You're the Ranged damage dealer and your pet is more of a sidekick
than that of the Beastmastery Hunter. You're a master of kiting the
opposition and your ranged damage falls well into the "highly desireable"
group in PvE. And while you're doing the damage you'e looking good
The new expansion or big patch arrives and you're a god. Or a doormat.
It's kinda hard to tell until everything is live. Then the nerfbat
hits the godlike and the doormats are maybe lifted out from under foot
and... maybe not. Next week?
The point is that we're not going to worry about the flavor of the
month on this page. QQing will be left for the forums. We'll simply
try to give you the best info for your Marksman, whether you're PvP,
PvE, or whatever.
Race Choice for the Marksman
Draenei - A small heal and +1 to hit
A Small Heal over Time (HoT,) Gift of the Naaru, giving
you a viable method of reducing downtime/surviving tough
battles if need be.
Second, and more useful for raiding at higher
levels, is the +1% hit racial. This ability was once an aura
that effected the entire team/raid, but with 4.0 it's self-only.
Night Elves - Good at hiding
The Nelf Shadowmeld racial coming
in handy for ambushing unsuspecting players in both world PvP,
Battlegrounds, and Arena. Additionally
it can be used for hiding from higher levels/gank squads
Night Elf hunters also gain the benefit of a 1% dodge chance increase,
another bonus to stack with Aspect of the Monkey when forced
into melee. More often times this’ll happen in PvP, as opposed
Dwarves - Gun crits and shed
Dwarf hunters might
be considered by many to be the best overall alliance race choice
due to gun specialization, increasing
the chance to critically strike with all guns by 1%.
Additionally the stone form ability is icing on the
cake, highly useful against rogues (and various other classes)
in PvP. With the 4.06 patch this ability now reduces damage by
10% for its duration.
Human - PvP "trinket" and rep gains
With Cataclysm Humans will finally get to be hunters (it's never
made sense that they couldn't be Hunters.) They have
nothing that's specifically useful for Hunters, though their escpae
ability is quite nice and their diplomacy skill will help if you're
looking to gain rep with any of the many factions of WoW.
used to have an increased perception, or "stealth detection," but
that's been removed.
Worgen - Cataclysm only - Crit chance and movement
They have a general 1% increased chance to crit, which is
nice, and they
can "periodically move more quickly," which
definitely has it's uses.
Their increased skinning skill and
speed is a nice, since Skinning & Leatherworking is a nice
combo for Hunters.
Blood Elves - If you want to play a "Bikini babe"
this is your only choice.
Their big ability is Arcane Torrent, which can be used
as an AoE silence/interruption when forced into melee range,
with, for example, Paladins and Death Knights. Ideally Hunters
want to avoid "melee range" like
Tauren - Cute, fuzzy, lovable, and healthy
a 5% bonus to health that is always valuable
in the realm of massive PvP burst damage, where every point
Warstomp, an AoE stun that may
allow you to gain range from melee classes, but like the
Blood Elves, you don't want to be in melee, so War Stomp isn't
as useful as it if for a Warrior or other melee class.
Trolls - Might be the best overall Hunter race,
and you have to love the tusks.
Berserking racial, a potent DPS increase for sustained
Trolls get Bow
Specialization, a 1% increase to critical chance with all
They also get +5% damage to beasts. Given the number of beasts
in the game this makes a small, but nice, increase to killing
efficiency whicle leveling and in some raiding situations.
A somewhat useful PvP ability is the reduced duration Trolls get
Orcs - Tusks are inferior to those of the trolls,
but better arms and some good racials.
Blood Fury, another
great DPS increaser, as well as
5% more pet damage via Command,
which is more generally useful than the Troll damage increase.
15% resistance to all stuns with Hardiness,
useful in PvP situations due to the prevalence of stuns.
Undead - Yawn
"Will of the Forsaken" can
wipe off sleeps, charms, etc., a nice abilitiy to have, especially
Goblin (Cataclysm) - Here, let me sell that loot
for ya and I'll even let you have 10%!
Rocket Jump has definite uses at times, especially as "gain
range" ability in PvP.
An increase to Haste is generaly
useful and an increase in
Alchemy skill, along with a
greater effect from your own healing potions, is also nice.
As you know you are locked into one spec until you have spent 31 points
in that spec. After that you can move into the other specs. You do
not have to pick up the top tier talents before moving out, though
generally you will want to.
When you pick Marksmanship as
your spec you get the following abilities:
Aimed Shot - A powerful
aimed shot that deals 200% ranged weapon damage plus additional damage
based on your ranged attack power.
Artisan Quiver - Ranged auto-attack damage increased
Mastery: Wild Quiver - Grants a chance for your
ranged attacks to also instantly fire an additional ranged shot.
Each point of Mastery increases the chance by an additional percentage.
