Beast Mastery, Marksmanship and Survival: 51 points, one a level from 10 to 60.
Points left51 / 51
Required level—
Trees0 / 0 / 0
7 same · 10 not in Forever
Beast Mastery0
While Aspect of the Hawk is active, Auto Shot has a 2% chance of increasing ranged attack speed by 30% for 12 sec. While Aspect of the Beast is active, all melee auto attacks have a 2% chance of increasing melee attack speed by 30% for 12 sec. Classic: Was “Improved Aspect of the Hawk”, Effect changed. Enter to learn.
Increases the Health and Armor of your pets by 3%. Classic: Effect changed. Enter to learn.
Requires 5 points in Beast Mastery. Increases all damage you and your pet deal by 1% while your pet is active.
Requires 5 points in Beast Mastery. Increases the Dodge bonus of your Aspect of the Monkey by 2%. Additionally, your pet gains 50% of the effect of your Aspect of the Monkey ability. Classic: Ranks 5 → 3, Effect changed.
Requires 5 points in Beast Mastery. Increases the speed bonus of your Aspect of the Cheetah and Aspect of the Pack by 3%. Classic: Moved from Tier 3.
Requires 5 points in Beast Mastery. Revive Pet's casting time is reduced by 3 sec, mana cost is reduced by 20%, and increases the health your pet returns with by an additional 15%.
Requires 10 points in Beast Mastery. Increases the movement speed of your pets by 30%. Classic: Effect changed.
Requires 10 points in Beast Mastery. Increases the damage done by your pets and hawks by 3%. Classic: Effect changed.
Requires 15 points in Beast Mastery. Gives your Mend Pet spell a 15% chance of cleansing 1 Curse, Disease, Magic, or Poison effect from your pet each time it heals and reduces the Mana cost by 10%. Classic: Effect changed, Moved from column 2.
Requires 15 points in Beast Mastery. Increases the critical strike chance of your pets and hawks by 2%. Classic: Effect changed.
Requires 15 points in Beast Mastery. Command a hawk to dive-bomb your targeted enemy, dealing 32 Physical damage and continuing its assault for 18 sec. Only 2 hawks can be active at once. Summon Hawk shares its cooldown with Arcane Shot.
Requires 20 points in Beast Mastery. While your pet is active, you and your pet will regenerate 1% of total health every 10 sec. Classic: Numbers changed.
Requires 20 points in Beast Mastery. Requires 1 point in Bestial Swiftness. Command your pet to Stun the target for 3 sec on its next successful attack, which also gains 100% increased critical strike chance. Generates high threat. Classic: Effect changed, Had no prerequisite.
Requires 20 points in Beast Mastery. Increases the Focus regeneration of your pets by 10% and allows 25% of your Mana regeneration to continue while casting. Classic: Effect changed.
Requires 25 points in Beast Mastery. Requires 5 points in Ferocity. Gives your pet a 20% chance to gain a 30% attack speed increase for 8 sec after dealing a critical strike.
Requires 30 points in Beast Mastery. Requires 1 point in Intimidation. Send your pet into a rage causing 50% additional damage for 18 sec. While enraged, the beast does not feel pity or remorse or fear and it cannot be stopped unless killed.
Not in Forever (2)
Improved Eyes of the BeastTier 2 · 2 ranksClassic, rank 2 of 2: Increases the duration of your Eyes of the Beast by 60 sec.
Thick HideTier 2 · 3 ranksClassic, rank 3 of 3: Increases the Armor rating of your pets by 30%.
Marksmanship0
Increases the range of your ranged weapons by 2 yards. Classic: Moved from Tier 3. Enter to learn.
Gives your Concussive Shot a 4% chance to stun the target for 3 sec. Enter to learn.
Increases your critical strike chance with all attacks by 1%. Classic: Was “Lethal Shots”, Effect changed, Moved from Tier 2. Enter to learn.
Requires 5 points in Marksmanship. Increased the damage of your Serpent Sting ability by 6%, reduces the cooldown of your Viper Sting ability by 2 sec, and increases the duration of your Scorpid Sting ability by 15 sec.
Requires 5 points in Marksmanship. Reduces the Mana cost of your Shots, Stings, and melee abilities by 3%. Classic: Effect changed, Moved from Tier 1.
Requires 5 points in Marksmanship. Increases your Attack Power by 20% of your Intellect.
Requires 10 points in Marksmanship. Reduces the cooldown on your Rapid Fire ability by 1 min. In addition, when you kill a non-trivial enemy or it dies while afflicted by your Serpent Sting, you gain Rapid Killing, increasing the damage of your next Shot ability within 20 sec by 10%.
Requires 10 points in Marksmanship. Reduces the cooldown of your Arcane Shot by 0.3 sec. Does not affect the cooldown of abilities which share a cooldown with Arcane Shot. Classic: Effect changed.
Requires 10 points in Marksmanship. You deal 20% increased damage with all attacks while you do not have an active pet.
Requires 15 points in Marksmanship. Increases the Ranged Attack Power of party members within 45 yards by 30. Lasts 30 min. Classic: Effect changed, Required Barrage, Moved from Tier 7.
Requires 15 points in Marksmanship. Requires 5 points in Careful Aim. Increases the critical strike damage bonus on all ranged abilities by 6%. Classic: Effect changed, Required Lethal Shots.
