TBC Anniversary realms
Marksmanship Hunter leveling guide
The plan in one paragraph
Level as Beast Mastery: your pet holds the mob and does a third or more of the damage, you shoot from range, and nothing you fight reaches you. Hunters are the fastest leveling class in TBC and Beast Mastery is the reason; Unleashed Fury at 20, Intimidation at 31, Bestial Wrath at 41 and The Beast Within at 50 are the levels where it gets better again. The leveling tree ends on the Beast Mastery raid build exactly, so there is nothing to respec at 70 if you stay Beast Mastery, and one respec if you do not.
Your endgame is Marksmanship, the Hunter who brings Trueshot Aura and Improved Hunter's Mark: two raid buffs for the melee and every other Hunter, at the cost of some of your own damage. Raids with three Hunters want one of these; raids with one Hunter want Beast Mastery. One respec at 70.
Milestones on the way to 70
Hunter milestones, 1 to 70
- 1Auto Shot, Raptor StrikeBuy arrows or shots before you leave the first vendor, and never let the stack run out. A Hunter with no ammo is a bad Warrior.
- 1You are here
- 4Serpent Sting, Aspect of the MonkeyMonkey until 10; it is the only aspect you have.
- 6Hunter's Mark, Arcane Shot
- 8Concussive ShotA slow, not a stun. It keeps a mob off you for the three seconds Arcane Shot needs.
- 10Tame Beast, Call Pet, Aspect of the Hawk, first talent pointThe class quest from your trainer teaches Tame Beast; do it before anything else at 10. Tame a cat, boar or ravager and keep it fed and happy. Improved Aspect of the Hawk 1/5. Hawk replaces Monkey from here on.
- 12Mend Pet, Wing Clip, Distracting ShotMend Pet is why the pet never dies. Wing Clip is the melee snare you use to get back to range.
- 14Scare Beast, Eyes of the Beast, Eagle Eye
- 16Immolation Trap, Mongoose BiteYour first trap. Traps go down out of combat, so you drop one before the pull or Feign Death to reset.
- 18Multi-ShotThree targets at once. On a single target it still hits harder than Arcane Shot.
- 20Freezing Trap, Aspect of the Cheetah, Disengage, Unleashed FuryFreezing Trap is the crowd control every dungeon group will ask you for. Cheetah is +30% run speed and a daze when hit; turn it off before you take damage. Unleashed Fury 1/5 from the talent order: your pet starts out-damaging you.
- 22Scorpid Sting
- 26Rapid Fire
- 28Frost Trap
- 30Feign Death, Aspect of the Beast, mountFeign Death is the Hunter's whole relationship with threat. In a dungeon it saves you; solo it drops the mob you misjudged. Macro it with a trap.
- 31IntimidationFrom the talent order: a pet stun on a one minute cooldown. Your save button for the next forty levels.
- 32Flare
- 34Explosive Trap
- 36Viper Sting
- 40Volley, Aspect of the Pack, mail armorMail at 40 is a real armor jump. Pack is the group's Cheetah with the same daze; the same rule applies.
- 41Bestial WrathFrom the talent order: +50% pet damage for 18 seconds, and the pet cannot be stopped. Elites die to it.
- 46Aspect of the Wild
- 50The Beast WithinThe last Beast Mastery talent. Bestial Wrath now covers you too. From here the points go into Marksmanship and the spec is already the raid build.
- 58OutlandHellfire Peninsula quest greens replace most of what you are wearing within a level. Tame an Outland pet if you want a new one; pet level matters and an old pet catches up fast.
- 60Tranquilizing Shot, epic ridingRemoves a frenzy from a mob. Some raid bosses need it and nobody else can do it.
- 62Steady ShotThe shot that defines a 70 Hunter's rotation. From here you weave Steady Shot between auto shots instead of spamming Arcane Shot.
- 64Aspect of the ViperMana back on every auto shot. Switch to it when you are low and back to Hawk when you are not.
- 66Kill CommandAfter one of your crits, your pet's next attack hits much harder. Press it after every crit; macro it into Steady Shot.
- 68Snake Trap
- 70MisdirectionThe level cap. Your next three shots give their threat to the tank. Use it on every pull in a raid, and the endgame sections take over from here.
Leveling spec
Beast Mastery, 1 to 70. Send the pet, Hunter's Mark, Serpent Sting, Auto Shot and Arcane Shot, and the mob dies before it finishes walking to you. The real priorities in the tree are Unleashed Fury at 20, Intimidation at 31, Bestial Wrath at 41 and The Beast Within at 50; Improved Aspect of the Hawk from the first point is what row 1 has. Marksmanship levels fine and kills slower; Survival is a raid buff tree and not a leveling one. Beast Mastery is also the raid spec, so there is nothing to undo.
