Havoc Overview Direct link to this section
Havoc is a high-mobility melee DPS spec with iconic abilities and great flavor. Our spec revolves around generating Fury and spending it to cast core abilities. Havoc has gone through several iterations in the past where Fury management is key, and we were required to build and pool Fury then spend it during burst windows. As it stands currently though, we generally have enough Fury all the time and don't need to worry about pooling. The most important thing in this iteration of Havoc is not over-capping Fury.
Our hero talents give us unique damage profiles to choose from. Aldrachi Reaver provides excellent funnel damage for us. Funnel in WoW's context means you will do more damage to your priority target the more adds there are. When playing our other hero talents, Fel-Scarred, we lose our funnel but get better pure single target damage and burst AoE every 2 minutes.
Gameplay Loop Direct link to this section
Our standard gameplay loop revolves around lining up our 20/40 second bust windows to do as much damage as we can within them. While outside these burst windows, we just want to be casting as much as possible and pushing our high priority buttons on cooldown. These windows will be covered more in-depth on the builds page.
Class Spells Direct link to this section
These spells are available to all specs of Demon Hunter.
Damage (Class Spells) Direct link to this section
These spells are generally used for damage rather than utility.
Felblade (Abbr. FB) Direct link to this section
Felblade is a central talent in our class tree. It does minimal damage, but generates Fury for us. Additionally, with our Aldrachi Reaver hero talent Unhindered Assault, Vengeful Retreat also resets Felblade's cooldown. Warblade's Hunger also causes FB to consume up to 5 soul fragments nearby.
Felblade is DANGEROUS! If you are not in melee range (including just barely outside it), you will charge to your target. This has a tendency to pull you somewhere terrible and probably into a frontal or some other mechanic. You have been warned. Be careful.
Immolation Aura (Abbr. IA) Direct link to this section
Immolation Aura at its base radiates fire damage around your character. Pushing it does some initial damage around your character and gives you a buff called Immolation Aura, which is the radiating damage around you. We have a ton of talents that buff the spell and change how it's used. The "general" Immolation Aura talents are:
- Aura of Pain in our class tree increases the crit chance of IA
- Infernal Armor in our class tree makes IA give armor and deal damage to enemies that attack you. This is pretty much never taken as Havoc.
- Burn It Out is a new choice node in our class tree that causes IA to remove a disease from you.
- Soul Cleanse is the other choice in the node, causing IA to remove a curse.
- Burning Hatred in our spec tree causes IA to become a fury generator as well.
- Isolated Prey in our spec tree causes IA to always crit if it only hits one target.
Next we have the talents that greatly buff IA, making it a large focus of your build. These are what I call the Immolation Aura talents, which are all in our spec tree:
- Growing Inferno increases the damage of IA every time it deals damage. In other words, it will deal more damage towards the end of the buff.
- Burning Wound is a talent which causes your auto-attacks and Throw Glaive to apply a debuff to your target, increasing the damage they take from IA. You can have 3 of these debuffs out at once.
- Ragefire is a tricky one, and will be covered more in the spell interactions section. Essentially, it stores the damage from your IA's critical strikes then upon the expiration of your IA the stored damage explodes around you in uncapped AoE.
- A Fire Inside is a capstone in our spec tree. This give IA an additional charge, as well as a 6 second reduced cooldown. Additionally, it makes IA chaos damage instead of fire. Lastly, it allows you to have multiple IAs active at once. Most of the odd interactions have been removed with Midnight as there's no longer a random chance to refund your IA.
Lastly, we have a few hero talents in our Fel-Scarred tree that interact with Immolation Aura:
- Violent Transformation resets the cooldown of IA when pushing Meta.
- Flamebound increases the range and crit damage of IA.
- Demonic Intensity impowers IA while in meta, turning it into the more powerful Consuming Fire. The only effective difference is this version does more damage. Your first cast of this will also trigger a Demonsurge.
- Undying Embers is new in Midnight, and gives IA a 25% chance to re-start after it expires. It currently has two bugs: If it procs while casting Eye Beam your cast will be cancelled; When playing with AFI, it seems to only proc if you have a charge of IA and will then consume it.
