/5: 5/5 increases your Attack Power by 100% of your Intellect, and it's what Mortal Shots needs.
- Efficiency 3/5: 3/5 cuts the mana cost of your Shots, Stings and melee abilities by 9%; three points here reach the 15 points Trueshot Aura and Mortal Shots' tier asks for.
- Rapid Killing 2/2: 2/2 takes 2 min off Rapid Fire's cooldown, so you have it for more pulls, and makes your next Shot within 20 sec of a kill deal 20% more damage; Rapid Recuperation needs it at 2/2.
- Trueshot Aura 1/1: Teaches Trueshot Aura: you and your party members within 45 yards gain 30 Ranged Attack Power for 30 min, for one point.
- Mortal Shots 4/5: 4/5 raises the critical strike damage bonus of your ranged abilities by 24%, which works with the crit from Lethal Attacks.
- Rapid Recuperation 1/2: Rank 1: each time you hit a target with Serpent Sting, 25% of your Mana regeneration continues while casting for 15 sec, and consuming Rapid Killing gives 50%. Keep the sting on the kill target and your mana lasts through long boss fights.
Put Trueshot Aura up before the pull and lay Freezing Trap for any mob you've been asked to crowd control. Once the tank has threat: Hunter's Mark, Aspect of the Hawk, Serpent Sting, then Arcane Shot on cooldown between Auto Shots, and reapply Serpent Sting as it runs out to keep Rapid Recuperation going. On a single boss, Aimed Shot uses Multi-Shot's cooldown if you can stand still for its cast. Save Rapid Fire for bosses. Use Multi-Shot on packs but keep it off frozen targets. If a mob turns on you, Feign Death (30) drops threat. Scorpid Sting (22) can help against a hard-hitting boss, but it replaces your Serpent Sting, since only one of your stings fits on a target.
Marksmanship: Long-range PvP (level 20)
Hawk Eye at 3/3 adds 6 yards to your range, so you open before a melee player can reach you and have more room to kite. Lethal Attacks takes the other two tier 1 points, Efficiency keeps you shooting through a long kite, and the 11th point shortens Arcane Shot's cooldown.
- Hawk Eye 3/3: 3/3 adds 6 yards to your ranged weapons' range, so you start fights farther away and keep shooting while a melee player runs at you.
- Lethal Attacks 2/5: 2/5 adds 2% critical strike chance to all your attacks and completes the 5 tier 1 points that tier 2 needs.
- Efficiency 5/5: 5/5 cuts the mana cost of your Shots, Stings and melee abilities by 15%. Kiting a player drains mana fast, so it's the tier 2 pick for PvP.
- Improved Arcane Shot 1/5: Rank 1 takes 0.3 sec off Arcane Shot's cooldown, your instant burst shot; each rank you add later takes off another 0.3 sec, up to 1.5 sec at 5/5.
Stand at the edge of your range. Mark the target, keep Aspect of the Hawk up and open with Auto Shot and Serpent Sting (skip the sting on anyone you plan to trap, since its damage breaks Freezing Trap). Fire Arcane Shot between Auto Shots and add Multi-Shot when you have mana to spare. Concussive Shot a melee player as they start toward you, so they spend longer crossing the extra distance; lay Freezing Trap between you and them, and if they still arrive, switch to Aspect of the Monkey, Wing Clip and walk back out. Your pet's slows and roots, if it has them, buy the rest of the time you need.
Marksmanship: Scatter Shot PvP (level 30)
Goes all the way to Scatter Shot, Marksmanship's tier 5 disorient, by adding Careful Aim, Trueshot Aura and Mortal Shots to the level 20 PvP build. Careful Aim and Mortal Shots make your burst hit harder, and Scatter Shot is your answer to a melee player at your feet. Against the dungeon build it gives up Rapid Killing and Rapid Recuperation for range and control.
- Hawk Eye 3/3: 3/3 adds 6 yards to your ranged weapons' range, so you start fights farther away and keep shooting while a melee player runs at you.
- Lethal Attacks 2/5: 2/5 adds 2% critical strike chance to all your attacks and completes the 5 tier 1 points that tier 2 needs.
- Efficiency 5/5: 5/5 cuts the mana cost of your Shots, Stings and melee abilities by 15%, which keeps you shooting through a long kite.
