It is easy to tunnel on damage as a Hunter and notice the melee on you too late. Keep your range, plan your next trap and control your pet rather than leaving its important abilities to chance. MM focuses on shots, BM on pet pressure, and Survival on its toolkit. Below are traps, the dead zone, level-60 builds and matchups based on beta 1.60.1.
PvP shorthand: a quick glossary
- BM / MM / Surv
- Beast Mastery / Marksmanship / Survival. Pet means your animal companion; trap refers to a hunter trap.
- Cast / kick
- Casting a spell / interrupting it. Players may say “kick” even when the interrupt is not the Rogue ability Kick.
- Silence / school lockout
- Silence prevents spellcasting; a school lockout blocks the interrupted school. They are different effects.
- CC / DR
- Crowd control / diminishing returns. Repeated control in the same DR category has a shorter duration.
- Burst / cooldowns
- A short damage window / abilities with a cooldown. “Use defensives” means spend defensive cooldowns.
- DoT / HoT
- Damage over time / healing over time.
- Dispel / purge
- Remove an effect. An offensive dispel, often called a purge, removes a buff from an enemy.
- Kite / peel / fake cast
- Keep an enemy at range / help a teammate shake off attackers / cancel your cast to bait an interrupt.
- Opener / reset
- Your opening sequence / disengaging to set up another attempt.
How to play Hunter in WoW Forever PvP
Hunters win when they decide the range of the fight. Your damage comes from shots at 35 yards, or 41 with the talent. Anything that gets closer is slowed, frozen and pushed back to range. While the enemy runs toward you, you shoot; by the time they arrive, a trap is already at your feet.
Melee is the Hunter's weakness. Inside 8 yards, neither
Auto Shot nor your ranged shots work: this is the dead zone.
Wing Clip,
Scatter Shot, a trap at your feet and your pet help you escape it. If everything is on cooldown, you become an easy target. You have no healing of your own beyond bandages and racials, and no interrupt at all: a pet stun and
Scatter Shot fill that role.
Your pet is the other half of your class. It attacks independently, keeps enemies in combat, reduces their healing or disarms them, and in Forever also scales with your gear. The downside is that it can be feared, put to sleep or killed, costing you a third of your damage.
Hunters have three roles. Marksmanship, or MM, deals damage from maximum range and is the main battleground spec. Survival, or SV, has traps every 18 seconds, Deterrence and Wing Clip/Counterattack roots without diminishing returns: it suits world PvP and duels against melee. Beast Mastery, or BM, delivers pet burst with
Bestial Wrath and a stun through Intimidation. Each role's battleground, world PvP and duel plans are covered below.
Since October 15,
Auto Shot requires you to stand still for 0.5 seconds before firing: leave that pause while kiting.
Auto Shot continues during Aimed Shot and
Sniper Shot. You can have one fire trap and one
frost trap active at the same time.
Trueshot Aura now affects the entire raid.
Specs: Classic compared with Forever
All three Hunter trees were viable in Classic PvP. Icy Veins described Marksmanship/Survival 0/31/20 as the best and most competitive PvP spec. Wowhead started with Survival 0/21/30, taking
Scatter Shot and
Lightning Reflexes, while deep Beast Mastery 31/20/0 depended on keeping the pet alive.
Improved Concussive Shot 5/5 appeared throughout Classic PvP builds. The defining trick was to
Feign Death and immediately drop a trap, because otherwise traps could not be placed in combat.
Forever rebuilt the class's foundations. Traps work in combat, but only at your feet, with a 30-second cooldown rather than 15. Freezing Trap and
Frost Trap share a cooldown. Wyvern Sting was removed, and Aimed Shot became baseline at level 20: a 2-second cast and +166 damage instead of 3 seconds and +600. Multi-Shot has a half-second cast and shares a 6-second cooldown with Aimed Shot.
Viper Sting has a 15-second cooldown, whereas Classic allowed constant uptime.
Key talents moved.
Trueshot Aura requires the 16th point rather than the 31st, Counterattack the 16th instead of the 21st, and
Hawk Eye is in the first row. New additions are
Lone Wolf (+20% damage without a pet),
Survivalist's Discipline (traps every 18 seconds and Deterrence every 3 minutes),
Strider Kick,
Sniper Shot at the top of Marksmanship, and
Lacerating Strikes at the top of Survival.
Bestial Wrath now makes your pet immune to eleven types of control, rather than just stuns.
Assessments from before the October 15 update: the key restriction is that Hunters have three hard-control talents - Intimidation,
Scatter Shot and Counterattack - but only two fit into 51 points.
Bestial Wrath and
Scatter Shot cannot be taken together, although Classic 31/20/0 provided both. On the level 30 beta, Mobalytics places Hunter in S alongside Warlock; Supatease puts Marksmanship in S and Beast Mastery and Survival in A; RankedBoost puts Survival and Marksmanship in A and Beast Mastery in B. These rankings predate the latest patch and are not an up-to-date class comparison.
| Tree | Classic | Forever |
|---|---|---|
| Marksmanship | 0/31/20; Aimed Shot as a talent, | |
| Survival | 0/21/30, Wyvern Sting, traps only out of combat | Traps in combat and every 18 seconds with the talent; Counterattack at the 16th point; roots without diminishing returns |
| Beast Mastery | 31/20/0, | Pets scale with gear; Intimidation guarantees a crit; |
| Hybrids | 22/24/5, Intimidation and | 21/30/0 - the same combination, but without Deterrence |
Choosing a race
Eight races can be Hunters in Forever: Human, Dwarf, Night Elf and High Order Skyborne for the Alliance; Orc, Tauren, Troll and Windshaper Skyborne for the Horde. Human and both Skyborne are new combinations. In PvP, racials that get you out of the dead zone or break crowd control matter most. This section includes the October 15 racial changes.
| Race | What it offers a PvP Hunter | Best suited to |
|---|---|---|
| Troll | Berserking: +10% attack speed for 10 seconds, off the global cooldown. | Damage; fighting pets and Druids |
| Orc | Hardiness reduces stun duration by 20%. Savage: +1% critical strike chance regardless of weapon. | Fighting Warlocks and melee |
| Tauren | Another way out of the dead zone | |
| Horde Skyborne | +3% attack and casting speed. | Mobility |
| Human | Fighting Rogues | |
| Dwarf | Stoneform removes bleeds, poisons and diseases. Earth Fury increases critical damage and healing by 2% regardless of weapon; it does not increase critical strike chance. | Removes Blind, Crippling Poison and stings |
| Night Elf | Shadowmeld works in combat: enemies stop attacking you; 2-minute cooldown. Light of Elune gives +10% critical strike chance for 15 seconds. | Burst and dropping combat |
| Alliance Skyborne | +3% attack and casting speed. | In our assessment, weaker than the alternatives for PvP |
Traps and the dead zone: the rules
- In Forever, traps can be placed in combat, but only at your feet, not at your cursor. They have a 30-second cooldown, reduced to 18 by
Survivalist's Discipline. Freezing Trap and
Frost Trap share one cooldown;
Immolation Trap and Explosive Trap share another, so you can place a
frost trap and a fire trap back to back. - At level 60,
Freezing Trap freezes a player for 20 seconds, or 26 with
Clever Traps. Any damage breaks the ice. The trap remains on the ground for a minute and triggers when an enemy steps on it. It is a magic effect: Priests, Paladins and Felhunters can remove the freeze from an ally.
