Marksmanship Hunter DPS Rotation, Cooldowns, and Abilities (Legion 7.3.5)
Table of Contents
General Information
On this page, we list your Marksmanship Hunter core abilities and how they should be used together (rotation) in World of Warcraft Legion 7.3.5. We also explain when to use your various cooldowns. Then, we go deeper and present all the subtleties that you will need to know if you want to excel at playing a Marksmanship Hunter.
The other pages of our Marksmanship Hunter guide can be accessed from the table of contents on the right.
About Our Author
This guide has been written by Azortharion, the main theorycrafter of the spec. He is also an accomplished player who raids in Solaris. You can also watch his stream on Twitch.
The rotation for Marksmanship Hunters is difficult to convey in the form of a priority system, though we do make an attempt at a simplified version below. Otherwise, the key to understanding Marksmanship is to understand its abilities and how they interact with each other, and in the process of guiding you through the rotation we will also explain how the abilities interact.
Ultimately, Marksmanship is about maximizing the amount of Vulnerable
Aimed Shots that you get. In a flawlessly executed rotation, you will
have essentially no Aimed Shots cast outside Vulnerable at all. On top of this,
you must attempt to generate as much Focus as possible, but without ever
wasting it by overcapping. Marksmanship is also GCD-locked, meaning that you
can and should always be casting something, no matter what. When moving, this
means you should be casting
Arcane Shot and
Marked Shot when
available.
1. Important Abilities, Procs and The General Rotation
Arcane Shot is your Focus generator and filler. When you are not
casting anything else, you should be spamming this ability to no end.
Sometimes, it will light up which means that
Marking Targets has
procced. If you cast it while it is lit up, you will activate
Hunter's Mark on your current target which allows you to cast
Marked Shot.
Marked Shot activates
Vulnerable when you cast it,
increasing the damage done of
Aimed Shot by 40%+ (with Artifact traits)
for 7 seconds. It costs a low amount of Focus and it does moderate damage. You
do not want to use this all the time, you just want to use it so that you can
cast
Aimed Shot during the
Vulnerable debuff.
Aimed Shot is the bread and butter of your damage. It will account
for over 50% of your single-target damage. The most important thing is that it
should always be cast during
Vulnerable. You only cast it outside
Vulnerable if you are about to cap on Focus. It is better to cast
Aimed Shot outside of Vulnerable than it is to cap on your Focus. With the T20
2-piece set bonus, it is very important to cast
Aimed Shot in pairs of
2 as much as possible. When we use the
Patient Sniper Talent for
single-target, we also want to cast our Aimed Shots as late as possible in
Vulnerable. See the Rotational Cycles section for the best way to play this out
in practice.
Windburst is just a glorified
Marked Shot. The key
difference is that while Marked applies Vulnerable as soon as you hit the
button, Windburst does not apply until the arrow actually lands on the target.
This means that your Vulnerable windows from Windburst will effectively be much
longer, allowing more casts during them. Windburst also puts
Cyclonic Burst on the ground when you cast it, which deals a bit
of additional damage. This means that Windburst is always better to cast than
Marked Shot. It does more damage, its Vulnerable window is longer, it
is simply better in every way, but it cannot be cast while moving.
Trueshot is your main cooldown. It causes
Arcane Shot and
Multi-Shot to always apply
Hunter's Mark, so you have as much
Vulnerable uptime as you could possibly want. It also increases your Haste by
40%, and your Critical Strike Damage (not chance!) by 50%. The key during
Trueshot is to cast as many Vulnerable
Aimed Shots as
possible. Start your Trueshots with maximum Focus, and try to start them with a
Windburst to have the most Vulnerable uptime possible. You
activate Trueshot while Windburst is flying its way to the target, then you
start unleashing
Aimed Shots into the target. Make sure to not cap your
Focus during it. When Trueshot is about halfway done, you refresh
Vulnerable with
Marked Shot. This will last you until Trueshot
ends. As in the general rotation, try to keep your
Aimed Shots in
pairs, and towards the end of
Vulnerable when possible, but getting as
many Aimed Shots off as possible is by far the most important thing.
