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Hunter Talent builds
Rotations & Guide · PvE guide · PvP guide · Talent builds · Abilities · Talent Calculator · Macros · Changes vs Classic
Other classes: Warrior, Paladin, Rogue, Priest, Shaman, Mage, Warlock, Druid
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: Bestial Wrath leveling (level 40)
All 31 points stay in Beast Mastery for Bestial Wrath, the tree's tier 7 talent at 40. On the way it finishes Ferocity, takes Bestial Swiftness and Intimidation (Bestial Wrath needs Intimidation, which needs Bestial Swiftness), Spirit Bond for health between pulls, the second rank of Bestial Discipline and one point of Frenzy. Level 40 is above the beta's level 30 cap, so nobody has played this build yet.
- 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; it's kept from the level 30 build.
- Endurance Training 5/5: 5/5 raises your pet's Health and Armor by 15%, so it holds mobs longer and needs fewer Mend Pets.
- Focused Fire 2/2: 2/2 increases all damage you and your pet deal by 2% while your pet is active, which for Beast Mastery is always.
- Bestial Swiftness 1/1: Your pet moves 30% faster, and Intimidation opens from it, so it's the price of the stun and of Bestial Wrath below it.
- Unleashed Fury 5/5: 5/5 increases the damage done by your pet and your hawks by 15%, the core Beast Mastery damage talent.
- Ferocity 5/5: 5/5 adds 10% critical strike chance to your pet and your hawks; the three points added since 30 also open Frenzy.
- Summon Hawk 1/1: Teaches Summon Hawk: a 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 boost the hawks.
- Spirit Bond 2/2: 2/2 makes you and your pet regenerate 1% of total health every 5 sec while the pet is out, which cuts the time you spend eating between pulls.
- 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. Bestial Wrath needs it.
- Bestial Discipline 2/2: 2/2 raises your pet's Focus regeneration by 20% and lets 50% of your Mana regeneration continue while casting, so Summon Hawk, stings and shots run longer before you drink.
- Frenzy 1/5: Rank 1 gives your pet a 20% chance to gain 30% attack speed for 8 sec after a critical strike. It's the one spare point that brings the build to the 30 Beast Mastery points Bestial Wrath needs, and the other four ranks come after 40.
- Bestial Wrath 1/1: Sends your pet into a rage for 18 sec: 50% more damage, and it can't be stopped unless killed. Use it with Rapid Fire on anything that matters.
Mark, Aspect of the Hawk, send the pet and start Auto Shot once it has the mob, as at 30. Summon Hawk (rank 2 at 36) stays your cooldown shot until two hawks are out, with Arcane Shot (rank 5 at 36) on the shared cooldown in between. Bestial Wrath has a 2 min cooldown, so it isn't for every pull: save it for elites, two mobs at once or a quest mob you want dead quickly, and press Rapid Fire with it. Intimidation (1 min cooldown) stuns a caster mid-cast or a runner. Spirit Bond's regeneration means you can often skip eating between pulls. Volley (40) and Explosive Trap (34) give you something for packs, and Aspect of the Pack (40) is the group run speed, but it dazes anyone in it who gets hit.
Beast Mastery: Bestial Wrath leveling with Lethal Attacks (level 50)
Fills Frenzy, then puts the last 6 points into Marksmanship: Lethal Attacks for 5% crit on everything, and a point of Efficiency. Frenzy at 5/5 turns every pet crit into faster attacks, and Ferocity already gives the pet 10% more crit. The beta stops at 30, so this level 50 build is read from the client's talent data, not tested.
- 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.
- Endurance Training 5/5: 5/5 raises your pet's Health and Armor by 15%, so it holds mobs longer and needs fewer Mend Pets.
- Focused Fire 2/2: 2/2 increases all damage you and your pet deal by 2% while your pet is active, which for Beast Mastery is always.
- Bestial Swiftness 1/1: Your pet moves 30% faster, and Intimidation opens from it, so it's the price of the stun and of Bestial Wrath below it.
- Unleashed Fury 5/5: 5/5 increases the damage done by your pet and your hawks by 15%, the core Beast Mastery damage talent.
- Ferocity 5/5: 5/5 adds 10% critical strike chance to your pet and your hawks, and Frenzy needs it at 5/5.
- Summon Hawk 1/1: Teaches Summon Hawk: a 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 boost the hawks.
- Spirit Bond 2/2: 2/2 makes you and your pet regenerate 1% of total health every 5 sec while the pet is out, which cuts the time you spend eating between pulls.
- 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. Bestial Wrath needs it.
- Bestial Discipline 2/2: 2/2 raises your pet's Focus regeneration by 20% and lets 50% of your Mana regeneration continue while casting, so Summon Hawk, stings and shots run longer before you drink.
- Frenzy 5/5: 5/5 gives your pet a 100% chance to gain 30% attack speed for 8 sec after a critical strike, so with Ferocity's crit it is up most of the fight; the four points added since 40 finish it.
- Bestial Wrath 1/1: Sends your pet into a rage for 18 sec: 50% more damage, and it can't be stopped unless killed. Use it with Rapid Fire on anything that matters.
- Lethal Attacks 5/5: 5/5 adds 5% critical strike chance to all your attacks, shots and stings alike, the best value you can reach outside Beast Mastery once the tree's useful talents are full.
- Efficiency 1/5: Rank 1 cuts the mana cost of your Shots, Stings and melee abilities by 3%; it's the 41st point, and the rest of Efficiency comes at 60.
The kill order doesn't change: Mark, Hawk, pet in, Auto Shot, two hawks, then Arcane Shot (rank 6 at 44) and Serpent Sting (rank 7 at 50) on anything that lives a while. Summon Hawk rank 3 (48) hits much harder than rank 2. Bestial Wrath and Rapid Fire together still win the hard fights; Rapid Killing isn't in this build, so Rapid Fire keeps its full 5 min cooldown. Frenzy means a well-fed pet with good crit does a big share of your damage, so keep it happy and keep Mend Pet (rank 5 at 44) for when it dips. Aspect of the Wild (46) adds Nature resistance for you and your party in places full of poison.
Beast Mastery: Bestial Wrath with Trueshot Aura at 60 (level 60)
The 35 Beast Mastery points from 50 stay, and Marksmanship gets 16: Lethal Attacks, Efficiency and Careful Aim fill the three tiers that open Trueshot Aura, which adds Ranged Attack Power for you and your party. It's the build you finish levelling with and keep for solo farming at 60. Untested: the beta never went past level 30.
- 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.
- Endurance Training 5/5: 5/5 raises your pet's Health and Armor by 15%, so it holds mobs longer and needs fewer Mend Pets.
- Focused Fire 2/2: 2/2 increases all damage you and your pet deal by 2% while your pet is active, which for Beast Mastery is always.
- Bestial Swiftness 1/1: Your pet moves 30% faster, and Intimidation opens from it, so it's the price of the stun and of Bestial Wrath below it.
- Unleashed Fury 5/5: 5/5 increases the damage done by your pet and your hawks by 15%, the core Beast Mastery damage talent.
- Ferocity 5/5: 5/5 adds 10% critical strike chance to your pet and your hawks, and Frenzy needs it at 5/5.
- Summon Hawk 1/1: Teaches Summon Hawk: a 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 boost the hawks.
- Spirit Bond 2/2: 2/2 makes you and your pet regenerate 1% of total health every 5 sec while the pet is out, which cuts the time you spend eating between pulls.
- 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. Bestial Wrath needs it.
- Bestial Discipline 2/2: 2/2 raises your pet's Focus regeneration by 20% and lets 50% of your Mana regeneration continue while casting, so Summon Hawk, stings and shots run longer before you drink.
- Frenzy 5/5: 5/5 gives your pet a 100% chance to gain 30% attack speed for 8 sec after a critical strike; with Ferocity at 5/5 it's up most of the fight.
- Bestial Wrath 1/1: Sends your pet into a rage for 18 sec: 50% more damage, and it can't be stopped unless killed. Use it with Rapid Fire on anything that matters.
- Lethal Attacks 5/5: 5/5 adds 5% critical strike chance to all your attacks.
- Efficiency 5/5: 5/5 cuts the mana cost of your Shots, Stings and melee abilities by 15%; at 60 your shots cost a lot more mana, and this keeps you shooting longer.
- Careful Aim 5/5: 5/5 increases your Attack Power by 100% of your Intellect, which you carry on mail and leather anyway, and it completes the 15 Marksmanship points Trueshot Aura needs.
- Trueshot Aura 1/1: Teaches Trueshot Aura: Ranged Attack Power for you and party or raid members within 45 yards. Rank 1 gives 15, and trainers sell new ranks at 32, 40, 50 and 60, up to 50 at rank 5.
Trueshot Aura lasts 30 min, so cast it after you log in or die. Then: Mark (rank 4 at 58), Aspect of the Hawk (rank 7 at 60 gives far more Ranged Attack Power than rank 6), pet in, Auto Shot, two hawks (Summon Hawk rank 4 at 60), Arcane Shot and Serpent Sting. Bestial Wrath and Rapid Fire go together on elites and hard pulls. Tranquilizing Shot (60) removes a Frenzy effect from an enemy creature, so keep it on your bars for mobs that frenzy. Spirit Bond, Lethal Attacks and Efficiency make this the cheapest Hunter build to farm with.