Frost Trap slows everyone within 10 yards by 60% for 30 seconds; Entrapment also roots them for 5 seconds. Since October 8, roots trigger only on the first contact with
Frost Trap and are subject to root diminishing returns.- The Classic
Feign Death into trap macro is unnecessary in Forever: it simply wastes
Feign Death and its 30-second cooldown. - Neither
Auto Shot nor ranged shots work inside 8 yards. In this dead zone, you can use
Scatter Shot within 15 yards, Volley, traps, melee abilities and your pet. - Ways out of the dead zone: Wing Clip and step back; drop a trap and move away;
Scatter Shot and retreat 10 yards; Intimidation; Counterattack after a parry;
Strider Kick with +30% movement speed; or Tauren
War Stomp. - Maximum range: 35 yards baseline, 41 with
Hawk Eye 3/3.
Sniper Shot reaches 45 yards and increases the range of your next three shots by another 10 yards.
PvP pets
In Forever, pets inherit stats from Hunter gear, and each family has its own PvP ability. Beta testers report that pets are stronger than they ever were in Classic, joking that a crocolisk with Dismember is the best Warrior in the game. No pet has an interrupt: Intimidation's stun, a bat's
Sonic Blast and a bird's disarm fill that role.
Pets can be countered with a Druid's 40-second Hibernate, an enemy Hunter's Scare Beast,
Polymorph, Fear and area damage. Each tick of
Improved Mend Pet has a 50% chance to remove a magic effect, poison, disease or curse; under
Bestial Wrath your pet is immune to almost everything.
| Pet | Ability | PvP use |
|---|---|---|
| Crocolisk | Against healers and anyone who heals themselves | |
| Spider | Flags and kiting; roots have diminishing returns | |
| Bird of Prey | Against Warriors, Rogues and Paladins | |
| Bat | Against casters | |
| Boar | Catching a kiting enemy | |
| Hyena, Crab | −50% movement speed for 9 seconds | Slowing a flag carrier |
| Turtle, Fox | Shield or dodge for 12 seconds | A resilient pet |
Abilities: what to press, when and why
The following groups cover Hunter abilities at level 60. Level means the trainer level or the talent point at which an ability becomes available. A quick reference follows at the end.
Control and kiting
Concussive Shot slows by 50% for 4 seconds, has a 12-second cooldown and a 35-yard range. It is magic and can be dispelled.
Improved Concussive Shot adds a 20% chance to stun for 3 seconds, with its own diminishing-return category.
Wing Clip slows by 60% for 10 seconds at melee range and cannot be removed by Priests or Paladins. With the talent, it has a 20% chance to root for 5 seconds. Those roots have no diminishing returns.
Scatter Shot is the 21-point Marksmanship talent: it reaches 15 yards, so it works from inside the dead zone, and disorients the target for 4 seconds. Damage breaks it; it has a 30-second cooldown and cannot be dispelled. It shares diminishing returns with Freezing Trap,
Polymorph, Sap and Repentance, so a trap immediately after
Scatter Shot lasts half as long.
Intimidation is the 21-point Beast Mastery talent: your pet's next attack stuns for 3 seconds and is guaranteed to crit; 1-minute cooldown. It shares the stun category with
Cheap Shot and
Hammer of Justice.
Scare Beast has a 1.5-second cast and fears a beast for 20 seconds: a pet, a shapeshifted Druid or a Shaman in wolf form.
Hunter's Mark stays on a target for 2 minutes, and the Hunter who applied it can see that target even in stealth. It is magic. In the beta, rank 4 of Hunter's Mark grants less attack power than rank 3, which looks like a data error.
Flare reveals stealthed enemies within 10 yards of the targeted location for 30 seconds, with only a 15-second cooldown.
Damage
At level 60,
Aimed Shot has a 2-second cast and adds 166 damage to a shot; its 6-second cooldown is shared with Multi-Shot.
Multi-Shot has a half-second cast and hits three targets.
Arcane Shot deals 217 Arcane damage and shares its 6-second cooldown with
Summon Hawk.
Auto Shot is off the global cooldown and supplies most of your damage, so do not turn it off.
Viper Sting drains 1108 mana over 8 seconds on a 15-second cooldown. With
Improved Stings 3/3, that falls to 9 seconds, allowing almost constant uptime. It is a poison: Shamans, Druids, Paladins and Dwarves can remove it; Priests, Mages, Warlocks, Warriors and Rogues cannot.
Serpent Sting is a poison dealing 555 damage over 15 seconds.
Rapid Fire increases both ranged and melee attack speed by 40% for 15 seconds; its cooldown is 5 minutes, or 3 with the talent. It is magic and can be Purged or dispelled. Forever client data gives
Volley no cooldown or minimum range, although this has not yet been verified in game. It breaks nearby crowd control, including your own trap.
Sniper Shot caps the Marksmanship tree: a 4-second cast, 45-yard range, and +10 yards to your next three shots; 15-second cooldown. It is easily interrupted, so use it to open on a stationary target. At 16 points in Beast Mastery,
Summon Hawk sends a hawk at the target for 18 seconds, with up to two active at once. Survival's
Strider Kick strikes with your weapon and grants +30% movement speed for 3 seconds.
Defence and escape
Deterrence is the 11-point Survival talent: +25% dodge and parry for 10 seconds, off the global cooldown, with a 5-minute cooldown reduced to 3 by the talent. It does not protect against spells or ranged shots. However, each parry enables
Counterattack: an attack and a 5-second root without diminishing returns.
Feign Death is off the global cooldown, with a 30-second cooldown. In Classic,
Feign Death interrupted enemy casts targeting you and made them lose their target; whether it works identically in Forever has not yet been tested. If you remain down for 6 minutes, you actually die. In Forever,
Disengage only reduces threat and does not drop combat, making it unsuitable as an escape.
Bestial Wrath caps Beast Mastery: for 18 seconds, your pet deals 50% more damage and is immune to stuns, fear,
Polymorph, sleep, roots, slows and five other types of control. It has a 2-minute cooldown, is off the global cooldown and cannot be dispelled. It does not protect the Hunter.
Aspects
Only one Aspect can be active. In combat, use
Aspect of the Hawk for +120 ranged attack power.
Aspect of the Monkey grants +8% dodge, increased further by talents, and is useful when a melee attacker pins you down.
Aspect of the Cheetah grants +30% movement speed, but any hit dazes you for 4 seconds, making it dangerous in combat. Aspect of the Pack applies the same risk to the entire group. Melee Survival's
Aspect of the Beast grants +110 attack power.
Quick reference
| Ability | Level | Cooldown | PvP use |
|---|---|---|---|
| 8 | 12 sec | Slow an approaching enemy | |
| 12 | - | −60% movement speed at melee range | |
| 14 | 30 sec | Fear a pet or Druid | |
| 18 | 6 sec, shared with Aimed Shot | Damage while moving | |
| 20 | 6 sec | Main shot | |
| 20; 20-sec duration from level 60 | 30 sec, or 18 with the talent | Freeze an enemy at close range | |
| 26 | 5 min, or 3 with the talent | Burst | |
| 28 | 30 sec, shared with Freezing Trap | Slow a crowd | |
| 30 | 30 sec | Make enemies lose their target | |
| 32 | 15 sec | Reveal stealthed enemies | |
| 36 | 15 sec, or 9 with the talent | Drain a healer's mana | |
| Talent, 20 | 5 min, or 3 with the talent | Counter melee attackers up close | |
| Talent, 25-30 | 5 sec | Root after a parry | |
| Talent, 30 | 1 min | Pet stun | |
| Talent, 30 | 30 sec | Escape the dead zone | |
| Talent, 40 | 2 min | Pet burst | |
| Talent, 40 | 15 sec | Open from 45 yards |
Combos: building a fight
- Marksmanship at range. Hunter's Mark → Aimed Shot from 35-41 yards → Arcane Shot →
Concussive Shot →
Auto Shot. When a melee enemy reaches you:
Scatter Shot → retreat 10 yards → Aimed Shot again. - Trap at close range. Once the enemy reaches you, drop a trap and step back so they walk into it and freeze. Do not hit the ice: use those 20 seconds to bandage, sting a second enemy, and start Aimed Shot near the end of the freeze.
