Vengeance Demon Hunter Talents & Build Guide – Legion 7.3.5
[Last updated 2018/03/05，04:08]
Welcome to the Vengeance Demon Hunter talent guide ion of the Vengeance Demon Hunter guide provides an overview of all talents, information on which talents work well in different situations, and popular builds in 's talent calculator. This guide is written by
. Updated for the latest patch.
Rotation & Abilities
This is a basic Vengeance Demon Hunter build with an emphasis on survival. Additional talent substitutions as follows:
will be the best for AoE with Flame Crash or general use,
can be the best for M+ based on how you pull,
will be the best for ST in a hard hitting raid
for AoE Survival/DPS (primarily in dungeons),
for higher level Mythic+ Dungeons survival
for DPS in general,
for ST burst DPS
is for ST DPS and for "Advanced Healing" (the all purpose talent),
for Smoother Damage Reduction/AoE DPS with Fallout/Razor Spikes,
for dungeons where you want more healing.
for small dps bump/targeting at player,
for dungeons or when you need a grip,
for Easier CC
for most DPS and smoothest Healing,
for Burst DPS/Burst Healing,
for smoother dps/healing on AoE,
for progression or specific strategies,
DPS with Razor spikes and heavy physical damage fights,
good for magic damage/general use or when getting hit by multiple damage sources
NOTE: These are simply cookie cutter vengeance demon hunter builds, and they will vary based on bosses/dungeons/affixes/player preference/group comp/etc.
: Abyssal Strike provides 2 extra Infernal Strike per minute. This means that you will have 5 total casts per minute of
. This provides a large mobility boost if it is required for certain bosses due to the extended range and the 12 second cooldown on
. As for dps it is viable with
for AoE. Meaning M+ or multi target encounters where they will be alive most of the time. This competes with
for dps, and for those who do not maximize the effectiveness of
but can manage Infernal Strike, this will be better.
: This vengeance demon hunter talent increases the damage done by
by 20%, as well as increasing your movement speed by 30% while it's active. This can be used for the movement speed, however it is weaker than both other choices for dps in most cases. In Dungeons this can be competitive depending on how you pull. This makes it more of a preference.
: In order to maximize damage from this ability, it is best to pool your pain before casting
. What this means is to get as close to 100 pain without capping as possible. Ideally you would hit 100 pain and press
, then follow up with a
spam for ST, or
for AoE. In order to maximize the amount of physical damage abilities you pump into the enemy during this time. Ideally you would want to cast your non physical abilities outside of this 6 second window. You can still use
as it is off the global cooldown.
While not actively tanking, i.e. the other tank has the boss. You would still do the same. How you use this ability offensively strongly relies on your ability as a player as well as on a per fight basis in conjunction with your group. There isn’t a 100% always right way, as it will fluctuate based on your situation.
Physical abilities include:
: This talent causes your Soul Cleave to additionally apply a healing over time effect on you, providing a consistent source of healing between casts. This talent is very underwhelming healing wise. In the current meta of Fracture, it isn't usable in raid unless you go for a non fracture build. In dungeons you're going to take one of the other choices. It has good synergy with
, which gives this almost 100% uptime on AoE.
: This talent causes each damage instance of the initial damage from Immolation Aura to have a chance to shatter soul fragments. What this means is that it has a chance to proc PER target. You can generate a max of 5 souls with this ability. As opposed to
, this causes much spikier healing, removing the consistent healing between
s that Feast of Souls offers, but making each
heal for significantly more in bursts. This has great synergy with
and also works well in conjunction with
for soul generation in Dungeons. Which is pretty much a must have when using any of the three in dungeons. This is the dps talent of choice on this row.
: Spreads your
debuff from the primary target every 2 seconds starting with the 2nd second. So you will have your primary plus 4 (5 with Artifact Trait) for 5 (6) total enemies with the debuff. Every time it spreads it gives the full duration of
(8 or 10 depending on Artifact). The DoT this talent applies is applied to every enemy affected by
. The 40% damage reduction is also spread.
is a separate debuff and is not affected by
: This grants a new ability,
. It is a single target charge that can be used up to 15 yards away, generating 20 pain. Each cast of
has a chance to reset this cooldown.
is underwhelming currently as it fills in for shear in your rotation. It generates only slightly more pain than shear and doesn't have a chance to proc a soul. It also doesn't do that much more dps, so it is almost a negative to even cast this ability. The charge is nice, however it is more of a niche use due to
: This causes Infernal Strike to also plant a
at the landing location. This talent is an AoE DPS increase. When taking this,
should always be used almost on cooldown, only saving charges for when movement is absolutely necessary, or for an upcoming
that you wish to pump 2
into. You will then continue too "weave" this with
in order to maximize the uptime. (explained in the rotation section). This option is considered the best in the row, as Felblade is terrible (see Felblade Description) and Fel Eruption does comparable dps on Single Target only and the stun is short and extremely niche.
