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World of Warcraft Classes Hunter «Marksmanship»

Marksmanship Hunter PvE Guide (WoW Legion 7.3.5)

A Marksmanship Hunter is an amazing shooter that relies completely onto their range weapon mastery.



Let’s take a closer look at the weakest and the strongest aspects of this specialization:


  • High damage in any combat mode;
  • The capacity to finetune the spec for a particular combat type due to the talents;
  • The abilities’ active range is longer than the standard 40 m (increases by Mastery).


  • Damage dealing is critically dependent on the movements during the combat;
  • Quite a large range of DPS due to random mechanics;
  • Extremely low survival.

Basic information on the spec:

Like any other Hunter spec, Marksmanship uses Focus as their key resource. In the base configuration, this specialization has a pet, but in 100% the talent Lone Wolf is used which brings us to the model of dealing damage solely by you.

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Main abilities

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General information. On achieving several new levels you’ll get access to new talent ‘Tiers’. Talents may have different effect on abilities: add new features, replace old ones, modify passively different effects and spells. Talents can be changed in Sanctuaries or any recreational zones. However, if you don’t have any of those places nearby you can use the Codex of the Tranquil Mind which allows you to switch channels within a minute. You can’t change talents in combat. You can’t change a talent if the talent you’ve picked in the last Tier is on Cooldown. You’ll have to wait until it’s restored first.

Tier 1. Lvl 15

  • Lone Wolf. Deprives you of the opportunity to summon a pet but increases the whole damage you deal by 18%.
  • Steady Focus. When Arcane Shot or Multi-Shot are cast twice in a row, your Focus regeneration speed grows by 25% for 2 secs.
  • Careful Aim. The probability of delivering a critical strike with Aimed Shot, Arcane Shot, Marked Shot or Multi-Shot is up by 15%, and critical strikes are dealing additional 30% damage to the target for 8 secs. This effect works only on those targets whose Health is no higher than 80% of their max HP stock.

* Your default pick is Lone Wolf in any case. The key portion of damage is delivered by you; even if you’re talented with any of the other two and have a pet, the result would still be lower.

Tier 2. Lvl 30.

  • Lock and Load. Range auto-attacks have an 8% chance of triggering the effect Lock and Load that allows you to use the next two Aimed Shots simultaneously and Focus-free.
  • Black Arrow. Costs 10 Focus and deals your enemy Dark Magic damage over 8 secs. It also summons a Dark Acolyte that provokes the target. CD 15 secs; restored instantly upon the killing of the enemy.
  • True Aim. With consecutive use of Arcane Shot or Aimed Shot into the same target the damage by both abilities grows by 2%. The effect sums up, up to 10 times.

* True Aim is your best option for single target, particularly if combined with Trick Shot. (Kepp in mind that, if there are additional targets subject to Trick Shot’s ricochet in the combat, the bonus by True Aim would disappear).
If you switch targets often, or if you’re not talented with Trick Shot, always go for Lock and Load.
Black Arrow is only good for sole character upgrade.

Tier 3. Lvl 45.

  • Posthaste. Disengage now cancels any movement-impairing effects and increases your moving speed by 60% for 5 secs.
  • Farstrider. Your abilities’ critical strikes can instantly finish the restoring time of your Disengage.
  • Trailblazer. If you do not attack for 3 secs, your moving speed grows by 30%.

* Your default choice here is Posthaste, but the whole Tier dosen’t affect your DPS, that’s why it actually is up to you which talent to pick.

Tier 4. Lvl 60.

  • Explosive Shot. Costs 20 Focus; emits a slow-flying shell that explodes upon the second cast, and deals major Fire damage to all the enemies within the 8-m range. The farther from the eye of the explosion, the smaller the damage. CD 30 secs.
  • Sentinel. Select an area with a 10-m radius to have a Sentinel watching it for the following 18 secs. Every 6 secs, all targets within that area are tagged with Hunter’s Mark. CD 1 min.
  • Patient Sniper. During the ative time of Vulnerable, bonus damage grows by 6% every sec.

* Patient Sniper is your choice for single-target encounters, or for minor AoE with the stress on the man target.
Explosive Shot is the one for AoE, goes particularly well within the framework of Mythic+ realia.
Sentinel has not proven any eficient in any of the situations.

Tier 5. Lvl 75.

