Marksmanship Hunter: Midnight Expansion Preview
Welcome to our comprehensive guide on the Marksmanship Hunter changes in World of Warcraft's upcoming expansion, Midnight. This page is intended to help you learn about the new changes and help you know what to expect from Marksmanship Hunter in Midnight.
In this guide, you will find detailed breakdowns of the new Talents and Apex Talent system for Marksmanship Hunter. We will explore the most significant updates to the spec, and offer insights into how these changes will impact your overall gameplay. Whether you are an experienced Marksmanship Hunter or new to the spec, this page will be useful in knowing what to expect come launch next year.
Marksmanship Hunter: Midnight Expansion Preview
Welcome to our Midnight expansion guide for Marksmanship Hunter. Ahead of the launch, this page will contain everything you need to know about the Marksmanship Hunter spec in the forthcoming Midnight expansion, including changes, Hero Talent Trees, and some light predictions on the state of the spec going into the expansion.
This page is a constantly evolving work in progress, with regular changes expected as updates hit Midnight Beta. This is not meant to be a launch guide for Marksmanship Hunter but instead serves as a resource for you to keep up to date with how the spec is evolving on Beta and what you can expect from its playstyle and feel on launch.
Blizzard's Goals for Marksmanship Hunter in Midnight
When announcing the changes that form the basis of this article, Blizzard offered a Developer's Note, a qualitative look and insight into their vision for Marksmanship Hunter in the next expansion:
Developers’ notes: We are generally pleased with the state of Marksmanship after their Undermine(d) and Ghosts of K’aresh updates, but there were a few bigger things we’d like to address as we move into Midnight. Most notably, the introduction of Streamline as a core mechanic for Marksmanship inflated the amount of cast time reduction Marksmanship Hunters have access to while also contributing an extra aura to track. Aimed Shot is meant to be a long cast that is worth the wait. As its cast time reduces, so too must its damage, and we feel that flies in the face of what Aimed Shot should be about– as such we’ll be removing Streamline and increasing Aimed Shot’s damage. While Explosive Shot found a home as a guaranteed way to gain Lock and Load in Ghosts of K’aresh, we feel that it’s healthier for the spec as a whole to distance itself from Explosive Shot and instead focus on the more fantasy-forward spells like Volley and Kill Shot– spells that more often than not are competing with it in your rotational priorities. Speaking of Kill Shot, we are removing it from the Hunter class tree and letting Marksmanship fully own the execute niche it provides. Trueshot is gaining some cooldown reduction, cast time reduction, and focus cost reduction to compensate for the removal of Streamline.
Pretty straightforward, but here are the cliff notes:
- They felt
Aimed Shot's cast time was getting so short that
they felt forced to nerf its damage, and weak
Aimed Shots is not
what they feel Marksmanship should be about.
Explosive Shot did not have a good home in Marksmanship's
spec identity.- Marksmanship's execute ought to be unique among the Hunter specs, which
is partly achieved by its
Kill Shot-exclusivity.
Midnight Changes for Marksmanship Hunter
Core Class Changes
These are the universal Hunter changes for the Midnight expansion. Some are baked-in while others come as a result of altered Class Talents. We are not particularly constrained in terms of the potent Class Talents we can pick, so for simplicity's sake, I will simply list Class Tree-contingent changes as if they are baseline.
Hunter's Mark is now a universal 3% damage increase against a
single-target. This essentially guarantees Hunter a raid spot in every raid. It
is also a boost to the group in Mythic+, though it is much less potent
there.- Hunters have +2% higher max HP than previous.
Exhilaration's cooldown is now a 1-minute flat, instead of variable
(and often lower).
Aspect of the Turtle's cooldown is now 2:00, down from 2:30.
Aspect of the Cheetah's initial "super" speed burst is now twice as
long, and gives you 100% dodge chance for its duration. This can be used to
cheese and evade several mechanics and is a nice mobility and defensive boost
all in one.
