Introduction
Vengeance Demon Hunters have gotten a minor rework in 10.2, primarily focusing upon and improving the gameplay around Sigils, one of the unique concepts we bring to the battlefield. Much of our class tree has also changed due to Havoc's rework, which opens up some new possibilities, but closes off old ones. We've gained some baseline buffs, along with changes to current talents and pathing, as well as new talents. It's all quite exciting and most importantly, fun, but there remain some pain points which we'll also address here. Unfortunately, there are still a number of bugs on the PTR related to both talents and our set, so we're unable to fully test the impact of the changes, so some of this analysis will be based on tooltips and how we expect things to work, but they may not be 100% accurate by the time the patch hits live realms.
Current Issues
Vengeance has had a lack of core identity ever since its inception, primarily being a sort of "best hits" of the existing tank specs when added to the game in Legion. It had some of the damage reduction capabilities of Warrior and Paladin, mobility like Monk and Warrior, self-healing like Death Knight, and magic defense like Bears (prior to the removal of Mark of Ursol), all while playing somewhat similar to a DPS spec rather than a traditional Tank spec. However, it was not provided with any of the systems that allowed any of these things to work on their own. With the changes made to bring down the relative power level of Tanks after the end of Legion, as well as the loss of Artifact Weapons, which were designed in concert with the spec and provided much of its power, Vengeance was effectively left with no core identity and felt like a cheap imitation of a jack-of-all-trades.
Some Historical Context
Skip this section if you aren't interested in how we got to this point as it is a bit of a digression, though related to the subject at hand.
Prior to the start of Battle for Azeroth, systems were changed in the 8.0 prepatch so that tanks were focused more on physical damage reduction, with many Active Mitigations now granting armor instead of flat damage reduction, and magic damage was considered more of a healer mechanic. This severely reduced the power of
탈태, since armor has diminishing returns. Vengeance also had a major change to its resource system. In Legion after the class rework in 7.2, there was effectively a dual resource system with one of the resources being optional, but optimal.
- Generate Pain (now known as Fury) from 절단 as well as from damage taken
- Spend Pain on 영혼 베어내기 or 균열, the latter of which generated 영혼 파편.
- Spend 영혼 파편 on 영혼 폭탄 (Optional, only if using 균열)
At this time,
균열 was a spender with no cooldown that only generated Souls and dealt damage, while
영혼 폭탄 did not cost any Fury and only required Souls. Effectively, you could either use a 1-2 system by spending on
영혼 베어내기 or a 1-2-3 system spending on
균열 and then
영혼 폭탄 with enough Souls. Of course, this system also had its issues in that we generated near-infinite Pain in AoE, to the point that
절단 was never pressed but were often starved in Single Target, and
영혼 폭탄 was strong enough that it outperformed ever spending any of our resources on
영혼 베어내기, so nearly everyone played the latter option and removed
영혼 베어내기 from their bars.
To rectify this, Pain from damage taken was removed entirely,
균열 was made in a charge-based version of
절단, while generating more resources per global,
영혼 베어내기 was changed to incorporate Soul spending as well as Fury, and vice-versa for
영혼 폭탄. This caused a new issue entirely that has carried on to the present - we now have a dual-resource system in which our spenders conflict, both of which spend both our resources, so a precarious balance between the two is paramount to ensure neither spell is ignored. During the Dragonflight prepatch, another attempt was made to alleviate this by differentiating the spells more - a hard cap of 5 targets was placed on
영혼 베어내기. However, this meant that Vengeance now had a hard time picking up adds without
영혼 폭탄.
There are a host of other issues that stem from historical reasons, but I won't get into all of them as it will likely bring this article to lengths in which most people are not interested. Suffice it to say that many of the current issues come from attempting to slap a bandage on a gaping wound, then ripping off that bandage in the next patch and attempting a new one to see if it works better.
Current Issues in Patch 10.1.5
A preface - Many of these issues are currently mitigated by our Tier 30 Set Bonus (
동족학살자의 번뇌) as it provides extreme amounts of uptime on
불타는 낙인 as well as converting our primary generator(generally
균열) to Fire damage, synergizing with
뜨거운 최후.