- Improved Arcane Shot 1/5: Rank 1 takes 0.3 sec off Arcane Shot's cooldown, your instant burst shot.
- Careful Aim 5/5: 5/5 increases your Attack Power by 100% of your Intellect, and Mortal Shots needs it at 5/5.
- Trueshot Aura 1/1: Teaches Trueshot Aura: 30 Ranged Attack Power for you and party members within 45 yards for 30 min, a lot of damage for one point, and the other Hunters in your battleground group benefit too.
- Mortal Shots 3/5: 3/5 raises the critical strike damage bonus of your ranged abilities by 18%, so your crits hit harder in a burst; these points complete the 20 Marksmanship points Scatter Shot's tier needs.
- Scatter Shot 1/1: A short-range shot that deals 50% weapon damage and disorients the target for 4 sec. Any damage breaks it, so it's the way to stop a melee player at your feet and walk back to range.
Open from full range with Hunter's Mark, Auto Shot and Serpent Sting, then Arcane Shot on its shorter cooldown. Save Rapid Fire (26) for the moment a target is slowed, rooted or low. When a melee player reaches you, Scatter Shot them: it turns off your attack and any damage ends it, so don't use it on a target with your Serpent Sting ticking, and keep your pet off them. Walk back to range, then Concussive Shot or lay a trap before they recover. Frost Trap (28) slows everyone on its ice for group chases, but only one Frost trap can be down, so pick it or Freezing Trap. Feign Death (30) may make players lose track of you; stand up once you're clear, since the tooltip says you die after its full 6 min.
Survival: Hybrid melee leveling (level 20)
A hybrid build: open at range, then finish mobs in melee with Raptor Strike and Mongoose Bite. Improved Tracking at 5/5 adds 5% to all your damage against the creature type you track, Savage Strikes and Survivalist add melee crit and health, and Deterrence is the emergency button when a pull goes wrong. Survival's melee kit (Aspect of the Beast, Lacerate and the Strider Kick talent) arrives at 30, so the Survival dungeon build stays at range until then.
- Improved Tracking 5/5: 5/5 increases all damage you deal to the creature type you're tracking by 5%, ranged and melee alike. Match your tracking to what you're killing: by 20 you can track Beasts, Humanoids and Undead.
- Savage Strikes 2/2: 2/2 adds 4% critical strike chance to all your melee abilities, so Raptor Strike and Mongoose Bite crit more often.
- Survivalist 3/5: 3/5 increases your total Health by 6%, which you'll want when you're the one taking the hits; the last two ranks come after 20.
- Deterrence 1/1: When several mobs are on you, it raises your Dodge and Parry chance by 25% for 10 sec, and the extra dodges unlock Mongoose Bite more often. It has a long cooldown, so save it for pulls that go wrong.
Put on Aspect of the Monkey, open at range with Serpent Sting and Arcane Shot while the mob runs in, then fight in melee with a two-handed weapon: Raptor Strike on cooldown, Mongoose Bite whenever a dodge unlocks it, and Wing Clip if the mob tries to flee. Mongoose Bite only works after you dodge, so it only comes up when the mob is hitting you rather than your pet; that's the trade-off of this style, and Survivalist and Deterrence are there to make it safer. Match your tracking to the mob type for Improved Tracking, and set Immolation Trap on the pull when you have a moment.
Survival: Survival trapper for dungeons (level 20)
For Survival hunters who don't want to respec for dungeons at 20. You fight from range like the other specs, with Improved Tracking adding 5% damage against the dungeon's main creature type and Clever Traps making your Freezing Trap last longer as the group's crowd control. Every point carries over into the level 30 Survival dungeon build, where you move to melee.
- Improved Tracking 5/5: 5/5 increases all your damage against the creature type you're tracking by 5%; set tracking to the dungeon's main enemy type before each pull.
- Savage Strikes 2/2: 2/2 adds 4% critical strike chance to your melee abilities, so the Raptor Strike you use when a mob reaches you crits more often, and it's in place for melee at 30.
- Survivalist 3/5: 3/5 adds 6% total Health, which helps against the area damage you'll take standing in melee from 30; here the points also fill tier 2.
