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