1 to 10. No pet yet. Auto Shot, Serpent Sting, Arcane Shot, Raptor Strike when the mob reaches you, and Concussive Shot at 8 to slow it so it does not. Buy ammo before anything else; a quiver or ammo pouch is the first bag you buy because it speeds your shots. At 10 the trainer gives you the Tame Beast quest chain; finish it before you quest another level.
The pet. Tame a cat, a boar or a ravager at 10. Cats have the highest damage and learn Dash; boars Charge, which roots the target at range, and eat anything; ravagers have Gore and the best damage of all, but they live on Bloodmyst Isle (Alliance, from the teens) and in Hellfire Peninsula (everyone, at 58), and a cat from your starting zone is fine until then. Train Growl from the pet trainer and keep it on; train Bite, Claw and the resistances as the training points allow; keep it fed (Happiness is damage), keep it within a few levels of you (an old pet catches up fast), and Mend Pet whenever it drops below half. Your pet is a tank with no healer but you, and the whole spec is built on it staying alive.
10 to 30. Hunter's Mark, send the pet, Serpent Sting as the pet reaches the mob, then Auto Shot with Arcane Shot and Multi-Shot (18) when they are ready. Never shoot before the pet has hit; one Growl is not a lot of threat and a mob that turns on you has to be Wing Clipped and run from. Aspect of the Hawk the moment you have it, Cheetah between quests and never into a fight. Freezing Trap at 20 is the second mob of every two-pull. Feign Death at 30 ends the fights that went wrong.
30 to 50. Intimidation at 31 is a pet stun on a minute cooldown and a save button when something turns to you; Bestial Wrath at 41 is the elite killer. From here your pet does more than you do, and the loop is unchanged: Mark, pet, Sting, shoot. Mail at 40. The Beast Within at 50 makes Bestial Wrath cover you too, which means every two minutes you are immune to crowd control and doing 10% more, and the pull you time it for is the one with three mobs.
50 to 70. The Marksmanship points arrive: Lethal Shots, Efficiency, Aimed Shot at 63 as an opener on anything standing still, Mortal Shots last. Steady Shot at 62 replaces Arcane Shot as the shot you press between auto shots, and Kill Command at 66 goes on every crit. Aspect of the Viper at 64 is how you keep shooting on a long day. By 70 you are in the raid build.
Weapons: the ranged weapon is everything, the melee weapon is stats. Replace the bow or gun every time a better one appears; its damage per second is yours. Bows, guns and crossbows are the same stat for you, train all three and take whichever drops. The melee weapon is never swung on purpose, so it is Agility and Stamina on a stick; a two-hander with Agility beats two one-handers with more damage. Ammo: always the best arrows or shots your level allows, and never let the stack run out. A Hunter with no ammo is a bad Warrior.
Why not Marksmanship to level? It works, Aimed Shot is satisfying, and it is slower, because the pet does less and you drink more. Marksmanship is the right 70 spec only if your raid needs Trueshot Aura, and there is no need to level in it to get there; the respec plan below prices the switch.
Where each talent point goes
0 / 0 / 0 0 of 61 points
Beast Mastery 0
Marksmanship 0
Survival 0
The rule that governs the order below: a talent row is locked until you have spent 5 × (row - 1) points in that tree, and you have level - 9 points to spend. Row 2 opens at 5 points, row 3 at 10, row 9 at 40. The consequence is that you will buy talents you don't especially want purely to open the next row. That isn't a mistake; it's how the tree works. The order below has been checked against the real tree: every point is buyable at the level it is listed.