Survivability-wise, Vengeance has far fewer cooldowns available for both tankbusters as well as extended duration multitarget fights than any other tank. Baseline, we also have low mitigation uptime and rely on debuffs on enemies to reduce damage, and one of our largest sources of mitigation has ramp time in AoE. The lack of uptime leads to a secondary problem; namely, in AoE or any fight with 100% tank uptime even on Single Target (M+ bosses with heavy melee focus, Council-style Raid encounters), we are unable to consistently mitigate damage and need to decide where the most dangerous portions of the fight lie in order for proper usage. This means that on bosses that hit especially hard with very little downtime or have consistently high damage on short intervals (eg. pre-nerf Jailer in Sepulcher (SL), Fetid Devourer in Uldir (BfA), Lord Waycrest in WCM (BfA), etc), Vengeance requires more external help to survive. Similarly, in AoE, these periods of downtime can be extremely deadly in high Fortified keys. The ramp time required to debuff enemies with our short-duration debuffs also causes problems when first entering a pack, or re-entering if forced to kite away.
Offensively, Vengeance has extremely low Single Target damage, and even in AoE is not particularly high. The Tier 30 set masks this by providing a substantial increase to our damage in both situations, putting us barely on par with the lowest DPS tanks. Without this bonus, we are at enough of a DPS disadvantage in Single Target raid that it's likely we would consistently lose aggro to our co-tanks if both tanks play correctly. In AoE, it's somewhat less of a problem, though we can still have issues with DPS pulling off us if we don't have enough Souls to immediately
영혼 폭탄 when gathering packs in Mythic+ or picking up new add spawns.
There's also a minor conflict in some of our spells due to the multi-resource system which I think needs an overhaul entirely. Currently we never use
절단 due to the GCD cost, despite having a talent
절단의 격노 competing with
균열, and similarly, both our spenders somewhat overlap in functionality due to spending both Fury and Souls.
Looking at the current talent tree, we can see many issues with both pathing and power.
On the class side, much of our utility is locked behind talents that don't provide any meaningful use, forcing us to spend multiple points to access them. For example,
분열 연마 can only be accessed through
주체할 수 없는 격노 or
감금, so in many situations it's a decision between taking a talent that provides no value whatsoever or spending an extra point.
On the spec side, not only have we got a whole corner of talents (amongst others) that are severely underpowered, but we also have other talents that block pathing while not being particularly useful. In addition, while we can spend some points to gain significant power increases to some of our core spells, others such as
지옥 황폐 get talents that do very little, making it too easy to ignore.
Power-wise, I've marked most of the weaker spec nodes that are typically avoided due to lack of power. However, some of the current nodes that we do take are rather expensive for the amount of power they provide, such as
고통의 불꽃,
쐐기 연장, and
암흑시선의 은혜 costing 2 points each.
Much of the issue with the talents isn't power-related per se, as even a 100% numerical buff to each of them would likely see them still not be taken. They likely need a rework to become talents that we'd consider taking in comparison to the existing talents that we currently prefer spending points on. As an example,
대량 추출 has a 50% longer cooldown than
영혼 저미기 yet it has significant drawbacks - it provides up to the same number of Souls but only if there are at least 5 targets available, otherwise it generates fewer; it does 14% of the damage; the Souls generated are immediately consumed and cannot be spent on other abilities like
영혼 폭탄. While it should be a weaker talent due to its placement in the middle of the tree compared to a capstone, the power difference is unusually high when compared to something like the difference between
쐐기 연장 and
악마의 먹이. Both talents provide increased Active Mitigation uptime in different ways - one through extension and the other cooldown reduction. In this case,
쐐기 연장 is actually on par or stronger than
악마의 먹이 until high levels of haste, despite being far easier to access. While it doesn't need to be strictly the case, I'm of the opinion that in general, talents should grow slightly in power as we traverse the tree, but not excessively so.