- Clever Traps 1/2: Rank 1 makes Freezing Trap last 15% longer and Immolation Trap deal 15% more damage, which helps when you're the group's crowd control; rank 2 at 21 doubles both.
Fight from range behind the tank: Hunter's Mark on the kill target, Aspect of the Hawk, then Auto Shot, Serpent Sting on mobs that will live through it and Arcane Shot while your mana holds. Set your tracking to the dungeon's main creature type before each pull so Improved Tracking applies. Lay Freezing Trap for any mob you're asked to crowd control and keep Multi-Shot and your sting away from it. If a mob reaches you, Raptor Strike and Wing Clip it and let the tank take it back. Survival's melee kit (Aspect of the Beast, Lacerate and the Strider Kick talent) arrives at 30.
Survival: Melee Survival leveling (level 30)
Your melee kit arrives at 30: Aspect of the Beast and Lacerate from the trainer, and Strider Kick as the tier 5 talent this build puts all 21 points into Survival to reach. On the way it finishes Survivalist, adds Surefooted's hit chance and four points of Predator's Edge for harder melee crits.
- Improved Tracking 5/5: 5/5 increases all damage you deal to the creature type you're tracking by 5%, ranged and melee alike, so keep your tracking matched to the mobs you're killing.
- Savage Strikes 2/2: 2/2 adds 4% critical strike chance to all your melee abilities, including Raptor Strike, Mongoose Bite and Strider Kick.
- Survivalist 5/5: 5/5 increases your total Health by 10%, the plainest defence for a Hunter who fights in melee.
- Deterrence 1/1: When several mobs are on you, it raises your Dodge and Parry chance by 25% for 10 sec, and the extra dodges unlock Mongoose Bite more often.
- Surefooted 3/3: 3/3 adds 3% hit chance so more of your melee attacks land, and makes slows and roots on you 30% shorter.
- Predator's Edge 4/5: 4/5 increases your melee critical strike damage by 24% (and your off-hand weapon damage by 40% if you dual-wield), which pays off with the crit from Savage Strikes; these points complete the 20 Survival points Strider Kick's tier needs.
- Strider Kick 1/1: Teaches Strider Kick: a kick for 100% melee weapon damage that also gives you 30% movement speed for 3 sec. It's the main new melee button at 30 and the reason this build puts every point into Survival.
Keep Aspect of the Beast on in melee: it adds 50 melee Attack Power and makes you untrackable. Tag the mob with Serpent Sting as it runs in, Lacerate it if it will live through most of the 21 sec bleed, then use Raptor Strike and Strider Kick (8 sec cooldown) whenever they're ready, with Mongoose Bite whenever a dodge unlocks it. Strider Kick's short speed boost helps you stick to a mob that runs, and Wing Clip slows it. On elites, Rapid Fire speeds up melee attacks too, and Deterrence is your emergency button when two or three mobs are hitting you. Every melee button costs mana, so drink between pulls. Feign Death (30) is the way out if a pull goes badly.
Survival: Melee Survival dungeon DPS (level 30)
Melee damage from behind the target. It carries the level 20 dungeon build on with Clever Traps' second rank, Deterrence, Surefooted and Predator's Edge, and spends the 21st point on Strider Kick, which needs 20 points in Survival first. Clever Traps keeps your Freezing Trap useful when the group needs crowd control.
- Improved Tracking 5/5: 5/5 increases all your damage against the creature type you're tracking by 5%; set tracking to the dungeon's main enemy type before each pull.
- Savage Strikes 2/2: 2/2 adds 4% critical strike chance to your melee abilities, which carry most of Survival's damage in a group.
- Survivalist 3/5: 3/5 adds 6% total Health, useful against the area damage you take standing in melee.
- Clever Traps 2/2: 2/2 makes Freezing Trap last 30% longer and Immolation Trap deal 30% more damage, which helps when you're the group's crowd control.
- Deterrence 1/1: An emergency button if you pull threat: 25% more Dodge and Parry chance for 10 sec while the tank takes the mob back.
- Surefooted 3/3: 3/3 adds 3% hit chance so more of your melee attacks land, and makes slows and roots on you 30% shorter.
