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Marksmanship Hunter Talents
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Talents in World of Warcraft define your character's gameplay. They offer active abilities for offense and defense, major cooldowns, or passive enhancements to your stats and spells. Here are the current Marksmanship Hunter talents for The War Within Season 1.
Where to Find Talents
Talents can be found in the talent menu, which is accessible by pressing the
N
key (default) or by clicking the target icon in the micro menu:
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Class Talents
Class talents represent a common tree shared across all Hunter specializations. These talents provide foundational skills and enhancements essential to the Hunter class, offering a range of abilities that lay the groundwork for a Hunter's overall capabilities.
Name | Cast | Effect |
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Passive | Every 10 Focus you spend reduces the remaining cooldown on Exhilaration by 1.0 sec. |
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Passive | Disengage also frees you from all movement impairing effects and increases your movement speed by 50% for 4 sec. |
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Instant - 40 Yd Range | You attempt to finish off a wounded target, dealing 1,671 Physical damage. Only usable on enemies with less than 20% health. |
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Passive | Maximum health increased by 8%, and Exhilaration now also heals you for an additional 12.0% of your maximum health over 8 sec. |
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Passive | Damage taken from area of effect attacks reduced by 5%. |
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Passive | Kill Command has a 10% chance to grant Deathblow. eathblow The cooldown of Kill Shot is reset. Your next Kill Shot can be used on any target, regardless of their current health. |
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Passive | Mend Pet heals for an additional 25% of your pet's health over its duration, and has a 25% chance to dispel a magic effect each time it heals your pet. |
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Instant - 40 Yd Range - 30 Sec Cooldown | Hurls a tar trap to the target location that creates a 8 yd radius pool of tar around itself for 30 sec when the first enemy approaches. All enemies have 50% reduced movement speed while in the area of effect. Limit 1. Trap will exist for 1 min. |
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Instant - 40 Yd Range - 10 Sec Cooldown | Removes 1 Enrage and 1 Magic effect from an enemy target. |
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Instant - 40 Yd Range - 5 Sec Cooldown | Dazes the target, slowing movement speed by 50% for 6 sec. Steady Shot will increase the duration of Concussive Shot on the target by 3.0 sec. |
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Instant | Reduces all damage you and your pet take by 30% for 6 sec. |
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Passive | When Tar Trap is activated, all enemies in its area are rooted for 4 sec. Damage taken may break this root. |
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Instant - 40 Yd Range - 24 Sec Cooldown | Interrupts spellcasting, preventing any spell in that school from being cast for 3 sec. |
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Passive | Tranquilizing Shot removes up to 1 additional Magic effect from up to 2 nearby targets. |
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Passive | If Tranquilizing Shot removes only an Enrage effect, its cooldown is reduced by 5 sec. |
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Instant - 100 Yd Range - 30 Sec Cooldown | Misdirects all threat you cause to the targeted party or raid member, beginning with your next attack within 30 sec and lasting for 8 sec. |
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Passive | You cannot be slowed below 80% of your normal movement speed while Aspect of the Cheetah is active. |
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Passive | Survival of the Fittest gains an additional charge. |
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Passive | Reduce the cooldown of Survival of the Fittest by 30 sec, and increase its duration by 2.0 sec. Reduce the cooldown of Counter Shot and Muzzle by 2 sec. |
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Passive | Kill Command deals 10% increased damage. |
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Passive | When Tranquilizing Shot successfully dispels an effect or Counter Shot interrupts a cast, gain 10 Focus. |
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Passive | When Misdirection targets your pet, it reduces the damage they take by 50% for 5 sec. |
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1.5 Sec Cast - 30 Yd Range | Scares a beast, causing it to run in fear for up to 20 sec. Damage caused may interrupt the effect. Only one beast can be feared at a time. |
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Instant - 1 Min Cooldown | Commands your pet to intimidate the target, stunning it for 5 sec. |