Beast Mastery: Bestial Wrath dungeon DPS (level 40)
All 31 points in Beast Mastery: the level 30 dungeon build finishes Ferocity, adds Frenzy at 5/5, the second rank of Bestial Discipline, and Bestial Swiftness and Intimidation, which you take to reach Bestial Wrath. Bestial Wrath gives the pet 50% more damage for 18 sec on a 2 min cooldown, a burst for every boss. Level 40 is above the beta's level 30 cap, so treat this as worked out from the client data, not tested.
- 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.
- Endurance Training 3/5: 3/5 gives your pet 9% more Health and Armor, enough to live through splash damage next to the tank; the last two ranks wait until 60.
- Focused Fire 2/2: 2/2 increases all damage you and your pet deal by 2% while your pet is active, which for Beast Mastery is always.
- Bestial Swiftness 1/1: Your pet moves 30% faster, and Intimidation opens from it, so it's the price of the stun and of Bestial Wrath below it.
- Unleashed Fury 5/5: 5/5 increases the damage done by your pet and your hawks by 15%, the core Beast Mastery damage talent.
- Ferocity 5/5: 5/5 adds 10% critical strike chance to your pet and your hawks, and Frenzy needs it at 5/5.
- Summon Hawk 1/1: Teaches Summon Hawk: a 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 boost the hawks.
- Bestial Discipline 2/2: 2/2 raises your pet's Focus regeneration by 20% and lets 50% of your Mana regeneration continue while casting, so Summon Hawk, stings and shots run longer before you drink.
- Intimidation 1/1: Your pet stuns the target for 3 sec on its next attack, with 100% more crit chance. In a dungeon it stops a caster's heal or a runner, but it generates high threat, so use it on mobs the tank isn't holding. Bestial Wrath needs it.
- Frenzy 5/5: 5/5 gives your pet a 100% chance to gain 30% attack speed for 8 sec after a critical strike. With Ferocity's crit and Bestial Wrath on top, most of a boss fight has your pet attacking faster.
- Bestial Wrath 1/1: Sends your pet into a rage for 18 sec: 50% more damage, and it can't be stopped unless killed. Use it with Rapid Fire on anything that matters.
Send the pet once the tank has threat (Growl off), then Mark, Aspect of the Hawk and Auto Shot. Keep two hawks on the target and use Arcane Shot on the shared cooldown while both are out. On a boss, press Bestial Wrath and Rapid Fire together: 18 sec of a pet doing 50% more damage and 15 sec of faster shots. Explosive Trap (34) and Volley (40) are your pack damage, but they can pull threat from a tank who hasn't tagged everything. Freezing Trap rank 2 (40) holds a mob for up to 15 sec. Feign Death drops threat if a mob turns on you.
Beast Mastery: Bestial Wrath dungeon DPS with Careful Aim (level 50)
The 31 Beast Mastery points from 40, plus 10 in Marksmanship: Lethal Attacks for crit on every attack and Careful Aim, which turns your Intellect into Attack Power. Both are passive, so the rotation doesn't change. The beta stops at 30, so this level 50 build is untested.
- 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.
- Endurance Training 3/5: 3/5 gives your pet 9% more Health and Armor, enough for the splash damage next to the tank.
- Focused Fire 2/2: 2/2 increases all damage you and your pet deal by 2% while your pet is active, which for Beast Mastery is always.
- Bestial Swiftness 1/1: Your pet moves 30% faster, and Intimidation opens from it, so it's the price of the stun and of Bestial Wrath below it.
- Unleashed Fury 5/5: 5/5 increases the damage done by your pet and your hawks by 15%, the core Beast Mastery damage talent.
- Ferocity 5/5: 5/5 adds 10% critical strike chance to your pet and your hawks, and Frenzy needs it at 5/5.
- Summon Hawk 1/1: Teaches Summon Hawk: a 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 boost the hawks.
- Bestial Discipline 2/2: 2/2 raises your pet's Focus regeneration by 20% and lets 50% of your Mana regeneration continue while casting, so Summon Hawk, stings and shots run longer before you drink.
- 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. Bestial Wrath needs it.
- Frenzy 5/5: 5/5 gives your pet a 100% chance to gain 30% attack speed for 8 sec after a critical strike.
- Bestial Wrath 1/1: Sends your pet into a rage for 18 sec: 50% more damage, and it can't be stopped unless killed. Use it with Rapid Fire on anything that matters.
- Lethal Attacks 5/5: 5/5 adds 5% critical strike chance to all your attacks, ranged and melee, for five points.
- Careful Aim 5/5: 5/5 increases your Attack Power by 100% of your Intellect, damage from a stat you have anyway, and it brings you to the 15 Marksmanship points that open Trueshot Aura at 60.
Same as at 40: pet in once the tank has threat, Mark, Hawk, Auto Shot, two hawks, Arcane Shot (rank 6 at 44) in the gaps and Serpent Sting (rank 7 at 50) on long fights. Bestial Wrath and Rapid Fire go on bosses. Summon Hawk rank 3 at 48 is a big step up for the hawks. Aspect of the Wild (46) adds Nature resistance for you and the party; switch to it on poison-heavy bosses and back to Hawk afterwards. Keep Freezing Trap for the mob your group wants out of the fight.
Beast Mastery: Bestial Wrath with Trueshot Aura for groups (level 60)
Beast Mastery gets the last two ranks of Endurance Training and Improved Mend Pet, so the pet lives through area damage and sheds harmful effects, and Marksmanship reaches Trueshot Aura with Efficiency. The aura gives every ranged attacker in your party or raid more Ranged Attack Power. Level 60 is above the beta's level 30 cap, so nobody has played this build yet.
- 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.
- Endurance Training 5/5: 5/5 raises your pet's Health and Armor by 15%. Bosses at 60 hit everything near the tank, and a dead pet takes Bestial Wrath with it.
- Focused Fire 2/2: 2/2 increases all damage you and your pet deal by 2% while your pet is active, which for Beast Mastery is always.
- Bestial Swiftness 1/1: Your pet moves 30% faster, and Intimidation opens from it, so it's the price of the stun and of Bestial Wrath below it.
- Unleashed Fury 5/5: 5/5 increases the damage done by your pet and your hawks by 15%, the core Beast Mastery damage talent.
- Ferocity 5/5: 5/5 adds 10% critical strike chance to your pet and your hawks, and Frenzy needs it at 5/5.
- Summon Hawk 1/1: Teaches Summon Hawk: a 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 boost the hawks.
- Bestial Discipline 2/2: 2/2 raises your pet's Focus regeneration by 20% and lets 50% of your Mana regeneration continue while casting, so Summon Hawk, stings and shots run longer before you drink.
- 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. Bestial Wrath needs it.
- Frenzy 5/5: 5/5 gives your pet a 100% chance to gain 30% attack speed for 8 sec after a critical strike.
- Bestial Wrath 1/1: Sends your pet into a rage for 18 sec: 50% more damage, and it can't be stopped unless killed. Use it with Rapid Fire on anything that matters.
- Lethal Attacks 5/5: 5/5 adds 5% critical strike chance to all your attacks.
- Careful Aim 5/5: 5/5 increases your Attack Power by 100% of your Intellect.
- 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%. At 60 dungeons put plenty of all four on a pet in melee.
- Efficiency 5/5: 5/5 cuts the mana cost of your Shots, Stings and melee abilities by 15%, which matters on long boss fights.
- Trueshot Aura 1/1: Teaches Trueshot Aura: Ranged Attack Power for you and party or raid members within 45 yards. Rank 1 gives 15, and trainers sell new ranks at 32, 40, 50 and 60, up to 50 at rank 5.
Trueshot Aura first; it lasts 30 min and covers the whole party's ranged attackers. Then pet in, Mark (rank 4 at 58), Aspect of the Hawk (rank 7 at 60) and Auto Shot, two hawks, and Arcane Shot and Serpent Sting on the shared cooldowns. Bestial Wrath and Rapid Fire on every boss. Tranquilizing Shot (60) removes a Frenzy effect from an enemy creature: if a boss frenzies, it's your job. Freezing Trap rank 3 (60) holds a mob for up to 20 sec. Mend Pet now cleanses as it heals, so use it when the pet carries a poison or a curse, not only when it's low.
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.
Beast Mastery: Bestial Wrath PvP (level 40)
The level 30 Intimidation build goes on to Bestial Wrath: Ferocity to 5/5 and Frenzy at 5/5 fill the gap. While Bestial Wrath lasts the pet does 50% more damage and can't be stopped unless killed, so fears, roots and stuns don't keep it off its target. Nobody has played Forever at 40 yet, since the beta stopped at 30, so this is untested.
- Endurance Training 5/5: 5/5 raises your pet's Health and Armor by 15%. Players go for the pet first, and a dead pet loses you Intimidation and Bestial Wrath.