- Predator's Edge 4/5: 4/5 increases your melee critical strike damage by 24% (and off-hand weapon damage by 40% if you dual-wield); these points complete the 20 Survival points Strider Kick needs.
- Strider Kick 1/1: Teaches Strider Kick: 100% melee weapon damage plus 30% movement speed for 3 sec, a regular button in your melee rotation.
Stand behind the target with Aspect of the Beast on. Lacerate the boss and anything that will live through most of its 21 sec, then use Raptor Strike and Strider Kick whenever they're ready. You're rarely attacked from behind a tank, so Mongoose Bite and parries come up much less than when soloing; don't plan around them. Rapid Fire goes on bosses. Before pulls, set Freezing Trap for any mob you're asked to crowd control and switch tracking to the dungeon's main creature type. If you pull threat, Deterrence buys time and Feign Death drops you from the fight.
Survival: Hard-to-catch PvP (level 20)
A PvP take on Survival at 20. Improved Tracking with Track Humanoids on raises your damage against every player, and Deterrence, Deflection, Improved Wing Clip and Entrapment punish melee players who reach you and help you get back to range. The leveling build takes melee crit and health instead; in PvP, roots and an active defence against a Rogue or Warrior are worth more.
- Improved Tracking 3/5: 3/5 increases all damage you deal to the creature type you're tracking by 3%; keep Track Humanoids on and it applies to enemy players.
- Deflection 2/5: 2/5 adds 2% Parry chance against the melee players who reach you, and it's the start of the parry chance Counterattack uses at 30.
- Improved Wing Clip 3/3: 3/3 gives Wing Clip a 20% chance to immobilize the target for 5 sec, which lets you walk back to range from a melee player.
- Entrapment 2/5: 2/5 roots everyone who triggers one of your traps for 2 sec, so a player who runs over your Immolation Trap is stuck in the fire as well as burning.
- Deterrence 1/1: When a melee player is on you, it raises your Dodge and Parry chance by 25% for 10 sec, and the extra dodges unlock Mongoose Bite more often. Counterattack in the next tier needs it.
Keep Track Humanoids on so Improved Tracking applies to players. Open at range with Hunter's Mark, Serpent Sting and Arcane Shot (hold the sting if you mean to trap them). When a melee player reaches you, you don't have to run at once: Aspect of the Monkey and Deterrence make them miss, and Mongoose Bite follows your dodges. Then Wing Clip, hoping for Improved Wing Clip's root, and walk back to shooting range. Lay Freezing Trap or Immolation Trap in their path: Entrapment roots whoever sets either off. Deterrence only adds Dodge and Parry, so it does nothing against spells or shots; against casters, stay at range and use your traps.
Survival: Counterattack PvP (level 30)
All 21 points in Survival for Counterattack and Strider Kick at 30. It keeps the level 20 PvP core, finishes Deflection for more parries to Counterattack from, and adds Savage Strikes' melee crit and Surefooted's shorter slows and roots. Against the dungeon build it gives up Survivalist, Clever Traps and Predator's Edge for control.
- Improved Tracking 3/5: 3/5 increases all damage you deal to the creature type you're tracking by 3%; keep Track Humanoids on and it applies to enemy players.
- Deflection 5/5: 5/5 adds 5% Parry chance (1% per rank since the 1 October build), and every parry makes Counterattack available.
- Improved Wing Clip 3/3: 3/3 gives Wing Clip a 20% chance to immobilize the target for 5 sec, which lets you walk back to range from a melee player.
- Entrapment 2/5: 2/5 roots everyone who triggers one of your traps for 2 sec, including the players caught when Frost Trap (28) goes off.
- Savage Strikes 2/2: 2/2 adds 4% critical strike chance to your melee abilities, including Raptor Strike, Mongoose Bite, Counterattack and Strider Kick.
- Deterrence 1/1: It raises your Dodge and Parry chance by 25% for 10 sec: more Mongoose Bites and more parries to Counterattack from, and Counterattack requires it.
- Surefooted 3/3: 3/3 adds 3% hit chance and makes movement impairing effects on you 30% shorter, so the slows and roots other players put on you wear off sooner.
