Not sure where to begin? You can find starter builds in the Quick Start guide.
Vengeance talent choices are very flexible, and usually there are two or even three viable choices for whatever content you prefer. Pick the talents that fit your preferred playstyle and compensate for your weaknesses.
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Abyssal Strike improves the range and frequency of our movement ability, Infernal Strike. Especially useful for exploration, creating distance between yourself and an enemy, and picking up far away adds. While this talent is situational, it is still a valid consideration for any content that needs lots of movement.
Agonizing Flames is a fantastic talent for dungeons since you’re always moving around and AoEing. Immolation Aura is used rotationally, so the movement bonus is up most of the time and the damage boost is never wasted. The combination of damage and movement speed to a core ability make this talent useful in the most situations.
Razor Spikes is one of the few ways Vengeance can snare enemies, though it is only easily applied to your primary target. It does add some complexity to your rotation if you choose to time your hardest hitting physical abilities, like Soul Cleave, while Demon Spikes is active.
Feast of Souls has the clear benefit of increasing your healing with a strong heal-over-time effect, no strings attached. Frequent, reliable, and small heals. The HoT does not stack, so for best use, stagger your Soul Cleaves so that you’re not refreshing it too early.
Fallout is one of the few options we have to generate Soul Fragments. It’s not a guaranteed chance to proc Souls, but it’s a high chance. It also scales in AoE situations where Immolation Aura is activated near many enemies.
Burning Alive improves Fiery Brand by letting it spread around a large group instead of being limited to a single target. At 2 seconds, it spreads slowly, and it won’t spread to enemies that have already been debuffed by it and only ticks of the original Fiery Brand can pass to other enemies. That said, it still fills the niche of being our only AoE damage reduction cooldown. Use it proactively when you pull a large group.
Felblade is the kitchen sink of talents, where it adds a lot of things to the Vengeance rotation. When selected, it should be used ahead of Shear in the rotational priority. It’s also a medium range charge, and a dps boost over the baseline rotation. Since it increases pain generation, it also influences your sustained healing through Soul Cleave or other pain-consuming skills.
Fel Eruption is a rather minor stun, since it only works on one target for two seconds, but it’s effective as an interrupt on lesser mobs, it’s ranged, and it deals a lot of damage. In raids, it can be used as a burst dps cooldown, since it deals double damage to targets immune to stun, which covers any boss mobs and many of their adds.
Feed the Demon shores up your Active Mitigation uptime and flexibility by allowing you to use Demon Spikes more frequently. It works especially well with abilities that grant some control over Soul Fragment generation, like Fallout and Soul Carver.
Fracture is an extra rotational ability that costs a moderate amount of pain and spawns two Lesser Soul Fragments. It fits best into your rotation if you would rather spend 40 pain on preparing for future damage by spawning a fragment than healing yourself with Soul Cleave right then, such as before a tank swap or during a lull in the encounter.
Soul Rending applies a leech effect to Metamorphosis, which means that 50% of the damage you deal is turned into self-healing. Especially powerful when combined with other Metamorphosis-proccing abilities like Last Resort and Fueled by Pain.
Concentrated Sigils removes the ranged and ground-targeted aspect of Sigils, which isn’t a tradeoff to be taken lightly. However, if you only need to place Sigils at your feet, removing the overhead cost of clicking on the ground is not something to take for granted. That simplification can make the difference between Sigil of Fire being a single target damage increase or not. In addition, it increases the damage over time of Sigil of Flame, and increases the silence of Sigil of Silence to 8 seconds, which is brutal for any casters caught by it.
Sigil of Chains is a powerful crowd control tool that acts similar to a death knight’s Gorefiend’s Grasp, though of notably lesser range. It pulls all the enemies inside the rune (8 yards) toward the center, then snares them. Useful for positioning, interrupting, or kiting. Some fights benefit from having all targets very close together to the group can kill them more quickly.
Quickened Sigils is a solid buff to your sigils, making them activate in 1 second instead of 2, and allowing you to use them more often. That means more ranged pulls, more damage, more frequent silences, and more crowd control.
Fel Devastation heals for a very large amount as long as it hits one target and is a suitable panic button if your health drops low. It also deals a significant amount of AoE dps, so it can be useful if you need to burn a group down quickly. Finally, all that damage is fire, which means this talent synergizes well with Charred Warblades and Fiery Demise.
Blade Turning is passive and grants a small boost to Pain generation, which means more Soul Cleaves. Generates even more pain in AoE because you’ll get more parries with more mobs hitting you. With this talent, after each parry Shear becomes the highest priority pain generator.
Spirit Bomb allows you to sacrifice one Soul Fragment for healing via leech that lasts 15 seconds. It scales well in AoE situations where you can hit multiple targets and deal lots of damage, and therefore generate more healing. It’s also good for plain old sustained AoE damage, allowing you to convert all your Soul Fragments to damage if you wish.
Last Resort only comes into play if you die (or with this talent, almost die), but that makes it a great tool when attempting difficult or new content. It gives you a free Metamorphosis when it’s needed, which increases your maximum health and your Pain generation, giving you lots of extra resources to spam Soul Cleave and hopefully recover all that health you lost. The downsides are that you aren’t always going to activate it and that sometimes when it activates, a mere 30% heal isn’t enough to save you from the next fatal blow.
Nether Bond requires some planning because it’s actually going to hurt you if you place it on another person who is close to death. Ideally, you want to place it on a teammate who can keep their health high, like another tank or a healer. Nether Bond itself is a great talent that works really well in raid content, where you’ll have a willing offtank to split damage with, but less useful in 5 mans, especially with a group of randoms. You can also use it as an external cooldown, like if your co-tank is struggling to survive, putting Nether Bond on them could help stabilize them.
Soul Barrier is a Soul Fragment consuming Active Mitigation ability that converts souls and pain into an absorb shield instead of the heal you’d get from Soul Cleave. Importantly, there is a minimum absorb on the spell that you cannot drop below for the duration (8 seconds), which makes it especially strong against frequent, small hits, like AoE trash or damage-over-time effects. Its duration of 8 seconds is short for an absorb, so it has to be timed wisely. It is also ranged, making it a decent tool for reducing damage while out of range of your enemy. Finally, it works well against predictable damage events where a proactive absorb will be more useful than reactive healing.