: HunterMarksman

HomePage :: Categories :: PageIndex :: RecentChanges :: RecentlyCommented :: Login/Register

Hunter - Marksman


Updated for 3.3

Purpose


A Marksman hunter provides ranged DPS and redirects threat with Misdirection. She also provides additional Attack Power to the raid with Trueshot Aura.

Talents


Standard: 7/52/7 (Covers all core talents which should be used in most cases, leaving 5 spare points to adjust to individual circumstances) *
Survivability: 11/52/7 (An alternative build with higher survivability, leaving 1 spare points to adjust to individual circumstances)
High Armor Penetration: 7/54/7 (A build for hunters with high enough Armor Penetration rating to drop Arcane Shot from their rotations, leaving 1 spare point to adjust to individual circumstances)

* Under normal circumstances the spare points are distributed over Trueshot Aura, Silencing Shot, Improved Barrage, Rapid Recuperation and/or Focused Aim

Pet talents: 16 points Ferocity (In raids a Ferocity pet should be used. In most cases a pet of the Wolf family is most effective.)

Ability Rotation


Aspects:

The Marksman Hunter uses a priority rotation. The hunter uses abilities as soon as they become available, and not in any specific order. If the hunter has a choice between two or more abilities, she should use the abilities with the following priority:

  1. Kill Shot (if available)
  2. Serpent Sting (use once at the beginning of the fight, after that Chimera Shot will refresh the cooldown)
  3. Chimera Shot
  4. Aimed Shot
  5. Arcane Shot (once a marksman hunter gets more than 350 Armor Penetration this shot can be ignored)
  6. Steady Shot

If mana is not a problem the hunter can use Silencing Shot in their rotation. As the shot does not trigger the Global Cooldown it can be used whenever it's available without interfering with other shots.

Key Cooldowns



Key Stats


Stats are listed in order of value per point of item budget. All these stats are useful, but look for gear with more stats from the top of the list.

  1. Hit Rating (up to a cap of 8% or 263 Hit Rating)
  2. Agility / Armor Penetration (the value of a single point of Armor Penetration increases as the total amount increases)
  3. Critical Strike Rating
  4. Attack Power
  5. Haste (up to a cap of 16% or 523 Haste, this is will bring the cast time of Steady Shot to 1,5 seconds)
  6. Intellect

Recommended Glyphs


Major:

Minor:

Recommended Enchants


Enchants are listed from best and most expensive to least expensive. If you have a crafting profession, you may have access to crafter-only enchants which are better than these recommendations.


* While not providing a significant amount of DPS Tuskarr's Vitality is often used in raid settings for the speed increase.

Recommended Gems



Recommended Consumables



Additional Tips



Sources and Other Resources


There are 5 comments on this page. [Display comments]

Valid XHTML 1.0 Transitional :: Valid CSS :: Powered by WikkaWiki :: Installed by SimpleScripts
Page was generated in 0.0569 seconds