Vengeance Demon Hunter Raid Tips
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Vengeance Demon Hunter Boss by Boss Tips
Check out Pantheas guide for another point of view.
Antorus, the Burning Throne
is every 20 seconds.
Tanks must swap for each bombardment and run out of the raid. Tanks should be running around one side of the encounter area, generally most groups assign the left side.
The easiest way is to run up the left side once you get the debuff and run around the back side of the room. Using movement speed to reach the boss again to taunt.
Another method is to run away with the debuff and cut back in a U shape, which allows maximum uptime on the boss for dps purposes. When you run away from the boss is up to you and will require proper timing. Generally leaving around 2-3 seconds on the debuff is a good spot.
Divine Shield and Spellwarding can be used to negate the debuff.
The taunt swap will occur almost immediately after arriving back at the boss, depending on the strategy you use.
When the bosse reaches 65%/35% (60%/20% on Normal) he goes into his intermission phase.
After killing the add in this phase he will begin to channel Eradication. This is a PHYSICAL damaging ability and can be soaked by the tank. Active Mitigation is recommended to survive this though isn’t required on lower difficulties.
Be mindful of the soak locations for
and of the other members of your raid. The whole left side should be designated for tanks, however sometimes a raid member will come over or a soak location will be placed in your path. If possible, attempt to dodge around them. Also if you have to run and
appears in your lane, simply use a magic defensive to reduce the amount of healing required or if you aren’t near topped off on health. Even on mythic it will only take half of your health or less without any defensives active.
If the bosses are within 40 yards of each other, they receive a 100% damage increase to all of their abilities. For progress, you will keep the dogs on seperate sides of the room. You will also have them faced away from the raid as it is a frontal cone.
Each one has separate abilities although below Mythic, the main you care about as a tank are the Maw abilities.
Deals less damage more often while
deals more damage less often. With
being every 1.5 seconds and
being every 3 seconds.
Keep this in mind so as to have the proper tank on each boss. It will not matter that much which tank is on which boss, however it can be helpful to plan accordingly. I will not be giving a “ranking” because it is not needed and will be misconstrued.
On Normal the stacks will never overlap and you will only have one stack the entire fight.
On Heroic/Mythic the stacks will overlap and you will get 7 stacks of the debuff before it drops once your corresponding boss has reached 100% energy.
The three others you have some interaction with.
Sends a sphere out from Shatug (Shadow) towards F'harg (Fire). This draws in players the closer they are too it. To manage this mechanic, you simply keep running away from the orb while facing the boss away from the raid. Overall this is extremely easy and you will mostly hold down one key while doing your rotation.
F’harg (Fire) will fixate on 3 random players (can target anyone in the raid including tanks) and dash at them, dealing damage and leaving a trail of flame in his path for a few seconds. Don’t aim this at the raid and you can just soak it as it doesn’t do much damage.
This applies a debuff to the player, which upon expiring will fear the player for 20 seconds. The duration is reduced by 10 seconds for each player that soaks it, meaning you must have at least two players on each boss other than the tank, preferably melee for quick soaks.
This is the tank mechanic for the fight. It increases the physical damage you take per stack and hits in a frontal cone. Be sure to face this away from the rest of the raid and do not stack the tanks.
The first hit is fairly light, however you should be sure to have Active Mitigation up after the initial debuff, as her auto attacks are buffed by the damage increase. You will tank swap at 2 stacks.
In order to manage Exploit Weakness properly as well as allowing the raid to target the bats in Mythic, it is recommended to have the boss on the corner of the pod they are assigned too and stand to one side of the pod. Do not have the other tank stand on the opposite side of the pod, they should be standing with the melee behind the boss.
Note that when switching pods, one tank will have their debuff close to dropping off and the other may have 1 stack. So you can have one tank take a 3rd slash, the tank with their debuff dropping grab the boss, or just have the tank with one stack take the first slash on the next boss and swap at 2. The new boss will also cast Exploit Weakness almost immediately after becoming active, so the tank that is designated to take them needs to grab them and move away from the raid so as not to hit anyone else with it.