- Two incapacitates in a row are inefficient. Freezing Trap and
Scatter Shot share diminishing returns, so the second lasts half as long. Trap after Intimidation or an
Improved Concussive Shot stun instead: those belong to different categories. - Beast Mastery. Send the pet first → Intimidation on its attack →
Bestial Wrath,
Rapid Fire and your racial, all off the global cooldown → Arcane Shot and a hawk. Keep the crocolisk's Dismember on whichever target is receiving heals. - Survival up close. Deterrence → parry → Counterattack and a 5-second root → move 8 yards away and shoot.
Strider Kick grants +30% movement speed to help create distance. - Against a caster. Apply a sting immediately, use Intimidation or
Scatter Shot at the start of a long cast, and use the bat's
Sonic Blast for 20 seconds of slower casts. - Against a Rogue. Apply Hunter's Mark before they
vanish, Flare where they disappeared, and place a trap at your feet in advance.
Diminishing returns
Repeated control of the same type on one target lasts less time. In Classic, durations go from 100% to 50%, then 25%, then immunity, resetting after roughly 15-20 seconds. Our Forever categories come from client 1.60.1 data. The key Hunter rule: Freezing Trap and
Scatter Shot share a category, while
Improved Wing Clip and Counterattack roots have no diminishing returns at all.
| Effect | Diminishing-return category | Shared with |
|---|---|---|
| Freezing Trap, | Incapacitate | |
| Intimidation stun | Stuns | |
| Random stuns | Priest Blackout, Impact | |
| Entrapment roots, Spider Web | Roots | |
| Scare Beast | Fear | Fear, Seduction, |
| None | - |
Builds: which talents to take and why
Below are six level 60 builds: two Marksmanship builds, two Beast Mastery builds, a hybrid with two control tools, and a melee meme build. Each includes an in-game-style talent tree, an explanation of every talent and a levelling order. The number in an icon's upper-left corner is the level at which you take its first point.
Only one published level 60 Forever Hunter PvP build is currently available: RankedBoost's Survival 0/21/30. The others are our interpretation of the talent tree, Classic equivalents and beta testing. Talents unlock at level 10 and can be reset at a class trainer; dual specialization becomes available at 40. If talents change before the November 4 release, we will update the builds.
Three numbers such as 20/0/31 show talent points in the three trees, from left to right: Beast Mastery, Marksmanship, Survival. They are not character levels.
Sharpshooter: Sniper Shot and Counterattack (0/31/20)
The main battleground and world PvP build, descended from Classic 0/31/20. Marksmanship provides 41-yard range, the
Sniper Shot capstone,
Scatter Shot,
Improved Concussive Shot, a sting every 9 seconds,
Trueshot Aura and powerful crits. Survival supplies Deterrence, Counterattack and Wing Clip roots against melee, +5% damage to players and +10% health. Strengths: the best ranged damage and an answer to melee pressure. Weaknesses: no Intimidation, traps only every 30 seconds, and
Sniper Shot is easy to interrupt.
Variants. Battleground burst with
Rapid Killing and Barrage instead of
Improved Concussive Shot and
Improved Stings: open in the calculator →. The same with
Lone Wolf if your pet keeps dying to area damage: open in the calculator →. Entrapment instead of Survivalist for base defence: open in the calculator →.
Lethal Attacks 5/5+5% critical strike chance for all attacks, including your pet's.
Hawk Eye 3/3+6 yards of weapon range: shoot from 41 yards.
Improved Concussive Shot 5/5
Concussive Shot has a 20% chance to stun for 3 seconds, with its own diminishing-return category.
Improved Stings 3/3
Viper Sting has a 9-second cooldown instead of 15; Serpent Sting is 20% stronger.
Trueshot Aura 1/1+30 ranged attack power for the group. Unlocks
Sniper Shot.
Careful Aim 5/5Attack power scales with Intellect; at 5/5, all of your Intellect counts.
Scatter Shot 1/1A 4-second disorient from 15 yards, usable inside the dead zone.
Mortal Shots 5/5Ranged ability critical hits deal 30% more damage.
Ranged Weapon Specialization 2/5+2% ranged weapon damage. Points needed to reach the final row.
Sniper Shot 1/1A shot from 45 yards and +10 yards to your next three shots.
Improved Tracking 5/5+5% damage to tracked targets: keep
Track Humanoids active.
Improved Wing Clip 3/3Wing Clip has a 20% chance to root for 5 seconds without diminishing returns.
Survivalist 5/5+10% health at 5/5.
Deterrence 1/1+25% dodge and parry for 10 seconds.
Clever Traps 2/2Traps last longer: at 2/2, Freezing Trap lasts 26 seconds.
Counterattack 1/1After a parry, attack and root for 5 seconds.
Surefooted 3/3+3% hit chance; slows on you last 30% less time.
Level-by-level order
- 10–14
Lethal Attacks 5/5 - 15–17
Hawk Eye 3/3 - 18–22
Improved Concussive Shot 5/5 - 23–25
Improved Stings 3/3 - 26
Trueshot Aura 1/1 - 27–29
Careful Aim 3/5 - 30
Scatter Shot 1/1 - 31–32
Careful Aim 5/5 - 33–37
Mortal Shots 5/5 - 38–39
Ranged Weapon Specialization 2/5 - 40
Sniper Shot 1/1 - 41–45
Improved Tracking 5/5 - 46–48
Improved Wing Clip 3/3 - 49–50
Survivalist 2/5 - 51
Deterrence 1/1 - 52–54
Survivalist 5/5 - 55
Clever Traps 1/2 - 56
Counterattack 1/1 - 57
Clever Traps 2/2 - 58–60
Surefooted 3/3
Trapper: traps every 18 seconds (0/21/30)
A world PvP and anti-melee duel build, closest to Classic 0/21/30 and RankedBoost's build.
Survivalist's Discipline reduces trap cooldowns to 18 seconds and Deterrence to 3 minutes. Counterattack and Wing Clip roots have no diminishing returns;
Strider Kick grants +30% movement speed, and
Lightning Reflexes +10% Agility. Marksmanship provides 41-yard range,
Scatter Shot,
Improved Concussive Shot, a sting every 9 seconds and
Lone Wolf as a backup without your pet. Strengths: the most control and survivability. Weaknesses: less damage than Sharpshooter and no Intimidation.
RankedBoost's build with Deflection, Entrapment and Resourcefulness instead of
Improved Tracking, Survivalist and
Strider Kick: open in the calculator →. A damage variant with
Careful Aim and
Mortal Shots: open in the calculator →.
Improved Tracking 5/5+5% damage to tracked players.
Improved Wing Clip 3/3Wing Clip has a 20% chance to root without diminishing returns.
Survivalist 5/5+10% health at 5/5.
Deterrence 1/1+25% dodge and parry for 10 seconds.
Clever Traps 2/2Freezing Trap lasts 30% longer at 2/2.
Counterattack 1/1A 5-second root after a parry.
Surefooted 3/3+3% hit chance; slows on you last 30% less time.
Survivalist's Discipline 2/2Trap cooldowns fall to 18 seconds, Deterrence to 3 minutes.