Bullseye is an Artifact trait that causes your attacks to give
1% increased Critical Strike chance when your target is below 20% health,
stacking up to 30 times. Most notably, every time
A Murder of Crows deals damage (every 1 second
for 15 seconds after you have cast it), it will give you a stack of Bullseye,
allowing you to reach 30 stacks very quickly. Bullseye has amazing synergy with
Trueshot, since the latter increases Critical Strike Damage.
Therefore, combining 30 stacks of Bullseye with
Trueshot is essential
to maximizing your damage potential.
1.1. The Simple Version
- Cast
Aimed Shot when Vulnerable is up. Try to cast Aimed Shot in
pairs, and towards the end of Vulnerable, usually by casting an Arcane Shot
before you cast your Aimed Shots. - Cast
A Murder of Crows (Talent) on
cooldown. If the boss is about to reach 20% health, save it until then so that you can
use it to stack
Bullseye. - Cast
Windburst to apply Vulnerable to your target. Treat it
just like
Marked Shot, except it does more damage. - Cast
Marked Shot to apply Vulnerable to your target. Do not cast it
too often, you just want it for the Vulnerable debuff! - Cast
Arcane Shot to generate Focus, and to activate
Marked Shot.
1.2. The "Proper" Version — Vulnerable Cycles
The priority list above is good for getting an idea how the abilities work
together and how they should be used. The "cycles" below describes how you best
carry the above into practice — specifically utilizing your
Vulnerable windows, and managing your procs.
1.2.1. Standard Rotation
- When you get a
Marking Targets proc:
Arcane Shot
until *70 Focus →
Marked Shot → Cast *1x
Arcane Shot → 2x
Aimed Shots. - When you have no proc or
Windburst: Cast
Arcane Shot until ~105 Focus, then
Aimed Shot to not Focus cap. Repeat as necessary until you get a proc
and hope that it does not take too long. - With
Windburst: Cast
Windburst into
Marked Shot (only if you had a proc sitting around) > 2x
Arcane Shots > 2x
Aimed Shots.
1.3. Set Bonuses, Rotational Pointers and More
- With T20-2P: Always try to cast
Aimed Shot in pairs of 2
if you have this set bonus. Try to avoid casting single
Aimed Shots or
even 3
Aimed Shots in a row. You are usually better off spacing them
out in pairs of 2. - *With T20-4P: If you have 18%+ Haste and this set bonus, you can
cast 2x
Arcane Shots after
Marked Shot. You can also cast
Marked Shot with 45 Focus instead of 70. - *Without T20-4P: *If you have 23%+ Haste, you can cast 2x
Arcane Shots after
Marked Shot. You can also cast
Marked Shot with 45 Focus instead of 70.
Finally, if you have more than 110 Focus and you cast
Marked Shot or
Windburst, then you can and should follow it up with 3x Aimed
Shots back-to-back, rather than the typical 1x Arcane > 2x Aimed rotation. This
only generally happens when you have not had a proc for a while, and you end up
with much higher than necessary Focus to enter a Vulnerable window, but it
happens often enough that it is worth mentioning.
It is worth noting that we will get more
Marked Shot procs than we
should actually be using for an optimal rotation. If we cast all the
Marked Shots that we are allowed, we would simply have no Focus to
Aimed Shot. Therefore, treat
Marked Shot and
Windburst purely as abilities that keep up your Vulnerable
debuff, and Focus on getting as many powerful
Aimed Shots off within
this window as possible by being aware of how many you can cast in a given
Vulnerable window. If you start a Vulnerable with ~70 Focus, you will be able to fit in 2. If you
start with 110 or more, you can fit in 3. Only with Haste buffs like
Heroism /
Bloodlust or
Trueshot will you be able to
fit in more than 2 or 3.
