7.2 Vengeance Survival Guide

Vengeance Changes

  • Demonic Wards   Your tattoos reduce all damage taken by 20%, up from 10%, and increase your Stamina by 55% and your Armor by 75%, down from 120%. The end result of this change to our tanking passive means we’ll have same amount of physical damage reduction, and about 10% more magical damage reduction. This should help us with all that magic damage in Nighthold.
  • All tanks now get 0.65% damage increase per artifact point spent.
  • Player Taunts now increase all threat caused against the target by 400% (was 200%). Should be easier to grab threat and hold it after a taunt, even if your cotank has better legendaries than you.
  • All tanks no longer have a 10% damage decrease in PvP.

Artifact traits

At 35 points and after a questline you get after starting the Broken Shore, you unlock the 4th trait on older 3-rank traits and the new traits. The order to unlock new traits should be something like (with some variation depending on whether you focus on raids or mythics or personal preference):

Trait Unlock Order
Illidari Durability -> Lingering Ordeal -> Erupting Souls -> Flaming Soul -> Fiery Demise -> Embrace the Pain  -> Devour Souls -> Aura of Pain (and onward to the less interesting 4/4 traits)
  • New traits unlocked in this order:
  • Illidari Durability (1 rank) Increases damage by 10%, Armor by 20%, and Stamina by 10%. Standard compensation we get for “losing” our former paragon traits.
  • Lingering Ordeal (4 ranks) Increases the duration of Metamorphosis by 0.5/1.0/1.5/2.0 sec.
  • Erupting Souls (1 rank) Soul Cleave deals (100% of Attack power) additional damage for each Soul Fragment it consumes. This trait gives a nice little damage boost for consuming Fragments, giving you at least a dps reason to spend them all at 5 stacks.
  • Flaming Soul (1 rank) Damage from Soul Carver and Immolation Aura extends the duration of your Fiery Brand by 0.5 seconds. Fiery Brand followed by Soul Carver and Immolation Aura is standard for our dps rotation, and now it will increase our defense too!
  • At 51 traits, you unlock the paragon trait, Concordance of the Legionfall.

Legendaries

  • Bad luck protection based on spec, so if you main vengeance, getting a havoc legendary will be more likely and won’t hurt your chances at getting another vengeance legendary.
  • New BoE legendary crafted by Leatherworkers The Sentinel’s Eternal RefugeIf you don’t have many legendaries, this is a solid choice. Not the strongest, but if you primarily do solo content it’s just fine.
  • Sephuz’s Secret: Now always grants 10% increased movement speed and 2% Haste. When triggered, this bonus is increased to the current values of 70% movement speed and 25% Haste. Movement speed bonuses now stack with other movement speed bonuses. Makes Sephuz’s an even more solid choice for mythic dungeons, especially if you’re like me and frequently forget to CC enough to activate it. If you don’t have many legendaries, the passives make it at least passable in raids even if there’s nothing to CC/interrupt.
  • The Defiler’s Lost Vambraces: Now has an additional 539 Avoidance (@ ilvl 940) as a bonus tertiary stat. As is the theme, the extra stats doesn’t make this legendary amazing, but if this is the one you have, it at least gives you a benefit in situations where you might not need many sigils.

Vengeance Aesthetics

Artifact Skin

Once you unlock your empowered artifact weapon, you’ll become eligible for the solo artifact skin. You can access it via the Mage Tower (if it’s up) on the Broken Shore. Find more info on Wowhead’s guide. Here’s what they look like (pictures from Wowhead):

Class Mount

This won’t unlock for another 11 weeks, after you complete the Legionfall campaign. You can read about the questline here.

picture from wowhead

Once you unlock the mount and all traits on one of your artifact weapons, you can purchase the toy A Tiny Set of Warglaives, which puts a demon hunter Pepe on your head.

Transmog

Tier sets will be cataloged in the UI, along with accompanying achievements for collecting the whole set. (more info)

T20 pvp recolors available via battlegrounds/arena strongboxes.

T19 pvp recolors available for Mark of Honor purchase in Dalaran (Broken Isles) from Lieutenant Surtees and Apothecary Lee.

Generic Content

Dungeons

  • Cathedral of Eternal Night — Brand new 5 man! Available after a short questline, in heroic, mythic, and mythic+.
  • New mythic+s: Lower Karazhan, Upper Karazhan, and Cathedral of Eternal Night
  • Difficulty increased, max item level gear increased  (details)
  • Longer mythic+ dungeons (e.g. Arcway, Halls of Valor) reward proportionally more artifact power than shorter dungeons (e.g. Maw of Souls).
  • Changes to affixes:
    • Bolstering reduced to 30 yards (was 45 yards). The intent of this change is to allow more opportunities for crowd control.
    • Necrotic will now expire after leaving combat. Duration reduced by 1 second. (This has been in the game, but it was hotfixed so you might have missed it.)
    • Tyrannical damage bonus has been lowered to 15% (was 20%).
    • Fortified damage bonus lowered to 30% (was 40%).
    • Skittish threat reduction has been lowered to 75% (was 80%). This is a bigger buff than it seems, so skittish should be a bit easier on your less offensive tanks.
    • Sanguine radius increased to 8 yards.
  • New affixes:
    • Quaking: Periodically, players will “Quake”, inflicting damage equal to 20% of the player’s maximum health pool and interrupting spell casts of themselves and nearby allies. This will probably require spreading out and being prepared for interrupted healers.
    • Bursting: When slain, non-boss enemies explode, causing all players to suffer 10% of their max health in damage over 4 sec. This effect stacks. You’ll want to limit killing trash all at the same time.
    • Explosive: While in combat, enemies periodically summon Explosive Orbs that will detonate if not destroyed. This will require quick target switching, so be prepared to drag mobs to new orbs.
    • Grievous: When injured below 90% health, players will suffer increasing damage over time until healed above 90% health. Tanks will have to try extra hard to keep their health high, either with extra self healing or extra preventative damage reduction.