Strider Kick 1/1A weapon strike and +30% movement speed for 3 seconds.
Survival Tactics 2/2Traps and
Feign Death are less likely to fail.
Lightning Reflexes 5/5+10% Agility.
Lethal Attacks 5/5+5% critical strike chance for all attacks.
Hawk Eye 3/3Shoot from 41 yards.
Improved Concussive Shot 5/5
Concussive Shot has a 20% chance to stun for 3 seconds.
Improved Stings 3/3
Viper Sting every 9 seconds.
Rapid Killing 2/2
Rapid Fire every 3 minutes; your next shot after a kill hits harder.
Lone Wolf 1/1+20% damage while your pet is absent: if it has died or is in Hibernate.
Trueshot Aura 1/1+30 ranged attack power for the group.
Scatter Shot 1/1A 4-second disorient from 15 yards.
Level-by-level order
- 10–14
Improved Tracking 5/5 - 15–17
Improved Wing Clip 3/3 - 18–19
Survivalist 2/5 - 20
Deterrence 1/1 - 21–23
Survivalist 5/5 - 24
Clever Traps 1/2 - 25
Counterattack 1/1 - 26
Clever Traps 2/2 - 27–29
Surefooted 3/3 - 30–31
Survivalist's Discipline 2/2 - 32
Strider Kick 1/1 - 33–34
Survival Tactics 2/2 - 35–39
Lightning Reflexes 5/5 - 40–44
Lethal Attacks 5/5 - 45–47
Hawk Eye 3/3 - 48–52
Improved Concussive Shot 5/5 - 53–55
Improved Stings 3/3 - 56–57
Rapid Killing 2/2 - 58
Lone Wolf 1/1 - 59
Trueshot Aura 1/1 - 60
Scatter Shot 1/1
Beast: Bestial Wrath and Counterattack (31/0/20)
The main Beast Mastery build for duels and world PvP. Aimed Shot is baseline in Forever, so 20 points in Survival offer more than 20 in Marksmanship. Beast Mastery provides
Bestial Wrath, Intimidation with a guaranteed crit, Frenzy, hawks and
Improved Mend Pet. Survival brings Deterrence, Counterattack and Wing Clip roots. Strengths: the strongest pet and a stun. Weaknesses: 35-yard range, no
Scatter Shot or 9-second sting cooldown, and almost no damage without the pet.
Deadly Aspects 5/5In Aspect of the Hawk,
Auto Shot can grant 30% attack speed for 12 seconds.
Focused Fire 2/2+2% damage for you and your pet.
Endurance Training 3/5+9% pet health and armour.
Bestial Swiftness 1/1Your pet moves 30% faster and catches kiting enemies.
Unleashed Fury 5/5Your pet and hawks deal 15% more damage.
Summon Hawk 1/1A hawk attacks the target for 18 seconds; up to two can be active.
Ferocity 5/5+10% critical strike chance for your pet and hawks at 5/5.
Intimidation 1/1Your pet's next attack stuns for 3 seconds and critically strikes.
Improved Mend Pet 2/2
Mend Pet can remove a magic effect, poison, disease or curse from your pet.
Frenzy 5/5After a critical hit, your pet attacks 30% faster for 8 seconds.
Bestial Wrath 1/1For 18 seconds, your pet deals 50% more damage and is immune to almost all control.
Improved Tracking 5/5+5% damage to tracked players.
Improved Wing Clip 3/3Wing Clip roots without diminishing returns.
Survivalist 5/5+10% health at 5/5.
Deterrence 1/1+25% dodge and parry for 10 seconds.
Clever Traps 2/2Freezing Trap lasts longer.
Counterattack 1/1A 5-second root after a parry.
Surefooted 3/3+3% hit chance; slows last 30% less time.
Level-by-level order
- 10–14
Deadly Aspects 5/5 - 15–16
Focused Fire 2/2 - 17–19
Endurance Training 3/5 - 20
Bestial Swiftness 1/1 - 21–25
Unleashed Fury 5/5 - 26
Summon Hawk 1/1 - 27–29
Ferocity 3/5 - 30
Intimidation 1/1 - 31–32
Ferocity 5/5 - 33–34
Improved Mend Pet 2/2 - 35–39
Frenzy 5/5 - 40
Bestial Wrath 1/1 - 41–45
Improved Tracking 5/5 - 46–48
Improved Wing Clip 3/3 - 49–50
Survivalist 2/5 - 51
Deterrence 1/1 - 52–54
Survivalist 5/5 - 55
Clever Traps 1/2 - 56
Counterattack 1/1 - 57
Clever Traps 2/2 - 58–60
Surefooted 3/3
Beast Marksman: Bestial Wrath and Trueshot Aura (31/20/0)
The closest equivalent to Classic deep Beast Mastery. You have the same
Bestial Wrath pet, but exchange Survival for 41-yard range,
Improved Concussive Shot, critical strike chance and a sting every 9 seconds from Marksmanship. Strengths: range and pressure on casters; good in battlegrounds. Weaknesses: no Deterrence or Counterattack, making close-range melee fights harder.
Deadly Aspects 5/5In Aspect of the Hawk,
Auto Shot can grant 30% attack speed.
Focused Fire 2/2+2% damage for you and your pet.
Endurance Training 3/5+9% pet health and armour.
Bestial Swiftness 1/1Your pet moves 30% faster.
Unleashed Fury 5/5Your pet and hawks deal 15% more damage.
Summon Hawk 1/1A hawk attacks the target for 18 seconds.
Ferocity 5/5+10% critical strike chance for your pet and hawks at 5/5.
Intimidation 1/1A 3-second pet stun with a critical hit.
Improved Mend Pet 2/2
Mend Pet can remove crowd control from your pet.
Frenzy 5/5Your pet attacks 30% faster after a critical hit.
Bestial Wrath 1/1For 18 seconds, your pet is 50% stronger and immune to almost all control.
Lethal Attacks 5/5+5% critical strike chance for all attacks, including your pet's.
Hawk Eye 3/3Shoot from 41 yards.
Improved Concussive Shot 5/5
Concussive Shot has a 20% chance to stun for 3 seconds.
Improved Stings 3/3
Viper Sting every 9 seconds.
Rapid Killing 2/2
Rapid Fire every 3 minutes.
Efficiency 1/5Shots and stings cost 3% less. A point to unlock the next row.
Trueshot Aura 1/1+30 ranged attack power for the group.
Level-by-level order
- 10–14
Deadly Aspects 5/5 - 15–16
Focused Fire 2/2 - 17–19
Endurance Training 3/5 - 20
Bestial Swiftness 1/1 - 21–25
Unleashed Fury 5/5 - 26
Summon Hawk 1/1 - 27–29
Ferocity 3/5 - 30
Intimidation 1/1 - 31–32
Ferocity 5/5 - 33–34
Improved Mend Pet 2/2 - 35–39
Frenzy 5/5 - 40
Bestial Wrath 1/1 - 41–45
Lethal Attacks 5/5 - 46–48
Hawk Eye 3/3 - 49–53
Improved Concussive Shot 5/5 - 54–56
Improved Stings 3/3 - 57–58
Rapid Killing 2/2 - 59
Efficiency 1/5 - 60
Trueshot Aura 1/1
Control: Intimidation and Scatter Shot (21/30/0)
A hybrid resembling Wowhead's Classic 22/24/5: Intimidation,
Scatter Shot, the
Improved Concussive Shot stun and a trap give you four ways out of the dead zone. Each has a different diminishing-return category except Freezing Trap and
Scatter Shot. You also get
Trueshot Aura,
Mortal Shots and
Ranged Weapon Specialization 5/5. The combo is Intimidation or another stun followed by a trap. Weaknesses: no Deterrence,
Bestial Wrath,
Sniper Shot or 9-second sting cooldown.
