Improved Concussive Shot (2/2) - Increases the duration of your Concussive Shot’s daze effect by 2 seconds. |
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| This talent, while not very useful for Raiding, isn’t necessarily a horrible talent, especially for PvP. Having your target slowed for longer is always useful, and if you can find the talent points for it, you may want to give this try in your next PvP spec. |
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Focused Aim (3/3) - Reduces the pushback suffered from damaging attacks while casting Steady Shot by 70%, and increases your chance to hit by 3%. |
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| Being Hit-capped is a very important thing for a hunter. If your gear is lacking in Hit and you haven’t yet reached your 8% marker, you should seriously consider using this talent to reach it. Missing shots not only hurts your damage, but it makes things like Tranquilizing Shot become a Maybe instead of a Definitely. As for the reduction to pushback on Steady Shot, it can certainly be useful while taking AoE damage, and especially useful in PvP if you need to focus-fire a target while being attacked or otherwise interrupted. |
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Lethal Shots (5/5) - Increases your critical strike chance with Ranged weapons by 5%. |
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| This is an extremely important talent for the Marksman tree, and most other specs dip into this, as well. Critical Strike Chance is one of the most important stats to focus on as a hunter, and a full 5% increase just can’t be beat. |
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Careful Aim (3/3) - Increases your ranged attack power by an amount equal to 100% of your total Intellect. |
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| Also a great talent to have, this will give most lvl 80 Hunters approximately 350-550 Attack Power, depending, of course, on how much Intellect you actually have. That’s a substantial amount of AP, and will increase your damage significantly. |
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Improved Hunter’s Mark (3/3) - Increases the bonus attack power granted by your Hunter’s Mark ability by 30%, and reduces the mana cost of your Hunter’s Mark abilityby 100%. |
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| This talent, while it seems like it may be standard, really isn’t horribly beneficial to either PvE or PvP. What makes this talent more powerful is if you have a large group of hunters raiding with you, so that their damage is increased as well as yours for a higher TOTAL damage output. However, due to the change of Hunter’s Mark AP from 300 to 500, it has become slightly more powerful. Consider this talent only if you run with three or more hunters. Think of it this way - I spend three points in Careful Aim to receive 450 attack power, therefore I would expect the same of this talent for the same cost, though it rarely ever equates to as much. |
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Mortal Shots (5/5) - Increases the critical strike damage bonus of your ranged abilities by 30%. |
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| Another “bread ‘n’ butter” talent for Marksmanship, this talent proves to be one of the most important to get. Increasing all of your Critical shots’ damage by 30% is a huge bonus to overall damage and should not be ignored. |
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Go for the Throat (2/2) - Your ranged critical hits cause your pet to generate 50 Focus. |
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| This talent is especially useful for all hunters. With all of the new pet talents and abilities out there, more and more of their Focus is being drained. It’s very important to keep your pet doing as much damage as he can, and this talent, when combined with a high crit chance, will ensure that your pet always has his abilities ready. This will happen passively, and requires no focus on your part to maintain. It’s a nice deal. |
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Improved Arcane Shot (3/3) - Increases the damage done by your Arcane Shot by 15%. |
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| As Marksmanship hunters, we have a lot of shots to juggle. Arcane Shot has the shortest cooldown of all of our instant damaging shots, and as such should be treated with respect. Increasing Arcane Shot damage by 15% can be very useful for times when you must kite regularly, like PvP, for example. It will also increase your standard Raid damage considerably, and as an example, if my Arcane shot hits for 3,000 average damage during a 5 minute fight, increasing each shot by 15% will yield a total of approximately 22,500 additional damage, which will increase your DPS by approximately 75 DPS. That’s nothing to scoff at. |
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Aimed Shot (1/1) - An aimed shot that increases ranged damage by 408 and reduces healing done to that target by 50%. Lasts 10 seconds. |
| This shot is extremely useful, both in PvP and in PvE. It does slightly less damage than Arcane Shot, but triggers Piercing Shots and adds that great debuff to your target, making it a valuable tool both for utility and for Raid damage. |
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Rapid Killing (2/2) - Reduces the cooldown of your Rapid Fire ability by 2 minutes. In addition, after killing an opponent that yields experience or honor, your next Aimed Shot, Arcane Shot or Chimera Shot causes 20% additional damage. Lasts 20 seconds. |
