WoW Classic Hardcore Talent Planner

Hunter · Level 40 · up to 31 points

Showing an example character, level 40 Dwarf Beast Mastery Hunter. This isn't your character.
HC Recommended Builds
Beast Mastery31 / 20 / 0
0 / 0 / 0·Points spent: 0·Available: 31

Left-click to add · Right-click to remove

Beast Mastery0 pts
Marksmanship0 pts
Survival0 pts

Talents matter a lot more when you only get one life. This free WoW Classic Hardcore talent planner lets you map out your build before committing your points in-game. Browse recommended builds for every spec designed around self-found HC play, where survivability often matters more than raw damage.

Class Trainer Skills

What can I learn at my trainer?

Check as levelLv 40

This level adjuster is independent from your character sheet. Use it to preview what a future level unlocks without touching your gear or talent plan.

Level 40
Level 38
Level 36
Level 34
Level 32
Level 30
Level 28
Level 26
Level 24
Level 22
Level 20
Level 18
Level 16
Level 14
Level 12
Level 10
Level 8
Level 6
Level 4
Level 1

Stat Calculator

Based on your equipped gear and talent choices

Primary Stats
Strength
44+2 gear
Agility
101+24 gear
Stamina
88+24 gear
Intellect
45
Spirit
66+18 gear
Health
1,367
Mana
1,500
Stat Formulas (this class)
1 STR →
1 Attack Power
1 AGI →
1 Ranged AP
1 AGI →
2 Armor
1 AGI →
0.0189% Crit
1 AGI →
0.0378% Dodge
1 STA →
10 HP
1 INT →
15 Mana
1 INT →
0.0165% Spell Crit
1 SPI →
0.5 MP5 (out of 5SR)
Racial Bonuses
Gun skill
+5
Stoneform: Immune to bleed/poison/disease, +10% armor (CD)
Find Treasure
Ranged Attack
Attack Power
1011 AP/AGI
Crit Chance
1.91%
Hit Bonus
+0%
Speed
1.70
DPS
7.9
Effective DPS (ranged)
Raw DPS (weapon + RAP/14)
15.2
vs weaker (−3 levels)
15.1 DPS
vs same level
14.7 DPS
vs boss (+3 levels)
14.1 DPS
No glancing blows (excludes mob armor & dodge)
Hit & Miss (same level)
Hit & Miss (boss, +3 levels)
How miss is calculated

vs a raid boss (level 63, 315 defense):

Skill 300 → gap is 15, miss is 9%, and a 1% miss floor kicks in, so +hit alone can only get you to 1%, not 0%.

Skill 305 → gap drops to 10, miss is 6%, the floor disappears, and now 6% +hit gets you to 0% miss on specials.

305 is the key breakpoint: you lose 3% base miss AND the 1% floor, so every +hit point is worth more. This is why Human sword/mace and Orc axe racials (+5 skill) are so strong in raids, and why Edgemaster's Handguards are BiS for many melee specs.

+Hit from gear/talents subtracts from miss 1:1 after the floor is gone.

Dual wield adds a flat +19% miss to auto-attacks only, and specials are unaffected. Soft cap = miss on specials reaches 0%. Hard cap = auto-attacks reach their floor too.

Defense
Armor
730+528 gear
Defense Skill
200
Dodge
3.82%
Resistances
Fire
0
Frost
+10racial
Arcane
0
Nature
0
Shadow
0

Understanding Your Stats

The stat calculator above reflects your character's numbers based on race, class, equipped gear, and active talent choices. It doesn't include buffs, potions, world buffs, or consumables. What it shows you is your actual baseline before any of that.

Stats scale differently per class

Strength gives a Warrior 2 Attack Power per point. A Hunter only gets 1; for them, Agility is the primary damage stat, giving Ranged Attack Power, crit, and dodge all at once. Intellect is wasted on a Warrior but essential for every spellcaster, converting directly to mana and spell critical chance. The same item can be excellent for one class and mediocre for another, which is why the gear page uses a stat weight system that scores each stat specifically for your class and spec.

Weapon skill and combat math

At level 60 with max weapon skill (300), you still have a base 5% miss chance against same-level enemies, and that climbs to 9% against a level 63 boss. Each point of weapon skill above 300 reduces miss chance, slightly increases crit, and reduces glancing blow damage penalties. Glancing blows are automatic on up to 40% of white-damage hits against bosses and deal reduced damage by default. Racial weapon bonuses like Human sword proficiency or Dwarf mace proficiency have real, measurable impact here.

Armor and physical damage reduction

Armor reduces all incoming physical damage, calculated against the level of the mob hitting you. In Hardcore, wearing the appropriate armor type for your class is a survival decision. Warriors in plate, Hunters and Shamans in mail. Armor can reduce physical damage by up to 75%, meaning the difference between adequate and excellent armor can make you last twice as long in a sustained fight.

Resistances

Resistances reduce the damage you take from magic: Fire, Frost, Arcane, Nature, and Shadow each have their own resistance stat. When a spell hits, resistance gives a chance to partially or fully resist the damage: 25%, 50%, 75%, or 100% mitigation. Resistance gear is mostly relevant for specific late-game encounters and generally not something to worry about until level 55+ dungeons or early raiding.