Beast Mastery leveling, 10 to 70 | 61 points
| Level | Talent | Tree | Why |
|---|---|---|---|
| 10 | Improved Aspect of the Hawk 1/5 | beast-mastery | Every auto shot has a 10% chance to speed your ranged attacks by 30% for 12 seconds. Auto Shot is most of your damage from 10 to 70, so this is the best row 1 has. Row 2 opens at 5. |
| 11 | Improved Aspect of the Hawk 2/5 | beast-mastery | |
| 12 | Improved Aspect of the Hawk 3/5 | beast-mastery | |
| 13 | Improved Aspect of the Hawk 4/5 | beast-mastery | |
| 14 | Improved Aspect of the Hawk 5/5 | beast-mastery | |
| 15 | Focused Fire 1/2 | beast-mastery | +2% damage while your pet is out, and Kill Command crits more later. Your pet is always out. |
| 16 | Focused Fire 2/2 | beast-mastery | |
| 17 | Endurance Training 1/5 | beast-mastery | +2% pet health and +1% yours. One rank, because the raid build has one and row 3 needs ten points somewhere. |
| 18 | Improved Revive Pet 1/2 | beast-mastery | Revive Pet casts in 6 seconds instead of 10 and costs 40% less. Your pet will die to a bad pull; this is how fast you get it back. Row 3 opens at 10. |
| 19 | Improved Revive Pet 2/2 | beast-mastery | |
| 20 | Unleashed Fury 1/5 | beast-mastery | +20% pet damage. The single biggest leveling talent in the tree; with Ferocity after it your pet out-damages you until 50. |
| 21 | Unleashed Fury 2/5 | beast-mastery | |
| 22 | Unleashed Fury 3/5 | beast-mastery | |
| 23 | Unleashed Fury 4/5 | beast-mastery | |
| 24 | Unleashed Fury 5/5 | beast-mastery | |
| 25 | Bestial Swiftness 1/1 | beast-mastery | +30% pet run speed outdoors. Your pet reaches the mob before it reaches you, which is the whole idea. Row 4 opens at 15. |
| 26 | Ferocity 1/5 | beast-mastery | +10% pet crit. Pet crits feed Frenzy later and kill things now. |
| 27 | Ferocity 2/5 | beast-mastery | |
| 28 | Ferocity 3/5 | beast-mastery | |
| 29 | Ferocity 4/5 | beast-mastery | |
| 30 | Ferocity 5/5 | beast-mastery | |
| 31 | Intimidation 1/1 | beast-mastery | Level 31. Your pet stuns its target for 3 seconds and gains a burst of threat. The button that saves a pull. Row 5 opens at 20. |
| 32 | Bestial Discipline 1/2 | beast-mastery | Your pet gains focus 100% faster. More Claws and Bites, which is more pet damage for free. |
| 33 | Bestial Discipline 2/2 | beast-mastery | |
| 34 | Improved Mend Pet 1/2 | beast-mastery | Mend Pet costs less and has a chance to cleanse a poison or disease. One rank, like the raid build. |
| 35 | Frenzy 1/5 | beast-mastery | Pet crits give it +30% attack speed for 8 seconds, 80% of the time at four ranks. With Ferocity your pet is almost permanently frenzied. Row 6 opens at 25. |
| 36 | Frenzy 2/5 | beast-mastery | |
| 37 | Frenzy 3/5 | beast-mastery | |
| 38 | Frenzy 4/5 | beast-mastery | |
| 39 | Animal Handler 1/2 | beast-mastery | +10% mounted speed and +4% pet hit. The mounted speed is why it is here and not later. |
| 40 | Animal Handler 2/2 | beast-mastery | |
| 41 | Bestial Wrath 1/1 | beast-mastery | Level 41. Your pet does +50% damage for 18 seconds and cannot be stopped, every two minutes. The button for elites and for the mob that would otherwise kill you. Row 7 opens at 30. |
| 42 | Ferocious Inspiration 1/3 | beast-mastery | Your pet's crits give your party +3% damage. In a group it is the best talent on this row; solo it buffs you. |
| 43 | Ferocious Inspiration 2/3 | beast-mastery | |
| 44 | Ferocious Inspiration 3/3 | beast-mastery | |
| 45 | Serpent's Swiftness 1/5 | beast-mastery | +20% ranged attack speed for you and +20% melee speed for your pet. The second biggest talent in the tree. Row 8 opens at 35. |
| 46 | Serpent's Swiftness 2/5 | beast-mastery | |
| 47 | Serpent's Swiftness 3/5 | beast-mastery | |
| 48 | Serpent's Swiftness 4/5 | beast-mastery | |
| 49 | Serpent's Swiftness 5/5 | beast-mastery | |
| 50 | The Beast Within 1/1 | beast-mastery | Level 50. Bestial Wrath now covers you too: +10% damage, 20% cheaper abilities and immunity to crowd control for 18 seconds. The spec is complete here. Row 9 opens at 40. |
| 51 | Lethal Shots 1/5 | marksmanship | +5% ranged crit. Row 1 of Marksmanship. |
| 52 | Lethal Shots 2/5 | marksmanship | |
| 53 | Lethal Shots 3/5 | marksmanship | |
| 54 | Lethal Shots 4/5 | marksmanship | |
| 55 | Lethal Shots 5/5 | marksmanship | |
| 56 | Efficiency 1/5 | marksmanship | Shots and Stings cost 10% less. Your mana at 60 is the reason you stop shooting; this stretches it. |
| 57 | Efficiency 2/5 | marksmanship | |
| 58 | Efficiency 3/5 | marksmanship | |
| 59 | Efficiency 4/5 | marksmanship | |
| 60 | Efficiency 5/5 | marksmanship | |
