Marksmanship Hunter Battleground Blitz Guide — The War Within (11.1.0)
This guide will walk you through everything you need to know about playing Marksmanship Hunter in Battleground Blitz, including specific playstyle tips, talent builds, and much more.
Marksmanship Hunter in Battleground Blitz
Playstyle as Marksmanship
In Battleground Blitz, Marksmanship Hunter is a ranged powerhouse with high
damage (particularly cleave damage during its burst cooldown Volley
with
Salvo and
Double Tap), good crowd control, and a handful
of niche talents that whilst rarely played in Arena, can be incredibly
impactful in battleground scenarios.
The threat that a Marksmanship Hunter poses when allowed to freecast in a chaotic team fight places them among the best DPS specialisations in the Battleground Blitz format.
Marksmanship Hunters can also grant the Harrier's Cry buff if
required.
While not traditionally known as a flag carrier or defender, the new mobility and defensive tools in the Hunter talent tree give Marksmanship the ability to defend or flag carry for a decent amount of time until it is able to pass the flag or base to a more durable DPS teammate.
Marksmanship is an excellent specialisation for hunting down flag carriers as well as defending them on flag carry maps and is able to carry team fights with its burst damage and crowd control on resource race maps.
Offence as Marksmanship
Because of the number of players in a Battleground Blitz, you should stay at
a safe distance during team fights and let your melee DPS teammates take the
enemies' focus. This will allow you to find safe spots to freely cast
Aimed Shot and
Rapid Fires without risk of being interrupted.
This, in turn, will give you more frequent access to your
Trueshot
through
Calling the Shots.
You should play around your Volley/
Salvo windows and try
to time them to hit when a healer is in crowd control. To do your burst
rotation properly, it is important that you always have
Rapid Fire
available to combine with the
Trick Shots from your
Volley, especially when playing
Double Tap.
When you are able to, it is a good idea to pressure cloth-wearing targets such as Mages and Warlocks, as your damage is reduced based on your target's armor type, and these classes can be devastating to a teamfight when left unchecked.
Switching targets whenever they use defensive cooldowns is always something
you should look to do as Marksmanship because you do not need to apply damage
over time effects before doing impactful damage. Your damage is also increased
on high health targets by Careful Aim, and taking advantage of this
will increase the pressure you are able to put out.
Crowd Control as Marksmanship
In Battleground Blitz, without the Arena Dampening effect, healers, when left alone, are able to sustain against many players with relative ease. The way to counter the high throughput of healers in Battleground Blitz is with the effective use of crowd control.
Marksmanship has many tools in its kit to aid with this:
Intimidation
Binding Shot
Freezing Trap
Scatter Shot
Entrapment
Implosive Trap (to lock targets down) or
High Explosive Trap (to keep targets away)
You should look to use your Intimidation and
Freezing Trap
combination on enemy healers whenever they are available and as early in the
fight as possible. When
Intimidation isn't available, you can also use
Binding Shot or
Scatter Shot to set up your own traps. If your
team is already dealing significant damage on a key target, you can choose to
crowd-control both healers at once by using
Intimidation into
Freezing Trap on one while using
Binding Shot into
Scatter Shot on the other.
When playing certain roles on certain maps, you can also take advantage of
Consecutive Concussion to delay enemy flag carriers, escape fights, or
relieve pressure from friendly flag carriers.
Utility as Marksmanship
In The War Within, Hunters gained Kodo Tranquilizer, a powerful new
utility talent that becomes very powerful when you are able to hit three
targets with it. You should use
Tranquilizing Shot on cooldown during
team fights, particularly as it generates focus through
Disruptive Rounds.
You should also be using Roar of Sacrifice on your teammates as early
in the fight as possible. A macro is included at the bottom of this page, which
should make this much less mechanically difficult.
Whenever you are supporting a flag carrier that is kiting enemies, you
should also be using your Master's Call,
Tar Trap and
High Explosive Trap to support them.
Whenever you know that a Rogue or Feral Druid is in stealth and nearby, you
should be dropping Flare to try to catch them out.
Survivability as Marksmanship
Marksmanship has also received several significant boosts to its survivability in the War Within that will make it a far better defensive spec than it has been in previous expansions.
You have a number of defensive cooldowns which can be used to carry flags or stall while waiting for help from teammates.
