Polymorph Pig Quest – Classic

This is a quick guide on how to acquire Polymorph: Pig in Classic World of Warcraft!


To start the Polymorph: Pig quest line, head on over to Azshara. The NPC you are looking for to start the quest is Archmage Xylem.

Quest Warlord Krellian

You will have to first speak with Sanath Lim-yo who will teleport you to the area where Archmage Xylem is. After teleporting up the cliff follow the zigzagging path up the hill to the tower. Archmage Xylem Will be waiting at the top of the tower and give you the quest Warlord Krellian. This quest has you retrieve a Prismatic shell by killing Warlord Krellian.

NPC Locations

Retrieving the Prismatic shell

After picking up the quest, you need to head south to the Ruins of Eldarath. Warlord Krellian will be inside the largest building directly in the center. After you kill Warlord Krellian head back up to Archmage Xylem and turn in the quest. This completes the first half of the quest chain.

Warlord Krellian’s Location

Quest Fragmented Magic

Fragmented Magic is the quest with the reward we are after. These two quests are just a short little quest chain. Now that we have turned in Warlord Krellian lets grab Fragmented Magic and quickly do it to get our Polymorph: Pig!

First head back to the Ruins of Eldarath, the Naga town where we killed Warlord Krellian. With the Prismatic shell in your inventory cast Polymorph on any Spitelash Naga in the area.

Clones running away

The Naga turn into sheep that you can one shot but they are really fast, so it’s hard to kill more than one at a time.Do this 50 times to complete Fragmented Magic.

Picking up Polymorph: Pig

Once you complete the quest return to Archmage Xylem and collect your new Polymorph: Pig!

Congratulations, now get out there and turn some bad guys into pigs!

Mage water quest (Level 55 water)

If you are trying to figure out where to learn Conjure water Rank 7, this is the place!

The goal of this operation is to be able to create Conjured Crystal Water!
This guide is my attempt at walking you through the process as easily as possible.

Note: An Invisibility potion is required!

Dire Maul

Dire Maul has 3 sections, North East and West.

Thankfully, this quest only involves 2 of the 3 sections(East and North).
The quest giver is in DM North and the Quest Item is located in DM East.

You will either need the Crescent Key from DM East or a rogue with max lock picking to enter DM North.

Getting to the instances

Once you enter Dire Maul from Feralas, follow the path until you see a giant door, go left and then right to get to the path behind the door. Once you have taken the path behind the door you will be in a courtyard filled with ogres. This courtyard contains all 3 Dire Maul entrances.

  • DM North – Straight across
  • DM East – hug the right wall
  • DM West – hug the left wall

If you are still lost I recommend This Video.

Obtaining the Crescent Key

To get the Crescent Key you will have to chase an imp through the East wing of Dire Maul.

Upon entering you will see a friendly imp to your left. Talk to him and he will run away. Follow him through the instance, you will have to talk to and follow him multiple times. Eventually he will go up some stairs and when you talk to him this time he will summon imps and attack you. Focus him and kill the non-elite adds later. He will drop the Crescent Key. Now lets go to Dire Maul North to pick up your quest!

Let’s go get that quest!

Technically this can be done alone with any type of invisibility.

Once you enter DM North there are 3 ogres to your left and one wandering directly in front of you. If you see the 3 ogres you should also see the ramp down beside them.

Wait for the pat to move and then head down the ramp. Next you jump off the left side of the ramp and avoid the second group of ogres now head down the second ramp. Walk down this hallway until you find a door that requires the crescent key. Once you open the door with the Crescent Key you will be in the library. The quest giver Lorekeeper Lydros will be straight ahead.

Getting the Hydrospawn Essence

Back to Dire Maul East! As soon as you zone in, hug the right wall and head through the second corridor. Take the first right into a hall filled with Satyr demons and plants.

Hug the left wall, killing what you have to, then take the left turn below the ramp. Kill the enemies you encounter along the left wall again and you will end up in a pool with Hydrospawn in it. He spawns water elementals but they despawn when he dies.

Once you have the Hydrospawn make your way back to the quest giver in DM North and you are done!

Classic AOE Mage Grinding Spots

This is a list of grinding spots from 1-60. These spots were inspired by Jokerd and his run to 60. I have personally tried a few of these spots with great success.

His stream is bookmarked and linked for each spot to help you have the same success he had with these spots.

AOE Grind Spots

1-22: Basic Leveling Route (Loch Modan -> Dun Morogh -> Darkshore -> Redridge Mountains -> Duskwood)
22-27 Wetlands (Questing & AOE Grinding Gnolls, Murlocs, Raptors, Orcs)
27-29 Duskwood (Questing & AOE Grinding Raven Hill Cemetry)
29-31 Duskwood (AOE Grinding Nightbane near the cave)
31-33 Hillsbrad Foothills (Aoe Grinding Murlocs until 32 then questing until 33 1/2)
33-37 Arathi Highlands (Hammerfall Peons at the Farm)
37-42 Dustwallow Marsh (Murlocs on the Islands)
42-49 Tanaris (Pirates behind the tunnel)
49-52 Western Plaguelands (Undeads at Sorrow Hill)
52-58 Western Plageulands (Undeads at Daison’s Tears)
58-60 Western Plaguelands (Humans at Hearthglen)

Talents and Leveling Spec

Talent’s after level 22:Source

How to AOE Grind as a Frost Mage

1. find your spot and locate large groups of mobs that ideally aren’t casters.
2. Aggro all of them (a mount will make this easier) and Frost Nova the group.
3. Run till you are at max range and begin casting blizzard until the mobs are low.
4. Once they are low you can use Cone of Cold or Arcane Explosion to finish the pack off.
5. Drink up and rinse/repeat.

Hunter damage cycles breakdown


Using Aimed + Multi-Shot cycle
Multi-Shot is instant (close enough to the truth, very rarely delays Auto Shot with practice)
Disregarding mana, consumables negate mana issues
Disregarding haste buffs (Rapid Fire, Berserking, etc)
With 5/5 Improved Aspect of the Hawk, I add 4-5% damage, depending on weapon speed – Note: Working on better formula for iAotH

Every cycle consists roughly of:
1 Aimed Shot
1 Multi-Shot
x Auto Shot, depending on weapon speed and cycle lenght.

With most weapons, you’ll find something like the following happening:
Aimed Shot finishes cooldown. Auto Shot fired ~1 sec ago.
Should you clip your cycle (ignore the next Auto Shot and fire Aimed Shot immediately)? Or should you use a full cycle (wait for the Auto Shot before using Aimed Shot?
What would give the highest damage potential?

To answer this, you needed to compare both options, and see which one would yield the most damage.

Multi-Shot has the longest cooldown (10 sec), but since we stated Multi-Shot is an instant, the damage can be converted into any cycle lenght. For this reason, I’ll be using a default (clipped) cycle length of 9 seconds. While not being optimal for mana purposes, it is the one with the highest damage potential.
This is roughly what you’ll have to take into account:
If Multi-Shot does 1000 damage every 10 seconds, and the cycle is 5 seconds, the cycle damage for Multi-Shot becomes 500.
Likewise, if the cycle lenght is 20 seconds, the cycle damage would be 2000.

However, there are some things to keep in mind as well:
If the cycle is between 9 (minimum cycle length) and 10 seconds long, you have to include damage lost by conflicting cooldowns. For example, in a perfect 9 second cycle, you get to fire 6 Multi-Shots every 7 cycles. So, instead of using 9/10 of the Multi-Shot, I use 6/7 for this. As cycle lenght reaches 10, more of the Multi-Shot damage is included. So, don’t be alarmed if you’re not able to fire a Multi-Shot between each Aimed Shot.

The cooldown of Aimed Shot is 6 seconds, casting time is 3 seconds. During casting, Auto Shot cools down. This means that basically every weapon will get a free Auto Shot after Aimed Shot. The free Auto Shot comes after a delay of about 0.5 seconds after Aimed Shot is fired, regardless of weapon speed.
During the casting of Aimed Shot, no Auto Shots are fired.
Stats on weapons that affect damage (Agility, (Ranged) Attack Power, +crit%, +hit%) are taken into consideration for the rankings.

For the timestamps, I won’t include Multi-Shot. Every cycle basically has a “+ Multi-Shot”, which can be placed wherever it fits before Aimed Shot.

Cycles don’t exist
Arcane Shot and Aimed Shot have a linked cooldown. For raiding purposes, Aimed Shot is better than Arcane Shot in virtually every aspect. Although there are some exceptions, Aimed Shot is the best option for dealing ranged damage. Every time you use Aimed Shot, you’ve started a cycle. After Aimed Shot is completed, you have 6 seconds before Aimed Shot is ready again. Go clipped or full?

Cycles are impossible to use
They’re not. Performing them perfectly is practically impossible, and it’s harder with some weapons. However, getting as close as possible will be the most damaging thing you can do. Thus, the calculations I give you show the weapon with highest damage potential, and also how to deal the most damage with it. It’s up to you to maximize the potential. Practice, focus, and knowing the rhythm of your weapon helps a lot; you’re always able to improve. Additionally, a timer for your Auto Shots might help you a lot. Personally, I use ZHunterMod (http://curse-gaming….zhuntermod.html).
Clipped cycles are the easiest to use, since you can basically spam Aimed Shot and Multi-Shot, and the cooldowns will take care of the rest. Remember that latency might affect this a bit, making Aimed Shot ready just before Auto Shot fires (making you do a sub-optimal cycle). Spamming is rarely a good idea; paying attention is 😉

Lag and human reaction invalidate cycle calculations
Often you’ll hear people claiming cycles are useless because of reasons like lag, human reaction, etc. These settings vary from person to person; hunter A might have perfect conditions, performing at almost 100% of what he’s capable of, while hunter B might be experiencing lag, talking on the phone and feeding his parrot – of course he’ll perform worse. However, comparing the different weapons, using optimal conditions for everything is the fairest comparison. Although this has no influence on a weapon’s damage potential, if you know you suffer from lag or slow reaction times, take it into consideration when looking at what I write.

Look, Lactose, we’d rather you didn’t eradicate the whole human race.
– Sam & Max

Weapons and formulae

This is the current list of weapons I’ve compared:

Ancient Bone Bow
Blastershot Launcher
Blessed Qiraji Musket
Bow of Taut Sinew
Bow of the Four Horsemen
Carapace Spine Crossbow
Core Marksman Rifle
Crossbow of Imminent Doom
Dragonbreath Hand Cannon
Fahrad’s Reloading Repeater
Flawless Arcanite Rifle
Grand Marshal’s Bullseye / High Warlord’s Recurve
Grand Marshal’s Hand Cannon / High Warlord’s Street Sweeper
Grand Marshal’s Repeater / High Warlord’s Crossbow
Gryphonwing Long Bow
Gurubashi Dwarf Destroyer
Hoodoo Hunting Bow
Huhuran’s Stinger
Larvae of the Great Worm
Mandokir’s Sting
Nerubian Slavemaker
Silithid Husked Launcher
Striker’s Mark
Toxin Injector

Weapons will be listed sorted by damage potential; highest = first.
All values listed are vs bosses (level 63 mobs –> 8.6% missrate), and before armor mitigation.
This is how the information is going to be shown:

1 – The Milk Makerâ„¢, 2.0 speed
Best cycle DPS: 657, Clipped
Worst cycle DPS: 649, Full
Auto Shot DPS: 419 (1st)

Auto Shot DPS is included mostly for mana reasons. If two weapons seem very equal, but you know you run out of mana alot, you might want to choose the one with highest Auto Shot DPS, even though it could have a slightly lower best cycle. Auto Shot DPS is the DPS a weapon would have using only Auto Shot, not Aimed Shot or Multi-Shot. Auto Shot DPS might work as a tool for selecting a weapon for encounters where you feel you can’t use standard cycles.
(1st) indicates the ranking of Auto Shot DPS. If it’s the best Auto Shot DPS weapon, it’ll be (1st), second best would be(2nd), etc.

Note that using average cycle DPS is not a good idea for comparing weapons. For example, if you know the best cycle for The Milk Makerâ„¢ is clipped, you wouldn’t make half your cycles full; you would try to use the best cycle whenever possible.
A full cycle is, in most cases, slightly harder to perform than a clipped one, since you can’t just spam the button and let the cooldowns take care of the rest.

Dwarven Hand Cannon
Polished Ironwood Crossbow

If you want any more weapons added, let me know, and I’ll see what I can do.

Alternatively, you can use your own gear / setup, and compare weapons, etc directly by using my spreadsheet:http://forums.elitis…pic.php?id=7312

Auto Shot damage: SlayingMod*(AmmoDPS*WeaponSpeed+RWSMod*(RAP/14*WeaponSpeed+Scope+AverageWeaponDamage))
Aimed Shot damage: SlayingMod*(AmmoDPS*WeaponSpeed+RWSMod*(RAP/14*2.8+Scope+AverageWeaponDamage+AimedShotBonus))
Multi-Shot damage: BarrageMod*GSMod*SlayingMod*MSCoEff* (AmmoDPS*WeaponSpeed+RWSMod*(RAP/14*2.8+Scope+AverageWeaponDamage+MultiShotBonus))

CritDamage (all shots): HitDamage*(2+MortalShotsMod)*SlayingMod

Factoring in crits (all shots): HitChance*HitDamage + CritChance*Critdamage

AimedShotBonus = 600
MultiShotBonus = 150
MortalShotsMod = 0.30
SlayingMod = 1.03 if Slaying Talent, 1 if not
RWSMod = 1.05 if MM spec, 1 if LR spec
BarrageMod = 1.15 if MM spec, 1 if LR spec
GSMod = 1.15 if 8/8 Giantstalker bonus, 1 if not
MSCoEff: Coefficient for Multi-Shot.
Since the cooldown of Multi-Shot is 10 seconds, it’s obvious that using cycles between 9 and 10 seconds will make you lose a Multi-Shot now and again. For example, using a 9 second cycle, due to the conflicting cooldowns of Multi-Shot and Aimed Shot, you’ll be able to fire about 6 Multi-Shots every 7 cycles. So, for 9 second cycles, I add 6/7 of the Multi-Shot damage listed.
As the cycle lenght reaches 10 seconds, more of the Multi-Shot damage is used.
MSCoEff = ROUNDDOWN(6/(10-CycleTime)) / ROUNDDOWN(1+6/(10-CycleTime))) for cycles not exceeding 10 seconds, 1 for cycles exceeding 10 seconds.

Talnivarr EU – Horde — Lactose or Label
If there’s anything you want to comment, ask, etc, feel free to log on and send me a whisper. Please respect if I’m busy though =)
I also check this forum frequently, so posting here or sending a PM should work as well 😉

Tier 2+ MM-hunter

The following is aimed at a hunter with good equipment, roughly equivalent to full tier 2 or better.

1500 RAP
23.5% ranged crit
+8% hit
5/5 Improved Aspect of the Hawk
3/3 Barrage
5/5 Mortal Shots
5/5 Ranged Weapon Specialization
3/3 Slaying vs Target
+7 scope
15% quiver
Thorium ammo (17.5 DPS)
Link to example gear setup: http://ctprofiles.net/3044976

All values listed are vs bosses (level 63 mobs –> 8.6% missrate), and before armor mitigation.

1 – Nerubian Slavemaker, 3.2 speed
Best cycle DPS: 599, Full
Worst cycle DPS: 503, Clipped
Auto Shot DPS: 304 (1st)

2 – Ashjre’thul, 3.4 speed
Best cycle DPS: 571, Full
Worst cycle DPS: 491, Clipped
Auto Shot DPS: 283 (9th)

3 – Larvae of the Great Worm, 3.0 speed
Best cycle DPS: 558, Clipped
Worst cycle DPS: 530, Full
Auto Shot DPS: 290 (3rd)

4 – Soulstring, 2.9 speed
Best cycle DPS: 551, Clipped
Worst cycle DPS: 534, Full
Auto Shot DPS: 293 (2nd)

5 – Crossbow of Imminent Doom, 3.1 speed
Best cycle DPS: 547, Clipped
Worst cycle DPS: 507, Full
Auto Shot DPS: 276 (13th)

6 – Grand Marshal’s Hand Cannon & Repeater / High Warlord’s Street Sweeper & Crossbow, 2.9 speed
Best cycle DPS: 538, Clipped
Worst cycle DPS: 521, Full
Auto Shot DPS: 285 (8th)

7 – Rhok’delar, 2.9 speed
Best cycle DPS: 534, Clipped
Worst cycle DPS: 517, Full
Auto Shot DPS: 282 (10th)

8 – Fahrad’s Reloading Repeater, 3.2 speed
Best cycle DPS: 530, Full
Worst cycle DPS: 447, Clipped
Auto Shot DPS: 261 (22nd)

9 – Bloodseeker, 3.3 speed
Best cycle DPS: 528, Full
Worst cycle DPS: 451, Clipped
Auto Shot DPS: 259 (23th)

10 – Huhuran’s Stinger, 2.7 speed
Best cycle DPS: 525, Full
Worst cycle DPS: 517, Clipped
Auto Shot DPS: 286 (6th)

11 – Blessed Qiraji Musket, 2.6 speed
Best cycle DPS: 525, Full
Worst cycle DPS: 506, Clipped
Auto Shot DPS: 286 (6th)

12 – Carapace Spine Crossbow, 3.3 speed
Best cycle DPS: 523, Full
Worst cycle DPS: 447, Clipped
Auto Shot DPS: 257 (26th)

13 – Dragonbreath Hand Cannon, 2.8 speed
Best cycle DPS: 521, Clipped
Worst cycle DPS: 516, Full
Auto Shot DPS: 281 (11th)

14 – Heartstriker, 2.6 speed
Best cycle DPS: 516, Full
Worst cycle DPS: 498, Clipped
Auto Shot DPS: 280 (12th)

15 – Flawless Arcanite Rifle, 3.0 speed
Best cycle DPS: 510, Clipped
Worst cycle DPS: 482, Full
Auto Shot DPS: 233 (28th)

16 – Striker’s Mark, 2.5 speed
Best cycle DPS: 509, Full
Worst cycle DPS: 480, Clipped
Auto Shot DPS: 274 (14th)

17 – Gurubashi Dwarf Destroyer, 2.8 speed
Best cycle DPS: 508, Clipped
Worst cycle DPS: 503, Full
Auto Shot DPS: 272 (16th)

18 – Blastershot Launcher, 2.6 speed
Best cycle DPS: 508, Full
Worst cycle DPS: 491, Clipped
Auto Shot DPS: 274 (14th)

19 – Toxin Injector, 2.0 speed
Best cycle DPS: 503, Clipped
Worst cycle DPS: 498, Full
Auto Shot DPS: 290 (3rd)

20 – Core Marksman Rifle, 2.5 speed
Best cycle DPS: 503, Full
Worst cycle DPS: 474, Clipped
Auto Shot DPS: 270 (18th)

21 – Mandokir’s Sting, 2.6 speed
Best cycle DPS: 502, Full
Worst cycle DPS: 484, Clipped
Auto Shot DPS: 270 (18th)

22 – Hoodoo Hunting Bow, 2.8 speed
Best cycle DPS: 499, Clipped
Worst cycle DPS: 493, Full
Auto Shot DPS: 265 (20th)

23 – Stoneshatter, 2.9 speed
Best cycle DPS: 499, Clipped
Worst cycle DPS: 482, Full
Auto Shot DPS: 258 (25th)

24 – Silithid Husked Launcher, 2.8 speed
Best cycle DPS: 496, Clipped
Worst cycle DPS: 490, Full
Auto Shot DPS: 263 (21st)

25 – Bow of Taut Sinew, 2.2 speed
Best cycle DPS: 496, Full
Worst cycle DPS: 445, Clipped
Auto Shot DPS: 272 (16th)

26 – Grand Marshal’s Bullseye / High Warlord’s Recurve, 1.8 speed
Best cycle DPS: 494, Full
Worst cycle DPS: 470, Clipped
Auto Shot DPS: 287 (5th)

27 – Ancient Bone Bow, 2.8 speed
Best cycle DPS: 490, Clipped
Worst cycle DPS: 484, Full
Auto Shot DPS: 259 (23rd)

28 – Gryphonwing Longbow, 2.7 speed
Best cycle DPS: 477, Full
Worst cycle DPS: 473, Clipped
Auto Shot DPS: 254 (27th)

Tier 2+ LR-hunter

The following is aimed at a hunter with good equipment, roughly equivalent to full tier 2 or better.