| 61 | Go for the Throat 1/2 | marksmanship | Your ranged crits give your pet 50 focus. Pet focus is pet damage. Row 3 opens at 10. |
| 62 | Go for the Throat 2/2 | marksmanship | |
| 63 | Aimed Shot 1/1 | marksmanship | A 3-second shot that hits hard and cuts the target's healing in half. Your opener on anything that is not moving, and the shot a Hunter is known for. |
| 64 | Rapid Killing 1/2 | marksmanship | Rapid Fire every 3 minutes instead of 5, and +20% damage on your next shot after a kill. Questing is killing, so this triggers constantly. |
| 65 | Rapid Killing 2/2 | marksmanship | |
| 66 | Mortal Shots 1/5 | marksmanship | Your ranged crits deal 30% more. The last five points, and the reason Lethal Shots was worth taking. Row 4 opens at 15. |
| 67 | Mortal Shots 2/5 | marksmanship | |
| 68 | Mortal Shots 3/5 | marksmanship | |
| 69 | Mortal Shots 4/5 | marksmanship | |
| 70 | Mortal Shots 5/5 | marksmanship |
Where it ends: 41/20/0, the Beast Mastery build WoWSims ships as its default raid spec, point for point. The Beast Mastery tree is complete at 50 and the twenty Marksmanship points after it are the same twenty the raid build has, so the last twenty levels are spent buying the build you would have respecced into anyway.
Improved Revive Pet early is on purpose. It looks like a wasted two points at 18. It is the two points that get your pet back in six seconds instead of ten after the pull that killed it, and row 3 needs ten points somewhere; Endurance Training and Thick Hide are the alternatives and they do less for a pet that is actually tanking.
Animal Handler at 39 is on purpose. It is +10% mounted speed, bought the level before Bestial Wrath and nine levels after you got a mount, because you will ride more than you fight for the next thirty levels. Move it after Ferocious Inspiration if you would rather have the party buff first; the engine validates either order.
How the class plays while leveling
The pull
Hunter's Mark, send the pet, Serpent Sting as the pet arrives, then Auto Shot with Arcane Shot and Multi-Shot in the gaps, and from 62 Steady Shot instead of Arcane Shot. The pet has to hit first: Growl is not much threat, and a Hunter who opens with Aimed Shot before the pet lands is a Hunter with a mob in melee range. Stand at maximum range, because every yard is another shot before the mob arrives if it does turn. Nothing in this loop changes from 10 to 70 except the names of the shots.
The dead zone. Between about 5 and 8 yards you can neither shoot (too close) nor melee (too far). When a mob reaches you: Wing Clip, step back through the dead zone, shoot again. Concussive Shot before it arrives means it never does. Disengage at 20 drops your threat on one mob so the pet can take it back.
Two mobs: Freezing Trap down before the pull, the pet on one, the other walks into the trap. Trap the one that hits harder; the trap holds ten seconds at 20 and twenty at 60, and the pet kills the other in that time. Three: Freezing Trap, Intimidation on the second as it reaches the pet, Multi-Shot, and the third is why Feign Death exists. A caster: send the pet first and shoot nothing until the caster has a target.
Feign Death and traps
Feign Death drops your threat on everything and takes you out of combat. Traps can only be placed out of combat. So the dungeon Hunter's macro is Feign Death then Freezing Trap, and the solo Hunter's save is Feign Death, let the pet die or run, Revive Pet, try again. It can fail against higher-level mobs; Improved Feign Death in Survival is why raiding Survival Hunters take it.
#showtooltip Freezing Trap /cast Feign Death /cast Freezing Trap
Press it once for Feign Death and again for the trap when you are out of combat, or let both fire if your latency allows.
The pet
Keep it fed: a happy pet does 125% damage, an unhappy one 75%, and it will leave you if it hates you long enough. Keep it trained: the pet trainer in any city teaches Growl, Bite, Claw, Cower and the resistances, and each new pet family brings its own skill (Dash for cats, Charge for boars, Gore for ravagers, Screech for owls and carrion birds, Lightning Breath for wind serpents). Training points come from the pet's level and loyalty; spend them on Growl and the damage skill first, armor and Stamina after. Mend Pet at 12 heals it over time; keep it ticking on any fight that lasts. Revive Pet costs a lot of mana and ten seconds (six with the talent), so a pet that is about to die is a pet you Mend, not one you mourn.
Which pet: a cat or ravager for damage while leveling, a boar for Charge and for eating anything you loot, a wind serpent for ranged damage in groups where melee is dangerous. Rename it; you will have it for sixty levels.