Solo content

My Experience with Vengeance and Gul’dan

For the most part in this expansion, I’ve been able to use my monk and dh interchangeably. Sure, there have been some situations where one was a bit stronger than the other, but I could cover those weaknesses with some adjustments in strategy or toolkit and it worked out fine. But when we hit heroic Gul’dan this week, that was the first time I ever swapped out one character for the other for progression.

Continue reading My Experience with Vengeance and Gul’dan

Vengeance 7.1.5 Survival Guide

Overview

  • 10% physical damage reduction was moved from Demon Spikes to passive, making us more sturdy when Demon Spikes isn’t active. We also got a stamina buff to help manage burst.
  • Metamorphosis was greatly buffed, and now offers an armor increase and guaranteed Soul Fragments from Shear.
  • Many talents got rebalanced. Expect to re-evaluate most talent tiers, especially tier 7 (Last Resort, Demonic Infusion, Soul Barrier).
  • Item level should be more important in deciding whether items, especially rings and necklaces, are an upgrade.
  • Many lackluster legendaries got buffed.

Continue reading Vengeance 7.1.5 Survival Guide

Vengeance and Brewmaster in Emerald Nightmare

I’ve cleared all of this raid on both vengeance and brewmaster, enough offer a decent comparison of the two specs I main. Both are roughly the same ilevel, with experience on the same bosses.

For Emerald Nightmare, I started bosses on my DH and took my brewmaster on farm. Originally this was because I am far more comfortable on my monk and I wanted to force myself to learn my demon hunter. It ended up being handy because the way a DH times their AM can more easily apply to the way a monk applies AM than the other way around. I can learn to time my Demon Spikes around an event, and that maps to Ironskin Brew pretty well. In contrast, a brewmaster is much more flexible, and can potentially use Ironskin much more often than a DH could do with Demon Spikes.

Continue reading Vengeance and Brewmaster in Emerald Nightmare

New WeakAuras for Brewmaster and Vengeance

I’ve been iterating on my auras for both my characters to be more useful to me. The old auras are still available if you look at the WeakAuras.online change log, I just won’t be updating them.

The biggest changes you might see if you import these are:

  • Health and reactive mitigation:
    • Soul Cleave prediction is now a bar that displays your estimated Soul Cleave compared to your max health. It’s designed to sit on top of the health bar so you can easily compare the two.
    • Stagger is still a bar, but it’s no longer color coded (since you typically don’t decide when to Purify based on color in Legion). It’s designed to sit on top of the health bar so you can easily compare the two.
    • I made these changes because in my experimentation, I found it incredibly useful to see the abilities whose relative importance depends on my current or max health displayed in the same way.
  • Proactive mitigation:
    • Ironskin (& Purifying) Brews are now displayed as “pills”, one icon per charge.
    • Demon Spikes, Empower Wards, and Soul Barrier are now grouped and displayed as “pills”, with Demon Spikes getting one icon per charge.
    • I made these changes to emphasize when I am full on charges of active mitigation, or when I am about to run out completely. Charges having their own icons emphasizes the psuedo-resource state of these abilities.
  • Item cooldowns have been moved to their own group (trinkets, artifact spells). I did this because the main defensive cooldown group was getting too busy, especially on the demon hunter. Also, since this group is made up of mostly trinkets, I can easily share it between my tanks.
  • Changes in style and position.

What will I be playing in Legion?

Both Brewmaster and Vengeance!

I love both classes, and for entirely different reasons. I get very excited about Brewmaster’s ironskin/purify gameplay and the artifact Fu Zan. And I can’t wait to leap around and play with talent builds as Vengeance. There’s a lot to look forward to!

Continue reading What will I be playing in Legion?

Vengeance Patch 7.0 Survival Guide

The Legion is returning to Azeroth, and demon hunters are coming to hunt it down with Vengeance.

This is a guide for the first few weeks of Vengeance, before we unlock level 110. As demon hunters unlock their talents between 99 and 110, they only get to experience two talent rows while stuck at 100. This simplifies the class significantly, so we’ll be playing a very different class between August 9th and August 30th than we will soon after Legion launch.

Continue reading Vengeance Patch 7.0 Survival Guide

Vengeance and Brewmaster Comparison

Vengeance and Brewmasters are two vastly different tanking specializations. Everything from their active mitigation to their fantasy are at odds, but despite that, many brewmasters are thinking of trying the new cool thing, so here is how they compare.

(This is not a guide that’s going to tell you what class is objectively best. That changes with balance tuning, and I’ve always encouraged people to play what they want. You’ll do the best playing the class that you’re motivated to master. This guide is just to help you figure out what that class might be.)

Continue reading Vengeance and Brewmaster Comparison

New Soul Cleave (That Scales with Pain)

Vengeance Demon Hunters received a subtle change to their biggest spell, Soul Cleave, a few weeks ago:

new-soul-cleave

Previously, Soul Cleave cost exactly 40 Pain. Now it costs between 30 to 60 Pain, and heals and deals damage proportionally to the Pain consumed. (Soul Cleave doesn’t show up well in datamining, so I don’t blame you if you missed the change.)

Continue reading New Soul Cleave (That Scales with Pain)