Kill Shot is gone and is a Marksmanship-tree exclusive.- Successfully kicking with
Counter Shot/
Muzzle now
grants 30 Focus, up from 10, but soothing/purging with
Tranquilizing Shot no longer grants Focus.
Counter Shot now spell-locks the target for 5 seconds, up from
3.
Aspect of the Turtle is now a 50% damage reduction, up from 30%.
Survival of the Fittest's duration is now 14 seconds, up from
8.- The slows from
Wing Clip and
Concussive Shot are 25% and
10% stronger, respectively.
Freezing Trap can now slow the target by 70% for 4 sec after the
trap breaks.
Intimidation is now our sole stun/stop. A choice node either
reduces its cooldown to 40 sec, or makes it a 1-second AoE stun.
Implosive Trap,
High Explosive Trap, and
Bursting Shot
are all gone.
Horsehair Tether is now a Class Tree node and not attached to
the
Pack Leader Hero Talent. It is a choice node with
Tar-Coated Bindings, which extends
Binding Shot's stun by
1 sec.
Roar of Sacrifice is now an external defensive that can be used on
yourself or any friendly target to reduce their damage taken by 15% for 10 sec,
but 50% of their damage taken will be taken by your pet. It will end prematurely
if your pet drops below 25% health.
Explosive Shot is gone along with all of its affecting
talents.
Ghillie Suit is gone.
Scatter Shot is gone.
Scrappy is gone.
Binding Shackles is gone.
Fortitude of the Bear is now 3% passive damage reduction, instead of
being an active defensive cooldown.
Overall, we are gaining defensiveness and mobility, while in the utility department, we are losing some things (like the ability to move mobs) but gaining others (stronger Mark, streamlined AoE stun, stronger kick and more Focus return on kicking). I think the changes are broadly positive!
Next up are the specific changes for Marksmanship Hunter. Once again, I will focus on changes that materially affect gameplay and character-building, while skipping Talents and changes I deem to be completely neutral in these departments, since the goal is to cut through the fluff and give you a real picture of how Marksmanship Hunter feels going forward!
Marksmanship Hunter Spec Changes for Midnight
Streamline is gone and as a result,
Aimed Shot's
cast time is much longer at a baseline of 2.5 sec. During
Trueshot,
this is reduced to 1.5 sec. Its damage has been buffed to compensate, but
overall, expect a slower-playing, more sniper-focused and deliberate
Marksmanship "feel" in Midnight.- All of the
Explosive Shot-related Talents are gone. We do keep
Shrapnel Shot, which now triggers off
Volley.
Volley's cooldown can be reduced to 30 sec via Talents, but
this is a choice node with the new
Shrapnel Shot. In other words,
choose between a much stronger 45-second Volley, or a weaker 30-second one.- The new Apex Talents,
Take Aim/
Take Aim/
Take Aim respectively
cause
Rapid Fire to reduce
Aimed Shot's cooldown by 5
sec over its duration, cause
Aimed Shot to deal increased critical
strike damage based on your crit chance, and, finally, causes
Aimed Shot to always crit.
Trueshot now reduces
Aimed Shot and
Rapid Fire's cooldowns by 40%, down from 60%. It suggests Blizzard
wants
Trueshot to be less impactful on your rotational priorities,
with these changes leaving more room for spending
Precise Shots
between
Aimed Shot without overcapping charges of the latter.
Headshot no longer causes
Kill Shot/
Black Arrow to benefit from
Precise Shots. Instead, it causes these abilities to stack a debuff
on the target, increasing the damage they receive from this ability by 2%,
stacking up to 10 times.
Focus Fire is a new talent that causes
Surging Shots
procs to also increase the damage done by your next
Rapid Fire by
20%.
Unload is a new talent that causes
Rapid Fire to
fire an
Arcane Shot at the end of its channel. If the target is
above 80% or below 20% HP, it will instead fire a
Kill Shot/
Black Arrow.- Other removed talents include
Razor Fragments,
Double Tap,
Moving Target, and of course,
Improved Streamline.