This is intended to be a general DPS for the Marksman, but it also
depends on you and how you play, the buffs and debuffs your group can
put on the opposition, your exact gear, yada, yada, yada. Condider
it a starting point and adjust as you see fit.
Marksmanship (31 Points)
Go for the Throat - Rank 2/2
Your ranged auto-shot critical hits cause your pet to generate 10 Focus.
Efficiency - Rank 3/3
Reduces the focus cost of your Arcane Shot by 3, and your Explosive
Shot and Chimera Shot by 6.
Rapid Killing - Rank 1/2
After killing an opponent that yields experience or honor, your next
Aimed Shot, Steady Shot or Cobra Shot causes 10% additional damage.
Lasts 20 sec.
Sic 'Em! - Rank 2/2
When you critically hit with your Arcane Shot, Aimed Shot or Explosive Shot the
focus cost of your Pet's next basic attack is reduced by 100% for 12 sec.
Improved Steady Shot - Rank 3/3
When you Steady Shot twice in a row, your ranged attack speed will be increased
by 15% for 8 sec.
Careful Aim - Rank 2/2
Increases the critical strike chance of your Steady Shot, Cobra Shot and Aimed
Shot by 60% on targets who are above 80% health.
Silencing Shot - Rank 1/1
A shot that silences the target and interrupts spellcasting for 3 sec.
Piercing Shots - Rank 3/3
Your critical Aimed, Steady and Chimera Shots cause the target to bleed for 30%
of the damage dealt over 8 sec.
Bombardment - Rank 2/2
When you critically hit with your Multi-Shot your next Multi-Shot's focus cost
will be reduced by 50%.
Trueshot Aura - Rank 1/1
Increases the attack power of party and raid members within 100 yards by 10%.
Rapid Recuperation - Rank 2/2
You gain 12 focus every 3 sec while under the effect of Rapid Fire, and you gain
50 focus instantly when you gain Rapid Killing.
Master Marksman - Rank 3/3
You have a 60% chance when you Steady Shot to gain the Master Marksman effect,
lasting 30 sec. After reaching 5 stacks, your next Aimed Shot's cast time and focus
cost are reduced by 100% for 10 sec.
Readiness - Rank 1/1
When activated, this ability immediately finishes the cooldown on all Hunter abilities.
Posthaste - Rank 2/2
Reduces the cooldown of your Rapid Fire by 2 min, and your movement speed is increased
by 30% for 4 sec after you use Disengage.
Marked for Death - Rank 2/2
Your Arcane Shot and Chimera Shot have a 100% chance to automatically apply the
Marked for Death effect.
Marked for Death is the same as Hunter's Mark, but undispellable, does not restrict
stealth or invisibility and lasts 15 sec.
Chimera Shot - Rank 1/1
An instant shot that causes ranged weapon damage plus RAP*0.732+
, refreshing the duration of your Serpent Sting and healing you for 5% of your
Survival (3 Points)
Pathing - Rank 3/3
Increases ranged haste by 3%.
Beast Mastery (7 Points)
One with Nature - Rank 3/3
Increases the attack power bonus of your Aspect of the Hawk by 30%, and increases
the amount of focus restored by your Aspect of the Fox by 3.
Bestial Discipline - Rank 2/3
Increases the Focus regeneration of your pets by 20%.
Frenzy - Rank 2/3
Your pet gains 4% attack speed after attacking with a Basic Attack, lasting for
10 sec and stacking up to 5 times.
Glyph of Steady Shot (Prime Glyph)
Increases the damage dealt by Steady Shot by 10%.
Glyph of Arcane Shot (Prime Glyph)
Your Arcane Shot deals 12% more damage.
Glyph of Chimera Shot (Prime Glyph)
Reduces the cooldown of Chimera Shot by 1 sec.
Glyph of Misdirection (Major Glyph)
When you use Misdirection on your pet, the cooldown on your Misdirection
Glyph of Raptor Strike (Major Glyph)
Reduces damage taken by 20% for 5 sec after using Raptor Strike.
Glyph of Trap Launcher (Major Glyph)
Reduces the focus cost of Trap Launcher by 10.
Glyph of Feign Death (Minor Glyph)
Reduces the cooldown of your Feign Death spell by 5 sec.
Glyph of Revive Pet (Minor Glyph)
Reduces the pushback suffered from damaging attacks while casting Revive
Pet by 100%.
Glyph of Mend Pet (Minor Glyph)
Your Mend Pet spell increases your pet's happiness slightly.
Go for the Throat - Rank 2/2 - Your ranged auto-shot critical
hits cause your pet to generate 10 Focus.
Efficiency - Rank 3/3 - Reduces the focus cost of your
Arcane Shot by 3, and your Explosive Shot and Chimera Shot by 6.
