Bwana na na na na na na na…

“Gentlemen, we can rebuild him. We have the technology. We have the capability to build the world’s first bionic dwarf. Darkbrew will be that dwarf. We can make him better than he was before. Better, stronger, faster.”

So Blizzard delivered the pre-patch this week. You know, the one where all of the classes are horribly imbalanced, amazingly overpowered, and we can all walk into heroic ICC 25 and fly out on our Invincible horsies; that pre-patch. And while some of the class programmers got the memo, it looks as if the Hunter guy might have been out that day.

Thanks to some time spent on beta and the ptr I was ready to hit the ground running, and avoid the six million gold gouging that was happening on the auction houses across Azeroth. What I wasn’t fully prepared for was raiding and 5-mans. It’s the one thing I didn’t get a chance to do on the ptr. Luckily my guild mates were quick to get set up and eager to raid, so we made our way into ICC 25 for some good times.

“I can’t hold her; she’s breaking up! She’s breaking –“

To be honest I thought the overall raid dps was higher than before. As for my dps, it felt like the bionics had been left out in the cold and weren’t performing up to speed. I think the good Dr. Wells needs to get in there and adjust some of the wiring and turn up the juice on these new abilities. Here are some random thoughts.

  1. Multi-shot as our AoE is definitely not as good as Volley. Maybe it’s okay for soloing packs of mobs, but for raid and dungeon trash it’s blech. It costs too much focus and it requires you to be targeting something, and is subject to our minimum range. For ICC trash I’d get a couple of them off and then have to regen focus with Steady Shot until I could fire it again. Five mans are worse because stuff dies so darn fast, and you don’t always start each pull with a full focus bar.
  2. The Trap Launcher is a step down from Freezing Arrow. Yes you can launch any kind of trap, but you can’t effectively macro this thing so it takes two keybinds to launch a trap whereas Freezing Arrow required one. It’s just clunky right now.
  3. BM dps is probably higher than it was and all three specs are reportedly close in dps. Overall hunter dps seems to be down.
  4. My dps seemed slightly lower than where it had been, and compared to other classed in our raid it was very mediocre. I found myself in the middle of the meter rather than closer to the top. It should be noted that on our second night of raiding things improved because some of the classes got hit with the nerf bat.
  5. I raided as BM going with a 31/2/3 build. I like my choices for the BM tree and feel good about two points in GftT. It’s the other three points that I’m playing around with. For now I’m dumping one point into Pathing and two into Improved Stings. This is just for level 80 raiding. You can see my glyph choices in the build link.
  6. For this week I raided in EZ-mode and macroed Focus Fire and Bestial Wrath to my shots. As I get more comfortable with things I’ll play around with taking them out of my macros and firing them manually.

The Bionic BM

The “Rotation”

As I stated BM definitely got beefed up from where it was in Patch 3.3. For BM I used the following rotation/priority.

  • Kill Shot
  • Serpent Sting (when needed)
  • Kill Command
  • Arcane Shot
  • Steady Shot

If you fire Bestial Wrath with a full focus bar you can go gangbusters with your rotation and just fire Kill Command and Arcane Shot. During this time I’m usually able to get two Kill Commands before focus becomes an issue. Also I like to use fervor early on to fill up the bar and extend things a little longer, making sure I have enough focus to reapply Serpent Sting.

Until we get Cobra Shot at level 81 we will have to watch Serpent Sting and apply it whenever it drops off. Several months playing MM makes this more challenging then you’d think.

A couple of things about Kill Command. It’s a pet ability and requires your pet to be attacking something. Furthermore it does damage to whatever target your pet is attacking. That means you can’t fire it if your pet is not on a target (i.e., it’s hard to lead off with this ability), and you need to be aware of what your pet is attacking. Under the old Kill Command it didn’t much matter, but it’s changed now and a key part of the BM arsenal.