1550 RAP
28% ranged crit
+9% hit
5/5 Mortal Shots
5/5 Lightning Reflexes
3/3 Slaying vs Target
+7 scope
15% quiver
Thorium ammo (17.5 DPS)
Link to example gear setup: http://ctprofiles.net/3045139

All values listed are vs bosses (level 63 mobs –> 8.6% missrate), and before armor mitigation.

1 – Nerubian Slavemaker, 3.2 speed
Best cycle DPS: 566, Full
Worst cycle DPS: 474, Clipped
Auto Shot DPS: 311 (1st)

2 – Ashjre’thul, 3.4 speed
Best cycle DPS: 539, Full
Worst cycle DPS: 463, Clipped
Auto Shot DPS: 291 (9th)

3 – Larvae of the Great Worm, 3.0 speed
Best cycle DPS: 528, Clipped
Worst cycle DPS: 501, Full
Auto Shot DPS: 298 (3rd)

4 – Soulstring, 2.9 speed
Best cycle DPS: 521, Clipped
Worst cycle DPS: 505, Full
Auto Shot DPS: 300 (2nd)

5 – Crossbow of Imminent Doom, 3.1 speed
Best cycle DPS: 516, Clipped
Worst cycle DPS: 478, Full
Auto Shot DPS: 283 (13th)

6 – Grand Marshal’s Hand Cannon & Repeater / High Warlord’s Street Sweeper & Crossbow, 2.9 speed
Best cycle DPS: 509, Clipped
Worst cycle DPS: 493, Full
Auto Shot DPS: 293 (8th)

7 – Rhok’delar, 2.9 speed
Best cycle DPS: 506, Clipped
Worst cycle DPS: 490, Full
Auto Shot DPS: 289 (10th)

8 – Bloodseeker, 3.3 speed
Best cycle DPS: 501, Full
Worst cycle DPS: 427, Clipped
Auto Shot DPS: 267 (23th)

9 – Huhuran’s Stinger, 2.7 speed
Best cycle DPS: 498, Full
Worst cycle DPS: 492, Clipped
Auto Shot DPS: 294 (6th)

10 – Blessed Qiraji Musket, 2.6 speed
Best cycle DPS: 497, Full
Worst cycle DPS: 480, Clipped
Auto Shot DPS: 294 (6th)

11 – Carapace Spine Crossbow, 3.3 speed
Best cycle DPS: 497, Full
Worst cycle DPS: 424, Clipped
Auto Shot DPS: 264 (26th)

12 – Fahrad’s Reloading Repeater, 3.2 speed
Best cycle DPS: 497, Full
Worst cycle DPS: 419, Clipped
Auto Shot DPS: 266 (22nd)

13 – Dragonbreath Hand Cannon, 2.8 speed
Best cycle DPS: 495, Clipped
Worst cycle DPS: 489, Full
Auto Shot DPS: 289 (11th)

14 – Heartstriker, 2.6 speed
Best cycle DPS: 489, Full
Worst cycle DPS: 472, Clipped
Auto Shot DPS: 288 (12th)

15 – Gurubashi Dwarf Destroyer, 2.8 speed
Best cycle DPS: 482, Clipped
Worst cycle DPS: 477, Full
Auto Shot DPS: 280 (16th)

16 – Blastershot Launcher, 2.6 speed
Best cycle DPS: 482, Full
Worst cycle DPS: 466, Clipped
Auto Shot DPS: 281 (14th)

17 – Striker’s Mark, 2.5 speed
Best cycle DPS: 481, Full
Worst cycle DPS: 454, Clipped
Auto Shot DPS: 280 (14th)

18 – Flawless Arcanite Rifle, 3.0 speed
Best cycle DPS: 480, Clipped
Worst cycle DPS: 453, Full
Auto Shot DPS: 264 (28th)

19 – Toxin Injector, 2.0 speed
Best cycle DPS: 478, Clipped
Worst cycle DPS: 473, Full
Auto Shot DPS: 298 (3rd)

20 – Mandokir’s Sting, 2.6 speed
Best cycle DPS: 476, Full
Worst cycle DPS: 461, Clipped
Auto Shot DPS: 278 (18th)

21 – Hoodoo Hunting Bow, 2.8 speed
Best cycle DPS: 474, Clipped
Worst cycle DPS: 468, Full
Auto Shot DPS: 273 (20th)

22 – Core Marksman Rifle, 2.5 speed
Best cycle DPS: 474, Full
Worst cycle DPS: 448, Clipped
Auto Shot DPS: 276 (18th)

23 – Stoneshatter, 2.9 speed
Best cycle DPS: 472, Clipped
Worst cycle DPS: 455, Full
Auto Shot DPS: 265 (25th)

24 – Silithid Husked Launcher, 2.8 speed
Best cycle DPS: 471, Clipped
Worst cycle DPS: 465, Full
Auto Shot DPS: 271 (21st)

25 – Bow of Taut Sinew, 2.2 speed
Best cycle DPS: 471, Full
Worst cycle DPS: 423, Clipped
Auto Shot DPS: 280 (16th)

26 – Grand Marshal’s Bullseye / High Warlord’s Recurve, 1.8 speed
Best cycle DPS: 469, Full
Worst cycle DPS: 448, Clipped
Auto Shot DPS: 294 (5th)

27 – Ancient Bone Bow, 2.8 speed
Best cycle DPS: 466, Clipped
Worst cycle DPS: 460, Full
Auto Shot DPS: 267 (23rd)

28 – Gryphonwing Longbow, 2.7 speed
Best cycle DPS: 454, Full
Worst cycle DPS: 450, Clipped
Auto Shot DPS: 262 (27th)

15% Cycle Timers

Speed: 1.5 (Reduced to 1.30 with quiver)
Clipped Full 0.50 Free Auto 0.50 Free Auto 1.80 Auto 1.80 Auto 3.11 Auto 3.11 Auto 4.41 Auto 4.41 Auto 5.72 Auto 5.72 Auto 6.00 Start Aimed 7.02 Auto 9.00 Aimed 7.02 Start Aimed 10.02 Aimed

Speed: 1.6 (Reduced to 1.39 with quiver)
Clipped Full 0.50 Free Auto 0.50 Free Auto 1.89 Auto 1.89 Auto 3.28 Auto 3.28 Auto 4.67 Auto 4.67 Auto 6.00 Start Aimed 6.07 Auto 9.00 Aimed 6.07 Start Aimed 9.07 Aimed

Speed: 1.7 (Reduced to 1.48 with quiver)
Clipped Full 0.50 Free Auto 0.50 Free Auto 1.98 Auto 1.98 Auto 3.46 Auto 3.46 Auto 4.93 Auto 4.93 Auto 6.00 Start Aimed 6.41 Auto 9.00 Aimed 6.41 Start Aimed 9.41 Aimed

Speed: 1.8 (Reduced to 1.57 with quiver)
Clipped Full 0.50 Free Auto 0.50 Free Auto 2.07 Auto 2.07 Auto 3.63 Auto 3.63 Auto 5.20 Auto 5.20 Auto 6.00 Start Aimed 6.76 Auto 9.00 Aimed 6.76 Start Aimed 9.76 Aimed

Speed: 1.9 (Reduced to 1.65 with quiver)
Clipped Full 0.50 Free Auto 0.50 Free Auto 2.15 Auto 2.15 Auto 3.80 Auto 3.80 Auto 5.46 Auto 5.46 Auto 6.00 Start Aimed 7.11 Auto 9.00 Aimed 7.11 Start Aimed 10.11 Aimed

Speed: 2.0 (Reduced to 1.74 with quiver)
Clipped Full 0.50 Free Auto 0.50 Free Auto 2.24 Auto 2.24 Auto 3.98 Auto 3.98 Auto 5.72 Auto 5.72 Auto 6.00 Start Aimed 7.46 Auto 9.00 Aimed 7.46 Start Aimed 10.46 Aimed

Speed: 2.1 (Reduced to 1.83 with quiver)
Clipped Full 0.50 Free Auto 0.50 Free Auto 2.33 Auto 2.33 Auto 4.15 Auto 4.15 Auto 5.98 Auto 5.98 Auto 6.00 Start Aimed 7.80 Auto 9.00 Aimed 7.80 Start Aimed 10.8 Aimed

Speed: 2.2 (Reduced to 1.91 with quiver)
Clipped Full 0.50 Free Auto 0.50 Free Auto 2.41 Auto 2.41 Auto 4.33 Auto 4.33 Auto 6.00 Start Aimed 6.24 Auto 9.00 Aimed 6.24 Start Aimed 9.24 Aimed

Speed: 2.3 (Reduced to 2.00 with quiver)
Clipped Full 0.50 Free Auto 0.50 Free Auto 2.50 Auto 2.50 Auto 4.50 Auto 4.50 Auto 6.00 Start Aimed 6.50 Auto 9.00 Aimed 6.50 Start Aimed 9.50 Aimed

Speed: 2.4 (Reduced to 2.09 with quiver)
Clipped Full 0.50 Free Auto 0.50 Free Auto 2.59 Auto 2.59 Auto 4.67 Auto 4.67 Auto 6.00 Start Aimed 6.76 Auto 9.00 Aimed 6.76 Start Aimed 9.76 Aimed

Speed: 2.5 (Reduced to 2.17 with quiver)
Clipped Full 0.50 Free Auto 0.50 Free Auto 2.67 Auto 2.67 Auto 4.85 Auto 4.85 Auto 6.00 Start Aimed 7.02 Auto 9.00 Aimed 7.02 Start Aimed 10.02 Aimed

Speed: 2.6 (Reduced to 2.26 with quiver)
Clipped Full 0.50 Free Auto 0.50 Free Auto 2.76 Auto 2.76 Auto 5.02 Auto 5.02 Auto 6.00 Start Aimed 7.28 Auto 9.00 Aimed 7.28 Start Aimed 10.28 Aimed

Speed: 2.7 (Reduced to 2.35 with quiver)
Clipped Full 0.50 Free Auto 0.50 Free Auto 2.85 Auto 2.85 Auto 5.20 Auto 5.20 Auto 6.00 Start Aimed 7.54 Auto 9.00 Aimed 7.54 Start Aimed 10.54 Aimed

Speed: 2.8 (Reduced to 2.43 with quiver)
Clipped Full 0.50 Free Auto 0.50 Free Auto 2.93 Auto 2.93 Auto 5.37 Auto 5.37 Auto 6.00 Start Aimed 7.80 Auto 9.00 Aimed 7.80 Start Aimed 10.8 Aimed

Speed: 2.9 (Reduced to 2.52 with quiver)
Clipped Full 0.50 Free Auto 0.50 Free Auto 3.02 Auto 3.02 Auto 5.54 Auto 5.54 Auto 6.00 Start Aimed 8.07 Auto 9.00 Aimed 8.07 Start Aimed 11.07 Aimed

Speed: 3.0 (Reduced to 2.61 with quiver)
Clipped Full 0.50 Free Auto 0.50 Free Auto 3.11 Auto 3.11 Auto 5.72 Auto 5.72 Auto 6.00 Start Aimed 8.33 Auto 9.00 Aimed 8.33 Start Aimed 11.33 Aimed

Speed: 3.1 (Reduced to 2.70 with quiver)
Clipped Full 0.50 Free Auto 0.50 Free Auto 3.20 Auto 3.20 Auto 5.89 Auto 5.89 Auto 6.00 Start Aimed 8.59 Auto 9.00 Aimed 8.59 Start Aimed 11.59 Aimed

Speed: 3.2 (Reduced to 2.78 with quiver)
Clipped Full 0.50 Free Auto 0.50 Free Auto 3.28 Auto 3.28 Auto 6.00 Start Aimed 6.07 Auto 9.00 Aimed 6.07 Start Aimed 9.07 Aimed

Speed: 3.3 (Reduced to 2.87 with quiver
Clipped Full 0.50 Free Auto 0.50 Free Auto 3.37 Auto 3.37Auto 6.00 Start Aimed 6.24Auto 9.00 Aimed 6.24Start Aimed 9.24Aimed

Speed: 3.4 (Reduced to 2.96 with quiver)
Clipped Full 0.50 Free Auto 0.50 Free Auto 3.46 Auto 3.46 Auto 6.00 Start Aimed 6.41 Auto 9.00 Aimed 6.41 Start Aimed 9.41 Aimed


Quote from the patch-notes, regarding the normalization of melee weapon attacks. Bold emphasis my own:

The mechanics of most instant melee attacks have been modified to improve item balance. Previously, instant melee attacks did damage based on the damage range of the weapon, plus a bonus for the player’s attack power. This bonus was then multiplied by the speed of the weapon. As a result, slow weapons did more damage than was intended, and fast weapons were considered inferior by most players. We have changed the way the attack power bonus is calculated for instant attacks. This change does NOT affect attack power calculations for normal melee attacks. Instead of multiplying by the speed of the weapon, the attack power bonus is now multiplied by a fixed number pulled from the following table:
+ Two-handed weapons: 3.3
+ Daggers: 1.7
+ All other one-handed weapons: 2.4
As a direct result of this, many weapons have shifted position in their relative power. In particular, many Epic (purple) quality items are now more powerful than slower Superior (blue) weapons. This change was not made to reduce the power of instant attacks, but to correct the relative imbalance of weapon itemization. At a given level requirement, epic quality weapons should always be more powerful than superior quality weapons. Please also note that all normal weapon swings will be completely unaffected by this change. The following abilities are affected by the design change: Sinister Strike, Ambush, Backstab, Whirlwind, Mortal Strike, and Overpower.
For hunters, Multi-Shot and Aimed Shot now use 2.8 instead of weapon speed.

However, as we can see from the above posts, weapon speed is still too major an influence, with item quality and level being secondary; while it should be opposite. Bloodseeker (item level 63, rare quality) has a slightly higher damage potential than Huhuran’s Stinger (item level 78, epic quality).
Basically, I believe the normalization should have lead to [Epic with higher DPS] > [Rare with lower DPS], regardless of weapon speed. In addition, the following should also be true in most cases: [Epic with higher item level] > [Epic with lower item level]. However, I do think that weapon speed should have some influence, like it has for other classes.

I believe normalization in its current form failed.
With gear attainable at the moment, by varying weapon speed only, the total DPS output might change by almost 80 DPS. With a 50 DPS weapon, that’s about 1.6 times what the weapon’s raw DPS is. While this is with optimal cycle timing (meaning in real gameplay the difference most likely would be reduced slightly), the values are from a talent spec that isn’t the most optimal for raiding. It does not include 5/5 Improved Aspect of the Hawk; I’m not satisfied with my current formula for it.
Using the values from this post, Unahorn made a graph showing total DPS relative to weapon speed: http://media.wow-pra…ponSpeedDPS.jpg

To support my claim, I’ll use a fairly standard Marksman spec (let’s say 0/31/20), and show the damage potential a weapon would have, with DPS being constant, and weapon speed changing.
I use the stats of a tier 3 hunter, since this makes the problem. It’s important to remember the same principles also apply to lower tiered hunters. I am not considering Slaying talents, since they don’t work against all mobs, with very few mobs in Naxxramas (where the gear needed for this setup is collected) being valid targets.

While all this also due to some itemization flaws (adding fast weapons are, in a raid setting, mostly useless), I think that’s a seperate issue. Itemization was an issue before the normalization patch, the normalization should have taken current (and upcoming) weapons into account, allowing for future upgrades in better way than what we currently have. A big factor, I think, for implementing normalization, was a level 23 green weapon. Pre-normalization, it was, due to its 3.4 speed, better than most ranged weapons including Molten Core gear.
Post-normalization, this is no longer the case.
However, with better gear being added, and tier 2 becoming more accessible than ever before, we can yet again see the flaws of the ranged combat system.

Short summary of results:
Worst optimal cycle: 489.32 DPS (1.5 weapon, 1.30 quiver speed, full)
Best optimal cycle: 568.6 DPS (3.4 weapon, 2.96 quiver speed, full)
Difference: 79.28 DPS

Classic Hunter Guide


Here is a few guidelines/tips/tricks you can use in order to improve yourself as a Hunter in vanilla.
If you feel the need to chime in and cover some ground, of which I’m sure that I’ve missed, feel free to do so! I’m open-minded to all questions and suggestions regarding the guide and I will gladly hear them out.

