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. We also have a chance to reset its cooldown with Demon's Bite or our auto-attacks with Demon Blades. 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 change 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.
  • 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 30% chance to refund a charge when IA is used. Additionally, it makes IA chaos damage instead of fire. Lastly, it allows you to have multiple IAs active at once. There are several intricacies with this talent, detailed further in the spell interactions section.

Lastly, we have a few hero talents in our Fel-Scarred tree that interact with Immolation Aura:

Metamorphosis (Abbr. Meta) Direct link to this section

Meta is our major cooldown as Demon Hunters, allowing us to enter our demon form. Being in our demon form empowers some of our spells, and giving us haste and leech. Meta is effectively a 2 minute cooldown. A few talents interact with Meta, including:

Sigil of Spite (Abbr. SoS, ED) Direct link to this section

Sigil of Spite (formerly Elysian Decree) is a 1 minute cooldown that places a sigil at the target location, dealing damage and shattering 3 Soul Fragments if an enemy is hit. This is pretty much used on cooldown and not much thought needs to go into it. It does reduced damage above 5 targets. There are a few talents that interact with all of our sigils generally, you can see more at the bottom of the page in the sigils section


Sigil of Flame (Abbr. SoF) Direct link to this section

Sigil of Flame, while technically is classified as a spec spell, belongs to both Havoc and Vengeance so I'm putting it here. It's pretty simple, you place the sigil down then after 2 seconds it detonates dealing Fire damage immediately and applying a Fire DoT. It also generates 30 Fury. In some cases it's used on cooldown, and sometimes it's used just as a Fury generator when needed. This depends on your build and the target count. As with the other sigils, it's affected by all of our sigil talents (detailed at the bottom of the page in the sigils section). SoF specifically has two talents that affect just it:

  • Flames of Fury in our class tree increases the damage of SoF and its fury generation.
  • Student of Suffering in the Fel-Scarred hero tree causes our SoF to give us a 6 second mastery buff and more Fury generation.

The Hunt (Abbr. Hunt) Direct link to this section

The Hunt is a long range charge that damages your target 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's pretty much used on cooldown, with a slight caveat for Aldrachi Reaver due to Art of the Glaive, in which case you need to wait until you don't have a Reaver's Glaive before casting The Hunt. 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.

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.

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. There is a lot of depth on how to use Reaver's Glaive, I recommend reading the Aldrachi Reaver section of the guide.
  • 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's 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. In our class tree, we have:
  • 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'. We also have the damage amp choice node in our spec tree, which works just like it was outlined in The Hunt section above:
  • 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 2 second AoE stun around you, costing a small amount of Fury. We have 3 talents that work with it:

  • Chaos Fragments in our class tree gives each enemy you successfully stun with Chaos Nova a 30% chance to spawn a soul fragment. This talent (when played with Aldrachi Reaver) means we use this ability more as a damage ability to generate souls than just a stun. As such, it's hit on cooldown with that build.
  • 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.

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 the sigil, talked more about the end of the section). There are a few talents that interact with all of our sigils generally, you can see more at the bottom of the page in the sigils section. There is one talent specifically for SoM in our class tree:

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 or Netherwalk to mitigate the damage and hopefully live until they taunt back.

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 or Sigil of Flame) 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's Bite (Abbr. DBite) / Demon Blades (Abbr. DBlades) Direct link to this section

Demon's Bite is our baseline fury generator, which gives us 20-30 fury on cast. It costs a global to use though, and generally these days we aren't fury starved. Instead, we take the spec talent Demon Blades, which replaces Demon's Bite. Instead, our auto attacks deal more damage and generate 7-13 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 is another choice node causing 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 increases CS and BD 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 50% 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 7% per stack for 20 seconds. This can stack up to 2 normally, or up to 3 with our 11.2 tier set. When CS is cast after BD in our glaivework pattern, it automatically applies the max number of stacks. 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 14% 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%.

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.
  • Restless Hunter is a choice node not really taken. If it is, it increases the damage of your next BD after you leave demon form.
  • Essence Break applies a debuff to enemies which increases CS and BD 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.
  • 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 our 11.2 tier set, we BD will instead cast 12 additional slashes when used second. These extra slashes are physical damage, feeding into our Wounded Quarry damage.