Metamorphosis (Abbr. Meta) Direct link to this section
Meta is our major 2-minute cooldown as Demon Hunters, allowing us to enter our demon form. Being in our demon form empowers some of our spells, and gives us haste and leech. A few talents interact with Meta, including:
- Soul Rending in our class tree gives us increased leech while in meta.
- Improved Soul Rending in the Fel-Scarred tree further increases leech.
- Demonic, which technically doesn't affect the meta spell, puts the player into demon form after casting Eye Beam. This is also in our class tree.
- Inner Demon similarly doesn't affect meta specifically, but buffs the next CS after entering demon form.
- Chaotic Transformation in our spec tree resets the cooldown of Blade Dance and Eye Beam after pressing meta.
- Demonsurge in our Fel-Scarred hero tree empowers the first cast of several abilities after entering demon form. It also increases fury generation from Demon Blades.
- Violent Transformation in the Fel-Scarred tree resets the cooldown of Immolation Aura when meta is pressed, similar to Chaotic Transformation
- Demonic Intensity in the Fel-Scarred tree impowers Eye Beam, and Immolation Aura ONLY when meta is pressed. This does NOT apply to your demon form from Demonic.
- Blind Focus normally increases fire damage by 5%, but the bonus is double in demon form.
- Volatile Instinct causes a demon surge as soon as you enter meta.
- Shattered Destiny increases the active duration of your demon form as you spend fury.
Throw Glaive (Abbr. TG) Direct link to this section
Throw Glaive on its own is pretty underwhelming, however, similar to Immolation Aura we have a lot of talents that can buff it up making it one of our best abilities. Interestingly, due to Screaming Brutality we almost never actually press the ability. By default, throw glaive costs 0 Fury, but Furious Throws gives it a cost of 25. Starting on the class tree, we have
- Bouncing Glaives which causes TG to bounce to another target, for a total of 3 targets hit with one cast.
- Master of the Glaive, a choice node giving TG a second charge and applying a 50% snare to enemies.
- Champion of the Glaive, the other choice in the node also giving TG a second charge and a 10 yard range increase.
On the spec tree, we have some talents that make TG shine:
- Accelerated Blade makes TG deal more damage, decreased for each enemy hit. So since TG is hitting 3 total targets due to Bouncing Glaives (Your primary target then bounding to 2 others), your primary target will take 60% more damage, the first bounce takes 30% more damage, then the final bounce takes 0% more damage (normal TG damage).
- Furious Throws gives TG a 25 Fury cost and throws a second glaive when the ability is used.
- Serrated Glaive causes enemies hit by Chaos Strike or TG to take increased damage by both Chaos Strike and TG.
- Burning Wound causes your autos and TG to put a debuff on the enemy, causing a DoT and increasing your Immolation Aura damage to them. It can be on up to 3 targets.
- Soulscar is the bread of TG builds, giving them the real damage. It causes enemies to take an additional 80% of the damage of TG as chaos damage over 6 seconds. It also rolls damage over, so you can overlap applications
- Screaming Brutality is the butter of TG builds. This causes our Blade Dance to automatically throw a glaive at our target. Furthermore, each slash of Blade Dance has a 50% chance to throw another glaive for reduced damage. This means we effectively never have to actually press the TG button. Note that when this talent procs, it does consume a charge of TG, and if you do not have any charges it won't proc.
In our hero trees, we have a few Throw Glaive interactions:
- Burning Blades in the Fel-Scarred hero tree causes our TG (and a few other abilities) to burn for an additional 50% fire damage over 6 sec
- Art of the Glaive is a bit complex, and will be covered more in-depth in another section of the website. The TLDR is that after consuming 6 soul fragments or casting The Hunt, your next glaive that you manually throw (as in, Screaming Brutality will not consume it) will be a Reaver's Glaive. This glaive is still affected by all the other TG talents (excluding Screaming Brutality), and does a bit more damage than a normal glaive.