Vengeance Changes in 10.2
Now we'll take a look at the changes and see whether they've addressed our issues. Most of the changes we've seen this time are positive (for once!), but not all is gravy.
Baseline Changes
- 탈태 cooldown reduced to 3 minutes (was 4 minutes).
- 불꽃의 인장 now baseline
- 불꽃의 인장 initial damage increased by 200%.
- 영혼 시야 Haste now affects its global cooldown.
- 절단 damage increased by 10%.
- 영혼 베어내기 damage increased by 7%.
- 글레이브 투척 damage increased by 30%.
- 악마 쐐기 can no longer be cancelled manually.
The changes to both
탈태 and
불꽃의 인장 are fantastic. With a 3 minute baseline
탈태 and still having access to the
혼돈의 질주 talents (despite it costing more), we can now have a 2 minute cooldown. Similarly,
불꽃의 인장 hitting 3 times as hard brings its baseline AP conversion to 48.51%, making it roughly equivalent to a
영혼 폭탄 cast with 1.5 Souls. This is improved further with updated talents relating to it, making it truly a powerhouse which is something we have wanted for quite a long time. Currently
불꽃의 인장 has a bug with its DoT portion, where it deals double damage on every tick, so instead of dealing 15.18% damage every 2 seconds, it actually deals 30.36%. This is going to be merged in baseline in 10.2, but tuning may occur which may change the value somewhat, but it's still an overall buff no matter what changes, which is great!
The flat buffs to our baseline spells are nice, but not particularly strong. They appear to be intended to bring our baseline damage up since it's currently a bit low, but we need a far more significant buff, especially in Single Target, to be competitive.
글레이브 투척 in particular was already one of the lowest damage spells in the game, so despite the bonus threat and increase, it's still one of our lowest threat generating abilities. Removing the ability to cancel
악마 쐐기 is also good, as many people in the current patch were incorrectly using a cancelaura macro to proc
석회 쐐기 and often immediately canceling the new cast of
악마 쐐기.
Changes to Current Talents
Class
- 어둠 avoidance chance reduced from 20% to 15%, but doubled in non-raid content (30% in dungeons/solo).
- 불길의 양식, 일리다리의 정점, 방출된 힘, 기이한 악의, 가혹한 추적, 연장된 인장, and 패배의 불행 removed.
- 악마성 duration reduced to 5 seconds (was 6 seconds).
- 원한의 인장 moved from spec tree to class tree.
- 사냥 initial damage increased by 22% and damage over time increased by 30%.
- 혼돈의 회오리 cooldown reduced to 45 seconds (was 1 minute) and Fury cost reduced to 25 (was 30).
- 주체할 수 없는 격노 now a 1-rank talent (was 2), increases Max Fury by 20 (was 10/20).
- 으스러진 회복 now a 1-rank talent (was 2), increases 영혼 파편 healing by 10% (was 5/10%).
- 일리다리의 지식 now a 1-rank talent (was 2), reduces magic damage taken by 5% (was 3/6%).
- 일리다리의 의지 now a 1-rank talent (was 2), increases max health by 5% (was 3/6%).
- 혼돈의 질주 now a 2-rank talent (was 1), reduces 탈태 cooldown by 30/60 seconds (was 60 seconds).
- 촉진된 인장 no longer reduces cooldown of Sigils.
- 집중된 인장 and 정밀 인장 no longer increase the duration of Sigils.
- 불규칙적인 지옥심장 now reduces cooldown of 불지옥 일격 by 8/15% (was 10/20%).
- 분노의 화염 now a 2-rank talent (was 1). Now makes 불꽃의 인장 deal 35/70% increased damage and generates 1/2 Fury per target hit (was previously just 2 Fury per target hit with no damage bonus).
Most of these changes are also fantastic. The removal of many talents that were never taken and had no clear benefits cleans up the tree and allows us to focus on the core talents that we would like to takes. The only exception to this was
연장된 인장, but its effect has been baked into one of our spec talents instead, so it's a net positive as we no longer have to spend 2 points in the class tree for it.
