The Viper Sting is chosen first. Don’t underestimate this DEBUFF, it accounts for 12% of all your damage (roughly this value, if you fill it up throughout the process). For hunters, the mana recovery talent is not the first thing you should consider. The knight's halo and hammer talents, the mage's ice spell talent, and other professions' mana recovery talents cannot be stacked, so you add the mana recovery talent. It's not very useful, it mainly depends on the timing of your guard switch. Armor piercing and weakening is a very useful skill, but it is useless if you use too many points. Just one point is enough, and one point of resourcefulness is enough. Generally speaking, the point method commonly used on the Internet is more cost-effective, but it does not rule out that small errors in your equipment may lead to some non-mainstream talents that result in higher damage.
It actually doesn’t matter if Black Arrow’s CD is off by a few seconds. Three bursts of explosive shots can make up for the damage. This talent is mainly used for PVP traps.
As for the last question, in fact, there is not much difference if the hit is just a little bit low. If it is too much, the hit overflow will be useless. If it is too little, your agility will be higher and the critical hit rate will be higher. One hit is optional. If you miss a normal shot, the damage of the next normal shot will be almost the same if it hits critically, and your hit itself will not be ridiculously low. Of course, if you have FM to increase hit or something, it is best to add it, if there is no way to increase attack power.