- 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 a Rogue or Warrior on you misses more.
- Focused Fire 2/2: 2/2 increases all damage you and your pet deal by 2% while your pet is active, which for Beast Mastery is always.
- Bestial Swiftness 1/1: Your pet moves 30% faster, and Intimidation opens from it, so it's the price of the stun and of Bestial Wrath below it.
- Unleashed Fury 5/5: 5/5 increases the damage done by your pet and your hawks by 15%, the core Beast Mastery damage talent.
- 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%.
- Ferocity 5/5: 5/5 adds 10% critical strike chance to your pet and your hawks; Frenzy needs it at 5/5.
- Summon Hawk 1/1: Teaches Summon Hawk: a 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 boost the hawks.
- 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. Bestial Wrath needs it.
- Frenzy 5/5: 5/5 gives your pet a 100% chance to gain 30% attack speed for 8 sec after a critical strike, and Intimidation's stunning hit has 100% more crit chance, so the stun usually starts a Frenzy too.
- Bestial Wrath 1/1: Sends your pet into a rage for 18 sec: 50% more damage, and it can't be stopped unless killed, so a Fear, root or stun won't pull it off the target. Your PvP burst.
Open with Hunter's Mark (rank 3 at 40), the pet in first and Aspect of the Hawk. When the pet reaches the target, Intimidation for the stun, then Bestial Wrath and Rapid Fire together, with Summon Hawk and Arcane Shot in the window. Bestial Wrath's 2 min cooldown is longer than Intimidation's, so use the stun on its own between bursts to stop a heal. Viper Sting (36) drains a caster's mana and Flare (32) shows stealthed Rogues and Druids in its area. Freezing Trap rank 2 (40) holds a player longer, but any damage breaks it, so keep the pet off them.
Beast Mastery: Bestial Wrath PvP with Improved Tracking (level 50)
Spirit Bond's healing for you and the pet, then 8 points in Survival: Improved Tracking, which with Track Humanoids on adds 5% to all your damage against players, and three ranks of Survivalist for more health. Level 50 is above the beta's level 30 cap, so this is worked out from the client data, not tested.
- Endurance Training 5/5: 5/5 raises your pet's Health and Armor by 15%; players go for the pet first.
- 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 a Rogue or Warrior on you misses more.
- Focused Fire 2/2: 2/2 increases all damage you and your pet deal by 2% while your pet is active, which for Beast Mastery is always.
- Bestial Swiftness 1/1: Your pet moves 30% faster, and Intimidation opens from it, so it's the price of the stun and of Bestial Wrath below it.
- Unleashed Fury 5/5: 5/5 increases the damage done by your pet and your hawks by 15%, the core Beast Mastery damage talent.
- 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%.
- Ferocity 5/5: 5/5 adds 10% critical strike chance to your pet and your hawks; Frenzy needs it at 5/5.
- Summon Hawk 1/1: Teaches Summon Hawk: a 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 boost the hawks.
- 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. Bestial Wrath needs it.
- Frenzy 5/5: 5/5 gives your pet a 100% chance to gain 30% attack speed for 8 sec after a critical strike.
- Bestial Wrath 1/1: Sends your pet into a rage for 18 sec: 50% more damage, and it can't be stopped unless killed. Your PvP burst.
- Spirit Bond 2/2: 2/2 makes you and your pet regenerate 1% of total health every 5 sec while the pet is out, which adds up in a long fight and between them.
- Improved Tracking 5/5: 5/5 increases all damage you deal to the creature type you're tracking by 5%. Keep Track Humanoids on and it applies to every player.
- Survivalist 3/5: 3/5 increases your total Health by 6%, so a Rogue's opener or a Mage's burst takes a smaller share; the last two ranks come at 60.
As at 40: Mark, pet in, Intimidation, then Bestial Wrath and Rapid Fire with hawks and Arcane Shot. Keep Track Humanoids on in battlegrounds so Improved Tracking's 5% applies. Viper Sting rank 2 (46) drains more mana; put it on healers and Paladins. Aspect of the Wild (46) adds Nature resistance for your group, which helps against Druids and Shamans. Spirit Bond keeps you topping up while you wait for the next fight, so you're rarely caught half-health.
Beast Mastery: Bestial Wrath and Deterrence PvP (level 60)
Survival gets 18 points: Survivalist to 5/5 opens Deterrence, Surefooted adds hit and shortens slows, Clever Traps makes Freezing Trap last 30% longer and Survival Tactics makes traps and Feign Death harder to resist. With the 33 Beast Mastery points, the pet does the killing and you get the tools to stay alive while it does. The beta never went past 30, so this level 60 build is untested.
- Endurance Training 5/5: 5/5 raises your pet's Health and Armor by 15%; players go for the pet first.
- 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 a Rogue or Warrior on you misses more.
- Focused Fire 2/2: 2/2 increases all damage you and your pet deal by 2% while your pet is active, which for Beast Mastery is always.
- Bestial Swiftness 1/1: Your pet moves 30% faster, and Intimidation opens from it, so it's the price of the stun and of Bestial Wrath below it.
- Unleashed Fury 5/5: 5/5 increases the damage done by your pet and your hawks by 15%, the core Beast Mastery damage talent.
- 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%.
- Ferocity 5/5: 5/5 adds 10% critical strike chance to your pet and your hawks; Frenzy needs it at 5/5.
- Summon Hawk 1/1: Teaches Summon Hawk: a 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 boost the hawks.
- 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. Bestial Wrath needs it.
- Frenzy 5/5: 5/5 gives your pet a 100% chance to gain 30% attack speed for 8 sec after a critical strike.
- Bestial Wrath 1/1: Sends your pet into a rage for 18 sec: 50% more damage, and it can't be stopped unless killed. Your PvP burst.
- Spirit Bond 2/2: 2/2 makes you and your pet regenerate 1% of total health every 5 sec while the pet is out.
- Improved Tracking 5/5: 5/5 increases all your damage against the creature type you're tracking by 5%; with Track Humanoids on, that's every player.
- Survivalist 5/5: 5/5 increases your total Health by 10%, and these ranks complete the 10 Survival points Deterrence needs.
- Deterrence 1/1: Raises your Dodge and Parry chance by 25% for 10 sec: press it when a Warrior or Rogue lands on you, then walk out while they miss.
- Surefooted 3/3: 3/3 adds 3% hit chance and makes slows and roots on you 30% shorter, so Hamstring and Frost Nova let you go sooner.
- Clever Traps 2/2: 2/2 makes Freezing and Frost Trap effects last 30% longer and Immolation and Explosive Trap deal 30% more damage.
- Survival Tactics 2/2: 2/2 adds 10% to your chance to hit with traps and Feign Death, so a resisted Feign Death or trap is rarer.
Open with Mark (rank 4 at 58), pet in, Intimidation, then Bestial Wrath and Rapid Fire with hawks and Arcane Shot (rank 8 at 60). When melee gets on you, Deterrence, then Concussive Shot or Wing Clip and walk out. Freezing Trap rank 3 (60) holds a player for up to 20 sec before Clever Traps adds 30%, as long as nothing damages them. Survival Tactics makes your traps and Feign Death resisted less often, so Feign Death is a surer way to make players drop you as their target.
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 15 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 15 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: Sniper Shot leveling (level 40)
All 31 points in Marksmanship for Sniper Shot at 40. The level 30 leveling build finishes Mortal Shots and Rapid Recuperation, then fills Ranged Weapon Specialization in tier 6 for 5% more ranged damage. Sniper Shot is a 4 sec cast, so it's an opener from long range, not a filler. Level 40 is above the beta's level 30 cap, so nobody has played this build yet.
- Lethal Attacks 5/5: 5/5 adds 5% critical strike chance to all your attacks.
- Efficiency 5/5: 5/5 cuts the mana cost of your Shots, Stings and melee abilities by 15%, the plainest fix for a Hunter's mana.
- 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: Ranged Attack Power for you and party members within 45 yards, 15 at rank 1. Rank 3 at 40 gives 30, and Sniper Shot needs the talent.
- Mortal Shots 5/5: 5/5 raises the critical strike damage bonus of your ranged abilities by 30%; the three points added since 30 finish it.
- Rapid Recuperation 2/2: 2/2: each Serpent Sting lets 50% of your Mana regeneration continue while casting for 15 sec, and 100% when Rapid Killing is consumed. Sting every mob and you drink far less.
- Ranged Weapon Specialization 5/5: 5/5 increases the damage you deal with ranged weapons by 5%, every Auto Shot and every Shot.
- Sniper Shot 1/1: Teaches Sniper Shot: a long-range shot for ranged damage plus 160 that increases the range of your next 3 Shots by 10 yards for 10 sec. Trainers sell rank 2 at 48 and rank 3 at 58.
Trueshot Aura and Aspect of the Hawk up, pet on, and open on a mob with Sniper Shot from range: it's a 4 sec cast with a 15 sec cooldown and makes your next 3 Shots reach 10 yards farther for 10 sec. Then Serpent Sting for Rapid Recuperation's mana, Arcane Shot on cooldown and Auto Shot all the way. After a kill, spend Rapid Killing on the first shot at the next mob. Aimed Shot (rank 3 at 36) shares Multi-Shot's cooldown; use it on single mobs you can stand still for. Volley (40) and Explosive Trap (34) handle packs. Rapid Fire comes back every 3 min with Rapid Killing.
Marksmanship: Sniper Shot leveling with Barrage (level 50)
Adds the rest of the useful Marksmanship tree: Improved Arcane Shot for 1.5 sec off Arcane Shot's cooldown, Barrage for 10% more Multi-Shot, Aimed Shot and Volley damage, and two ranks of Improved Stings for Serpent Sting. All passive, so the 40 rotation carries on. The beta stops at 30, so this build is untested.
- Lethal Attacks 5/5: 5/5 adds 5% critical strike chance to all your attacks.
- Efficiency 5/5: 5/5 cuts the mana cost of your Shots, Stings and melee abilities by 15%, the plainest fix for a Hunter's mana.
- 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: Ranged Attack Power for you and party members within 45 yards; rank 4 at 50 gives 40.
- Mortal Shots 5/5: 5/5 raises the critical strike damage bonus of your ranged abilities by 30%, which pays off with Lethal Attacks' crit.
- Rapid Recuperation 2/2: 2/2: each Serpent Sting lets 50% of your Mana regeneration continue while casting for 15 sec, increased to 100% when Rapid Killing is consumed.
- Ranged Weapon Specialization 5/5: 5/5 increases the damage you deal with ranged weapons by 5%, every Auto Shot and every Shot.
- Sniper Shot 1/1: Teaches Sniper Shot: a long-range shot for ranged damage plus 160 that increases the range of your next 3 Shots by 10 yards for 10 sec. Trainers sell rank 2 at 48 and rank 3 at 58.
- Improved Arcane Shot 5/5: 5/5 takes 1.5 sec off Arcane Shot's cooldown, so you fire it more often between Auto Shots.
- Barrage 3/3: 3/3 adds 10% damage to Multi-Shot, Aimed Shot and Volley, the shots that share your big cooldown and your AoE.
- Improved Stings 2/3: 2/3 adds 13% to Serpent Sting's damage, takes 4 sec off Viper Sting's cooldown and makes Scorpid Sting last 30 sec longer. Serpent Sting goes on almost every mob you level on, and the third rank comes at 60.
Same order as at 40: Sniper Shot to open, Serpent Sting (rank 7 at 50), Arcane Shot (rank 6 at 44) on its shorter cooldown, Aimed Shot (rank 4 at 44) or Multi-Shot on the cooldown they share, and Auto Shot all the way. Barrage makes Volley (rank 2 at 50) worth casting on three or more mobs. Rapid Killing still starts each next fight with a stronger shot. Keep an eye on mana: Arcane Shot's lower cooldown spends it faster, and Rapid Recuperation is how you get it back.
Marksmanship: Marksman with a pet at 60 (level 60)
Marksmanship takes 42 points with Improved Stings at 3/3, and the last 9 go into Beast Mastery: Deadly Aspects for an Auto Shot haste proc, Focused Fire for 2% more damage while your pet is out, and two ranks of Endurance Training. Level 60 is above the beta's level 30 cap, so treat this as read from the client data, not tested.
- Lethal Attacks 5/5: 5/5 adds 5% critical strike chance to all your attacks.
- Efficiency 5/5: 5/5 cuts the mana cost of your Shots, Stings and melee abilities by 15%, the plainest fix for a Hunter's mana.
- 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: Ranged Attack Power for you and party or raid members within 45 yards; rank 5 at 60 gives 50.
- Mortal Shots 5/5: 5/5 raises the critical strike damage bonus of your ranged abilities by 30%, which pays off with Lethal Attacks' crit.
- Rapid Recuperation 2/2: 2/2: each Serpent Sting lets 50% of your Mana regeneration continue while casting for 15 sec, increased to 100% when Rapid Killing is consumed.
- Ranged Weapon Specialization 5/5: 5/5 increases the damage you deal with ranged weapons by 5%, every Auto Shot and every Shot.
- Sniper Shot 1/1: Teaches Sniper Shot: a long-range shot for ranged damage plus 160 that increases the range of your next 3 Shots by 10 yards for 10 sec. Trainers sell rank 2 at 48 and rank 3 at 58.
- Improved Arcane Shot 5/5: 5/5 takes 1.5 sec off Arcane Shot's cooldown, so you fire it more often between Auto Shots.
- Barrage 3/3: 3/3 adds 10% damage to Multi-Shot, Aimed Shot and Volley, the shots that share your big cooldown and your AoE.
- Improved Stings 3/3: 3/3 adds 20% to Serpent Sting's damage, takes 6 sec off Viper Sting's cooldown and makes Scorpid Sting last 45 sec longer.
- 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.
- Focused Fire 2/2: 2/2 increases all damage you and your pet deal by 2% while your pet is active, for two points.
- Endurance Training 2/5: 2/5 gives your pet 6% more Health and Armor, the two points left over after Deadly Aspects and Focused Fire.
Trueshot Aura, Aspect of the Hawk (rank 7 at 60) and pet out. Sniper Shot opens from range, then Serpent Sting (rank 9 at 60), Arcane Shot (rank 8 at 60), Aimed Shot (rank 6 at 60) or Multi-Shot, and Auto Shot. Deadly Aspects' haste procs off Auto Shot while Hawk is up. Tranquilizing Shot (60) removes a Frenzy effect from an enemy creature. Keep the pet: Lone Wolf's 20% only works without one, and this build doesn't take it.
Marksmanship: Sniper Shot dungeon DPS (level 40)
From the level 30 dungeon build: Mortal Shots to 5/5, Rapid Recuperation to 2/2, two ranks of Barrage, Ranged Weapon Specialization at 5/5 and Sniper Shot. Trueshot Aura rank 3 at 40 gives your party's ranged attackers 30 Ranged Attack Power. Level 40 is above the beta's level 30 cap, so nobody has played it yet.
- Lethal Attacks 5/5: 5/5 adds 5% critical strike chance to all your attacks.
- Careful Aim 5/5: 5/5 increases your Attack Power by 100% of your Intellect, and Mortal Shots needs it at 5/5.
- Efficiency 3/5: 3/5 cuts the mana cost of your Shots, Stings and melee abilities by 9%; the last two ranks come at 50.
- 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: Ranged Attack Power for you and party members within 45 yards, 15 at rank 1 and 30 at rank 3 (40). Sniper Shot needs it.
- Mortal Shots 5/5: 5/5 raises the critical strike damage bonus of your ranged abilities by 30%, which pays off with Lethal Attacks' crit.
- Rapid Recuperation 2/2: 2/2: each Serpent Sting lets 50% of your Mana regeneration continue while casting for 15 sec, and 100% when Rapid Killing is consumed, which carries you through long boss fights.
- Barrage 2/3: 2/3 adds 7% damage to Multi-Shot, Aimed Shot and Volley, the shots you use most in a group; the third rank comes at 50.
- Ranged Weapon Specialization 5/5: 5/5 increases the damage you deal with ranged weapons by 5%, every Auto Shot and every Shot.
- Sniper Shot 1/1: Teaches Sniper Shot: a long-range shot for ranged damage plus 160 that increases the range of your next 3 Shots by 10 yards for 10 sec. Trainers sell rank 2 at 48 and rank 3 at 58.
Trueshot Aura before the pull and Freezing Trap (rank 2 at 40, up to 15 sec) for any mob you're asked to hold. On a boss, open with Sniper Shot while the tank builds threat, then Hunter's Mark (rank 3 at 40), Serpent Sting, Arcane Shot on cooldown and Aimed Shot on the cooldown it shares with Multi-Shot, with Auto Shot throughout. Rapid Fire on bosses. On packs, Multi-Shot and Volley, but not near a frozen mob. Feign Death if something turns on you.
Marksmanship: Sniper Shot dungeon DPS with Improved Tracking (level 50)
Finishes Efficiency and Barrage, adds two ranks of Improved Arcane Shot, and puts 5 points into Survival for Improved Tracking: 5% more damage against the creature type you track. Most dungeons at this level are full of one type, such as Humanoids or Undead. The beta stops at 30, so this level 50 build is untested.
- Lethal Attacks 5/5: 5/5 adds 5% critical strike chance to all your attacks.
- Careful Aim 5/5: 5/5 increases your Attack Power by 100% of your Intellect, and Mortal Shots needs it at 5/5.
- Efficiency 5/5: 5/5 cuts the mana cost of your Shots, Stings and melee abilities by 15%, the plainest fix for a Hunter's mana.
- 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: Ranged Attack Power for you and party members within 45 yards; rank 4 at 50 gives 40.
- Mortal Shots 5/5: 5/5 raises the critical strike damage bonus of your ranged abilities by 30%, which pays off with Lethal Attacks' crit.