Reducing many of our 2 rank talents in the upper portion of the tree allows for us to have more selection of other talents rather than restricting us. While we end up getting slightly nerfed magic damage reduction and health, we're gaining value for the points spent. The only downside is our
탈태 now costs more, but due to its new placement in the capstone area and the baseline cooldown of
탈태 already being 1 minute lower, this is a fair trade. Similarly, the nerf to
악마성 is warranted due to the reduced baseline cooldown on
탈태, which already gives us a significant uptime increase.
Flat buffs to
사냥 and
혼돈의 회오리 are nice and the change to
분노의 화염 is great, as it synergizes with the baseline increase to
불꽃의 인장. We previously had no intention of taking
분노의 화염, but with this change we'll always want it.
We do lose a bit of power in our sigils with
집중된 인장 and
정밀 인장 no longer increasing duration, but we'll get some compensation in a new spec talent. Additionally, it's a great change because such talents which are meant to be quality of life should not have explicit power increases which force us to take them, even if we might not want the other effect of the talent. I'm still of the opinion that
집중된 인장 should simply be removed from the game, since we can entirely replicate its effect using macros, so if we were ever to take either of the talents,
정밀 인장 would always be the choice.
The change to
어둠 is unfortunate for raid, because it was already one of the weakest raid cooldowns in the game, due to it being all or nothing on a random portion of the raid rather than being a reliable damage reduction, but it's a fantastic change for Mythic+ players. A 30% chance to avoid all damage for each member of the group is quite a significant boost.
Moving
원한의 인장 to the class tree is also incredible, as we have a few more points to spend, and it frees up a point in the class tree for other talents.
Spec
- 고통의 불꽃 now a 1-rank talent (was 2), increases movement speed by 10% (was 10/20%) and 제물의 오라 duration by 50% (was 25/50%).
- 쐐기 연장 now a 1-rank talent (was 2), increase duration of 악마 쐐기 by 2 seconds (was 1/2 seconds).
- 불타는 혈액 now a 1-rank talent (was 2), increases Fire damage by 10% (was 5/10%).
- 암흑시선의 은혜 now a 1-rank talent (was 2), 지옥 황폐 refreshes 20-40% of cooldown (was 10-20/20-40%) and refunds 20-40 Fury (was 10-20/20-40 Fury).
- 분노의 사슬 now increases duration of Sigil effects by 2 seconds in addition to previous effect (extended radius by 2 yards).
- 영혼 저미기 now generates 3 soul fragments on initial strike (was 2).
- 균열 damage increased by 10%.
- 석회 쐐기 now provides its benefit when 악마 쐐기 is refreshed in addition to when it expires.
- 유성의 일격 now reduces the cooldown of 불지옥 일격 by 10 seconds (was 8 seconds).
- 지옥 불길의 강화 now reduces magic damage while 제물의 오라 is active by 12% (was 10%).
- 영혼의 향연 healing value increased by 100% and no longer has an initial tick.
- 대량 추출 cooldown reduced to 1 minute (was 1 minute 30 seconds).
- 영혼 방벽 absorb values increased by 28%.
- 뜨거운 최후 now increases your Fire damage dealt to enemies afflicted by 불타는 낙인 by 25/50% (was 20/40%).
- 집중된 회전베기 now increases 영혼 베어내기 damage to primary target by 50% (was 40%).
- 그을린 피부 now also affects 불꽃의 인장 in addition to its previous effect.
Again, the damage changes appear to be targeted towards our Single Target damage, but it's simply not enough to be competitive. Unfortunately, the simple numerical changes to the talents that we consider dead are still not anywhere near enough to incentivize selecting them. They really need to be reworked to make them more attractive. Even minor changes would be enough - for example, if
영혼 방벽 had a minimum absorb so that it lasted for full duration as it did in Legion, we would consider taking it, but even with the increased absorb values, it will still be immediately consumed in a single global. Sadly, despite looking like a buff, the change to
영혼의 향연 can be viewed as a nerf in many situations due to the loss of the initial tick, since the buff cannot stack, when it refreshes it will never tick, so pressing
영혼 베어내기 twice in a row would net less value from the talent than it does on live.
