The Forever Erabeta build 1.60.1.70009
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The Forever Era
MapItemsBiSTalents

Forever guide

ChangesEvery change with the Classic value next to it
ClassesAll nine classes, spec by spec

World

ZonesNew and updated zones by level
DungeonsAll 29 dungeons on a level chart
RaidsBarrow Deeps, Hyjal Summit and Onyxia, with a countdown to December 9
RacesSkyborne, racials and who can be what
SystemsLegacy, camping, realmless and more

Beta and launch

LaunchDates, editions and day-one content
BuildsBuild history and known issues
RoadmapFrom the beta to summer 2027

Tools

Legacy calculator16 points, three trees and the 65 challenges
SpellbookEvery class ability and rank compared with Classic
Tier listsBuild and share your tier list
Launch checklistEverything to do before November 4

Guides

Class guidesHow to play and level every class in Forever
Professions1-300 leveling generated from the client recipes
Leveling by zonesWhich zone to do from 1 to 60, Alliance and Horde
NewsEvery Blizzard post about Forever in one feed
Blue trackerBlizzard posts and new builds, updated automatically
Launch in …
Class guide

Hunter guide for WoW Forever

Lone Wolf no longer penalises keeping a pet, Furious Howl loses 40% and Survival gains speed. The most comfortable class to level, with the ranged weapon as the absolute priority.

3
specializations
6
documented changes
8
sections
1,327
words

1Overview and roles

The hunter is the physical ranged damage class: it shoots with a bow, gun or crossbow, uses mana for its shots and aspects and always brings a pet that tanks for it. In Classic it is the most comfortable class to level solo, and in Forever it still is: the pet holds, you shoot and you almost never stop. Its three trees are all damage trees, so the difference between them is style, not role.

Beast Mastery (damage)

The pet tree. Its talents make the animal hit harder, last longer and recover sooner. It is the safest spec to level with because the companion does half the work and survives pulls that would kill the other two trees.

Marksmanship (damage)

The bow tree. Aimed Shot and Lethal Shots turn every crit into full weapon damage, so ranged weapon DPS and crit are worth a bit more here. In Forever the Lone Wolf talent no longer penalises having a pet, which removes the only reason to play Marksmanship without a companion.

Survival (damage)

The melee and traps tree: Lightning Reflexes multiplies agility, and Forever's new talents, Lacerating Strikes and Strider Kick, push it towards a hit-and-run style with movement speed. It is the least direct of the three, but the most fun in PvP.

2What changes in Forever

General (whole class) · 3

P
Furious HowlCHANGEDPet
Classic
Classic attack power bonus.
Forever
Attack Power bonus reduced by 40%.
P
Classic
Not in Classic.
Forever
New ability now available to Bat pets.
S
Tame BeastCHANGEDSpell
Classic
You cannot tame beasts above your level.
Forever
No longer works on beasts higher than the hunter's level (fixes beta behaviour).

Marksmanship · 1

T
Lone WolfCHANGEDTalent
Classic
Not in Classic.
Forever
No longer causes -4% damage while your pet is active.

Survival · 2

T
Lacerating StrikesCHANGEDTalent
Classic
Not in Classic.
Forever
Can now land critical hits.
T
Strider KickCHANGEDTalent
Classic
Not in Classic.
Forever
Increases movement speed by 30% for 3 seconds.
See every change for the class →

Six documented changes, and the two you will feel most are about the pet. Furious Howl, the wolf's attack power buff, loses 40% of its bonus: if you ran a wolf only for the howl, in Forever pet choice goes back to being a matter of taste. In exchange, bats gain Sonic Blast, a new ability that did not exist in Classic. And Tame Beast stops working on beasts above your level, which was beta behaviour rather than a design perk.

Among talents, Lone Wolf (Marksmanship) no longer removes 4% damage while the pet is active: it goes from a talent that forced you to choose between companion and damage to a free bonus. In Survival, Lacerating Strikes can now crit and Strider Kick grants 30% movement speed for 3 seconds, exactly what a hunter needs to get back to range.

Outside the class but relevant to it: ammunition consumption for guns and bows has been fixed, and pet happiness now decreases correctly at maximum loyalty. The Cooldown Manager does not track pet cooldowns yet, so do not rely on it for your companion.

