nextding

Your plan to the next level.

TBC Anniversary realms

Survival Hunter leveling guide

Last checked against the live game: 2026-09-07

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 Survival, the Hunter who brings Expose Weakness: your crits give everyone attacking the target attack power equal to a quarter of your Agility, which with raid gear is a large buff to every Rogue, Warrior and other Hunter in the raid. Your own damage is the lowest of the three trees and the raid's is the highest; one Survival Hunter per raid, no more. One respec at 70, and only once a raid has asked for it.

Milestones on the way to 70

Hunter milestones, 1 to 70

  1. 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.
  2. 1You are here
  3. 4Serpent Sting, Aspect of the MonkeyMonkey until 10; it is the only aspect you have.
  4. 6Hunter's Mark, Arcane Shot
  5. 8Concussive ShotA slow, not a stun. It keeps a mob off you for the three seconds Arcane Shot needs.
  6. 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.
  7. 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.
  8. 14Scare Beast, Eyes of the Beast, Eagle Eye
  9. 16Immolation Trap, Mongoose BiteYour first trap. Traps go down out of combat, so you drop one before the pull or Feign Death to reset.
  10. 18Multi-ShotThree targets at once. On a single target it still hits harder than Arcane Shot.
  11. 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.
  12. 22Scorpid Sting
  13. 26Rapid Fire
  14. 28Frost Trap
  15. 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.
  16. 31IntimidationFrom the talent order: a pet stun on a one minute cooldown. Your save button for the next forty levels.
  17. 32Flare
  18. 34Explosive Trap
  19. 36Viper Sting
  20. 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.
  21. 41Bestial WrathFrom the talent order: +50% pet damage for 18 seconds, and the pet cannot be stopped. Elites die to it.
  22. 46Aspect of the Wild
  23. 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.
  24. 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.
  25. 60Tranquilizing Shot, epic ridingRemoves a frenzy from a mob. Some raid bosses need it and nobody else can do it.
  26. 62Steady ShotThe shot that defines a 70 Hunter's rotation. From here you weave Steady Shot between auto shots instead of spamming Arcane Shot.
  27. 64Aspect of the ViperMana back on every auto shot. Switch to it when you are low and back to Hawk when you are not.
  28. 66Kill CommandAfter one of your crits, your pet's next attack hits much harder. Press it after every crit; macro it into Steady Shot.
  29. 68Snake Trap
  30. 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

Imp. Aspect of the Hawk 0/5
Endurance Training 0/5
Focused Fire 0/2
Imp. Aspect of the Monkey 0/3
Thick Hide 0/3
Imp. Revive Pet 0/2
Pathfinding 0/2
Bestial Swiftness 0/1
Unleashed Fury 0/5
Imp. Mend Pet 0/2
Ferocity 0/5
Spirit Bond 0/2
Intimidation 0/1
Bestial Discipline 0/2
Animal Handler 0/2
Frenzy 0/5
Ferocious Inspiration 0/3
Bestial Wrath 0/1
Catlike Reflexes 0/3
Serpent's Swiftness 0/5
The Beast Within 0/1

Marksmanship 0

Imp. Concussive Shot 0/5
Lethal Shots 0/5
Imp. Hunter's Mark 0/5
Efficiency 0/5
Go for the Throat 0/2
Imp. Arcane Shot 0/5
Aimed Shot 0/1
Rapid Killing 0/2
Imp. Stings 0/5
Mortal Shots 0/5
Concussive Barrage 0/3
Scatter Shot 0/1
Barrage 0/3
Combat Experience 0/2
Ranged Weapon Specialization 0/5
Careful Aim 0/3
Trueshot Aura 0/1
Imp. Barrage 0/3
Master Marksman 0/5
Silencing Shot 0/1

Survival 0

Monster Slaying 0/3
Humanoid Slaying 0/3
Hawk Eye 0/3
Savage Strikes 0/2
Entrapment 0/3
Deflection 0/5
Imp. Wing Clip 0/3
Clever Traps 0/2
Survivalist 0/5
Deterrence 0/1
Trap Mastery 0/2
Surefooted 0/3
Imp. Feign Death 0/2
Survival Instincts 0/2
Killer Instinct 0/3
Counterattack 0/1
Resourcefulness 0/3
Lightning Reflexes 0/5
Thrill of the Hunt 0/3
Wyvern Sting 0/1
Expose Weakness 0/3
Master Tactician 0/5
Readiness 0/1

