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In this article, we present you with various talent trees for Marksmanship Hunters (WoW 4.3) that you can use in specific situations. We also explain in detail what the talents do, how they work together, and how you can customise your talent tree in order to adapt it to a particular boss. The other articles of our Marksmanship Hunter guide can be accessed from the table of contents on the left. 1. Common Talent Builds↑topYour Marksmanship Hunter builds will mostly revolve around your choice between: Rapid Killing, Silencing Shot, and Trueshot Aura. The talents Bombardment and Marked for Death are also considered optional, but in order to progress down the tree, you will often find yourself taking them anyway. This build grants great AoE damage capabilities as well as a point in Rapid Killing, for encounters where the chances of getting killing blows are high.
This talent build also has the AoE talents of the above build. Instead of the point in Rapid Killing, this build takes Silencing Shot, for encounters where you want to be able to interrupt and silence targets.
2. Customising Your Build↑topFirst, we will present and explain the relevant talents for a Marksmanship Hunter before listing the various mandatory and optional glyphs. 2.1. TalentsIn terms of maximising DPS, the Marksmanship talent specialisation does not provide much room for choice. Every Marksmanship Hunter build should follow the 7/31/3 talent point distribution. Within the Marksmanship tree, 26 of the 31 points are used in fixed talents, while the other 5 are optional and left up to the player's preference or encounter requirements. In the following image, the fixed talents have been hightlighted in green, while the optional talents have been hightlighted in red: 2.1.1. Fixed TalentsThis section will cover each of the fixed talents in the build, with a brief explanation as to why they should be taken. Fixed talents are those which are considered mandatory and provide you with a direct DPS increase.
2.1.2. Optional TalentsThis section will cover each of the optional talents and provide a brief explanation of whey and when they should be taken. Note that you must take at least some of these talents in order to progress down the talent tree.
2.2. GlyphsGlyph choice as a Marksmanship Hunter is rather difficult, in terms of Prime Glyphs, while Major and Minor Glyphs will not provide you with DPS increases and are therefore of less consequence. 2.2.1. Prime GlyphsThe following Prime Glyph is mandatory: Glyph of Steady Shot. It provides a clear damage increase to one of your most used abilities. The second Prime Glyph should be chosen between Glyph of Arcane Shot and Glyph of Aimed Shot, depending on which ability you choose to spend your excess focus on. For the third and final Prime Glyph, you should choose one of the following:
Which of these glyphs you should choose depends on your playstyle, the encounter you are attempting as well as your current gear level. For example, Glyph of Kill Shot would be useful on an encounter where burst damage when the boss is under 20% health is required. Glyph of Rapid Fire gains a lot of value if the fight length is such that you are able to use the cooldown multiple times. We will touch more upon this in the Abilities and Cooldowns article of this Marksmanship Hunter guide. 2.2.2. Major GlyphsFor your Major Glyphs, we recommend you use any of the following:
If you have taken Silencing Shot, the respective glyph will provide a minor focus gain. None of the other glyphs provide DPS increases, though Glyph of Raptor Strike provides you with excellent damage reduction, something that Hunters otherwise sorely lack. 2.2.3. Minor GlyphsWe recommend that you use the following Minor Glyphs: Glyph of Aspect of the Pack can be useful to extend the range of your Aspect and help your raid run in quicker after wipes. In encounters, it seldom has any practical use due to the movement speed debuff that Aspect of the Pack causes when taking damage. |