Sic 'Em! - Rank 1/2 - When you critically
hit with your Arcane Shot, Aimed Shot or Explosive Shot the focus
cost of your Pet's next basic attack is reduced by 50% for 12 sec.
Improved Steady Shot - Rank 3/3 - When you Steady Shot
twice in a row, your ranged attack speed will be increased by 15%
for 8 sec. -
Careful Aim - Rank 2/2 - Increases the critical strike
chance of your Steady Shot, Cobra Shot and Aimed Shot by 60% on
targets who are above 80% health.
Silencing Shot - Rank 1/1 - A shot that silences the target
and interrupts spellcasting for 3 sec.
Concussive Barrage - Rank 2/2 - Your successful Chimera
Shot and Multi-Shot attacks have a 100% chance to daze the target
for 4 sec.
Piercing Shots - Rank 3/3 - Your critical Aimed, Steady
and Chimera Shots cause the target to bleed for 30% of the damage
dealt over 8 sec.
Trueshot Aura - Rank 1/1 - Increases the attack power
of party and raid members within 100 yards by 10%.
Termination - Rank 2/2 - Your Steady Shot and Cobra Shot
abilities grant an additional 6 Focus when dealt on targets at
or below 25% health.
Rapid Recuperation - Rank 2/2 - You gain 12 focus every
3 sec while under the effect of Rapid Fire, and you gain 50 focus
instantly when you gain Rapid Killing.
Master Marksman - Rank 3/3 - You have a 60% chance when
you Steady Shot to gain the Master Marksman effect, lasting 30
sec. After reaching 5 stacks, your next Aimed Shot's cast time
and focus cost are reduced by 100% for 10 sec.
Readiness - Rank 1/1 - When activated, this ability immediately
finishes the cooldown on all Hunter abilities.
Posthaste - Rank 2/2 - Reduces the cooldown of your Rapid
Fire by 2 min, and your movement speed is increased by 30% for
4 sec after you use Disengage.
Marked for Death - Rank 2/2 - Your Arcane Shot and Chimera
Shot have a 100% chance to automatically apply the Marked for Death
Marked for Death is the same as Hunter's Mark, but undispellable,
does not restrict stealth or invisibility and lasts 15 sec.
Chimera Shot - Rank 1/1 - An instant shot that causes
ranged weapon damage plus, refreshing the duration of your Serpent Sting and healing you for 5% of your
Survival (10 Points)
Hunter vs. Wild - Rank 3/3 - Increases your total Stamina
Pathing - Rank 3/3 - Increases ranged haste by 3%.
Survival Tactics - Rank 2/2 - Reduces the chance that
your trap spells will be resisted by 4%, and reduces the cooldown
of your Disengage ability by 4 sec.
Entrapment - Rank 2/2 - When your Ice Trap or Snake Trap
are triggered you entrap all afflicted targets, preventing them
from moving for 4 sec.
Glyph of Steady Shot (Prime Glyph) - Increases the damage
dealt by Steady Shot by 10%.
Glyph of Arcane Shot (Prime Glyph) - Your Arcane Shot
deals 12% more damage.
Glyph of Chimera Shot (Prime Glyph) - Reduces the cooldown
of Chimera Shot by 1 sec.
Glyph of Master's Call (Major Glyph) - Increases the
duration of your Master's Call by 4 sec.
Glyph of Disengage (Major Glyph) - Decreases the cooldown
of Disengage by 5 sec.
Glyph of Raptor Strike (Major Glyph) - Reduces damage
taken by 20% for 5 sec after using Raptor Strike.
Glyph of Feign Death (Minor Glyph) - Reduces the cooldown
of your Feign Death spell by 5 sec.
Glyph of Scare Beast (Minor Glyph) - Reduces the pushback
suffered from damaging attacks while casting Scare Beast by 75%.
Glyph of Mend Pet (Minor Glyph) - Your Mend Pet spell
increases your pet's happiness slightly.
PvP Pet choice
Monkey - for the "bad manners" ability (which will be "fixed" in
4.06, but will still be useful.)
Spider - for the webs
Pets are devided into three classes (Ferocity, Tenacity and Cunning)
and each class has a number of pet families. Each family has severa
members, all with common abilities and special attacks. Click the
links below for a list of available pet families, their food requirements,
and their specials.
for DPS pets. Cats and dogs and raptors and wolves, and so on.
They can tank a couple of mobs just fine, but their main job is
damage. Generally, in raids, your pet will be Ferocity. Past
level 60 or so they don't hold aggro as well as they do at earlier
the build that your tanking pets (bears, rhinos, turtles, etc.)
will have. These pets will keep the attentions of several mobs,
and survive, while you burn them down. Some Hunters even tank dungeons
with these pets and then make the boss into a pet, such
as with King
Dred. Generally, the Tenacity pets don't bring enough in damage
or buffs to make them interesting for raids, but that depends on
your exact group and duffs/debuffs that will be available.