Earlier I mentioned playing BM in EZ-mode where I macroed Focus Fire and Bestial Wrath to all my shots, thus ensuring I use them whenever they are off cooldown. Focus Fire has a 15 second cool down and grants 3% haste for each stack of frenzy your pet has. Your pet can have up to five stacks of Frenzy.

By automating Focus Fire you’ll get anywhere from 3-15% haste for 15 seconds each use. Chances are the very first time Focus Fire goes off you’ll be on the low end of that spectrum. After that it just depends on how many stacks your pet can generate in the next 15 seconds before it fires again.

A more precise playing of BM involves micro-managing all of your abilities. The goal is to use Focus Fire when Frenzy stacks reach five while still firing the maximum number of Focus Fires the encounter will allow. You should also make sure Kill Command is available for every Bestial Wrath; possibly lining it up with Killing Streak.

I definitely need some more practice before I truly open things up, but hey even Steve Austin needed to walk before he could run 60 mph.

Finally, one of the new addOns I’m trying is called Hunter Focus Bar. It’s a great big movable focus bar that also displays key Hunter procs like Frenzy. In the image below you can see the stacks of frenzy, time left on Focus Fire and time left on Killing Streak. It works for all hunter specs. This one might be a keeper folks.

PS – The bionic sound effect has to be one of the toughest things to represent phonetically. Any suggestions you have to do it better, stronger, faster are welcome (I may use it again in the future 😉 ).

Not a Bug

This from Ghostcrawler this week –

Deadzone – bug.
Camo looking badass — not bug.

I don’t know how useful Camo will be, but I will be using it. I especially like the way it looks on the pet.

This image is courtesy of Rhok who posted it on the Beta forums. I don’t know what the protocol is re-posting images likes this, but It’s been my experiences that it’s easier to ask for forgiveness than it is permission 😉

Happy Hunting! Get to the Chopper!

Our Arrows will Blot Out the Sun – Not!

In episode 46 of the Hunting Party Podcast we speculated whether the removal of Volley was a bug or intentional. Well GC has confirmed that it indeed an intended change.

It’s gone. We want to make Multi-Shot the spell hunters use for AE.

Channeling a spell that makes arrows fall out of the sky doesn’t feel like a hunter ability and doesn’t even really match the name of the spell.

I don’t know how prevalent AoE will be in Cataclysm, but it looks as if us hunters won’t be providing much of it. With Volley gone we’re left with Multi-shot, which hits up to three targets, and firing Explosive Trap via the trap launcher once a minute, for our AoE contribution.

I’m not going to cry too hard over this one as Volley was mainly used on raid trash and for soloing packs of mobs. Still though, I hate to see some of our utility get diminished.

EDIT: This is why I don’t like to post too closed to bed time. I completely overlooked the usefulness of our AE in 5-man dungeons. As Nochecazador from reminded me of how important it is in places like Forge of Souls.

Camouflage and Cobra Shot

Okay, here’s the deal any cataclysm alpha or beta related posts I make will have a spoiler disclaimer and you’ll need to click on the title or the “read the rest of the entry” to see the actual article.

Today’s post is going to take a look at the MMO-C data mined hunter abilities, Camouflage and Cobra Shot. If you do not want to hear about any Cataclysm related information that has not been released by Blizzard then do not read any further.

Since this is all coming out of an Alpha version of the expansion everything needs to be taken with a shaker of salt as it can and most likely will change.

As it stands right now, Camouflage is a cool but mediocre ability at best and may prove to be more annoying than practical in PvE.

Camouflage is an instant cast costing 45 focus, but takes 3 sec. before we fully enter a camouflaged state. It has a one minute cool down and cannot be cast in combat.

Basically, Camouflage is an opening ability that will give us a slight dps boost to our first shot in PvE. It also allows us to sneak around and drop traps pre-combat, which is only useful if Hunters are required to do any kind of crowd control.

The fact that it cannot be cast in combat rules out incorporating this into our regular rotation. In boss encounters this will be like casting Hunter’s Mark on ourselves. So for our big level 85 ability we appear to have been given a prowl ability and I’m a little underwhelmed. One final thought is that since this will consume almost half our focuse we’ll want to make sure that we cast it early enough so as to start combat with a full bar. I’d hate for my opening shot to have to be a Cobra Shot.

Cobra shot has a 1.5 sec. cast time, costs no focus (as expected), generates 9 focus, does nature damage, and it appears to extend the duration of serpent sting by an obscene amount (almost 3 minutes).

I suspect that is just a place hold number and won’t impact Serpent Sting by that much. If it did then all three specs (BM, MM, SV) would probably choose to use this over Steady Shot. Still though, even if the duration is reduced to something reasonable then SV and BM hunters might choose this shot over steady. Heck, even MM hunters might use it if they think Serpent will drop off before it can be refreshed by Chimera. It’ll be interesting to see how this one develops.

The talents haven’t been updated for hunters yet so It’s not clear how this shot will be buffed for BM hunters. It does sound like you’ll want to have a serpent sting applied before you cast this though.

Note that the [NYI] stand for “Not Yet Implemented” which means these abilities are not available in the current version of the Alpha, and as such are very, very much subject to change.

Cataclysm Hunter Changes

I’m going to assume that you’ve seen the hunter changes, if not here’s as good a link as any to what’s coming our way in Cataclysm –

With that out of the way, grab a bowl of Swedish Meatballs and a pint of Raven Beer (make that two, this is going to be a long post, I  think) and join me as I dive into the bevy of hunter news that Blizzard sent our way today. Everything thing we know is about to change, and mostly for the better I think. Ammo, clunky traps, leveling without a pet, to quoth the raven, “Nevermore”.

Let’s start with the easy stuff, you know the changes that we can all agree are good and a long time coming.

Moar Pets! – Bigger stables, more pets, hunter’s leveling with a pet from day one; fantastic! I just leveled a hunter from 1-10 for the WHU raid and let me tell you even when you know what you’re doing it still sucks. Getting a pet right out of the gate, along with range abilities is a wonderful change.

Ammo and Quivers – I know a lot people were looking forward to non-consumable ammo, but I think Blizzard made the right decision here to remove it completely. Honestly, what would they have done beside buffs, debuffs, etc. It would’ve overlapped with stings, traps, and pets and would’ve led to more “Oh crap, I had the wrong ammo equipped for that fight” moments. I’m glad to see it gone.

Quivers converted into large bags? Nothing but win here. I just hope I still have one in my bank, if not, it’s time to get one.

Sting and Periodic Effects – They will crit and benefit from haste. Simply put, get four pieces of T10 before Cataclysm hits. I don’t know if the T9 bonus will get updated (I presume it will), but still T10 will be the way to go. This is a great change.

New Hunter Abilities

Cobra Shot will be available to all hunters at level 81 and it will have a cast time like Steady Shot. BM hunters will be given incentive to use this over Steady Shot, and it looks like it will become their signature shot. It will do nature damage and increase focus. BM hunters really needed a shot of their own, although I think I would’ve preferred Raccoon Shot over this.

Trap Launcher (level 83) – I guess freezing arrow was such a success Blizzard decided to give this ability to all traps. Sarcasm aside, this might work better for PvP then it will for PvE. It sounds like a cool ability, we’ll have to see how it plays out.

Camouflage (level 85) – Does this sound familiar to anyone? Well back in Wrath of the Lick King beta this ability was actually planned for hunters. It was going to be a stealth ability and was ditched because it infringed too much on Rogue’s territory. Now it’s back and re-designed. Instead of stealth it’ll be more like a “shimmering PREADATORy” effect. Okay, if it also comes with a “Get to da choppa” emote, then I’m in.

I’m a little on the fence with this ability. Again it sounds neat, but it also sounds like another thing we need to do right before combat starts. Hunter’s Mark, Misdirect and now Camouflage. It’s possible that the damage benefit will force us to work this into the normal shot rotation. We’ll see, but I’m not 100% on board with this one yet.


Okay it’s time to talk about the 800 lb gorilla/Elephant in the room party that’s happening here. I’m on the wait and see bandwagon here, although I’ve seen reactions that have been both positive and negative. To me this represents a major paradigm shift in how we play our hunters. Whether it’s good or bad, I don’t know.

Currently we have a priority based system where we watch our cool downs and fire the highest damaging shot that’s available with little or no regard to how much mana it’s costing.

With focus we’re moving to a resource management system whereby firing the highest damaging shot may not be the best option. We’ll have to plan our shots based on how much focus we have and how much focus we’ll lose. Not only that, but we’ll have to take into consideration everything that might be coming up, or could happen to us in an encounter. In other words we’ll want to make sure we have enough focus to do other things besides just dps.

It’s going to be a big, big learning curve. We know we’ll have 100 focus max, but what we don’t know yet is how much focus our shots will cost, as well as what the cool downs on our abilities are going to be. For example, will Chimera and Aimed shots still have long cool downs or will they be shortened for this new resource system?

There is a lot of critical information that we don’t know yet. Therefore I remain a little cautious and nervous about hunters gaining focus. A beta invite will go a long way to making feel less nervous though 😉 .


It looks like pets are getting normalized in terms of the damage they do. They’re now going to get abilities that are similar to the buffs and debuffs provided by other classes. If these abilities stack with their class counterparts then great, otherwise this may be less valuable in 25-man raids, but could work out okay in 10-man raids. I personally would rather see them be as good as their class counterparts and then see how it shakes out.

Talents and Mastery System

It looks like Beast Masters will have great pet damage, and great focus regen with the emphasis on haste. If their damage is comparable to the other trees this might be the way to go when this system goes live. In fact I’ll probably go BM for no other reason than I’ll lose less dps while trying to figure out how this all works.

Marksman will still be based around Armor Pen. and physical dps. It look like they’re getting something called double-shot which looks like a type of Lock and Load. I’ll be curious to see how often we get the double-shot during combat.

Survival hunters will be masters of elemental damage (fire, nature, shadow, etc.) This isn’t all that different from how they are now.

All in all, I’m excited about what’s coming our way. I love the “quality of life” changes, but I remain a bit skeptical about focus. While I agree that mana does not makes sense for hunters, I have no issue with how hunter’s function. Focus is changing that, and not in a small way.

Serpent Sting is it Time?

April Fool’s posts usually come in a couple of varieties. There’s funny/clever, and then there’s cruel. I opted for funny/clever yesterday, but I was very tempted to go with this,

“In the next minor patch Serpent Sting tics will automatically be able to crit. The T9 2-set bonus will be modified to increase the damage of Serpent Sting critical tics by 5%”

See? Not real and certainly not funny. So my question is this. Is it time for Blizzard to make Serpent Sting crit without the need of a set bonus? I think so.

Right now the two-piece T9 set bonus is just awesome. This is due to the two-piece T10 bonus and the way Chimera Shot refreshes Serpent Sting. Remember it refreshes the sting with any percentage damage modifiers that were in place when the sting was cast. It also got buffed in patch 3.3.3 and the crit. damage is even higher now.

Very high-end hunters are able to reach the ArP hard cap and retain two pieces of item level 258 T9. And us mere mortals are seeing huge dividends in our item level 245 pieces. Here’s a look at my Serpent Sting numbers from this week’s Festergut (25). The crit damage was averaging close to 3K, well more than double the average non-crit damage.

Furthermore, I didn’t even have the best possible Serpent Sting applied. As you can see my stings were only critting 60% of the the time. I’ve gotten that well over 80% before, and I’ve seen others get the crit chance as high as 90%.

When a new tier of gear is added to the game I think the intention is for players to fully upgrade to that tier. Okay, trinkets may be an exception, but certainly not the other armor pieces. Now that doesn’t mean that everyone should opt for four pieces of their tier set. Depending on the spec two-pieces and off-set pieces should be a viable option. But having to dip down to a lower tier because it gains you more dps just doesn’t make a lot of sense.

I doubt will see any changes for Wrath, but I’m hopeful that it will become standard fare in Cataclysm. What do you guys think, is it time for Serpent Stings tics to have the natural ability to critically strike, or should we just enjoy it while it lasts and be prepared to remember it fondly come Cataclysm?

Multi-Shot – Ruh Roh!

In episode 21 of the Hunting Party Podcast we interviewed Kruf who was one of the hunters who got the world’s first Lich King (25), and heroic Lich King (25) kills. In the interview he said the most important thing for hunters is to constantly be firing something and not sitting idle. I agreed with him whole heartedly – until today.

Before I start I’m going to give some benefit of doubt here and chalk this one up to transitioning from Survival to Marksman. Even with that there are some things here that are just plain ugly.

What you’re looking at is a World of Logs timeline view from a recent Festergut (25) normal encounter. For more information on using World of Logs you can check out this post at

So where to begin? See the spell labeled speed? That’s a haste potion. The hunter is pre-potting so he can use another one later in the fight. Good stuff, and something I don’t do enough of.

Next we see an adjustment to his tracker. This is for the 5% damage boost from the Improved Tracking talent. The problem here is that this was entirely unnecessary since he was previously tracking undead. Tracking should already be in place when you enter the instance.

We also have Misdirection and Hunter’s Mark. Both fine. When the fight starts he leads off with Serpent Sting, having macro’d Silencing Shot and Kill Command. Nothing bad about that.

Next we see Chimera Shot followed by Multi-Shot. Ruh Roh! Next we get Rapid Fire and Readiness, followed by Chimera and Multi-Shot. Ruh Roh! With Rapid Fire cooking the poor bastard gets hit by Vile Gas. Things move along and then we start to see some Serpent Sting casts – lots of them. Ruh Roh!

The second image is from end of the fight. Note, the two images do not comprise the entire timeline. What’s notable in this second image is that only one Kill Shot was fired once the boss was in execute range, and there were no additional Rapid Fire/Readiness combinations. All at once, Ruh-Roh!

Let’s talk a little bit about what’s wrong here. First, Multi-Shot is not Aimed Shot; at least not for Marksman, and to some degree Survival. The following talents all affect Aimed Shot and not Multi-Shot,

  • Marked for Death – Increases your damage done by your shots and the damage done by your pet’s special abilities by 5% on marked targets, and increases the critical strike damage bonus of your Aimed Shot, Arcane Shot, Steady Shot, Kill Shot and Chimera Shot by 10%.
  • Piercing Shots – Your critical Aimed, Steady and Chimera Shots cause the target to bleed for 30% of the damage dealt over 8 sec.
  • Improves Steady Shot – Your Steady Shot hits have a 15% chance to increase the damage done by your next Aimed Shot, Arcane Shot or Chimera Shot by 15%, and reduce the mana cost of your next Aimed Shot, Arcane Shot or Chimera Shot by 20%.
  • Master Marksman – Increases your critical strike chance by 5%, and reduces the Mana cost of your Steady Shot, Aimed Shot, and Chimera Shot by 25%.
  • Sniper Training (SV only) – Increases the critical strike chance of your Kill Shot ability by 15%, and while standing still for 6 sec, you gain Sniper Training increasing the damage done by your Steady Shot, Aimed Shot, Black Arrow and Explosive Shot by 6% for 15 sec..

This is huge, especially Piercing Shots which is a big part of Marksman damage. Aimed Shot is second only to Chimera Shot in the MM rotation. It does more damage and costs less mana than Multi-Shot. That’s not to say that Multi-Shot does not have it’s place, it does. Single target boss fights are not one of them though.

I’m not going to go into the whole nuance of Readiness/Rapid Fire other than to say you need to monitor these closely and use them appropriately as the length of the fight dictates. In this fight you probably should have had at least three rapid fires if not four.

As for Serpent Sting, Marksman hunters should only have to recast this if it’s fallen off (which shouldn’t be an issue with Festergut), or you get a buff such as Exploit Weakness and want maintain a buffed Serpent Sting on the target. If you look at the end of the fight we see Serpent Sting followed by Serpent Sting, followed by Misdirection, followed by Serpent Sting. Doesn’t make much sense to me.

Finally, Kill Shot is our biggest shot. It’s priority should be greater than anything else we’ve got. This is true for Marksman, Survival and Beast Master. Once you get into execute range there’s no reason not to be watching this and getting off as many as you can. Most fights I’ve seen, there is usually time to get off more than one.

So at the end of the day where does all of this shoddy huntering get you? Right smack dab in the middle of the pack. Almost 8K dps. Not the worst, but not nearly as good as it could’ve been. If you’re on a progression fight and bumping up against an enrage timer, “not the worst” probably won’t be good enough.

PS: Ruh Roh – Astro or Scooby-Doo? Debate!

ICC Tips: Sindragosa’s Icy Grip

Our 10-man raid team is working on Sindragosa. The other night, I ran into some trouble with the Icy Grip/Blistering Cold mechanic. I can’t tell you how frustrating it was, especially since my issues began on the latter attempts.

Icy Grip/Blistering Cold is an annoying mechanic that needs to be handled consistently. Hunter’s have some good options at their disposal that not only help themselves, but can aid the raid (ooh, this could be my new mantra).

Icy Grip / Blistering Cold

Icy Grip – Extend tendrils of frigid wind to pull all nearby enemies to the caster (think Cyanigosa from Violet Hold).

Blistering Cold – Deals 30000 Frost damage to enemies within 25 yards (this is for 10-man normal, it only gets worse from here).

Every so often she’ll pull the raid to her using Icy Grip. You then have five seconds to get 25 yards away before she casts Blistering Cold and effectively one-shots you. There are a couple of ways that hunters can handle this.

Method One – Just Run Out

  1. This option requires that you simply not suck. You get pulled in, you turn around, and you run out. This worked just fine for me on many an attempt, but somewhere along the line it became less effective so I began to look for other options. Behold, method two.

Method Two – Disengage/Aspect of the Pack

  1. Believe it or not Sindragosa’s Frost Aura does not trigger the daze effect of our movement Aspects. Ka-Ching! When I get pulled in, I jump disengage to get some distance, and then pop Aspect of the Pack and run. Just remember to turn Aspect off as soon as she’s done casting. Obviously Cheetah will work, but why not help raid, eh?
  2. I’ve read that you if you disengage while she’s pulling you in you’ll drop to the ground, and may not have to run out as far. I’ve been too scared to risk a death, so I haven’t tried it yet.

Sadly, Deterrence does not work against Blistering Cold. I tried it and got crushed.

What sort of things do you like to do that make this mechanic and/or this encounter easier? I’d love to know.

Good Hunting!

Readiness and Rapid Fire

We’re Marks now. We’ve been so for a while and we’re loving it. Once of the great things Marks has to offer is the Readiness ability. Readiness will reset the cooldown on all hunter abilities except for Bestial Wrath. That means abilities like Chimera Shot, Aimed Shot, Arcane Shot, Feign Death, Misdirection, and more importantly – Rapid Fire!

The most common use of Readiness is to reset our Rapid Fire ability and allow us to use it multiple times during a boss fight. That’s right we can use our Readiness ability to get anywhere from four to six depending on the length of the encounter.

There are two schools of thought on how best to use Readiness and Rapid Fire in a raid encounter. The first method has us synchronize the cooldowns of these abilities by performing the following sequence.

RF > Rotation and Wait for RF to end > Readiness > RF

The second method method focuses more and getting additional Chimera and Aimed shots off sooner, but you’re Readiness and Rapid Fire cooldowns will not be in synch.

RF > Rotation > Readiness > Rotation and Wait for RF to end > RF

Some general thoughts. Don’t just focus on Rapid Fire. If Rapid Fire has fallen off, but Chimera and Aimed are not on cooldown, you’ll want to wait until you can get both those abilities on cooldown before using Readiness.

Also, you want to try and stack Rapid Fire with as many procs and abilities as you can. Using Rapid Fire at the start of a fight ensures that the majority of your procs will be cooking in conjunction with Rapid Fire.

After Readiness and Rapid Fire come off their three minute cooldowns, you’ll want to assess things before repeating the process. Maybe it makes sense to pop Rapid Fire right then and there or maybe you’ve got some things coming off cooldown and it’s worth waiting a few seconds. Whatever the situation, it’s certainly not worth having one fewer Rapid Fires for the sake of stacking buffs.

There is a lot of nuance that comes with the Readiness ability, but we love it and we use it early and often. How about you guys, when and how are you using Readiness?

Shiny Happy Trinkets Proccing

For whatever reason, Blizzard has decided to go proc happy in patch 3.3. Normally procs are the domain of trinkets, armor set bonuses and weapons, but now Blizzard has expanded that to other items, and they’ve even given us trinkets with multiple procs.

Hunters have a lot more cooking now than ever before. If you’re someone who likes to stack your buffs then it’s helpful to know exactly what is going off and when. There are lots of addOns that can help track things.

Today’s article is not about any specific addOn but rather about providing you with the information needed to configure those addOns.

My UI is always a work in progress.  I’m constantly rearranging things and trying new addOns.  Currently I’m using three separate addOns to track various buffs, procs, etc.

All of these addons allow you to track spells by name, but they also let you do it by spell ID.  As a database guy, I’m very fond of the ID concept since it guarantees uniqueness and ensures that your mod will track the exact ability you want.

The best way I’ve found to get spell ids is to go to, locate the ability and then look at the number in the url.  For example, here is the url for the Aim of the Iron Dwarves proc from Deathbringer’s Will.  The 71491 at the end of the address is the spell ID.

Here is a list of some of the procs and abilities that you might want to track in whatever addOns you’re using.  Please note that this is not a comprehensive list.  I’ve included most of the trinkets, haste, and damage abilities that hunters may wish to track.

When configuring your addOn you’ll want to reference either the Spell/Proc Name or the Spell ID. Again using the spell ID might yield better results as spell names are not always unique.

Good Hunting Tracking!

Item Spell/Proc Name Spell ID
Deathbringer’s Will Aim of the Iron Dwarves 71491 (N), 71559 (H)
Deathbringer’s Will Agility of the Vrykul 71485 (N), 71556 (H)
Deathbringer’s Will Power of the Taunka 71486 (N), 71558 (H)
Whispering Fanged Skull Icy Rage 71401 (N), 71541 (H)
T10 2-set Bonus Exploit Weakness 70728
T10 4-set Bonus Stinger 71007
Ashen Verdict Ring Frostforged Champion 72412
Death’s Verdict Paragon 67703 (N), 67772 (H)
Needle Encrusted Scorpion Fatal Flaws 71403
Grim Toll Grim Toll 60437
Herkuml War Token Rage of the Fallen 71396
Mark of Supremacy Rage 67695
Comet’s Trail Comet’s Trail 64772
Blood of the Old God Blood of the Old God 64790
Dark Matter Implosion 65024
Mjolnir Runestone Mjolnir Runestone 65019
Wrathstone Wrathstone 64800
Pyrite Infuser Pyrite Infusion 65014
Fury of the Five Flights Fury of the Five Flights 60314
Loatheb’s Shadow Loatheb’s Shadow 60439
Mirror of Truth Reflection of Torment 60065
Darkmoon Card: Greatness Greatness 60233
Rapid Fire Rapid Fire 3045
Quick Shots (Hawk buff) Quick Shots 6150
Heroism Heroism 32182
Bloodlust Bloodlust 2825
Culling the Herd Culling the Herd 52858 (R3), 61681 (R2), 61680 (R1)
Ferocious Inspiration Ferocious Inspiration 34460
Sanctified Retribution Sanctified Retribution 31869
Call of the Wild Call of the Wild 53434
N = Normal, H = Heroic
1 2