Survival Tactics (if you are flag-carrying, be aware that using
Feign Death will drop the flag, and you will need to immediately pick it up again!)
Survival of the Fittest (combined with
Padded Armor and
Lone Survivor)
Air Superiority and
Endurance Training (if playing
Tenacious)
Roar of Sacrifice
Exhilaration (combined with
Rejuvenating Wind and
Natural Mending)
Smoke Screen
Aspect of the Turtle (note that this is your only defensive that cannot be used while carrying flags)
As a general rule when rotating your cooldowns as Hunter, you want to use
your first charge of Survival of the Fittest as soon as you start
(or are about to start) taking damage. This is because you have two charges
through
Padded Armor and keeping a charge on cooldown at all times will
allow you to use
Survival of the Fittest more frequently.
Your second priority defensive is Exhilaration which you should use
whenever it's available and you need health, because the cooldown is relatively
short through
Rejuvenating Wind. If you have the
Smoke Screen
Dark Ranger Hero Talent, you should avoid using
Exhilaration
while you already have
Survival of the Fittest active.
Feign Death should be used on cooldown either to interrupt casts or
whenever you're anticipating a big hit of damage to activate the
Survival Tactics damage reduction.
To get the most value from Aspect of the Turtle, you ideally want to
use it when you wouldn't be able to do damage anyway (for example fighting a
Rogue during
Evasion, Havoc Demon Hunter during
Blur, or
Windwalker Monk during
Touch of Karma), although, if you are going to
die you should use
Aspect of the Turtle regardless.
Remember that during Aspect of the Turtle, you aren't able to attack
but are still able to contribute to the fight by throwing any available traps
or other non-damaging abilities such as
Flare.
Importantly, Hunters are not able to use Feign Death or
Aspect of the Turtle while carrying a flag in Warsong Gulch/Twin Peaks,
or carrying an orb in Temple of Kotmogu. On these maps you should be liberal
with your defensive cooldown usage and where possible, pass the flag to
teammates when you don't have usable defensive cooldowns available.
It is worth pointing out that Marksmanship does have weak self-healing and struggles to survive a prolonged period without a healer available more than other DPS specialisations, so when you see enemies coming, you should call it out in the battleground chat!
Mobility as Marksmanship
Marksmanship Hunters can be slippery flag carriers and have some niche mobility talents in the War Within that are not played often in Arena but can be excellent if you need to move a flag quickly or kite enemies away.
Disengage (and
Posthaste)
Scout's Instincts
Pathfinding
Trailblazer
Moment of Opportunity
Born To Be Wild
Master's Call and
Pathfinding (if playing
Cunning)
An important advantage Hunters have over other classes in Battleground Blitz
is the ability to immediately leave combat using Feign Death. This
allows the Hunter to quickly move between objectives with their mount when they
are no longer needed at an objective, or to quickly respond to a new objective.
For example, if a flag carrier is running across the other side of the map from
the teamfight you are in, you can immediately mount and catch the flag carrier
whilst the enemy healers are still trapped in combat in the teamfight.
The role of Marksmanship Hunter in Battlegrounds
Capture the Flag (Warsong Gulch, Twin Peaks)
At the start of a Capture the Flag map, you should either:
- Identify who the likely enemy flag carrier is and move to slow/crowd control/kill them to delay their push to your base for as long as possible
- Join the team fight, crowd-controlling an enemy healer as soon as possible and getting your burst damage rotation off
Marksmanship is great at fulfilling both of these roles.
If you intend to spend most of the game attacking or delaying the enemy
flag carriers, you should consider taking Consecutive Concussion,
whereas if you are intending to stay in team fights for most of the game, you
may gain more from taking
Ranger's Finesse, which will extend the
duration of your
Volley windows.
On both Warsong Gulch and Twin Peaks, if you are defending your own flag
carrier, you should encourage them to take high ground on the upstairs ledges
so you can protect them with High Explosive Trap (and
Bursting Shot if you choose to take that as well).
Similarly, when attacking enemy bases, you should look to knock players off the high ground. You can do that either to make sure that your teammates can attack the enemy flag carrier or to separate the flag carrier from their healers.
When nobody is available to take the enemy flag, and it is nearby, you should take advantage of your mobility and defensive cooldowns to bring the enemy flag back to your team as soon as you can and, if possible, pass it to a more durable specialisation when it is safe to do so.