General Erodus special ability while he is in his pod is to summon 3 adds. These adds have aggro tables and should be tanked while they are alive. They cannot be stunned.
must be interrupted, killed as quickly as possible and can be silenced/gripped. This allows for high uptime on Sephuz on ⅔ of the fight.
will leap away and cast bladestorm. During the cast they cannot be gripped.
When this goes off, you need to stand in the bubble or healing cooldown. If for some reason you cannot stand within the bubble, a small magic reduction is all you need for this, though in the beginning you won’t need anything to survive it.
Simple mechanic. Don’t step on the mines unless your raid decides to have the off tank pop them.
This is a PHYSICAL dot. The boss will apply this debuff for 30 seconds to the current main tank and it will tick every 2 seconds. For each stack the dot damage is increased and the debuff is refreshed. Upon expiring it will cause a burst of shadow (magic) damage to the raid, increased by each stack of the debuff.
You want to perform a taunt swap at 2 stacks.
There is a large amount of movement on this fight and some things to take care of outside of the standard tank swaps.
These two mechanics happen around the same time and you have to manage them properly. You can go about this a couple ways.
Placing a marker on 2 corners and designating one as the Collapsing World corner. This is where you will have her for the casts of Collapsing world, and moving her towards the secondary marker for transport portal, then back to the initial corner for Collapsing World. Repeat.
The alternative is to just do it on the fly and moving from one corner to the other every collapsing world, which is easier to manage though not as beneficial as the initial plan.
She will spawn a large black hole on the platform with her at the center of it. You will pull her out of it as it does a low to moderate amount of damage to the raid, and if you are within the hole when it expires, it will do even more damage to you.
She will cast a small portal around where she is located that will spawn Felblaze imps for 10 seconds. The imps need to be cc’d and blown up asap.
This fight is all about Add management and being where you need to be, when you need to be there.
There are 4 types of waves.
Add only, Purifier, Destructor, and Obfuscator.
Fel Lord - Are slow moving and have high health
Fel Guard - Have medium health and move at regular speed
Fel Hound - Are fast and have a low health pool
Fel Bat - Fly around from behind Eonar to the middle platform and land
These are large adds that cast Artillery Strike, causing damage to Eonar.
If nobody is in melee range, they will freely cast this ability.
These must be tanked, and you cannot generate aggro on these until they finish running to their set locations and become active.
Be sure to interrupt casts of Artillery Strike as well.
Provides a Cloak to nearby enemies making them untargetable.
AoE can still hit them while they are cloaked however.
These adds also cannot be tanked and do not do damage to the raid. So you will dps them down and if something appears that needs to be tanked, you will instead go to that add.
Need to be tanked.
They cast Fel Swipe, which does a cleave on one side of the Purifier. When casting Fel Swipe, they will raise one of their arms up, and this will signify which side will get the cleave.
Note that when they start the cast, they will cast it in that spot, even if you turn the add. Meaning you should be facing them away from the rest of the raid at all times.
They also have Purification, which makes all nearby enemies immune to cc. So do not tank this close to any enemies as you will not be able to crowd control them.
In each phase he will put a stacking debuff on the active tank.
A stacking debuff with 20 second duration, that deals Physical damage on hit and increases the amount of all damage taken by the tank by 10% (15% on Mythic) per stack. It also causes the tank to hit one member of the raid per stack every 3 seconds.
In the last phase, this debuff only falls off if the player dies.
You will tank swap at 4 stacks of this debuff.
A stacking debuff that hits the tank for a burst of Physical damage and applies a bleed that stacks, for 18 seconds.
You will tank swap at 2 stacks of this debuff.
Stepping over these cause them to explode and knock you backwards, and apply a debuff increasing the nature damage you take for a short duration. Hitting multiple of these will start to hurt very quickly. Also do not get hit over the edge or into the side rail when the fire debuff is applied, as it will cause a debuff on you.
These are the green runes on the ground. If you trigger it or are near to one, it will stun you and you must either be dispelled or wait the duration.
Note that you can Infernal Strike over these and trip multiple at once. This is highly recommended as often as possible.
These are the fire lines on the bridge going back to the starting area. Hitting one of these causes damage to the entire raid. Be conscious of your raids health before tripping these, as multiple in succession can cause a fast wipe.
This causes a debuff on the player and anyone within the blast radius.
Hitting the rolling orbs will cause damage and slow you.
Only interrupt when your raid has decided to do so.
Do not stand exactly opposite of the entrance. Players who have abilities that send them behind the enemy land at that position.
Deals a burst of Physical damage to the tank and everyone within 5 yards (most often killing any non tank player) and applies a debuff that increases the damage taken from subsequent Forging Strikes.
You will tank swap every Strike. It is possible to take more with cooldowns, however it is not required and will only cause unnecessary tank damage.
Deals damage to a random non tank raid member and leaves behind a pillar that deals a pulse of damage everytime Reverberating Strike is cast. Do not stand on or near a pillar.
Purple orbs that spawn randomly around the room and roll clockwise, increasing speed the longer they are around. These should be run into frequently by the tanks as to allow the raid to have more room for managing mechanics. Be conscious of your raids health before tripping these, as multiple in succession can cause a fast wipe.
The boss gains a 99% damage reduction buff and the raid splits up to destroy the adds that spawn. Tanks should go to their designated location, most commonly the add that doesn’t get a dps group sent to it. Designate one of the tanks as the “pick up” tank, and that will be the one to run to and pick up any other adds that need to be tanked if your raid cannot kill them in time. This should be the most mobile tank. Once the boss becomes active again, tank the adds next to the boss for cleave and do not move often for the sake of Forging Strike. Have the rest of the raid move around you.
There are only 2 mechanics that apply to tanks in this fight.
The tanks should be no more than 8 yards away from each other so they do not receive Alone in the Darkness. Which gives you
The easiest way to manage this is to put a marker down. Have the tanks run into the boss together. The tanks will split off and be on either side of the marker. If you are within 1 yard or so of the marker, you will be able to avoid the Shadow Strike cleave, as well as being close enough for Alone in the Darkness.
The secondary mechanic is
. This causes a large amount of shadow damage to the active tank, also applying the Misery debuff which prevents healing. Be sure to be topped off on health prior to the hit.
You will swap every
as it gives you
Vengeance can use Empower Wards for every
The bosses have Shivan Pact, that applies a damage reduction buff to them if they are within 18 yards of each other. It is possible to stand in a way that you can damage both of them with large aoes, however it is easiest to simply have them spread apart and not try bringing them together.
2 of 3 bosses will be active at a time.
Noura and Asara will be first.
Diima replaces Noura in the second group, to make it Diima and Asara active.
The final group will be Noura and Diima.
She will cast
that deals a burst of Fire damage and increases the amount of damage taken from subsequent Fiery Strikes. This is a frontal cone, so face her away from the raid. If this comes at the same time as a storm, its better to be in the storm to maneuver her then step right inside of the safe zone so that only you will get hit by the Fiery Strike, as it can take a large chunk of a non tanks health.
You will swap at 3 stacks
She does not melee and can be tanked by a non tank with taunt.
Periodically however, she will cast 3 arrows in a frontal cone that deal damage and knockback any players hit. So be sure to face her away from the rest of the raid.
She will cast
, which deals a burst of Frost damage to the player and applies a 10% slow debuff that stacks. This slow can be removed by Blessing of Freedom, so it is possible to have one tank solo Diima.
, you can move the bosses to the closest adds to cleave on-to the adds. Be sure to keep the bosses away from each other.
, stand still and do not move the bosses, as being close to another player causes you both to take damage. Let the raid move around you.
, the adds will cause high amounts of damage to anybody standing within their auras. They can be stunned, slowed, gripped, cc’d in pretty much any manor. So create a gap and move through.
This causes the boss to apply a debuff to the active tank, increasing the amount of Physical damage they take. It also causes all of his auto attacks to hit the nearest raid member. To manage this, tanks will swap around 8 stacks of the debuff and will need to stand as close together as possible (inside of each other is preferable). Whenever the boss becomes active after an intermission or a Technique, be sure to quickly move on top of the boss and be together to prevent any unneeded damage to the raid, as he can one shot non tanks on higher difficulties.