Aspects and ammo
One aspect up always. Hawk when fighting, Cheetah when travelling (it dazes you when you take damage, so never into a fight), Monkey only before 10, Viper from 64 when your mana is low, Pack for a group walk at 40 with the same daze warning. Beast at 30 hides you from Track Beasts, which matters only in PvP.
Ammo is a stat. Every tier of arrows or shots adds damage per shot to every shot you fire; buy the best your level allows, carry a quiver or ammo pouch for the attack speed bonus, and never, ever run out. Engineers make the best ammo at 70, and Thorium Shells and Headshot Arrows before that.
Macros
#showtooltip Steady Shot /cast !Auto Shot /cast Kill Command /cast Steady Shot
The 70 rotation on one key: Auto Shot stays on, Kill Command fires whenever a crit has made it available, Steady Shot fills the gap. Before 62, the same macro with Arcane Shot in place of Steady Shot.
#showtooltip Hunter's Mark /cast Hunter's Mark /petattack
Mark and send in one press, so the pet is always first.
Threat and groups
Feign Death is your threat reset and Misdirection at 70 gives your first three shots' threat to the tank. In a dungeon before 70: Hunter's Mark the kill target so the group sees it, Freezing Trap the one the leader marks for you (trap first, then the tank pulls, and re-trap when the leader says so), pet on Passive and Growl off so it does not pull a shackled mob, Aspect of the Pack off before the first pull. Distracting Shot at 12 taunts a mob onto you; it is for the one running at the healer, nothing else. Volley at 40 is your area damage and it draws threat from everything in it.
Train every new spell rank the moment you can afford it; an old rank of your main nuke is the most common reason a level feels slow. Keep your bags clear of vendor trash before leaving town, and pick up every flight path you pass; the map is the biggest time-saver in the game.
Gear and stat priority
Leveling set: the ranged weapon first, always, and the best ammo it takes; then Agility (ranged attack power and crit in one stat), then Stamina, then Intellect (your mana is your shots), then attack power and crit. Leather until 40, mail from 40, and a good leather piece in your 40s is still better than a bad mail one. "Of the Monkey" (Agility and Stamina) greens are made for you; "of the Falcon" (Agility and Intellect) are nearly as good. The melee weapon is stats on a stick; never pick it for its damage.
Marksmanship at 70, in order: hit to 9% first, then Agility, then Intellect higher than any other Hunter wants it (Careful Aim turns 45% of it into attack power, Combat Experience adds 6% on top), then attack power, crit and haste. The ranged weapon's damage is the biggest upgrade on the sheet.
Zones and dungeons by bracket
Quest levels by zone, Horde side. A zone is comfortable when your level sits inside its range; move on when the quests turn green.
| Levels | Zones | Dungeons |
|---|---|---|
| 1 to 10 | Durotar, Mulgore, Tirisfal Glades, Eversong Woods | |
| 10 to 20 | The Barrens, Silverpine Forest, Ghostlands | Ragefire Chasm (13 to 18), Wailing Caverns (17 to 24), Deadmines (18 to 23) |
| 20 to 30 | Stonetalon Mountains, Ashenvale, Hillsbrad Foothills, Thousand Needles from 25 | Shadowfang Keep (22 to 30), Blackfathom Deeps (24 to 32), Razorfen Kraul (29 to 38) |
| 30 to 40 | Desolace, Arathi Highlands, Stranglethorn Vale, Dustwallow Marsh, Badlands, Swamp of Sorrows | Scarlet Monastery (34 to 45), Razorfen Downs (37 to 46) |
| 40 to 50 | Hinterlands, Tanaris, Feralas, Searing Gorge, Un'Goro Crater from 48 | Uldaman (41 to 51), Zul'Farrak (44 to 54), Maraudon (46 to 55) |
| 50 to 60 | Felwood, Burning Steppes, Western and Eastern Plaguelands, Winterspring, Silithus | Sunken Temple (50 to 60), Blackrock Depths (52 to 60), Lower Blackrock Spire, Dire Maul (55 to 60), Stratholme and Scholomance (58 to 60) |
| 58 to 63 | Hellfire Peninsula | Hellfire Ramparts (60 to 62), Blood Furnace (61 to 63) |
| 60 to 64 | Zangarmarsh | Slave Pens (62 to 64), Underbog (63 to 65) |
| 62 to 67 | Terokkar Forest, Nagrand | Mana-Tombs (64 to 66), Auchenai Crypts (65 to 67), Old Hillsbrad (66 to 68) |
| 65 to 70 | Blade's Edge Mountains, Netherstorm, Shadowmoon Valley | Sethekk Halls (67 to 69), then the level 70 dungeons: Steamvault, Shadow Labyrinth, Shattered Halls, Mechanar, Botanica, Arcatraz, Black Morass |
Dungeon ranges are the levels the quests and drops are tuned for; you can enter earlier with a group that knows the place. In Outland, every dungeon has a heroic mode at 70 that needs a key from the matching reputation at Honored.