3How to level

Recommendation: Beast Mastery from 10 to 40, then Marksmanship if you want more damage in dungeons, or Beast Mastery to the end if you would rather never die. It is the classic route and in Forever it makes even more sense: the Furious Howl nerf does not touch the tree's talents, and a pet that holds is still the best leveling tool in the game. Survival is an option for anyone wanting a different style, but with the beta stopped at 20 we have not been able to see how Lacerating Strikes and Strider Kick perform at high levels.

Recommended order, broadly:

  • From 10 to 20, Beast Mastery talents that raise the pet's health, armour and damage. You get the pet at level 10 and in Forever you cannot tame beasts above your level, so tame one at your level and raise it with you.
  • The 16-point milestone arrives around level 25-26: keep putting those points into Beast Mastery so the pet keeps up with you.
  • From 40, with the mount (which in Forever comes with the riding skill), spread into Marksmanship for Aimed Shot and Lethal Shots. Lone Wolf no longer forces you to dismiss the pet.
  • Talent resets cost 1 silver in the beta: try Survival for a while and come back if it does not click.

Pacing:

  • No level scaling: the hunter is the class that tolerates orange mobs best thanks to the pet, but do not push it: a three-mob pull is a three-mob pull.
  • Ammunition: always buy extra. Consumption is fixed in this build and there are no shortcuts anymore.
  • Use the campsite to sell greys, repair and receive the three one-hour buffs before entering the Deadmines or Wailing Caverns, your two key dungeons until 26.
  • Legacy Points: each character spends them across three trees (Professions, Adventure and Resourcefulness). The only perk shown so far is Well Rested, more rested experience; we will not guess what the rest do.

4Stat priority

Weights relative to the spec's primary stat (= 1). They are the same weights the BiS calculation uses.

Beast MasteryDPS
Hit14per 1%Critical Strike12per 1%Ranged weapon DPS7per point of DPSAgility1Mana per 5 sec0.6Ranged Attack Power0.5Attack Power0.5Two-hand weapon DPS0.5per point of DPSIntellect0.3Stamina0.3Main-hand DPS0.3per point of DPSOff-hand DPS0.2per point of DPSSpirit0.1Strength0.1
Reasoning behind the weights

The ranged weapon comes first: each point of bow, gun or crossbow DPS is worth about 14 ranged AP, and slow weapons fit Aimed Shot and Multi-Shot better without clipping auto shot. 1 agility = 2 ranged AP + crit + armour; 1% crit ≈ 24 AP. Intellect fuels Arcane Shot and aspects. The melee weapon is mostly a stat stick, so its DPS weighs very little: the best two-hander is compared with the best one-hand pair.

MarksmanshipDPS
Hit14per 1%Critical Strike13per 1%Ranged weapon DPS7.5per point of DPSAgility1Mana per 5 sec0.6Ranged Attack Power0.5Attack Power0.5Two-hand weapon DPS0.5per point of DPSIntellect0.3Main-hand DPS0.3per point of DPSStamina0.25Off-hand DPS0.2per point of DPSSpirit0.1Strength0.1
Reasoning behind the weights

Same as Beast Mastery but with Aimed Shot and Lethal Shots: crit and ranged weapon DPS are worth a little more, and slow weapons even more, because Aimed Shot adds full weapon damage.

SurvivalDPS
Hit14per 1%Critical Strike12per 1%Ranged weapon DPS7per point of DPSAgility1.05Mana per 5 sec0.6Two-hand weapon DPS0.6per point of DPSRanged Attack Power0.5Attack Power0.5Main-hand DPS0.35per point of DPSIntellect0.3Stamina0.3Off-hand DPS0.2per point of DPSStrength0.15Spirit0.1
Reasoning behind the weights

Survival multiplies agility with Lightning Reflexes (+15%) and uses melee a bit more (Wing Clip, Raptor Strike), so agility is worth a touch more and the melee weapon slightly more than in the other two trees.

See the full BiS →

The ranged weapon comes before any other piece: each point of bow, gun or crossbow DPS is worth about 14 ranged attack power, and slow weapons fit Aimed Shot and Multi-Shot better. Then agility (1 agility = 2 ranged attack power, plus crit and armour), crit and hit, which in Forever are separate stats from their spell counterparts. Intellect carries real weight because it fuels Arcane Shot and aspects, and the melee weapon is a stat stick: its DPS barely counts. The three trees share priorities; Marksmanship nudges crit up and Survival nudges agility.

5Gear

BiS gear at level 20. Hover each piece for its tooltip. The full list, with alternatives per slot, is on the BiS page.

