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Vengeance Demon Hunter Talents
This section of the Vengeance Demon Hunter guide provides an overview of all talents, information on which talents work well in different situations, and popular builds in Wowhead's talent calculator. This guide is written by
. Updated for the latest patch.
Rotation & Abilities
This is a basic Vengeance Demon Hunter build with an emphasis on survival. Additional talent substitutions as follows:
can be the best for M+ based on how you pull,
will be the best for sustained AoE with Flame Crash,
will be the best for ST and AoE burst
for AoE Survival/DPS (primarily in dungeons),
for higher level Mythic+ Dungeons
for AoE DPS,
for ST DPS
for Smoother Damage Reduction/AoE DPS with Fallout/Razor Spikes,
is for ST DPS and for "Advanced Healing",
for Necrotic week or more niche scenarios
for max DPS unless you have the Legendary bracers,
for dungeons or when you need it,
for Easier CC
for Burst DPS/Burst Healing,
for smoother dps/healing on AoE,
for Smoother Healing
for progression or specific strategies,
DPS and heavy physical damage fights,
good for magic damage/general use or when getting hit by multiple damage sources
These are based off of:
Basic: New player
Advanced: Player with good understanding of the class
DPS: Dps focused builds
NOTE: These are simply cookie cutter builds, and they will vary based on bosses/dungeons/affixes/player preference/group comp/etc.
: Abyssal Strike provides 2 extra Infernal Strike per minute. This means that you will have 5 total casts per minute of
. This provides a large mobility boost if it is required for certain bosses due to the extended range and the 12 second cooldown on
. As for dps it is viable with
for sustained AoE. Meaning higher M+ or multi target encounters where they will be alive most of the time. This competes with
for dps, and for those who do not maximize the effectiveness of
but can manage Infernal Strike, this will be better.
: This talent increases the damage done by
by 20%, as well as increasing your movement speed by 30% while it's active. This can be used for the movement speed, however it is weaker than both other choices for dps in most cases. In Dungeons this can be competitive depending on how you pull. This makes it more of a preference.
: In order to maximize damage from this ability, it is best to pool your pain before casting
. What this means is to get as close to 100 pain without capping as possible. Ideally you would hit 100 pain and press
, then follow up with a
spam for ST, or
for AoE. In order to maximize the amount of physical damage abilities you pump into the enemy during this time. Ideally you would want to cast your non physical abilities outside of this 6 second window. You can still use
as it is off the global cooldown.
While not actively tanking, i.e. the other tank has the boss. You would still do the same. How you use this ability offensively strongly relies on your ability as a player as well as on a per fight basis in conjunction with your group. There isn’t a 100% always right way, as it will fluctuate based on your situation.
Physical abilities include:
: This talent causes your Soul Cleave to additionally apply a healing over time effect on you, providing a consistent source of healing between casts. This talent is very underwhelming healing wise. In the current meta of Fracture, it isn't usable in raid unless you go for a non fracture build. In dungeons you're going to take one of the other choices. It has good synergy with
, which gives this almost 100% uptime on AoE.
: This talent causes each damage instance of the initial damage from Immolation Aura to have a chance to shatter soul fragments. What this means is that it has a chance to proc PER target. You can generate a max of 5 souls with this ability, and it goes past the 5 soul cap. As opposed to
, this causes much spikier healing, removing the consistent healing between
s that Feast of Souls offers, but making each
heal for significantly more in bursts. This has great synergy with
and also works well in conjunction with
for soul generation in Dungeons. Which is pretty much a must have when using any of the three in dungeons. Once you acquire the empowered Artifact trait
, this becomes the dps talent of choice.
: Spreads your
debuff from the primary target every 2 seconds starting with the 2nd second. So you will have your primary plus 4 (5 with Artifact Trait) for 5 (6) total enemies with the debuff. Every time it spreads it gives the full duration of
(8 or 10 depending on Artifact). The DoT this talent applies is applied to every enemy affected by
. The 40% damage reduction is also spread.
is a separate debuff and is not affected by
: This grants a new ability,
. It is a single target charge that can be used up to 15 yards away, generating 20 pain. Each cast of
has a chance to reset this cooldown.