A burst variant instead of
Improved Concussive Shot: open in the calculator →. 21/0/30 combines Intimidation with traps every 18 seconds against melee in world PvP: open in the calculator →.
Deadly Aspects 5/5
Auto Shot can grant 30% attack speed.
Focused Fire 2/2+2% damage for you and your pet.
Endurance Training 3/5+9% pet health and armour.
Bestial Swiftness 1/1Your pet moves faster. Unlocks Intimidation.
Unleashed Fury 5/5Your pet and hawks deal 15% more damage.
Summon Hawk 1/1A hawk attacks the target for 18 seconds.
Ferocity 3/5+6% pet critical strike chance.
Intimidation 1/1A 3-second pet stun with a critical hit.
Lethal Attacks 5/5+5% critical strike chance for all attacks.
Hawk Eye 3/3Shoot from 41 yards.
Improved Concussive Shot 5/5
Concussive Shot has a 20% chance to stun for 3 seconds.
Careful Aim 5/5Attack power increases by your full Intellect.
Trueshot Aura 1/1+30 ranged attack power for the group.
Mortal Shots 5/5Ranged ability critical hits deal more damage: +30% at 5/5.
Scatter Shot 1/1A 4-second disorient from 15 yards.
Ranged Weapon Specialization 5/5+5% ranged weapon damage.
Level-by-level order
- 10–14
Deadly Aspects 5/5 - 15–16
Focused Fire 2/2 - 17–19
Endurance Training 3/5 - 20
Bestial Swiftness 1/1 - 21–25
Unleashed Fury 5/5 - 26
Summon Hawk 1/1 - 27–29
Ferocity 3/5 - 30
Intimidation 1/1 - 31–35
Lethal Attacks 5/5 - 36–38
Hawk Eye 3/3 - 39–43
Improved Concussive Shot 5/5 - 44–48
Careful Aim 5/5 - 49
Trueshot Aura 1/1 - 50
Mortal Shots 1/5 - 51
Scatter Shot 1/1 - 52–55
Mortal Shots 5/5 - 56–60
Ranged Weapon Specialization 5/5
Melee: Lacerating Strikes (20/0/31)
A niche Forever meme: a Hunter with a two-hander or dual weapons in Aspect of the Beast. Take the
Lacerating Strikes capstone,
Predator's Edge,
Strider Kick, Counterattack and
Savage Strikes, plus pet talents from Beast Mastery. Beta forum reports say the capstone contributes very little in PvP and that you cannot stay on a caster in melee. This is a world PvP build for fun rather than winning.
Improved Tracking 5/5+5% damage to tracked players.
Improved Wing Clip 3/3Wing Clip roots without diminishing returns.
Savage Strikes 2/2+4% melee ability critical strike chance.
Deterrence 1/1+25% dodge and parry for 10 seconds.
Survivalist 1/5+2% health. A point to unlock the next row.
Surefooted 3/3+3% hit chance; slows last 30% less time.
Counterattack 1/1A 5-second root after a parry.
Predator's Edge 5/5Melee critical hits deal 30% more damage; off-hand attacks deal 50% more damage.
Strider Kick 1/1A weapon strike and +30% movement speed for 3 seconds.
Expose Prey 2/2Attacks against a target with Hunter's Mark can enable
Mongoose Bite.
Survivalist's Discipline 1/2Trap and Deterrence cooldowns are reduced by 20%.
Lightning Reflexes 5/5+10% Agility.
Lacerating Strikes 1/1
Mongoose Bite also applies a bleed.
Deadly Aspects 5/5In Aspect of the Beast, attacks can grant 30% attack speed for 12 seconds.
Focused Fire 2/2+2% damage for you and your pet.
Endurance Training 3/5+9% pet health and armour.
Bestial Swiftness 1/1Your pet moves 30% faster.
Unleashed Fury 5/5Your pet and hawks deal 15% more damage.
Summon Hawk 1/1A hawk attacks the target for 18 seconds.
Ferocity 3/5+6% pet critical strike chance.
Level-by-level order
- 10–14
Improved Tracking 5/5 - 15–17
Improved Wing Clip 3/3 - 18–19
Savage Strikes 2/2 - 20
Deterrence 1/1 - 21
Survivalist 1/5 - 22–24
Surefooted 3/3 - 25
Counterattack 1/1 - 26–30
Predator's Edge 5/5 - 31
Strider Kick 1/1 - 32–33
Expose Prey 2/2 - 34
Survivalist's Discipline 1/2 - 35–39
Lightning Reflexes 5/5 - 40
Lacerating Strikes 1/1 - 41–45
Deadly Aspects 5/5 - 46–47
Focused Fire 2/2 - 48–50
Endurance Training 3/5 - 51
Bestial Swiftness 1/1 - 52–56
Unleashed Fury 5/5 - 57
Summon Hawk 1/1 - 58–60
Ferocity 3/5
Marksmanship: battlegrounds and kiting
Marksmanship is the simplest and strongest Hunter battleground spec. Stay behind your team at the edge of 41-yard range and attack cloth wearers, prioritizing Warlocks because they lack major defences such as
Ice Block. Sting the enemy healer every 9 seconds: each attempt to remove the poison costs mana and a global cooldown.
Open with
Sniper Shot from 45 yards against a stationary target, then Aimed Shot, Arcane Shot and
Auto Shot. Use Multi-Shot on cooldown into groups. If someone reaches you, use
Concussive Shot, Wing Clip, step back and drop a trap. If the trap is on cooldown,
Scatter Shot and retreat 10 yards.
Remember that
Aspect of the Cheetah and Aspect of the Pack are dangerous in combat: any hit dazes you for 4 seconds, and Pack exposes your entire group. In Forever,
Trueshot Aura grants only ranged attack power, so it mainly benefits nearby Hunters.
Survival and Trapper: duels and world PvP against melee
Trapper turns every melee fight into a series of freezes. With a trap every 18 seconds, Wing Clip and Counterattack roots without diminishing returns, and Deterrence every 3 minutes, Warriors and Rogues rarely stay beside you for long. When they approach, trap at your feet, freeze them for 26 seconds, retreat to maximum range, apply a sting and deal damage.
Duel cooldown order: before the fight, Aspect of the Hawk and pet on Defensive; then Hunter's Mark, Aimed Shot from maximum range (sting first against a caster),
Concussive Shot and shooting. When they reach you: Wing Clip, trap, step back. No trap available:
Scatter Shot, retreat, then trap when its cooldown ends. During the freeze, bandage or use
Rapid Fire and time Aimed Shot for the end of the ice. Stuck in melee without control: Deterrence and
Aspect of the Monkey. Use your PvP trinket together with your own control, not by itself.
The PvP trinket is an equipped accessory you activate to break control on yourself. In the beta tooltip, the Greater Insignia of the Horde and Alliance versions remove stuns, fear, slows and other loss-of-control effects; they do not grant immunity to the next CC. Rank 2 means your PvP rank, not character level; the exact launch reward still needs confirmation.
Remember the Forever Open tournament rules: placing a trap before a duel and using Flash Bomb are forbidden. Ordinary duel etiquette is similar; a pre-placed trap is considered unfair.
Beast Mastery: pet burst
Beast Mastery's burst depends entirely on its pet, so choose one for the opponent: a crocolisk with Dismember against healers and self-healing classes, a bird with Mine! against Warriors, Rogues and Paladins, or a bat with
Sonic Blast against casters. Open with the pet, trigger Intimidation on its attack, then
Bestial Wrath,
Rapid Fire and your racial - all off the global cooldown.
