Marksmanship Hunter DPS Rotation, Cooldowns, and Abilities (WoW MoP 5.2)
In this article, we list your Marksmanship Hunter (WoW MoP 5.2) core abilities and how they should be used together (rotation). We also explain when to use your various cooldowns. Then, we go deeper and present all the subtleties that playing a Marksmanship Hunter will face you with.
The other articles of our Marksmanship Hunter guide can be accessed from the table of contents on the right.
This guide has been reviewed and approved by Kennyloggins, a leading figure in the Hunter community, who raids in Blood Legion.
1. Single Target Rotation↑top
The rotation for Marksmanship Hunters can easily be summarised in the following priority system. Note that, when the boss is over 80% health, the rotation is slightly different. We cover this in a subsequent section.
- Ensure that
Hunter's Mark is on the target. - Apply and maintain
Serpent Sting to the target- it will be refreshed by
Chimera Shot so it only needs to be done
once, normally.
- it will be refreshed by
- Cast a pair of
Steady Shots if there are less than 4 seconds on
Steady Focus. - Cast
Chimera Shot on cooldown. - Cast
Aimed Shot when instant cast (3 charges of
Master Marksman). - Cast
Kill Shot on cooldown- can only be cast when the target is at or below 20% health.
- Cast
Steady Shot to generate focus. - Cast
Aimed Shot (non-instant-cast) OR cast
Arcane Shot to
dump focus (see below for details).
2. Multiple Target Rotation↑top
Against 2 or 3 enemies, you should simply perform your single target rotation on one of them.
When facing 4 or more enemies, you should abandon your basic single-target rotation and use this priority list instead:
- Cast
Steady Shot in pairs to maintain
Steady Focus. - Cast
Multi-Shot as often as your focus allows. - Cast
Aimed Shot when instant cast. - Cast
Kill Shot. - Cast
Steady Shot whenever you have insufficient focus for
Multi-Shot.
Bombardment, a Marksmanship-specific passive ability, causes your
critical hits with
Multi-Shot to grant you a 5 second buff that
reduces the focus cost of Multi-Shot by 20 focus and increases Multi-Shot's
damage by 30%.
3. Cooldown Usage↑top
In this section, we assume that you have taken
Dire Beast,
A Murder of Crows, and
Glaive Toss from your tier 4, 5, and 6
talents, respectively. This is because we deem them to be best talents for your
DPS.
In short, this is how you should make use of your DPS cooldowns.
Rapid Fire,
Dire Beast,
A Murder of Crows, and
Stampede should be used as many times as possible during the
encounter. Stacking Stampede with Rapid Fire is important.
Rabid (an ability your pet gains if you choose the Ferocity
specialisation) should be used as many times as possible during the
encounter.
Glaive Toss should be used on cooldown.
Readiness should be used immediately after using
Rapid Fire,
A Murder of Crows,
Dire Beast, and
Chimera Shot
in order to reset their cooldown.
More details about cooldown usage, as well as information about the other talents (that we do not deem optimal at the moment) can be found in our detailed cooldown usage section.
Note that to benefit fully from Rapid Fire when the target is over 80% health, it is advised that you alter your rotation slightly, as shown in our opening sequence section.
4. Aspects↑top
You should always have an Aspect active. As a Marksmanship Hunter, you
should always be using
Aspect of the Hawk.
Aspect of the Cheetah and
Aspect of the Pack are generally not
advised during combat because of their negative dazing effect, but can be useful
for speeding up your raid's running after a wipe. Note that in the case of
Aspect of the Cheetah, you can remove the dazing penalty by using
Glyph of Aspect of the Cheetah.
A hunter's aspect will persist until removed by the hunter or until the hunter's death. Aspects can be changed in combat, but they cannot be changed while a cast is in progress. Aspects are on the global cooldown.
5. Optional Read: Mastering Your Marksmanship Hunter↑top
While the rotations we gave in the previous sections will yield very good results, there are many things you should be aware of, in order to play your Marksmanship Hunter to its full potential. You will need to understand several subtleties, mostly pertaining to your flexible rotation (depending on the target's health), that we present below.
5.1. Focus
Hunters and their pets use a unique resource, called focus. Focus works in much the same way as other class resources, like rage and energy, in the sense that some abilities grant focus, while others cost focus in order to be used.