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

LevelTalentTreeWhy
10Improved Aspect of the Hawk 1/5beast-masteryEvery 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.
11Improved Aspect of the Hawk 2/5beast-mastery
12Improved Aspect of the Hawk 3/5beast-mastery
13Improved Aspect of the Hawk 4/5beast-mastery
14Improved Aspect of the Hawk 5/5beast-mastery
15Focused Fire 1/2beast-mastery+2% damage while your pet is out, and Kill Command crits more later. Your pet is always out.
16Focused Fire 2/2beast-mastery
17Endurance Training 1/5beast-mastery+2% pet health and +1% yours. One rank, because the raid build has one and row 3 needs ten points somewhere.
18Improved Revive Pet 1/2beast-masteryRevive 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.
19Improved Revive Pet 2/2beast-mastery
20Unleashed Fury 1/5beast-mastery+20% pet damage. The single biggest leveling talent in the tree; with Ferocity after it your pet out-damages you until 50.
21Unleashed Fury 2/5beast-mastery
22Unleashed Fury 3/5beast-mastery
23Unleashed Fury 4/5beast-mastery
24Unleashed Fury 5/5beast-mastery
25Bestial Swiftness 1/1beast-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.
26Ferocity 1/5beast-mastery+10% pet crit. Pet crits feed Frenzy later and kill things now.
27Ferocity 2/5beast-mastery
28Ferocity 3/5beast-mastery
29Ferocity 4/5beast-mastery
30Ferocity 5/5beast-mastery
31Intimidation 1/1beast-masteryLevel 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.
32Bestial Discipline 1/2beast-masteryYour pet gains focus 100% faster. More Claws and Bites, which is more pet damage for free.
33Bestial Discipline 2/2beast-mastery
34Improved Mend Pet 1/2beast-masteryMend Pet costs less and has a chance to cleanse a poison or disease. One rank, like the raid build.
35Frenzy 1/5beast-masteryPet 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.
36Frenzy 2/5beast-mastery
37Frenzy 3/5beast-mastery
38Frenzy 4/5beast-mastery
39Animal Handler 1/2beast-mastery+10% mounted speed and +4% pet hit. The mounted speed is why it is here and not later.
40Animal Handler 2/2beast-mastery
41Bestial Wrath 1/1beast-masteryLevel 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.
42Ferocious Inspiration 1/3beast-masteryYour pet's crits give your party +3% damage. In a group it is the best talent on this row; solo it buffs you.
43Ferocious Inspiration 2/3beast-mastery
44Ferocious Inspiration 3/3beast-mastery
45Serpent's Swiftness 1/5beast-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.
46Serpent's Swiftness 2/5beast-mastery
47Serpent's Swiftness 3/5beast-mastery
48Serpent's Swiftness 4/5beast-mastery
49Serpent's Swiftness 5/5beast-mastery
50The Beast Within 1/1beast-masteryLevel 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.
51Lethal Shots 1/5marksmanship+5% ranged crit. Row 1 of Marksmanship.
52Lethal Shots 2/5marksmanship
53Lethal Shots 3/5marksmanship
54Lethal Shots 4/5marksmanship
55Lethal Shots 5/5marksmanship
56Efficiency 1/5marksmanshipShots and Stings cost 10% less. Your mana at 60 is the reason you stop shooting; this stretches it.
57Efficiency 2/5marksmanship
58Efficiency 3/5marksmanship
59Efficiency 4/5marksmanship
60Efficiency 5/5marksmanship
61Go for the Throat 1/2marksmanshipYour ranged crits give your pet 50 focus. Pet focus is pet damage. Row 3 opens at 10.
62Go for the Throat 2/2marksmanship
63Aimed Shot 1/1marksmanshipA 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.
64Rapid Killing 1/2marksmanshipRapid Fire every 3 minutes instead of 5, and +20% damage on your next shot after a kill. Questing is killing, so this triggers constantly.
65Rapid Killing 2/2marksmanship
66Mortal Shots 1/5marksmanshipYour ranged crits deal 30% more. The last five points, and the reason Lethal Shots was worth taking. Row 4 opens at 15.
67Mortal Shots 2/5marksmanship
68Mortal Shots 3/5marksmanship
69Mortal Shots 4/5marksmanship
70Mortal Shots 5/5marksmanship

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.