Reducing the point cost of many of our required talents is fantastic, as it gives us more talent points to spend, which comes into play with the new talents that have been added to the tree.
Incidentally, some of you may have noticed that despite previously being in the spec tree, the removal of
불길의 양식 was noted in the class section. This is because it was moved there in a prior build of the PTR, forming a choice node with
집단 고뇌 before its removal. Considering that it was a talent that we commonly took due to being passive and averaging out to more value than
원한의 인장, it may seem an odd candidate for removal, but we have more control with the new trees being more focused on Sigils.
Finally, there are some flat buffs to talents that we currently use - namely
뜨거운 최후 and
집중된 회전베기, but may not be playing in the new patch due to new builds being possible. However, I do appreciate that these talents were buffed.
New Talents
Class
- 전투검에 의지한 삶 - When you parry an attack or have one of your attacks parried, restore 4% of max health and 10 Fury. This effect may occur once every 5 seconds.
- 글레이브의 용사 - 글레이브 투척 has 2 charges and 10 yard increased range.
전투검에 의지한 삶 is a decent addition to our arsenal. While we are likely to proc it on cooldown in AoE, providing us with a decent amount of Fury and actually making it better than any of our other Fury talents in the class tree, the heal portion is negligible and likely often wasted. The extra Fury may be handy this tier with our set bonus, but without it, it's likely to be unnecessary.
글레이브의 용사 is a great quality of life addition, as one of the most frustrating things about playing tanks other than bear and brew is the lack of ability to pull enemies from 40 yards consistently. Having this as an option is really great.
Spec
- 승천의 불길 - 불꽃의 인장 initial damage increased by 50%. Multiple applications of 불꽃의 인장 may overlap.
- 빛나는 인장 - All Sigils have an additional charge. You have 20% increased chance to parry attacks from enemies afflicted by 불꽃의 인장.
승천의 불길 is decently strong. With its placement on the tree and the general power level, it's likely to see a good amount of play. The damage increase is multiplicative with the reworked
분노의 화염, making it particularly potent. It will get outperformed by
영혼의 용광로 until extremely large target counts. It provides 41.2335% increased AP on the initial hit of
불꽃의 인장, since we will always be playing
분노의 화염 in contrast to the 51.912% AP gain from a single cast of
영혼 폭탄 cast with 4 Souls and
영혼의 용광로. This means that up to ~10 targets,
영혼의 용광로, as long as we can cast one buffed
영혼 폭탄 per cooldown of
불꽃의 인장 (roughly 25 seconds with CDR talents taken), then
영혼의 용광로 comes out ahead. The Tier 31 4-set cooldown reduction means it's probably closer to 15 seconds for 10.2, but we're unable to test this as it is currently bugged on the PTR. The overlapping applications is also a nice quality of life change in concert with
빛나는 인장, but is unlikely to see much use if played properly, since we generally won't be wanting to stack our sigils.
빛나는 인장 is incredible in dungeon content, but less powerful in raid. It's on a choice node with
불꽃의 잠식, which makes sense, because that's likely what we'll be playing in most Single Target encounters instead. This is probably one of the most overloaded talents in the game. It not only provides us with 2 charges of every single one of our sigils -
불꽃의 인장,
불행의 인장,
원한의 인장,
침묵의 인장, and
사슬의 인장, but also grants us 20% parry against any enemy that currently has the
불꽃의 인장 DoT effect on them. Having 2 charges means we're far less likely to waste the cooldowns as well as giving us a buffer when gaining cooldown reduction from sources like
속박의 순환 or our Tier 31 4-set bonus. Being able to lock down multiple enemies or chain silence for 16 seconds is also incredibly strong in Mythic+. The parry gained is additive to our current avoidance, making us able to avoid a significant amount of attacks in multi-target situations, and even the majority of them in Single Target. With the new item levels in 10.2, most players are likely to see upwards of 80% dodge+parry combined when everything is up at once, depending on how much crit is stacked. The current implementation seems to just grant us 20% global parry which shows up on the character sheet, but I expect it will be changed by the time the patch hits live.