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 40 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.
  • Looks Can Kill guarantees that Eye Beam will always crit.
  • Blind Fury is a 2 point node, making EB generate 20/40 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 by 10% for 10 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 5 seconds, stacking up to 4 times for a total of a 20 second reduction.
  • Demonic intensity empowers Eye Beam while in Meta (from casting Metamorphosis, not from Demonic), turning it into Abyssal Gaze.

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. It slashes in a cone in front of your character and applies a debuff to enemies hit, increasing Chaos Strike and Blade Dance damage by 80% for 4 seconds. Essence Break can be parried, which is annoyingly tragic. This ability lines up nicely with both Eye Beam and Metamorphosis, meaning we always want to be in our demon form before we cast it since it will also amp Annihilation and Death Sweep. We also generally want to fit one BD and as many CS's as we can into the short 4 second window.


Glaive Tempest (Abbr. GT) Direct link to this section

Glaive Tempest isn't used much at the moment, but it can be a fun talent. It drops two glaives on the ground for 3 seconds that do damage to any enemies in it, reduced above 8 targets. This does mean that the enemies can leave the area where it was dropped to stop taking damage.


Fel Barrage (Abbr. FBarr) Direct link to this section

Fel Barrage is another capstone in our spec tree but isn't commonly taken. It's on a long 1.5 minute cooldown but works against how we play most of the time. Casting it rapidly drains fury over 8 seconds (or until you run out of fury) and deals damage to all enemies in a small radius around you. It also deals reduced damage after 5 targets. There are some patches or fights where we can get use out of this talent, but in general it's not used. When it is used, we need to pair it with our fur generators to not run out of fury while it's draining. This usually means pairing it with Vengeful Retreat (with Tactical Retreat talented) and Immolation Aura (with Burning Hatred talented).


Defensives (Spec Spells) Direct link to this section


Blur Direct link to this section

Blur is a pretty cool defensive. On a 1 minute CD, it not only reduces all damage by 20%, it also increases your dodge chance by 50%. This is pretty neat since you can sometimes completely dodge a mechanic that would do a lot of damage. A list of important dodgeable spells with Blur is on the spell interactions page. We have one talent in our spec tree that interacts with Blue, and that's Desperate Instincts, which reduces damage by an additional 10% for a 30% DR. It also automatically triggers Blur when you fall below 35% health, but only if it's not on cooldown. This puts it on a 30 second cooldown instead of 1 minute. It's not a great talent, and also competing with Netherwalk


Netherwalk (Abbr. NW) Direct link to this section

Netherwalk is our 'immunity'. It's not a true immunity as we will still get debuffs, it's instead a 100% damage reduction. It also double our move speed while active, but we can't attack. It lasts for 6 seconds, but we usually want to cancel it as soon as we can so we can continue doing damage.


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 Eruption (Abbr. FE) Direct link to this section

Fel Eruption is a single target stun costing 10 Fury and stunning for 4 seconds. Pretty standard stuff


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:

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.


Sigils Direct link to this section

The following is some general information that applies to all of our sigils. We have the following sigils as Havoc:

Which are all affected by the following talents:

  • Quickened Sigils reduces the time it takes for sigils to activate.
  • Precise Sigils places your sigils below your target's feet. This generally isn't taken because it isn't alway accurate (like if a target is moving). Instead, it's better to use an @cursor macro to place your sigils.
  • Soul Sigils causes your sigils to generate 1 soul fragment if it affects at least one enemy.
  • Demon Muzzle is a defensive option, reducing the magic damage enemies affected by a sigil deal to you by 8%.

There is an interesting interaction with Shadowmeld and our sigils that's important to note. Upon melding, all of your sigils will drop off enemies. Meaning, if you SoF a monster and it has 6 seconds left on the DoT, you can meld and the DoT will be removed from the mob. This is useful for dropping combat even if you have a sigil on something. This becomes incredibly powerful when playing Aldrachi Reaver, allowing you to spawn a soul fragment from a mob with a sigil then immediately meld it after the sigil is applied to drop combat.