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| Your Rapid Fire is a focal point for Marksmanship. Several other talents are put into effect by using Rapid Fire, and Readiness is best used to regain Rapid Fire (among a few other abilities, hopefully at the same time). Therefore, decreasing the cooldown by 2 whole minutes is very valuable, as it will increase your chances of having extra Rapid Fire useage during a fight, increasing your total damage, and if using Rapid Recuperation, your mana as well. The bonus damage is just that – some nice bonus damage. Consider it a present for choosing an excellent talent. |
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Improved Stings (3/3) - Increases the damage done by your Serpent Sting and Wyvern Sting by 30% and the mana drained by your Viper Sting by 30%. In addition, reduces the chance your sting damage over time effects will be dispelled by 30%. |
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| This is another powerful talent, since as Marksman, we get special perks for having Serpent Sting on our target at all times. Our damage from Chimera Shot is increased significantly by this talent, as is total Serpent Sting damage, which should always be ticking on your target. This will also help the PvPers attempting to drain a target’s Mana with Viper Sting. |
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Efficiency (5/5) - Reduces the mana cost of your shots and stings by 15%. |
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| This is a solid (but expensive) talent, but one that I like to call “situational”. Depending upon your raiding or PvP situation, this can either be pretty handy, or pretty useless. If you take into consideration all the mana-back benefits you have from playing with other classes, or even a Survival hunter, there’s generally not a lot of need for extra mana conservation. However, in long fights, fights in smaller groups, fights where your Replenishment classes tend to die, or battlegrounds in which you’re constantly fighting, decreasing mana cost on your shots can be valuable. Consider speccing into this ONLY if you find yourself in a serious bind for mana. |
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Concussive Barrage (2/2) - Your successful Chimera Shot and Multi-Shot attacks have a 100% chance to daze the target for 4 seconds. |
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| Certainly not for Raiding, but something to consider for battlegrounds. I’ve attempted a spec with this talent to find that, while not incredibly awesome, it is actually kind of nice, and an inexpensive talent. As stated previously, it’s always helpful to keep your target slowed. |
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Readiness (1/1) - When activated, this ability immediately finishes the cooldown on your other Hunter abilities, except Beastial Wrath. |
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| This talent is useful to no end. It helps raid damage, PvP gameplay, and tricky situations. It can be used for a wide range of things, including double-trapping, double-silencing, multiple Rapid Fires, aggro control through consecutive Feign Deaths, or just boosting damage with two Kill Shots one after the other. This is a fantastic talent, and I’m glad Marksman ended up with it, even if we did lose Scatter Shot. |
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Barrage (3/3) - Increases the damage done by your Multi-shot, Aimed Shot, and Volley spells by 12%. |
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| Because your Aimed Shot is a decent portion of your damage, and because this buff will also scale with Piercing Shots, this talent is very handy, both in PvP and in PvE situations. In Raids, obviously it will increase your damage, and in PvP, it might just help you push your target that extra few health points to death. Useful, relatively inexpensive talent choice. |
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Combat Experience (2/2) - Increases your total Agility and Intellect by 4%. |
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| Some people feel conflicted as to whether or not this talent is worth taking. I believe it is, soley because most people fail to take into account the scaling that happens with raid buffs. Your base stats rise by percentage, so the more you begin with, the more you get. Increasing your base stats is never a bad move, and remember that your AP will also be affected by your Intellect gain. |
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Ranged Weapon Specialization (3/3) - Increases the damage you deal with ranged weapons by 5%. |
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| Also considered a staple part of the Marksman diet, this talent says it all. Free damage increase by an entire 5%, recently reduced from 5 talent points to a measly 3. Good deal. |
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Piercing Shots (3/3) - Your critical Aimed, Steady and Chimera Shots cause the target to bleed for 30% of the damage dealt over 8 seconds. |
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| All three shots which cause this effect are regularly used in a standard Raid rotation. This is also a very good deal – it is triggered through no extra effort of your own, and practically hands you extra damage. The only instance in which I would not take this talent would be in PvP where you intend to Freezing Trap your target, as the bleed, just like Serpent Sting, will cause your trap to release. |
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Trueshot Aura (1/1) - Increases the attack power of party and raid members within 45 yards by 10%. Lasts until cancelled. |
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| This talent is a definite Must-Have for Marksmanship. Not only is it great for you, but for every class who benefits from Attack Power, both ranged and melee. All you have to do is make sure you keep it active, and there’s free AP for you and me. And remember – Aspects are different from Auras – both can be active at the same time, so you will not lose any AP, just gain it. |
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Improved Barrage (3/3) - Increases the critical strike chance of your Multi-shot and Aimed Shot abilities by 12% and reduces the pushback suffered from damaging attacks while channeling Volley by 100%. |
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| This talent, for both PvP and PvE, is a helpful one, especially if you’re utilizing Piercing Shots. 12% Crit chance is massive, and while it only applies to two shots (more like one if you remember that you must fire EITHER Aimed or Multi, because they share a cooldown), 12% is still pretty hefty. The benefit of being uninterrupted during Volley is also appealing, but I wouldn’t take this talent just for that, since generally you shouldn’t be pulling aggro with your AoE and disrupting the natural flow of your Raid. |
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Master Marksman (5/5) - Increases your critical strike chance by 5%, and reduces the mana cost of your Steady Shot, Aimed Shot and Chimera Shot by 25%. |
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| Again, increasing Crit chance by a solid 5% just can’t be beat, and to top it off, you can save a little mana on the majority of your shots, as well. Win-win. Definitely a must-have. |
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Rapid Recuperation (2/2) - You gain 4% of your mana every 3 seconds while under the effect of Rapid Fire, and you gain 2% of your mana every 2 seconds for 6 seconds when you gain Rapid Killing. |
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| Rapid Recuperation is a fantastic talent, if you have need of it. It’s great for soloing, for Raids, and a blessing in battlegrounds. Having your mana given back to you for free during any encounter is a great thing, and this talent is so cheap, you might as well invest at least one point in it, if only to make life easier. |
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Wild Quiver (3/3) - You have a 12% chance to shoot an additional shot when doing damage with your Auto Shot, dealing 80% weapon nature damage. Wild Quiver consumes no ammo. |
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| This talent is also the equivalent of free damage. All you do is pew-pew and this little buddy weaves himself between Auto shots. This talent can equate to almost 4% of your total damage in a raid, and can be a life-saver in PvP if you’re lucky. |
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Silencing Shot (1/1) - A shot that deals 50% weapon damage and silences the target for 3 seconds. |
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| Many people are conflicted about getting Silencing Shot for PvE. I say, “It’s only one point, and one of the few utility abilities we have, so you might as well.” Think of it this way – if you don’t have it, and suddenly your group needs one more silence, where are you at, bro? Where are you at? For PvP, this talent is golden, and helps you deal with those pesky mages. It also works on DeathKnights, which I learned recently, and makes fighting them just a little bit easier. In combination with Readiness, you can keep your target spell-free for 6 whole seconds, which can be enough time to slice through them with your more powerful shots. |
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Improved Steady Shot (3/3) - Your Steady Shot hits have a 15% chance to increase the damage done by your next Aimed Shot, Arcane Shot or Chimera Shot by 15%, and reduce the mana cost of your next Aimed Shot, Arcane Shot or Chimera Shotby 20%. |
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| While this seems like it would be a pretty sweet deal, the reality of it is that generally, the shot which gets the damage boost is your Arcane shot, due to the fact that it has the shortest cooldown. Increasing Arcane shot damage, as stated before, isn’t a bad thing, but we prefer to get the boost on Chimera, since it deals so much more damage. If you’re willing to pay close attention and make sure you wait for Chimera to use your ISS buff, this talent can become more useful, but even if you’re not willing to make that change in playstyle, it can still help give you a small damage boost if you can find the talent points for it. |
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Marked for Death (5/5) - Increases your damage done by your shots and the damage done by your pet’s special abilities by 5% on marked targets, and increases the critical strike damage bonus of your Aimed Shot, Arcane Shot, Steady Shot, Kill Shot and Chimera Shotby 10%. |
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| Marked for Death is another must-have talent, as the majority of your targets will (better!) have Hunter’s Mark active on them while you attack. Increasing the critical strike damage bonus is also huge, especially on your Kill Shot, and that shouldn’t be ignored. |
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Chimera Shot (1/1) - You deal 125% weapon damage, refreshing the current Sting on your target and triggering an effect:Serpent Sting – Instantly deals 40% of the damage done by your Serpent Sting.Viper Sting – Instantly restores mana to you equal to 60% of the total amount drained by your Viper Sting.Scorpid Sting – Attempts to Disarm the target for 10 sec. This effect cannot occur more than once per 1 minute. |
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| This is the whole life of the Marksman Hunter. While it’s not the majority of our damage, it is our highest-damaging shot, and it comes with the most perks. Chimera shot is great for kiting, Raid damage, and PvP, and no Marksman hunter should be without it. |