1.3.1. Vulnerable WeakAura
On top of all this, we strongly recommend using this WeakAura by Asakawa for tracking your Vulnerable debuff. It gives you a visual overview over how many Aimed Shots you can fit into your current Vulnerable, allowing you to plan your rotation ahead of time: https://wago.io/VulnerableTrackerV2.
1.3.2. Rotation Example Video
In this video, you can see an example of the Trick Shot-based single-target rotation (with the Tier 20 4-piece bonus and the Tier 21 2-piece bonus).
2. Opener Sequence
This section describes the recommended way to start the fight as a Marksmanship Hunter. It assumes you are using the recommended single-target talents for the spec.
- Just before the encounter starts, use your
Potion of Prolonged Power. - Cast
Windburst from as far away as possible. - Cast
A Murder of Crows if you have chosen
this talent. - Activate
Trueshot while
Windburst is still
flying. - Cast
Aimed Shot - Cast
Aimed Shot - Cast
Arcane Shot - Cast
Arcane Shot - Cast
Aimed Shot - Cast
Aimed Shot - Cast
Arcane Shot until you have 90 Focus. - Cast
Marked Shot - Cast
Aimed Shot - Cast
Aimed Shot - Cast
Arcane Shot - Cast
Arcane Shot - Cast
Aimed Shot until Vulnerable ends. Trueshot will end around here as well. - Proceed with your normal rotation.
The idea and goal of the opener is to get as many
Aimed Shots into
the opening
Trueshot as possible and casting them in pairs to utilize
the T20 2-piece bonus, if you are using it.
If you have low Haste, you may find that this particular opener sequence is
not possible to follow satisfactorily. Besides getting more Haste, we recommend
reducing the number of
Aimed Shots by 1 in each Vulnerable. In the
first Vulnerable window, leave out the last Aimed (you want the 2pc bonus up
early). In the second Vulnerable window, leave out one of the first 2
Aimeds, but make sure to finish the Vulnerable with 2 Aimeds.
3. Multiple Target Rotation
The most important change whenever fighting more than one target is
that you always wanna spend
Marking Targets procs on
Multi-Shot
as soon as they become available, so you can cast
Marked Shot on all
the targets that your
Multi-Shot hit.
Once you are doing this, you should fill in with
Aimed Shot as much
as possible, because you will not always have a proc available. So use Aimed
Shot whenever you do not have a proc and Vulnerable is up. If you get a
Lock and Load proc, spending them becomes your top priority, even over
spending
Marking Targets procs.
Windburst should be cast on cooldown. It has higher priority
than Aimed Shot fillers, but lower priority than spending your
Marking Targets procs. Remember that the
Cyclonic Burst is
quite valuable on multi-target.
With the AoE Legendary
War Belt of the Sentinel Army,
Aimed Shot
takes priority over spending Marking Targets procs when you reach a certain
amount of stacks from the buff. The amount of stacks depends on how many
targets you are fighting:
- 2 Targets: 10 Stacks
- 3 Targets: 15 Stacks
- 4+ Targets: 20 Stacks
When nothing else is going on, spam
Multi-Shot while waiting for
procs.
4. Short Guide to Sidewinders
If you are using
Sidewinders on any fight, you should cast it when
either of the following are true:
- You have 2 charges of it.
- You have 1 charge, and you cannot cast another
Aimed Shot in
Vulnerable, and you have a
Marking Targets proc,
and you have more than ~47
Focus.
If neither of those are true, refrain from casting Sidewinders. You are
never in a rush to cast it unless you reach 2 charges, or are just about to.
Casting it too often will starve you of
Vulnerable uptimes, and you
will not get as many crucial
Marked Shot casts either.
After casting
Sidewinders, it is best to not cast
Aimed Shot until you reach about 105 Focus, or there is 4 seconds
remaining on
Vulnerable, whichever comes first. This is to utilize
Patient Sniper.