: Use it on cooldown and it will be up for every
. Be sure to always cast it during
. The artifact trait
buffs the damage this deals to whatever target you casted Fiery Brand on. Also note that this does proc
. In general, only to be used if you want a stun, as offensively it does similar dps to flame crash on single target, and flame crash scales with target count.
: This talent causes each soul fragment you consume to also decrease the cooldown on
by 1 second. With
, this is an AoE Dps gain. It works well with Fallout on AoE and provides a small uptime bump to
: This adds a new ability, costing 30 pain, that deals damage to the current target as well as shattering two soul fragments from them. It has benefits in survivability, as souls are auto consumed when you go over the 5 cap, so you can continuously cast Fracture for trickle healing from souls and constant Painbringer uptime. As for DPS this is the one best dps abilities for us.
: This talent causes
to grant 50% leech, increasing the value of the cooldown. 50% leech is not insignificant, and will provide a good amount of healing for its duration, especially on AoE. Due to
receiving a buff, this talent isn't nearly as strong compared to the other talents and will see most of it's use in M+. This effects
: This talent will increase your DPS, synergizing very well with
. On the other hand, it will remove some possible utility by removing the ability to target sigils. This is generally taken in raiding as it places the sigil on yourself (many don't use macros) and it provides a small dps gain. Our CC sigils aren't as needed in raid, otherwise one of the other choices would be taken. This row is preference and scenario specific.
:This talent gives the
ability. This is an AoE grip to the center of the targeting circle. It is useful for grouping up ranged and caster mobs. The grip also cancels whatever cast the enemy may be doing. This row is preference and scenario specific.
: This ability causes all sigils to activate 1 second faster (1 second explosion) and reduces their cooldowns. Our CC sigils aren't needed in raid so this won't see much use there. In M+ this provides more CC, though it competes with Sigil of Chains grip ability. It reduces the cds too: Flame - 24, Silence - 48, Misery - 48. This row is preference and scenario specific.
: This is an ability that has a cooldown of one minute and costs 30 pain. It deals some damage in a frontal cone AoE, as well as providing large amounts of healing.
:This talent increases the all pain generated. It has potential to be good for survival on hard hitting boss encounters, so as to fuel your Fractures and Soul Cleaves. However in general, Spirit Bomb will be better
: This is the best option at the moment. This consumes all souls around you and explodese for 8 yards around you. Applying Frailty, a 20% leech type effect, (this doesn't actually give or effect leech) to those targets. This provides the highest consistent healing of this tier as well as the highest overall. This counts as consuming souls, so you will get the healing, Fueled by Pain procs, and Painbringer stacks from it.
: A strong choice for progression content. It can save wipes and save a battle res. You can use it to avoid a mechanic if needed. Once every 8 minutes, instead of taking fatal damage, this will heal you to 30% HP instead and activate
. It does not stack with
, it simply refreshes the duration of
if this procs during Meta.
however does add 5 seconds too the timer instead of a full refresh. With how hard higher end M+ can hit, this is still a strong choice incase you need an extra cooldown.
: Gives you 3 total charges of
, (4 with the Legendary Legs), 1 buff on cast and refilling your charges, meaning that you need to cast one immediately to ensure maximum uptime. This will be the DPS choice in this row, in conjunction with
. This can also be used for Physical Damage intensive fights, such as Ursoc, or in general if you want more Demon Spikes uptime.
: Will be the best for Magic intensive fights or when you need an extra cooldown up regularly. You can use this in conjunction with
to build souls with one beforehand, cast
, then build souls with a secondary ability. I.e. build with
, then cast
on AoE),for maximum effectiveness on the souls. If you are using this with
, then it is better offensively to use spirit bomb then use Soul Barrier when you have no souls or as little as possible. Then it will keep adding to the absorb via the extra souls consumed. Due to the minimum absorb shield this provides, it is very effective vs DoTs as well as multiple targets hitting you for lower values, i.e. in low level M+. Also it is worth noting that this doesn’t change anything with souls, they still provide healing and buffs, you are just consuming them a different way and are getting a shield on top of that.
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