- Keen Engagement in the Aldrachi tree makes Reaver's Glaive (not TG) generate 20 Fury.
- Preemptive Strike, also in the Aldrachi hero tree, simply causes TG to also do a bit of splash damage near the first target.
Vengeful Retreat (Abbr. VR) Direct link to this section
Vengeful Retreat baseline causes your character to backflip through the air, dealing a negligible amount of damage to the enemies you were near and removing any snares on you (which is rarely helpful, almost any time there's a mechanic stopping you in place it's a root instead of a snare). There's a few talents that cause this spell to be a core rotational ability. This is part of what gives Havoc its unique gameplay. Moreso than any other class in the game, you need to be very mindful of your surroundings and where/when you can use any of your movement abilities to maximize your damage without killing yourself, pulling extra mobs, or in general inting. Here are our talents that interact with VR:
- Vengeful Bonds in the class tree is pretty useless. It just adds a slow to anything that was hit.
- Initiative which is a crit buff when we enter combat. VR resets our ability to proc it, making VR important to cast for damage. The caveat here is it is only procced when you damage an enemy before they damage you, so sometimes you can be hit as you VR and aren't able to re-proc initiative.
- Tactical Retreat reduces the CD of VR from 25 to 20 seconds, making it line up with all of our important abilities (Eye Beam, Essence Break, and Metamorphosis). It also causes VR to generate 80 Fury over 10 seconds, making it a 'Fury Battery'.
- Unbound Chaos makes The Hunt and VR greatly increase the damage of our next Fel Rush or Felblade, syncing well with Inertia. We also have the damage amp choice node in our spec tree:
- Exergy in our spec tree is a 5% damage amp for 20 seconds applied by The Hunt and VR.
- Inertia is the other choice with Exergy in our spec tree, and works pretty much the same. However, after Hunting or using VR, you must Fel Rush or Felblade to activate the 18% damage amp for 5 seconds.
Lastly, we have two talents in our Aldrachi Reaver hero tree as a choice node:
- Unhindered Assault causes VR to reset the cooldown of Felblade.
- Evasive Action is much more niche, allowing you to VR a second time within 3 seconds. The only time this has been taken so far was on the Mug'Zee fight in LoU to escape from cages, and even then was optional.
Defensives (Class Spells) Direct link to this section
These spells help you survive, but generally won't do damage or have other utility.
Darkness Direct link to this section
Darkness is a pretty niche group defensive, like a worse AMZ. It places a small area on the ground that gives allies a chance to avoid all damage from an attack. In raid it's a 15% chance to dodge, outside of raid it bumps up to 30%. The area lasts for 8 seconds. It's not great at dealing with singular large hits, but works better with DoTs since each tick of damage has a chance to be avoided. Any damage dodged from your darkness also shows up in your healing done, which is neat. The major downside of darkness is, like the name suggests, it's dark. It places an almost pitch black cloud on the ground, making it difficult to see any other mechanics that are targeted in that area. You need to be especially careful using it if there is another mechanic coming out that you'll need to dodge. We have one choice node in our class tree that buffs darkness:
- Long Night increases the duration Darkness is out from 8 seconds to 11 seconds. This is taken in some rare cases when there's a really long DoT going out.
- Pitch Black reduces the cooldown of Darkness, bringing it from 5 minutes to 3 minutes. This is the standard talent to take of the two.
A choice node talent in our Aldrachi tree also give us some defensive options
Incorruptible Spirit Direct link to this section
Incorruptible Spirit gives us a shield for each soul we consume. This is what we usually take for passive shielding.
Army Unto Oneself Direct link to this section
Army Unto Oneself makes our Felblade give us a 10% DR for 5 seconds. This can be useful in higher content to avoid one-shots.
Lastly, in our Fel-Scarred tree we can take Set Fire to the Pain, which converts 5% of all non-fire damage into fire damage taken over 6 seconds while also reducing all fire damage we take by 10%.
Utility (Class Spells) Direct link to this section
These spells generally don't do damage, but rather have some utility that helps the player.