A Marksmanship Hunter's focus has a maximum capacity of 100, and
regenerates at an innate rate of 4 focus per second. This rate is increased
by Haste Rating. In addition to this, certain abilities such as
Steady Shot (Marksmanship-only) and
Cobra Shot (Beast Mastery
and Survival-only) also grant focus.
Most of the abilities in the hunter rotation cost focus to use, and some talents decrease the focus costs, or offer other ways to gain additional focus.
Hunter pet focus works similarly, and is of no concern to you as you cannot do anything to modify it, nor will you be casting pet abilities manually.
As a general rule, you should always have enough focus to cast your shots as soon as they come off cooldown, but also to never have 100 focus (as any extra focus you generate would then go to waste).
5.2. Auto-shots and Special Shots
Hunters do the majority of their damage through the use of shots. The rest of the damage is made up of pet damage and DoT damage.
Auto Shot is the default Hunter attack, which works similarly to
melee classes' auto attacks or "white swings". It is affected by your
Ranged Attack Speed, and it continues to work while moving.
The other hunter shots are of all varieties: instant cast or with a cast time, costing focus or granting focus, and some are utility shots which cost no focus and deal no damage.
One of the most important aspects of doing competitive Hunter DPS is to make sure your shots are always used without delay.
5.3. Key Concepts
In order to fully understand the rotation listed above, there are a few key concepts need to be properly explained.
5.3.1. Steady Focus
Casting two
Steady Shots in a row (meaning, without any other
damaging shots in between) provides you with a 20-second buff, called
Steady Focus. This buff increases your ranged attack speed by 15%,
and causes your Steady Shot to generate an additional 3 focus per cast. It is
an absolutely essential component of competitive Marksmanship DPS.
There is no situation where keeping this buff up is not a top priority, so whenever casting Steady Shot in pairs is mentioned in the sections below, know that it is for this reason.
5.3.2. Master Marksman Procs
Thanks to the
Master Marksman talent, each
Steady Shot has
a 50% chance to grant a charge of Master Marksman. Once you have gained 3
charges, your next
Aimed Shot cast within 10 seconds will become
instant cast and cost no focus. As a general rule, instant cast Aimed Shots
have a high priority.
5.3.3. Serpent Sting and Chimera Shot
As mentioned in the ability section above, casting
Chimera Shot on a
target affected by
Serpent Sting will refresh the duration of Serpent
Sting. Because of this, you will generally only find yourself needing to apply
Serpent Sting to the target once, at the start of the fight.
As the cooldown on Chimera Shot is 9 seconds, refreshing Serpent Sting is generally not an issue, as in most cases Chimera Shot will be used on cooldown, as detailed in the sections below. If, for whatever reason, your Serpent Sting wears off of the target, it should be reapplied, assuming that the target will live for at least 12 seconds.
5.4. Focus Dump of Choice
When performing your rotation, you will be confronted with a choice
regarding what spell to use your excess focus (your focus that is not spent
on
Chimera Shot) on. The choice is between
Aimed Shot and
Arcane Shot.
The best choice is to dump focus with Arcane Shot, unless you are under the
effects of significant haste buffs like
Rapid Fire or
Heroism/
Bloodlust/
Time Warp, in which case you should use
Aimed Shot.
5.5. Detailed Cooldown Usage
5.5.1. Rapid Fire and Rotation Above 80% Health
Rapid Fire should be used as many times as possible during the
encounter. It is not recommended to stack this cooldown with
Heroism/
Bloodlust/
Time Warp. It is, however,
advised to stack it with any other procs, on-use trinkets, potions, and fight
mechanics that cause you to deal increased damage.
More importantly, you should make sure to use
Rapid Fire at the
start of the encounter, while the boss' health is above 80% health. The
increased casting speed gained from Rapid Fire, coupled with your
Careful Aim talent, leads to you using
Aimed Shot instead of
Arcane Shot to dump your focus. For an example of how this works out in
practice, read our opening sequence section.
5.5.2. Rabid
Rabid increases your pet's attack speed by 70% for 20 seconds, with
an 84-second cooldown. You should use this ability as many times as possible
during the encounter.
There are no cooldowns for you to stack this with that would increase its benefit, so try to use it as many times as possible during the fight. Additionally, if you can time it so that it is up at the same time as procs that increase your pet's DPS (such as increases to your own Critical Strike Rating, Mastery Rating etc.), this is recommended.