is the best for learning and for survivability due to the pain generation it provides. The charge is nice, however it is more of a niche use due to
: This causes Infernal Strike to also plant a
at the landing location. This talent is an AoE DPS increase. When taking this,
should always be used almost on cooldown, only saving charges for when movement is absolutely necessary, or for an upcoming
that you wish to pump 2
into. You will then continue too "weave" this with
in order to maximize the uptime. (explained in the rotation section)
: The highest ST DPS increase in this row. Use it on cooldown and it will be up for every
. Be sure to always cast it during
. The artifact trait
buffs the damage this deals to whatever target you casted Fiery Brand on. Also note that this does proc
Обугленные боевые клинки
: This talent causes each soul fragment you consume to also decrease the cooldown on
by 1 second. This talent smooths out your damage intake and is very good in M+, as well as increasing your dps via more
, this is an AoE Dps gain
is the go to for survivability for general use. It works well with Fallout on AoE and provides a small uptime bump to
: This adds a new ability, costing 20 pain, that deals damage to the current target as well as shattering two soul fragments from them. It has benefits in survivability, as it allows spending pain without consuming soul fragments when the healing isn't needed, and provides additional generation of fragments when you are in a low damage period. Due to the soul management, this will be the more "Advanced Survivability" talent choice. As for DPS this is the best ST ability for us, and even more so when used with
: This talent causes
to grant 50% leech, increasing the value of the cooldown. 50% leech is not insignificant, and will provide a good amount of healing for its duration, especially on AoE. Due to
receiving a buff, this talent isn't nearly as strong compared to the other talents and will see most of it's use during Necrotic week of M+. This effects
Summary of this row
Feed the Demon is the best talent survivability wise in general. It gives higher AM uptime, and works very well with Fallout in AoE scenarios (dungeons).
Fracture helps you generate souls for burst healing/painbringer stacks, and is useful for maintaining Spirit Bomb and Generating a large Soul Barrier on use. It's also the best for DPS.
Soul Rending is still good in scenarios where you need the healing, i.e. 1tank/4dps dungeons.
: This talent will increase your AoE DPS, synergizing very well with
. On the other hand, it will remove some possible utility by removing the ability to target sigils.
:This talent gives the
ability. This is an AoE grip to the center of the targeting circle. It is useful for grouping up ranged and caster mobs. The grip also cancels whatever cast the enemy may be doing.
: This ability causes all sigils to activate 1 second faster (1 second explosion) and reduces their cooldowns. It reduces the cds too: Flame - 24, Silence - 48, Misery - 48.
: This is an ability that has a cooldown of one minute and costs 30 pain. It deals a massive amount of damage in a frontal cone AoE, as well as providing large amounts of healing. It is the best choice on this tier for DPS, as well as for burst healing.
:This talent increases the pain generated by
by 70% (to 17 pain) after parrying an attack. This is terrible on single target, however when tanking multiple mobs, it becomes far better. It works with our Demon Spikes/Defensive Spikes, as well as the Tier 19 2/4pc very well. This allows a high amount of procs on AoE. This will smooth out your dps and healing a bit easier compared to the other two talents and is a good pick in dungeons or for maximizing your Tier 19 4pc bonus.
: This ability allows you to “throw” soul fragments at the target, hitting them and all nearby enemies, also applying a debuff that gives 20% leech type effect, (this doesn't actually give or effect leech) to those targets. This provides the highest consistent healing of this tier as well as the highest overall, though this has the highest skill cap of the tier as it requires good dps in order for it too outheal
. If you feed souls into it, primarily with
and on AoE/In Dungeons, this will be a dps increase. This should only be done on content that is easier for you or when you do not need the survivability.
does not count as consuming the soul, so you will not get the healing from it nor
procs. Also this is reduced by necrotic.
: A strong choice for progression content. It can save wipes and save a battle res. You can use it to avoid a mechanic if needed. Outside of progression raiding this will not see much use. Once every 8 minutes, instead of taking fatal damage, this will heal you to 30% HP instead and activate
. It does not stack with
, it simply refreshes the duration of
if this procs during Meta.
however does add 5 seconds too the timer instead of a full refresh. With how hard higher end M+ can hit, this is still a strong choice incase you need an extra cooldown, as Soul Barrier will get eaten alive, and Demonic Infusion doesn't sync super well with Dungeons.
: Gives you 3 total charges of
, 1 buff on cast and refilling your charges, meaning that you need to cast one immediately to ensure maximum uptime. This will be the DPS choice in this row, in conjunction with
. This can also be used for Physical Damage intensive fights, such as Ursoc. Once you acquire the 4pc Tier in Nighthold, this isn’t needed as much for Survivability and will be more of a niche case for survivability at that time. The dps increase from this in conjunction with the survivability will inflate the amount of high end players using this ability. This means that it will not always be the best choice in the row, even if the "high parsing players always use it".
: Will be the best for Magic intensive fights. You can use this in conjunction with
to build souls with one beforehand, cast
, then build souls with a secondary ability. I.e. build with
, then cast
on AoE),for maximum effectiveness on the souls. Due to the minimum absorb shield this provides, it is very effective vs DoTs as well as multiple targets hitting you for lower values, i.e. in low level M+. Also it is worth noting that this has doesn’t change anything with souls, they still provide healing and buffs, you are just consuming them a different way and are getting a shield on top of that.
Summary of this row
The choice in this row is largely personal preference, as it’s basically a Hard progression vs Phys reduction vs Magic/Overall reduction. There will not be an always right choice in this row as it will change based on the fight and the group. If you are doing lower level dungeons, Soul Barrier often goes unused and Demonic Infusion can give more dps, but some just take Last Resort so they can mass pull without worrying. In
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