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Hunter Talent builds

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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.

Put Hunter's Mark on the target, send your pet in and give it a moment to build threat, then start Auto Shot with Aspect of the Hawk up so Deadly Aspects can proc. Add Serpent Sting on mobs that will live a while and Arcane Shot on cooldown. Your pet is your tank: when it drops low, use Mend Pet (it heals over 5 sec while you focus), and if something reaches you, slow it with Concussive Shot or Wing Clip and step back to range. Keep the pet out at all times, since Focused Fire only works while it's active. Mana is the main limit at this level, so skip the sting on mobs that die quickly and drink between pulls rather than starting a fight half empty.

Beast Mastery: Pet damage for dungeons (level 20)

The same route to Unleashed Fury, but with all five points in Deadly Aspects for your own shooting and three in Endurance Training, because in a group your pet attacks while the tank takes the hits. Focused Fire's 2% applies to you and your pet for the whole fight.

Turn off your pet's Growl autocast so it doesn't pull threat from the tank, and send it in only after the tank has the mob. Keep Aspect of the Hawk up, mark the kill target with Hunter's Mark, and fire Serpent Sting and Arcane Shot between Auto Shots. Multi-Shot hits 3 targets and is good on packs, but it will break a Freezing Trap, so hold it while a mob is frozen; it shares its cooldown with Aimed Shot, which isn't worth its cast for this build. Watch your pet's health on big pulls: Mend Pet it early, and if it dies, revive it after the pull rather than mid-fight, since Revive Pet is a long cast and Focused Fire does nothing while the pet is down.

Beast Mastery: Pet and hawk leveling (level 30)

Carries the level 20 build on: Deadly Aspects and Unleashed Fury to 5/5, Summon Hawk at 25, two points in Ferocity and one in Bestial Discipline for mana regeneration while casting. Unleashed Fury and Ferocity raise your hawks' damage and crit as well as your pet's.

The opener is the same, but from 25 Summon Hawk becomes your main cooldown shot: it shares a cooldown with Arcane Shot, each hawk keeps attacking for 18 sec and only 2 can be out at once, so cast hawks until two are up and use Arcane Shot in between. Each hawk's dive deals 32 Physical damage plus 5% of your Ranged Attack Power, and the hawk keeps attacking after it. Summon Hawk, Serpent Sting rank 4 (level 26) and Arcane Shot rank 4 (level 28) each cost 80 mana, which is why Bestial Discipline's mana regeneration matters. Save Rapid Fire (level 26, 5 min cooldown) for elites. Frost Trap (level 28) slows everything on its ice for kiting, and Feign Death at 30 gets you out of a fight that goes wrong, but cancel it once you're safe, because the Forever tooltip says you die if it runs its full 6 min.

Beast Mastery: Pet and hawk dungeon DPS (level 30)

Follows on from the level 20 dungeon build: Unleashed Fury to 5/5, Summon Hawk at 25 and four points of Ferocity for pet and hawk crit, then one point in Bestial Discipline for pet Focus and mana regeneration while casting in long fights.

Let the tank get threat, then send the pet (Growl off) and open with Hunter's Mark, Aspect of the Hawk and Auto Shot. Keep two hawks from Summon Hawk on the target and fill the shared cooldown with Arcane Shot while both are out; Serpent Sting is worth it on anything that lives through most of its duration. On packs use Multi-Shot, but not near a mob in Freezing Trap. Rapid Fire (5 min cooldown) goes on bosses. If you pull threat, Feign Death drops you out of the fight; stand up once the mob is back on the tank.

Beast Mastery: 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.

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.

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.

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.

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.

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.

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.

Mark the target, keep Aspect of the Hawk up while you shoot and send the pet in first so it's already on the player when they reach you. Teach your pet the control skills it can learn: Dismember cuts the target's healing, Pinch and Tendon Rip slow, Web roots and Mine! disarms a melee player (the client doesn't say which pets learn which). Open with Serpent Sting unless you plan to trap the target, then Arcane Shot and Multi-Shot between Auto Shots. When a melee player comes at you, Concussive Shot them on the way in, switch to Aspect of the Monkey once they're on you, Wing Clip and walk back to range. Freezing Trap is your reset: lay it where they'll run through and step away. Keep Mend Pet on a pet that's being attacked, since it carries most of your control.

Beast Mastery: Intimidation PvP (level 30)

All 21 points go into Beast Mastery to reach Intimidation, a pet stun, at 30. It keeps the level 20 PvP core of a tough, fast pet and adds Unleashed Fury for pet and hawk damage, Summon Hawk, and Improved Mend Pet to clean harmful effects off the pet. Against the dungeon build it gives up Deadly Aspects, most of Ferocity and Bestial Discipline for a stun.

Open as at 20: Hunter's Mark, Aspect of the Hawk, pet in first. Use Intimidation as the pet reaches the target; the stun is your window for Rapid Fire (26), Summon Hawk and Arcane Shot, or a way to stop a healer's cast or a flag carrier. Summon Hawk shares its cooldown with Arcane Shot, and Unleashed Fury and Ferocity boost the hawks, so keep hawks on the target in longer fights. Improved Mend Pet makes Mend Pet a cleanse as well as a heal, so use it when your pet is slowed, poisoned or cursed. Frost Trap (28) slows everyone on its ice when several players chase you, but it's a Frost trap like Freezing Trap, so only one of them can be down. Track Hidden (24) helps you spot stealthed players. Feign Death (30) may make players lose track of you; the tooltip says you die if it runs its full 6 min, so stand up once you're clear.

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.

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.

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.

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.

Mark the target, keep Aspect of the Hawk up and let the pet pick the mob up before you open with Serpent Sting and Auto Shot. Fire Arcane Shot every time it's ready; Efficiency keeps the cost down. When a mob dies, open on the next one with Arcane Shot within 20 sec to spend Rapid Killing's bonus. Multi-Shot hits 3 targets but costs a big chunk of mana, so save it for pulls of two or three mobs; Aimed Shot shares its cooldown and has a 2 sec cast, so keep it for a single mob you have time on. If a mob gets past your pet, Concussive Shot slows it so you can back up and keep shooting, and Wing Clip does the same job in melee range.

Marksmanship: Careful Aim dungeon shooter (level 20)

Lethal Attacks for crit, then Careful Aim, which turns your Intellect into Attack Power and is the arrow to Mortal Shots at 25. In a group you drink between pulls, so damage comes before Efficiency's mana savings. The 11th point opens Rapid Killing, and a trash pack gives plenty of kills to trigger it.

Wait for the tank, then put Hunter's Mark on the kill target and start Auto Shot with Aspect of the Hawk on. Use Serpent Sting on anything that will live through its duration (it also triggers Rapid Killing when the mob dies) and Arcane Shot on cooldown while your mana is healthy; when it runs low, let Auto Shot carry you. Multi-Shot is good on packs, but never near a mob in your Freezing Trap, since any damage breaks the ice; on a single boss, Aimed Shot uses the same cooldown if you can stand still for its cast. Freezing Trap is your crowd control in groups: set it before the pull and let the tank or your pet bring the extra mob onto it.

Marksmanship: Marksman leveling (level 30)

Builds on the level 20 leveling build with Careful Aim, the second rank of Rapid Killing, Trueshot Aura and two points of Mortal Shots, and spends the 21st point on Rapid Recuperation, which turns Serpent Sting and Rapid Killing into mana regeneration while casting.

Keep Trueshot Aura and Aspect of the Hawk up, mark the target and let the pet pick it up. Open with Serpent Sting (rank 4 at 26), which starts Rapid Recuperation's mana regeneration, keep Auto Shot going and use Arcane Shot on cooldown. After each kill, spend Rapid Killing on your first shot at the next mob. Rapid Fire (26) is for elites and tough fights, and Rapid Killing brings it back 2 min sooner. Frost Trap (28) makes kiting melee mobs easy, and Feign Death (30) gets you out of a pull gone wrong; cancel it once you're safe, since the tooltip says you die after its full 6 min.

Marksmanship: Marksman dungeon DPS (level 30)

Grows from the level 20 dungeon build with three points of Efficiency, Rapid Killing's second rank, Trueshot Aura for the whole party's ranged attackers and four points of Mortal Shots, then Rapid Recuperation to keep your mana up through long fights.

Put Trueshot Aura up before the pull and lay Freezing Trap for any mob you've been asked to crowd control. Once the tank has threat: Hunter's Mark, Aspect of the Hawk, Serpent Sting, then Arcane Shot on cooldown between Auto Shots, and reapply Serpent Sting as it runs out to keep Rapid Recuperation going. On a single boss, Aimed Shot uses Multi-Shot's cooldown if you can stand still for its cast. Save Rapid Fire for bosses. Use Multi-Shot on packs but keep it off frozen targets. If a mob turns on you, Feign Death (30) drops threat. Scorpid Sting (22) can help against a hard-hitting boss, but it replaces your Serpent Sting, since only one of your stings fits on a target.

Marksmanship: 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.

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.

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.

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.

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.

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.

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.

Stand at the edge of your range. Mark the target, keep Aspect of the Hawk up and open with Auto Shot and Serpent Sting (skip the sting on anyone you plan to trap, since its damage breaks Freezing Trap). Fire Arcane Shot between Auto Shots and add Multi-Shot when you have mana to spare. Concussive Shot a melee player as they start toward you, so they spend longer crossing the extra distance; lay Freezing Trap between you and them, and if they still arrive, switch to Aspect of the Monkey, Wing Clip and walk back out. Your pet's slows and roots, if it has them, buy the rest of the time you need.

Marksmanship: Scatter Shot PvP (level 30)

Goes all the way to Scatter Shot, Marksmanship's tier 5 disorient, by adding Careful Aim, Trueshot Aura and Mortal Shots to the level 20 PvP build. Careful Aim and Mortal Shots make your burst hit harder, and Scatter Shot is your answer to a melee player at your feet. Against the dungeon build it gives up Rapid Killing and Rapid Recuperation for range and control.

Open from full range with Hunter's Mark, Auto Shot and Serpent Sting, then Arcane Shot on its shorter cooldown. Save Rapid Fire (26) for the moment a target is slowed, rooted or low. When a melee player reaches you, Scatter Shot them: it turns off your attack and any damage ends it, so don't use it on a target with your Serpent Sting ticking, and keep your pet off them. Walk back to range, then Concussive Shot or lay a trap before they recover. Frost Trap (28) slows everyone on its ice for group chases, but only one Frost trap can be down, so pick it or Freezing Trap. Feign Death (30) may make players lose track of you; stand up once you're clear, since the tooltip says you die after its full 6 min.

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.

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.

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.

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.

Put on Aspect of the Monkey, open at range with Serpent Sting and Arcane Shot while the mob runs in, then fight in melee with a two-handed weapon: Raptor Strike on cooldown, Mongoose Bite whenever a dodge unlocks it, and Wing Clip if the mob tries to flee. Mongoose Bite only works after you dodge, so it only comes up when the mob is hitting you rather than your pet; that's the trade-off of this style, and Survivalist and Deterrence are there to make it safer. Match your tracking to the mob type for Improved Tracking, and set Immolation Trap on the pull when you have a moment.

Survival: Survival trapper for dungeons (level 20)

For Survival hunters who don't want to respec for dungeons at 20. You fight from range like the other specs, with Improved Tracking adding 5% damage against the dungeon's main creature type and Clever Traps making your Freezing Trap last longer as the group's crowd control. Every point carries over into the level 30 Survival dungeon build, where you move to melee.

Fight from range behind the tank: Hunter's Mark on the kill target, Aspect of the Hawk, then Auto Shot, Serpent Sting on mobs that will live through it and Arcane Shot while your mana holds. Set your tracking to the dungeon's main creature type before each pull so Improved Tracking applies. Lay Freezing Trap for any mob you're asked to crowd control and keep Multi-Shot and your sting away from it. If a mob reaches you, Raptor Strike and Wing Clip it and let the tank take it back. Survival's melee kit (Aspect of the Beast, Lacerate and the Strider Kick talent) arrives at 30.

Survival: Melee Survival leveling (level 30)

Your melee kit arrives at 30: Aspect of the Beast and Lacerate from the trainer, and Strider Kick as the tier 5 talent this build puts all 21 points into Survival to reach. On the way it finishes Survivalist, adds Surefooted's hit chance and four points of Predator's Edge for harder melee crits.

Keep Aspect of the Beast on in melee: it adds 50 melee Attack Power and makes you untrackable. Tag the mob with Serpent Sting as it runs in, Lacerate it if it will live through most of the 21 sec bleed, then use Raptor Strike and Strider Kick (8 sec cooldown) whenever they're ready, with Mongoose Bite whenever a dodge unlocks it. Strider Kick's short speed boost helps you stick to a mob that runs, and Wing Clip slows it. On elites, Rapid Fire speeds up melee attacks too, and Deterrence is your emergency button when two or three mobs are hitting you. Every melee button costs mana, so drink between pulls. Feign Death (30) is the way out if a pull goes badly.

Survival: Melee Survival dungeon DPS (level 30)

Melee damage from behind the target. It carries the level 20 dungeon build on with Clever Traps' second rank, Deterrence, Surefooted and Predator's Edge, and spends the 21st point on Strider Kick, which needs 20 points in Survival first. Clever Traps keeps your Freezing Trap useful when the group needs crowd control.

Stand behind the target with Aspect of the Beast on. Lacerate the boss and anything that will live through most of its 21 sec, then use Raptor Strike and Strider Kick whenever they're ready. You're rarely attacked from behind a tank, so Mongoose Bite and parries come up much less than when soloing; don't plan around them. Rapid Fire goes on bosses. Before pulls, set Freezing Trap for any mob you're asked to crowd control and switch tracking to the dungeon's main creature type. If you pull threat, Deterrence buys time and Feign Death drops you from the fight.

Survival: 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.

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.

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.

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.

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.

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.

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.

Keep Track Humanoids on so Improved Tracking applies to players. Open at range with Hunter's Mark, Serpent Sting and Arcane Shot (hold the sting if you mean to trap them). When a melee player reaches you, you don't have to run at once: Aspect of the Monkey and Deterrence make them miss, and Mongoose Bite follows your dodges. Then Wing Clip, hoping for Improved Wing Clip's root, and walk back to shooting range. Lay Freezing Trap or Immolation Trap in their path: Entrapment roots whoever sets either off. Deterrence only adds Dodge and Parry, so it does nothing against spells or shots; against casters, stay at range and use your traps.

Survival: Counterattack PvP (level 30)

All 21 points in Survival for Counterattack and Strider Kick at 30. It keeps the level 20 PvP core, finishes Deflection for more parries to Counterattack from, and adds Savage Strikes' melee crit and Surefooted's shorter slows and roots. Against the dungeon build it gives up Survivalist, Clever Traps and Predator's Edge for control.

In melee, Aspect of the Beast adds melee Attack Power and makes you untrackable, so enemy Hunters can't find you with tracking; at range, go back to Aspect of the Hawk. Strider Kick gives you 30% speed for 3 sec to stay on a runner, and Lacerate bleeds for 21 sec, but keep it and Serpent Sting off anyone you plan to trap, since damage breaks Freezing Trap. When a melee player is on you, Deterrence raises your parries and each parry unlocks Counterattack's root, which lets you step back and shoot. Frost Trap (28) slows everyone on its ice and Entrapment roots the players it catches, while Surefooted shortens the slows put on you. Feign Death (30) is the way out when a fight is lost; stand up once you're clear, since the tooltip says you die after its full 6 min.

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.

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.

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.

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.

Levels 20–29

1 Hunter character at Levels 20–29.

Level 30 (cap)

2 Hunter characters at Level 30 (cap).

Best in slot gear at any level: Beast Mastery, Marksmanship, Survival

Hunter abilities

No longer trainer abilities in the live client