Chaos Nova (Abbr. Nova) Direct link to this section
Chaos Nova is a 3 second AoE stun around you, costing a small amount of Fury. We have 3 talents that work with it:
- Focused Ire, a new talent in our class tree, increases the stun duration against the primary target. This is to make up for Fel Eruption's removal
- Isolated Prey in our spec tree increases the duration of the stun if it only hits one target. This is pretty negligible.
- Wave of Debilitation in the Fel-Scarred hero tree adds a slow as well as an attack speed and cast speed reduction after the stun.
Consume Magic (Abbr. Purge) Direct link to this section
Consume magic removes one beneficial magic buff from your target. Pretty simple, on a 10 second cooldown. Very helpful for certain mobs, but otherwise you won't press it. There is one talent for it in our class tree:
- Swallowed Anger causes our purge to grant 20 Fury when you successfully remove a buff
Disrupt (Abbr. Kick) Direct link to this section
Disrupt is our kick. This is incredibly important as it interrupts most casts (except for ones which are uninterruptible). Disrupt is baseline, but we have 2 talents in our class tree affecting it:
- Improved Disrupt increases the range to 10 yards from 5, making it a slightly longer range.
- Disrupting Fury is pretty self explanatory, it generates 30 Fury when you successfully kick a cast.
- Demon Muzzle gives a magic DR after interrupting.
Glide Direct link to this section
Glide is a nice to have ability. Not only does it reduce your falling speed, but it also resets your momentum. If your character is knocked backwards, pressing glide will stop the knock back and you'll glide forwards a bit. The timing on this can be a bit finicky though, and if cast the same time as the knock sometimes just makes the knock stronger. By default you don't need to bind this ability, you can just hit space bar again while falling/in the air. Lastly, it also slightly increases your speed if you single jump then glide and cancel the glide. This is almost never important, but it's fun for running around the city.
Imprison (Abbr. Imp, cage) Direct link to this section
Imprison is one of the few 'true' CCs in the game, but only works on demons, beasts, or humanoids. It puts the target in a cage for 1 minute or until damaged. You can only have 1 target imprisoned at a time, so imprisoning a new one will free the first. The ability is on a 45 second cooldown, so you can overwrite your previous imprison. Unlike most other long-term CC, imprison will not put you in combat with the monster you imprisoned, assuming you don't hit it. This means you can walk directly through the imprisoned mob without entering combat, unlike other similar CC like monk's Paralysis, which will put you in combat if you walk over the mob.
Sigil of Misery (Abbr. SoM) Direct link to this section
Sigil of Misery fears all effected enemies for 15 seconds. This can be used as an AoE stop that's not on the stun DR. It can also be used for some skips in dungeons. If you sigil a pack before anyone else is in combat, only you will enter combat with them The rest of the group can walk through them without entering combat. After everyone has passed, you can Shadowmeld to drop combat and remove the sigil from all enemies.
There is one talent for SoM in our class tree:
- Improved Sigil of Misery just reduces the cooldown of SoM by 30 seconds, making it a 1.5 minute CD instead of 2.
Spectral Sight (Abbr. SS) Direct link to this section
Spectral Sight is pretty underwhelming, but has a few cool interactions. It highlights enemies through walls, as well as revealing stealthed or invisible enemies. This is great if your tank asks you to grab an invisible pack, but not applicable in all dungeons. There are a few really cool interactions, usually around finding something or someone hidden. Before the last boss of Court of Stars in Legion, you had to find a demon disguised as a party guest. Activating Spectral Sight would highlight the demon without actually needing to look at the clues given. There has also been a bug for a while that this will drop immediately while in combat, which kinda sucks.It also reduces your movespeed while active. We have one talent affecting it:
- Lost in Darkness just reduces the cooldown by 5 seconds and removes the slow effect.
Torment (Abbr. Taunt) Direct link to this section
Torment is almost never used as Havoc, but all melee classes have a taunt. If you're a bit of a brat you can taunt something to get it in the right place (or a better place for you) at the cost of your tank's sanity. You'll probably die if you use this though. If you need to take a hit for a tank when asked, you can taunt then Blur to mitigate the damage and hopefully live until they taunt back. Since we no longer have an immunity and Blur no longer increases our dodge chance, this is harder to do.