- Rapid Recuperation 2/2: 2/2: each Serpent Sting lets 50% of your Mana regeneration continue while casting for 15 sec, increased to 100% when Rapid Killing is consumed.
- Barrage 3/3: 3/3 adds 10% damage to Multi-Shot, Aimed Shot and Volley, the shots that share your big cooldown and your AoE.
- Ranged Weapon Specialization 5/5: 5/5 increases the damage you deal with ranged weapons by 5%, every Auto Shot and every Shot.
- Sniper Shot 1/1: Teaches Sniper Shot: a long-range shot for ranged damage plus 160 that increases the range of your next 3 Shots by 10 yards for 10 sec. Trainers sell rank 2 at 48 and rank 3 at 58.
- Improved Arcane Shot 2/5: 2/5 takes 0.6 sec off Arcane Shot's cooldown; two more ranks come at 60.
- Improved Tracking 5/5: 5/5 increases all damage you deal to the creature type you're tracking by 5%. Before a dungeon, pick the tracking that matches most of its mobs: Humanoids, Undead, Demons (32) or Dragonkin (50).
As at 40, with Track Humanoids, Undead or whatever fits the dungeon switched on before the first pull. Sniper Shot (rank 2 at 48) to open, then Mark, Serpent Sting (rank 7 at 50), Arcane Shot, Aimed Shot (rank 4 at 44) and Auto Shot. Volley rank 2 (50) and Multi-Shot on packs, with Barrage at 3/3 adding 10%. Aspect of the Wild (46) adds Nature resistance for the party on poison-heavy fights; switch back to Hawk after. Feign Death drops threat.
Marksmanship: Marksman with Surefooted for groups (level 60)
Survival gets 13 points: Improved Tracking, Survivalist and Surefooted for 3% hit, which most Hunters lack at 60 and every attack needs against bosses. Marksmanship keeps 38 with Improved Arcane Shot at 4/5. Untested: the beta never went past level 30.
- Lethal Attacks 5/5: 5/5 adds 5% critical strike chance to all your attacks.
- Careful Aim 5/5: 5/5 increases your Attack Power by 100% of your Intellect, and Mortal Shots needs it at 5/5.
- Efficiency 5/5: 5/5 cuts the mana cost of your Shots, Stings and melee abilities by 15%, the plainest fix for a Hunter's mana.
- 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: Ranged Attack Power for party or raid members within 45 yards; rank 5 at 60 gives 50.
- Mortal Shots 5/5: 5/5 raises the critical strike damage bonus of your ranged abilities by 30%, which pays off with Lethal Attacks' crit.
- Rapid Recuperation 2/2: 2/2: each Serpent Sting lets 50% of your Mana regeneration continue while casting for 15 sec, increased to 100% when Rapid Killing is consumed.
- Barrage 3/3: 3/3 adds 10% damage to Multi-Shot, Aimed Shot and Volley, the shots that share your big cooldown and your AoE.
- Ranged Weapon Specialization 5/5: 5/5 increases the damage you deal with ranged weapons by 5%, every Auto Shot and every Shot.
- Sniper Shot 1/1: Teaches Sniper Shot: a long-range shot for ranged damage plus 160 that increases the range of your next 3 Shots by 10 yards for 10 sec. Trainers sell rank 2 at 48 and rank 3 at 58.
- Improved Arcane Shot 4/5: 4/5 takes 1.2 sec off Arcane Shot's cooldown; the fifth rank lost out to Surefooted.
- Improved Tracking 5/5: 5/5 increases all damage you deal to the creature type you're tracking by 5%; match it to the dungeon before each pull.
- Survivalist 5/5: 5/5 increases your total Health by 10%, and these points open Surefooted in the tier below.
- Surefooted 3/3: 3/3 adds 3% hit chance, which means fewer missed shots against bosses, and makes slows on you 30% shorter.
Trueshot Aura, the right tracking and Freezing Trap (rank 3 at 60, up to 20 sec) before the pull. Then Sniper Shot (rank 3 at 58), Mark (rank 4 at 58), Serpent Sting, Arcane Shot, Aimed Shot (rank 6 at 60) on the cooldown it shares with Multi-Shot, and Auto Shot. Rapid Fire on bosses. Tranquilizing Shot (60) removes a Frenzy effect from an enemy creature; if a boss frenzies, the group will look to you. Multi-Shot and Volley (rank 3 at 58) on packs.
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: 15 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.
Marksmanship: Sniper Shot PvP (level 40)
Keeps Scatter Shot and Hawk Eye from the level 30 PvP build, finishes Mortal Shots, adds Ranged Weapon Specialization and reaches Sniper Shot. With Hawk Eye at 3/3 and Sniper Shot's 10 yards for your next 3 Shots, you can open a fight from much farther away than at 30. Level 40 is above the beta's level 30 cap, so this build is untested.
- Hawk Eye 3/3: 3/3 adds 6 yards to your ranged weapons' range, so you open farther away and have more room to kite.
- Lethal Attacks 4/5: 4/5 adds 4% critical strike chance to all your attacks; the fifth rank comes at 50.
- Efficiency 5/5: 5/5 cuts the mana cost of your Shots, Stings and melee abilities by 15%, the plainest fix for a Hunter's mana.
- 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: Ranged Attack Power for you and party members within 45 yards, 30 at rank 3 (40). Sniper Shot needs it.
- Mortal Shots 5/5: 5/5 raises the critical strike damage bonus of your ranged abilities by 30%, so a crit from Sniper Shot or Arcane Shot takes a big piece out of a player.
- 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 stops a melee player at your feet while you walk back to range.
- Ranged Weapon Specialization 5/5: 5/5 increases the damage you deal with ranged weapons by 5%, every Auto Shot and every Shot.
- Sniper Shot 1/1: Teaches Sniper Shot: a long-range shot for ranged damage plus 160 that increases the range of your next 3 Shots by 10 yards for 10 sec. Trainers sell rank 2 at 48 and rank 3 at 58.
Open from as far away as you can: Hunter's Mark (rank 3 at 40), then Sniper Shot while they haven't seen you. Its 4 sec cast means it only works as an opener or on a player who can't reach you, and it makes your next 3 Shots reach 10 yards farther for 10 sec. Follow with Serpent Sting, Arcane Shot and Aimed Shot. Scatter Shot a melee player who reaches you and walk out. Viper Sting (36) drains a healer's mana, Flare (32) reveals stealthed players in its area, and Freezing Trap rank 2 (40) holds a player for up to 15 sec.
Marksmanship: Sniper Shot PvP with Improved Concussive Shot (level 50)
Finishes Lethal Attacks and Improved Arcane Shot, then takes Improved Concussive Shot at 5/5, so one Concussive Shot in five also stuns for 3 sec. The level 50 build is above the beta's level 30 cap, so nobody has tried it.
- Hawk Eye 3/3: 3/3 adds 6 yards to your ranged weapons' range, so you open farther away and have more room to kite.
- Lethal Attacks 5/5: 5/5 adds 5% critical strike chance to all your attacks.
- Efficiency 5/5: 5/5 cuts the mana cost of your Shots, Stings and melee abilities by 15%, the plainest fix for a Hunter's mana.
- Improved Arcane Shot 5/5: 5/5 takes 1.5 sec off Arcane Shot's cooldown, so your instant damage comes round more often while you kite.
- 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: Ranged Attack Power for you and party members within 45 yards; rank 4 at 50 gives 40.
- Mortal Shots 5/5: 5/5 raises the critical strike damage bonus of your ranged abilities by 30%.
- 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 stops a melee player at your feet while you walk back to range.
- Ranged Weapon Specialization 5/5: 5/5 increases the damage you deal with ranged weapons by 5%, every Auto Shot and every Shot.
- Sniper Shot 1/1: Teaches Sniper Shot: a long-range shot for ranged damage plus 160 that increases the range of your next 3 Shots by 10 yards for 10 sec. Trainers sell rank 2 at 48 and rank 3 at 58.
- Improved Concussive Shot 5/5: 5/5 gives Concussive Shot a 20% chance to stun the target for 3 sec as well as slowing it.
As at 40: Mark, Sniper Shot from range, Serpent Sting, Arcane Shot and Aimed Shot. Concussive Shot now stuns one time in five, so use it on anyone who runs at you or away from you, and follow a stun with Arcane Shot. Scatter Shot is your answer to melee on your feet. Viper Sting rank 2 (46) drains more mana from healers, and Aspect of the Wild (46) adds Nature resistance for your group against Druids and Shamans.
Marksmanship: Marksman with Deterrence PvP (level 60)
Moves 11 points to Survival for Improved Tracking, Survivalist and Deterrence, at the cost of one rank of Improved Arcane Shot. With Track Humanoids on, Improved Tracking adds 5% to all your damage against players, and Deterrence gives you 10 sec of dodge and parry against melee. The beta never went past 30, so this is worked out from the client data, not tested.
- Hawk Eye 3/3: 3/3 adds 6 yards to your ranged weapons' range, so you open farther away and have more room to kite.
- Lethal Attacks 5/5: 5/5 adds 5% critical strike chance to all your attacks.
- Efficiency 5/5: 5/5 cuts the mana cost of your Shots, Stings and melee abilities by 15%, the plainest fix for a Hunter's mana.
- Improved Arcane Shot 4/5: 4/5 takes 1.2 sec off Arcane Shot's cooldown; the fifth rank went to Deterrence.
- 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: Ranged Attack Power for party or raid members within 45 yards; rank 5 at 60 gives 50.
- Mortal Shots 5/5: 5/5 raises the critical strike damage bonus of your ranged abilities by 30%.
- 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 stops a melee player at your feet while you walk back to range.
- Ranged Weapon Specialization 5/5: 5/5 increases the damage you deal with ranged weapons by 5%, every Auto Shot and every Shot.
- Sniper Shot 1/1: Teaches Sniper Shot: a long-range shot for ranged damage plus 160 that increases the range of your next 3 Shots by 10 yards for 10 sec. Trainers sell rank 2 at 48 and rank 3 at 58.
- Improved Concussive Shot 5/5: 5/5 gives Concussive Shot a 20% chance to stun the target for 3 sec as well as slowing it.
- Improved Tracking 5/5: 5/5 increases all damage you deal to the creature type you're tracking by 5%; keep Track Humanoids on and it applies to every player.
- Survivalist 5/5: 5/5 increases your total Health by 10%, and these points open Deterrence.
- Deterrence 1/1: Raises your Dodge and Parry chance by 25% for 10 sec when melee reaches you; with Scatter Shot it gives you two answers to a Warrior or Rogue on your feet.
Mark (rank 4 at 58), Sniper Shot (rank 3 at 58) from range, Serpent Sting, Arcane Shot, Aimed Shot (rank 6 at 60), Auto Shot. When melee reaches you, Scatter Shot or Deterrence, then Concussive Shot and walk out; keep the other for their next try. Freezing Trap rank 3 (60) holds a player for up to 20 sec if nothing damages them. Wing Clip rank 3 (60) slows by 60% in melee range.
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: Lacerating Strikes melee leveling (level 40)
All 31 points in Survival for Lacerating Strikes, the tier 7 talent: Expose Prey lets Mongoose Bite fire off Hunter's Mark instead of only after a dodge, and Lacerating Strikes makes every bite bleed. Resourcefulness cuts the mana cost of your melee buttons by 60% and Lightning Reflexes adds 10% Agility. Level 40 is above the beta's level 30 cap, so nobody has played this build yet.
- Improved Tracking 5/5: 5/5 increases all damage you deal to the creature type you're tracking by 5%, ranged and melee alike.
- Savage Strikes 2/2: 2/2 adds 4% critical strike chance to all your melee abilities.
- Survivalist 5/5: 5/5 increases your total Health by 10%.
- Deterrence 1/1: Raises your Dodge and Parry chance by 25% for 10 sec when several enemies are on you; more dodges also mean more Mongoose Bites.
- Surefooted 3/3: 3/3 adds 3% hit chance and makes movement impairing effects 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); the fifth rank comes at 50.
- Strider Kick 1/1: Strider Kick deals 100% melee weapon damage and gives you 30% movement speed for 3 sec.
- Expose Prey 2/2: 2/2 gives your attacks on a target with your Hunter's Mark a 10% chance to allow a Mongoose Bite without a dodge, and Lacerating Strikes needs it at 2/2.
- Resourcefulness 2/2: 2/2 cuts the mana cost of your traps and melee abilities by 60%, and every melee or ranged ability crit lets 50% of your Mana regeneration continue while casting for 30 sec. Mana was melee Survival's main problem at 30.
- Lightning Reflexes 5/5: 5/5 increases your Agility by 10%, which raises crit, dodge and Attack Power at once.
- Lacerating Strikes 1/1: Your Mongoose Bite also bleeds the target for 40% of the bite's damage over 21 sec, and with Expose Prey and Hunter's Mark you bite far more often than dodges alone allow.
Aspect of the Beast (rank 2 at 40 adds 70 melee Attack Power) and Hunter's Mark on every mob, since Expose Prey only works on marked targets. Lacerate (rank 2 at 40) anything that will live through most of its 21 sec, then Raptor Strike (rank 6 at 40) and Strider Kick on cooldown, and Mongoose Bite every time it lights up: each bite now bleeds for 40% of its damage over 21 sec. Deterrence when two or three mobs are on you. Resourcefulness means you drink far less than at 30. Explosive Trap (34) under a pack and Volley (40) help on groups.
Survival: Lacerating Strikes leveling with Counterattack (level 50)
Finishes Predator's Edge, puts three points in Deflection and takes Counterattack, then 5 points in Marksmanship for Lethal Attacks. Solo you take hits from the front, so parries and Counterattack come up often. This level 50 build is above the beta's level 30 cap and untested.
- Improved Tracking 5/5: 5/5 increases all damage you deal to the creature type you're tracking by 5%, ranged and melee alike.
- Savage Strikes 2/2: 2/2 adds 4% critical strike chance to all your melee abilities.
- Survivalist 5/5: 5/5 increases your total Health by 10%.
- Deterrence 1/1: Raises your Dodge and Parry chance by 25% for 10 sec when several enemies are on you; more dodges also mean more Mongoose Bites.
- Surefooted 3/3: 3/3 adds 3% hit chance and makes movement impairing effects on you 30% shorter.
- Predator's Edge 5/5: 5/5 increases your melee critical strike damage by 30% (and off-hand weapon damage by 50% if you dual-wield).
- Strider Kick 1/1: Strider Kick deals 100% melee weapon damage and gives you 30% movement speed for 3 sec.
- Expose Prey 2/2: 2/2 gives your attacks on a target with your Hunter's Mark a 10% chance to allow a Mongoose Bite without a dodge, and Lacerating Strikes needs it at 2/2.
- Resourcefulness 2/2: 2/2 cuts the mana cost of your traps and melee abilities by 60%.
- Lightning Reflexes 5/5: 5/5 increases your Agility by 10%, which raises crit, dodge and Attack Power at once.
- Lacerating Strikes 1/1: Your Mongoose Bite also bleeds the target for 40% of the bite's damage over 21 sec, and with Expose Prey and Hunter's Mark you bite far more often than dodges alone allow.
- Deflection 3/5: 3/5 adds 3% Parry chance; every parry makes Counterattack available.
- Counterattack 1/1: After you parry, it deals 50% weapon damage plus 26 at rank 1 and immobilizes the target for 5 sec, and it can't be blocked, dodged or parried. Rank 3 at 42 adds 70.
- Lethal Attacks 5/5: 5/5 adds 5% critical strike chance to all your attacks, which Savage Strikes and Predator's Edge build on.
As at 40: Mark, Aspect of the Beast (rank 3 at 50), Lacerate (rank 3 at 50), Raptor Strike (rank 7 at 48), Strider Kick and every Mongoose Bite (rank 3 at 44). Counterattack lights up after a parry; it's cheap, roots the mob for 5 sec and has its own short cooldown, so press it whenever you see it. Wing Clip a runner. Deterrence and Feign Death are still your way out of a bad pull.
Survival: Melee Survival with Deadly Aspects at 60 (level 60)
Survivalist's Discipline takes 40% off Deterrence's and your traps' cooldowns, and the last 8 points go outside Survival: Deadly Aspects, whose melee haste proc works under Aspect of the Beast, and three ranks of Efficiency. Untested: the beta never went past level 30.
- Improved Tracking 5/5: 5/5 increases all damage you deal to the creature type you're tracking by 5%, ranged and melee alike.
- Savage Strikes 2/2: 2/2 adds 4% critical strike chance to all your melee abilities.
- Survivalist 5/5: 5/5 increases your total Health by 10%.
- Deterrence 1/1: Raises your Dodge and Parry chance by 25% for 10 sec when several enemies are on you; more dodges also mean more Mongoose Bites.
- Surefooted 3/3: 3/3 adds 3% hit chance and makes movement impairing effects on you 30% shorter.
- Predator's Edge 5/5: 5/5 increases your melee critical strike damage by 30% (and off-hand weapon damage by 50% if you dual-wield).
- Strider Kick 1/1: Strider Kick deals 100% melee weapon damage and gives you 30% movement speed for 3 sec.
- Expose Prey 2/2: 2/2 gives your attacks on a target with your Hunter's Mark a 10% chance to allow a Mongoose Bite without a dodge, and Lacerating Strikes needs it at 2/2.
- Resourcefulness 2/2: 2/2 cuts the mana cost of your traps and melee abilities by 60%.
- Lightning Reflexes 5/5: 5/5 increases your Agility by 10%, which raises crit, dodge and Attack Power at once.
- Lacerating Strikes 1/1: Your Mongoose Bite also bleeds the target for 40% of the bite's damage over 21 sec, and with Expose Prey and Hunter's Mark you bite far more often than dodges alone allow.
- Deflection 3/5: 3/5 adds 3% Parry chance; every parry makes Counterattack available.
- Counterattack 1/1: After you parry, it deals weapon damage and immobilizes the target for 5 sec; rank 4 at 54 adds 110.
- Lethal Attacks 5/5: 5/5 adds 5% critical strike chance to all your attacks.
- Survivalist's Discipline 2/2: 2/2 takes 40% off the cooldown of your traps and Deterrence.
- Deadly Aspects 5/5: 5/5 gives your melee auto attacks a 10% chance to raise your melee attack speed by 30% for 12 sec while Aspect of the Beast is up, and Auto Shot the same under Aspect of the Hawk.
- Efficiency 3/5: 3/5 cuts the mana cost of your Shots, Stings and melee abilities by 9%, on top of Resourcefulness for the melee buttons.
Mark, Aspect of the Beast (rank 4 at 60), Lacerate (rank 4 at 60), then Raptor Strike (rank 8 at 56), Strider Kick, Mongoose Bite (rank 4 at 58) and Counterattack whenever they're ready. Deterrence is back every 3 min with Survivalist's Discipline, so use it more freely. Wing Clip rank 3 (60) slows by 60%.
Survival: Lacerating Strikes dungeon DPS (level 40)
From the level 30 dungeon build: Predator's Edge to 5/5, Expose Prey and Lacerating Strikes, a point of Resourcefulness and Lightning Reflexes at 5/5. Behind the tank you rarely dodge, but Expose Prey lets Mongoose Bite fire off attacks on a target with your Hunter's Mark, so bites and their bleeds come back into your rotation. Level 40 is above the beta's level 30 cap, so this build is untested.
- Improved Tracking 5/5: 5/5 increases all damage you deal to the creature type you're tracking by 5%, ranged and melee alike.
- Savage Strikes 2/2: 2/2 adds 4% critical strike chance to all your melee abilities.
- Survivalist 3/5: 3/5 adds 6% total Health for the area damage you take in melee; the rest comes at 50.
- Clever Traps 2/2: 2/2 makes Freezing and Frost Trap effects last 30% longer and Immolation and Explosive Trap deal 30% more damage.
- Deterrence 1/1: Raises your Dodge and Parry chance by 25% for 10 sec when several enemies are on you; more dodges also mean more Mongoose Bites.
- Surefooted 3/3: 3/3 adds 3% hit chance and makes movement impairing effects on you 30% shorter.
- Predator's Edge 5/5: 5/5 increases your melee critical strike damage by 30% (and off-hand weapon damage by 50% if you dual-wield).
- Strider Kick 1/1: Strider Kick deals 100% melee weapon damage and gives you 30% movement speed for 3 sec.
- Expose Prey 2/2: 2/2 gives your attacks on a target with your Hunter's Mark a 10% chance to allow a Mongoose Bite without a dodge, and Lacerating Strikes needs it at 2/2.
- Resourcefulness 1/2: Rank 1 cuts the mana cost of your traps and melee abilities by 30%, and gives your melee and ranged ability crits a 50% chance to let 50% of your Mana regeneration continue while casting for 30 sec.
- Lightning Reflexes 5/5: 5/5 increases your Agility by 10%, which raises crit, dodge and Attack Power at once.
- Lacerating Strikes 1/1: Your Mongoose Bite also bleeds the target for 40% of the bite's damage over 21 sec, and with Expose Prey and Hunter's Mark you bite far more often than dodges alone allow.
Behind the target with Aspect of the Beast on, and Hunter's Mark on the kill target so Expose Prey works. Lacerate the boss, then Raptor Strike and Strider Kick on cooldown and Mongoose Bite whenever it lights up. Rapid Fire on bosses. Freezing Trap rank 2 (40) holds a mob for up to 15 sec, longer with Clever Traps. If you pull threat, Deterrence buys time and Feign Death drops you from the fight.
Survival: Lacerating Strikes dungeon DPS with Lethal Attacks (level 50)
Finishes Survivalist and Resourcefulness, takes Survivalist's Discipline for shorter trap and Deterrence cooldowns, and puts 5 points into Marksmanship for Lethal Attacks. The beta stops at 30, so this level 50 build is read from the client data, not tested.
- Improved Tracking 5/5: 5/5 increases all damage you deal to the creature type you're tracking by 5%, ranged and melee alike.
- Savage Strikes 2/2: 2/2 adds 4% critical strike chance to all your melee abilities.
- Survivalist 5/5: 5/5 increases your total Health by 10%.
- Clever Traps 2/2: 2/2 makes Freezing and Frost Trap effects last 30% longer and Immolation and Explosive Trap deal 30% more damage.
- Deterrence 1/1: Raises your Dodge and Parry chance by 25% for 10 sec when several enemies are on you; more dodges also mean more Mongoose Bites.
- Surefooted 3/3: 3/3 adds 3% hit chance and makes movement impairing effects on you 30% shorter.
- Predator's Edge 5/5: 5/5 increases your melee critical strike damage by 30% (and off-hand weapon damage by 50% if you dual-wield).
- Strider Kick 1/1: Strider Kick deals 100% melee weapon damage and gives you 30% movement speed for 3 sec.
- Expose Prey 2/2: 2/2 gives your attacks on a target with your Hunter's Mark a 10% chance to allow a Mongoose Bite without a dodge, and Lacerating Strikes needs it at 2/2.
- Resourcefulness 2/2: 2/2 cuts the mana cost of your traps and melee abilities by 60%, and every melee or ranged ability crit lets 50% of your Mana regeneration continue while casting for 30 sec.
- Lightning Reflexes 5/5: 5/5 increases your Agility by 10%, which raises crit, dodge and Attack Power at once.
- Lacerating Strikes 1/1: Your Mongoose Bite also bleeds the target for 40% of the bite's damage over 21 sec, and with Expose Prey and Hunter's Mark you bite far more often than dodges alone allow.
- Survivalist's Discipline 2/2: 2/2 takes 40% off the cooldown of your traps and Deterrence.
- Lethal Attacks 5/5: 5/5 adds 5% critical strike chance to all your attacks, so more of your hits get Predator's Edge's bonus.
As at 40: Mark, Aspect of the Beast (rank 3 at 50), Lacerate (rank 3 at 50), Raptor Strike, Strider Kick, Mongoose Bite. Survivalist's Discipline means your Freezing Trap comes back sooner, which helps when the group needs a mob held again. Explosive Trap (rank 2 at 44) is good pack damage before the pull, once the tank is ready.
Survival: Melee Survival for groups at 60 (level 60)
Efficiency to 5/5 and Deadly Aspects for melee haste under Aspect of the Beast. Compared with the level 60 leveling build it has Clever Traps and two more ranks of Efficiency instead of Deflection and Counterattack, since you don't take hits from behind the tank. Level 60 is above the beta's level 30 cap, so nobody has played this build yet.
- Improved Tracking 5/5: 5/5 increases all damage you deal to the creature type you're tracking by 5%, ranged and melee alike.
- Savage Strikes 2/2: 2/2 adds 4% critical strike chance to all your melee abilities.
- Survivalist 5/5: 5/5 increases your total Health by 10%.
- Clever Traps 2/2: 2/2 makes Freezing and Frost Trap effects last 30% longer and Immolation and Explosive Trap deal 30% more damage.
- Deterrence 1/1: Raises your Dodge and Parry chance by 25% for 10 sec when several enemies are on you; more dodges also mean more Mongoose Bites.
- Surefooted 3/3: 3/3 adds 3% hit chance and makes movement impairing effects on you 30% shorter.
- Predator's Edge 5/5: 5/5 increases your melee critical strike damage by 30% (and off-hand weapon damage by 50% if you dual-wield).
- Strider Kick 1/1: Strider Kick deals 100% melee weapon damage and gives you 30% movement speed for 3 sec.
- Expose Prey 2/2: 2/2 gives your attacks on a target with your Hunter's Mark a 10% chance to allow a Mongoose Bite without a dodge, and Lacerating Strikes needs it at 2/2.
- Resourcefulness 2/2: 2/2 cuts the mana cost of your traps and melee abilities by 60%, and every melee or ranged ability crit lets 50% of your Mana regeneration continue while casting for 30 sec.
- Lightning Reflexes 5/5: 5/5 increases your Agility by 10%, which raises crit, dodge and Attack Power at once.
- Lacerating Strikes 1/1: Your Mongoose Bite also bleeds the target for 40% of the bite's damage over 21 sec, and with Expose Prey and Hunter's Mark you bite far more often than dodges alone allow.
- Survivalist's Discipline 2/2: 2/2 takes 40% off the cooldown of your traps and Deterrence.
- Lethal Attacks 5/5: 5/5 adds 5% critical strike chance to all your attacks.
- Efficiency 5/5: 5/5 cuts the mana cost of your Shots, Stings and melee abilities by 15%, so long boss fights don't run you dry.
- Deadly Aspects 5/5: 5/5 gives your melee auto attacks a 10% chance to raise your melee attack speed by 30% for 12 sec while Aspect of the Beast is up.