If you do use your Tenacity pet in a dungeon or raid, and you're not the tank,
make sure you have all of its threat generating abilities turned off.
have certain special abilities that are useful in particular situations,
such as the Monkey's Bad
Manners ability for PvP. Some cunning pets may have specials
that are particularly useful in certain raids or encounters.
For PvP - Interesting specials are the webs
that Spiders cast, the Monkey's "Bad Manners," the Owl's "Disarm," and
so on. Crowd control abilities have more PvP utility than straight
Pets inherit 100% of the Hunter's hit, haste, and crit, and scale
considerably from AP. All 3 pet types inherit the same AP scaling,
so differences in DPS come from the pet's basic abilities and their
Pets inherit nothing from your Strength
Pet consumables are no longer available.
If you're Draenei your pet will inherit your hit racial.
Cataclysm: Marksmanship Hunter Video Guide 4.0.6
This is a video of a level 85 MM Hunter on the target dummies and
is good for the 4.06 patch. Marksman rotations and a few other tips
are covered here.
Skills and Stats and so
Armor - Mail Specialization, at level 50, gives
a 5% bonus to Agility. Since Ag is by far your best stat this
means that you should be in full mail armor if at all possible.
Ranged DPS - This is the #1 thing to look for on your weapon.
Agility - the best of the stats. Adds to attack power and a bit
Hit - you need 8% for all of your physical damage. Going over this
amount has zero value. This is 961 rating points (841 for Draenei.)
Attack Power - Roughly equal to the value of Hit, but AP doesn't
appear on much stuff anymore. Just some trinkets, enchants, and here
Crit - a number of MM talents rely on crit and so does your pet's
damage, since it inherits your crit values.
Haste - Aimed Shot has been enrfed in 4.06 so Haste has lost some
of it's value. However, it's a fickle stat and it's value depends
on gear, latency, your timing, phase of the moon, and so on.
Mastery - The extra shots are not as important as the extra damage
from the crit. This stat shold be reforged to hit or crit.
PvP - Stamina has far more importance in PvP than it does in PvE.
PvP - Ditto for resilience.
By and large greater item level is an upgrade, but keep
the secondary stats in mind.
More sockets are better. Keep in mind that a socket is worth 40
Agility and small socket bonuses should be ignored, if they're not
red gem sockets.
Potion of Tol’Vir (1200 agi for
25s) - save it for those bursts where you just have to have that
extra 1200 Ag.
Professions and Bonuses
All of the professions have some bonus that's useful for Marksman
Hunters. If you have lots of gold then
you can level one up just for those bonuses. Leatherworking and Skinning are
a good combo and will get you into good PvE or PvP gear before you
start raiding. It's also a good money making combo.
These are all self-only enchants:
Leatherworking provides bracer enchants of 130 Agility
Blacksmithing provides an extra gem socket for gloves and bracers.
Jewelcrafting lets you create and use three +67 Agil gems, for
a total gain of 81 Ag.
Alchemy lets you create many useful potions, especially while leveling
and in combination with herbalism. Mixology lets you get
+80 Ag out of your Ag pots.
Enchanting allows you to add +40 Ag to each of your rings
Engineering has lots of useful goodies, but the Synapse Springs glove
widget adds an average (over time) of 80 Ag. It stacks with your
other glove enchant. The tooltip says Int, but it actually provides
your best stat.
Skinning gives 80 crit
rating, yawn, or roughly the value of 27 Ag, less than one gem.
Mining - 80 stam has no value in PvE
and less value than Ag in PvP.
Herbalism - A small
heal and 480 Haste for 20 seconds every 2 min. This works out to
about 80 haste rating over a long fight, which is a
lot less than 80 Agility.
Embroidery gives 1,000 AP for 15 seconds, averaging to about
220 AP or 73 agility equivalent. This replaces the 65 crit
you'll usually have on your cloak, so the net gain is an average
of about 50 Ag.
1-85 Hunter Leveling
WoW's in game quest helper is a nifty gadget, showing
you where to go and giving you some idea of what to do.
What it doesn't show you is the most efficient path to
take among all the bazillion quests and it misses a few
in the "where to go and what to do" department.
nothing and show you the best path to take, whether Horde
or Alliance, at all times, and even displays an arrow
showing the right way to go. With Zygor's Smart Injection
doesn't matter if you stop your questing to gain a few
levels in PvP or the dungeons. Come back to the quests
and the SiS will figure out where you should be, based
on your new level, and update the guide accordingly. Pretty
You're not even locked into any particular build for best
results. Zygor's guide has a talent advisor which
will recommend talents for either Marksman, Beastmastery,
or Survival, depending on what you like.
About the only way to get to 85 faster is to buy a character
off of ebay, but that will get you banned and Zygor's won't.