Chaos Brand (Abbr. Brand) Direct link to this section
Chaos Brand is our raid buff, the reason we'll always have at least one demon hunter in a 20 man. Sometimes it's the only reason we're even played. It increases all magic damage the target takes by 3% which is great for us and pretty much every caster. The debuff is applied by any of our damage, so usually we don't have to worry about it. On some encounters, we'll need to remember it a little bit more. If you're the only demon hunter and the raid is fighting 2 adds on opposite ends of the room, you'll need to do some damage to the other one to apply your brand (like a Throw Glaive) before hitting your assigned add.
Double Jump Direct link to this section
This does exactly what it says on the tin, you can jump again while you're in the air. This is really nice for traversing around and especially comes in handy with some dungeon skips where other classes may need to be more precise in their movement or jump location.
Spec Spells Direct link to this section
These spells are specific to Havoc only.
Damage (Spec Spells) Direct link to this section
Demon Blades (Abbr. DBlades) Direct link to this section
Demon Blades has officially replaced Demon's Bite, which has been removed as of Midnight and DBlades is now baseline. It causes our auto attacks deal more damage and generate 8-15 fury. This is just passive fury generation for us without needing to spend globals on it. This also makes it more important to try to always hit mobs from the back, since parried attacks won't generate fury.
Chaos Strike (Abbr. CS) / Annihilation (Abbr. Anni) Direct link to this section
Chaos Strike is our most pressed key and our generic fury spender. While in demon form, this changes into Annihilation. It is still modified by all the same talents, Annihilation just hits harder. These abilities have no cooldown and are only limited by the GCD and our Fury. It also has a small chance to refund half of its fury cost. Any reference to CS or Anni applies to both spells unless otherwise specified. There are a ton of talents affecting CS/Anni:
- Demonic Appetite is a baseline passive that gives CS a chance to spawn a soul fragment.
- Critical Chaos increases the chance CS will refund fury based on your crit.
- Improved Chaos Strike increases its damage by 10%.
- Serrated Glaive causes enemies hit with TG or CS to take 15% more damage from those abilities.
- Relentless Onslaught is a choice node that gives CS a 10% chance to trigger a second time, meaning you'll get 2 hits of CS for the price of one!
- Chaos Theory causes Blade Dance to increase your next next CS's crit chance and guarantee refund Fury.
- Inner Demon is yet another choice node which makes your first CS in demon form do a bit of extra AoE damage to your target and targets around it. It's important to always get this off, but we'll cover it later when we talk about the rotation.
- Essence Break applies a debuff to enemies which causes CS and BD to deal flat additional damage to them. In our hero trees, we have even more talents empowering CS and Anni. In our Fel-Scarred tree, we have:
- Enduring Torment, which increases the damage of CS and BD while not in demon form.
- Burning Blades makes CS also deal 35% of its damage as a DoT In the Aldrachi tree, we have:
- Art of the Glaive which enhances your next chaos strike after throwing a Reaver's Glaive. If CS is used first it deals 10% more damage. When used after BD, it instead deals 20% more.
- Reaver's Mark causes your Art of the Glaive enhanced CS to apply a debuff to your target, increasing your damage to it by 6% per stack for 20 seconds. This can stack up to 2 normally, or up to 3 with Bladecraft. The debuff is also rolling, so if you apply 1 stack then 10 seconds later apply another, it will show as 2 stacks on the target (causing them to take 12% increased damage). 10 seconds later, the first stack will fall off, leaving 1 stack on the target with 10 seconds left. Reaver's Mark also applies Wounded Quarry to our mark, replicating 20% of physical damage to any enemy onto the marked target as chaos damage, giving a chance to shatter a soul.
- Warblade's Hunger makes CS deal extra physical damage after consuming a soul.
- Incisive Blade just increases CS damage by 10%.
- Broken Spirit increases the chance of CS and BD to shatter a soul fragment.