There is one drawback to this debuff style of tanking, which is that we now want to be using
불꽃의 인장 when enemies are all grouped, rather than to pull a pack, since it provides us with so much survivability, but we're still extremely vulnerable right at the start as everything is grouping up. In addition, we're looking at roughly 35-40% uptime on the debuff, which adds to our extensive list of short duration debuffs on enemies. If we don't play
악마의 먹이 to achieve near-100% uptime on
악마 쐐기, we're going to have fairly complicated decision-making to do with deciding when to use each defensive just to get baseline survivability.
Reworked Pathing
Class
Above, I've embedded the current and new talent calculators side by side to make it easier to follow along. As we can see, the pathing of the class tree has gone through a major change and is now significantly improved. Many of the utility talents are no longer blocking pathing to talents that we want to take all the time, but placed off to the side or are mainly optional, with additional paths being created between talents. We're now able to take
지옥칼 and
비탄의 오라 at the same time. We've had talents like
혼돈의 회오리 and
불행의 인장 shifted upwards to make them more accessible.
원한의 인장 is our new capstone on the right, and it's an easy pick. The one drawback is that we can no longer take all 3 of our capstones, but that's an acceptable sacrifice, as the 4 points we previously spent to get
집단 고뇌 were hard to swallow in the first place. This is a slight loss to our damage, but hopefully we'll get some compensation for it other than what we've already gotten. In particular, I like that
어둠 속의 방황 and the choice node for
집중된 인장 and
정밀 인장 have been moved entirely out of the way, so we aren't forced to take either of them for pathing.
Spec
Not too much has changed on our spec tree, however. We've gotten a slight shuffle of the talents in the upper right section, making the new
승천의 불길 more accessible, as it had taken the place of
사슬의 인장 when it was first added.
사슬의 인장 has shifted down into the capstone area, replacing what was formerly a choice node between
원한의 인장 and
불길의 양식. However, we're likely not to take it in most builds as the utility gain comes at a substantial throughput loss elsewhere on the tree.
빛나는 인장 has been placed on a choice node with
불꽃의 잠식, so we can decide between builds that focus on
불타는 낙인 and
불꽃의 인장. Finally, we've gained a few connections in the bottom middle, making it easier to access
악마의 먹이 from the sides. I'd personally prefer
승천의 불길 to be swapped with
고통의 축연 as it seems to make more sense in the cluster of sigil talents in that area, while
고통의 축연 would immediately follow
불타는 낙인. Unfortunately, despite the buffs, that whole section of the tree is still dead, but at least all the talents are grouped together in a section that we never need to access.
Luckily, while the pathing hasn't changed too much, the reduction in points spent on our required talents opens up many possibilities for our builds.
Potential Builds
I'm going to be separating Class and Spec builds for this breakdown, since there are various optional talent choices that can be swapped and used together.
The nodes marked in green will effectively always be taken, whether due to being powerful enough to justify it, or for pathing reasons. This costs us 17 points, with exactly 8 points in the upper tier, and 9 points in the middle. That leaves us 3 points to play with that can vary depending on the situation. Those 3 points will likely be spent on one of the 6 blue nodes, depending on the situation. In raid, we're most likely going to take
복수의 퇴각 along with
글레이브의 용사 and
전투검에 의지한 삶, unless there are adds that warrant
혼돈의 파편 or specific fights where we need to CC or purge. Meanwhile, in Mythic+, we'll probably be taking
전투검에 의지한 삶 all the time, and most commonly
혼돈의 파편 and
글레이브의 용사, unless we need to break a snare or again, CC or purge specific enemies in a dungeon.