Table Of Contents
1. Main Attributes & Stat Values
1.1 Main Attributes
1.2 Stat Values

2. BIS Gear & Enchants
2.1 Horde BIS List – Current Patch
2.2 Alliance BIS List – Current Patch

3. Consumables & Buffs
3.1 World Buffs
3.2 Damage Increasing Consumables & Buffs
3.3 Damage Increasing Pet Consumables & Buffs
3.4 Sustainability Consumables & Buffs
3.5 Situational Consumables & Buffs

4. Races & Racial Abilities
4.1 Racial Stats
4.2 Racial Abilities
4.3 Race Of Choice

5. Talent Builds
5.1 Recommended Talent Builds
5.2 Experimental Talent Builds

6. Pets & Pet Abilities
6.1 Pet Of Choice
6.2 Pet Abilities

7. Rotations & Cooldowns
7.1 Simplified Rotation
7.2 Explanation Of The Hunter Rotations
7.3 “Cycles Are Impossible To Use”
7.4 Lag And Human Reaction Invalidate Cycle Calculations
7.5 Aimed Shot Will Be Catching Up To Your Multi-Shot
7.6 Cooldown Management

8. Addons
9. Macros
10. Links & Downloads


1.1 – Main Attributes
Increases attack power with melee weapons by 1 and ranged weapons by 2
Increases your crit chance by 0.0189% (1% crit per 52.91 Agility)
Increases Armor by 2 and Dodge by 0,0377% (1% dodge per 26.5 Agility)

Increases attack power with melee weapons by 1.

Increases health points by 10 per point.

Increases mana points by 15 per point and the rate at which weapon skills improve.

Increases health & mana regeneration rates.

1.2 – Stat Values
The stat values below will differentiate depending on your current stats, talents and target defensive stats so because of that I’ve made 4 examples that you can use.
The examples are all specced as 20/31/00 and are fully buffed except for world buffs and shaman/paladin buffs. The gear can be viewed in the spreadsheet linked in the BIS section. The target is a lvl 63 dragonkin mob type with 5 sunder armor debuffs.

Patch 1.5 BIS (T1)
10 AP = 1.38 DPS
1 Crit = 3.72 DPS
1 Crit = 26.95 AP
1 AP = 0,0371% Crit

Patch 1.9 BIS (T2)
10 AP = 1.44 DPS
1 Crit = 4.58 DPS
1 Crit = 31.80 AP
1 AP = 0,0349% Crit

Patch 1.9 BIS (R13)
10 AP = 1.44 DPS
1 Crit = 4.67 DPS
1 Crit = 32.43 AP
1 AP = 0,0308% Crit

Patch 1.12 BIS (T3 + R12 Gloves)
10 AP = 1.37 DPS
1 Crit = 4.8 DPS
1 Crit = 35,03 AP
1 AP = 0,0285% Crit

I’ve used the hunter simulator spreadsheet linked in the “Links & Downloads” section to get these results, using the exact same method as Surelynotdhorn did

_________ BIS GEAR & ENCHANTS _________

This BIS list is based on Crestfall’s item progression which isn’t completely like retail vanilla, so because of that I’ve included some items to the earlier patches (Almost only pre 1.5) that other private servers tend to release before their original release date because most likely it’ll be the same for Crestfall (Not 100% confirmed yet, I will update whenever I know more).

These are the items which has been included for patches prior to their original release (The patches in parentheses are their original release date):

Epic PvP gear will not be considered because it’s extremely time consuming to get and not everyone have the time needed to be able to grind it however the post-rework PvP set is BIS until Naxxramas.
Link to the pre-rework PvP set
Link to the post-rework PvP set

2.1 – Horde BIS List – Current Patchswhb3to.png
Link to Horde BIS list spreadsheet (Patch 1.1 – 1.12)

2.2 – Alliance BIS List – Current PatchqjQUEsJ.png
Link to Alliance BIS list spreadsheet (Patch 1.1 – 1.12)

_________ CONSUMABLES & BUFFS _________

Let’s face it, it’s not expensive to raid as a hunter since we have feign death to save our buffs if the raid wipes, so there’s no reason to go cheap on consumables.
Here’s all the consumables & buffs that are useful to hunters. (Class buffs not included)

3.1 – World Buffs

3.2 – Damage Increasing Consumables & Buffs

3.3 – Damage Increasing Pet Consumables & Buffs

  • Juju Might +40 AP – 10 min (Does not give RAP… cuz vanilla being vanilla)
  • Juju Power +30 Strength – 30 min
  • Juju Flurry +3% Attack Speed on friendly target20 sec (Puts Rapid Fire on a 30 sec CD if used on yourself)
  • Scroll of Agility IV +17 Agility – 30 min

3.4 – Sustainability Consumables & Buffs

3.5 – Situational Consumables & Buffs

_________ RACES & RACIAL ABILITIES _________

This section will be covering all relevant information about the races that can be played as a Hunter.

4.1 – Racial Stats

4.2 – Racial Abilities

  • Stoneform: While active, grants immunity to Bleed, Poison, and Disease effects. In addition, Armor increased by 10%. Lasts 8 sec. 3 min cooldown.
  • Gun Specialization: Guns skill increased by 5.
  • Frost Resistance: Frost Resistance increased by 10.
  • Find Treasure: Allows the dwarf to sense nearby treasure, making it appear on the minimap.

Night Elf:

  • Shadowmeld: Activate to slip into the shadows, reducing the chance for enemies to detect your presence. Lasts until cancelled or upon moving.
    Night Elf Rogues and Druids with Shadowmeld are more difficult to detect while stealthed or prowling.
  • Quickness: Dodge chance increased by 1%.
  • Wisp Spirit: Transform into a wisp upon death, increasing speed by 50%.
  • Nature Resistance: Nature Resistance increased by 10.


  • Blood Fury: Increases base melee attack power by 25% for 15 sec and reduces healing effects on you by 50% for 25 sec. 2 min cooldown.
  • Hardiness: Chance to resist Stun effects increased by an additional 25%.
  • Command: Damage done by Hunter and Warlock pets increased by 5%.
  • Axe Specialization: Skill with Axes and Two-Handed Axes increased by 5.



  • Berserking: Increases your casting and attack speed by 10% to 25% (30% after patch 1.9). At full health the speed increase is 10% with a greater effect up to 25% if you are badly hurt when you activate Berserking. Lasts 10 sec. 3 min cooldown.
  • Regeneration: Health regeneration rate increased by 10%. 10% of total Health regeneration may continue during combat.
  • Beast Slaying: Damage dealt versus Beasts increased by 5%.
  • Throwing/Bow Specialization: Skill with Throwing/Bow Weapons increased by 5 (This will make you hit capped at 6 hit instead of 9 if you got a bow equipped)

4.3 – Race Of Choice
Horde PvE race ranking:

  1. Troll – Berserking is a great DPS increase especially when synergized with activate trinkets and other CD’s, Bow Specialization makes hit capped with 6 hit instead of 9. Regeneration and Beast Slaying are also decent racial abilities however they will be little of a use once you hit level 60. Trolls has the most base agility on the Horde faction.
  2. Orc – Command is a small DPS increase. Occasionally Hardiness will have it’s use in PvE as well. Orcs has the second most base agility on the Horde faction.
  3. Tauren – There’s no racial abilities that will benefit you in PvE when playing a tauren other than Endurance. Taurens has the lowest base agility on the Horde faction.

Horde PvP race ranking:

  1. Orc – Hardiness this talent alone makes orcs the best PvP race for Horde. Command is a small DPS increase. Orcs has the second most base agility on the Horde faction.
  2. Troll & Tauren – These races are tied because nor trolls or taurens have any significant racial abilities for PvP however trolls favors the offensive playstyle more because of the better DPS racial abilities and taurens favors the more “all around” playstyle since they have more health and a 2 sec stun with 0.5 sec cast time. Trolls has the most base agility on the Horde faction. Taurens has the lowest base agility on the Horde faction.

Alliance PvE race ranking:

  1. Night Elf – There isn’t really any of the racial abilities that night elves has which will benefit you in PvE, the only reason why night elves are better in PvE is because night elves has the most base agility on the Alliance faction.
  2. Dwarf – There isn’t really any of the racial abilities that dwarfs has which will benefit you in PvE. Gun Specialization isn’t good because even when considering it then there won’t be any gun that can become best in slot, Stoneform isn’t good either because there’s barely any boss mechanics where it’s useful. Dwarfs has the lowest base agility on the Alliance faction.

Alliance PvP race ranking:

  1. Dwarf – Stoneform is extremely good in PvP since it can be used to get rid of Blind, Crippling Poison, Viper Sting etc. as well as make you more tankier vs physical damage. Dwarfs has the lowest base agility on the Alliance faction.
  2. Night Elf – Shadowmeld is a really nice racial ability for when you’re defending bases in BG’s so you’re able to secure the opener on a enemy player that gets in range of you etc. it has a lot of other great uses and it’s a lot of fun to figure out ways to utilize this ability. Night elves has the most base agility on the Alliance faction.

_________ TALENT BUILDS _________

5.1 – Recommended Talent Builds
1. http://db.vanillagaming.org/?talent#cZViohthtIbbV0h
Use this spec if you’re at 8 hit or below. You can swap talent points from Surefooted to Improved Aspect of the Hawk if you’re only missing 1-2% hit.

2. http://db.vanillagaming.org/?talent#ce0M0xxZViohtht
Use this spec if you’re at 9 hit or above

For PvP it’s a bit of a personal preference, however these are the ones I can recommend
1. http://db.vanillagaming.org/?talent#cZgVohthtcbimoh

2. http://db.vanillagaming.org/?talent#cZtVohtZcbiik0ux
I highly recommend moving the points from Improved Wing Clip into Entrapment if you’re going to play premade BG’s as it will benefit you a lot more.

For leveling it’s bit of a personal preference, however this is the spec I can recommend
I didn’t put points into Spirit Bond because this talent will give the hunter threat every time it heals so if your pet miss pulls a mob then the Hunter will get aggro whenever the talent heals.

5.2 – Experimental Talent Builds
PvE 00/21/30 vs 20/31/00 when above 500 agility:
On paper the 20/31/00 spec seems to be doing a lot better however in reality there will be some fights where you won’t be able to utilize your pets’ DPS properly as well as other situational stuff in which case the 00/21/30 spec could potentially be better even when considering the DPS Trueshot Aura provides for your group when using the 20/31/00 spec. I’m gonna have to test this once I get the gear requirements on Crestfall to be able to confirm anything.

Keep in mind that mentioning results from other servers will not prove anything since talent and ability formulas etc could’ve been completely different on the other server.

_________ PETS & PET ABILITIES _________

6.1 – Pet Of Choice
Short answer: Lupos for PvE, Broken Tooth for PvP.

Lupos is the best PvE pet because it does Shadow Damage instead of Physical Damage, thus ignoring armor and will benefit from +Shadow Damage debuffs such as Curse of Shadows, Improved Shadow Bolt and Shadow Weaving.
After patch 1.9 you should instead be using Deathmaw if you want a wolf or Broken Tooth if you want a cat because Lupos will no longer be doing Shadow Damage after that patch.

Something you often will hear people say about Lupos is that “it will lower your raids DPS because it consumes Warlock’s Improved Shadow Bolt debuffs” however that is completely nonsense even if Lupos truly should be consuming ISB (I haven’t seen a single proof of Lupos consuming ISB in retail vanilla so please share if you have proof) due to various reasons:

  1. “Threat cap”
    Warlocks are able to do insane amounts of DPS however with insane amounts of DPS comes insane amounts of threat.
    This is something that Warlocks have no way of dealing with, instead they’re forced into stop DPS’ing so that the tanks can build a bigger threat lead.
    Hunters do not have this issue because we’re not able to do anywhere near as much DPS/threat as a Warlock and because we can Feign Death every 30 seconds to wipe our threat.
    Even if Warlocks didn’t utilize ISB at all they would still have threat issues if they go all in on DPS. So if they were to utilize ISB it would only make them “threat capped” faster, thus sharing ISB with Hunters will be far more effective for the raid.
    Not to mention that tanks occasionally will die/fail on boss mechanics or other situational events which will tighten the Warlocks threat cap even further.
    So in reality Warlocks wont be getting any additional DPS from ISB unless they’re fighting a boss where they can’t get aggro (Ragnaros, Ebonroc and Flamegore etc).
    This might only be legit for Horde Warlocks due to them not being able to benefit from Blessing of Salvation like Alliance Warlocks can. This is also the sole reason as to why Alliance Warlocks are doing so much more DPS on legacy-logs.com and realmplayers.com.
  2. Debuff overlapping
    If Hunters aren’t using Lupos then Warlocks and Shadow Priest’s Mind Blast will be the only classes who are able to utilize ISB, thus being much more likely to overlap ISB stacks and make them go to waste.
  3. ISB isn’t the only debuff which Lupos can utilize
    There’s 3 debuffs that Lupos can utilize; Improved Shadow Bolt, Curse of Shadow and Shadow Weaving so by using Lupos it will make all of these debuffs more effective. If Lupos is being fully buffed and it’s target has all of these debuffs then it is able to do 180-200 DPS on it’s own which is absolutely insane.

Broken Tooth is the best PvP pet, and potentially the best PvE pet after patch 1.9.
The reason why Broken Tooth is the best PvP pet is because it’s the only cat that is able to do 1 attack per sec, which is the fastest you can get.
The fast attack speed is very useful in PvP as it makes it nearly impossible for casters to get a spell off because of the cast time push back from Broken Tooth’s melee attacks.
There’s only 2 other pets in the game which has similar attack speed and that is the ZG bat’s, however since they’re bats they cannot learn Prowl and Claw which both are great abilities in PvP and bats also does 4% less damage from auto attacks.

When Lupos no longer does Shadow Damage (post patch 1.9), then Broken Tooth can potentially be the superior pet to use in PvE depending on how good you are at pet micro managing.
Broken Tooth (Cats) do not have Furious Howl like Wolfs do which means you can no longer benefit from having your pet by your side just to buff you with Furious Howl, so you’ll need to be great at micro managing your pet and make sure it doesn’t die as well as not fuck up your own rotation.
If you’re not capable of that, then Broken Tooth will not be a DPS boost.

Use any cat for leveling, it doesn’t matter which one because they’re all be normalized, i.e. all pets of the same pet family does similar DPS regardless of attack speed (unless they’re buffed, which in that case fast attack speed pets does more DPS). Also make sure to tame a new cat every now and then so you can get new pet ability ranks.
Use the hunter pet beastiary linked in the “Informative Hunter Links” section to figure out which pets you should tame to get new pet ability ranks.

6.2 – Pet Abilities
1. Teach your pet max rank Bite and Claw/Furious Howl.
2. Teach your pet max rank Great Stamina.
3. Teach your pet rank 3 resistance. Choose the resistance that would benefit you for the content you’re currently raiding.
4. Teach your pet rank 1 Dash (You do not need higher rank for raiding)
5. If done correctly you should now have 5 points left, use them on any rank 1 resistance you want or whatever else you can spend it on.

1. Teach your pet max rank Bite, Claw and Prowl.
2. Teach your pet rank 9 Great Stamina.
3. Teach your pet rank 3 Frost Resistance.
4. Teach your pet rank 3 Dash.
5. Teach your pet rank 1 Nature Resist.

Assuming you’re using a Cat for leveling which I highly recommend, then this is the priority of which you should be teaching your pet it’s abilities.
1. Growl
2. Dash (Only need rank 1)
3. Claw
4. Bite
5. Greater Stamina/Natural Armor

_________ ROTATIONS & COOLDOWNS _________

7.1 – Simplified Rotation
Auto-shot->Aimed Shot->Auto-shot->Multi-Shot->Auto-shot->Repeat
See the pattern? Always use Aimed Shot immediately after you’ve fired an Auto-shot, weave Multi-Shot in between Auto-shots.

7.2 – Explanation Of The Hunter Rotations
There’s 2 rotations that you should know of. These are known as the “Clipped” and the “Full” rotation.

Every rotation cycle consists roughly of:
1 Aimed Shot
1 Multi-Shot
x Auto Shot

With most weapons, you’ll find that Aimed Shot finishes cooldown and Auto Shot fired ~1 sec ago. This makes you choose between:
A. (Clipped) Use Aimed Shot right when its cooldown is finished.
B. (Full) Delay Aimed Shot until after your next Auto Shot.

A. (Clipped) makes you lose an Auto Shot, but your cycle time is shorter than in B.
B. (Full) adds an Auto Shot, but extends your cycle time.

This is important because the cooldown of Aimed Shot is 6 seconds, casting time is 3 seconds. During casting, Auto Shot cools down.
This means that basically every weapon will get a free Auto Shot after Aimed Shot.
The free Auto Shot comes after a delay of about 0.5 seconds after Aimed Shot is fired, regardless of weapon speed.
During the casting of Aimed Shot, no Auto Shots can be fired.

This list will tell you what rotation you should use for all end game weapons, the list is also sorted from best to worst:

You can read a far more in depth explanation of clipped vs full rotation here and here

7.3 – “Cycles Are Impossible To Use”
They’re not. Performing them perfectly is practically impossible, and it’s harder with some weapons. However, getting as close as possible will be the most damaging thing you can do.
Thus, the calculations shows the weapon with highest damage potential, and also how to deal the most damage with it.
It’s up to you to maximize the potential. Practice, focus, and knowing the rhythm of your weapon helps a lot; you’re always able to improve.
Additionally, a timer for your Auto Shots will help you a lot. Personally, I use YAHT.

Clipped cycles are the easiest to use, since you can basically spam Aimed Shot and Multi-Shot, and the cooldowns will take care of the rest.
Remember that latency might affect this a bit, making Aimed Shot ready just before Auto Shot fires (making you do a sub-optimal cycle). Spamming is rarely a good idea; paying attention is.

7.4 – Lag And Human Reaction Invalidate Cycle Calculations
Often you’ll hear people claiming cycles are useless because of reasons like lag, human reaction, etc.
These settings vary from person to person; hunter A might have perfect conditions, performing at almost 100% of what he’s capable of, while hunter B might be experiencing lag, talking on the phone and feeding his parrot – of course he’ll perform worse. However, comparing the different weapons, using optimal conditions for everything is the fairest comparison.
Although this has no influence on a weapon’s damage potential, if you know you suffer from lag or slow reaction times, take it into consideration when looking at what I write.

7.5 – Aimed Shot Will Be Catching Up To Your Multi-Shot
Eventually your Aimed Shot will catch up to your Multi-Shot due to Aimed Shot having “9 sec CD” (6 CD + ~3 sec cast time) and Multi-Shot having a 10 sec CD.
When this happens then using Aimed Shot first will yield the most DPS, unless:
A. You’re able to consistently cleave on targets with Multi-Shot.
B. The targets you could’ve been cleaving on by casting Multi-Shot first would be dead by the time Multi-Shot is ready if you casted Aimed Shot first.

7.6 – Cooldown Management
You should activate your swap trinket just as you start DPSing the boss and when the trinket effect wears off then you swap to your static trinket immediately.