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Instant - 40 Yd Range - 30 Sec Cooldown | Fires an explosive shot at your target. After 3 sec, the shot will explode, dealing 1,560 Fire damage to all enemies within 8 yds. Deals reduced damage beyond 5 targets. |
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Instant - 30 Yd Range - 45 Sec Cooldown | Fires a magical projectile, tethering the enemy and any other enemies within 5 yds for 10 sec, stunning them for 3 sec if they move more than 5 yds from the arrow. |
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Instant - 30 Sec Cooldown | Fires an explosion of bolts at all enemies in front of you, knocking them back, snaring them by 50% for 6 sec, and dealing 28 Physical damage. |
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Instant - 20 Yd Range - 30 Sec Cooldown | A short-range shot that deals 23 damage, removes all harmful damage over time effects, and incapacitates the target for 4 sec. Any damage caused will remove the effect. Turns off your attack when used. |
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Passive | Casting Intimidation without a pet now summons one from your stables to intimidate the target. Additionally, the cooldown of Intimidation is reduced by 5 sec. |
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Passive | You and your pet have 5.0% increased attack speed. This effect is increased by 100% if you do not have an active pet. |
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Passive | The damage of Explosive Shot is increased by 8%. |
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Passive | Critical strike chance increased by 4%. |
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Passive | Binding Shot's stun duration is increased by 1 sec. |
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Passive | Casting Kill Command reduces the cooldown of Intimidation and Binding Shot by 0.5 sec. |
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Passive | When you fall below 40% health, Bursting Shot and Scatter Shot have their cooldown immediately reset. This can only occur once every 25 sec. |
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Passive | Movement speed increased by 4%. |
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Passive | Targets stunned by Binding Shot, knocked back by High Explosive Trap, knocked up by Implosive Trap, incapacitated by Scatter Shot, or stunned by Intimidation deal 10% less damage to you for 8 sec after the effect ends. |
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Instant - 1 Min Cooldown | You and your pet blend into the surroundings and gain stealth for 1 min. While camouflaged, you will heal for 2% of maximum health every 1 sec. |
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Passive | Stealthed enemies revealed by Flare remain revealed for 3 sec after exiting the flare. |
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Passive | Your movement speed is increased by 30% anytime you have not attacked for 3 sec. |
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Instant - 40 Yd Range - 1 Min Cooldown | Instructs your pet to protect a friendly target from critical strikes, making attacks against that target unable to be critical strikes, but 10% of all damage taken by that target is also taken by the pet. Lasts 12 sec. |
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Passive | You gain 5% more critical strike from critical strike sources. |
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Passive | When a trap triggers, you gain 30% movement speed for 3 sec. Can only occur every 1 min. |
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Passive | Reduces the cooldowns of Aspect of the Cheetah, and Aspect of the Turtle by 30 sec. |
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Passive | You take 20% reduced damage while Camouflage is active. This effect persists for 3 sec after you leave Camouflage. |
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Passive | The cooldown of Tar Trap, High Explosive Trap, Implosive Trap, and Freezing Trap is reduced by 5.0 sec. |
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Passive | Feign Death and Aspect of the Turtle removes poison and disease effects from you. |
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Instant - 40 Yd Range - 40 Sec Cooldown | Hurls a fire trap to the target location that explodes when an enemy approaches, causing 302 Fire damage and knocking all enemies away. Limit 1. Trap will exist for 1 min. |
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Instant - 40 Yd Range - 1 Min Cooldown | Hurls a fire trap to the target location that explodes when an enemy approaches, causing 301 Fire damage and knocking all enemies up. Limit 1. Trap will exist for 1 min. |
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Passive | Your damage over time effects deal 10% increased damage. This effect is increased by 50% on targets below 20% health. |
Specialization Talents
Specialization talents provide Marksmanship Hunters with unique abilities and enhancements tailored to their combat style. These talents differentiate Marksmanship Hunters from other Hunter specializations, maximizing effectiveness in combat.
Name | Cast | Effect |
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2.5 Sec Cast - 40 Yd Range | A powerful aimed shot that deals 1,942 Physical damage. |
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Channeled - 40 Yd Range - 20 Sec Cooldown | Shoot a stream of 7 shots at your target over 1.8 sec, dealing a total of 2,233 Physical damage. Usable while moving. ach shot generates 1 Focus. |
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Instant - 40 Yd Range | Fires several missiles, hitting your current target and all enemies within 10 yards for 269 Physical damage. Deals reduced damage beyond 5 targets. |
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Passive | Aimed Shot causes your next Arcane Shot or Multi-Shot to deal 100% more damage and cost 50% less Focus. |
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Passive | Rapid Fire deals 35% additional damage, and Aimed Shot has a 15% chance to reset the cooldown of Rapid Fire. |
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Passive | Rapid Fire's damage is increased by 15%, and Rapid Fire also causes your next Aimed Shot to cast 30% faster. |
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Passive | Steady Shot now generates an additional 10 Focus. |
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Passive | Steady Shot reduces the cooldown of Aimed Shot by 2 seconds. |
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Passive | Arcane Shot and Chimaera Shot Focus cost reduced by 20. |
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Passive | Gain critical strike damage equal to 40% of your critical strike chance. |
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Passive | When Multi-Shot hits 3 or more targets, your next Aimed Shot or Rapid Fire will ricochet and hit up to 5 additional targets for 75% of normal damage. |
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Passive | Your melee and ranged special attack critical strikes cause the target to bleed for an additional 15% of the damage dealt over 6 sec. |
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Passive | Rapid Fire shoots 3 additional shots. |
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Passive | Aimed Shot deals 50% bonus damage to targets who are above 70% health. |
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Passive | Trick Shots now ricochets to 2 fewer targets, but each ricochet deals an additional 25% damage. |
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Passive | Trick Shots now causes Aimed Shot and Rapid Fire to ricochet to 2 additional targets. |
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Passive | Each additional target your Rapid Fire or Aimed Shot ricochets to from Trick Shots increases the damage of Multi-Shot by 7% for 15 sec, stacking up to 10 times. The duration of this effect is not refreshed when gaining a stack. |
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Passive | Your ranged auto attacks have a 8% chance to trigger Lock and Load, causing your next Aimed Shot to cost no Focus and be instant. |
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Passive | Casting Steady Shot increases your haste by 8% for 15 sec. |
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Passive | Aimed Shot now has a 15% chance and Rapid Fire now has a 25% chance to grant Deathblow. Kill Shot's critical strike damage is increased by 25%. eathblow The cooldown of Kill Shot is reset. Your next Kill Shot can be used on any target, regardless of their current health. |
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Channeled - 40 Yd Range - 20 Sec Cooldown | Rapidly fires a spray of shots for 2.7 sec, dealing an average of 827 Physical damage to all nearby enemies in front of you. Usable while moving. Deals reduced damage beyond 8 targets. Grants Beast Cleave. |
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Passive | Aimed Shot and Rapid Fire critical strike chance increased by 5%. |
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Passive | Aimed Shot and Rapid Fire cooldown reduced by 10%. |
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Passive | Aimed Shot also fires a Serpent Sting at the primary target. erpent Sting Fire a shot that poisons your target, causing them to take 109 Nature damage instantly and an additional 725 Nature damage over 18 sec. |
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Instant - 40 Yd Range | A two-headed shot that hits your primary target for 431 Nature damage and another nearby target for 216 Frost damage. |
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Passive | Kill Shot critical strike chance and critical strike damage increased by 20%. |
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Passive | Barrage now instead shoots Rapid Fires at your target and up to 4 nearby enemies at 40% effectiveness, but its cooldown is increased by 40 sec. |
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Passive | When Rapid Fire fully finishes channeling, gain 8% haste for 6 sec. |
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Passive | Increases your damage by 5% when you do not have an active pet. |
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Passive | When your abilities damage a target below 20% health, you gain 1% increased critical strike chance for 6 sec, stacking up to 30 times. |
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Passive | When Aimed Shot strikes an enemy affected with your Serpent Sting, it spreads Serpent Sting to 2 enemies nearby. Serpent Sting's damage over time is increased by 20%. |
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Instant - 40 Yd Range - 45 Sec Cooldown | Rain a volley of arrows down over 6 sec, dealing up to 1,866 Physical damage to any enemy in the area, and gain the effects of Trick Shots for as long as Volley is active. |
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Passive | Aimed Shot coalesces 2 Wind Arrows that shoot your target for 106 Physical damage. Each time Rapid Fire deals damage, there is a 5% chance to coalesce a Wind Arrow at your target. |
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Instant - 2 Min Cooldown | Reduces the cooldown of your Aimed Shot and Rapid Fire by 70%, and causes Aimed Shot to cast 50% faster and cost 50% less Focus for 15 sec. While Trueshot is active, you generate 50% additional Focus. |
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Passive | Aimed Shot and Rapid Fire damage increased by 5.0%. |
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Passive | When the Trick Shots effect fades or is consumed, or after gaining Deathblow, your next Kill Shot will deal 75% increased damage, and shred up to 5 targets near your Kill Shot target for 35% of the damage dealt by Kill Shot over 6 sec. |
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Passive | After summoning 20 Wind Arrows, your next Aimed Shot becomes a Wailing Arrow. ailing Arrow Fire an enchanted arrow, dealing 1,910 Shadow damage to your target and an additional 597 Shadow damage to all enemies within 8 yds of your target. Non-Player targets struck by a Wailing Arrow have their spellcasting interrupted and are silenced for 3 sec. |
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Passive | While Trueshot is active you gain 1% critical strike chance and 2% increased critical damage dealt every 1 sec, stacking up to 10 times. |
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Passive | Multi-Shot deals 75% increased damage and Explosive Shot deals 25% increased damage. |
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Passive | Your spells and attacks deal 8% increased damage and ignore line of sight against any target in your Volley. |
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Passive | Trueshot grants Wailing Arrow and Aimed Shot generates 2 additional Wind Arrows while in Trueshot. Wailing Arrow resets the cooldown of Rapid Fire and generates 2 charges of Aimed Shot. |
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Passive | Every 50 Focus spent reduces the cooldown of Trueshot by 2.5 sec. |
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Instant - 45 Sec Cooldown | Your next Multi-Shot or Volley now also applies Explosive Shot to up to 2 targets hit. |
Hero Talents
Hero talents allow for deeper customization of the Marksmanship Hunter class fantasy, further enhancing its combat effectiveness.
Sentinel
Name | Cast | Effect |
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Passive | Your attacks have a chance to apply Sentinel on the target, stacking up to 10 times. While Sentinel stacks are higher than 3, applying Sentinel has a chance to trigger an implosion, causing a stack to be consumed on the target every sec to deal 415 Arcane damage. |
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Passive | Each time Sentinel deals damage to an enemy you gain an absorb shield equal to 1.0% of your maximum health, up to 10%. |
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Passive | When you apply Sentinel to a target not affected by Sentinel, you apply 1 additional stack. |
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Passive | Raptor Strike, Mongoose Bite and Wildfire Bomb deal 10% increased damage. |
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Passive | When you apply Sentinel on a target, you have a 15% chance to apply a second stack. |
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Passive | When a target affected by Sentinel deals damage to you, they are rooted for 3 sec. May only occur every 1 min per target. |
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Passive | When Sentinel starts dealing damage, the target is snared by 40% for 3 sec. |
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Passive | Each time Sentinel deals damage to an enemy it has an up to 15% chance to generate 5 focus. Chances decrease with each additional Sentinel currently imploding applied to enemies. |
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Passive | Whenever a Sentinel deals damage, the cooldown of Coordinated Assault is reduced by 1 sec, up to 15 sec. |
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Passive | For 8 sec after activating Coordinated Assault, all abilities are guaranteed to apply Sentinel. |
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Passive | Multi-Shot and Butchery discharge arcane energy from all targets affected by your Sentinel, dealing 477 Arcane damage to up to 5 targets within 8 yds of your Sentinel targets. |
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Passive | All Sentinel debuffs implode when a target affected by more than 3 stacks of your Sentinel falls below 20% health. This effect can only occur once every 15 sec per target. |
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Passive | Targets you damage below 20% health gain a stack of Sentinel every 3 sec. |
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Passive | Every 15 sec your next Wildfire Bomb summons a celestial owl that conjures a 10 yd radius Lunar Storm at the target's location for 8 sec. A random enemy affected by Sentinel within your Lunar Storm gets struck for 398 Arcane damage every 0.4 sec. Any target struck by this effect takes 10% increased damage from you and your pet for 8 sec. |
Dark Ranger
Name | Cast | Effect |
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Passive - 40 Yd Range - 30 Sec Cooldown | Your Kill Shot is replaced with Black Arrow. lack Arrow You attempt to finish off a wounded target, dealing 1,238 Shadow damage and 132 Shadow damage over 10 sec. Only usable on enemies above 80% health or below 20% health. |
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Passive - 40 Yd Range | Your auto shot now deals Shadow damage, allowing it to bypass armor. Your auto shot has a 20% chance to grant Deathblow. eathblow The cooldown of Kill Shot is reset. Your next Kill Shot can be used on any target, regardless of their current health. |
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Passive | Each time Black Arrow deals damage, you have a small chance to manifest a Dark Hound to charge to your target and deal Shadow damage for 8 sec. Whenever you summon a Dire Beast, you have a 25% chance to also summon a Shadow Hound. |
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Passive - 40 Yd Range | When an enemy affected by Black Arrow dies, you have a 10% chance to gain Deathblow. eathblow The cooldown of Kill Shot is reset. Your next Kill Shot can be used on any target, regardless of their current health. |
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Passive - 40 Yd Range | Black Arrow is now usable on enemies with greater than 80% health or less than 20% health. |
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Passive - 40 Yd Range | When Kill Command damages a target affected by Black Arrow, 8% of the damage dealt is replicated to each other unit affected by Black Arrow. |
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Passive - 40 Yd Range | Casting Black Arrow has a 15% chance to grant Deathblow. eathblow The cooldown of Kill Shot is reset. Your next Kill Shot can be used on any target, regardless of their current health. |
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Passive | You heal for 15% of all Shadow damage dealt by you or your pets. |
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Passive | Exhilaration grants you 3 sec of Survival of the Fittest. Survival of the Fittest activates Exhilaration at 50% effectiveness. |
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Passive | While in combat, Disengage will chain the closest target to the ground, causing them to move 40% slower until they move 8 yards away. |
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Passive | While in combat, Disengage releases a fan of shadow daggers, dealing 2 shadow damage per second and reducing affected target's movement speed by 30% for 6 sec. |
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Passive - 40 Yd Range | Murder of Crows now deals Shadow damage. Black Arrow's initial damage has a 25% chance to summon a Murder of Crows on your target. Murder of Crows Summons a flock of crows to attack your target, dealing 1,729 Physical damage over 15 sec. |
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Passive - 40 Yd Range | Periodic damage from Black Arrow has a small chance to erupt in a burst of darkness, dealing 785 Shadow damage to all enemies near the target. Damage reduced beyond 8 targets. |
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Passive - 40 Yd Range | Casting Black Arrow while Beast Cleave is active causes Black Arrow to explode upon hitting a target, dealing 2,205 Shadow damage to nearby enemies. |
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Passive | Every 3 casts of Bestial Wrath, you surrender to darkness for 12 sec and you gain Deathblow. If you would gain Deathblow while under the effects of Withering Fire, you instead instantly fire a Black Arrow at your target and 2 additional Black Arrows at nearby targets at 50% effectiveness. |
PvP Talents
PvP talents are tailored for player-versus-player combat scenarios. Activated in arenas, battlegrounds, and the open world with War Mode enabled, these talents optimize a Marksmanship Hunter 's performance in PvP encounters. They provide specialized enhancements that give players an edge in combat against other players.
Name | Cast | Effect |
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Feign Death reduces damage taken by 90% for 2 sec. | |
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Stings the target, dealing 793 Nature damage and initiating a series of venoms. Each lasts 3 sec and applies the next effect after the previous one ends. corpid Venom: 90% reduced movement speed. pider Venom: Silenced. iper Venom: 20% reduced damage and healing. | |
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Reduces the cooldown of Trueshot by 20 sec, and Trueshot also restores 100% Focus. | |
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Casting Aimed Shot provides you with Ranger's Finesse. After gaining 3 stacks of Ranger's Finesse, increase your next Volley's radius and duration by 50% or your next Bursting Shot's slow by an additional 25% and its knockback distance. Consuming Ranger's Finesse reduces the remaining cooldown of Aspect of the Turtle by 20 sec. | |
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Take a sniper's stance, firing a well-aimed shot dealing 15% of the target's maximum health in Physical damage and increases the range of all shots by 30% for 6 sec. | |
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Aspect of the Cheetah has 50% reduced cooldown and grants its effects to allies within 15 yds. | |
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Concussive Shot slows movement by an additional 20%. Using Steady Shot 3 times on a concussed enemy stuns them for 4 sec. | |
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Call in help from one of your dismissed Cunning pets for 10 sec. Your current pet is dismissed to rest and heal 30% of maximum health. | |
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Misdirection now causes the next 3 hostile spells cast on your target within 10 sec to be redirected to your pet, but its cooldown is increased by 15 sec. Your pet must be within 20 yards of the target for spells to be redirected. | |
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Victims of Freezing Trap can no longer be damaged or healed. Freezing Trap is now undispellable, but has a 5 sec duration. |