Here are some interesting or niche interactions with Havoc's abilities. Ultimately you can play fine without knowing them, but understanding how everything works and comes together can help level up your gameplay.

Know Your Enemy Direct link to this section

Know Your Enemy gives additional crit damage based on your crit chance in your character sheet. Initiative does increase your damage from KYE. The following talents do not increase your damage from KYE:

Eyebeam Direct link to this section

Eye Beam does its damage in 'ticks'. Over the course of the channel, it will tick 10-12 times, depending if you talent Blind Fury. It also has almost infinite vertical range above you. With Collective Anguish, it essentially just increases the damage of your Eye Beam. Where the spawned Vengeance DH lands and casts Fel Dev has no bearing on its actual hitbox.


Deflecting Dance Direct link to this section

The shield from Deflecting Dance only applies on attacks to you, meaning that environmental damage will ignore the shield.


Blur Direct link to this section

Blur is pretty neat due to the 50% dodge chance it gives us, allowing us to dodge some pretty attacks that you may not think you can. For example, the first boss in Cinderbrew Meadery's Throw Cinderbrew cast could be dodged, completely negating the application of a nasty DoT.


Fel Rush Direct link to this section

Fel Rush has some weird parts to it. There's been a bug since Legion where if you FR over some terrain or small incline that ends, you may go flying. Additionally, you do not actually move where you character looks like they are during the Fel Rush. The movement happens at the end. That's why it may look like you Fel Rushed out of a mechanic but were hit anyway. Your Fel Rush needs to completely finish before your character is actually moved.


A Fire Inside Direct link to this section

A Fire Inside gives us multiple charges of Immolation Aura, a chance for the cooldown to be reset, and allows them to stack. With that information, in theory (not in practice), you could have infinite IAs. However, the way it works is quite odd. IA has 5 unique spell IDs for this talent. There's the base IA spell ID which was added in Legion, then when this talent came out in Dragon Flight, 4 more spell IDs were added. You therefore can only have a max of 5 IAs at once. There is a bug, where if you cast IA while you already have 5, it will queue the spell. When an IA drops, all of your IA charges will be immediately consumed and your channels (like Eye Beam) will be interrupted and your queued IA will cast. Similarly, Consuming Fire only has access to the newer 4 IA spell IDs, which are shared between them. Upon casting, IA or CF will use the lowest available SpellID. This works out like the following:

Ragefire Direct link to this section

Ragefire is another interesting one. When talented with A Fire Inside, each Immolation Aura Spell ID gets its own Ragefire. The Ragefire explosion itself is NOT affected by any damage amps and cannot crit.

How does Ragefire store damage? Direct link to this section

This part gets tricky. For each tick of Immolation Aura, Ragefire will store part of the damage from any critical strike. The critical strike of IA is also decided per mob, not per tick from IA. For example, if you are fighting 5 targets:

Tick 1
Target 1: Crits - stored in RF
Target 2: Does not crit
Target 3: Does not crit
Target 4: Crits - stored in RF
Target 5: Does not crit

Tick 2
Target 1: Crits - stored in RF
Target 2: Crits - stored in RF
Target 3: Crits - stored in RF
Target 4: Crits - NOT stored in RF (because of the cap of 3 crits per tick)
Target 5: Does not crit

Cycle of Hatred Direct link to this section

Cycle of Hatred doesn't have too much going on with it, although it's worth explaining how it works. It stacks up to 4 times, with each stack reducing the CD of Eye Beam by 5 seconds. While in combat, these stacks are up permanently. While out of combat, stacks only last 1 minute. This timer is reset when you cast Eye Beam out of combat. Pre-11.2.5, you would always have at least 1 stack. Now, when swapping talents or starting an encounter (raid boss or m+) you will drop to 0 stacks. Otherwise, if stacks drop from lack of combat you will drop down to 1 stack. Here's a quick breakdown of your eyebeams. Starting from 0 stacks:

  • Cast Eye Beam - goes on a 40 second CD and you gain a stack (now at 1 stacks)
  • Cast Eye Beam - goes on a 35 second CD and you gain a stack (now at 2 stacks)
  • Cast Eye Beam - goes on a 30 second CD and you gain a stack (now at 3 stacks)
  • Cast Eye Beam - goes on a 25 second CD and you gain a stack (now at 4 stacks)
  • All subsequent Eye Beams will go on a 20 second cooldown while you maintain 4 stacks

And starting from 1 stack:

  • Start on 1 stack
  • Cast Eye Beam - goes on a 35 second CD and you gain a stack (now at 2 stacks)
  • Cast Eye Beam - goes on a 30 second CD and you gain a stack (now at 3 stacks)
  • Cast Eye Beam - goes on a 25 second CD and you gain a stack (now at 4 stacks)
  • All subsequent Eye Beams will go on a 20 second cooldown while you maintain 4 stacks

An easy way to think of this is you gain the stack after your Eye Beam cast, but the cooldown is based on the stacks you have before the cast.

As of 11.2.5, you can no longer pre-stack Cycle of Hatred.


Reaver's Glaive Direct link to this section

Reaver's Glaive is probably one of the most complex abilities we have. Generally, we will always spend our glaivework pattern using Chaos Strike first and Blade Dance second. After throwing your Reaver's Glaive, you have 30 seconds to finish the pattern and can cast any abilities you want in-between. The only thing that matters is the order of your first CS/BD. The first one of CS/BD will have its damage increased by 10%, and the second will have a 20% increase.

You can also store up Reaver's Glaive as you can hold extra soul fragments. It costs 6 soul fragments to make a glaive. If you currently have a glaive ready, you will keep collecting souls over 6 up to a maximum of 80. If you have more than 6 souls after throwing a glaive, you must pick up one more in order to generate a new glaive. For example, if you have 8 souls then throw a glaive, you will still have 8 souls and won't get a new glaive until picking up another soul. Then, you would have 3 souls and a glaive.

In order to use The Hunt and not waste a Reaver's Glaive, you should first STOP MOVING. While standing still, throw your Reaver's Glaive and without moving push The Hunt. This should keep you from picking up any extra souls before you get the free glaive from The Hunt.

Wounded Quarry Direct link to this section

Wounded Quarry is what gives us our funnel damage. It is always applied to our Reaver's Mark target. 20% of physical damage dealt to any enemy (including our marked enemy) will be replicated to our marked target as Chaos damage. Any damage from this also has a chance to spawn a soul fragment.

Fury of the Aldrachi Direct link to this section

Fury of the Aldrachi does huge uncapped AoE physical damage as part of our Blade Dance. This makes FotA one of our hardest hitting spells, especially since 20% of that damage will be replicated to our marked target through Wounded Quarry.

Thrill of the Fight Direct link to this section

Thrill of the Fight is mostly used to refer to our 15% damage amp for 10 seconds after finishing our glaivework pattern. This bonus does not apply to the ability that procs it. It is currently bugged when interacting with Reaver's Glaive, as it is affected twice. Therefore, Reaver's Glaive gets a 30% damage amp when cast while you have TotF up.

Soul Generators Direct link to this section

Here is a list of abilities that will generate souls:


What is Chaos Damage? Direct link to this section

Chaos damage is a huge can of worms. The easy answer is that chaos damage is all damage types in WoW. The real answer is more complex. To understand chaos damage, we need to understand a bit about WoW damage in general.
WoW has 7 base schools of damage: Physical, Arcane, Fire, Frost, Nature, Shadow, and Holy. There are other types of damage that just combine base schools, for example Astral damage used by druids is Arcane and Nature. Chaos is commonly said to be all schools of damage, but that's not entirely true. There are actually two types of chaos damage. Type one consists of Arcane, Fire, Frost, Nature, and Shadow damage (excluding Physical and Holy), while the other ('true' chaos damage) includes all 7 schools. This doesn't often come into play, but the most important note is that true chaos damage can be parried because it includes the physical school. Here is a list of spells that use 'true' chaos damage, and thus can be parried: