- Author: Jamielolx
- Date: July 12, 2022
- Updated: February 19, 2023
- Expansion: WotLK Classic
Survival Hunters do not have a set rotation but rather choose what spell to cast based on a priority system — if something procs, it’s bound to take priority over whatever else you were doing at the time.
Shot Priority
- Explosive Shot – make sure this shot is always on cooldown. It’s almost half of your total damage, so you don’t want to let it go to waste — it’s almost worth it to cancel a finished steady shot for, that is how good it is.
- Kill shot
- Serpent Sting (adds 3% damage in single target build)
- Black Arrow / Trap (Black Arrow adds 6% damage taken to the target, but Explosive Trap deals more damage.)
- Aimed Shot/Multi-Shot
- Steady Shot
AoE Rotation & Lock and Load
lock and load is a proc that gives you three free instant Explosive Shots. Given that Explosive Shot is your biggest damage contributor, this is a very big deal. Unfortunately, the damage-over-time effect from Explosive Shot does not stack unless you use a different rank. To take advantage of this, we will want to use Rank 4 > Rank 3 > Rank 4 during lock and load, wasting no time between shots.
lock and load can proc any time you deal periodic damage with a damaging trap such as Explosive Trap, or with Black Arrow, but only at a 6% chance. You can proc it 100% of the time with your frost trap, freezing arrow, or freezing trap — note that this only applies to mobs and bosses that can be slowed.
AoE Rotation
For the highest AoE possible you should put an explosive trap where the mobs are going to be tanked, then you spam Volley until your explosive trap is back off cooldown. Remember that Black Arrow shares cooldowns with your damage traps, and is generally the lower DPS choice of the two, even on single target. This means that if you have the ability to move under the boss, drop a trap, and move back out of melee range, without skipping any important shots, you will want to skip Black Arrow. This is what is referred to as “Trap Weaving”
Cooldowns
Let’s start off with damage cooldowns since that’s really all we care about… right?
Rapid Fire is a very straight forward cooldown, and to be completely honest, does not do a lot for us, since our GCD is capped at 1.5 seconds – and our Steady Shot at 0 Haste is at around 1.66 seconds so all this cooldown really does on its own is increase auto shot frequency. Rather, the point of this cooldown is to stack it with damage increasing cooldowns so those extra shots gain value cooldowns such as the following:
- Furious Howl, which increases your Attack Power by 320 for 20 seconds
- Call of the Wild which increases your Attack Power by 10% and double dips off other AP cooldowns – this ability can be used before a fight and during a fight (assuming you have two ferocity pets in your stable). You can pop call of the wild, then stable your current pet and its cooldown will be reset, ready to be used right after your first one expires (or a more suitable moment).
You can also stack these cooldowns with trinket cooldowns, both proc and on use, as well as potions and the orc or troll racial. Stacking these up is what makes your Rapid Fire worthwhile, not using it on its own.
feign death has multiple usages. One is to reset all your threat from the boss immediately. The second is to stand in a corner and use the Feign Death and survive, while everyone else is running back or repairing.
Disengage was probably the biggest disappointment I had when I used it in TBC, however, Disengage in Wrath is sort of like a… reverse aerial blink in the air with a parachute… it provides hunters with excellent mobility and tricks on some bosses. You can gain extra distance using this ability while jumping or even flying in the air, as long as you are in combat.
Distracting Shot forces the target to attack you for 6 seconds. This could be any enemy, and does not count as a taunt. This is extremely helpful for bosses that need to be ping-ponged around but cannot become taunt immune (looking at you, Professor Putricide).
Deterrence you essentially become immune to all projectiles thrown at you as well as melee attacks, except those from behind.
Misdirection If you use this ability on a target it will send all the threat you would produce to the target you used Misdirection on instead, helping them with maintaining aggro.
Tranquilizing Shot removes 1 Enrage and 1 Magic buff from a target, rarely used for PvE. Gluth in Phase 1 and Faction Champions in Phase 3 are examples of bosses you can use this on.
Traps
Explosive Trap – this is your highest damage trap, it does a lot of AoE and can be glyphed in order to make it crit, it scales off Ranged Crit which Agility helps a ton with, hence why its a bit more powerful on survival than say a Marksmanship Hunter, and honestly should be the only one you use, Immolation trap exists but is worse in every way imaginable, including single target.