Requires 20 points in Marksmanship. Requires 2 points in Rapid Killing. Hitting a target with your Serpent Sting ability grants you 25% and consuming Rapid Killing grants you 50% of your Mana regeneration while casting for the next 15 sec.
Requires 20 points in Marksmanship. Increases the damage done by your Multi-Shot, Aimed Shot, and Volley abilities by 3%. Classic: Effect changed, Moved from column 2.
Requires 20 points in Marksmanship. A short-range shot that deals 50% weapon damage and disorients the target for 4 sec. Any damage caused will remove the effect. Turns off your attack when used. Classic: Moved from column 1.
Requires 25 points in Marksmanship. Increases the damage you deal with ranged weapons by 1%.
Requires 30 points in Marksmanship. Requires 1 point in Trueshot Aura. A steady snipe that increases ranged damage by 160.
Not in Forever (4)
Improved Hunter's MarkTier 2 · 5 ranksClassic, rank 5 of 5: Increases the Ranged Attack Power bonus of your Hunter's Mark spell by 15%.
Aimed ShotTier 3 · 1 rankClassic, rank 1 of 1: An aimed shot that increases ranged damage by 70.
Improved Serpent StingTier 4 · 5 ranksClassic, rank 5 of 5: Increases the damage done by your Serpent Sting by 10%.
Improved Scorpid StingTier 5 · 3 ranksClassic, rank 3 of 3: Reduces the Stamina of targets affected by your Scorpid Sting by 30% of the amount of Strength reduced.
Survival0
While tracking Beasts, Demons, Dragonkin, Elementals, Giants, Humanoids, or Undead, all damage you deal to the tracked creature type is increased by 1%. Classic: Was “Monster Slaying”, Ranks 3 → 5, Effect changed, Moved from column 1. Enter to learn.
Increases your Parry chance by 2%. Classic: Numbers changed. Enter to learn.
Requires 5 points in Survival. When your traps are triggered, all affected targets are Entrapped, preventing them from moving for 1 sec. Classic: Effect changed.
Requires 5 points in Survival. Increases the critical strike chance of all your melee abilities by 2%. Classic: Effect changed.
Requires 5 points in Survival. Increases your total Health by 2%. Classic: Effect changed, Moved from Tier 3.
Requires 5 points in Survival. Gives your Wing Clip ability a 7% chance to immobilize the target for 5 sec. Classic: Ranks 5 → 3, Numbers changed, Moved from column 3.
Requires 10 points in Survival. Increases the duration of Freezing and Frost trap effects by 15% and the damage of Immolation and Explosive trap effects by 15%.
Requires 10 points in Survival. Increases your hit chance by 1% and reduces the duration of movement impairing effects on you by 10%. Classic: Effect changed, Moved from Tier 4.
Requires 10 points in Survival. When activated, increases your Dodge and Parry chance by 25% for 10 sec.
Requires 15 points in Survival. Increases your chance to hit with your Trap and Feign Death abilities by 5%. Classic: Was “Trap Mastery”, Effect changed.
Requires 15 points in Survival. Increases your melee critical strike damage by 6% and your offhand weapon damage by 10%.
Requires 15 points in Survival. Requires 1 point in Deterrence. A strike that becomes active after parrying an opponent's attack. This attack deals 50% weapon damage plus 26 and immobilizes the target for 5 sec. Counterattack cannot be blocked, dodged, or parried. Classic: Effect changed, Moved from Tier 5.
Requires 20 points in Survival. Reduces the mana cost of your Trap abilities and melee abilities by 30%. In addition, your critical strikes have a 50% chance to allow 50% of your Mana regeneration to continue while casting for 30 sec.
Requires 20 points in Survival. Your attacks against targets with Hunter's Mark have a 5% chance to activate your Mongoose Bite for 5 sec.
Requires 20 points in Survival. Reduces the cooldown of your Trap and Deterrence abilities by 20%.
Requires 20 points in Survival. A powerful kick that deals 100% melee weapon damage and increases movement speed by 30% for 3 sec.
Requires 25 points in Survival. Increases your Agility by 2%. Classic: Numbers changed.
Requires 30 points in Survival. Requires 2 points in Expose Prey. Your Mongoose Bite also causes the target to Bleed for damage over 21 sec equal to 40% of the damage done by Mongoose Bite.
Not in Forever (4)
Humanoid SlayingTier 1 · 3 ranksClassic, rank 3 of 3: Increases all damage caused against Humanoid targets by 3% and increases critical damage caused against Humanoid targets by an additional 3%.
Improved Feign DeathTier 4 · 2 ranksClassic, rank 2 of 2: Reduces the chance your Feign Death ability will be resisted by 4%.
Killer InstinctTier 5 · 3 ranksClassic, rank 3 of 3: Increases your critical strike chance with all attacks by 3%.
Wyvern StingTier 7 · 1 rankClassic, rank 1 of 1: A stinging shot that puts the target to sleep for 12 sec. Any damage will cancel the effect. When the target wakes up, the Sting causes 300 Nature damage over 6 sec. Only usable out of combat. Only one Sting per Hunter can be active on the target at a time.
Click a talent to learn a rank · Right-click or Shift-click to unlearn · Keyboard: Enter / Backspace