Mark, Aspect of the Beast (rank 4 at 60), Lacerate (rank 4 at 60), Raptor Strike, Strider Kick, Mongoose Bite. Rapid Fire on bosses. Tranquilizing Shot (60) removes a Frenzy effect from an enemy creature; it's a ranged shot, so step out of melee range to use it. Freezing Trap rank 3 (60) holds a mob for up to 20 sec before Clever Traps adds 30%.
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.
Survival: Counterattack and Lacerating Strikes PvP (level 40)
The level 30 Counterattack build goes all the way to Lacerating Strikes: Improved Tracking to 5/5, Expose Prey and Lightning Reflexes fill the gap. With Hunter's Mark on a player, Expose Prey gives your attacks a chance to open Mongoose Bite, and each bite bleeds. Level 40 is above the beta's level 30 cap, so treat it as untested.
- Improved Tracking 5/5: 5/5 increases all damage you deal to the creature type you're tracking by 5%; with Track Humanoids on, that's every player.
- Deflection 5/5: 5/5 adds 5% Parry chance, 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, so you can walk back to range.
- Entrapment 2/5: 2/5 roots everyone who triggers one of your traps for 2 sec; the rest comes at 50.
- Savage Strikes 2/2: 2/2 adds 4% critical strike chance to all your melee abilities.
- Deterrence 1/1: Raises your Dodge and Parry chance by 25% for 10 sec when several enemies are on you; more dodges also mean more Mongoose Bites.
- Surefooted 3/3: 3/3 adds 3% hit chance and makes movement impairing effects on you 30% shorter.
- 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 new ranks at 30, 42 and 54.
- Strider Kick 1/1: Strider Kick deals 100% melee weapon damage and gives you 30% movement speed for 3 sec.
- Expose Prey 2/2: 2/2 gives your attacks on a target with your Hunter's Mark a 10% chance to allow a Mongoose Bite without a dodge, and Lacerating Strikes needs it at 2/2.
- Lightning Reflexes 5/5: 5/5 increases your Agility by 10%, which raises crit, dodge and Attack Power at once.
- Lacerating Strikes 1/1: Your Mongoose Bite also bleeds the target for 40% of the bite's damage over 21 sec, and with Expose Prey and Hunter's Mark you bite far more often than dodges alone allow.
Mark first: Expose Prey only works on a target with your Hunter's Mark, and the mark shows stealthed or invisible targets to you. At range, Aspect of the Hawk and shots; in melee, Aspect of the Beast (rank 2 at 40), Lacerate, Raptor Strike, Strider Kick, and Mongoose Bite or Counterattack whenever they light up. Deterrence when a melee player gets on top of you, then Counterattack's root and walk out. Wing Clip rank 2 (38) slows by 55%. Freezing Trap rank 2 (40) holds a player for up to 15 sec, so keep Lacerate and Serpent Sting off anyone you mean to trap.
Survival: Trap and Deterrence PvP (level 50)
Entrapment at 5/5 roots everyone your traps catch for 5 sec, Survivalist's Discipline takes 40% off your trap and Deterrence cooldowns, and Survivalist adds 10% health. The beta stops at 30, so this level 50 build is untested.
- Improved Tracking 5/5: 5/5 increases all damage you deal to the tracked creature type by 5%; keep Track Humanoids on.
- Deflection 5/5: 5/5 adds 5% Parry chance, 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, so you can walk back to range.
- Entrapment 5/5: 5/5 roots everyone who triggers one of your traps for 5 sec, including every player who walks onto Frost Trap's ice.
- Savage Strikes 2/2: 2/2 adds 4% critical strike chance to all your melee abilities.
- Deterrence 1/1: Raises your Dodge and Parry chance by 25% for 10 sec when several enemies are on you; more dodges also mean more Mongoose Bites.
- Surefooted 3/3: 3/3 adds 3% hit chance and makes movement impairing effects on you 30% shorter.
- 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 new ranks at 30, 42 and 54.
- Strider Kick 1/1: Strider Kick deals 100% melee weapon damage and gives you 30% movement speed for 3 sec.
- Expose Prey 2/2: 2/2 gives your attacks on a target with your Hunter's Mark a 10% chance to allow a Mongoose Bite without a dodge, and Lacerating Strikes needs it at 2/2.
- Lightning Reflexes 5/5: 5/5 increases your Agility by 10%, which raises crit, dodge and Attack Power at once.
- Lacerating Strikes 1/1: Your Mongoose Bite also bleeds the target for 40% of the bite's damage over 21 sec, and with Expose Prey and Hunter's Mark you bite far more often than dodges alone allow.
- Survivalist's Discipline 2/2: 2/2 takes 40% off the cooldown of your traps and Deterrence, so you can drop a Frost Trap or Freezing Trap far more often in a battleground fight.
- Survivalist 5/5: 5/5 increases your total Health by 10%.
Lay Frost Trap on a flag path or at a node door, and Entrapment roots whoever steps on it for 5 sec while you shoot them. Mark, then melee with Aspect of the Beast or shoot with Hawk, depending on who is on you. Deterrence comes back every 3 min. Counterattack (rank 3 at 42) and Mongoose Bite (rank 3 at 44) both hit harder. Viper Sting (36) drains a healer's mana.
Survival: Trap and Deterrence PvP at 60 (level 60)
Survival Tactics makes traps and Feign Death harder to resist, Clever Traps makes Freezing Trap last 30% longer, one point of Resourcefulness cuts trap and melee mana costs, and Lethal Attacks adds 5% crit. Untested: the beta never went past level 30.
- Improved Tracking 5/5: 5/5 increases all damage you deal to the tracked creature type by 5%; keep Track Humanoids on.
- Deflection 5/5: 5/5 adds 5% Parry chance, 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, so you can walk back to range.
- Entrapment 5/5: 5/5 roots everyone who triggers one of your traps for 5 sec.
- Savage Strikes 2/2: 2/2 adds 4% critical strike chance to all your melee abilities.
- Deterrence 1/1: Raises your Dodge and Parry chance by 25% for 10 sec when several enemies are on you; more dodges also mean more Mongoose Bites.
- Surefooted 3/3: 3/3 adds 3% hit chance and makes movement impairing effects on you 30% shorter.
- 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 new ranks at 30, 42 and 54.
- Strider Kick 1/1: Strider Kick deals 100% melee weapon damage and gives you 30% movement speed for 3 sec.
- Expose Prey 2/2: 2/2 gives your attacks on a target with your Hunter's Mark a 10% chance to allow a Mongoose Bite without a dodge, and Lacerating Strikes needs it at 2/2.
- Lightning Reflexes 5/5: 5/5 increases your Agility by 10%, which raises crit, dodge and Attack Power at once.
- Lacerating Strikes 1/1: Your Mongoose Bite also bleeds the target for 40% of the bite's damage over 21 sec, and with Expose Prey and Hunter's Mark you bite far more often than dodges alone allow.
- Survivalist's Discipline 2/2: 2/2 takes 40% off the cooldown of your traps and Deterrence.
- Survivalist 5/5: 5/5 increases your total Health by 10%.
- Survival Tactics 2/2: 2/2 adds 10% to your chance to hit with traps and Feign Death, so a resisted Feign Death or trap is rarer.
- Clever Traps 2/2: 2/2 makes Freezing and Frost Trap effects last 30% longer and Immolation and Explosive Trap deal 30% more damage.
- Resourcefulness 1/2: Rank 1 cuts the mana cost of your traps and melee abilities by 30%, and gives your ability crits a 50% chance to let 50% of your Mana regeneration continue while casting for 30 sec.
- Lethal Attacks 5/5: 5/5 adds 5% critical strike chance to all your attacks.
Freezing Trap rank 3 (60) holds a player for up to 20 sec, and Clever Traps adds 30% to that, as long as nothing damages them. Survival Tactics makes the trap and Feign Death resisted less often. The rest is as at 50: Mark, traps, melee or shots by range, Deterrence and Counterattack against melee. Wing Clip rank 3 (60) slows by 60% and Improved Wing Clip can root.
Checked against WoW Forever beta build 1.60.1.70658.
Popular builds
Seen in WoW Forever: 4 players (5 characters). How it works: signed-in players upload their Companion addon file (its Your talent builds setting records each character’s talents). Each character counts once per level range, at most 2 of one player’s, and no names are shown. A spec appears once 5 characters from 3 different players at that level range have uploaded, and a build once 2 players run it.
Levels 10–19
2 Hunter characters at Levels 10–19.
- Beast Mastery: Not enough players yet: 2 of the 5 characters needed, from at least 3 different players.
Levels 20–29
1 Hunter character at Levels 20–29.
- Marksmanship: Not enough players yet: 1 of the 5 characters needed, from at least 3 different players.
Level 30 (cap)
2 Hunter characters at Level 30 (cap).
- Marksmanship: Not enough players yet: 1 of the 5 characters needed, from at least 3 different players.
- Survival: Not enough players yet: 1 of the 5 characters needed, from at least 3 different players.
Best in slot gear at any level: Beast Mastery, Marksmanship, Survival
Hunter abilities
- Harass
- Melee Specialization
- Readiness
- 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)
- Tame Beast (level 10, from the Classic class quest Taming 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)
- 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)
- 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)