He will cast 5 abilities. If he hits an intermission health breakpoint, he will finish the current cast, then go into the intermission. This means you could get just the first hit, then immediately go into an intermission.
The ability order is
Foe Breaker > Flame Rend > Foe Breaker > Flame Rend > Searing Tempest
The boss does a large frontal cleave to the active tank, for a massive amount of Physical damage as well as applying a debuff to the active target, increasing the amount of damage taken from Foe Breaker for 30 seconds. This means you should only soak one Foe Breaker per Technique. Active Mitigation will be enough for most, if you have stacks of the Reach debuff, then you may want to cast a cooldown or call for an external.
This causes a massive amount of fire damage in a cone, on the active tank. This should be soaked by the raid, as the damage is split. It will also knockback everyone hit.
The way to manage a Technique is fairly simple.
The tanks decide who will take the first hit as the timer is about to expire.
As soon as the boss starts the Foe Breaker cast, the off tank moves to stack with the raid.
After the Foe Breaker Cast, the off tank moves to where the Main tank was for Foe Breaker, and the Main tank moves to stand with the raid.
After the Flame Rend cast, the off tank taunts and repeats the above process.
For Searing Tempest, tanks should get out of the AoE and move back in immediately on top of each other after the cast finishes.
In each intermission, each tank will get a large add. This needs to be tanked away from all other adds and should not be stacked. They apply a buff to other adds, increasing their speed and damage.
The boss does a frontal cleave for Physical damage and applies a debuff increasing the amount of damage taken from subsequent Sweeping Scythes.
You will swap around 2-3 stacks depending on the phase and how fast you push. In the last phase, the debuff only drops upon death, so tanks will keep tanking the boss until they die and tank swap at that point.
Tank the boss close to the outer edge of the middle area. This will make placement of cone of death easier and when going into the phase transition. After each Cone of Death, wait until after the next Scythe to move the boss, because he has several casts at once and will not move. If you attempt to move him, you will often cleave a melee, usually one shotting them.
At 70% he transitions into Phase 2
In the intermission, he does not cast
. Almost immediately after the intermission, when the fog disappears, he will cast Sweeping Scythe. Move the boss preemptively to the side that you will be moving him for all of phase 2, while the fog is out, so that you can move over as fast as possible and don’t risk hitting the rest of the raid.
The tank with the least mobility should take the boss first in this phase. The first tank will receive
, which increases their maximum health as well as causing all damage done to players within your aura, to be redirected to you.
goes out, the members with the debuff will move to their designated location and the tank will move to the party member with the large orb over their head. You then stand there until the orb blows up. Use a minor Magical reduction for this explosion. You will only soak orbs 1 time per buff.
You will continue to perform your swaps, and the tank with the most mobility should be tanking the boss when the next Avatar of Aggramar buff goes out. As soon as it goes out, that tank needs to immediately move to the raid member with the
. The time between the Avatar switch and the explosion is very short, so you need to be ready to move.
At 40% he transitions into Phase 3
Adds will spawn and do not need to be tanked immediately. Two will receive a buff that arms them with a weapon and they will immediately move to melee a raid member. So when the debuff goes out, both tanks need to have a side of the platform designated to them and call out who is taking which add when the buffs go out.
is a 2 hander, and he must be tanked away from all other adds, otherwise he buffs them with
are 2 blades and should be tanked standing on top of another add.
After a short time, the buff will expire and the buff will be reapplied to another set of adds until all are dead.
Once they all die, the Roleplaying for Phase 4 begins.
Release Spirit and run to the Tree.
If you die, coordinate with the other tank as whichever one is dead should pick up orbs for
to buff the raid. This is for the entire phase. Do not spend too long downstairs as your co tank may not be able to handle as many stacks. Be conscious of each others capabilities.
After respawning, interrupt the cast when designated and pull the boss too one side, generally near the tree. You will then tank him against the wall and continue to tank until you die. Then the off tank will taunt and become the main tank. This process is repeated until the boss dies.
will continue to go out, however it cannot be soaked by a tank.
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