- Counterattack 1/1: After you parry, it deals 50% weapon damage plus 26 and immobilizes the target for 5 sec, and it can't be blocked, dodged or parried. Trainers sell rank 2 at 30, which adds 40 instead of 26.
- Strider Kick 1/1: Teaches Strider Kick: 100% melee weapon damage and 30% more movement speed for 3 sec, to stay on a runner or step away after the hit.
In melee, Aspect of the Beast adds melee Attack Power and makes you untrackable, so enemy Hunters can't find you with tracking; at range, go back to Aspect of the Hawk. Strider Kick gives you 30% speed for 3 sec to stay on a runner, and Lacerate bleeds for 21 sec, but keep it and Serpent Sting off anyone you plan to trap, since damage breaks Freezing Trap. When a melee player is on you, Deterrence raises your parries and each parry unlocks Counterattack's root, which lets you step back and shoot. Frost Trap (28) slows everyone on its ice and Entrapment roots the players it catches, while Surefooted shortens the slows put on you. Feign Death (30) is the way out when a fight is lost; stand up once you're clear, since the tooltip says you die after its full 6 min.
Checked against WoW Forever beta build 1.60.1.70170.
Best in slot gear at any level: Beast Mastery, Marksmanship, Survival
Hunter abilities
- Harass
- Melee Specialization
- Readiness
- Tame Beast
- Auto Shot (level 1)
- Bite (level 1)
- Charge (level 1)
- Claw (level 1)
- Cobra Reflexes (level 1)
- Dismember (level 1)
- Dust Cloud (level 1)
- Growl (level 1)
- Lightning Breath (level 1)
- Mine! (level 1)
- Pinch (level 1)
- Raptor Strike (level 1)
- Savage Rend (level 1)
- Swipe (level 1)
- Tendon Rip (level 1)
- Track Beasts (level 1)
- Web (level 1)
- Aspect of the Monkey (level 4)
- Serpent Sting (level 4)
- Cower (level 5)
- Arcane Shot (level 6)
- Hunter's Mark (level 6)
- Concussive Shot (level 8)
- Demoralizing Screech (level 8)
- Scorpid Poison (level 8)
- Aspect of the Hawk (level 10)
- Beast Training (level 10, from the Classic class quest Training the Beast)
- Call Pet (level 10, from the Classic class quest Taming the Beast)
- Dismiss Pet (level 10, from the Classic class quest Taming the Beast)
- Feed Pet (level 10, from the Classic class quest Training the Beast)
- Furious Howl (level 10)
- Great Stamina (level 10)
- Natural Armor (level 10)
- Revive Pet (level 10, from the Classic class quest Training the Beast)
- Track Humanoids (level 10)
- Distracting Shot (level 12)
- Mend Pet (level 12)
- Wing Clip (level 12)
- Eagle Eye (level 14)
- Eyes of the Beast (level 14)
- Scare Beast (level 14)
- Immolation Trap (level 16)
- Immolation Trap Effect (level 16)
- Mongoose Bite (level 16)
- Multi-Shot (level 18)
- Track Undead (level 18)
- Aimed Shot (level 20)
- Arcane Resistance (level 20)
- Aspect of the Cheetah (level 20)
- Disengage (level 20)
- Fire Resistance (level 20)
- Freezing Trap (level 20)
- Frost Resistance (level 20)
- Nature Resistance (level 20)
- Shadow Resistance (level 20)
- Shell Shield (level 20)
- Trickster's Dance (level 20)
- Scorpid Sting (level 22)
- Beast Lore (level 24)
- Track Hidden (level 24)
- Rapid Fire (level 26)
- Track Elementals (level 26)
- Frost Trap (level 28)
- Aspect of the Beast (level 30)
- Dash (level 30)
- Dive (level 30)
- Feign Death (level 30)
- Lacerate (level 30)
- Prowl (level 30)
- Thunderstomp (level 30)
- Flare (level 32)
- Track Demons (level 32)
- Explosive Trap (level 34)
- Explosive Trap Effect (level 34)
- Viper Sting (level 36)
- Aspect of the Pack (level 40)
- Track Giants (level 40)
- Volley (level 40)
- Aspect of the Wild (level 46)
- Black Arrow (level 50)
- Track Dragonkin (level 50)
- Tranquilizing Shot (level 60)