Havoc Demon Hunter Rotation Guide - Shadowlands 9.1
Executing your rotation properly in World of Warcraft can mean the difference between a kill or a wipe. In this guide, we will explain all Havoc Demon Hunter abilities and how they should be used optimally to maximize your performance, providing in-depth Havoc Demon Hunter rotations and priority lists.
We will teach you all the synergies and special interactions between your class abilities, so you can have peak performance in for your Havoc Demon Hunter in raids and dungeons. Besides the basics, we explain more nuances and advanced concepts in your Havoc Demon Hunter rotation, such as highlighting the best moments to use notable cooldowns.
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Rotation, Priority, and Abilities
Macros & Addons
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Havoc Demon Hunter Rotation
The playstyle of Havoc Demon Hunter revolves entirely on a priority list, i.e. you should aim to use the ability with the highest priority, rather than rely on a fixed rotation. Due to this, the rotation selection tool is used below to make use of different talents allowing you to tailor the list generated to your current choices, and provide the most streamlined list for you
Rotation Selection Tool Instructions:
This area allows you to select talent choices manually to filter the priority to one appropriate
to you. Anything that directly alters the priority list will be listed below, and when you check
an option (using the
markers next to an ability), the list below will repopulate based on
Any talent not present in the list has no observable changes to gameplay.
Due to limitations of the tool, if you use both
use this toggle instead.
with 5 stacks of
dot isn't already on the target
if fury is >= 80
if you have
on 2+ targets
will be used within 6 seconds
on 2+ targets
on 3+ targets
make sure the fury gain will not over cap you
Havoc Demon Hunter Spells
All spells will have a basic description, clickable to open a more in-depth explanation of each spell.
Damage Dealing Abilities
: Do this during a burn phase or “big damage” phase. You will want to have as much Fury as you can prior to hitting this. This is a powerful single target and AoE cooldown; pre-plan it around phases that can use it well as it's on a very long (4 minute) cooldown, with a long duration.
: Deal damage to a single target and generate Fury.
: Deal damage to up to 5 enemies.
: Consume Fury to deal damage to a single target.
: Consume Fury to deal damage to all enemies in front of you.
: Rush forward, dealing damage to any enemies in your path.
: Engulf yourself in flames, instantly dealing fire damage to enemies within 8 yards and radiating fire damage over 6 sec.
: Flat 20% DR and 50% dodge. Use aggressively due to it being such a low cooldown during any high raid damage situation.
: Chance for players within 8 yards to avoid all damage from an attack for 8 seconds. You will probably want to just drop it on tanks or at any time many members of your raid may be taking damage, such as during an AoE cleave or AoE ticks of damage. Coordinate with your raid as this is used most effectively on pulsing group damage to get the best result from it.
: This is a 1 minute crowd control that affects demons, beasts and humanoids.
: This is your interrupt. You should use it whenever possible, as it generates 30 fury on a successful interrupt.
: Stun any nearby targets.
: Leap backward, dealing a small amount of damage and slowing any targets hit.
: Consume 1 magic effect from your target and grant you 20 fury.
: Increase Chaos damage and Movement Speed based on Mastery Rating.
: Your Chaos damage will debuff the target, causing them to take 5% increased damage.
: Grant Double Jump.
Leveling perks in Shadowlands
Every two levels leveled in Shadowlands, will grant you a new passive effect.
- A nice damage boost to Fel Rush -- nothing extraordinary, but great nonetheless.
- The former Azerite trait
as a passive. This somewhat restricts our usage of Metamorphosis around min/maxing the effect of this passive. This can be great, but on some niche encounters can also be very limiting on how and when we use our 4 minute cooldown. Generally a good passive.
- Havoc pure single target damage is slightly below average in Shadowlands and this passive is welcome.
- Furious Gaze passive is powerful and benefits our cooldown based spells greatly. What is even better is that in Shadowlands Furious gaze is haste % and not haste rating like it was in BfA, which means that the secondary stat DR will not affect this powerful passive.