5.5.3. Stampede
Stampede's 5-minute cooldown means that it will most likely
only be used twice during the vast majority of encounters. Your only concern is
to make sure that it is cast as many times as possible during the fight. If
there are moments when the boss takes increased damage, or when burst damage is
important to your raid's strategy, you should save Stampede for such a
time.
Whenever possible, you should stack Stampede and
Rapid Fire, since this
increases the amount of attacks the pets from Stampede will do.
5.5.4. Readiness
Readiness should be used to reset the cooldown of your other DPS
cooldowns. It does not work with
Stampede, so its chief usage
will have to do with
Rapid Fire and the abilities granted to you by
your talents.
For an example of proper Readiness usage, please refer to our opening sequence section.
5.5.5. Tier 4 Talents
Dire Beast usage is very simple. It should be used on cooldown.
Fervor should also be used on cooldown, with the mention that you
should only use it when neither you, nor your pet, are at or above 50
Focus.
Thrill of the Hunt will sometimes provide you with a focus cost
reduction for your next 3
Arcane Shots or
Multi-Shots. You
will simply benefit from this reduction passively, although you do have to
be careful not to reach maximum focus.
5.5.6. Tier 5 Talents
A Murder of Crows should be used as many times as possible during
the fight. There is no benefit in stacking this ability with anything else,
but you should be mindful of using it in such a way that you can reset its
cooldown with
Readiness.
Blink Strike and
Lynx Rush should simply be used on
cooldown. In the case of Lynx Rush, however, you can also benefit from its
cooldown being reset by Readiness.
5.5.7. Tier 6 Talents
Glaive Toss should be used on cooldown. In case there are
additional targets in the fight, you should position yourself in such a way
that the glaives hit the other targets too.
Powershot should be used on cooldown.
Barrage should be used on cooldown.
In the case of Powershot, you should follow the same positional recommendation that we issued with regards to Glaive Toss.
It is interesting to note that you can change where Barrage is directed by turning your character while channeling the spell. This allows you to hit more targets than those you were initially facing.
5.6. Opening Sequence
As a Marksmanship Hunter, you possess a large number of cooldowns. We will provide you with an example of an opening sequence that maximises the gains from cooldowns:
- Make sure that
Hunter's Mark is applied to the target. - Cast
Chimera Shot. - Cast
Serpent Sting. - Cast
Steady Shot twice. - Cast
A Murder of Crows and
Dire Beast. - Cast
Glaive Toss. - Cast
Rapid Fire and
Stampede. - Cast
Rabid. - Cast
Chimera Shot. - Cast
Readiness to reset the cooldowns of all your abilities
(except for Stampede and Rabid). - Cast
Chimera Shot. - Cast
Glaive Toss. - Cast
Dire Beast. - Cast a pair of
Steady Shots to gain the
Steady Focus
buff.
This rotation will continue until the boss' health drops below 80% health.
The important difference from the standard
rotation (to which you will revert when the boss drops below 80% health)
is that you will use Aimed Shot instead of
Arcane Shot to dump focus.
5.7. Multiple Target Priority Subtleties
When facing fewer than 4 enemies, you will do better DPS by executing a single target priority on the mobs, and you should do so. You can alternate between the targets your are attacking, in case they need to die at the same time.
When facing 4 or more enemies, you should use the rotation presented at the beginning of the article for multiple-target DPS.
If the enemies are going to remain in the same general area, and are going
to be alive for a sufficient amount of time (10 or more seconds), you can
place an
Explosive Trap as well.
Burst AoE DPS can be achieved by using
Rapid Fire. Doing this will
allow you to use considerably more
Multi-Shots and will drastically
reduce the amount of
Steady Shots you get to cast.
- 20 Apr. 2013: Made several important updates.
- Emphasised the fact that
Stampede should be stacked with
Rapid Fire. - Improved the Focus Dump section (
Arcane Shot is standard, and
Aimed Shot is to be used under large haste buffs). - Improved the Careful Aim phase section.
- Added emphasis on focus management and using your shots without delay.
- Added a mention that you can change the facing of your character while
Barrage is being channeled, which affects where you are shooting. - Revamped the Opening Sequence section.
- Emphasised the fact that
