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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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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