A typical
Sidewinders cycle may look like this:
Sidewinders > Wait until 105 Focus/4 seconds on
Vulnerable
>
Aimed Shot >
Aimed Shot >
Marked Shot >
Aimed Shot when you have the Focus again.
Positioning is also key with
Sidewinders on multi-target fights
especially. You should stand as far away from the target as is possible, at
least when it is surrounded by other targets that you want to hit with your
Sidewinders. This widens its cone. You should also target whatever is furthest
away from you when casting
Sidewinders.
In this video, you can see an example of Sidewinders being used on Mythic Coven of Shivarra.
4.1. Trinket Usage
This section will address a few trinkets that have special considerations when using them.
Tarnished Sentinel Medallion should be used with Trueshot whenever
possible, but you should not delay it for too long. It lasts 20 seconds, while
Trueshot lasts 15 seconds, so you can use it 5 seconds before Trueshot and
still get optimal damage out of it. You should not delay Trueshot to line it up
with the trinket, but it is worth delaying the trinket for up to 45-60 seconds
to line it up with Trueshot, though it pays off to be mindful of when the boss
will die, if you know that you will lose a cast by delaying at all, then do not
delay it.
Terminus Signaling Beacon should be used on as many targets as
possible. You should never use it when you are in melee range, as the ship's
attacks can damage itself and kill itself prematurely. You should ideally also
line it up with
Trueshot for the extra Critical Strike damage.
Forgefiend's Fabricator's mines should be detonated when as many
targets are up as possible.
4.2. Focus
Hunters and their pets use a unique resource, called Focus. Focus works in much the same way as other class resources, like Rage and Energy, in the sense that some abilities grant Focus, while others cost Focus to be used.
A Marksmanship Hunter's Focus has a maximum capacity of 130, and
regenerates at an innate rate of 10 Focus per second. This rate is increased
by Haste. In addition to this, certain abilities such as
Arcane Shot (Marksmanship-only) also grant Focus.
Most of the abilities in the hunter rotation cost Focus to use, and some talents decrease the Focus costs, or offer other ways to gain additional Focus.
Hunter pet Focus works similarly, and is of no concern to you as you cannot do anything to modify it, nor will you be casting pet abilities manually.
As a general rule, you should always have enough Focus to cast your abilities as soon as they come off cooldown, but also to never have 130 Focus (as any extra Focus you generate would then go to waste).
4.3. Auto-shots and Special Shots
Hunters do the majority of their damage through the use of shots. The rest of the damage is made up of pet damage and DoT damage.
Autoshot is the default Hunter attack, which works similarly to melee classes' auto attacks or "white swings". It is affected by your Ranged Attack Speed, and it continues to work while moving.
The other hunter shots are of all varieties: instant cast or with a cast time, costing Focus or granting Focus, and some are utility shots which cost no Focus and deal no damage.
One of the most important aspects of doing competitive Hunter DPS is to make sure your shots are always used without delay.
4.4. Positioning when using Sidewinders
Note that
Sidewinders is no longer the recommended talent for
most situations, but this section is still relevant to those using it
anyway.
Understanding and applying the positionally based mechanics of Marksmanship is essential to taking your play to the next level, both from a perspective of wanting to hit as many targets as possible, and to avoid hitting targets that you do not want to include in a dungeon pull.
The most basic and important thing to know is that Sidewinders' cone width is significantly higher overall the further you are from your current target, and that on fights like Dragons of Nightmare and Il'gynoth where there will occasionally be a lot of targets spread over a wide area, picking the furthest away and most central target is going to be key to marking as many targets as possible. You always want to be aware of your current target, and you always want to be aware of what your next target should be in case your current one dies.