Blade Dance (Abbr. BD) / Death Sweep (Abbr. DS) Direct link to this section
Blade Dance is (usually) our second most used spender and is (usually) pressed on cooldown. When in demon form, BD becomes Death Sweep. Just like with CS/Anni, BD and DS are all modified by the same talents. Death Sweep just hits harder. These abilities do have a short cooldown (around 10 seconds). The cooldown is also shared, so if you BD then enter your demon form, DS will still be on cooldown. It's also important to note that each slash of the ability is an individual damage instance. This means you can hit enemies with part of the spell and miss with others if you (or they) are moving. It's important to hit all of slashes, but the last slash is the most impactful so make sure that hits. Any reference to BD or DS applies to both, unless otherwise specified. The following talents affect BD and DS:
- First Blood deals extra damage to the first target hit by BD.
- Deflecting Dance is a choice node that gives a 15% health shield while blade dancing. This has some funky interactions detailed on the spell interactions page.
- Mortal Dance is your other choice with Deflecting Dance. This one reduces healing by 50% for 6 seconds on targets hit with BD. This one is pretty niche, so generally we take Deflecting Dance unless this is needed.
- Trail of Ruin puts a big 4 second DoT on targets hit with the final slash of BD.
- Dancing with Fate increases the damage of the final slash of BD.
- Chaotic Transformation resets the cooldown of BD when pressing Metamorphosis.
- Chaos Theory increases the damage of your next CS and makes it refund fury after casting BD.
- Essence Break applies a debuff to enemies which makes CS and BD deal extra flat damage to them.
- Screaming Brutality causes BD to trigger a Throw Glaive on your primary target, with each slash having a 50% chance to throw another glaive with reduced damage. This will never throw a Reaver's Glaive.
- Glaive Tempest was reworked in Midnight. Now, the final slash of BD consumes 25 additional fury and drops a glaive tempest when hitting 3 or more targets. In the Aldrachi tree, we have:
- Art of the Glaive enhances your next blade dance after throwing a Reaver's Glaive. If BD is used first it deals 10% more damage. When used after CS, it instead deals 20% more.
- Fury of the Aldrachi causes BD to cast 3 additional slashes. When used after CS in our glaivework pattern, it instead casts 6 additional slashes. With Bladecraft, BD will instead cast 12 additional slashes when used second. These extra slashes are physical damage, feeding into our Wounded Quarry damage.
- Broken Spirit increases the chance of CS and BD to shatter a soul fragment.
Eye Beam (Abbr. EB) Direct link to this section
Eye Beam is our most iconic Havoc spell. It does pretty much exactly what it says, beaming from your eyes. It's a channeled spell with a decent range at 20 yards on a 30 second cooldown, which can be reduced by Cycle of Hatred. EB in total does 10-12 ticks of damage over the channel, depending on the Blind Fury talent. After 5 targets, Eye Beam deals reduced damage. It also has seemingly no vertical range cap, so be careful pulling birds or any other flying thing. The following talents interact with Eye Beam:
- Demonic puts us in demon form for 5 seconds after casting Eye Beam.
- Collective Anguish essentially just increases the damage of Eye Beam and makes it heal us. It does spawn a vengeance DH 'casting' along side you, but it follows your Eye Beam despite visually not moving.
- Chaotic Transformation resets Eye Beam's cooldown when Metamorphosis is pressed.
- Blind Fury is a 2 point node, making EB generate 15/30 fury per second while channeling and increasing the damage and duration by 10%/20%. With zero points in this node, Eye Beam does 10 ticks of damage. At one point, Eye Beam will do 11 ticks, and with two points it will do 12.
- Isolated Prey increases EB damage by 30% when hitting only one target.
- Furious Gaze increases Haste for a few seconds if you fully channel the cast. Cancelling EB early will not give you the buff.
- Cycle of Hatred is an weird one that I'll detail more in the spell interactions section. It's a stacking buff that reduces the cooldown of EB each time you cast it. Each stack reduces the cooldown by 2.5 seconds, stacking up to 4 times for a total of a 10 second reduction.