Whenever you are defending a flag and not already in combat, you should be pre-emptively placing traps on chokepoints so the enemy team are immediately crowd controlled when they arrive.
If you are running with a flag, you can use Cunning for additional
speed and the
Master's Call effect, but if you know that you will spend
a whole game defending, you may be better off swapping to
Tenacious,
which will make you slightly more durable. In either case, if you are next to
your teammates you should pass the flag to one of them where possible as you
aren't able to use your most important defensive cooldown
Feign Death
or immunity
Aspect of the Turtle while carrying a flag.
Resource Race (Arathi Basin, Battle for Gilneas, Deepwind Gorge)
Resource Race Battlegrounds work differently in Battleground Blitz compared to regular Battlegrounds and this substantially changes the way they are played. The differences are as follows:
- Assaulting a node takes six seconds of not being interrupted once you click the flag.
- Once a node has been assaulted, the node will be contested for only 30 seconds (meaning, the enemy team only has 30 seconds to stop your team from capturing that node).
- After that 30 second window, the base will be controlled by your team for 45 seconds and cannot be assaulted by the other team.
- After this 45 seconds, the base is inactive for 5 seconds, at which point it can be assaulted again by either team.
Whenever you are in combat at a base in a Resource Race Battleground:
- If there is an enemy healer at the base you are assigned to, then you should crowd control them as soon as possible and use your burst cooldowns to kill their teammates.
- If there is no healer but there is more than one DPS enemy, you should use your crowd control on the one who your team is less likely to attack (as they would break your crowd control).
- If there is only one enemy and the node is not controlled by either team,
you should use
Trueshot and stun them with
Intimidation. If they use their trinket, you should immediately use
Freezing Trap and attempt to capture the base. If they don't trinket, proceed with your burst damage rotation.
Before a Resource Race battleground starts, you should decide with your team which base you should focus on first to avoid having too many players at any node (or your team missing a node entirely).
In all 1v1 fights or combat where you do not have a healer with you, you should be very liberal with your defensive cooldowns to reduce the damage you take as much as possible, because the tools you have for recovering health are limited.
Whenever you are defending a base that has been just assaulted or is about
to become active again, you should use Camouflage when available and
(if playing
Unbreakable Bond) position your pet near the flag. This
will allow you to position yourself further from the flag and help you get a
better opener if a stealth specialisation player attempts to take it. You
should also pre-emptively place traps on chokepoints (or on the flag itself) so
enemy players are immediately crowd-controlled when they arrive.
If you are using the talent Unbreakable Bond, remember that you can
dismiss your pet and re-summon it after using Camouflage, and then command your
pet to attack enemies while you are still hidden in
Camouflage. You
are also able to use Freezing, High Explosive and Tar Trap while in
Camouflage without it breaking. An example of using this would be to
interrupt a Rogue who is trying to capture your node, they will Kidney Shot
your pet and try to capture it again, and you can throw a
Freezing Trap
at them to interrupt the cast while remaining in stealth and continuing to
interrupt them with your pet when the trap ends. This can be extremely
effective to stall when defending a base solo against one or more players
because you only need to defend for a short period of time before the base is
captured. You don't actually need to win the fight, as long as you don't let
the other team assault the flag for 30 seconds.
Whenever a node has been captured by your team or is about to be captured by
your team, (or if a base has been assaulted and you know that no players on the
enemy team will be able to arrive in time to contest it) you should check
whether are any other bases that you may be able to assault, and if so, leave
combat with Feign Death and mount to get there as soon as possible,
because the base does not need to be defended for 45 seconds once captured, and
with the increased mount speed you can cross the map very quickly.
Whether defending or attacking, whenever you are in Arathi Basin at Lumber
Mill, you should try to get value from your High Explosive Trap. Using
Intimidation or
Binding Shot beforehand will make it easier to
land a good knockback on enemies.
Hybrid (Eye of the Storm)
Marksmanship Hunters can excel at attacking and defending bases or controlling the fight in the centre map, and during the game, you can choose whichever your team needs most. Usually, you will aim to assault the opposing base as soon as possible, using your burst damage to get an early kill, whilst crowd controlling any enemy healers. If nobody on your team is going to take and defend the base on your side when the Battleground starts, you should focus on that instead.