Havoc Demon Hunter Covenant Abilities
Joining the Kyrian Covenant gives you access to
as your class-specific spell. It deals high damage and generates 3 souls as long as it hits at least one enemy on a one minute cooldown. This is the total package, providing an extra source of damage that isn't hard-capped on a short cooldown. In addition, it has synergy with other portions of our kit. In short, the ideal sort of external power without any real drawbacks.
is the Signature ability and allows you to do a few things such as changing your talents for free, but the main benefit is the ability to create a
, which is a heal on a relatively short cooldown (3 minutes), doesn't share that cooldown with healthstones or regular health potions, and also removes debuffs! This is quite powerful given that most healers can't remove Bleeds (with the exception of Paladins who can remove it with
) and all healers have at least one type of debuff they can't cleanse out of Curses, Poisons and Diseases.
spawns a demon with a fairly large health pool that we have to kill before gaining any benefits. It can't be attacked by allies so we have to fight it alone. When it dies, we gain a powerful buff:
creates a shield after channeling for 4 seconds for 20-50% of maximum health, depending on the corpse consumed. It always lines up with
so we're always able to get the 50% shield. Sounds great, right? Well, not really. Ideally we want to use this shield prevent a high incoming AoE or absorb a debuff, but in that case, it gets removed quickly. In addition, you can't do anything while channeling the shield so it's even more difficult to find a time to use it. You also must complete the full channel to get the effect; interruptions start the 2 minute cooldown but don't grant the shield.
allows you to charge to your enemy after a short cast time, dealing damage to it and up to 5 enemies between you and the target. This sounds like a solid ability. The hitbox of this ability is melee range. It's extremely difficult to hit targets if your hitbox does not pass through the hitbox of an enemy, so you'll likely need position yourself very carefully to benefit from the dot on 5 enemies before using it. This also means that the DoT portion can actually miss your primary target despite it being targeted, losing half the damage! So while it's an interesting ability in theory, in practice it isn't as competitive as I'd like.
transforms you into a spirit being, teleporting you instantly and increasing your movement speed for 12 seconds outdoors or indefinitely indoors. Great addition to mobility that lets you dodge another mechanic. While it's not the most powerful, it will definitely have some creative uses.
puts a DoT on your target, slowing its attack and cast speeds by 30% for 8 seconds and dealing a good amount of damage, scaling with haste. When
is cast, it applies to all nearby enemies. Note that this does not work with the
talent. Overall a very good Covenant ability for ST and quite powerful in AoE when
allows you to teleport after a short cast. It's got some decent utility for moving around, and more mobility never hurts. However, with the cast time, it's not best for dodging mechanics with it.
Havoc Demon Hunter Covenant Ability Usage
Regardless of the covenant you take, you will generally want to be using the class-specific ability on cooldown. There may be a few exceptions to this when lining them up with weakened phases on enemies and such, but those details will be covered in the raid and dungeon portions of the guide.
Regardless of your talent choices, you'll be using frequently for its damage. If you are talented into you will also be using . Therefore, the proper play of a Havoc Demon Hunter requires you both to plan your positioning and to maintain constant vigilance of your surroundings.
Since leaving melee range is counterproductive to dealing damage, you must position yourself in a way to minimize this as much as possible. Often, with the right techniques, you can avoid losing any GCDs even on small targets. Start from one edge of the target's hitbox, and travel straight across it to the other side. For you can do this by strafing, and with you would ideally do a jump-spin. If performed correctly on medium or large targets, you should easily stay in range of the target throughout the whole movement.
For smaller targets, it can be a bit more tricky. It will take a bit of practice to tell whether you should attempt this, but if the target is small enough that you're going to end up out of melee no matter what, it is worth doing.
For : Start at max melee range from the target. Just as you've used an ability, start running out of melee range so that when the GCD ends you can back to the target. You want to minimize the time spent out of melee range (and therefore the lost auto attacks), so don't run too far out if you don't need to.
For it is a bit simpler since you will usually pair it with . You will simply away from your target and spam to get back in melee range.
Be Aware of Danger
Does the target have a frontal cone? Is the ground next to you on fire? Are you on a bridge or next to a cliff? These are all things you should be aware of at all times, or you'll find yourself dying more often than you'd prefer. This might seem obvious, but you need to be
wary of these things as Havoc because they are more dangerous to you than any other DPS.
Think about in which directions you can move safely. Sometimes that way will not be the way that lets you do the most DPS. If there's a line of fire to your left, maybe decide to front to back instead of side to side.
Plan for and minimize misfires. Fel Rushing side to side using your strafe keys will often be the way to go, but keep in mind it is easy to accidentally forward instead. Position yourself so that forward won't outright kill you, if possible. "Lead" your Fel Rushes by making sure your character is already moving in the direction you intend to rush before actually Fel Rushing; this will massively reduce the chance you go somewhere unexpected and is also a great tip for DPS.
is a talent that is particularly high maintenance to pull off properly. The basic gameplay involves weaving and to string damage buff windows together, all the while doing your normal Havoc Demon Hunter rotation on top of it. There are a few key components to using this talent well:
Make sure you read "Proper Positioning" above. It is absolutely critical for proper use of this talent.
Uptime is everything, and to maximize uptime you need to maximize your and cooldowns.
should always be used on cooldown. An addon can be particularly helpful in tracking this, to make sure it is used as often as possible.
charges should never be wasted; you must
keep your recharging.
As outlined above, the rest of the Havoc Demon Hunter rotation does not change too drastically. The primary changes are that:
Your damaging cooldown abilities should always be used with .
You should pool fury when is down, and spend it when is up.
: Do this during a burn phase or “big damage” phase. You will want to have as much fury as you can before you hit it. This is a powerful single target and AoE cooldown; pre-plan it around phases that can use it well as it's on a very long (4 minute) cooldown, with a long duration.
: Flat 35% DR and 50% dodge. Use aggressively since it has such a low cooldown during any high raid damage situation.
: Chance for players within 8 yards to avoid all damage from an attack for 8 seconds. You will probably want to just drop it on tanks or at any time many members of your raid may be taking damage, such as during an AoE cleave or AoE ticks of damage. Coordinate with your raid as this is most effectively used on pulsing group damage to get the best effect from it.
: This talent allows you to have 5 seconds of immunity as well as a speed increase, although you can't do any damage during it. This may allow you to soak certain abilities, similarly to how historically
s have done this with
: This is a 1-minute crowd control that affects demons, beasts, and humanoids.
: This is your interrupt. You should use it whenever possible, as it generates a large amount of Fury.
Our Havoc Demon Hunter guides are always updated with the latest information from in-game experience, simulations, and logs; make sure to check our changelog to this page, by clicking on
at the top of the page. If you are interested in more in-depth Havoc Demon Hunter guides for , make sure to browse the
below, and our list of
just beneath the
Table of Contents
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Hey there, thanks for the very nice guide! I just have 2 small questions regarding the rotation/priority list:
For the Demonic build: is it possible that Eye Beam IF talented in Blind Fury is missing in the complex priority list? Should it be between Fel Barrage (1) and Death Sweep (2)?
For the Nemesis build: is there a reason Death Sweep (6) is prioritized over Eye Beam (7) in the opener, but Eye Beam (4) over Death Sweep (5) in the simple rotation?
How in the name of Sargeras do you put any of those rotations onto your actual bar?
the select talent for rotation is buged
Please, for the love of everything fel: link the normal abilities with their metamorphosis replacements, since I have to wait 4 minutes to transform again to look for the relevant skills.
In case they don’t: Death Sweep and Annihilation are replacement skills for basic abilities that do the same thing for less damage. You won’t find them in your skills tab unless you are in Metamorphosis form actively. There is no way in-game to preview these abilities.
Annihilation replaces Chaos Strike. Death Sweep replaces Blade Dance.
There may be other replacement skills, but I’ve only just hit 60, and still learning myself.
Here's a tip that should be in the guide for keyed M+ dungeons - especially those with a pack of mobs close by the start of the dungeon:
At the start (before the key is placed), if you cast
before the key for the dungeon is placed in
), your cooldown is reset once the key is placed. This gives you about 15-20 seconds of Meta free depending on how close the mobs are. For Plaguefall this isn't worth doing as it takes 10 seconds for the pull timer, plus about 10 seconds to get to the first mob, but the rest of the dungeons it's certainly a boost. Granted you wont have any fury for it to start, but still a nice way to begin a dungeon.
Hi, great guide! I have a question regarding the rotation after selecting Talents. Shouldn't it show using Fel Rush before using The Hunt and Essence Break, in order to gain more damage from the Momentum buff? Also, would you not want to cast Eye before using Meta, since Meta resets Eye Beam?
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