- Student of Suffering increases our mastery and generates Fury after using Eye Beam.
- Demonic intensity empowers Eye Beam while in Meta (from casting Metamorphosis, not from Demonic), turning it into Abyssal Gaze.
The Hunt (Abbr. Hunt) Direct link to this section
The Hunt is a long range charge that damages your target, briefly roots, and applies a DoT to up to 5 enemies along the way. The DoT is a bit misleading as you don't quite need to line up 5 targets, but upon reaching your target you can wiggle around a bit with your character to spread the DoT. It will almost always be used on cooldown. The hunt also applies a few of our movement based talents.
- Exergy in our spec tree is a 5% damage amp for 20 seconds applied by The Hunt and Vengeful Retreat
- Inertia is the other choice with Exergy in our spec tree, and works pretty much the same. However, after Hunting or using Vengeful Retreat, you must Fel Rush or Felblade to activate the 18% damage amp for 5 seconds.
- Broken Spirit in the Aldrachi Reaver tree, while not a movement talent, does cause the hunt to shatter 1 soul fragment.
Essence Break (Abbr. EssB - NOT EB) Direct link to this section
Essence Break, a capstone in our spec tree, is a damage "amp" spell on a short 40 second cooldown. Since Midnight, it's no longer a real damage amp, but instead increases damage by a flat amount. It slashes in a cone in front of your character and applies a debuff to enemies hit, causing Chaos Strike and Blade Dance to do additional flat chaos damage. Essence Break can be parried, which is annoyingly tragic. This ability lines up nicely with both Eye Beam and Metamorphosis. In the past, we always wanted to be in our demon form before we cast it since it would also amp Annihilation and Death Sweep. However, since now the damage increase is a flat number on either ability, we'll probably want to use it outside of meta.
Defensives (Spec Spells) Direct link to this section
Blur Direct link to this section
Since Midnight, Blur is a pretty standard defensive. Still on a 1 minute CD, but it no longer increases dodge chance. Instead it was buffed to reduce damage by 25% instead of 20%. We also got some good talents to go along with it:
- Desperate Instincts was reworked to be good. An extra 10% DR and a better version of its old passive - any damage taken below 35% HP is reduced by 10%.
- Demonic Resilience gives Blur a second charge!
Demonic Wards (Sometimes called tattoos) Direct link to this section
Your tattoos just passively reduce magic damage taken by 10%. That's it.
Utility (Spec Spells) Direct link to this section
Fel Rush (Abbr. FR) Direct link to this section
Fel Rush is our standard movement ability, dashing us forward on a short cooldown. It has some bugs and uniqueness that are detailed on the spell interactions page. Fel Rush also has a lot of talents that interact with it. In our class tree, we have:
- Blazing Path which gives the spell 2 charges.
- Felfire Haste which increases our movespeed after Fel Rushing.
- Erratic Felheart which reduces the cooldown of Fel Rush.
- First In, Last Out gives us a brief shield after using FR. In our spec tree, we have some more interesting talents:
- Dash of Chaos allows us to re-activate FR to go back to our original location. This is cool, but never taken.
- Inertia allows us to proc the damage amp portion of the talent with Fel Rush.
- Unbound Chaos is a big damage amp to your next Fel Rush after Vengeful Retreat or The Hunt.
Demonic Appetite (Abbr. DA) Direct link to this section
Demonic Appetite is a passive that gives our Chaos Strike/Annihilation a chance to spawn a soul fragment. Additionally, it makes consuming a soul fragment give 20 Fury.
Mastery: Demonic Presence Direct link to this section
Our mastery increases our chaos damage, which is most of our damage. For more info about chaos damage, see the spell interactions page. When talented into Pursuit, it also increases our movement speed.
Shattered Souls Direct link to this section
Shattered souls give Demon Hunters their soul mechanic. At its base, killing an enemy has a chance to spawn a soul that will heal you for 20%. If it's a demon, you'll spawn a demon soul which additionally increases your damage by 20% for 15 seconds.