On the flip side of this, if you do not wish to pull or damage additional mobs in a dungeon (such as when you are trying to avoid Bolstering a high-health mob by killing a bunch of small ones, like the Grimewalker + Shroud Hounds in the Maw of Souls), you should be close and constantly be thinking about your position.
It is important to have a good UI that makes you aware of the health of targets around you, and whether they are marked by Hunter's Mark and Vulnerable or not. There are many addons that can do this, I personally use ElvUI for my nameplates and most other elements of my UI, but KuiNamePlates and TidyPlates are good alternatives for people that do not use ElvUI.
5. Talents and the Rotation
5.1. Tier 1 Talents
If you have taken
Lone Wolf, then this requires no management
whatsoever, and you will simply enjoy the increased damage that you do.
If you take
Steady Focus, you should always try to use
Arcane Shot twice in a row to keep up the buff you gain from Steady
Focus.
Sidewinders applies the buff with only one cast.
Careful Aim changes nothing in your rotation or playstyle.
5.2. Tier 2 Talents
If you have chosen
Lock and Load, nothing changes in your rotation,
though you should try and spend the procs while
Vulnerable is active,
and as quickly as possible.
Black Arrow should simply be used on cooldown.
True Aim changes nothing in your rotation, though it is an incentive
to not change targets very often. Keep in mind that you can safely use Multi-
and Marked Shot on adds without switching the buff to
another target.
5.3. Tier 4 Talents
Explosive Shot should be used on cooldown. When you first
press this ability, it will fire a rocket from your character in a straight
line in front of you. When you press the button again, the rocket explodes and
deals high AoE damage based on distance to the target. The easiest way to
maximize this ability is to stand right on top of the target you want to hit,
and rapidly tap it twice. If this is not possible, you should do your best
to explode the rocket when it is as close to the targets as possible.
Sentinel should be used on cooldown when there are multiple targets
active, and when you do not already have Hunter's Mark on them.
Patient Sniper causes
Vulnerable to be more powerful
towards the end of its duration. In essence, this means that if know that you
will only get 2 Aimed Shots off within a specific Vulnerable window, you should
cast those two towards the end of the debuff, rather than casting them as soon
as possible. The last second of Vulnerable is where Aimed Shot is most
powerful.
5.4. Tier 6 Talents
A Murder of Crows should be used as many times
as possible during the fight. The cooldown of this ability will reset if its
target dies before the debuff expires (15 seconds). You should try and take
advantage of this effect as much as possible (but without delaying A Murder of
Crows needlessly much). Remember that it is not worth it to benefit from this
effect by casting A Murder of Crows on targets that will die within just ~5-7
seconds. Since
A Murder of Crows stacks
Bullseye, if the boss is about to hit 20% health, you should save Crows
for that moment so you can cast it and build Bullseye stacks very quickly.
Barrage should simply be used on cooldown, but only if there is
more than 1 target up, and it should be saved for heavy multi-target situations
in the fight.
It is interesting to note that you can change where Barrage is directed by turning your character while channeling the spell. This allows you to hit more targets than those you were initially facing.
Volley should simply be enabled before you start the fight and
largely forgotten about. When dealing with multiple targets, you should try and
be auto-attacking the one closest to the middle to get the most benefit out of
Volley's AoE damage. Volley should be activated at all times, even on single
target.
5.5. Tier 7 Talents
If you have chosen
Sidewinders, this will replace
Arcane Shot and
Multi-Shot completely. It
introduces downtime to the rotation that you would otherwise have spent casting
Arcane- or Multi-Shot. You should generally not cast Sidewinders unless
Marking Targets is up so that it may activate
Hunter's Mark, or it reaches 2 charges (meaning you would waste
charges by keeping it off cooldown).