Overall, Marksmanship is going to
feel mostly familiar, with the longer
Aimed Shot cast times being
the primary change in terms of feel. The removal of
Streamline and
Moving Target eliminates some of the incentives for always
spending all of your
Precise Shots between
Aimed Shot,
and it is possible we may sometimes forego spending these stacks to ensure we
never cap on
Aimed Shot charges.
Kill Shot is now a
Marksmanship-exclusive, but the removal of
Razor Fragments is a massive
nerf to its damage and potential in AoE situations. It remains to be seen what
Kill Shot's role in our rotation will end up becoming.
Marksmanship Hunter
Dark Ranger Changes for
Midnight
- No more
Deathblow procs from Auto-Shots.
Rapid Fire is now guaranteed to grant
Deathblow.
Aimed Shot's chance of giving you a
Deathblow proc
is increased to 20%.- After you activate
Trueshot, the Trueshot button itself turns
into
Wailing Arrow, a powerful instant cast that activates
Deathblow and also kicks/silences all targets hit for 1 sec. - The Dark Hounds previously spawned by the Talent are now reflavored as "Dark Minions" for Marksmanship. They are basically skeletal dudes with bows that spawn beside you and fire at your target.
There are other changes to
Dark Ranger's damage profile, but they
are of a passive nature. The main thing here in terms of feel and gameplay is
that
Black Arrow procs are a bit less RNG and more in your control,
with a huge RNG element removed in the Auto-Shot change, and a lot more control
added with the
Rapid Fire change.
Marksmanship Hunter
Sentinel Changes for Midnight
- Full redesign, everything is new.
Spotter's Mark is replaced by
Sentinel's Mark and is much
stronger.
Don't Look Back is now a flat 10% absorb shield that you get
whenever you get a
Sentinel's Mark proc.- Maximum Focus increased to 125.
- Procs now reduce
Aimed Shot's cooldown by 2 sec. - Increases
Trueshot's duration to 19 sec, up from 15 sec. - The chance of generating
Sentinel's Mark procs is 10% higher
during
Trueshot. - Like
Dark Ranger, after activating
Trueshot, the
Trueshot button becomes
Moonlight Chakram which sends a glowy
chakram that deals heavy AoE damage as it bounces between enemies. Choice nodes
can cause this Chakram to give us
Lock and Load and trigger
Sentinel's Mark.
Lots of cool flavor and strong mechanics in here. It is still a fairly passive Hero Talent in terms of gameplay, but instead of just being passive damage in the background, it is passive benefits to existing gameplay like longer cooldowns, a powerful new button to press in cooldowns, and more procs that in turn give more cooldown reduction and so on.
Tier Set for Marksmanship Hunter in Midnight
Hunter Marksmanship 12.0 Class Set 2pc —
Precise Shots'
damage bonus is increased by 20%.
Hunter Marksmanship 12.0 Class Set 4pc — Spending
Precise Shots has a small chance to release a volley of arrows at
your target, dealing modest damage to nearby enemies.
These Tier Sets are passive in nature, with both of them generally being
stronger on AoE than on single-target, due to
Multi-Shot's greater
relative AoE damage contribution, and the 4PC's innate AoE damage.
Changelog
- 30 Nov. 2025: Updated for Patch 11.2.7.
- 05 Nov. 2025: Updated Apex Talents and Tier Set Bonuses.
- 12 Oct. 2025: Added Page.
More Hunter Guides
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This guide has been written by Azortharion, a Hunter Guidewriter, Theorycrafter, and top player since 2014, who is widely considered one of the best PvE Hunters in the world. He is an accomplished player with hundreds of top parses across all Hunter specs. He is the Head Admin of Trueshot Lodge, the official Hunter Class Discord. You can find him on his stream on Twitch and his channel on YouTube. He also has his own, personal Discord server where you can freely ask him any Hunter questions you may have!
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