Marksmanship Hunter DPS Spell Summary (Legion 7.2.5)
Table of Contents
General Information
On this page, we list the spells that you will often use as 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.
1. Spell Summary
This will cover synergies, cooldowns, and core concepts of the spec to get it working in Legion. If you already have experience and are very comfortable with Marksmanship, it is okay to skip past this, otherwise this is a great point to get a base understanding before moving onto later sections of the guide that covers nuances of gameplay.
2. Main Resource
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).
3. Basic Abilities
Arcane Shot is your primary generator. It is cast whenever there is
nothing else to cast, and supplements your passive Focus regen, allowing you to
cast more hard hitting spells. It generates 8 Focus, 13 if it crits.
Marked Shot is an ability that is sometimes made active by casting
Arcane Shot. It does moderate damage to all targets with the
Hunter's Mark debuff, applied by Arcane Shot and
Multi-Shot. It
also applies
Vulnerable to all targets it hits. Vulnerable increases
the target's damage taken from
Aimed Shot by over 30%. Marked Shot is
the bread and butter of Marksmanship AoE. It costs 25 Focus.
Aimed Shot is your primary single-target damage ability. It has a
2-second base cast time and does heavy physical damage, especially with
Vulnerable active on the target. It costs 50 Focus. It is the bread
and butter of your single-target damage, contributing over 50-60%.
Multi-Shot is your AoE ability, and essentially an AoE version of
Arcane Shot. It does very low Physical damage to all targets it hits,
but it can apply
Hunter's Mark to everything it hits, allowing you to
cast Marked Shot on them. It generates 3 Focus per target it hits.
Windburst is your active artifact ability. It does heavy
damage and applies Vulnerable just like Marked Shot. It has a 1.5 second cast
time and costs 20 Focus, on a 20-second cooldown. It lays down a trail of wind
between you and the target that increase movement speed by 50% when inside it
for 5 seconds. You can think of it as a slightly more powerful Marked Shot that
does not require Hunter's Mark.
4. Movement Tools
Disengage is your primary mobility ability. It causes you to leap
backwards on a 20-second cooldown at no cost. Certain talents like
Posthaste and
Farstrider amplify this ability, causing it to
give you increased movement speed, or gives your damaging abilities a chance to
reset its cooldown. You can use this to quickly go from one place to another
—
even in a forwards direction by jumping, turning around and casting Disengage
to catapult you forwards instead of backwards.
Aspect of the Cheetah is your second mobility ability, acting as more
of a cooldown. It increases your movement speed by 90% for 3 seconds, and then
by 30% for another 9 seconds on a 3-minute cooldown. Note it does not stack
with
Posthaste, so you should make sure to use Disengage and Aspect of
the Cheetah separately for movement.
5. Important Procs and Passives
Marking Targets is a random proc that causes your next
Arcane Shot or
Multi-Shot to apply
Hunter's Mark to all
targets they hit. Hunter's Mark allows you to cast Marked Shot which will hit
all these targets, and then apply
Vulnerable.
Vulnerable increases damage taken from Aimed Shot by 30% - further
increased by certain traits. Casting
Aimed Shot with this debuff active
is the bread and butter of the spec's single target.
6. Offensive Cooldowns
Trueshot is your primary and only offensive cooldown. It increases
haste by 40%, and causes
Arcane Shot and
Multi-Shot to
always apply Hunter's Mark to all targets they hit. It also increases
critical strike damage done by 50%. It lasts 15 seconds, and has a 3-minute
cooldown that can be vastly reduced by certain effects. Because all Multi-Shots
apply Hunter's Mark to whatever it hits, it allows you to repeatedly spam
Multi>Marked>Multi>Marked for incredibly high AoE damage.
7. Additional Utility & Traps
Aspect of the Turtle is the Hunter's primary defensive. It is an
8-second immune (from most abilities) and 30% damage reduction that makes you
unable to attack for its duration. With certain artifact traits, it
also heals you for up to 48% of your total health throughout its duration.
As mentioned, it is an immunity from most attacks, although most important
encounter mechanics will still target you or do damage to you when it is
active. It has a 3-minute cooldown.
Bursting Shot is a short-term crowd control ability. It knocks back
all enemies immediately in front of you, interrupting spellcasting and
disorienting them for 4 seconds. The disorient breaks on damage. It has a
30-second cooldown and costs 10 Focus.
Exhilaration is the Hunter's self heal. It
heals you for 30% of your total health, and your pet for its full health on a
2-minute cooldown. Whenever you land the killing blow on an enemy, the cooldown
of Exhilaration is reduced by 30 seconds.
Freezing Trap is a long-term crowd control for all Hunter specs. It places a
trap on the ground that encases the first enemy (not bosses or most big
encounter adds) to touch it in ice for 1 minute. The effect breaks on damage.
The trap has a 30-second cooldown, and the trap will exist for 1 minute after
placing it.
Tar Trap is an AoE slow for all Hunter specs. It places a trap on
the ground that causes a patch of tar to appear on the ground in an 8 yard
radius around it when it is triggered, slowing all enemies in it by 50% for as
long as they are in it. The patch of tar persists for 30 seconds, and the trap
itself will exist for up to 1 minute before being triggered.
Flare places a flare on the ground that reveals stealthed players
and mobs nearby. It lasts for 20 seconds, and has a 20-second cooldown.
Feign Death lets you pretend to be dead, dropping all threat/aggro
on all enemies. When not in raid or dungeon encounters, it is a quick way to
drop you from combat. In raids and dungeons, it can help you survive a wipe by
using it when everyone else is about to die.
Misdirection causes you to redirect all the threat you do to a
friendly target for the next 8 seconds. It has a 30-second cooldown. It is very
useful for aiding your tank in picking up enemies that are spread far apart,
such as wide-scale dungeon trash pulls, or adds that spawn further away from
the boss such as on Tichondrius. Note that this only applies to threat you
personally generate, not that of your pet(s).
8. ChangeLog
+ show all entries - show only 10 entries- 13 Jun. 2017: Updated Vulnerable to only increase Aimed Shot damage by 30%, not 100%, and all references to this.
- 15 May 2017: Added spell summary page, detailing the core abilities of the spec and class.
CONTENTS
FROM THE HUNTER FORUMS
- Gear question
- BM Questions CrowBW
- Vulnerable - How many Aimed Shots?
- Build for a new BM Hunter?
- Legendaries what to use
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- CheckMyWoW — Logs analysis with useful metrics
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