Rapid Fire/Berserking:
Usually you want to use Rapid Fire/Berserking together with your trinket on your opener unless you need to save your cooldowns for a specific boss mechanic.
However using Rapid Fire/Berserking early has the added benefit of you being able to use them multiple times during an encounter depending on the fight duration.
Do not save Rapid Fire/Berserking for Aspect of the Hawk procs since there’s literally no reason in doing so when there’s only a 5% proc chance.
If you’re lucky to get a hawk proc while all your other cooldowns are active then make sure you watch your threat so you don’t over aggro.

_________ ADDONS _________

YAHT – Yet Another Hunter Timer
This addon gives you an auto shot timer which is crucial if you want to maximize your DPS. It also comes with a Tranquilizing Shot announcer which can be toggle on and off.

1. Aimed Shot & Multishot castbars for oCB, eCastingBar and default castbar that recognize all effects that modify castspeed
2. Tranquilizing Shot announcer
3. Highly customizable looks

The white bar is the “cooldown” time of your auto shot
The red bar is the draw time of your auto shot


Configuration: /yaht

Download Link: https://github.com/Aviana/YaHT


TrinketMenu (Fixed Version)
This addon lets you queue trinkets to auto swap for whenever you get out of combat (Feign Death) and is a must have addon if you want to maximize your DPS.

How to use TrinketMenu:
Have an activate trinket equipped at the start of an encounter, use it on your opener and then queue a static trinket by hovering TrinketMenu and choose a static trinket – after the activate trinket’s buff expires you feign death and the addon will auto equip the static trinket that you selected.


Configuration: /trinketmenu options

Download Link: https://github.com/satan666/TrinketMenu-Fix


This addon makes it easier for you to track your trinket duration, debuff durations, procs, personal CC duration and boss frenzy timer it also makes your cast bar track aimed shot. Every feature can be enabled/disabled through the in game settings.


Configuration: /sht menu

Download Link: http://addons.us.to/addon/shuntertimers


This addon accelerates key bindings so that they are activated by key press rather than key release. This allows you to activate your abilities faster than you could otherwise.

there’s no visual or in game configurations options for this addon.

Download Link: http://www.classicwow.com/forum/topic/13899-introducing-classic-snowfall/


Modified Power Auras
This addon is the vanilla version of “WeakAuras” which makes it possible to track every aura/ability/trinket in the game.

Examples of what to track:
Aspect of the Hawk procs
Rapid Fire duration
Trinket(s) duration
Important boss debuffs such as Baron Geddon’s Living Bomb, Vaelastrasz’s Burning Adrenaline.


Configuration: /mpowa

Download Link: https://github.com/Geigerkind/ModifiedPowerAuras


This addon makes it possible for you to see your health while you’re in feign death.

Configuration: /sfh

Download Link: http://addons.us.to/addon/simplefeignhealth

_________ MACROS _________

Auto Shot
This macro makes it so your auto shot no longer can be accidentally toggled off.

it WILL NOT WORK properly if this line doesn’t correspond with your Auto Shot hotkey: IsAutoRepeatAction(3)
If your Auto Shot ability is placed on hotkey 3, that means it should be (3) in the macro.
To figure out what hotkey your Auto Shot is on, refer to this image http://i.imgur.com/VGArn.jpg and change it accordingly within the macro.

/run if not IsAutoRepeatAction(3) then CastSpellByName("Auto Shot") end


Scatter Shot
This macro will prevent your pet from breaking Scatter Shot CC.
If you use the Scatter Shot macro on target A and your pet is attacking target B, your pet will continue to attack target B.
If you use the Scatter Shot macro on target A and your pet is attacking target A, your pet will go passive so it doesn’t break Scatter Shot CC.

/script if UnitExists("pettarget") and UnitIsUnit("target", "pettarget") then PetPassiveMode(); else end
/cast Scatter Shot


Frost, Immolation and Explosive Trap
This macro will prevent you from using feign death if you’re already out of combat but if you’re in combat it will feign death first and then trap if pressed twice.
Simply change the first line of the macro to whatever trap you want it for.

/cast Immolation Trap
/script if UnitAffectingCombat("player") then CastSpellByName("Feign Death") end


Freezing Trap
This macro will prevent you from using feign death if you’re already out of combat but if you’re in combat it will feign death first and then trap if pressed twice.

In addition to the other trap macro, this one will put your pet on passive to prevent breaking CC.

/cast Freezing Trap
/script if UnitAffectingCombat("player") then CastSpellByName("Feign Death") end
/script PetPassiveMode()


Revive/Mend Pet
This macro will use Revive Pet if your pet is dead and Mend Pet if your pet is alive.

/script if not UnitExists(“pet”) then CastSpellByName(“Revive Pet”); else if UnitIsDead(“pet”) then CastSpellByName(“Revive Pet”);else CastSpellByName(“Mend Pet”);end;end


Call/Dismiss Pet
This macro will use Call Pet if your pet is missing and Dismiss Pet if your pet is already called.

/script if PetCanBeAbandoned() then CastSpellByName(“Dismiss Pet”) else CastSpellByName(“Call Pet”);end


Melee Attacks
This is just a basic macro to lump all of your offensive melee skills onto one bind.

/cast Raptor Strike
/cast Counterattack
/cast Mongoose Bite


Wing Clip
This is a fall-through macro for Wing Clip. If you happen to be super low on mana for some reason and can’t use maximum rank Wing Clip, a lower rank will be used instead. Counterattack is a priority over all ranks of Wing Clip.

/run if 1==0 then CastSpellByName("Wing Clip");end
/cast Counterattack(Rank 1)
/cast Wing Clip
/cast Wing Clip(Rank 2)
/cast Wing Clip(Rank 1)


Hunter Tracking
This macro will use Track Beasts if you hold down CTRL and press the hotkey you bound it to, Track Humanoids if you hold down SHIFT + press hotkey and Track Hidden if no modifiers are held down when pressing the hotkey.

These are the only important tracking abilities that you should have bound, the rest you can leave in your spell book. Track Beasts is useful to track down Druid flag carriers in BGs, Track Humanoids to track down players, and Track Hidden to increase your stealth detection.

/script c=CastSpellByName if IsControlKeyDown() then c("Track Beasts"); else if IsShiftKeyDown() then c("Track Humanoids"); else c("Track Hidden");end;end


Nefarian Hunter Class Call
First of all, this macro will require you to have 2 ranged weapons, 1 equipped and 1 in bag slot 1.

All this macro does is to equip the ranged weapon which is in bag slot 1, this will be useful versus Nefarian because of the hunter class call mechanic that will break our current equipped weapon, however we have no way of knowing if its gonna be our class call or others.
So switching to a secondary ranged weapon before the class call timer hits will put us out of risk for our main weapon to break, meanwhile were still able to DPS.

/script SpellStopCasting()
/run local p,s="player",18 if GetInventoryItemLink(p,s)then PickupContainerItem(0,1)EquipCursorItem(s)end


One button Viper/Scorpid Sting
This macro will use Viper Sting if the target is a mana class, if its not then it’ll use Scorpid Sting instead.

/script if UnitPowerType(“target”)==0 then CastSpellByName(“Viper Sting”) else CastSpellByName(“Scorpid Sting”); end

_________ LINKS & DOWNLOADS _________

Horde BIS List Spreadsheet Patch 1.1 – 1.12 [LINK]

Alliance BIS List Spreadsheet Patch 1.1 – 1.12 [LINK]

Hunter Damage Cycles Breakdown 1.0 [LINK]

Hunter Damage Cycles Breakdown 2.0 [LINK]

TKA Something – A Hunter Site From Retail Vanilla [LINK]

Consumables List [LINK]

Hunter Pet Beastiary [LINK]

Hunter Simulator [DOWNLOAD]
You can upload the simulator to google sheets if you don’t have excel

Shaman Guide (1-60)


Another class leveling guide, this time for Shaman. Never leveled a Shaman until Nost 2.0, but I did a whole heap of research and tried out different things for myself. These are my findings.

Shaman is overall a pretty good leveling class. It’s very versatile with both good melee attacks and great spells, as well as self-healing and a plethora of buff and utility totems. There’s a reason why the old “That’s the WoW that you play” song calls Shaman “the most overpowered class”!

For leveling, you will want to go full Enhancement. I see lots of people claiming that Ele is good, but really, Ele does not even come close to Enhancement until level 40 or so, when you’ve got all of the useful talents for it. Even then, Enhancement is still faster, because you don’t have to drink as often.

Some people will tell you to start off Resto, going deep enough to get the 3% hit talent and then going Enhancement from there, but honestly, in my experience, the 3% hit did not make much of a visible difference, whereas Flurry and Elemental Weapons make a HUGE difference. I leveled 10-33 using the Resto+Enh spec, and at 34 I swapped to full Enh just to try it out, and it was immensely better. I didn’t even notice the loss of a 3% hit, and the loss of -5% mana cost on heals didn’t affect my dungeon healing either. The -25% totem mana cost also doesn’t matter much, since the only totem you use consistently while questing is Searing Totem, and it already has a very low mana cost.

I’ve also heard people say that you should go Ele for Elemental Devastation, but….really, spell crit is incredibly hard to come by while leveling, and the spell crit talent in Ele only applies to Lightning spells. So Elemental Devastation is rarely going to proc unless you’re using lightning spells all the time, which is going to run your mana down and force you to drink a lot.

So yeah, I’d recommend just going full Enh from the start, then putting the rest of your points in Resto or Ele trees after 40. Either one works. Resto gives you slightly better healing and 3% hit and 30-yard totems, while Ele gives you mana cost reduction and damage increase to damage spells, a bit of a buff to Searing Totem, and Elemental Concentration. Either way, you’re going to get a damage increase and a mana reduction, to some part of your spellbook. Personally, I would go towards Resto, as the 30yd totem range is amazing, and you get groups so much easier as a healer.

Anyway, onto the guide.


Shaman talents are pretty straightforward. Most of the talents are obvious and self-explanatory, for the most part.

Level 19

Ancestral Knowledge is better than Shield Spec, because that 5% mana will help you all the time, as opposed to shield spec only helping you when grinding, and that’s only if you’re using a shield. Imp Ghost Wolf makes Ghost Wolf so much better to use, no more having to sit there for 3 seconds and cast. Also makes it much more usable in combat, as it’s much harder to get pushback on a 1-second cast. Rest of the points into Thundering Strikes.

Level 29

Finish off Thundering Strikes, and then get 2h Axes/Maces. The reason why I take Anticipation is because the other talents are pretty shit. Imp Lightning Shield doesn’t provide that much of a damage increase, Guardian Totems is also crap, and so is Enhancing Totems. A rank 2 Strength of Earth totem will only get +3 strength from 2/2 Enhancing Totems. Rank 3 will get +5 strength. Rank 4 will get +9 strength. Tiny bonus to strength for 2 talent points? Yeah, no, fuck that. The dodge you get from Anticipation is much better.

Also, Flurry! This talent is just fucking amazing with Windfury. Often times, one of your three Windfury attacks will be a crit, leading to easy Flurry procs.

Level 40

Parry is also a very nice talent, giving you that extra survivability, as well as parry-hasted attacks, great for slow 2-handers. Weapon Mastery and Stormstrike are obvious choices. Improved Weapon Totems is useless for solo leveling, as you only use weapon totems in groups. Even then, the bonus is not enough to justify 2 talent points.

Level 40 (Resto)

If you’re going to heal a lot of dungeons, I’d recommend changing to Enh/Resto at 40, if only for the 30-yard radius on totems. It makes totem placement SO much easier, as you don’t have to worry about running up close to melee range to place those Windfury totems, or making sure that Grace of Air is being applied to both melee and ranged. I swapped to this spec at 46, mostly because I was frustrated at the short totem range. Didn’t really notice much of a decrease in damage, despite dropping Stormstrike and Weapon Mastery.

Level 60

Continue onward into the Elemental tree, picking up the damage and mana reduction talents, as well as the fire totem increase talent, since you’re going to be using Searing Totem. Elemental Focus is also a really nice boon to your mana, and Elemental Devastation is pretty nice for when you get the occasional spell crit.

Level 60 (Resto)

Get the 3% hit talent first, and then finish up the Enhancement tree. After that, the last 6 points you can pretty much put wherever you want, based on what you’ll be doing.

Though honestly, I would recommend speccing full Resto at 59 and just heal DM:E / BRD to 60. You can still quest just fine, but you’re going to be doing these dungeons lot for gear, so you might as well get EXP for it. People might be reluctant to invite you to Strat/Scholo/DM West/DM North, but healing BRD and DM East should be no problem at 59, so long as you’ve been keeping your Int set up to date. I managed to heal Strat UD at 59 without wiping.

If you REALLY want to level Elemental, however…


For the most part, your rotation on mobs will go:

Pull with Flame Shock -> Searing Totem -> autoattack -> Flame Shock again when debuff fades -> autoattack until mob is dead

You can also use Lightning Shield in place of Flame Shock, as it is slightly more mana efficient in terms of damage per mana, past rank 2. Not a whole lot, but it adds up over time. And you can buff it long before combat.

Once you get Stormstrike at 40 however, you should consider not using Flame Shock or Searing Totem anymore. Reason being that Stormstrike is so mana-intensive, that if you try to use it alongside Searing and Flame Shock, you’ll burn right through your mana and be drinking every 3-4 mobs. Not fun.

I found that with a decent amount of Spirit gear, I was able to use JUST Stormstrike, no totems, and go 10-12 mobs without having to drink. The killing was not that much slower (except for when getting fucked by bad RNG of no crits / no windfury), and I was saving tons of mana. But if you’ve got tons of mage water and don’t mind drinking, go right ahead and use Lightning Shield as well. The +20% nature damage debuff from Stormstrike DOES affect Lightning Shield, but Lightning Shield does not consume charges of Stormstrike’s debuff.


For the most part, you’ll want to be stacking Str/Stam/Agi. Strength will give you more melee attack power, Stam will give you more survivability, and most importantly, Agi will give you more crit (as well as more dodge)

I’ve seen guides say that both Str and Agi are valuable, but IMO Agi is much better. Not only does it give you crit, but it also gives you dodge. With a Greater Agility elixir running (+25), I was rocking 15.5% crit and 13.2% dodge, at level 40. Pretty sweet.

Intellect isn’t bad either, can help to increase your time between drinks.

Spirit is actually pretty nice for Shamans, as you’re going to be spending a lot of time regen’ing while you auto-attack. Don’t go out of your way to get spirit gear, though, just…don’t insta-vendor the piece if it has spirit on it. There’s lots of good gear with Spirit, like Tanglewood Staff, or Polished Jazeraint Armor. Since most people are convinced that Spirit is a shit stat, blue gear with Spirit on it will sell for real cheap.

So for the most part, all stats are good. Str/Agi for damage, Int/Spirit for more mana-longevity.


When it comes to weapons, you will want to start out using a fast Dagger (anything below 1.9 speed will work) and Flametongue, plus a shield of course. If you get a really good 2h weapon though, feel free to use it and Rockbiter.

Once you hit 30 and get Windfury, you have the option of using 2h and Windfury or continuing with daggers and Flametongue. People will claim that Windfury is better than Flametongue, or Flametongue is better than Windfury, but in my experience, it all boils down to whatever weapon you have. If your best weapon is a 2h, use Windfury. If your best weapon is a dagger, use Flametongue. On a PvP server though, you’ll definitely want the extra survivability of a shield, so go with Flametongue the whole way.

For 2h weapon speed, you don’t want to go over 3.4; Windfury is not PPM-based, it is just a flat 20% chance to proc on every hit. So if you use a super slow weapon, you’re going to have a really low Windfury proc chance, overall. Anything between 2.8 and 3.4 speed is fine. In PvP, you want a really slow weapon so you can potentially 2shot clothies; in leveling, you want a faster weapon for more consistent WF procs.


If you need to pull one mob out of a group of 3+ mobs, use Lightning Bolt and then start running. The mob you damaged will have a slightly longer leash range than the other mobs, so just keep running until the other mobs reset, and then run-up to the mob that you attacked. It takes a bit of practice to get a feel for the leash ranges, but once you get the hang of it, you’ll be able to do it pretty easily.

Use Rank 1 of Earth Shock for interrupts, to save mana. Use max rank for damage, if you need to catch a fleeing mob before it pulls other mobs, or burn down a mob really quickly.

If there are a lot of mobs in a small area and you’re going to kill all of them, put down Strength of Earth and Grace of Air, and pull the mobs within range of those totems. Either through Lightning Bolt or just backing up towards your totems as you melee the mob.

Front-load all of your castings before a pull, so you can maximize regen time. Cast your totem(s), Lightning Shield and/or Flame Shock as soon as possible after each other, so you can spend as much time as possible outside the 5-second rule.

Before you go out questing, ask around for some mage water. It’ll save you a lot of money in the long run.

Lots of elite quests can be soloed, albeit somewhat slowly. With clever use of Frost Shock / Earthbind, you can kite a single elite around in circles, while your Searing Totem slowly melts it. With a little practice, you can use Flame Shock, while Earthbind slows the mob over and over. Just run in circles so that the elite keeps walking near the Earthbind, and you’re good. I wouldn’t recommend doing this for quests that require you to kill lots of elites, as it takes a good 3-4 minutes to kill one elite, and you need a good bit of space to kite around. This is mainly useful for quests that only require you to kill a single elite, such as Raptor Mastery(Tethis), or Excelsior(elite croc).

If you can get consumables for cheap, go right ahead. I found that potions were always really cheap, up until Superior level. Even things like Greater Mana Potion, I was buying them for 5-8 silver each. Also, I’d recommend using Agility elixirs, as the extra crit is really nice, and they’re usually pretty cheap. These elixirs DO NOT STACK with Grace of Air, but they do give you the convenience (and mana savings) of not having to put down Grace of Air totems all the time. So you can pick between “more agility” or “not having to put down agi totem all the time”. I personally use the totem, so that I don’t have to buy elixirs, saving money and bag space.

Priest Guide (1-60)


A lot of people have these tales about how terrible leveling as a priest is/was in vanilla. Having leveled a priest in vanilla and once again on Nostalrius, I can say that, aside from hunters and warlocks, they are actually one of, if not the most efficient levelers.

The first issue I believe most people have is thinking that one has to spam spells to do damage, and priest spells – Mind Blast in particular – can be horribly mana-inefficient. However, there exists an amazing ranged weapon type called wands.

The second issue is distinguishing the difference between DPS (damage per second) and DPM (damage per mana). While leveling, one wants to be efficient, which most people interpret as “kill stuff as fast as possible.” What being efficient actually means is earning as much experience per hour as possible. Priests can kill things really fast, but if one spends twenty seconds drinking after every kill or two, one is not being very efficient.

This guide is meant to help one level efficiently and quickly by utilizing one’s talents and equipment, teaching one which spells to learn and which to avoid, and advising one on how to use the spells one has.


In addition to the normal racial abilities, Priests gain spells depending on the race they choose. It’s important to understand what each of the racials and spells do before one makes a decision.



  • Stoneform: On-use ability that increases armor by 10%, removes bleeds, poisons, and diseases, and gives immunity to such effects for 8 seconds. No mana cost. 3-minute cooldown. Not horribly useful for leveling, but decent in PvP.
  • Desperate Prayer: On-use ability that instantly restores the priest’s health. No mana cost. 10-minute cooldown. It’s a great heal, and can easily save one’s life if one is low on mana and health.
  • Fear Ward: One-use ability that grants a friendly target immunity to the next fear effect used against them. Can be dispelled. Lasts 10 minutes. 30-second cooldown. Incredible in PvP. Great for raids, but not very useful while leveling or in 5-man dungeons. However, because of the short cooldown, there’s no reason not to keep this buff up in case anything (or anyone) has a fear.
  • 10 Frost Resistance: Useful for PvP, and Naxxramas progression. Not many mobs while leveling cast Frost spells.


  • Perception: On-use ability that greatly increases stealth detection for 20 seconds. 3-minute cooldown. Great for PvP. Very rarely useful while leveling.
  • Desperate Prayer: On-use ability that instantly restores the priest’s health. No mana cost. 10-minute cooldown. It’s a great heal, and can easily save one’s life if one is low on mana and health.
  • Feedback: On-use ability that drains the mana and damages anybody who successfully hits the priest with a spell for 15 seconds. 3-minute cooldown. Great for PvP. Also moderately useful for fighting spellcaster mobs. Has a mana cost, though, so be aware of that.
  • 10% more reputation gained. Useful for gaining the reputation needed to buy/acquire items, or save money on one’s mount, but otherwise useless.
  • 5% more Spirit. Useless while leveling and at max level. Holy priests receive spell power equal to a percentage of their Spirit, so more is always useful, and Spirit Tap allows one’s mana to regenerate very quickly with decent amounts of Spirit.

Night Elf:

  • Shadowmeld: On-use ability that puts the player in stealth. Lasts until canceled, or if the player moves. 10-second cooldown. Useful for going AFK or planning an ambush in PvP. Could also be used to stealth where a named NPC spawns to avoid having to fight trash mobs.
  • Starshards: On-use channeled ability that deals Arcane damage. 30-second cooldown. If uninterrupted, this spell has the highest single target damage per mana of any priest spell in the game. Also deals slightly more damage per second than Mind Flay outside of Shadow Form. In terms of mana-efficiency, this spell can only be beaten by channeling Mind Flay on a target with 5 stacks of Shadow Weaving, but getting Shadow Weaving to 5 stacks is a waste of mana except against Elites and players.
  • Elune’s Grace: On-use ability that reduces damage taken and increases dodge chance by 10% for 15 seconds. 5-minute cooldown. Useful if there are a lot of mobs attacking at once, or if fighting mobs that attack often, such as dual wielders. Also useful in PvP in similar situations, such as against rogues or feral druids. Less useful against slow, hard-hitting mobs or players.
  • 1% more dodge. Not too amazing, but useful while leveling.
  • 10 Nature Resist. Decent for leveling, as lots of mobs cast Entangling Roots or poisons. Also useful for PvP and AQ/Naxxramas progression.



  • Berserking: On-use ability that increases attack speed and cast speed by 10% to 25% depending on the priest’s health. At full health, the priest gains 10%, and can gain up to 25% if “badly hurt.” 3-minute cooldown. Very useful, as it increases the DPS of the priest’s wand, and allows the priest to cast spells faster. If used correctly, this can easily surprise a ganker when their health melts from the machinegun fire of wand blasts.
  • Hex of Weakness: On-use ability that decreases an enemy target’s damage, and reduces their healing received by 20% for 2 minutes. Useful for mobs that attack very quickly, such as dual wielders, or heal themselves. Also very useful in PvP.
  • Shadowguard: On-use ability that causes damage to any target that attacks the priest. 3 charges. Basically a shadowy version of Lightning Shield. Lasts 10 minutes. Decent for that extra bit of damage, but only if being hit. Otherwise, useless. Decent for leveling if applied before pulling a mob.
  • 10% more health regen. 10% of total health regeneration continues during combat. Great for leveling, especially with high amounts of Spirit. Can be decent for PvP and PvE as well, saving mana that would otherwise be spent casting healing spells.
  • 5% more damage to beasts. Useful for leveling. There are a lot of beasts.


  • Will of the Forsaken: On-use ability that removes charm, fear, and sleep, and makes the priest immune to such effects for 5 seconds. 3-minute cooldown. Useful for PvP and a few PvE fights. Otherwise useless.
  • Cannibalize: On-use channeled ability that consumes the corpse of a Humanoid or Undead to restore 7% max health every 2 seconds for 10 seconds. 2-minute cooldown. Useful for leveling or PvP to quickly restore health instead of wasting mana to heal or eating food. Can be used in combat, but is interrupted if any damage is taken.
  • Devouring Plague: On-use ability that applies a disease to an enemy target, dealing damage and healing the priest. Not a lot of healing, and not a lot of damage, but considering it deals both at the same time, it’s a very good spell, especially in PvP. Fairly high mana cost, though.
  • Touch of Weakness: On-use ability that applies a buff to the priest, reducing the damage of the next melee attacker for 2 minutes. Lasts 10 minutes. Decent for leveling when fighting mobs that hit very rapidly, such as dual wielders, or in PvP against similar targets, such as rogues or feral druids. Less useful against slower, hard-hitting mobs or players.
  • Breath lasts 4x as long as normal. Very useful while leveling, allowing the priest to sit underwater longer. Otherwise useless.
  • 10 Shadow Resistance. Useful for PvP and raids. There aren’t many shadow spellcasters while leveling, so not horribly useful in that case.

All of these racials considered, the best race is…

Alliance in PvP: Dwarf
Alliance in PvE: Human if you are selfish, otherwise Dwarf.

Horde in PvP: Undead
Horde in PvE: Troll

Your race won’t make a huge difference in performance. In fact, the benefit one race has over another is nearly negligible, except in the case of Dwarves. Fear Ward is such a tremendous spell, and its usefulness to a group heavily outweighs the other racials available to the Alliance.


It is true that every spell has some use. There is at least one scenario where every priest spell in the game is worth using. However, while leveling, some spells are simply unnecessary, and learning them is nothing more than a waste of money. Other spells (like Smite) are useful very early on, but quickly become useless as other spells become available.

If money is a concern, be sure to only ever learn these spells:


  • Power Word: Fortitude
  • Power Word: Shield
  • Inner Fire
  • Dispel Magic


  • Lesser Heal
  • Heal
  • Cure Disease
  • Abolish Disease
  • Greater Heal


  • Shadow Word: Pain
  • Mind Blast*
  • Psychic Scream

It is always worth ranking up any spells learned through talents or racials. Also, if there is some extra gold left in the ol’ coinpurse, consider buying Resurrection, Renew, Prayer of Healing, Fade, and Flash Heal. These spells are useful while healing dungeons, and worth the money if one chooses to do so. However, don’t break the bank for these spells. It is quite possible to get by without them, and using the money for a mount instead is better than having a wider variety of healing spells.

Knowing which spells to cast is important. Remember, while leveling, damage per mana is more important than damage per second, in order to maximize efficiency. The following spells are in descending order of most mana-efficient to least mana-efficient. This list assumes that the spell is dealing its full damage.

  1. Starshards
  2. Shadow Word: Pain
  3. Mind Flay
  4. Mind Blast
  5. Devouring Plague

*Mind Blast is the highest DPS spell available to a priest but is not very mana efficient. I generally only use this spell in PvP fights where it is more important to kill someone quickly than efficiently or to instantly tag a mob when there are a lot of people around.

Chapter Four: Talents

Choosing the correct talents is extremely beneficial to the leveling process of a priest. Two of the talents available in the first row are actually the key components of a priest’s efficiency: Wand Specialization and Spirit Tap.

Upon reaching level 10, put your first point in Spirit Tap, then alternate between putting points in Wand Specialization and Spirit Tap until both are maxed out. From there, place your points in the following:

  • Level 20-21, 2/2 Improved Shadow Word: Pain
  • Level 22-24, 3/5 Shadow Focus
  • Level 25, Mind Flay
  • Level 26-27, 2/2 Improved Psychic Scream*
  • Level 28-29, 5/5 Shadow Focus
  • Level 30-34, 5/5 Shadow Weaving
  • Level 35, Vampiric Embrace
  • Level 36, Silence
  • Level 37-39, 3/3 Improved Power Word: Shield

* If PvP is not a concern, these points (and the point in Silence) can be put in other talents. It would be best to put the two points from Improved Psychic Scream into Shadow Focus, and the remaining points into Blackout.

Upon reaching level 40, immediately make a mad dash to the nearest priest trainer and respec. Then, choose these talents. Shadow Form is an incredible buff. The combination of increased Shadow damage and reduced Physical damage taken is wonderful for leveling, and well worth losing Wand Specialization for.

However, immediately after hitting level 40, go right back to putting points in Wand Specialization. From there, place your points in the following:

  • Level 46-48, 3/3 Improved Power Word: Shield
  • Level 49-50, 2/2 Improved Power Word: Fortitude
  • Level 51-53, 3/3 Meditation
  • Level 54, Inner Focus
  • Level 55, 1/5 Unbreakable Will
  • Level 56-58, 3/3 Improved Inner Fire
  • Level 59-60, 2/5 Mental Agility

Once you’re level 60, this build continues to serve as an effective soloing build but does not work well in PvP or group PvE content.


A priest’s gear, despite what many seem to believe, makes a rather significant impact on their ability to level efficiently. Of course, better gear is always nice to have, but what is important is understanding why certain gear is better, and knowing what stats to look for on gear. It’s impossible to accurately calculate the value of each stat for leveling, but understanding what each stat does can help one make better decisions when choosing what gear to use.

  • Spellpower increases the effect of one’s spells. Healing spells heal for more, and damage spells do more damage. More damage means fewer spells cast to kill a mob, which means less mana spent, which means more efficient. This is a very useful stat for priests.
  • Spirit increases one’s regeneration rates. The amount of health generated by Spirit outside of combat is almost negligible, but the mana regeneration granted by Spirit is nothing to scoff at as a priest. Spirit Tap doubles your spirit for 15 seconds after getting a killing blow and allows 50% of your normal mana regeneration to continue while casting. This is very important for priests who are soloing or are leveling.
  • Mana per 5 seconds, AKA Mp5, adds direct mana regeneration that continues even while casting spells. Normally, this stat is very sought after, but while leveling, a priest should be relying on Spirit and Spirit Tap to regenerate mana, and should not be casting enough spells to fully reap the benefit of uninterrupted mana regeneration. This stat is also generally obtained at the cost of other stats, as not much leveling gear has Mp5 on it without also sacrificing other stats.
  • Haste is a stat not thought by many to be very useful to priests. However, while leveling, a priest’s primary source of damage will be their wand, and Haste affects a wand’s attack speed, which means more DPS. There are very few effects that will grant haste, though. In fact, the only reasonable one I can think of is the enchant to gloves. If there is enough money in the bags to toss an enchant on a decent pair of gloves, be sure to ask for Haste.
  • Spell Hit increases one’s chance to hit with spells, or more accurately, reduces one’s chance to miss with spells. While leveling, one’s chance to miss with spells is so low (or sometimes non-existent) that this stat is near worthless. However, any piece of gear with Spell Hit is also likely to have other stats on it that make it worth using, and “near-worthless” doesn’t mean totally worthless.
  • Spell Critical Strike increases one’s chance to critically strike with spells, dealing more damage. However, the only spell a priest should be using that can crit is Mind Blast, and it is so mana inefficient that no priest should be worrying about Spell Critical Strike, at least while leveling.
  • Stamina increases one’s health. Very easy to understand. If one dies too much, get more Stamina (and get good).
  • Agility increases one’s armor, dodge chance, ranged attack power, and ability to crit with all weapons. I have been unable to confirm or deny whether this affects wands (everyone instantly calls you an idiot or a troll if you ask these kinds of questions). It is probably safe to assume that, as intended, priests do not want to prioritize Agility. However, it isn’t a totally useless stat, as armor and dodge chance are beneficial for leveling.

The stat priority for leveling is loosely as follows: Spellpower > Spirit >= Mp5 > Haste > Intellect > Spell Hit > Spell Crit > Stamina > Agility. When choosing between Mp5 and Spirit, remember that 1 Spirit is worth .625 Mp5 while not casting, and 1.25 Mp5 while not casting if Spirit Tap is active. Also, keep in mind that Spirit is doubled by Spirit Tap, but Mp5 is not.

Don’t ever worry about the armor value or level of gear. The other stats are what is important. The amount of damage reduction gained by focusing on armor values will make little to no impact on leveling at all, and never look at the gear equipped on a character and think it needs to be replaced because it’s “out leveled.” The level of the gear is irrelevant. Vanilla has some terrible items. Level 40 gear can have worse stats than a level 20 item with great stats. Great pieces to look out for are the Dreamweave pieces, the Shadoweave set, Honored PvP reputation gear, and any decent cloth boots because, for whatever reason, good cloth boots are hard to come by.

From my experience, you will want to have certain gear slots dedicated to either Spirit or Spellpower. This is based on the availability of each stat in each slot. For example, there are very few necklaces available that provide Spellpower while leveling. As such, it would be a slot I would primarily dedicate to increasing my Spirit.

  • Head: Spirit until the mid-40s, then Spellpower
  • Neck: Spirit
  • Shoulders: Spirit unless Spellpower is available
  • Back: Spirit
  • Chest: Either. There are a lot of great chest drops with Spirit, and a lot of BoEs with Spellpower
  • Wrists: Spirit
  • Gloves: Spirit until 40, then Spellpower
  • Waist: Spirit
  • Legs: Spirit unless Spellpower is available
  • Boots: Spirit
  • Rings: Spirit
  • Weapons: Spellpower all the way


As I’ve mentioned many times in this guide so far, wands are one of, if not the most important part of a priest’s leveling. A good wand is going to significantly increase a priest’s leveling efficiency. In order to drive home the importance of a good wand, I’ve compiled a list of the best wands available for each level and where they are obtained. If possible, obtain these wands before they can be equipped, so time is not wasted using an inferior wand.

  • Level 5: Lesser Magic Wand (Crafted BoE)
  • Level 11: Spark of the People’s Militia (Alliance Only) (Quest: The People’s Militia)
  • Level 13: Greater Magic Wand (Crafted BoE)
  • Level 15: Firebelcher (Wailing Caverns)
  • Level 16: Starcaller (World Drop BoE)
  • Level 17: Cookie’s Stirring Rod (The Deadmines)
  • Level 18: Gravestone Scepter (Horde Version)(Quest: Blackfathom Villainy)
  • Level 20: Gravestone Scepter (Alliance Version)(Quest: Blackfathom Villainy)
  • Level 29: Starfaller (World Drop BoE)
  • Level 30: Necrotic Wand (Scarlet Monastery: Graveyard)
  • Level 33: Earthen Rod (World Drop BoE)
  • Level 37: Jaina’s Firestarter (World Drop BoE)
  • Level 42: Cairnstone Silver (Alliance Only) (Quest: Morrow Stone)
  • Level 44: Flaming Incinerator (Zul’Farakk Zone BoE)
  • Level 45: Wand of Allistarj (World Drop BoE)
  • Level 46: Noxious Shooter (Maraudon)
  • Level 50: Woestave (Quest: Blood of Morphaz)*
  • Level 51: Wand of Biting Cold (PvP) (Quest: Hero of the Frostwolf / Stormpike)
  • Level 60: Go raid, noob.

* A trinket is also available as a reward for this quest. The trinket is generally much better and will prove more useful than the wand. However, the option to take the wand is there, should healing not be an interest.

Money Management

A lot of the best wands available are Bind on Equip, which means relying on luck and RNG to drop the wand or buying it. The best wands available are going to be expensive, which means the bank might have to be broken a few times to obtain them. However, if too much money is spent on wands, other equipment, and training, there won’t be enough money left in the bank to buy a mount and riding training at level 40.

A mount, and the ability to ride it, is a great way to improve efficiency while leveling. Less time traveling means less time not earning experience. If leveling efficiently and quickly is the goal, it is an absolute requirement to have a mount the moment level 40 is achieved. That means managing money properly. The following tips should help fill those pockets with plenty of coins:

  • Don’t level crafting professions. Enchanting, Tailoring, Engineering, Leatherworking, Blacksmithing, and Alchemy are all gold sinks until higher levels. Work on these things once at level 60 and when there is a steady flow of cash coming in.
  • Loot everything. Literally everything. If inventory space is an issue, start by deleting any food or water that was looted. Then start deleting less valuable items in favor of more valuable ones. Weapons have a ridiculously high vendor price. Be sure to always prioritize them over anything else, excluding BoE items.
  • If it can be sold on the auction house, sell it on the auction house. No exceptions. Even the most mundane, useless garbage will sell.
  • Never sell anything unless it is fully stacked. Players do not like to buy random stacks of 3, or 7, or 13. Prime numbers are not sexy, they are annoying.
  • Be aware of what other players are willing to buy, and what they are willing to pay.
    1. Below level 40, look for Mail gear “of the Bear,” and “of the Tiger,” Leather gear “of the Bear”, “of the Tiger,” “of the Monkey,” and “of the Falcon,” and Cloth gear “of the Eagle,” and “of the Owl.” On the Alliance, also watch out for Mail gear “of the Gorilla.” On the Horde, also watch out for Leather gear “of the Gorilla.”
    2. Above level 40, look for Plate gear “of the Bear,” and “of the Tiger,” Mail gear “of the Monkey,” and “of the Falcon,” Leather gear “of the Monkey,” “of the Bear,” and “of the Tiger,” and Cloth gear “of the Eagle,” and “of the Owl.” On the Alliance, also watch out for Plate gear “of the Gorilla.” On the Horde, also watch out for Mail gear “of the Gorilla.”
    3. BoE gear with special effects like stuns, damage procs, or Spellpower are very likely to sell. Cloth gear “of Shadowy Wrath” is incredibly rare, and incredibly valuable.
  • Do not buy food or water. It isn’t needed. Trust me.
  • Only buy spells that are needed. If there are no plans to heal dungeons, do not buy healing spells. Vampiric Embrace provides more than enough healing for leveling.

When that ass is firmly planted in the saddle of a sexy steed, feel free to spend as much money as desired. A lot of people suggest (and complain about) saving 1000 gold to buy an epic mount and the training necessary to use it. Don’t bother. The whole point of a mount is improving efficiency. Leveling from 40 to 60 with a mount is much faster than without, but in order to use an epic mount, one has to be level 60 anyway, and at that point, there is no need to be efficient. Raid bosses won’t die faster if you have your epic mount. They will die faster if the damage dealers aren’t dying because the priest could afford decent BoE gear at level 60.

When level 60 is achieved, money should generally be spent on one of two things: gear, or professions. As a priest, I would suggest taking the time to level tailoring, because a few of the crafted tailoring items are best-in-slot. Enchanting and Alchemy can also make a decent amount of money at higher levels. Everybody needs enchants and consumables. If professions aren’t interesting (that’s silly), use the gold to buy BoE gear, or join GDKP runs and bid on good items.

Gameplay Tips

As I mentioned at the beginning of the guide, people have this misconception about how one is supposed to level a priest. Many believe that in order to kill a mob, they have to use all of their mana to continually cast spells. However, this is horribly inefficient, as doing so will burn through mana much too quickly, and despite killing mobs quickly, the priest is having to sit down to drink more often.

Instead of only using spells to kill mobs, a priest should also be using their wand. Doing so allows their mana to continue regenerating even while in combat, as long as a spell has not been cast for five seconds. Wands cost no mana to use, cannot be interrupted or pushed back like spells, and actually do a great bit of DPS.

Keep these tips in mind to help level quickly and efficiently:

  • If played properly, assuming no enemies are ganking, a priest should never have to eat or drink while leveling.
  • Have any future upgrades in the bags, ready to be equipped once the necessary level is achieved, especially wands.
  • If possible, never cast a heal. Instead, use Power Word: Shield before, and, if necessary, during the fight to avoid taking damage at all. The health regeneration from Spirit Tap should be sufficient.
  • If the health regeneration from Spirit Tap is not enough to heal any damage received, use Vampiric Embrace and burn a little extra mana to cast several spells. Unless absolutely necessary, try to space this healing out over two or three mobs to maintain efficiency.
  • With a decent wand, most mobs equal to the priest’s level or lower will die to Shadow Word: Pain and wand damage. However, the DPS of Shadow Word: Pain and a wand combined is usually not enough to beat mana regeneration filling your mana bar, and then the issue of efficiency becomes a lack of DPS. Practice balancing mana-efficiency with DPS by casting Power Word: Shield, Shadow Word: Pain, two Mind Flays, then wand for the rest of the mob’s health. As soon as the mob dies, use Power Word: Shield, and repeat the process on another mob. If doing so consistently does not result in dropping below half mana, continue. Otherwise, cast one fewer Mind Flay each time until the mana bar is hovering around 90% most of the fight.
  • If for any reason, two or more mobs are pulled, apply Shadow Word: Pain to all targets, then use Psychic Scream to reduce damage taken. Apply Vampiric Embrace as necessary to heal any damage. Keep calm and shoot that wand. Re-apply Shadow Word: Pain as necessary. If mana is not an issue, cast one or two Mind Flays to kill a target quicker so more of the fight is spent with Spirit Tap active.
  • If you are out of mana, do not panic. Your wand provides a substantial amount of DPS. Just target something and wand it down. Passive mana regeneration should regenerate enough mana for a Power Word: Shield if it is needed. Get the killing blow, get Spirit Tap, and wait for its full duration before starting combat again, then rinse and repeat until you are full mana. If any other players are fighting mobs nearby, attempt to get the killing blow for an easy Spirit Tap.
  • To save mana, use the appropriate rank of Psychic Scream. Each rank fears a different number of mobs. When fighting one or two targets a time, use Rank 1. When fighting three targets at a time, use Rank 2, and so on.
  • When fighting Elites, use Psychic Scream immediately to give the Weakened Soul debuff time to fade. Then re-apply Power Word: Shield as needed. Use any means of damage reduction possible, such as Touch of Weakness.
  • No matter what spell a mob is casting, if its hands are glowing green or yellow, interrupt it. Use Silence if talented, otherwise, use Psychic Scream. Generally, a yellow glow means a heal, and a green glow means either a heal, poison, or Entangling Roots.
  • Running, kiting, jumping, spinning and etc do NOTHING. Do not attempt to run from a fight. The mobs will continue to deal damage, but the damage is not being dealt to them if those feet aren’t planted and that wand isn’t shooting.
  • Health potions are more valuable than mana potions. Health potions instantly restore health at no mana cost. Mana potions allow more mana to spend for the same effect.
  • When Reviving, don’t bother buffing with Power Word: Fortitude yet. It’s simply too expensive. Cast Inner Fire, and Shadow Form if level 40. Power Word: Shield after a few seconds, then get back to killing. When all mana is restored, then apply Power Word: Fortitude.

Hunter Guide (1-60)

Overview and intro.

Ok, our job as hunters within raids is ranged DPS (Burst DPS), tranqing, kiting, and using utility with our traps and pets to aid the raid.

Contrary to what everyone thinks, hunter DPS is very good provided the hunter is good, and with this guide, you will also be wrecking DPS meters and showing your not just a tranqbot!

Gear, minimums, enchants, Consumables.

So, Hitcap for hunters is 9%. THIS IS MANDATORY, no matter what happens you need a 9% hit over everything. – The reason we are based on burst DPS and we shoot once every few seconds, not like rogues or warriors who are always hitting.

If you miss one shot you are losing unbelievable amounts of DPS, also without the 9% hit, you have a chance to miss your tranq shot and this has far more serious ramifications.

Few calculations for you.

53 agi(agility) = 1 Crit.

1 agi = 2 ranged attack power

14 RAP = 1 DPS

Damage co-efficient – this is the math behind how much damage you do.

((RAP/14)+weapon DPS+Projectile DPS)*weapon speed = x

x = total pure damage per ranged auto shot. End damage is ((x+talents)+external buffs)-damage mitigation from your target.

This is why sunder armor, faerie fire, crystal yield are all really good damage boosters for all physical damage including hunters.

This caused some confusion last time so that’s the entire theory, the way I got 11 being the proper co-efficient is reverse engineering damage from hunters in vanilla movies from what their total gear was / could be and just working backwards with the math. I could be wrong here – Ender willing to hear your numbers but I think I’m close to right as the vanilla movies have hunters doing 850-900(non-crit) autos with similar gear as I have and I’m only doing 650~ on the same bosses.

If you don’t have earthstrike, stop reading and go farm it.

Get the Blue dragon sinew and get your Ancient Sinew Wrapped Lamina ASAP, 16 slot crafted pouch if you’re using a gun.

Pre-raid gear:

Diremaul Quest head (DM West)

Pendant of Celerity (UBRS) / Argent dawn hand in neck / EPL Quest chain neck

Truestrike shoulders (UBRS) / silithus bosses shoulders

Cape of the black baron (Strat)

Primal batskin chest / Bloodsoul / Savage gladiator chain (BRD)

Primal batskin bracers – Only. These are 3rd bis in-game after MC bracers then t3.

Devilsaur Gloves (with set preferably) / Primal batskin / Black Grasp of the destroyer

Warpwood Binding (DM West) / Marksman’s Girdle (LBRS) / T1 Belt

Devilsaur Legs (with set ideally) / Blademaster leggings (UBRS) / Plaguehound legs

Windreaver Greaves (Scholomance) / Blooddrenched footpads (Voteshop / ZG)

Don Julio’s Band

Tarnished Elven Ring / Painweaver band

Blackhands breath / Earthstrike / DM Quest trinket / argent dawn +84AP for undead for Naxx


Assasination blades / Barborous blade / Dawn’s edge / Warbringer / Dal rends MH

Ranged weapon:

Stoneshatterer(DM West) / Carapice spine Crossbow (Strath UD) / Core Marksman Rifle / Farhads (if you can, this is from raids tho)


Head: ZG idol / 8 agi

Shoulder: 30 AP

Back: 3 Agi

Chest: 4 Stats

Wrist: 1 Agi or 4 mana / 5 sec – (pros go 1 agil) – 9 Stam is PvP, this is PvE guide – pls no tears.

Hands: 15 Agi

Legs: ZG idol / 8 agi

Boots: 7 Agi on DPS boots – MINOR SPEED ON KITE BOOTS

Weapons: 15 Agi on each / 25 agi for 2 hand

Ranged: 3% hitscope if you are not at 9% hit, if you are use +7 Damage


We don’t have that many, however for endgame high DPS we can use quite a few to buff our damage.

(Damage and crit consumables)

Elixir of the mongoose. 25 agi 2% crit

Agility scrolls – try get all from 2-4 up to 16 agi (for pet the lower ones)

Strength scrolls – 4 ideally but lower ones are ok too (for pet)

Juju Power 30 Strength (for pet)

Juju Might 40 Attack Power (for pet)

Gordok Scorpok Assay 50 Agi (Blasted lands)

Thorium Headed Arrow / Shell – 17.5 DPS bonus. Don’t slack with the AV rep ones, you do more damage with these.

Crystal yield

(Mana consumables)

Flask of distilled wisdom – Not always useful as ill explain later.

Major mana potions

Demonic / dark rune

Elixir of greater intellect

Mageblood potion

(Stamina / survival consumables)

Flask of the titans

Dirge’s 25 stam (does not stack with boar buff)

12 Stam food – 12 stam

Rumsey rum 15

Godork rum 10

Stamina scroll up to 16 (depending on the scroll)

Boar buff (Blasted lands) 50 stamina

Limited invulnerability potions (IMPORTANT)

and of course pet food.

When you get a DMF buff, make sure you get damage which is 1-1 answer to the questions.

Disclaimer: this does not include boss specific consumables such as protection potions, major trolls blood (loatheb), and others specific to bosses.



Sorren’s Hunter Timers.

Outfitter (or another means of auto swapping trinkets – this is what i use)



Enemy cast bar


SW Stats

XPerl (or another addon for HP bars and whatnot)

Rest is up to you. I use a lot more but that’s just me.

Pets for PvE

where to find them, and how to train them.

Before getting Lupos, you need to get the Wolf from LBRS for furious howl(rank4). You can solo this, here is a walkthrough:


The primary focus is on Lupos as he does the most damage out of all pets and alongside has a furious howl. – No, he does not eat warlock buff.

He is found here on feenix (contrary to other websites):

– The spawn point is where I am standing in that SS on feenix.

Other useful PvE pets include Snarler:

This is the pet with the most resistances in the game (100 of each naturally) and is a great soaking pet (if your guild requires you to do this).


Level up damage skills like furious howl, claw, rake, dash 1 (no need for 2) stamina then nature/shadow/fire resistance. Don’t skill cower, you don’t need and waste of skills. – you can retrain them at pet trainer if you make mistake don’t panic.

Other pets include Broken Tooth and Duskstalker (however this is more PvP, not PvE).

And the bear from WSP if you want a tank pet for soloing, but that’s not what this guide is about.


Pre-raid BIS talents, this is your ideal raid spec for top end raid DPS:

20/31/0 OR 17/31/3 (and change depending on instance or bosses)

Walkthrough why these specific talents:



Imp aspect of the hawk 5/5. – 1 out of 20 shots will trigger a 10% IAS increase, this increases your DPS a huge amount as the more shots you fire the more damage you do.

Imp Revive pet 2/2 – This is really useful and is a lot more useful during raids than you think in theorycraft. I find it really useful and can rez pet a lot faster and easier as this is a big portion of damage when your gear isn’t great.

Endurance training – 2/5 Pet survivability

Unleashed fury 5/5- Increased pet damage

Ferocity 5/5 – Increased pet damage. This can be swapped to 2/5 and put into survival either humanoid or dragon-slaying (as this works now on feenix, don’t believe what others say they are lying).


Efficiency 5/5 – Lower mana cost of shots, reason over stun is in PvE most things you want to stun are immune to concussive shot, 20% chance to stun is not reliable where 10% mana reduction on spells is really useful always.

Lethal Shots 5/5 – Damage increase

Aimed Shot 1/1 – Your main single target damage spell

Hawk Eye 3/3 – Longer distance (some argue you don’t need however you can out range a lot of spells with this – Bug 3 fear just an example)

Imp hunters mark 2/5 – you have no other talents worth putting it into. Increased damage on marked targets by 6% always useful (to get 31 for TA)

Mortal shots 5/5 – Damage increase

Scattershot 1/1 – This isn’t essential however it can come in handy on specific fights, you can swap this out for hunters mark if you want.

Barrage 3/3 – Damage increase for your other main damage spell

Ranged weapon specialization 5/5 – Damage increase

Trueshot Aura 1/1 – Damage increase for you and your party. Especially useful at lower gear levels as this is a flat increase to your damage and your party.

This allows you and your pet to do maximum damage at lower gear range. Your pet does significant damage – more on this later.


This is an endgame spec for geared hunters, this is not an optimal raid DPS spec this is a fun spec to get high on meters.


Monster Slaying 3/3 – Damage (THIS WORKS DO NOT BELIEVE ANYONE ELSE)

Humanoid Slaying 3/3 – Damage (SAME AS BEFORE)

(you can customize these to what you prefer, I like 4/5 entrapment but I’ll put both)

Entrapment 2/5 – CC

Raptor Strike 2/2 – Damage increase


Entrapment 4/5 – imp cc

raptor strike 0/2 – you don’t melee damage that much.

Why no parry: you shouldn’t be getting hit in PvE.

Survivalist 5/5 – HP increase always useful

Imp Feign Death 2/2 – REALLY IMPORTANT LATE GAME – (I’ll explain later in trinkets)

Sure Footed 3/3 – 3% hit Really useful as you can drop hit for crit if you wish to reach 9%

Trap Mastery 2/2 – (I find this really important as not resisting CC or damage traps is really important you can drop this if you don’t feel the same, however)

Killer instinct 3/3 – crit

Lightning Reflexes 5/5 – 15% agi (major damage increase)


Efficiency 5/5 – Lower mana cost of shots, reason over crit is in PvE most things you want to stun are immune to concussive shot, 20% chance to stun is not reliable where 10% mana reduction on spells is really useful always.

Lethal Shots 5/5 – Damage increase

Aimed Shot 1/1 – Your main single target damage spell

Hawk Eye 3/3 – Longer distance (some argue you don’t need however you can out range a lot of spells with this – Bug 3 fear just an example)

Imp hunters mark 1/5 – you have no other talents worth putting it into. Increased damage on marked targets by 6% always useful (to get 31 for TA)

Mortal shots 5/5 – Damage increase

Last point in beastmastery 1/5 imp aspect of the hawk. You can get SS if you want but I prefer imp hawk or 1/3 multishot.

how to kite:

One of the most important aspects of hunters.

Firstly make sure you have minor speed enchant on some pair of shoes as this is useful for that extra speed boost.

Make sure you have swiftness potions.

Aspect of the Cheetah – Ideally if your pulling multi / aimed shot if you can first as you get high threat, then use distracting/concussive and serpent sting if they are not immune.

Make sure your pet is out and once you have aggro get your pet to attack ONCE ONLY to tag the mob then return it with “Follow”. – This is to tag the pet in case you mess up later you can feign / limited invulnerability potion, the mob will go onto your pet you can get distance again. You can get threat on it until your pet dies and continue kiting. This is your insurance policy.

Depending on the mob make sure you avoid it’s abilities if it has any. (BWL Spellbinders for example). You want to “Strafe”, run so it’s chasing you. – No backpedaling :). Go in Circles if you can, if you cannot and have to run away just keep going making sure you keep threat on the mob.

When your spells are up, jump (if you’re on flat ground) turn around cast your spells (arcane shot, distracting, concussive and serpent sting if it’s not immune) midair, and then keep running. You should not lose any time doing this and maintain threat on the mob, this will take a lot of practice.

If the mob is getting close – Swiftness pot.

If it catches you – FD let your pet die to it tag it asap and keep running.

Micro’ing your pet effectively (esp at 4pc t3)

Be aware of where you and your pet are at all times, it can do great damage however it can also asspull (I have done this) if you are not being totally aware of where and what it’s attacking. eg – Mobs that can fear, pets can get feared into other mobs the same as players, can chain abilities to other members (like zul’gurub snake boss).

Also, be aware that you can put your pet on a completely separate target to an AOE damage part of a fight. For example, bug 3 you can put your pet on a separate bug while you fight the AOE poison bug so it’s doing damage all fight on a separate bug.

Move your pet in and out of melee mechanics if they exist. For example, on BWL the trash before chromaggus and ebronoc have AOE stuns with 13 second CD, move your pet in and out of 1 and just count the stuns out so your pet doesn’t take damage. Set “Dash” as 4th skill not on auto-cast so you can manually move it in and out with sprint on. This can be done on things like satura ads as well.

Be aware of the damage it may take, healers normally do not heal your pet until after combat so if there is something that might kill it instantly, it’s normally better to leave it next to you than let it die in a second.

Keeping it next to you, knowing when to attack with it and when to retreat and stay it takes a lot of practice and this will be something you will just have to get used to.

Moving your pet to correct targets, make sure you do this after or during an aimed or multishot so you don’t lose damage on your main target. Tab or select to the add you want your pet to attack (sometimes they can be different) and attack with your pet on the add or separate mob and keep your damage rotation (explained next) on the original mob.

Moving your pet to different places without you being there is a tough skill to learn, but you can move your pet around if there are mobs in that area. Just attack and when they get to where you want them to be, just recall and then stay your pet and it will stand where it is currently. You can do this then change it to aggressive and it takes aggro on any mob moving in that area, useful in some situations and in others like trash in AQ40 after huhuran if it gets diseased you can move it outside of the raid without you having to move physically and hurt raid DPS.

At 4 piece t3, you get a buff that gives you 40 Attack power so try to keep it alive as it gives you more damage.

If it’s an AOE damage fight where it dies in like 5 seconds, leave it OUTSIDE THE ROOM so you maintain the 40 AP buff.

Tricks of the trade and how to wreck meters.

Tranqing: Now you can either put tranq cast in your macro, or you can do it purely as a yell macro and have your tranq separate. – This is what I do, the reason for this is it allows me to spam tranq when it is my turn in the rotation until the boss enrages so I’m able to instantly tranq without spamming the raid.

(Number in rotation you are)< (Your name) tranq used on (insert name) is next>

/y >1< Arrow tranq used on is next – this is what I use.

Tip for Chromaggus – Make sure you have over 6k HP on Chromaggus or at least try to with your stamina consumables if you can’t don’t panic it just helps as you are able to take the breath (6kDMG) if he enrages just before breath you can still tranq him so the tank doesn’t get anal raped.

Mana issues: If your gear is pre-raid flask of distilled wisdom may be useful however I found I never needed it and titans are so much more useful on bosses like loatheb, gothik, 4 hm, saph, cthun, etc, in saying that I have used upwards of 15 mana pots a raid alongside a similar amount of demonic runes depending on how the fight/raid is going.

Be conscious of the boss you’re against and the mechanics it has, how long roughly you have left in the fight, and how much mana you will need. If the fight will be another few minutes and you’re going near 20-30% mana, use a mana pot and or demonic rune BEFORE you go oom. This way you allow yourself another 3-4k mana before you go oom in which case you can re-use your pot.

Don’t make the mistake of waiting and going oh shit I’m oom, potting, and running out of mana a minute or less later. Mageblood, Elixir of intellect, mana potions, and demonic runes should be enough for most fights.

Firstly some tricks people don’t know about hunters in preparation for wrecking meters.

Pets can be buffed (shock horror) – THIS MEANS YOU TOO PALADINS

– Strength 2-3-4, agi 2-3 scrolls on them, juju strength and juju might, with kings/might and lupos can crit for 600 if your 20 BM spec. (with the curse of shadow)

– try to have it out at all times especially during buffing so you get stamina/druid buff etc on it.

Keeping furious howl up, Also make sure furious howl is prioritized on your pet rotation (this means it’s first on the spells auto casting).- If you can stand at the minimum range to the boss (depending on the boss of course) and you will get furious howl each rotation and increase 1 shot of yours every rotation from your pet.

Now for DPS rotation:

-Sorren’s hunter timers will give you an idea of how to time your shots as a beginner.

Hunters mark the start – fak da police. Some guilds won’t like you using this as it’s a use of debuff slot, but if not it’s a big DPS upgrade for hunters.

Now pure damage rotation goes like this:

Autoshot, Multishot, auto shot, Aimedshot, auto shot, auto shot – Repeat. This takes a lot of practice to do this right and it will change person to person depending on latency.

If its trash you can put serpent sting between auto shots, however, do not use serpent sting on boss’s unless it has nature vulnerability. It’s a waste of a debuff slot and hurts raid DPS.

Multi-shot first priority, Aimed 2nd if you can. Multishot cannot always be used as can pull/break CC on certain mobs. – Ask tanks to pull them away from CC’d targets if they don’t do this so you can do more damage (if tanks are reading) This is only if it’s a stand-alone boss (patchwork style).

If you know add’s will spawn or adds are coming imminently, save your multi-shot for that (eg maxxena or something like firelord trash in MC).

I cannot express how important this is: DO NOT OVERLAY AUTO SHOT WITH MULTI OR AIMED SHOT. MEANING WAIT IF YOUR AUTO SHOT IS ABOUT TO FIRE BEFORE USING SPELLS. Now this will take some practice but try to cast Aimed shot as your auto shot is being fired, you will shoot during your aimed shot casting – it takes a while to master don’t be discouraged if you can’t get it the first time. This will boost your DPS significantly however once you get it.

Using Feign Death to dodge abilities and boss mechanics. – You can dodge things like maxxena webspray with feign death. Feign trap. – this works for CC traps AND damage traps. – For example on Anub, you can feign fire trap for big AOE damage. Gauntlet in aq40 as well for example where DPS trap is useful, something like gluth frost traps can be really raid savingly good by slowing zombies going to gluth).minimizing the amount of time in feign death, feign and as you cast feign you can move forward and basically do a flip-type of thing however you will be able to get out of combat and cast your spell without feigning and lying on the floor for 10 seconds.


This is so important I’ve dedicated an entire topic to it. This is the main way we as hunters keep up with other DPS classes, if you do this incorrectly you will be 27th on damage and be ridiculed for being below tanks in damage. As you should be.

It’s really important you are always swapping your activation trinkets as soon as they are up. If you don’t they are very subpar DPS in comparison to the static trinkets (2%crit 48RAP). Badge of the swarmguard, Earthstrike, Jom Gabbar, Blackhands breath, and Diremaul Class Trinket(argent dawn for undead) are the main ones you want to aim for. (NINJA JOM GABBAR IF U HAVE TO love u tirzah)

KOTS / DFT are optional – I don’t think hunters should be taking these over melee in a guild as for me they are much better used on melee +6 AP for DFT and KOTS however useful is much better on melee.

Slayers crest – Lol if u get that and still need to read this delete char.

IF you get all 3, Earth + Badge with rapid-fire, FD to crit + jom wait for 30-sec pop jom, feign crit + static for 2mins until badge/earth is back up.

Can’t use earthstrike and jom gabbar together, this is impossible and abuse apparently as well. However you can PM me in-game and you never know, god may reveal secrets from above.

FD resists happen and you just gonna have to get used to it in terms of trinket rotation, this is also why survival is much better endgame DPS as we have 4% FD resist which makes it almost never. If you pull threat on bosses like Broodlord where they are not tauntable and FD resists or is on CD you need to Limited invulnerability Potion, or if you are pulling razovious and FD resists there.

Setup outfitter for your bis raiding gear with separate trinket outfits. Then you can bind these outfits (I use the buttons on my mouse) to swap between outfits for feign death.

The reason outfitter is nice is because it pre-loads the swap when you’re in combat and so the second you are out of combat it swaps you into your new item set (read trinkets). This makes it really easy to swap trinkets as you can just click the next outfit and just feign when they are complete.

Enjoy wrecking meters and playing a really fun class properly.

Rogue Guide (1-60)

When grouped with others, the Rogue is considered to be the DPS Machine. In other words, you are there to kill stuff. Occasionally you sap mobs or scout around in stealth mode, but for the most part, you are there to deal a world of hurt to your enemies. And as everyone knows, a Dead Rogue = 0 DPS, so it is your responsibility to make sure that your Rogue is equipped with not only the best in gear but also the best in potions and other items that will keep you alive while increasing your DPS. After you’ve reached level 60 and have acquired an epic mount and a decent collection of armor and weapons, any extra gold that starts building up should be used to increase the combat effectiveness of your Rogue. © Shadowpanther.net

Agi – Agility
AP – Attack Power
BF – Blade Flurry
BiS – Best in Slot
CC – Crowd Control
CD – Cooldown
CP – Combo Point
DoT – Damage over Time
DP – Deadly Poison
DPS – Damage per Second
IP – Instant Poison
LoS – Line of Sight
PVE – Player versus Environment
PVP – Player versus Player
SnD – Slice and Dice
Stam – Stamina
Str – Strength


Human [S80 A130]
Perception stealth detect, nice for PVP
Sword Specialization / Mace Specialization skill increased by 5
Diplomacy 10% more reputation

Escape Artist nice for PVP and some PVE situations

Stoneform nice for PVP and sometimes in AQ / Naxx

Shadowmeld +1 Stealthlevel, kinda useless, except for PVP
Quickness 1% dodge

Blood Fury 2min CD, Increases base melee attack power by 25% for 15 sec.
Hardiness a resisted stun won’t damage you, really nice for PVP and PVE

Berserking totally situational (grants more attack speed, when hurt badly)
Beast Slaying – 5% damage against Beasts, not that many beasts bosses around

Will of the Forsaken nice for PVP and some PVE situations

If your goal is endgame raiding the choices are quite simple:

Human is the master race when it comes to pure dps if you decide to play alliance.
Orc is the master race when it comes to pure dps if you decide to play horde.

*Added base stats at lvl 60 [S = Strength A= Agility]

Talent Builds

Leveling Spec

Combat Sword 19-32-0
Combat swords rogue spec 19-32-0

Combat Sword 19-32-0
Combat swords rogue spec 2 19-32-0

Combat Sword 20-31-0 with Maladath
Combat swords rogue spec with Maladath

Combat Sword 19-32-0 Naxx Progress Special
Combat swords rogue spec 19-32-0

Combat Dagger 15-31-5
Combat Dagger rogue spec

The following Specs become more powerful when you reach a higher gear level (~AQ40 Gear) or you just get all possible Worldbuffs and reach the Critcap.

Seal Fate Dagger 30-16-5
Seal Fate dagger rogue spec

Seal Fate Sword 30-21-0 Naxx Progress Special
Seal Fate sword rogue spec


Seal Fate Sword 30-21-0
Seal fate sword rogue spec orig

Alliance Sidenote: Imp. Poisons are higher DPS than Imp. Eviscerate, but in longer fights, you going to risk losing all poison stacks, especially in Naxx. This is getting fixed someday. Let’s hope so.
Horde Sidenote: Imp Eviscerate is better than Imp Poisons by ~2 DPS, depends on points spent. If you have Windfury available.

PVE Rotation

First of all: you are playing with energy, you have 100 energy as default and you gain 20 energy every 2 seconds. That being said, you can start now with the basics.
Let’s assume that you are standing in front of a boss.

Step 1: Check your buffs

Check your buff bar for all group buffs, consumables, and poison stacks and rebuff if needed.
Fact to know: When you are grouped and stealthed, you are invisible for your groupmates too, keep that in mind, when you want to receive buffs -> go out of stealth.

Step 2: Opener

The first attack of a rogue, when he engages a fight, is called opener and rewards the first CPs.

Ambush [60 Energy | 1 CP | Stealth | Dagger needed]
Deals very high weapon damage.

Garrote [60 Energy | 1CP | Stealth]
DoT lasts 18sec, scales with AP, but consumes a debuff slot.

Cheap Shot [60 Energy | 2CP | Stealth]
4-sec stun
Very handy when you have to stunlock mobs.
Useless in most boss fights.

Sinister Strike [40 Energy | 1CP]
Deals weapon damage.

Backstab [60 Energy | 1 CP | Dagger needed]
Deals high weapon damage.

Recommendations for

Combat Swords – Sinister Strike
Best opener for Sword Spec, in my opinion, less dmg than garrote (SS can crit), but less energy cost. Easier to keep up your cycle afterward and to get faster to the target without the stealth penalty.

Combat Dagger – Ambush / Backstab
The average damage of Ambush is higher than Backstab, even without the 30% extra crit rate.
But Backstab doesn’t require stealth and you could get faster into the fight. Decide situationally!

Seal Fate Dagger – Backstab
Best opener, 30% higher crit rate than Ambush, you want to crit with your CP-builders.

Step 3: building CPs and using Finishing Moves

CP can be built via Sinister Strike or Backstab (Hemo/Ghostly Strike for PVP-Spec).
You can receive a maximum of 5 CP.

CP consuming abilities are called Finishing Move or Finisher.

Slice and Dice– DPS
Maintain it 100% of the time, it’s your main damage deliverer. And it does not matter how much CPs you have to use for it, so use it with your first CP and further into the fight try to use it at 5CP all the time, to profit from Relentless Strikes.

Eviscerate– DPS
use it at 5CP all the time, to profit from Relentless Strikes.
Decreased damage by armor.
This is your default finisher.

Rupture– DPS
Ignores armor – useful for bosses with high amounts of armor.
Be Aware! it consumes a debuff slot, ask your raid leader.
It depends on your gear and spec if it’s more useful than Eviscerate. Check the Spreadsheet to get exact data and keep in mind: rupture can not crit.

Kidney Shot– non-DPS
Finishing move that stuns the target. Lasts longer per combo point.
Doesn’t work on most bosses, but sometimes very useful on adds and trash to prevent them from hurting you and your group mates.

Expose Armor– non-DPS
overwrites the Sunder Armor debuff of warriors, kinda useless in PVE situations
Don’t bother using this, its a waste of precious CP.

Step 4: The DPS Cycle

Most DPS is done by 3 things: spamming main ability which grants CP and using these CP to maintain SnD and use the rest of CP for dmg finishers like eviscerate.

Step 5: Movement in Fights

Movement is by far the best skill check of a player, to maintain the rotation isn’t really hard, but to move and keep an eye on the boss mechanics while maintaining the rotation is the tricky part.
To be honest, there’s not much to say here. Turn your character with the mouse, turning via A / D = DEAD or less DPS.

Step 6: How to use Cooldowns

The first thing to know is, that you want to do as much DPS as possible.
Your DPS is affected by debuffs on the boss and your own buffs.
That kept in mind, you should always wait with using offensive cooldowns until the most debuffs/buffs are up, for example, 5 stacks of sunder armor, faerie fire, etc.
Maybe adding a crusader proc to it, now its the best time to use your AR, BF, racial, or whatever your race/spec offers to you.

Combining cooldowns with each other maximizes your DPS on an enormous amount.

Example: BF + Blood Fury both 2 min CD, best used together

On the other hand, you’ll face a few boss fights where you can cleave adds with BF.
It’s best to not care about debuffs/procs at this time and use every possible cooldown for the cleave. Adds die faster, your DPS is UBER HIGH = WINNING.

Another example is boss fights, where you’ll face enrage phases or phases where you should do the most DPS in (f.e. Onyxia Flight Phase), use the cooldowns there!

Killing a boss and saving your teammate’s lives always has a higher priority, than your personal DPS!



Blade Flurry CD: 2 min / Duration: 15 sec
Increases attack speed + hitting a second target nearby

Adrenaline Rush CD: 5 min / Duration: 15 sec
100% more energy regen – instead of 20 per 2 sec, you gain 40 every 2 sec
Using it less than a second before a new energy tick, will result in 8x 40 energy ticks, using it too early will only get you 7.

Cold Blood CD: 3 min
100% Crit on next yellow attack – best used for 5 CP Eviscerate

Sprint CD: 5 min
70% increased run speed

Thistle Tea CD: 5 min shared CD with Major Healthstone, Whipper Root Tuber and some others
Grants 100 energy on use – best used at 0 energy


Vanish CD: 5 min
Wipes threat & removes immobilizing effects – use to prevent gaining aggro or to get out of slows and stuff

Blind CD: 5 min
10 sec CC – use it to rescue teammates from lose mobs, until the tank picks it up again

Evasion CD: 5 min
50% increased dodge chance – used to tank a short period of time or for dodging cleaves

Debuff Slots and why are they important

In 1.12.1 we face a limitation of 16 debuffs that can occur on a mob / boss.

Here is a list of debuffs, which grant extra DPS for us rogues:

Sunder Armor – reduced armor by 2250
Curse of Recklessness – reduced armor by 640
Faerie Fire – reduced armor by 505
Gift of Arthas – Increases physical damage taken by 8

I personally start arguing about missing debuffs, when other classes slack. (not recommended)

So in 40 man raids, it’s most likely that the 16 slots are filled with useful debuffs, to push the overall raid DPS or for defensive matters.
In 20 man or lesser raids, you can check on your group setup. If you can find space on the debuff list, then its fine to use deadly poison or rupture/garrote, but only if it actually pushes your DPS.


Instant Poison – this is your DEFAULT poison, use it on both weapons (Horde only on OH)
Deadly Poison – does more DPS than IP on long fights, but consumes a debuff slot, not recommended in 20/40 man raids
Crippling Poison – useful for a few boss fights, where you have to slow adds and kite them
Mind-numbing Poison – increasing spell casting time, useless for most boss fights
Wound Poison – reduced Healing taken, useless for most boss fights

Main Attributes (Stats)

Attributes are the basic building blocks for a character’s combat ability. The five primary attributes are strength, agility, stamina, intellect, and spirit. These five attributes along with armor appear on the character sheet under Base Stats. These are often referred to as simply stats.

A number of secondary attributes affect specific areas of combat more directly and are often influenced in some way by a primary attribute. Secondary attributes include critical strike rate, damage absorption, attack power, spell power, and many others.

All characters inherently have some amount of each attribute that increases with level depending mainly on class. For example, a mage will have more base intellect than a rogue, who will have more base agility. Increasing these attributes is mainly done with equipment, as well as temporary effects such as buffs, elixirs, scrolls, auras, and many other means.

Nearly all combat mechanics rely in some way on one or more character attributes. Increasing the appropriate attribute will increase damage done, reduce damage taken, increase healing done, affect a character’s mana or health, or other benefits. Understanding how these attributes work is important for effective combat.

Increases attack power with both melee and ranged weapons by 1
Increases your crit chance by 1% per 29 Agility
Increases Armor and Dodge

Increases attack power with melee weapons by 1.

Increases health points by 10 per point

Increases the rate at which weapon skills improve

Increases health & mana regeneration rates = useless stat

Decreases the amount of damage taken from physical attacks
A stat you don’t have to care about

A list of Values for the Combat Specs
expect that crit & agi value is higher in Seal Fate Specs. Especially for BiS gear. If you want to calculate with Spirit of Zandalar just add factor *0.15 to Agi and Str. These numbers are averages and you can use them to calculate your Items, without using my spreadsheet.

Pre Raid BiS Gear buffed *[Dagger]


1 Crit = 23 AP [20]
1 Hit = 18 AP [16]
1 Agi = 1.9 AP [1.8]
1 Str = 1.1 AP


1 Crit = 24 AP [20]
1 Hit = 20 AP [17]
1 Agi = 1.8 AP [1.7]
1 Str = 1.0 AP

BiS Gear*[Dagger]


1 Crit = 29 AP [25]
1 Hit = 21 AP [18]
1 Agi = 2.2 AP [2]
1 Str = 1.10 AP


1 Crit = 28 AP [24]
1 Hit = 24 AP [20]
1 Agi = 2 AP [1.8]
1 Str = 1.0 AP

Effects of Weapon Skill

For each point that your weapon skill exceeds your opponent’s defense, you gain the following:

Your chance to miss decreases by 0.04%.
Your chance to score a critical hit increases by 0.04%.
Your opponent’s chance to block your attack decreases by 0.04%.
Your opponent’s chance to parry your attack decreases by 0.04%.
Your opponent’s chance to dodge your attack decreases by 0.04%.

When you hit a monster or a boss the game will go thru a small procedure to decide what your swing will be… will it miss? will it crit? will it be a dodge or perhaps a glancing blow? The easiest way to explain this is by imagining yourself a prioritized list like this:

1) Miss
2) Dodge
3) Parry
4) Glancing blow
5) Block
6) Critical hit
7) Normal hit

What this means is that if places 1-6 total up to 100%, Normal hit will be knocked off the table and never occur.

Important to know is that a boss has a base dodge chance of 5.6% and can only parry/block attacks that are made from their front, but since a rogue should never be attacking a dungeon/raid monster/boss from the front, we will see their parry/block chance as 0%.
Your base chance to miss is 24,6% when dual wielding against a boss.
Another good thing to know is that when you as a player gain +hit you do not exactly increase your hit chance, instead you reduce the chance to miss.
The total amount in the hit table can not be higher than 100%.
Your chance to hit is what is left over to reach 100% after adding all the other things. Let’s say your chance to get a miss+dodge+glancing blow+crit = 80%, then you have 20% to get a normal hit.

Hit refers to physical damage that occurs as a result of an attack made with melee or ranged weapons. The base chance to miss with maximum weapon skill (300) against an opponent of equal level is 5% for two-handed and 24% for dual wield.

In short: 310 Weaponskill = huge dps boost

Calculating your Hit Table

The standard white hit table for a naked level 60 rogue looks like this:

Miss: 24.6%
Dodge: 5.6%
Parry: 0%
Glancing blow: 40%
Block: 0%
Critical hit: ~10%
Normal hit: 19.8%

This means that if you make 100 attacks against a boss, you will deal 0% damage 30 times, 200% damage 10 times, 100% damage 20 times, and 70% damage 40 times.

Now lets say you find a lot of gear that gives crit but no-hit and end up having 35% crit, your white hit table would then look like this:

Miss: 24.6%
Dodge: 5.6%
Parry: 0%
Glancing blow: 40%
Block: 0%
Critical hit: 29.8%
Normal hit: 0%

Note that you have 35% crit but only 29.8% of your strikes will be critical strikes, this is because you are over the thing people like to call crit cap. It’s quite a nice name, but unlike the hit cap, it is not a fixed value. The crit cap is the same as the % of swings that will not be glancing/dodged/missed.

Let’s keep going with this example and say that you find gear that does not reduce your chance to crit and gives you +6% hit, your white hit table would look like this:

Miss: 18.6%
Dodge: 5.6%
Parry: 0%
Glancing blow: 40%
Block: 0%
Critical hit: 35%
Normal hit: 0.8%

As explained earlier, the +6% hit will not increase the chance to get a normal hit… but rather reduce the chance to get a miss.

There are two big differences between a white hit-table and a yellow hit-table and that is that yellow hits can not be glancing blows and the standard chance to miss is only 8%.

The hit cap is the amount of +hit you need in order to make sure none of your attacks will miss. There are two different hit caps

The first hit cap is the most important one, it is commonly known as the yellow hit cap. This hit cap is the amount of +hit needed to never miss with special abilities which damage is shown with yellow text on your screen. You will need a +8% hit to always hit with your special abilities against a raid boss. This hit cap is a lot more important than the next one because missing with your abilities such as Sinister Strike, Backstab or Eviscerate is a huge waste of energy and global cooldowns, and also this one is a lot easier to achieve.

The second hit cap is the white damage hit cap. This is the amount of +hit that needs to never miss a normal melee swing. You will need +24.6% hit to always hit a raid boss, as you might notice 24.6 is a lot higher than 8 and this is the reason why it’s not as important as the first one since you would have to give up a lot of other stats in order to reach 24.6% hit, and there is nowhere near enough +hit on gear early on at level 60 to reach this cap.

Poisons are affected only by Spell Hit and special talents, so don’t bother about them.

In short: Minimum Hit = 8% (5% from talents + 3% from gear) and maximum Hit = 24.6%

Critical strike and how to calculate crit cap and why is it important?

Critical strike (often abbreviated as crit) refers to 100% bonus physical damage (twice your normal damage) that occurs as a result of an attack made with melee or ranged weapons.
The chance to critical strike can be viewed by opening your spellbook and moving your mouse over the attack ability shown there.
It is increased by agility where you increase your critical strike chance by 1% for every 29 points.

Crit cap for your auto attacks (white damage) is a variable that changes based on the following formula:

100% – 24.6% miss – 5.6% dodge – 40% glance + your hit%

Crit cap for your yellow attacks :

100% – 8% miss – 5.6% dodge + your hit%

note that yellow attacks cannot glance and that you can not push off dodge with hit rating

Now to elaborate why is crit cap important, well its quite simple actually, there is no point of having more crit than crit cap because we already established that the total amount in the hit table can not be higher than 100%.

In short: after reaching 8% Hit, Crit > Hit, until you reach the Crit cap.

Best in Slot (BiS) Gear

Here is a list of items that you can easily obtain in 5/10 mans without big efforts.
This gear setup is called Pre Raid BiS Gear and is the best way to get into your first raids.

T0.5 4-Set Bonus is a good way to push your DPS when you can’t reach higher level gear like T1/T2 etc. Feel free to check out the spreadsheet, to calculate the values of your current/future gear.

Pre Raid

Combat Sword Spec [Combat Dagger Spec]

Mask of the Unforgiven
Lesser Arcanum of Voracity
Mark of Fordring
Truestrike Shoulders
Cape of the Black Baron
Cloak – Lesser Agility
Cadaverous Armor > Nightbrace Tunic > Shadowcraft Tunic
Chest – Greater Stats / Chest – Stats
Bracers of the Eclipse > Deepfury Bracers
Bracer – Superior Strength / Bracer – Greater Strength
Devilsaur Gauntlets
Gloves – Greater Agility
Cloudrunner Girdle [Mugger’s Belt]
Devilsaur Leggings
Lesser Arcanum of Voracity
Swiftwalker Boots / Mongoose Boots
Boots – Minor Speed / Boots – Greater Agility
Don Julio’s Band > Tarnished Elven Ring > Painweaver Band > Blackstone Ring
Hand of Justice > Blackhand’s Breadth > Rune of the Guard Captain > Royal Seal of Eldre’Thalas

Dal’Rend’s Sacred Charge [The Lobotomizer > Electrified Dagger [A] – Glacial Blade [H]*
Weapon – Crusader [Weapon – Crusader / Weapon – Superior Striking]
Dal’Rend’s Tribal Guardian > Mirah’s Song [Felstriker / Distracting Dagger]**
Weapon – Crusader
Precisely Calibrated Boomstick < Satyr’s Bow (This will change in a future patch)

*The Lobotomizer uses a debuff slot and i don’t recommend it for 40 man raids. Its totally fine in 5-20man.
** Distracting Dagger is just an example, its best when you don’t have Mugger’s Belt, otherwise every other fast Dagger is nice to have with a high dps rate.

Current BiS List 1.6

I did the calculations without the World buffs and fully Raid buffed of course. For the alliance side, as human.
Feel free to create your own Horde equivalent Version of it, by using your brain or my Spreadsheet.

Combat Sword Spec [Combat Dagger Spec]

Bloodfang Hood
Lesser Arcanum of Voracity
Prestor’s Talisman of Connivery
Bloodfang Spaulders [Nightslayer Shoulder Pads]
Puissant Cape
Cloak – Lesser Agility
Bloodfang Chestpiece
Chest – Greater Stats
Bloodfang Bracers
Bracer – Superior Strength
Bloodfang Gloves [Aged Core Leather Gloves]
Gloves – Greater Agility
Bloodfang Belt
Bloodfang Pants
Lesser Arcanum of Voracity
Bloodfang Boots [Boots of the Shadow Flame]
Boots – Minor Speed
Band of Accuria + Master Dragonslayer’s Ring
Hand of Justice + Drake Fang Talisman

Chromatically Tempered Sword [Perdition’s Blade]
Weapon – Crusader [Weapon – Crusader / Weapon – Superior Striking]
Brutality Blade [Core Hound Tooth]
Weapon – Agility
Striker’s Mark

BiS Overall

Sword Spec [Seal Fate Dagger Spec]

Bonescythe Helmet
Death’s Embrace
Prestor’s Talisman of Connivery
Bonescythe Pauldrons
Might of the Scourge
Shroud of Dominion
Cloak – Lesser Agility
Bonescythe Breastplate
Chest – Greater Stats
Bonescythe Bracers
Bracer – Superior Strength
Bonescythe Gauntlets [Aged Core Leather Gloves]
Gloves – Superior Agility
Belt of Never-ending Agony [Bonescythe Waistguard]
Bonescythe Legplates
Death’s Embrace
Bonescythe Sabatons
Boots – Minor Speed
Bonescythe Ring / Band of Unnatural Forces
Slayer’s Crest > Kiss of the Spider > Drake Fang Talisman

Gressil, Dawn of Ruin [Kingsfall]
Weapon – Crusader
Iblis, Blade of the Fallen Seraph / The Hungering Cold for non human [Harbinger of Doom]
Weapon – Agility
Nerubian Slavemaker

Biznicks 247×128 Accurascope not sure if working on Nostalrius, it shouldn’t!
Seal of the Dawn or Mark of the Champion are the best trinkets against undead.


Engineering / Mining – best profession for maximizing your DPS
Goblin Sapper Charge / Dense Dynamite / Thorium Grenade (not working on mobs that are stun immune) / Field Repair Bot 74A / Gnomish Battle Chicken (unproved functionality)

Herbalism / Alchemy – to farm / craft your own consumables

CookingRecipe: Thistle Tea

Picklocking – a REAL ROGUE trains his picklock skills! you can make some extra gold here.
Tip: Train it while leveling your character, your reachable max skill increases by 5 for every level.


Here is a list of useful consumables you should bring to a raid.

Mandatory Stuff

Elixir of the Mongoose or Elixir of Greater Agility
Winterfall Firewater
Juju Power
Grilled Squid / Blessed Sunfruit
Ground Scorpok Assay & R.O.I.D.S.

Instant Poison VI
Heavy Runecloth Bandage
Flash Powder used for vanish
Blinding Powder used for blind
Thistle Tea

Crystal Charge / Ez-Thro Dynamite II / Stratholme Holy Water for AOE

Additional / Survivability

Flask of the Titans
Sheen of Zanza
Spirit of Zanza
Swiftness of Zanza
Elixir of Fortitude
Elixir of Demonslaying for Doomlord Kazzak
Elixir of Poison Resistance nice for AQ / Naxx
Gift of Arthas +10 Shadow res
Major Troll’s Blood Potion
Rumsey Rum Black Label
Dirge’s Kickin’ Chimaerok Chops
Free Action Potion for all bosses, who stun & do movement impairing effects
Jungle Remedy nice to have for 5 mans
Major Healing Potion
Restorative Potion

Greater Fire Protection Potion MC / BWL / Naxx
Greater Nature Protection Potion ZG / AQ / Naxx
Greater Frost Protection Potion Sapphiron / Kel’Thuzad
Greater Arcane Protection Potion Shazzrah / Gothik
Greater Shadow Protection Potion BWL / AQ / Naxx
Holy Protection Potion hmmm yeah, it exists


Oil of Immolation enhanced by spell power and expendable to 100% uptime
Flask of Supreme Power to enhance Oil of Immolation and/or Lifesteal
Elixir of Greater Firepower to enhance Oil of Immolation
Greater Arcane Elixir to enhance Oil of Immolation

Juju Might currently higher droprate on Nostalrius, than retail, go get it!
Juju Flurry not really worth it


Raid Buffs from Groupmates

Blessing of Might Rank 7 or Blessing of Might Rank 6
Blessing of Kings
Blessing of Salvation

Windfury Totem switchable with Grace of Air
Grace of Air Totem R2 / Grace of Air Totem R3
Strength of Earth Totem Rank 4 or Strength of Earth Totem Rank 5

Trueshot Aura

Gift of the Wild

Prayer of Fortitude
Prayer of Shadow Protection

Battle Shout Rank 6 or Battle Shout Rank 7

Blood Pact

World Buffs

Rallying Cry of the Dragonslayer Head of Onyxia
Spirit of Zandalar Head of Hakkar
Mol’dar’s Moxie Tribute Run
Fengus’ Ferocity Tribute Run
Slip’kik’s Savvy Tribute Run (needs some testing, if it affects melee crit)
Sayge’s Dark Fortune of Damage always click the first message to get the damage buff
Songflower Serenade

Warchief’s Blessing Horde only

UI & Addons


Chronometer (Bar for SnD Uptime and others)
BigWigs (Basic Boss mod)
oRA2 (Basic Raid mod)
KLHThreatMeter (Simple Aggro Meter)

Oto’s UI Compilation


Macros & how to

Sinister (BS/Hemo) + Auto Attack

/cast Sinister Strike
/script if not IsCurrentAction(9) then UseAction(9) end;

This macro allows you to attack your target with Sinister Strike and turns on the auto-attack. Useful for every target switch when you don’t have energy left or you don’t wanna right-click on each target.
Attention: you need to put the Spell Attack in your action bar! In my example, I put the Spell on the first action bar on slot 9. This can also be used for BS or HEMO. Just replace the spell name and the energy cost.

This Screenshot can help you by finding the best positions and slot numbers for your macros.

Trinket Button

/script UseInventoryItem(13);

or any other slot, by using this screenshot.

Resto Druid Guide (1-60)


Restoration Talents are not very complicated to handle, since there are not many possible variations. Basically, there are two possible builds for a Restoration Druid.

Moonglow 5/0/46

This is the basic build for all beginners. Since there are no really useful talents in the higher feral or balance trees, just cover all the useful restoration talents and put the remaining 5 points into Nature’s Grasp. Although it’s nearly useless for raids, it’s pretty handy for solo play.

This would be the preferable build for 5man/10man instances, with a better possibility to defuse emergency situations with Swiftmend, and Subtlety will increase your chances of survival significantly.

Deep Resto 24/0/27

This is the build for advanced raiders with some better gear since crit becomes very valuable with it. It takes away Swiftmend and Subtlety but gives 9% less mana cost and 0,5s cast time reduce after a spell crit. Subtlety should really not be necessary for 20/40man raids anymore and Swiftmend is worth losing for increased mana efficiency and faster casting speeds from time to time. Nature’s Focus and Improved Rejuvenation are no vital talents for raiding since Healing Touch will be your main spell and you should not take damage very often that disrupts your casts. The Talents I chose to put into Balance before Nature’s Grace & Moonglow are not necessarily to be copied (except for Improved Thorns maybe).

How to heal effectively

As mentioned before, your main spell to heal with will be Healing Touch. Healing Touch and Rejuvenation are the spells that profit the most from Bonus Heal, but Rejuvenation is just not reliable enough to use it effectively. Since the most healing in Vanilla is done with direct heals, most of it would be wasted on a full HP bar after one or two ticks. It is not forbidden to use, but only on targets that take continuous damage or have to be kept at 100% HP (Most of the time, this would be the Main Tank).

For anything else, use Healing Touch. NEVER use Regrowth (except for Vaelastrasz in BWL maybe) since it is a very expensive spell which will result mostly in useless overheal.

Of course, using Rank 10 (or 11 if learned) of HT (=Healing Touch) will only be possible if a target has lost a big enough amount of health to not result in a huge amount of overheal. This will only happen in some exceptional cases or in combination with Nature’s Swiftness.

For that reason, we make use of downranking (using a spell with a lower rank). Downranking decreases the healed amount, but also the mana cost and the cast time. This makes you not only heal faster but also increases the efficiency of your healing because the overheal is reduced and the healing done per mana point spent increases with an increasing amount of bonus heal on your gear.

For example Rank 10 HT heals an average amount of 2060 for 720 mana, resulting in the amount of 2,9 HPM (Healing per Mana). Calculating Rank 4 (220 Healing/110 Mana) results 2,0 HPM. Now we add 500 Bonus Healing and calculate again: HT Rank 10 (2560 Healing/720 Mana) = 3,6 HPM; HT Rank 4 (720 Healing/110 Mana) =6,5 HPM. Of course, this is a very simplified example because there are penalties for spells with lesser cast time or lower ranks, but the base concept should be clear.

So, what spells should you use now?

For big/emergency heals use Nature’s Swiftness+HT Rank 10/11.

For MT Heal use Rejuvenation.

For >1000HP heals use HT Rank 4.

For <1000HP heals use HT Rank 3

Of course, this depends on your bonus healing. With AQ40 gear, Rank 3 becomes more interesting because it heals about 1k with a cast time of only 2s. Just try it out yourself which heal fits best for which amount of health loss.

So why Rank 3/4?

Blizzard added some downranking penalties to prevent you from stacking bonus heal and healing with too low ranks, which would result in a very fast heal with almost no mana cost but considerably high value.

There are two penalties to be considered:

  1. The Cast Time Penalty: Every Heal with a cast time below 3,5s has its Bonus Heal multiplied with the cast time divided by 3,5 (Bonus Heal*(Cast Time/3,5). So for a spell with 3s cast time, this would result in a penalty of ~0,86. This penalty is calculated before talent reduce, so Improved Healing Touch does not affect this penalty.
  2. The Level 20 penalty: Every spell learned below level 20 suffers from a penalty that is calculated by the following formula: 1 – ((20 – level) * 0,0375) (level = Level that the spell is acquired). So for rank 1, the penalty would be 1-((20-1)*0,0375) = 0,2875. Like the Cast Time Penalty, this does not affect the base heal, but the bonus healing added to the basic spell.

As you can see, healing with a spell lower than rank 3 would result in a large penalty and decrease the efficiency rather than increasing it.

Here is some useful information on Rank 3,4 and 10 (calculated with 500 Bonus Heal):

Obviously, Rank 4 is the most effective heal with good HPM and HPS values. With better gear and increasing bonus heal, the effectiveness of Rank 4 compared to Rank 3/10 will increase more and more. Still, Rank 3 will be more interesting with increasing gear, because the cast time of Rank 4 is just too slow to have a chance against paladins/shamans or priests.

Pre-Raid Gear

I will not provide another huge item list here, because there is already a very good post in this forum by Eleana and I want him/her to get the credit for the great work.

Druid Addons

The most important addons for any healer are of course raid frames and decursive. There are some good raid frame addons, you can choose any that fits best to your playing style, for me, it is important to have a range check and a hot display so I don’t overwrite another druid’s Rejuvenation. Recommended for raiding is also the display of incoming heals (Grid) which will increase the overall efficiency and increase the survival chance of the whole raid. You should always display the health deficit to produce a minimum of overheal. To show the duration of hots, use the HotCandy or DoTimer which works fine at least for your own hots.

Other useful raiding addons are for example OmniCC to display ability cooldowns, Bigwigs (or other Bossmods), SpellAlert, or any Enemy Cast Bar (i.e. Nature’s Enemy Cast Bar) addon.

I won’t say anything specific about keybindings, of course, you should have every ability on keybind, clicking is a waste of time and also a risk to fail because it distracts your attention.


I would always prefer Speed on Boots to the other enchants, the stat increase is just too small to keep up with walking speed increase for better movement.


Consumables are very important for vanilla raiding, even if it can take a lot of time to farm them all. If you want to be a successful raider, you will have to work for it.



Temporary Weapon Buff

Mana Potions

Other buffs