Sidewinders also activates
Vulnerable directly. If you are not
using
Patient Sniper, this is just a nice bonus. For
Patient Sniper users, it changes the rotation fundamentally. Your goal is
always to maximize the benefit you get out of casting as many
Aimed Shots during it as possible. So after casting Sidewinders, your
next goal is generally to get as many Aimed Shots into that Vulnerable window
as possible (almost always 2), before you Marked Shot to refresh or "extend"
the Vulnerable debuff. This will cause a lot of downtime, because you will be
waiting for Focus to generate to allow you to cast Aimed Shot altogether, but
it is the best way to play the spec.
If you have chosen
Piercing Shot, you should use this ability on
cooldown when Vulnerable is up. It deals more damage based on how much Focus
you have when you use it. 100 Focus means it will spend 100 Focus, and deal
100% of its maximum damage. Using it at 50 Focus means it will spend 50 Focus,
and deal 50% of its maximum damage and so on. In multi-target situations, you
should try to aim at the target that is furthest away from you, so that
Piercing Shot hits all targets in its path similarly to Glaive Toss and
Powershot in Warlords of Draenor. You should also try and use it with at least
100 Focus whenever possible.
Trick Shot changes nothing in your rotation.
6. ChangeLog
+ show all entries - show only 10 entries- 28 Jan. 2018: Added opener note with low Haste.
- 17 Jan. 2018: Rewrote page.
- 12 Jan. 2018: Added video for Mythic Coven of Shivarra using Sidewinders.
- 24 Dec. 2017: Updated the formatting of the opener. Expanded on the Sidewinders section.
- 22 Dec. 2017: Made a few tweaks to the opening rotation section.
- 15 Dec. 2017: Re-organized the rotation and fixed some inconsistency issues.
- 12 Dec. 2017: Updated the rotational video example. The new video is using the Tier 21 2-piece bonus, making it more relevant for how to play in Antorus.
- 05 Dec. 2017: Added rotational note about T21 2-piece.
- 27 Nov. 2017: Updated the set bonus section to briefly talk about Antorus set bonuses. Spoiler warning; they are quite boring.
- 28 Oct. 2017: Significantly restructured and simplified many parts of the rotation page.
- 22 Oct. 2017: Added note about stacking Trueshot with 30 stacks of Bullseye. Revised "minimum" desirable T20 2-piece efficiency. Added note about Crows stacking Bullseye.
- 15 Oct. 2017: Updated and simplified the multi-target rotation, by mostly combining the 2 and 3 target rotations.
- 19 Sep. 2017: Added Sidewinders rotation example (Kil'jaeden Mythic kill video).
- 18 Sep. 2017: Added some small rotational tidbits to clear up some frequently asked questions.
- 28 Aug. 2017: No changes needed for Patch 7.3.
- 26 Aug. 2017: Retired the memebuild rotation section, and replaced it with a short guide to using Sidewinders. I do not go into extensive detail, as it is only used for one fight (Mythic Kil'jaeden).
- 18 Aug. 2017: Updated the single-target rotation example video.
- 27 Jul. 2017: New video example rotation for the memebuild, this time on Mythic Gul'dan.
- 20 Jul. 2017: Updated and expanded on the multi-target rotation, how to handle Aimed Shots and Lock and Load procs and how to play around the Legendary belt.
- 16 Jul. 2017: Shortened the Marksmanship rotation a fair bit and reformatted it slightly. Rewrote the opener and made it a lot more formulaic, and it should also work fine both with and without Heroism / Bloodlust.
- 04 Jul. 2017: Reworded part of the rotation to clarify Multi-Shot usage on 2/3 targets.
- 30 Jun. 2017: Updated the single-target rotation example video with a kill of Mythic Goroth. Updated RPPM on Marking Targets procs - it was reduced or "fixed" to be 6.5 rather than 7.25. Added section about trinket usage.
- 28 Jun. 2017: Updated the rotation and simplified it in many places, removed mentions of stuff that is now irrelevant and reordered some priorities to be easier to interpret and use in practice. Removed mentions of talents that are almost never used such as Barrage and Sidewinders from the main rotations to remove clutter. Added back Arcane Shot in the rotation after I accidentally removed it.