Why these professions
You have not picked professions yet, so this section is the advice on which to take; pick them in the character card and it becomes the route.
The two questions. Do you want the profession to make you stronger at 70, or to make gold on the way? The crafting professions with a bind-on-pickup payoff (Tailoring's cloth sets for casters, Leatherworking's sets for mail and leather wearers, Blacksmithing's Armorsmith and Weaponsmith lines for plate, Jewelcrafting's trinkets, Engineering's goggles, Alchemy's flask that lasts through death) make you stronger and cost gold to level. The gathering professions (Mining, Herbalism, Skinning) make gold and cost nothing but detours. The usual answer is one of each: the crafter your damage gear wants, and the gatherer that feeds it.
For damage: the crafting profession that makes your armor class's set (Tailoring for cloth, Leatherworking for leather and mail, Blacksmithing for plate), paired with the gatherer that feeds it (Tailoring with Enchanting or a gatherer for gold, Leatherworking with Skinning, Blacksmithing with Mining). Engineering with Mining is the universal second choice for the goggles and the gadgets.
Leveling a profession costs the least when you do it while you level the character; every zone's nodes and drops are the ones the route wants at that skill. Pick early.
Your endgame build
17/44/0. The Marksmanship build WoWSims ships as its "Marksman" preset. Nothing from the Beast Mastery leveling tree survives except the seventeen points at the top of it, which are the same ones you bought first.
Marksmanship 17/44/0 | 61 points
| Level | Talent | Tree | Why |
|---|---|---|---|
| 10 | Lethal Shots 1/5 | marksmanship | +5% ranged crit. |
| 11 | Lethal Shots 2/5 | marksmanship | |
| 12 | Lethal Shots 3/5 | marksmanship | |
| 13 | Lethal Shots 4/5 | marksmanship | |
| 14 | Lethal Shots 5/5 | marksmanship | |
| 15 | Improved Hunter's Mark 1/5 | marksmanship | Hunter's Mark adds attack power for the melee too, not just ranged attackers. A raid buff on every boss, and the main reason a raid wants one Marksman among its Hunters. |
| 16 | Improved Hunter's Mark 2/5 | marksmanship | |
| 17 | Improved Hunter's Mark 3/5 | marksmanship | |
| 18 | Improved Hunter's Mark 4/5 | marksmanship | |
| 19 | Improved Hunter's Mark 5/5 | marksmanship | |
| 20 | Efficiency 1/5 | marksmanship | One rank: row 3 needs ten points and Improved Hunter's Mark took five of them. |
| 21 | Go for the Throat 1/2 | marksmanship | Your crits give the pet focus. |
| 22 | Go for the Throat 2/2 | marksmanship | |
| 23 | Aimed Shot 1/1 | marksmanship | The hard-hitting shot and the gateway to Mortal Shots. |
| 24 | Rapid Killing 1/2 | marksmanship | Rapid Fire every 3 minutes. |
| 25 | Rapid Killing 2/2 | marksmanship | |
| 26 | Mortal Shots 1/5 | marksmanship | Ranged crits deal 30% more. |
| 27 | Mortal Shots 2/5 | marksmanship | |
| 28 | Mortal Shots 3/5 | marksmanship | |
| 29 | Mortal Shots 4/5 | marksmanship | |
| 30 | Mortal Shots 5/5 | marksmanship | |
| 31 | Scatter Shot 1/1 | marksmanship | A short disorient, and the prerequisite for Trueshot Aura. |
| 32 | Barrage 1/3 | marksmanship | +15% Multi-Shot and Volley damage. Trash and any fight with adds. |
| 33 | Barrage 2/3 | marksmanship | |
| 34 | Barrage 3/3 | marksmanship | |
| 35 | Combat Experience 1/2 | marksmanship | +2% Agility and +6% Intellect. |
| 36 | Combat Experience 2/2 | marksmanship | |
| 37 | Ranged Weapon Specialization 1/5 | marksmanship | +5% ranged weapon damage. Everything you do is ranged weapon damage. |
| 38 | Ranged Weapon Specialization 2/5 | marksmanship | |
| 39 | Ranged Weapon Specialization 3/5 | marksmanship | |
| 40 | Ranged Weapon Specialization 4/5 | marksmanship | |
| 41 | Ranged Weapon Specialization 5/5 | marksmanship | |
| 42 | Careful Aim 1/3 | marksmanship | 45% of your Intellect becomes ranged attack power. The talent that makes Intellect a Marksman stat. |
| 43 | Careful Aim 2/3 | marksmanship | |