Frost Trap puts down a trap at your feet that will trigger an ice patch on the floor that will slow mobs on it for a substantial amount. This lasts really long as survival too, and gives your lock and load a 100% chance to proc (if it finds a target to slow) – assuming the internal cooldown of lock and load is up
Freezing Trap puts down a trap at your feet that will trigger an iceblock around the enemy add walking into it. This acts as crowd control and also triggers lock and load for a 100% chance like Frost Trap. This shares a cooldown and effect with Freezing Arrow, but Freezing Arrow can be used at range instead.
Snake Trap does a little bit of damage but is usually utilized for soaking mechanics like the green ooze on Professor Putricide or by pre-placing it somewhere you know mobs are gonna come. It’s not worth the global cooldown to put down in combat though (damage-wise)
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I would prio black arrow / expl trap over serpent sting, because of the Lock and Load talent. LnL is rng as it is and losing procs is very devastating to your DPS
Explosive trap (if you get the chance to) I would agree with IN ITS CURRENT STATE, BA proc chance being as low as it is, however, s a bit different – this is ofc assuming using single target build
If we go by the AoE build (aka no noxious stings) then yeah both the trap and shot > SrS
After 4 months and classic being out + maining hunter I think you _could_ be right – however explosive trap is possibly bugged at the moment (to our favor) either that or a tooltip in the survival tree is bugged, as it seems to trigger lock and load on a 20-25% chance (during tests) instead of 6% per tick. it still does a lot of damage tho – so I’m not sure if that would put it over or under the importance of serpent sting, it kind of depends on your stats too ofc.
for example arp not having an effect on explosive trap but (indirectly) having an effect from the serpent sting 3% boost. – the order that works best for your gear is reliably sim-able though so I would advice doing that.
Hey Jamie!
Thanks for a very good and easly understandable guide. Came back to WoW just so I could play this type of SV again.
Now,a question. Why isnt arcane shot in the rotation at all?
I believe it might share a CD with Explosive Shot
ah,didnt think of that,thanks!
Hey your message didn’t reach me somehow, arcane shot shares cooldown with explosive shot – aka your #1 prio shot that’s why it isn’t in.
Hey, the Call of the wild stablepet call of the wild trick, does it still work ? I cant really make it reset the cd
No, this had been reported on the Wrath Beta already and was fixed.
Note that with the spec listed at talents you replace Aimed shot with Multi shot
Question regarding Explosive trap. What is the best way to trapweave with the ST build? I’ve noticed on some fights if you don’t put the trap directly in the middle of the bosses hitbox, it doesn’t trigger the trap.
It’s completely boss dependant, some bosses you have to stand in the exact center of them, some trigger if it isn’t even close, its not an exact science.
jumping and trapping will make your trap go further but not as far as strafe trapping, so you can get an edge there.
And then theres bosses where its just not worth it to even attempt like malygos when hes on the ground
You follow up on your comment you can have your trap drop further by jumping or strafing, or ideally – strafe jumping. Takes some practice – do what is most comfortable for you at the time
Hey,
Is it not better to down rank your explosive shot so you can fire off 3 shots in row (4,3,4) after lock and load because the dot doesn’t overlap.
And i thought aimed shot was a wasted talent multi-shot does basically the same dmg and it saves you a talent point.just looking for your insight ,thanks
Yeah, I missed your comment for some reason but that’s correct currently you would usually (but not always) use 434 – exceptions being during execute or with multiple targets being present
when i use the 4,3,4 , it shows two explosive shots ticking at the same time, is 434 still the way to go or just 4, 4,4 but let dots tick out before next cast
As mentioned on single target above 20% you should 4,3,4.
otherwise 4,KS,4,3
Hello, I can’t seem to put down more than one Explosive Trap at a time, regardless of down ranking. This is what the guide seems to suggest.
Can you tell me what I’m doing wrong?
Hey Mei, this appears to have been a bug that has since been fixed, so you’re not doing anything wrong – I’ll make sure that part of the guide gets fixed 🙂
Thank you 🙂
Reflecting your talent build, there is no aimed shot possible within this rotation or did i miss something?
Swap Aimed Shot for Multishot if you aren’t specced into it
As passion said you essentially replace aimed shot with multi-shot, they do the same single target damage except for multi shot costs more mana, has no 50% healing reduction, and takes a minuscule amount of time to ramp up while aimed shot can be used as an instant cast on the move.
We will be adding an alternative build for longer fights swiftly, that also has aimed shot in.
Noob 😛 Gj 🙂