In the capstone area of the tree, we have 11 points to spend, 10 of which will be spent on the nodes marked in yellow. Unfortunately with the changes, we're no longer able to justify spending 4 points to access
집단 고뇌, so we'll completely be avoiding that portion of the tree in the future. This leaves us 1 free point, which we can spend on either
내면의 투쟁 (marked in purple) for a very minor damage and survivability boost, or in one of the above blue nodes. Unfortunately,
악마 재갈 still does not apply to enemies which are immune to the effects of a sigil, making it never worth the talent point.
Unlike builds up to 10.1.7, we gain
어둠 in all scenarios, as well as having access to both
불행의 인장 as well as
혼돈의 회오리, greatly increasing our utility.
For most people, I expect this to be a fairly standard build since most tanks end up outgearing fights and not needing to go fully defensive, particularly if aiming for damage parses. The point in
불피우기 can be swapped over to
화형 if there are adds to spread to, and
침묵의 인장 or
사슬의 인장 can be taken by dropping some of the damage points if needed for add fights. If we're playing an encounter where we are exclusively focused on adds, we can also swap
불꽃의 잠식 for
빛나는 인장. Without the Tier 30 or 31 bonus, it's possible we may drop
영혼 폭탄 as well for Single Target fights, freeing up an additional point.
For raiders who are progressing extremely early, most of the damage focused points such as
뜨거운 최후,
영혼의 용광로, and
유성의 일격 can be dropped in favor of defensive talents such as
석회 쐐기,
고통 인도자, or
악마의 먹이 and
최후의 수단. Unfortunately, to access
최후의 수단, we'd have to give up one of our other two capstones, both of which provide a major survivability increase, but it could be potentially worth it if the risk of dying is high.
With the loss of the Tier 30 bonus,
불타는 낙인 is no longer particularly attractive, and builds focused around
빛나는 인장 will be the new rage. For tyrannical weeks, we should have enough survivability to where we want to primarily focus on the consistent damage reduction and bonus from
영혼분쇄. Due to the current set, we'll want
고통 인도자 in all builds because of all the Souls we'll generate in AoE. Unfortunately, now that we have to path to Sigil talents, we will be losing access to a powerful DPS increase in
뜨거운 최후.
암흑시선의 은혜 has also lost a bit of value due to the reduction in duration of
악마성, so we're giving it up here for more consistency. Some damage talents are obviously optional, so swap to defensive talents as needed.
In Fortified weeks, we'll focus more on maintaining
악마 쐐기 and
불타는 낙인 uptime, so we swap over from
영혼분쇄 to
악마의 먹이 and
화형 with the associated required talents. One point in
악마의 먹이 is likely to be enough with the haste values in 10.2 to have close to 100% uptime. There is a fairly substantial damage loss in playing this build, particularly in Single Target, but our damage is often not what limits timing keystones, so we aim for a balanced profile of damage and survivability here. Again, a few swaps can be made for more defensive talents if necessary.
I would absolutely never recommend playing this build, but it's here if you want the full pillow build. This takes every single defensive talent possible at the cost of all your damage. Additionally, if you want to take
최후의 수단, you can drop
영혼분쇄, but that reduces your overall survivability for the safety net of a Cheat Death.
Tier 31 Set Re-Analysis
Given the context of the new talent trees, we do have to revisit our prior impressions of the tier set, since it has significant implications on the strength of our tree and vice-versa.
- 불타는 결심 - 2 set: When you attack a target afflicted by 불꽃의 인장, your damage and healing are increased by 2% and your Stamina is increased by 2% for 8 sec, stacking up to 5.
- Demon Hunter Vengeance 10.2 Class Set 4pc - 4 set: 불꽃의 인장's periodic damage has a chance to flare up, shattering an additional Soul Fragment from a target and dealing (75.9% of Attack power) additional damage. Each 40 Fury you spend reduces its cooldown by 1.0 sec.
Our 2 set doesn't really change much, and is okay despite the bug where multiple Vengeance players cannot simultaneously get the buff. Our 4-set, though, has many interactions that significantly improve its value with the new tree as well as making our tree look better than it would be without it.