| 44 | Careful Aim 3/3 | marksmanship | |
| 45 | Trueshot Aura 1/1 | marksmanship | +125 attack power to everyone in your party. The other raid buff, and the melee group wants you in it. |
| 46 | Improved Barrage 1/3 | marksmanship | +12% Multi-Shot crit and your Volley cannot be interrupted. |
| 47 | Improved Barrage 2/3 | marksmanship | |
| 48 | Improved Barrage 3/3 | marksmanship | |
| 49 | Master Marksman 1/5 | marksmanship | +10% ranged attack power. The last Marksmanship points; Silencing Shot is not worth 44 to 45 in a raid. |
| 50 | Master Marksman 2/5 | marksmanship | |
| 51 | Master Marksman 3/5 | marksmanship | |
| 52 | Master Marksman 4/5 | marksmanship | |
| 53 | Master Marksman 5/5 | marksmanship | |
| 54 | Improved Aspect of the Hawk 1/5 | beast-mastery | 10% chance per auto shot of +30% ranged speed. |
| 55 | Improved Aspect of the Hawk 2/5 | beast-mastery | |
| 56 | Improved Aspect of the Hawk 3/5 | beast-mastery | |
| 57 | Improved Aspect of the Hawk 4/5 | beast-mastery | |
| 58 | Improved Aspect of the Hawk 5/5 | beast-mastery | |
| 59 | Endurance Training 1/5 | beast-mastery | One rank for the row. |
| 60 | Focused Fire 1/2 | beast-mastery | +2% damage with the pet out. |
| 61 | Focused Fire 2/2 | beast-mastery | |
| 62 | Improved Revive Pet 1/2 | beast-mastery | Faster, cheaper Revive Pet, and the ten points row 3 needs. |
| 63 | Improved Revive Pet 2/2 | beast-mastery | |
| 64 | Unleashed Fury 1/5 | beast-mastery | +20% pet damage, which is still a fifth of yours. |
| 65 | Unleashed Fury 2/5 | beast-mastery | |
| 66 | Unleashed Fury 3/5 | beast-mastery | |
| 67 | Unleashed Fury 4/5 | beast-mastery | |
| 68 | Unleashed Fury 5/5 | beast-mastery | |
| 69 | Ferocity 1/5 | beast-mastery | The last two points: +4% pet crit. |
| 70 | Ferocity 2/5 | beast-mastery |
Be clear about what the spec is for. A Marksmanship Hunter does less damage than a Beast Mastery one in the same gear; what it brings is Trueshot Aura (+125 attack power to your party) and Improved Hunter's Mark (the Mark's attack power works for melee, not only ranged attackers). A raid with three Hunters wants one Marksman in the melee group; a raid with one Hunter wants Beast Mastery. The build is 44 points deep because Master Marksman and Careful Aim are what make the personal damage respectable; Silencing Shot is not in it because the forty-fifth point has nowhere useful to go.
The core is Lethal Shots, Mortal Shots, Improved Hunter's Mark, Ranged Weapon Specialization, Careful Aim, Trueshot Aura and Master Marksman, with Unleashed Fury and Improved Aspect of the Hawk from Beast Mastery. The flexible points are Barrage and Improved Barrage (six points for Multi-Shot and Volley, which matter on trash and fights with adds; move them to Efficiency on a mana-starved single target fight), Scatter Shot (needed for Trueshot Aura, and a useful disorient besides), and the one point in Efficiency.
Raid job description: the same weave as every Hunter at 70: Auto Shot, Steady Shot, Kill Command after crits, Multi-Shot in the gap, Aimed Shot only on the pull when the target is stationary and the tank has threat, because its cast time costs you auto shots. Trueshot Aura on before the pull and after every death. Hunter's Mark on every target that lives longer than ten seconds. Rapid Fire every three minutes with a haste trinket if you have one. Stand with the melee so Trueshot Aura reaches people who use it.
When to respec: at 70, when a raid has asked for the buffs. Not before, and not for dungeons; Beast Mastery does heroics better.
Endgame prep. Start now
Pre-raid gearing, the short version.
- Hit to 9% from the Shadowmoon Valley and Netherstorm quest rewards and the dungeon blues with hit on them. Nothing else matters until this is done.
- A heroic ranged weapon. The bow or gun is the biggest single upgrade on the sheet; the Steamvault, Shadow Labyrinth and Black Morass weapons are good for a long time, and the Honor Hold or Thrallmar reputation crossbow is the one you can plan for.
- Heroic dungeon blues with Agility and attack power. Honor Hold or Thrallmar Honored for the first heroic key; Lower City, the Sha'tar, Cenarion Expedition and Keepers of Time for theirs, and Cenarion Expedition and the Consortium sell Hunter pieces along the way.
- Crafted mail from the auction house where it beats the dungeon drop: Felstalker (Breastplate, Belt, Bracers) is a Leatherworker's Agility set that is not bind-on-pickup, and Fel Leather for the leather slots.
- Ammo: the best arrows or shots the Engineers or vendors on your server sell; a stack of Adamantite Stingers or Shells is a flat damage upgrade to every shot you fire.
The pet is part of your gear. Tame a 70 version of your pet family so its skills are max rank (or teach them from a tamed one and go back to yours), train Avoidance for the area damage, and feed it before every pull. A pet that dies on the pull costs you a third of your damage and a ten second cast.
The heroic keys are reputations from the dungeons themselves: Honor Hold or Thrallmar, Cenarion Expedition, Lower City, the Sha'tar and Keepers of Time, each to Honored. Hunters with a trap and Misdirection get groups as fast as anyone who is not a tank or a healer.
Karazhan attunement starts in Deadwind Pass and runs through Shadow Labyrinth, Steamvault and Arcatraz to Black Morass. Do it as you gear; every one of those dungeons drops something you want.
Start reputations before 70. Every Outland dungeon reputation reaches Honored from normal runs on the way up, and Honored is what buys the heroic key. Cenarion Expedition (Coilfang), Honor Hold or Thrallmar (Hellfire Citadel), Lower City (Auchindoun), the Sha'tar (Tempest Keep) and Keepers of Time (Caverns of Time) each gate a heroic; run the normal versions while they are your level and the keys are waiting when you arrive.
Pre-raid gear is dungeon blues, reputation rewards and crafted pieces. Heroics drop the best of it and pay Badges of Justice for the rest. Quest blues from Nagrand, Netherstorm and Shadowmoon Valley fill the gaps; do not skip the last three zones' quest lines on the way to 70, they are the fastest gearing there is.
The Karazhan attunement (the Master's Key chain through Shadow Labyrinth, Steamvault and Old Hillsbrad, ending in the Black Morass) is the first raid gate on the Anniversary realms; start it the week you hit 70 because it takes a group for every step.
Respec plan
Anniversary realms have Dual Talent Specialization, so the cleanest plan is two trees: Beast Mastery for everything you do alone, and the raid's requested build in the second slot if it asks for one. Check the trainer for the price in game; sources disagree on what TBC Anniversary charges.
Reading an order from any level. Every talent order on this page is a list of which point to buy at which level, and the trees in the talent section have a level slider that can show any of them. To respec into a build at level 70, pick that build above the trees and drag the slider to 70: the highlighted cells are the 61 points to buy, in the order the table lists them. Every order has been checked so that each row is open by the time you reach it.
Into Marksmanship. At 70, when a raid has asked for Trueshot Aura: follow the Marksmanship raid order from the top. There is no reason to switch earlier; Beast Mastery quests and runs dungeons better, and Trueshot Aura in a five-player group is not worth a respec.
The number to budget: 50g per respec on original rules, the dual-spec price once on Anniversary. A Hunter who respecs once at 70 pays well under 60g; nobody should be flipping specs per raid night.
UI and addons
A Hunter watches a pet's health, a target's distance and a row of cooldowns at once, and the default UI shows the first badly and the second not at all.
- A range indicator: anything that colors a button when the target is in range of it. The dead zone is real, and knowing you are at 8 yards before you press is the whole trick.
- WeakAuras: Serpent Sting remaining on the target, Hunter's Mark missing, Kill Command available, Rapid Fire and Bestial Wrath ready, pet happiness, ammo count under a stack. Aspect of the Cheetah while in combat deserves a loud one.
- A shot timer (Quartz with its swing bar, or a WeakAura on Auto Shot) from 62: Steady Shot weaving means casting between auto shots without delaying them, and you cannot do it without seeing the swing.
- Pet frame improvements: a bigger pet health bar and the pet's target; most unit frame addons do both.
- A threat meter (Omen) in every group; Feign Death when you are second on it.
- One boss-mod addon, DBM or BigWigs, not both.
The addons that pay for themselves on any class: a quest helper (Questie) so you stop reading quest text for coordinates; a bag addon (Bagnon or similar) so you can see what you are carrying; a boss mod (Deadly Boss Mods or BigWigs, never both) the day you start dungeons; and WeakAuras once you have a cooldown or buff you keep forgetting. Bind every ability you use in a fight to a key before you hit 20; clicking is the single biggest thing that makes a character feel weak.
Checklist
Ticks are remembered in this browser for this class and spec.
Now
40 to 70
At 70