- 25 Jun. 2017: Changed the order of the openers and updated the Trick Shot one to maximize T20 2-piece benefit.
- 17 Jun. 2017: Fixed yet another inconsistent potion mention in the opener. Updated and reworded the opener slightly. Updated meme build opener to cast Explosive Shot earlier, but it is more complex.
- 15 Jun. 2017: Updated the memebuild opener slightly to cast Arcane while Windburst is flying. Extended the Prolonged Power potion recommendation to also be in the opener.
- 13 Jun. 2017: Updated Vulnerable references to mention that it is a 30% damage increase, down from 100% as of Patch 7.2.5.
- 20 Apr. 2017: Added tidbit about getting the most out of Trueshot for single-target/memebuild.
- 17 Apr. 2017: Checked today and deemed updated.
- 02 Apr. 2017: Clarified just how awful Zevrim's is for single-target.
- 27 Mar. 2017: Added paragraphs about how certain Legendaries affect the rotation.
- 16 Feb. 2017: Improved text in some parts.
- 08 Feb. 2017: Updated meme build opener and added a tidbit about the opener for the Trick Shot one.
- 07 Feb. 2017: Updated meme build video. Opener update.
- 04 Feb. 2017: Swapped Marked Shot and Windburst priorities.
- 28 Jan. 2017: Removed non-Trick-Shot related talents from the Trick Shot rotation.
- 26 Jan. 2017: Added set bonus talk.
- 24 Jan. 2017: Introduced the "meme build" rotation.
- 20 Jan. 2017: Added some small rotational tidbits, added really nice Vulnerable WeakAura.
- 14 Jan. 2017: Updated multi-target rotation.
- 11 Jan. 2017: Settled for 2 Aimed Shots during standard
Vulnerable windows. Change opener. - 10 Jan. 2017: Updated to reflect changes made from PTR to patch release.
- 09 Jan. 2017: Updated for Patch 7.1.5
- 10 Dec. 2016: Added rotational example video.
- 08 Dec. 2016: Expanded on the "advanced" stuff and new opener.
- 27 Nov. 2016: Rotational updates.
- 02 Nov. 2016: Slight opener change.
- 25 Oct. 2016: Updated the Vulnerable paragraph following the changes in Patch 7.1.
- 08 Oct. 2016: Updated the opener.
- 06 Oct. 2016: Added rotational tidbits and fixed some ordering in the simplified rotation.
- 05 Oct. 2016: Changed Windburst's priority to be higher than Aim-Vuln.
- 03 Oct. 2016: Updated the opener.
- 02 Oct. 2016: Added Murder of Crows at the top of the rotation priority.
- 12 Sep. 2016: Even more rotational clarifications.
- 11 Sep. 2016: Rotational clarifications and new additions.
- 10 Sep. 2016: Vastly simplified Windburst usage since thinking about it too hard is not really going to be noticeably beneficial.
- 04 Sep. 2016: Clarified Volley explanations to make it more explicit that it is to be used at all times, even on a single target.
- 29 Aug. 2016: Updated for Legion's launch.
- 11 Aug. 2016: Improved opening rotation.
- 23 Jul. 2016: Removed talents from rotation to simplify it a bit and avoid confusion.
- 21 Jul. 2016: Added paragraph explaining the cyclical nature of Patient Sniper + Sidewinders usage.
- 20 Jul. 2016: More rotation tweaks.
- 20 Jul. 2016: Added simplified rotation and tweaked rotation a bit.
- 19 Jul. 2016: Added opener.
- 18 Jul. 2016: Updated for the Legion pre-patch.
CONTENTS
FROM THE HUNTER FORUMS
Useful External Resources
- Trueshot Lodge Hunter Discord
- Wago — Hunter WeakAuras
- RaidBots — Sim your character online
- Azor's Guide to Simming Your Items
- WoWAnalyzer — Analyze your logs
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