Beast MasteryDPS · two-handed
Brawler's Leather HoodScout's MedallionForest Leather MantleGlowing Lizardscale CloakTunic of WestfallForest Leather BracersGloves of the FangBlackened Defias BeltBrawler's Leather PantsFeet of the LynxDefias Renegade RingRing of PrecisionRune of PerfectionRune of DutyImpaling HarpoonRanger Bow
16 pieces: 6 dropped by enemies · 4 world drops · 3 from vendors · 2 crafted · 1 from quests
MarksmanshipDPS · two-handed
Brawler's Leather HoodScout's MedallionForest Leather MantleGlowing Lizardscale CloakTunic of WestfallForest Leather BracersGloves of the FangBlackened Defias BeltTrapper's Leather PantsFeet of the LynxRing of PrecisionDefias Renegade RingRune of PerfectionRune of DutyImpaling HarpoonRanger Bow
16 pieces: 6 dropped by enemies · 4 world drops · 3 from vendors · 2 crafted · 1 from quests
SurvivalDPS · two-handed
Brawler's Leather HoodScout's MedallionForest Leather MantleGlowing Lizardscale CloakTunic of WestfallForest Leather BracersGloves of the FangBlackened Defias BeltBrawler's Leather PantsFeet of the LynxDefias Renegade RingRing of PrecisionRune of PerfectionRune of DutyImpaling HarpoonRanger Bow
16 pieces: 6 dropped by enemies · 4 world drops · 3 from vendors · 2 crafted · 1 from quests
See the full BiS →

At level 20 the hunter is, together with the rogue, the class that depends most on dungeons: all three trees equip the same six dungeon pieces and only two from Leatherworking. The Deadmines provides two (Blackened Defias Belt and the Impaling Harpoon, both from Captain Greenskin; VanCleef's Cruel Barb is also marked as BiS in the list below), Wailing Caverns two (Glowing Lizardscale Cloak from Skum and Gloves of the Fang), and Blackfathom Deeps and The Stockade one ring each.

On the way up, the stops with the most BiS pieces for the class are the Scarlet Monastery and Maraudon with three each, Razorfen Downs (Manslayer and Quillward Harness) and Blackrock Depths with two. The new beta dungeons, Hall of Thanes and Ruins of Lordaeron, do not have loot in our database yet; when they do, it will show up here automatically. The BiS per level and slot, with alternatives, is on the hunter BiS page.

Items that are the best piece for their slot for some spec and level of the class. Click a dungeon to see all of its loot.

6Races

Forever opens the hunter to humans, one of the six new combinations, and to the Skyborne of both factions, who start on Zephras Isle with their level 1 to 12 adventure and have two active and two passive racials not yet detailed in the notes. The Alliance keeps dwarves and night elves; the Horde keeps orcs, tauren and trolls. No racial change in this build touches the hunter directly, so choose by faction, by the pet you want to tame near your starting zone, and by looks.

7Recommended professions

Skinning + Leatherworking suits the hunter from level 1: the two crafted pieces in the level-20 BiS are Leatherworking, the pet leaves you a trail of corpses to skin, and Forever adds more than 600 new recipes and a passive bonus per profession. If you would rather make gold fast, Skinning + Mining sells everything you gather and leaves the recipes for later.

Cooking is almost mandatory: you feed the pet with what you hunt and crafted food gives a small experience bonus. First Aid for you; the companion heals itself. Each profession's leveling path is in the profession guides.

8Common mistakes and tips

  • Shooting in melee. The hunter has a minimum range: if the mob reaches you, step back and let the pet pick it up. Strider Kick in Survival exists for this.
  • Choosing a pet for Furious Howl. In Forever the howl gives 40% less attack power; take the beast that holds best or the one you like most.
  • Taming above your level. It no longer works. Tame beasts at your level or below.
  • Carrying an old bow. It is by far the piece that gives you the most damage: always prioritise ranged weapon quest rewards and the Impaling Harpoon from the Deadmines.
  • Forgetting pet food. Happiness now decreases properly at max loyalty; an unhappy pet hits for less.
  • Running out of ammo or water. Buy extra before every dungeon; the campsite sets up vendors if you forget.
  • Dismissing the pet as Marksmanship. Lone Wolf no longer penalises keeping it out; use it always.
  • Trusting the Cooldown Manager with the companion. It does not track pet cooldowns yet; count them yourself.

Original guide by The Forever Era. Recommendations are the team's opinion; every value quoted comes from the beta notes and the client. Reviewed with every build.