The counter to Beast Mastery is disabling the pet: Druid Hibernate, Hunter Scare Beast,
Polymorph, Fear and
Psychic Scream. Under
Bestial Wrath, your pet is immune to almost everything for 18 seconds, so save it for incoming control.
Improved Mend Pet can remove
Polymorph, Hibernate or Fear.
Darkspear Islands: flags and bases
The beta has one battleground: Darkspear Islands, 15 versus 15, available from level 30. There are four bases and a central flag that can be carried to any base your team owns. Cover is scarce and ranged combat is stronger than melee, making Hunters feel right at home. Scout with
Track Humanoids and
Eagle Eye, attack cloth wearers and healers, and place
Frost Trap with Entrapment in chokepoints.
Hunters excel at base defence. Keep your pet near the flag and send it to attack the player capturing it: damage interrupts the capture, not the pet simply standing nearby. Do not rely on Defensive mode alone. Flare lasts 30 seconds with a 15-second cooldown, so you can keep a base flag revealed continuously. That matters because Sap no longer breaks Rogue stealth in Forever. A trap at your feet beside the flag lasts a minute; Volley and Explosive Trap into a crowd also prevent captures.
Hunters are poor flag carriers: you lack healing, and the first hit punishes
Aspect of the Cheetah. Stopping the enemy carrier is your job instead:
Concussive Shot, Wing Clip,
Frost Trap in their path, and a Spider's Web from 20 yards. Against a Paladin with Freedom, use Freezing Trap,
Scatter Shot or Intimidation. Stop a Druid in Travel or Bear Form with Scare Beast.
Every class matchup
Below is a plan against each class at level 60. Assessments are drawn from Classic guides, Forever data and beta tier lists, not level 60 hands-on experience. The main perspective is Sharpshooter in duels and world PvP; battleground and Beast Mastery differences are noted separately.
| Class | Duels and world PvP | Battlegrounds | Beast Mastery | Key point |
|---|---|---|---|---|
| Hunter | Even | Even | Even | Land |
| Warrior | Favourable | Favourable or even | Favourable | Keep them in combat and stay beyond 25 yards |
| Paladin | Favourable or even | Even | Even | Freezing Trap and |
| Rogue | Even | Even | Even | Hunter's Mark and a trap at your feet in advance |
| Mage | Even or difficult | Even | Difficult | Sting immediately; trap after |
| Warlock | Difficult | Even or difficult | Difficult | |
| Shaman | Even | Even | Even | Destroy |
| Priest | Even | Even | Even | Sting immediately; stay outside |
| Druid | Favourable or even | Even | Favourable or even | Scare Beast a shapeshifted Druid for 20 seconds |
Hunter
In the mirror, both Hunters can trap in combat, so the winner is often whoever first closes to 15 yards and lands
Scatter Shot. Watch for
Sniper Shot from 45 yards, a sting every 9 seconds, Beast Mastery's Intimidation and Scare Beast on your pet. Their crocolisk reduces healing received by 25% for 6 seconds, including bandages.
Interrupt Aimed Shot or
Sniper Shot with
Scatter Shot, then trap, Scare Beast their pet, bandage and return to damage. Stay at maximum range and move out of range when they cast. Their pet cannot be feared during
Bestial Wrath, so wait out those 18 seconds. Only Dwarf Stoneform can remove their stings from you.
Warrior
Watch for the Warrior's 3-second Intercept stun,
Hamstring roots,
Intimidating Shout fearing both you and your pet,
Mortal Strike reducing healing and bandages, and pet taunts that can break your trap. In Forever, Charge only works out of combat.
The priority is keeping the Warrior in combat so they cannot Charge again. Stay more than 25 yards from where the freeze will end, or you risk Intercept. Use
Concussive Shot as they approach, Wing Clip in melee (your −60% versus their −50%), step back and trap at your feet. Free Action Potion does not protect them from Freezing Trap or
Scatter Shot, but does counter Wing Clip and Intimidation. Use Deterrence carefully: your dodges enable
Overpower, while your parries enable Counterattack. Our Warrior guide calls Hunter their hardest matchup. As Beast Mastery: a bird's Mine! disarms them for 3 seconds.
Paladin
Watch for the Paladin's 6-second
Hammer of Justice, Repentance,
Blessing of Freedom against roots and slows, 12-second
Divine Shield, and
Blessing of Protection blocking your shots and pet. Cleanse removes stings,
Concussive Shot, Hunter's Mark and Entrapment roots.
Start with
Concussive Shot to draw Freedom, then kite. When the Paladin gets close,
Scatter Shot and trap: Freedom does not protect against either. Sting every 9 seconds; each Cleanse costs mana and a global cooldown. Only Arcane Shot and Serpent Sting work through
Blessing of Protection. If they use
Divine Shield to heal, move to maximum range and begin Aimed Shot a couple of seconds before it ends. Classic guides describe Paladin as a fairly easy but lengthy fight.
Rogue
Watch for
Cheap Shot and
Kidney Shot, Blind,
Vanish, and the Rogue's ability to detect and disarm your traps from stealth. Sap does not break their stealth in Forever, so they can Sap you and kill your pet.
Mark every Rogue you spot and keep a trap at your feet in advance: they open, get frozen, and
Vanish can no longer hide them. If they open without a trap ready, trinket
Cheap Shot or
Kidney Shot, immediately
Scatter Shot, trap and retreat. In melee, use Wing Clip,
Raptor Strike and Counterattack; if pinned down, Deterrence and
Aspect of the Monkey. Use
Concussive Shot to stay outside Blind's 10-yard range, and Flare your feet if you expect Blind into
Vanish.
Mage
Mage is one of the hardest matchups. Watch for
Frost Nova,
Blink removing roots and your Intimidation stun,
Polymorph on you or your pet,
Ice Lance with
Fingers of Frost,
Ice Block and
Ice Barrier.
Apply
Viper Sting immediately: with
Improved Stings, it has almost constant uptime.
Scatter Shot and
Feign Death act as interrupts against
Polymorph and
Frostbolt. Trap after
Blink has been spent, so the Mage walks into it. Wait out
Ice Block and start Aimed Shot near its end. In melee, use
Raptor Strike, Wing Clip and Wing Clip roots. Beast Mastery struggles: the Mage will
Polymorph your pet, so save
Bestial Wrath for that moment.
Warlock
The Hunter's hardest opponent: Classic guides describe Warlock as the game's best duellist. Watch for Fear on you and your pet,
Howl of Terror,
Death Coil, Seduction and the Felhunter.
Devour Magic removes your trap, Entrapment and Hunter's Mark from the Warlock, and
Rapid Fire from you. Damage-over-time effects prevent bandaging.
Open with
Scatter Shot and land Aimed Shot as it ends. Save
Feign Death for a Fear cast, and
Scatter Shot or Intimidation for Fear or
Drain Life. A trap holds the Warlock only while the Felhunter is dead or its dispel is on cooldown.
Viper Sting forces them to spend health on
Life Tap. Scare Beast does not work on demons. In battlegrounds, Warlocks are your first target.
Shaman
Watch for shocks,
Earthbind Totem,
Grounding Totem (which absorbed traps in Classic), Purge removing
Rapid Fire,
Poison Cleansing Totem countering stings,
Tremor Totem countering Scare Beast, and Enhancement burst.
Destroy Grounding before trapping: the totem has 5 health.