Unfortunately, our baseline damage is bad enough that with the loss of our Tier 30 set
동족학살자의 번뇌 (which is one of the strongest sets offensively in the history of WoW in percentage gain), we're looking to do less damage in patch 10.2 on Single Target than we currently do, even with 39 extra item levels, and barely comparable AoE damage. While I appreciate strong tier sets, Tier 30 was far too extreme and heavily skewed our performance despite the spec itself not being in a great spot. I think Tier 31 is far more reasonable, despite not providing us with any direct damage reduction (small buff please!), but we need some major compensation baseline to bring our numbers up to competitive levels. What we've gotten so far is a start, but it's not nearly enough. Rough estimates put us at more than a 50% blanket buff and we'd still be the lowest damage tank spec, which is problematic for aggro.
The 4-set cooldown reduction is currently not working on PTR, but we can estimate based on logs how much gain we'd get. The bonus Soul and damage proc appears to be scaling down from 30% on Single Target to ~20% at 5 targets and dropping off significantly after that. This boosts our Soul generation in AoE to very high levels, likely giving us 50+% increase in Souls per minute, allowing for significantly more Fury to be spent on
영혼 폭탄 rather than
영혼 베어내기. This bumps the value of
으스러진 회복,
고통 인도자,
영혼의 용광로,
불타는 혈액(through conversion of our Fire:Physical damage ratio) and others. In addition, the cooldown reduction is likely to land us at around 15 seconds of cooldown on
불꽃의 인장, meaning with
빛나는 인장, we're likely to see roughly 60-70% uptime on the increased parry, rather than the 35-40% it would be without the set. The decreased cooldown also boosts the value of
분노의 화염 and
승천의 불길, giving us more damage more often.
On Single Target, it's not looking as good, since we're not generating as many Souls or spending as much Fury, but it's still looking to be a decent increase overall.
I still don't think the power of Tier 31 is going to be strong enough relative to Tier 30 even with the new tree, to the point that we might be forced to wear Tier 30 in raid despite the item level difference. This is a major problem that needs to be fixed. The best solution is probably to nerf our Tier 30 since it's such an outlier, and then give baseline compensation instead.
Issues Addressed? New Issues
The rework to our tree appears to have addressed some of our current issues - mainly related to talent pathing and node strength relative to cost. We've also gained a strong new survivability talent for AoE and much more utility. However, it hasn't affected our core issues of low damage and lack of cooldowns, while focusing even more heavily on short duration debuffs for defensiveness. While I understand the desire to differentiate Vengeance by making it a debuff-focused tank, the gameplay around it can be incredibly frustrating due to situations out of our control. In theory, debuff maintenance works, but in practice there are often times when damage doesn't come from an expected source (or a source that can't be debuffed), or adds spawn at awkward times, and there is nothing we can do pre-pull before our debuffs get rolling. None of these issues have been addressed, and in fact, may have been exacerbated by the focus on
불꽃의 인장 being yet another defensive debuff. The focus on avoiding damage through dodge, parry, and even
어둠 rather than giving us more tools for controlled damage reduction as a tank is also somewhat unfortunate, since even with the incredibly high amounts we can reach, the possibility of getting globaled still exists, no matter how remote.
Similarly, some of our dead talents are currently just shunted off to the side and despite minor buffs, are mainly left to rot, rather than being reworked into more attractive options. Our resource system hasn't really been looked at ever since we were reworked after Legion into more of a Soul-focused spec and it is still rather clunky. The loss of our Tier 30 set is going to be rough for our throughput, and due to the strength of Sigils, some talents that we commonly took before have been reduced to alternative options as a tradeoff, or possibly not ever taken.
Conclusion
Despite many of our issues not being particularly addressed by this rework, I am greatly anticipating the launch of 10.2 and the new trees. It finally feels like Vengeance is starting to form a bit of an identity and while we can't expect a full rework at this time and the existence of a variety of bugs on the PTR, what we've gotten so far has felt incredibly fun in testing. I don't think we're going to be strong enough to take over the meta like other reworks have done, but we're definitely going to be a contender for the most enjoyable tank spec to play, especially for the more casual players out there.