Survival at 70, in order: hit to 9% first (Surefooted gives 3% of it, so 6% from gear), then Agility above everything else, because Lightning Reflexes adds 15% to it and Expose Weakness gives the raid a quarter of it as attack power, then crit (Expose Weakness procs on crits), then attack power and haste. A Survival Hunter's Agility is a raid stat.

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.

LevelsZonesDungeons
1 to 10Durotar, Mulgore, Tirisfal Glades, Eversong Woods
10 to 20The Barrens, Silverpine Forest, GhostlandsRagefire Chasm (13 to 18), Wailing Caverns (17 to 24), Deadmines (18 to 23)
20 to 30Stonetalon Mountains, Ashenvale, Hillsbrad Foothills, Thousand Needles from 25Shadowfang Keep (22 to 30), Blackfathom Deeps (24 to 32), Razorfen Kraul (29 to 38)
30 to 40Desolace, Arathi Highlands, Stranglethorn Vale, Dustwallow Marsh, Badlands, Swamp of SorrowsScarlet Monastery (34 to 45), Razorfen Downs (37 to 46)
40 to 50Hinterlands, Tanaris, Feralas, Searing Gorge, Un'Goro Crater from 48Uldaman (41 to 51), Zul'Farrak (44 to 54), Maraudon (46 to 55)
50 to 60Felwood, Burning Steppes, Western and Eastern Plaguelands, Winterspring, SilithusSunken 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 63Hellfire PeninsulaHellfire Ramparts (60 to 62), Blood Furnace (61 to 63)
60 to 64ZangarmarshSlave Pens (62 to 64), Underbog (63 to 65)
62 to 67Terokkar Forest, NagrandMana-Tombs (64 to 66), Auchenai Crypts (65 to 67), Old Hillsbrad (66 to 68)
65 to 70Blade's Edge Mountains, Netherstorm, Shadowmoon ValleySethekk 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

7/20/34. The Survival build WoWSims ships as its "Survival" preset. Nothing from the Beast Mastery leveling tree survives except Improved Aspect of the Hawk and Focused Fire.

Survival 7/20/34 | 61 points

LevelTalentTreeWhy
10Monster Slaying 1/3survival+3% damage and crit damage against beasts, giants and dragonkin.
11Monster Slaying 2/3survival
12Monster Slaying 3/3survival
13Humanoid Slaying 1/3survivalThe same against humanoids. Between the two, most of what a raid fights.
14Humanoid Slaying 2/3survival
15Humanoid Slaying 3/3survival
16Hawk Eye 1/3survival+6 yards of range. You stand further from the boss than anyone.
17Hawk Eye 2/3survival
18Hawk Eye 3/3survival
19Savage Strikes 1/2survivalRow 1 filler: +20% crit on Raptor Strike and Mongoose Bite, which you use once a fight if that.
20Savage Strikes 2/2survival
21Clever Traps 1/2survivalTraps last 30% longer. Freezing Trap is why a raid asks a Survival Hunter to handle an add.
22Clever Traps 2/2survival
23Survivalist 1/5survival+4% health. Two ranks, for the row.
24Survivalist 2/5survival
25Surefooted 1/3survival+3% hit, and your snares break less. Hit is a stat you otherwise buy with gear.
26Surefooted 2/3survival
27Surefooted 3/3survival
28Improved Feign Death 1/2survivalFeign Death fails 4% less often. Your threat reset is the only one you have.
29Improved Feign Death 2/2survival
30Survival Instincts 1/2survival+4% ranged and melee damage.
31Survival Instincts 2/2survival
32Killer Instinct 1/3survival+3% crit on all attacks.
33Killer Instinct 2/3survival
34Killer Instinct 3/3survival
35Lightning Reflexes 1/5survival+15% Agility. The talent that makes a Survival Hunter's Agility matter twice over, and the prerequisite for Expose Weakness.
36Lightning Reflexes 2/5survival
37Lightning Reflexes 3/5survival
38Lightning Reflexes 4/5survival
39Lightning Reflexes 5/5survival
40Thrill of the Hunt 1/3survivalOne rank: a 33% chance to refund the mana of a crit shot. The thirty-first point before Expose Weakness.
41Expose Weakness 1/3survivalYour ranged crits give everyone attacking the target +25% of your Agility as attack power. The whole point of the build: one Survival Hunter buffs every physical damage dealer in the raid.
42Expose Weakness 2/3survival
43Expose Weakness 3/3survival
44Lethal Shots 1/5marksmanship+5% ranged crit; Expose Weakness procs from crits.
45Lethal Shots 2/5marksmanship
46Lethal Shots 3/5marksmanship
47Lethal Shots 4/5marksmanship
48Lethal Shots 5/5marksmanship
49Improved Hunter's Mark 1/5marksmanshipHunter's Mark adds attack power for the melee too. Taken instead of Efficiency because this build is a buff build.
50Improved Hunter's Mark 2/5marksmanship
51Improved Hunter's Mark 3/5marksmanship
52Improved Hunter's Mark 4/5marksmanship
53Improved Hunter's Mark 5/5marksmanship
54Go for the Throat 1/2marksmanshipCrits feed the pet.
55Go for the Throat 2/2marksmanship
56Aimed Shot 1/1marksmanshipThe gateway to Mortal Shots.
57Rapid Killing 1/2marksmanshipRapid Fire every 3 minutes.
58Rapid Killing 2/2marksmanship
59Mortal Shots 1/5marksmanshipRanged crits deal 30% more.
60Mortal Shots 2/5marksmanship
61Mortal Shots 3/5marksmanship
62Mortal Shots 4/5marksmanship
63Mortal Shots 5/5marksmanship
64Improved Aspect of the Hawk 1/5beast-masteryRanged haste procs.
65Improved Aspect of the Hawk 2/5beast-mastery
66Improved Aspect of the Hawk 3/5beast-mastery
67Improved Aspect of the Hawk 4/5beast-mastery
68Improved Aspect of the Hawk 5/5beast-mastery
69Focused Fire 1/2beast-masteryThe last two points: +2% damage with the pet out.
70Focused Fire 2/2beast-mastery

The spec exists for one talent. Expose Weakness: when you crit, everyone attacking your target gains attack power equal to 25% of your Agility for 7 seconds. In raid gear that is a few hundred attack power on every Rogue, Warrior, Enhancement Shaman, Feral Druid and Hunter in the raid for most of the fight, and no amount of personal damage from a Beast Mastery Hunter adds up to it. Your own damage is the lowest of the three Hunter trees; the raid's is the highest. One Survival Hunter per raid, and only if the raid has the melee to use it.

The core is Lightning Reflexes (15% Agility, which is also 15% more Expose Weakness), Expose Weakness, Killer Instinct, Survival Instincts and Surefooted, with Lethal Shots and Mortal Shots from Marksmanship because Expose Weakness procs on crits. The flexible points are the row 1 fillers (Monster and Humanoid Slaying are picked for what a raid fights; Savage Strikes is there because the row needs points), Clever Traps and Improved Feign Death (two points each; swap for Deflection or Entrapment if you never trap in raids), and the one point in Thrill of the Hunt.

Raid job description: keep Expose Weakness on the boss. That means crit, which means Agility and crit on gear and Rapid Fire early, and it means a steady stream of shots: Auto Shot, Steady Shot, Kill Command after crits, Multi-Shot when up. Hunter's Mark on the boss (Improved Hunter's Mark is in this build too). Misdirection to the tank on the pull. You are also the raid's best trapper, with Clever Traps making Freezing Trap last longer, so the add that needs holding on a boss fight is yours. Stand with the melee if the raid leader allows it; Expose Weakness applies to the target, not your party, so it does not matter for the buff, only for Trueshot Aura if a Marksman is present.

When to respec: at 70, only once a raid has asked for it, and only if the raid has the melee to use it. A Survival Hunter in a caster-heavy raid is a worse Beast Mastery Hunter.

Endgame prep. Start now

Pre-raid gearing, the short version.

  1. Hit to 9% from the Shadowmoon Valley and Netherstorm quest rewards and the dungeon blues with hit on them (6% with Surefooted). Nothing else matters until this is done.
  2. 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.
  3. 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.
  4. 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.
  5. 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 Survival. At 70, after a raid has confirmed it wants Expose Weakness and has the melee to use it: follow the Survival raid order from the top. Do not level in it and do not respec into it for dungeons; it is a raid buff build and nothing else.

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, and at 70 Expose Weakness on the target. 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

World of Warcraft® is a registered trademark of Blizzard Entertainment, Inc. Nextding is not affiliated with or endorsed by Blizzard Entertainment. Game data is derived from the game client and community datasets; guides are original editorial content.