Viper Sting is almost useless under
Poison Cleansing Totem, and Shaman fights are short. Save your trinket for
Frost Shock. Use
Scatter Shot and
Feign Death to stop
Lightning Bolt and healing. Against Enhancement in melee, use Deterrence: in beta testing, a Shaman landed three attacks out of ten against a Survival Hunter. In battlegrounds, Shamans cleanse stings from their group, so keep your sting on a Priest or Paladin.
Priest
Watch for
Psychic Scream within 8 yards, fearing both you and your pet;
Power Word: Shield;
Shadow Word: Pain; Blackout;
Mind Control; and
Dispel Magic. The latter removes Hunter's Mark,
Concussive Shot and your trap from an ally, and
Rapid Fire from you.
Sting immediately: Priests cannot remove it. Stay beyond 8 yards to avoid
Psychic Scream, use
Scatter Shot from 10 yards, then step back and trap. Trap after the shield is broken. Use Intimidation just before Aimed Shot lands to give yourself 3 seconds without a new shield.
Scatter Shot
Mind Control and
Greater Heal. Discipline is harder than other Priest specs.
Druid
Watch for 40-second Hibernate on your pet,
Entangling Roots,
Feral Charge, Bear Bash and
Faerie Fire preventing Shadowmeld. Shapeshifting removes Wing Clip,
Concussive Shot, roots and Web, but not Freezing Trap or
Scatter Shot.
Your main weapon against Druids is Scare Beast: it fears Cat, Bear and
Travel Form for 20 seconds, and Fear has its own diminishing-return category. Trap for 20 seconds, Scare Beast for 20, then
Scatter Shot: none shortens the others. While retreating, use rank 1 Wing Clip: 40 mana versus hundreds for a shapeshift. Save your trap for Berserk's fear immunity.
World PvP, tricks and community habits
- See them first.
Track Humanoids,
Eagle Eye, a 2-minute Hunter's Mark on a Rogue or Cat, and Flare. Your advantage depends on seeing the enemy before they see you. - Where Hunters thrive. Open plains such as the Barrens, Thousand Needles and Arathi Highlands give you room for 41-45-yard combat. In narrow spaces around Blackrock Mountain or Tarren Mill, enemies reach melee, so prioritize a trap at your feet and
Scatter Shot. - Ganking. Hunter's Mark →
Sniper Shot from 45 yards or Aimed Shot from 41 → Multi-Shot → Arcane Shot →
Concussive Shot. Sting healers. - Escape. A trap at your feet,
Frost Trap,
Scatter Shot,
Concussive Shot and
Feign Death. Disengage does not drop combat; a Night Elf can use Shadowmeld. - Scatter-trap. The Classic trick:
Scatter Shot from 15 yards, move in, trap at the target's feet, move away. In Forever you simply place the trap at your own feet; forum users joke that this used to require a macro. - The dead zone. Some beta forum users ask for its removal; others want Mages, Priests and Warlocks to get one too. For now, it remains: 8 yards.
- The crocolisk is the best Warrior. Testers joke about the pet's Warrior-like healing reduction. In the current data, Dismember reduces healing received by 25% for 6 seconds; the old 50% comparison is not its current value.
Eyes of the Beast raids. In Forever,
Eyes of the Beast lasts 2 minutes instead of one and has unlimited range. So a Hunter can stand by friendly guards, say in Tarren Mill, and steer the pet into an enemy camp on the other side of the zone. On the beta, Hunters ran pets into Darkshire and killed a player before the guards finished off the beast. If the pet is nearly dead, cancel the spell and call it back. Go for players, not vendors: in Classic, sending a pet at NPCs from outside the guards' chase range was treated as an exploit.
Feign Death can kill you now. Forever brings back the vanilla rule: stay in
Feign Death for 6 minutes and your character really dies. You can still wait out a ganker on the ground, just keep an eye on the clock.
Feign Death also drops you from enemy targets and cancels spells being cast at you, such as
Polymorph, Fear or
Pyroblast. City guards are not fooled.- Scare Beast on Druids and Shamans. Druid animal forms and the Shaman's
Ghost Wolf count as beasts, so Scare Beast from 10 yards sends a Cat or a Wolf running for up to 10 seconds. It has been the Hunter's answer to Cat Druids since Classic, and it works the same in Forever. - Aspect of the Pack trolls your own side. Aspect of the Pack dazes anyone in the group who takes damage. Turned on in combat, it slows your allies more than your enemies, so if your group suddenly crawls, check your aspect.
Consumables
Potions share a 2-minute cooldown; Healthstones and runes share a separate one. Hunters have no healing of their own, so bandaging during a trap, a Warlock's Healthstone and a healing potion are your sustain. Use Free Action Potion before melee pressure arrives, and save your PvP trinket for control you can answer with a trap or
Scatter Shot.
At level 60, every shot's damage depends on ammunition:
Thorium Headed Arrow or
Thorium Shells add +17.5 damage per second, while the new epic
Swiftfeather Arrow and
Swiftstrike Shot add +24.5. Before combat, use
Elixir of the Mongoose or
Elixir of Greater Agility.
| Item | Effect | Note |
|---|---|---|
| 1350-2250 mana | Shots and pet healing | |
| 1050-1750 health | When an enemy reaches you | |
| 30 seconds of immunity to stuns, slows and roots | Use before melee enemies reach you | |
| Removes stuns and roots and grants 5 seconds of immunity | Escape | |
| Removes a magic effect, curse, poison or disease periodically for 30 seconds | ||
| +50% movement speed for 15 seconds | Run out of the dead zone | |
| 6 seconds of immunity to physical attacks | Against Rogues and Warriors at close range | |
| Absorbs 1950-3250 Shadow damage | Against Warlocks | |
| Absorbs 1950-3250 Frost damage | Against Mages | |
| 1440 health | Separate cooldown from potions | |
| 2000 health over 8 seconds | Bandage while the enemy is trapped | |
| A 10-second root without diminishing returns; 10-minute cooldown | Can also trap you | |
| Damage and a 3-second stun | Shares diminishing returns with Intimidation | |
| Removes slows and loss-of-control effects; 5-minute cooldown | Use together with your own control |
Macros
Hunters use macros to avoid toggling
Auto Shot off, control focus and mouseover targets, trap without the pet breaking the ice, and manage pets with one button. Below are popular Hunter PvP macros from Classic and Forever guides.
Commands and conditions in square brackets use English, and spell names must match the English client exactly. The easiest method is to Shift-click a spell from your spellbook into the macro window. Alt is assigned to self-casting by default, so these macros use only Shift and Ctrl.
Focus is a separately saved target: select an enemy and type /focus before using a focus macro. An @focus macro acts on that saved enemy without changing your current target.
Mouseover means the unit under your cursor, including its unit frame. Hover over the intended target before pressing an @mouseover macro.
#showtooltip
/targetenemy [noexists][dead][help]
/cast !Auto ShotThe exclamation mark prevents repeated presses from switching
Auto Shot off. In PvP, the second line can target a pet or totem; remove it if you select targets manually.
#showtooltip
/cast [mod:ctrl,@target,harm,nodead] Multi-Shot; [@target,harm,nodead] Aimed Shot
/cast !Auto ShotOne button for a shot and
Auto Shot that will not toggle off. There is no /stopcasting, so repeated presses will not interrupt your own Aimed Shot.
#showtooltip Concussive Shot
/cast [mod:shift,@focus,harm,nodead][@mouseover,harm,nodead][] Concussive ShotShift targets your focus; otherwise it uses your mouseover or current target. Slow a flag carrier or second melee attacker without switching targets.