  • Binding Shot. Allows you to select an area within the 30-m range in which you want to send a magical arrow with a 10-sec action and 5-m action range. All the enemies that get into that area get bound to that arrow. Once they try to go farther than 5 m of that arrow, they get stunned for 5 secs.
  • Wyvern Sting. Allows you to paralyze your target for 30 secs, has a 1.5-sec cast and can be used on the go.
  • Camouflage. You and your pet become stealth for 1 min. While invisible, you restore 2% of your max HP count every second. CD 1 min.

* The Tier has no effect on your DPS, so pick whatever you want or whatever might be of use in your encounter. The default tip is, it is always useful to have a mass stun at hand which would be Binding Shot.

Tier 6. Lvl 90.

  • A Murder of Crows. Summon a flock of crows that attacks your target for 15 secs. If the target dies while under this effect, the ability’s restoring time ends instantly. CD 1 min.
  • Barrage. Costs 60 Focus. Over 3 secs, you are going to shoot all your enemies in front of you dealing them major physical damage. Can be used on the go. CD 20 secs.
  • Volley. You activate a constant aura that allows your automatic shots spend 3 Focus thus hitting a target and the enemies that are close to it and deal them minor physical damage. Restoring time 1.5 secs, active until cancelled.

* For a single target combat, A Murder of Crows is the best option.
Volley, even on a single target, is not much behind A Murder of Crows, and when there’s at least one additional target, the target breaks through far ahead of it which makes it the one for AoE.
Barrage is barely ever talented with. The only reason to get it would be dealing as much AoE damage as possible to targets that are remote from each other and can’t be hit with Volley. Picking this talent also inflicts huge losses in the single-target arrangement.

Tier 7. Lvl 100.

  • Sidewinders. Replaces Arcane Shot and Multi-Shot, has 2 charges. Generates 35 Focus. Unleashes sidewinders that fly towards the target in a winding trajectory. All the enemies hit on the way receive Nature damage. To all the targets hit on the way are tagged with Vulnerable. CD 12 secs.
  • Piercing Shot. Costs 20-100 Focus. The more Focus you spend on it, the more damage it deals. The ability deals major physical damage to the main target and half the damage – to each target it hits on the way. The damage is increased by Vulnerable.
  • Trick Shot. Aimed Shot now also hits all the targets tagged with Vulnerable thus dealing them 30% of its regular damage. If there are no other targets tagged with Vulnerable, the following Aimed Shot deals 15% more damage.

* Trick Shot is your single-target choice. With War Belt of the Sentinel Army at hand, this talent becomes perfect for cleave and AoE.
Piercing Shot is great for AoE in case you lack the Legendary belt. It is not much worse on single target, too.
Sidewinders is a powerful, but occasional talent. Its main virtue is that it combines nice single-target damage with medium AoE damage to disassociated targets. If used purely for either AoE or single target, it proves significantly less efficient than the other two talents.

So, we can boil it all down to the following builds:

  • Standard raid:
  1. Lone Wolf
  2. True Aim (Lock and Load in case of frequent switches)
  3. Patient Sniper
  4. A Murder of Crows on a single target or Volley for AoE
  5. Trick Shot
  • For Mythic+
  1. Lone Wolf
  2. True Aim (Lock and Load in case of frequent switches)
  3. Patient Sniper or Explosive Shot to maximize AoE damaging
  4. Volley
  5. Piercing Shot (Trick Shot, if equipped with War Belt of the Sentinel Army)


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Unlike talents, in the weapons branch there is no choice of what you can and what you can’t take. With the current Artifact Knowledge, the order of artifact acquisition is insignificant as to open all the traits, you only need to earn 2.23 billion artifact power which is extremely easy to do just over the first few minutes after you’ve reached level 110.


Marksmanship Hunters use 1 Storm, 1 Blood and 1 Life relics.

Mainly, Marksmanship Hunters love relic ilvls. The specialization does, however, have a few traits that are very valuable. For your convenience, the traits on the following list are accompanied with their ilvl bonus equivalent to weapon ilvl (i.e. how much DPS the relic bonus gives you purely in terms of how much would your weapon ilvl have given):

  1. Unerring Arrows 3
  2. Marked for Death 2.9
  3. Deadly Aim 2
  4. Quick Shot 1.4 – 4.4 (depends on fight length)
  5. Precision 1
  6. Windrunner’s Guidance 0.9

Other traits are defensive and provide no dps that’s why they are not accounted for here. Hence their value is considered equal to 0.

If you face situations where you’re not sure, we recommend you use the raidbots.com web-site which has a convenient interface for figuring out if it’s worth replacing Relic A with Relic B.


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Netherlight Crucible

Tier 1 of any relic allows you to increase your weapon’s ilvl by 5 points.

Tier 2. Here you face your first crucial choice between Light and Dark. You thus define your further choice on Tier 3. Your objective is to pick the way providing you the highest ilvl equivalent sum on Tiers 2 and 3.

  1. Torment the WeakSecure in the Light 4.2
  2. Infusion of Light, Shadowbind 4.1
  3. Master of Shadows 3.8
  4. Chaotic Darkness 3.7
  5. Shocklight 3.4
  6. Murderous Intent 2.9
  7. Light Speed 2.7
  8. Dark Sorrows 1.8

Tier 3. Like it was said before, you need the largest total of the traits on the two Tiers:

  1. Unerring Arrows 3
  2. Marked for Death 2.9
  3. Deadly Aim 2
  4. Quick Shot 1.4 – 4.4 (depends on fight length)
  5. Precision 1
  6. Windrunner’s Guidance 0.9

Other traits are defensive and provide no dps that’s why they are not accounted for here. Hence their value is considered equal to 0.

If you are using CrucibleWeight you can import this string into the game:

cruweight^128826^ilvl^1^252799^3.33^252922^1.91^190449^1.95 6:2.89 7:1.9^252875^4.02^190457^1.23 6:1.57 7:1.19^252888^3.6^252091^3.76^190462^1.43 6:4.0 7:2.19^253093^4.0^190520^1.0 6:1.7 7:0.88^190529^2.81 6:2.78 7:2.75^252906^4.21^238052^2.81 6:3.16 7:2.8^252191^2.89^252088^2.84^253070^3.85^end


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A Marksmanship Hunter has access to the total of 14 Legendaries.

The Shadow Hunter’s Voodoo Mask restores 20% Health instantly once Feign Death is used, and additional 5% per sec for 10 secs if you remain in the condition.

Prydaz, Xavaric’s Magnum Opus gives you an absorb once every 30 secs. The absorb covers 25% of your max HP; plus it has multiple secondary stats and a socket. A good one for exploring new bosses.

Celerity of the Windrunners raised Haste by 15% for 6 secs after you’ve cast Windburst. A rather average Legendary.

Magnetized Blasting Cap Launcher turns your Bursting Shot into a full-swing DPS ability that needs to be used outside of active Vulnerable. Also looks great for AoE, especially for Mythic+. Often useless in raids, though. A rather average Legendary.

MKII Gyroscopic Stabilizer is your single-target best, even despite the fact you can use Aimed Shot on the go.

Vigilance Perch is good for a fresh character as long as you’re willing to lay out the gold and the resources for the craft part. It’s replaced instantly once any other Legendary comes along.

War Belt of the Sentinel Army increases the damage by the following Aimed Shot by 10% per each enemy hit with Multi-Shot; the effect stacks up, up to 20 times. The best legendary for Cleave and AoE.

Roots of Shaladrassil restores you 3% of your max Health per sec as long as you do not move. This one is quite weak in terms of both survival and DPS.

Ullr’s Feather Snowshoes make your Aimed Shot, Marked Shot, Arcane Shot and Multi-Shot restore 0.8 secs of the current restoring time of your Trueshot. This is one of the best Legendaries for any combat type, predominantly for AoE and Cleave combats. Reduces restoring time by approximately 45-55 secs.

Sephuz’s Secret gives you, passively, 2% Haste and 10% moving speed. The proc that is activated with the dispels, stuns and paralysis increases Haste by additional 25%, and the moving speed – by 70%.

Zevrim’s Hunger grants a 15% chance that your Marked Shot doesn’t spend Hunter’s Mark on the targets. For single target, this is a very weak Legendary. On AoE, however, it does look better, as Marked Shot deals major damage on its own, especially on AoE. Nevertheless, it’s not the best.

Soul of the Huntmaster grants you the talent Lock and Load for free. The best Legendary on a single target.

Kil’jaeden’s Burning Wish has a huge number of stats and an opportunity of dealing massive burst damage once every 1.15 mins.

Insignia of the Grand Army increases the efficacy of the Netherlight Crucible’s second Tier by 50%.

Best Legendary combinations:

Single target:

  1. Soul of the Huntmaster;
  2. MKII Gyroscopic Stabilizer;
  3. Ullr’s Feather Snowshoes;


  1. Ullr’s Feather Snowshoes;
  2. War Belt of the Sentinel Army.

* In both combat models, Prydaz, Xavaric’s Magnum Opus is also a nice choice as it grants you a huge bulk of stats + significantly increases your survival.

If you’ve got different Legendaries out of the first list, and want to figure out which one of them would be better for you, we recommend you use Simcraft.

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For starters, let’s review the basic ability utilization priority:

  1. Trueshot should be used as frequently as possible. It can be kept around for a little while for the sake of AoE in case a spawn of additional enemies is expected. It should also be used when your Focus is close to its max and right after you’ve activated Vulnerable on the target via Marked Shot or Windburst.
  2. A Murder of Crows per CD. The only exception is if your main target is going to be below 20% Health soon – A Murder of Crows stacks up  Bullseye.
  3. Windburst per CD, in case you can’t use Aimed Shot during the ending window of Vulnerable, or there simply is no Vulnerable on your target. In general, this ability should be considered a back-up – and cheap – replacement for Marked Shot.
  4. Marked Shot, if available, and you have at least 70 Focus in stock. If your target is alreadt hit with Vulnerable, and you don’t have Focus enough to cast Aimed Shot, you can use Marked Shot.
  5. Aimed Shot during active Vulnerable. Also, if you have a lot of Focus and no Vulnerable on the target now, nor during the nearest GCDs, burn some Focus via Aimed Shot.
  6. In any other time, use Arcane Shot or Multi-Shot on 3+ targets. I you have the proc Marking Targets, or War Belt of the Sentinel Army on, Multi-Shot should be used even on 2 targets.

Now let’s go into deeper details about the proc utilization:

In general, the DPS model boils down to you preparing the necessary resources for Vulnerable and then making use of them over the duration of Vulnerable.

  1. When you have the proc Marking Targets, you need to waste Focus with Arcane Shot so that you have no more than 70 Focus. After that – Marking Targets => Arcane Shot => x2 Aimed Shot.
    * If you have 4t20 and at least 18% Haste, use your Marked Shot on at least 50 Focus, after which you should cast x2 Arcane Shot and x2 Aimed Shot.
  2. If you intend to use Windburst, 50 Focus is enough to have before casting it. After that, always use x2 Arcane Shot => x2 Aimed Shot.
  3. If you lack the proc Marking Targets and your Windburst is on CD, then: Use Arcane Shot until 105 Focus; then Aimed Shot to keep Focus from capping (if equipped with 2t20, use two Aimed Shots consecutively). Follow the given scheme until your Marking Targets procs, or until your Windburst restores.

* In case you were at 110+ Focus when activating Vulnerable, skip the Arcane Shot stage and go straight to x3 Arcane Shots.

* Marked Shot is no to be used per CD. Your objective is to maintain max uptime of Vulnerable within which you need to cast as many empowered Aimed Shots as possible.


The main AoE adjustment is, you shouldn’t postpone your Marking Targets procs, but instantly use Multi-Shot, after that – Marked Shot, as basic Marked Shot deals major damage on its own which is particularly sensible in AoE.

Multi-Shot is used instead of Arcane Shot starting with 2 targets.

As a result, even during Vulnerable, you use – if available – Marked Shot; Aimed Shot, on the other hand, is used only if you lack the procs for Marked Shot. If you have 2t20, you sure have to use 2 Aimed Shots in a row to maintain the buff, even if you have the proc Marking Targets.
* With the proc of the talent Lock and Load, waste the procs regardless of whether you have Marking Targets or not.
* If you have Magnetized Blasting Cap Launcher, use Bursting Shot per CD as soon as here is a window in between two Vulnerables.


As it was mentioned in talent section – Sidewinders is usefull to deal damage on spread targets.

How to use this Sidewinders:

After using Sidewinders you should hold Aimed shot untill having 105 focus or Vulnerable lasts less than 4 secs.

Including all this, the sequence will be:

  1. Sidewinders
  2. Pause, untill having 105 focus or Vulnerable lasts less than 4 secs
  3. x2 Aimed shot
  4. Marked shot
  5. Aimed shot

Another main thing about this talent – is your positioning. You should stay as far as posible or aiming the futher enemy.

Utilizing cooldowns:

Trueshot – the only cooldown at Marksmanship’s disposal. Like it said in the first section, it should be cast as often as you can and sometimes held back for AoE. Different combats have different duration, and the restoring time for Trueshot is always different (depends on the number of Quick Shot relics, on whether you’re equipped with the legendary boots and the trinket Convergence of Fates). Hence you should adapt to the combat yourself and understand how many Trueshots you can deal over your combat. Apart from a quick upcoming of an AoE phase, there is one more reason to keep your Trueshot hanging – the execute phase lower than 20%, when Bullseye stacks up. By the time your boss reaches 20% HP, you should understand how much longer your Trueshot would be on CD, and how much more time the boss has to live. Your goal is to cast Trueshot with max (30) stack count of Bullseye. It is ost likely that you will have to keep your ready-to-go Trueshot hanging until the talent is max stacked up, because it’s not often that bosses have execute phases long enough for you to cast more thanone effective Trueshot.

Rotation adjustments with certain Legendaries:

War Belt of the Sentinel Army. This belt allows you to empower your Aimed Shot significantly on AoE, that’s why you should try to cast it at max stack count (up to 20). The exception is when you have no proc Marking Targets, which would eventually bring you to having 20 stacks outside of Marking Targets. Also, don’t forget the 2t20 bonus. Despite the buff of casting Aimed Shot though Multi-Shot, you should still deal two Aimed Shots in a row to activate the bonus.

Zevrim’s Hunger. On a single target is has no effect on your DPS cycle. On AoE, however, deal Marked Shot once an opportunity shows up.


  1. Prepot Potion of Prolonged Power in 1-2 secs;
  2. Windburst off max range to increase its flying time;
  3. A Murder of Crows, if talented;
  4. Trueshot (your Windburst is still flying and hasn’t reach its final target yet);
  5. х2 Aimed Shot;
  6. х2 Arcane Shot;
  7. Aimed Shot until Vulnerable is over (usually it’s 1 or 2 with Bloodlust / Heroism);
  8. Arcane Shot until your Trueshot is 7 secs away from ending;
  9. Marked Shot over the last 7 secs of Trueshot;
  10. х2 Aimed Shot;
  11. х2 Arcane Shot;
  12. Aimed Shot until Vulnerable is over (usually it’s 1 or 2 with Bloodlust / Heroism).
  13. After that, follow the regular priorities.

* This combat starter model allows you to maximize the efficiency of your 2t20 bonus.

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The basic priority rating for the characteristics is as follows:

Mastery >= Crit > Haste > Versatility > Agility

The current specialization’s Mastery increases the abilities’ range of action. It also increases the damage dealt by the abilities that cost Focus.

Haste reduces the interval between your auto-attacks which facilitates more frequent procking off Marking Targets. It also reduces the restoring time of your Sidewinders and Black Arrow and reduces GCD.

The Mastery vs. Crit ratio depends on whether you have set bonuses or not. That’s why is recommended, once you receive new equipment, you use Simcraft or Raidbots.com. There is no way to get a more precise answer to which stat to focus on first, but through a simulation.

Based on the aforementioned characteristics and results of your character’s own simulation results, you can draw conclusions on Gems, Chants and Raid Chemicals.

  1. Gems:
  1. Chants:
  1. Food:
  1. Flasks and Potions:

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Set bonuses


  • 2 pieces: Each 45 Focus spent reduce the restoring time of your Trueshot by 1 sec.
  • 4 pieces: Trueshot also reduces the Focus spending on all the Focus-spending abilities by 15%.


  • 2 pieces: After two consecutive Aimed Shots, your critical strike induced damage grows by 15% for 6 secs.
  • 4 pieces: Aimed Shot reduces the casting time for your next Aimed Shot by 8% and reduces its Focus cost by 8%.


  • 2 pieces: Your Focus-generating attacks deal 30% more damage and generate 25% ore Focus.
  • 4 pieces: Marked Shot has a 50% chance of hitting the target once more.


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Kick with a modifier, with the Shift key held, the ability is applied on a remembered target, without – on the current one.

/cast [mod:shift,@focus][]Counter Shot


Aspect of the Turtle and Feign Death with stopcasting:

/cast Feign Death


/cast Aspect of the Turtle

Cancel Aspect of the Turtle – you can’t always be in it because you can’t attack while it’s active.

/cancelaura Aspect of the Turtle


Trap macros. There are two convenient options: you can set your macros to place a trap under your character or at your cursor’s position. Here are the respective examples:

/cast [@player] Freezing Trap


/cast [@cursor] Freezing Trap