Bases are a lot more important than the centre flag in the Battleground Blitz version of Eye of the Storm because capturing a flag "resets" the bases. It is generally not worth capturing the flag unless your team only holds one base and is about to lose that base, or as a last resort when you are very close to losing a game. Capturing the flag is particularly risky for your team when you currently hold two bases. In that situation, both bases would be deactivated and your team would need to capture the opposite bases again, and it is more difficult to simultaneously attack two bases than to simultaneously defend two bases.
During any large teamfight, you want to always make sure that the whole of the enemy team is in front of you, as if you end up positioned between the enemy melee DPS and their ranged/healers, you will likely get isolated/focused and die.
When none of your team are attempting to pick up the flag at mid and you are
able to, it can be worth picking up the flag yourself and carrying it near to a
friendly base so you are able to capture it if the base is going to be lost. Be
very cautious of Death Knights, who may deliberately Death Grip you
into the base node to capture the flag and reset the bases at a bad time.
If your team controls both bases, it is usually better for your team to have more players at the base closer to the enemy respawn point, as that is the base that the enemy team will be likely to attack in greater numbers.
King of the Hill (Temple of Kotmogu)
Ranged DPS specialisations will always be the best orb carriers on Temple of Kotmogu, and as Marksmanship Hunter, you should pick up an orb as early in the fight as you can and then try to keep a safe distance from the team fight while contributing as much damage as you can. If it is dangerous to push a healer for crowd control while you're holding an orb, you shouldn't do it; staying alive is more important.
Once the team fight is won, you should move to the center of the map. Your team gains victory points faster when they are holding orbs towards the centre, and if you are standing away from your team, you will be line of sighting your healers and at risk of being isolated or killed by the enemy team.
Whenever you are holding an orb, your goal is to always have friendly players between yourself and wherever the opposing team is grouping up. This makes it more difficult for enemy players to reach you.
Remember that with Kill Zone, you are able to (briefly) attack
enemies through walls. Whenever you are attacking an orb carrier, once you
place your
Volley/
Salvo on them, you can move out of line of
sight to avoid enemies being able to interrupt you while channeling your
Rapid Fire. Compared to most classes with a reasonable number of
Kotmogu stacks, this should be enough to kill them immediately.
Battleground Blitz Talent Builds
Battleground Blitz Marksmanship Hunter Talent Builds
General Attacking/Defending build (recommended in most cases)
Below is the recommended general build. It has area of effect damage from
the Sentinel Hero Talent tree and
Volley, as well as
passive cleave from
Aspect of the Hydra.
During combat, you should make sure that your Rapid Fire casts
aren't interrupted, and where possible try to hit two targets with
Rapid Fire using
Aspect of the Hydra/
Volley. This will
greatly increase your
Aimed Shot damage as well as the impact of your
Critical Strikes through the
Bulletstorm/
Incendiary Ammunition
combination.
Using this build, Explosive Shot is a low priority filler ability,
to use when it will hit three or more targets and you don't have
Rapid Fire or a
Streamline empowered
Aimed Shot
available.
This build will always grant Lunar Storm from the
Sentinel Hero Talent tree during your opening rotation when you
first use
Rapid Fire, and then regularly throughout the fight. This
deals a high amount of damage to all targets stood in the area.
Trailblazer is optional and better on maps where there are indoor
portions where you cannot use a mount (e.g Warsong Gulch). You may prefer to
take
Tar-Coated Bindings or
Tar-Coated Bindings on maps where you
will always be outdoors.
If you are going to play with a pet, swap
Improved Spotter's Mark for
Unbreakable Bond.
This build uses most of the defensive talents available for Hunters and can be used when defending as well.
Be sure to make use of the 'Copy Export String' button to import the best build directly into your game!
.Cleave Team Fight Build
Below is the recommended team fight build; it has high cleave damage through
the Sentinel Hero talent tree,
Trick Shots, and
Salvo combined with
Double Tap for a short cooldown area of
burst of damage.
In team fights, you should make sure that you have Rapid Fire
available before committing your
Volley and
Salvo combination
so the
Explosive Shots hit at the same time as your
Rapid Fire
channel.
Using this build, Explosive Shot is a low priority filler ability,
to use when it will hit three or more targets and you don't have
Rapid Fire or a
Streamline empowered
Aimed Shot
available.
This build will always grant Lunar Storm from the
Sentinel Hero Talent tree during your opening rotation when you
first use
Rapid Fire, and then regularly throughout the fight. This
deals a high amount of damage to all targets stood in the area.
Trailblazer is optional and better on maps where there are indoor
portions where you cannot use a mount (e.g Warsong Gulch). You may prefer to
take
Blackrock Munitions or
Tar-Coated Bindings on maps where
you will always be outdoors.
This build uses most of the defensive talents available for Hunters and can be used when defending as well.
Be sure to make use of the 'Copy Export String' button to import the best build directly into your game!
Flag Carrier Build
This build keeps most of the Marksman side of the talent tree from the
general build, but modifies the Hunter side of the tree to gain
Scout's Instincts,
Trailblazer and
Binding Shackles.
These talents will make it slightly easier for you to kite enemies while holding the flag.
This build uses the Dark Ranger Hero Talent tree to make you more
tanky through
Smoke Screen and also to make you slightly more mobile
when doing your damage rotation.
To get the most out of Scout's Instincts, it can be good to play
Hunting Pack with this build.
This build uses Unbreakable Bond along with
Cunning and you
should use a Tenacity Specialisation pet with it to gain access to
Master's Call,
Pathfinding,
Endurance Training and
Fortitude of the Bear at the same time, all of which will help your
survivability.
Be sure to make use of the 'Copy Export String' button to import the best build directly into your game!
Recommended PvP Talents for Marksmanship Hunter
Your default talents will be:
Survival Tactics (mandatory)
Chimaeral Sting
Sniper's Advantage,
Consecutive Concussion, or
Diamond Ice or
When there are specialisations on your team that you expect to break traps
(such as Death Knights and Demon Hunters), or enemy Healers that are likely to
be playing close to your team (Fistweaver Monks and Preservation Evokers), it
can be worth playing Diamond Ice instead of either
Sniper's Advantage or
Consecutive Concussion.
In capture the flag maps, you may want to take Sniper's Advantage so
you can attack flag carriers from a safe distance if you catch them midfield. I
recommend that you still keep
Chimaeral Sting to help crowd control
healers whilst killing flag carriers.
If you know that you will be defending a base, you may not get as much value
from Diamond Ice and should consider swapping that for a talent
that will help you in 1v1 scenarios, such as
Consecutive Concussion.
If you are going to be either flag-carrying or supporting a flag carrier for
a whole game, it can be worth taking Hunting Pack to boost the flag
carrier's speed.
Hunting Pack can also be good for chasing flag
carriers.
Marksmanship Hunter Stat Priority and Gear
- Agility;
- Versatility to around 25%;
- Haste and Mastery at a 1:2 ratio;
- Critical Strike.
The stat priority for Marksmanship Hunter is similar in Battleground Blitz
to Arena, although as you are able to stand further back and get
Aimed Shots off without as much risk of being crowd-controlled, you may
want to play with slightly lower Haste and slightly higher Mastery. This is not
essential, though, and if you prefer to play with higher Haste, it won't hold
you back.
Embellished Gear
In Battleground Blitz, the strongest Embellished gear bonus is
Elemental Focusing Lens. The increase to your throughput per
embellishment in PvP is in the region of 1.5-2% per lens.
The Nerubian weapon embellishment Darkmoon Sigil: Ascension (and
related embellishment
Writhing Armor Banding) can be powerful in a very
long duration fight for some classes, but with current tuning, even at 10
stacks this provides less overall damage than using two
Elemental Focusing Lens's for all Hunter specializations.
You can also play the defensive Embellishment option for a slight defensive boost. This embellishment gives a small absorb shield when your health gets low (but has a relatively long cooldown):
Captured Starlight
Best Pets as Marksmanship in Battleground Blitz
Since the Patch 11.1 rework, Marksmanship Hunters are only able to summon a
pet with the talent Unbreakable Bond, which comes with a substantial
damage penalty as you lose
Improved Spotter's Mark. You can choose to
play with a pet for a particular battleground, for example if you are defending
a base so that you are able to interrupt enemy flag assaults, but this will
impact your overall damage.
When you do play with Unbreakable Bond, you still retain the
benefits from your
Cunning and
Tenacious talents. The bonuses
do not stack, and you do not get an active ability from using the
Tenacious talent, meaning that it is optimal to use the
Cunning talent to gain
Master's Call,
Pathfinding,
Fortitude of the Bear and
Endurance Training simultaneously.
Disclaimer: this interaction may not be intended and if it isn't, may be
disabled by Blizzard in the future.
If you are going to use a Pet, you should use one with a
Mortal Strike ability (also known as Mortal Wounds). You have your own
Mortal Wounds effect from
Manhunter, but you may not have 100% uptime,
so having a pet that applies the debuff can be helpful.
Pet Families with a Mortal Strike effect are listed below:
- Hyena
- Raptor
- Rodent
- Carrion Bird
- Devilsaur (Beast Mastery only)
- Ravager
- Scorpid
- Wasp
- Direhorn
- Hydra
- Lizard
- Riverbeast
Battleground Blitz Useful Macros
Macros are expanded on separately in this guide on the Marksmanship Hunter PvP Useful Macros page, although here are some macros that are particularly useful in Blitz:
Roar of Sacrifice teammate (with automatic targeting)
- #showtooltip Roar of Sacrifice
- /cast [help] [@targettarget] Roar of Sacrifice
This Macro will cast Roar of Sacrifice on your target if they are
friendly, and if your target is hostile, it will cast
Roar of Sacrifice
on your target's target.
This is useful because when your teammate is being focused, you can use defensives on that teammate without having to change target or use a mouseover macro on their frame.
You should use this early in every fight when Roar of Sacrifice is
available, especially at the start of the game, as the other team is likely to
have already decided who their preferred target in the team fight is and will
target them first.
Make sure you are targeting an enemy DPS player and that you are aware of who they are targeting when you use the Macro.
You can use a similar macro with Master's Call, and then whenever
your target is focusing your team's flag carrier, use the Macro to help them
escape.
Scatter Shot (or
Bursting Shot if talented)
- #showtooltip [known:scatter shot]scatter shot;[known:bursting shot]bursting shot
- /cancelqueuedspell
- /stopcasting
- /cancelaura aspect of the turtle
- /Cast [@mouseover, exists, harm] scatter shot; scatter shot
- /cast [known:bursting shot]bursting shot
This Macro will cast Scatter Shot at your mouseover if they exist,
which is useful in BGs to crowd control healers without having to manually
target them or set them as your focus.
The Macro will cast Scatter Shot at your target if you aren't
mousing over an enemy.
If you have Bursting Shot talented instead of
Scatter Shot,
it will cast
Bursting Shot.
This Macro is useful for Battleground Blitz specifically because mouseover
macros make crowd controlling in battlegrounds a lot easier, and because you
may swap between Scatter Shot and
Bursting Shot depending on
whether you get a Capture the Flag map.
Chimaeral Sting (alt to cast on focus)
- #showtooltip Chimaeral Sting(PvP Talent)
- /cast [mod:alt,@focus,harm,nodead] [@mouseover,harm,nodead] [] Chimaeral Sting(PvP Talent)
This Macro will cast Chimaeral Sting on your mouseover if you are
holding your mouse over an enemy unit or frame, your target if you don't have a
mouseover, or your focus target if you press alt at the same time as the Macro.
I recommend also having a macro like this for utility spells such as
Concussive Shot and
Tranquilizing Shot. Using these macros, it
is easy to swap between which targets you're using your utility spells on in
Battlegrounds (for example, if you already have one healer on focus but want to
silence the other without swapping focus targets).
"Drop the flag!" Macro
- /cancelaura Alliance Flag
- /cancelaura Horde Flag
- /cancelaura Netherstorm Flag
- /y FLAG DROPPED
This Macro will drop a flag if you are carrying one on a capture-the-flag map.
Changelog
- 04 Mar. 2025: Updated talent builds.
- 24 Feb. 2025: Updated for patch 11.1.
- 15 Dec. 2024: Reviewed for patch 11.0.7.
- 21 Oct. 2024: Updated for 11.0.5 rework.
- 08 Oct. 2024: Updated talent builds.
- 25 Sep. 2024: Updated Defensives, Resource Race, Hybrid, Talents, Embellishment and Macro sections.
- 22 Sep. 2024: Updated mobility section
- 14 Sep. 2024: Updated suggested talent builds.
- 09 Sep. 2024: Updated embellishments.
- 21 Aug. 2024: Updated for The War Within.
- 02 Aug. 2024: Page added.
Other PvP Guides
This guide is written and maintained by Slo, a Multi-Gladiator and Multi-Rank 1 Solo Shuffle Hunter. You can find Slo on YouTube, Twitch, and Reddit
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