#showtooltip Scatter Shot
/stopcasting
/petstay [@pettarget,harm]
/petpassive [@pettarget,harm]
/cast [mod:shift,@focus,harm,nodead][@mouseover,harm,nodead][] Scatter ShotInterrupts your Aimed Shot to stop an enemy cast, and stops your pet so it cannot break the control. Return the pet to combat with the Pet Attack macro.
#showtooltip
/stopattack
/petpassive [@pettarget,harm]
/petstay [@pettarget,harm]
/cast [mod:ctrl] Frost Trap; Freezing TrapPlaces a trap at your feet and stops your attacks and pet to avoid breaking the ice. We removed the Classic
Feign Death line because Forever already allows traps in combat.
#showtooltip Feign Death
/stopcasting
/stopattack
/petfollow [mod:ctrl]
/petpassive [mod:ctrl]
/cast Feign Death
Feign Death is off the global cooldown and works immediately after a shot. Without Ctrl, your pet keeps fighting; with Ctrl, it returns to you.
#showtooltip
/petfollow [mod:ctrl]
/petpassive [mod:ctrl]
/stopmacro [mod:ctrl]
/petdefensive
/petattack [mod:shift,@focus,harm,nodead][@mouseover,harm,nodead][]Sends your pet to your focus, mouseover or current target; Ctrl recalls it. Defensive stance prevents it from independently attacking enemies under someone else's control.
#showtooltip Intimidation
/petattack [mod:shift,@focus,harm,nodead][@mouseover,harm,nodead][]
/cast IntimidationThe stun triggers on your pet's next attack against its target, so the macro first sends the pet to attack.
#showtooltip
/cast [mod:shift,@focus,harm,nodead][@mouseover,harm,nodead][] WebSpider roots on focus or mouseover. The same approach works for Mine!, Dismember and
Sonic Blast. We have not yet verified whether focus targeting works with pet abilities in the Forever client.
#showtooltip Hunter's Mark
/cast [mod:shift,@focus,harm,nodead][@mouseover,harm,nodead][] Hunter's MarkMark a Rogue or Cat before they stealth without losing your target.
#showtooltip Viper Sting
/cast [mod:shift,@focus,harm,nodead][@mouseover,harm,nodead][] Viper StingKeep the enemy healer on focus and refresh
Viper Sting every 9 seconds while shooting another target.
#showtooltip
/cast [mod:ctrl] !Aspect of the Monkey; [combat] !Aspect of the Hawk; !Aspect of the CheetahHawk in combat, Cheetah out of combat; Ctrl gives Monkey when a melee attacker reaches you.
#showtooltip Flare
/cast [@cursor] FlareFlare lands at your cursor without an extra click. You can use the same approach for Volley.
#showtooltip
/cast [@pet,dead][mod:ctrl] Revive Pet; [nopet] Call Pet; Mend PetOne button handles everything: heals a living pet, calls it if absent and revives it if dead.
Mend Pet does not change your target.
What is new in Forever
- Traps can be placed in combat, but only at your feet, with a 30-second cooldown. Freezing Trap and
Frost Trap share a cooldown;
Survivalist's Discipline reduces it to 18 seconds. - Wyvern Sting is gone. Survival instead has Entrapment on the first contact with
Frost Trap, subject to root diminishing returns. Wing Clip and Counterattack roots remain without diminishing returns.
Scatter Shot and Intimidation require the 21st point, but
Bestial Wrath and
Scatter Shot cannot fit in one build.- Aimed Shot is baseline and weaker; Multi-Shot has a half-second cast and shares its cooldown. Volley has no cooldown; Arcane Shot is stronger.
Viper Sting has a 15-second cooldown, or 9 with the talent.- Disengage does not drop combat;
Feign Death kills you after 6 minutes. - New talents: 45-yard
Sniper Shot,
Summon Hawk,
Lone Wolf,
Strider Kick,
Lacerating Strikes,
Improved Tracking and
Careful Aim. - Pets scale with Hunter gear, pet families have PvP abilities, and
Bestial Wrath protects the pet from eleven types of control. - Humans and both factions' Skyborne can be Hunters.
- PvP critical hits are no longer reduced (October 8), and the Greater Insignia removes all loss-of-control effects.
Common mistakes
- Fighting in
Aspect of the Cheetah or Aspect of the Pack: every hit dazes you for 4 seconds. - Breaking your own trap: Serpent Sting on a frozen target, nearby Volley or Explosive Trap, or a pet on Aggressive.
- Trapping immediately after
Scatter Shot: they share diminishing returns, so the freeze lasts half as long. - Using Tauren
War Stomp immediately followed by Intimidation: they also share a diminishing-return category. - Using the old
Feign Death + trap macro: in Forever, it simply wastes
Feign Death. - Expecting Disengage to drop combat: in Forever, it only reduces threat.
- Standing in the dead zone and pressing ranged shots.
- Using
Rapid Fire and Hunter's Mark right in front of a Shaman or Priest: they are magic and will be dispelled. - Reviving your pet in the middle of combat: 10 seconds and all your base mana.
- Forgetting ammunition and a quiver.
Frequently asked questions
What is the best Hunter PvP spec in WoW Forever?
For battlegrounds and world PvP, Marksmanship Sharpshooter 0/31/20; for duels against melee, Trapper 0/21/30 with traps every 18 seconds; for pet burst, Beast Mastery 31/0/20. On the level 30 beta, tier lists place Hunter in S, and Supatease ranks Marksmanship highest.
Can you place traps in combat in WoW Forever?
Yes. In Forever, traps work in combat, but only at your feet, with a 30-second cooldown instead of 15. Freezing Trap and
Frost Trap share a cooldown;
Survivalist's Discipline reduces it to 18 seconds.
Does WoW Forever have Wyvern Sting?
No, it was removed along with its talent. Instead of sleep, Survival has in-combat traps. Entrapment triggers on first contact with
Frost Trap and has root diminishing returns; Counterattack and Wing Clip roots do not.
Which Hunter pet should I use for PvP?
A crocolisk with Dismember against healers (−25% healing); a bird with Mine! against Warriors and Rogues (disarm); a spider with Web for flags and kiting; a bat with
Sonic Blast against casters. No pet has an interrupt.
How do I escape the dead zone?
Ranged shots do not work inside 8 yards. Use Wing Clip and step back, trap at your feet,
Scatter Shot and retreat 10 yards, Intimidation, Counterattack or
Strider Kick. Disengage does not help in Forever.
Can I take
Bestial Wrath and
Scatter Shot together?
No: that requires 52 points. Of the Hunter's three hard-control talents - Intimidation,
Scatter Shot and Counterattack - only two fit into one build.
How often can I apply
Viper Sting?
Every 15 seconds, or every 9 with
Improved Stings 3/3. The sting lasts 8 seconds and drains 1108 mana. It is a poison: Shamans, Druids, Paladins and Dwarves can remove it; Priests, Mages, Warlocks, Warriors and Rogues cannot.
Which opponents are hardest for a Hunter?
Warlock: Fear,
Death Coil and a Felhunter that dispels your trap. Mage is slightly easier if you maintain
Viper Sting. Warrior and Paladin are easiest if you keep them at range.
Changelog
- 20 October 2026: New just-for-fun tricks in the world PvP section; a second check against the October 15 patch using the Wowhead datamine.
- 17 October 2026: Updated for the October 15 beta patch: racials, abilities and talents per the official notes. Builds checked against the new talent trees. English version published.
- 16 October 2026: Tauren racials updated for the October 15 patch.
- 15 October 2026: Guide published for level 60: talent tree builds, abilities, how to fight every class and macros.