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Vengeance Demon Hunter: First Impression of the New DH Talent Trees in Dragonflight
용군단
2022/09/16 시간 09:00
에
Itamae
에 의해 작성됨
With the reveal of the Dragonflight DH talent trees, our Vengeance Demon Hunter writer Itamae provides initial reactions and thoughts on this revamped system. We break down the DH talent trees, discussing the new talents and providing some sample builds. Join us as we predict how this class could play in Dragonflight!
To learn about the best PvE talent builds in Dragonflight for this class, and export these builds into the game, please check out our Havoc and Vengeance Demon Hunter class guides:
Havoc Demon Hunter Talent BuildsVengeance Demon Hunter Talent Builds
Introduction
With the release of Dragonflight Beta, Vengeance Demon Hunter has finally received its talent tree. Being the last spec to have its tree unveiled, expectations were high. Now we can see whether it met those expectations. Please note that everything I've written here is from a PvE perspective and primarily contains my own opinions, though many of them concur with many current Vengeance players. In addition to the talent changes, we've also received a soft mastery rework which I'll discuss near the end.
N.B. This was written based on Beta build 45569 released on the week of September 14, 2022.
Demon Hunter Dragonflight Class Tree
What's New?
In Dragonflight, the talent system has changed from the current system of selecting one of three talents every five levels, to a tree reminiscent of the original WoW while being brought into the modern era. The trees are split into two separate sections, class and specialization, and starting from level 10, we gain one talent point per level, alternating between a class point and a spec point, for a total of 31 class talents and 30 spec talents. The class tree primarily contains abilities that seem to be centered on abilities and passives that could be useful for the whole class, while the spec tree is more for strengthening specialization related spells. As Demon Hunters were the only 2-spec class prior to Dragonflight, while being designed entirely during the Artifact weapon era of Legion, we have a short history of prior powerful borrowed powers to lean on. As a result, we have gained access to a number of core utilities and defensives that were previously only available to Havoc, while maintaining many of our current abilities, as well as some brand new talents. Due to it being a replacement for new spells as we level, many abilities that are currently baseline have been converted into talents which we must spend points on as well, and with the limited talent points, we must give up some of what we may be accustomed to having already.
A number of our class talents are abilities we have currently baseline or as talents but without restricting us to a single option on a talent row, such as our sigils and their related talents,
지옥불 갑옷
, and
악마성
. Additionally, we have some very powerful new options for mobility in
복수의 퇴각
, as well as core utility from Havoc in
혼돈의 회오리
,
흐릿해지기
, and
어둠
. We've also got some borrowed powers returning from Legion through Shadowlands, like
불타는 전투검
from our Artifact weapon,
지옥불 갑옷
from Azerite traits,
으스러진 회복
from conduits, and Covenant abilities like
사냥
.
These are simply some of the example talents that have been added to the Vengeance class tree, and I'll be covering them and more in-depth in the First Impressions selection below.
First Impressions
I've included a visual version of the tree below which may help for following along with my impressions.
Legend
Starting Free Talent
Don't Pick Talent
Must Take Talent
Pick One (Fury Gen)
Situational/Casual Talents
Pick One (or both)
Filler Talents
Optional Talents
The tree is primarily broken down into three major sections - the top section in which we must spend at least 8 points, a center section that opens up and where we must spend at least 20 points in combination with the top section, and a capstone section that primarily contains most of our powerful talents. Each section is then partitioned into a left, middle, and right subsection, which seem to be Havoc-focused, general class, and then Vengeance-focused respectively.
The top section is fairly well designed, perhaps exceedingly so. We start with a free point in
불꽃의 인장
, and to spend 8 points here, we get a mix of Fury generation, defensives, mobility, and utility. As it is, we currently want to make our way down to
지옥칼
immediately, as it removes a number of empty GCDs from our rotation due to lack of Fury economy. On the way, we take
복수의 퇴각
and
불타오르는 족적
for mobility,
으스러진 회복
for a boost to self-healing,
주체할 수 없는 격노
to prevent overcapping and allow for some pooling due to the way our Fury comes in bursts, and
분열 연마
for a bit of extended range on kick. We also potentially want to pick up
불타는 전투검
for a small amount of leech, and
감금
and
마법 삼키기
have some utility, especially in dungeons or on adds during raid encounters. Finally, we'll probably want to pick up at least one of
분노의 화염
,
방해의 격노
, or
삼켜진 분노
for some extra Fury. These talents are situational depending on which is more common between kicks and purges, while
분노의 화염
is the consistent option when neither is possible. Unfortunately,
복수의 유대
and
튀어오르는 글레이브
are unlikely to ever be picked up due to lack of a niche.
추격
can be taken for speedrunning old content, but we give up too much elsewhere to take it. Similarly, with current tuning, we're unlikely to be able to take
비탄의 오라
as we currently need
지옥칼
for the Fury.
Moving on to the center, I would consider this section the worst by far of our class tree. There are 6 talents which we absolutely never want to take, with all the good talents being in the middle class subsection. There are exactly 8 points that we want to spend here, all starting from
혼돈의 질주
which reduces our
탈태
cooldown from 4 minutes to 3 minutes. After that, we path down to both
영혼 분쇄
and
지옥불 갑옷
despite the latter being fairly lackluster, and then
혼돈의 회오리
,
악마성
, and
침묵의 인장
respectively. This unlocks the entire bottom section of our tree for flexibility, while giving us some add control and survivability. Unfortunately, as tuned,
일리다리의 정점
will never be picked due to it being strictly worse than
악마성
in all scenarios. The left and right subsections of the center are simply atrocious. On the left, we have a couple semi-useful utility options in
지옥불 가속
and
글레이브의 대가
, but limited so that we don't really want to spend the points on them over talents in the top section.
일리다리의 지식
unfortunately is not worth the points, as it's fairly unlikely we'll ever want extra magic damage reduction on top of what we have, especially when it costs effectively 3 points to get it. The right side is even worse, with two talents that are actively detrimental to players in a choice node between
집중된 인장
and
정밀 인장
, as well as a current conduit in
어둠 속의 방황
that had exactly 2 uses this expansion and thus far, none in Dragonflight's first patch. They then lead to
일리다리의 의지
, which sounds good on paper, but is absolutely not worth spending any of these points to get to. Because we only spend 8 points in the center, that frees us up to spend 4 extra points in the top, where we pick up a few more marginally useful talents.
Finally, our bottom section is nearly perfect, with only a couple minor issues. We get access to
흐릿해지기
, ironically our most powerful defensive by far as it was previously limited to Havoc. Then we want either one (or both) of
어둠
and
불행의 인장
, depending on the situation to allow us to path down to
사냥
- a fan favorite option that provides a good amount of single target burst and survivability, as well as minor AoE. After that, we take
기이한 악의
for some extra damage, especially in AoE. Finally, we take
알드라치의 문양
for nearly all situations,
연장된 인장
and
촉진된 인장
. While
연장된 인장
isn't the most value for 2 points, it does have some uses and provides pathing below. That leaves us with 3 points of our choice to take
혼돈의 파편
for survivability in AoE,
패배의 불행
for a small bit of bonus damage in Mythic+ or on adds,
칠흑 같은 어둠
if we need a shorter cooldown, or
불규칙적인 지옥심장
for extra damage on single target.
악마 재갈
may be an option if there is an all-magic fight with unparryable damage, but that type of fight has so far not been common enough to be taken. Unfortunately, none of our choice nodes are real choices.
방출된 힘
is generally unnecessary and doesn't provide any survival compared to
혼돈의 파편
,
가혹한 추적
is difficult to get value from as we'd have to game the cast when mobs are about to die, rather than an always-active damage option, there are nearly never times when we need 2 extra seconds from
긴 밤
, and reducing the cooldown of
불행의 인장
with
불행의 인장 연마
still doesn't allow us to permanently CC enemies and we lose free damage.
필사적인 본능
is in a unique position, as it's quite good for casual play, but terrible for high level play. Being unable to control exactly when to use a defensive is a net negative, as there are situations where we may drop below 35% health and proc
흐릿해지기
, and then it will be on cooldown when we actually do want it a bit later.
Issues and Potential Fixes
The main issue with the tree layout is that the middle section of the tree is so lackluster, leaving us with an hourglass shape in terms of how we want to spend points. We end up spending 12-8-11 in each section respectively. Beyond that, I would only consider
불규칙적인 지옥심장
to be out of place, as it seems fairly weak for 2 points in the capstone section of the tree, and it might be better served in the center or top sections.
With some testing and logs on the Beta, Fury generation is currently slightly problematic, since the costs of our spenders were raised from 30 on live, to 35 for
영혼 베어내기
and 45 for
영혼 폭탄
. This currently results in a fairly empty GCD rotation due to lack of Fury generation, which is only alleviated through taking
지옥칼
, another Fury generating option (
분노의 화염
,
방해의 격노
, or
삼켜진 분노
), and
불안정한 화염의 피
from the spec tree. Of the three class options, the best choice depends on whether we have enemies that can be kicked or purged successfully or not, and when we don't, even
분노의 화염
is fairly weak in ST, but decent in AoE. It is possible to play without
지옥칼
, but we end up with a fair number of empty GCDs which feels fairly awkward. I'd like to see our rotation be completely filled if taking
지옥칼
, with only a couple empty GCDs per minute if we choose to forgo it rather than the current situation where we have around 6-8 empty GCDs without, and 2-3 with. One way to accomplish this could be a minor cost reduction for our spenders. In addition, to make
비탄의 오라
more competitive, I think it should perhaps provide double Fury on crits, or have some other method of helping generate Fury, like
불안정한 화염의 피
does, while reverting
불안정한 화염의 피
to its previous function. This would balance it out as we wouldn't be taking Fury talents in both class and spec tree, and it creates a competitive choice node.
불타는 전투검
, while still being taken, is currently somewhat undertuned as well. If playing with
영혼 폭탄
, it's about 3% leech, while without, it drops to 1-2%. A simple fix for this would be to make all of our magical damage abilities deal either Fire or Chaos damage, bringing it up much closer to 3-4% leech depending on the build played.
In the middle section, we have a number of dead talents that simply don't provide enough value, but with some tuning, they could be options. However, on the right-center subsection, I am of the opinion that those nodes should entirely be scrapped and replaced with something else.
어둠 속의 방황
can stay perhaps for PvP, but in PvE it's simply not an option. The choice node of
집중된 인장
and
정밀 인장
is simply an abomination. While it is a decent choice for accessibility, both options remove player agency entirely, which is a net negative for play. If it exists for accessibility issues, I believe it would be better to enable @target casting of reticle-based ground-targeted abilities, similar to
the bug introduced in 9.2.5
that was quickly fixed. Then, both these talents would effectively just be macro options. That leaves control of how to use sigils in the hands of the player, while still allowing to path through. As a replacement,
분노의 사슬
would be a good candidate, at 2.5/5 yards rather than 1/2, or perhaps make it a single point talent for 3-4 yards instead.
Out of the good nodes,
지옥불 갑옷
seems fairly weak for a 2 point node as well. For the investment, we receive 20% to armor and a small thorns effect only while
제물의 오라
is active. Vengeance Demon Hunters already have the lowest armor for all tank specs (bar Brewmasters, who have stagger), and a 20% increase to this armor value is only worth ~6-10% effective health, depending on active cooldowns. In addition, it's only up during
제물의 오라
, meaning it has somewhere between 40-80% uptime depending on haste and talents selected. This makes it worth somewhere between 2.4-8% effective health after taking uptime into account. For 2 points, that's barely on par with
일리다리의 의지
, a talent we don't even take. While not directly comparable due to different paradigms, Warriors are already the highest armored tank, and they get
강화된 판금
, a single point node that increases armor by 20% permanently. The thorns effect also only applies to successful melee attacks, so it gets worse with higher avoidance from better gear.
Yet again, we run into the problem of our choice nodes not being real choices.
일리다리의 정점
now reduces the cooldown of
탈태
by 1 minute and gives a bonus 10% Versatility while it is active, but that effectively raises its uptime from 8.33% to 12.5%. In comparison, if we look at 6 minute windows, it is effectively giving 30 extra seconds with 10% more Versatility. With no other supporting talents from our spec tree,
악마성
is worth 48 seconds of uptime alone, when including the 2 second channel time which is counted as being in
탈태
. This can be increased up to 80 seconds if we get lucky with high rolling on
암흑시선의 은혜
. Not only does
악마성
provide significantly more uptime, but it also has far more flexibility in usage, allowing us to weave regular casts with the procs. While the idea of a choice between more uptime or more power is good in theory, the amount of power gained with 10% Versatility is simply far too low to be competitive. Given the loss of flexibility,
일리다리의 정점
would need to reduce the cooldown to 1 minute, while still providing a power boost, or we'd need to have a significant boost every 2 minutes to make it worthwhile.
패배의 불행
was recently changed from 10% damage buff on adds to everyone, to a 20% personal damage buff after
불행의 인장
ends. Unfortunately, that makes it much less powerful as we already have rotational conflicts for setting up
약화
.
Down at the bottom, the choice nodes seem to be non-choices for Vengeance, though they may be useful for Havoc, so we can leave those as is. As stated before,
불규칙적인 지옥심장
feels out of place here, so I'd like to see something more added to make it more attractive, perhaps extra distance or another charge added.
필사적인 본능
has the same problem as the choice node on the center-right portion of the tree. It removes player agency entirely from when we want to use our defensive cooldown. While this isn't an issue in casual content, as it will likely just proc on cooldown, it gets actively worse the more difficult the content. Even when comparing to similar abilities from other classes (
역전의 용사
for Warriors,
갈고 닦은 본능
for Druids,
반탄공
for Monks,
죽음의 요새의 결의
for Death Knights), their passive defensives are on a separate (or no) cooldown from their actives. The 10% bonus reduction is attractive, but not at the cost of control. I'd like to see the ability on an entirely separate cooldown, perhaps with the potency/cooldown adjusted so that it isn't too powerful, which would make it worthy of a capstone talent. This would also create some much-needed tension in the bottom section of the tree, forcing us to choose among damage/utility/survivability.
Vengeance Demon Hunter Dragonflight Spec Tree
What's New?
Similar to the class tree, the specialization tree for Vengeance is comprised of a mix of current baseline abilities and talents, some borrowed power including Legendaries, Conduits, Covenant abilities, Artifact and Azerite traits, and some brand new interactions.
Current Baseline/Talents
지옥 황폐
- Baseline spell
불타는 낙인
- Baseline spell, Rank 2 upgrade included
반사의 쐐기
- Baseline Rank 2 upgrade
완벽하게 균형 잡힌 글레이브
- Baseline Rank 2 upgrade
균열
- Talent
유성의 일격
- half of a current Talent
영혼의 향연
- Talent
고통의 불꽃
- Talent
영혼 방벽
- Talent
대량 추출
- Talent
고통의 축연
- Baseline Rank 3 upgrade
공허의 절단기
- Talent, slightly modified
낙진
- Talent
영혼 폭탄
- Talent
사슬의 인장
- Talent
파멸의 보루
- Talent
화형
- Talent
악마의 먹이
- Talent
그을린 피부
- Talent
최후의 수단
- Talent
Brand New
약화
- Previously part of
영혼 폭탄
but now totally separate with new functionality
보복
- Inspired by a PvP talent
뾰족한 쐐기
but much weaker
석회 쐐기
절단의 격노
분노의 사슬
쐐기 연장
불타는 혈액
불안정한 화염의 피
- somewhat inspired by our current Tier 2p
집중된 회전베기
약점
영혼분쇄
불꽃의 잠식
Borrowed Powers
이글거리는 불길
- Shadowlands Conduit
지옥 불길의 강화
- Legion/Shadowlands Legendary
영혼의 용광로
- Shadowlands Conduit
집단 고뇌
- Shadowlands Legendary
고통 인도자
- Legion Artifact Trait
암흑시선의 은혜
- Shadowlands Legendary/Torghast Power
뜨거운 최후
- Legion Artifact Trait
영혼선동자
- inspired by BfA Azerite Trait
속박의 순환
- inspired by BfA Azerite Trait
영혼 저미기
- Legion Artifact Trait
원한의 인장
- Shadowlands Covenant Ability
(should be
불길의 양식
) - Shadowlands Covenant Ability
First Impressions
Overall, my immediate reaction to the tree is that it is in a fairly good position, but could be improved. Similar to the class tree, I'd categorize it into three sections in two different ways. The top/center/bottom division requires us to spend specific amounts of points so that we can't build too heavily into the capstone section at the bottom. More generally, the left/middle/right sections of the tree seem to each have a general theme being explored. On the left, we have
약화
-focused talents. The middle is primarily focused on improvements to
지옥 황폐
. The right side is mainly
불타는 낙인
. Finally, we have some unique talents that don't particularly belong anywhere being interspersed into all three parts of the tree.
Again, I've included an annotated visual tree below that may be useful for following along with my impressions.
Legend
Don't Pick Talent
Must Take Talent
General AoE
Generally Picked (Pathing)
Situational (High Risk of Death)
Survivability
DPS
Pure ST
Casual Content
I'll primarily be discussing the sections from a top to bottom perspective, as that is how we will be spending our points, but will also review the synergy for each thematic section as well as the unique talents.
Firstly, at the top, we must spend 8 points. These points are almost always going to be locked in with the current tree layout. We are forced to take the top 3 talents -
지옥 황폐
,
약화
, and
불타는 낙인
, which makes sense, as they are the primary themes of each portion of the tree and critical to our spec working. There isn't much to say here, other than that
약화
seems to be the new focus for Vengeance. It used to be a 20-second long duration debuff that granted 10% leech and was applied by
영혼 폭탄
, but now it's been reworked to apply from
불꽃의 인장
, lasts only 5 seconds, and heals for 8%. It may seem somewhat undertuned at first glance, but it's just because there are many supporting talents below which greatly increase its power.
Following those 3 points, we have 3 talents which improve various baseline spells, 2 of which we always take.
반사의 쐐기
used to be a baseline Rank 2 upgrade, and while it is fine, I'd rather see this as part of the ability baseline, while giving us a talent that improves it instead.
완벽하게 균형 잡힌 글레이브
is a rank 2 upgrade to
글레이브 투척
which is currently a button that is of lowest priority, which is unfortunate because we have to spend the point to access the good talents below it.
유성의 일격
has some nice utility for extra mobility, but points are generally better spent elsewhere. There is a strange synergy with our class tree talent
불규칙적인 지옥심장
at the moment which reduces the cooldown by a significant amount, generating a fairly large amount of off-gcd threat.
For our last 3 points in this section, we'll generally be spending them on
균열
,
이글거리는 불길
.
균열
is generally considered one of Vengeance's signature abilities despite being a talent, with
절단
being fairly reviled by most Vengeance players.
석회 쐐기
helps smooth out damage when
악마 쐐기
drops. I can even see some situations where we aren't taking much Physical damage, so we'd use
악마 쐐기
and cancel it preemptively for a bonus damage reduction. Unfortunately,
이글거리는 불길
is quite underpowered as the healing from
지옥 황폐
is generally irrelevant, but we need it for pathing.
The remaining talents are bad enough that we would rarely ever consider taking them.
절단의 격노
improves the Fury generation of
절단
, but as stated above, most players do not like the playstyle without
균열
. I could see it being fairly useful for a simple rotation for new players, as it would mainly require pressing
절단
and
영혼 베어내기
.
보복
provides a very small damage increase and threat bonus, which in testing so far, seems rather underwhelming. Being locked behind
유성의 일격
also means that we'd only build into it if forced. Meanwhile
지옥 불길의 강화
is yet another magic damage reduction which has low utility in most cases. Even in the cases where we would like extra magic damage reduction, it's unlikely that any other tank spec would be able to survive.
In the center section, we want to take
영혼의 용광로
as it improves our damage on both
영혼 베어내기
as well as
영혼 폭탄
. Interestingly enough, due to the way
영혼 폭탄
works with the souls being consumed before the damage is dealt, it will in fact proc on the
영혼 폭탄
that absorbs a 10th soul.
영혼의 향연
is an option for extra healing, but it is an AP% based heal and it refreshes rather than stacking or rolling like ignite, so with the way it's tuned, it won't ever be selected.
쐐기 연장
is quite a nice uptime buff to
악마 쐐기
, and similarly,
고통의 불꽃
is quite attractive for both damage and Fury generation purposes.
영혼 방벽
and
대량 추출
in the choice node aren't generally worth the point due to bad interactions with Souls and low tuning.
불타는 혈액
is very nice and will likely be taken for damage in many builds.
공허의 절단기
is the first of many talents that improves
약화
. It not only allows
영혼 베어내기
to apply the debuff, but also improves it so we take 4% reduced damage as well. A lovely talent and much improved from the current version on live.
불안정한 화염의 피
is a strong talent that will smooth out our Fury flow.
낙진
has a 60% chance per enemy damaged to generate a Soul on the cast of
제물의 오라
, up to a cap of 5 Souls.
파멸의 보루
has the same weaknesses as
이글거리는 불길
, but in this case, it doesn't even have forced pathing so we will try to avoid it. Sadly,
고통의 축연
, previously a rank 3 upgrade to
불타는 낙인
is again locked behind bad pathing while not being strong enough for us to want to go that way.
영혼 폭탄
has always been a popular talent since its introduction in Legion's patch 7.1.5, but has either overshadowed
영혼 베어내기
rotationally, or been eliminated due to anti-synergies. Currently on the Beta, it's barely performing equally in AoE below 5 targets and a significant loss in ST due to a later talent, which is an odd decision, as it is effectively spending a talent point for no gain outside of large target count pulls. This could be a tuning issue, or perhaps a candidate for a rework. In most cases I'd still probably take it simply because it's a cheaper way to path down into the strong talents in the capstone section below as well as being effectively required beyond 5 targets.
고통 인도자
was a great Artifact trait that helped smooth out our damage taken, and now it's back, albeit in a weaker form.
암흑시선의 은혜
is our currently most used Legendary, and the new form reduces the randomness somewhat by guaranteeing at least a partial refund. It will be a required talent for AoE/Mythic+, but isn't all that great in ST.
뜨거운 최후
is another powerful Artifact trait that was brought down in power from its previous form, but allows for some interactive and fun gameplay around burst windows every minute.
사슬의 인장
, while popular for mob control, is unfortunately locked out of the way behind a weak talent and it's likely we will almost never consider picking it up - a sad fate for such a useful tool. Behind it is
분노의 사슬
, a nice utility talent, but for only a 2 yard radius and is again locked behind low value talents.
Finally, in the capstone section, we have
집중된 회전베기
, which significantly increases the damage dealt by
영혼 베어내기
on Single Target, fixing one of our core weaknesses from Shadowlands.
영혼선동자
is a bit of a trap, as it performs extremely well currently on the Beta, but we are also taking very little damage. It gets worse as content gets harder and we spend less time at max health.
집단 고뇌
is quite a nice damage boost, and it synergizes with our class talent
불타는 전투검
as well as our other sources of leech to provide a decent amount of healing.
화형
continues to be lackluster as it already was this expansion, due to the slow spread and target limit.
속박의 순환
is a minor dps and utility increase, but will likely only be taken in specific situations for maximizing damage. The 100ms ICD means that it can only proc once per cast, rather than per target as some people may misinterpret the tooltip.
약점
is another talent in the
약화
family, making us deal increased damage to all debuffed targets. It's quite strong as is, and definitely worth the points.
악마의 먹이
grants us increased
악마 쐐기
uptime through cooldown reduction and can finally be taken without losing
균열
, making it much more attractive than it is now.
그을린 피부
is a nice extension to
불타는 낙인
, but again is on the weaker right side of the tree, so we won't be going for it.
On the absolute final row, we've got
영혼분쇄
, which is fantastic. It allows us to stack
약화
multiple times, making all other talents that affect it also stack. In addition to that, it allows both
영혼 베어내기
and
영혼 폭탄
(despite not being in the tooltip) to apply a second stack onto your primary target, making our ST damage and survivability even better! I could not have dreamed of a better talent, so this was a real surprise. Next, we've got
영혼 저미기
, a throwback to our Legion Artifact, for even more ST burst damage.
최후의 수단
still exists, but now that it's not the only somewhat useful talent on a bad row and it's actually quite weak in comparison to most other cheat deaths, it's a rather hard sell. Surprisingly, we may not even take it outside of a few edge cases. Sadly, the
which seems to be intended to be
불길의 양식
in game, will never be taken as it still has the same issue as it does in Shadowlands - no control over the proc, as well as a new issue in that our
글레이브 투척
is even weaker.
원한의 인장
is still good, though not nearly as strong as it currently is, but as tuned, it's the second strongest option after
영혼분쇄
. Lastly, there's
불꽃의 잠식
, which simply provides one extra charge. While having a charge rather than a cooldown does mean that there is slightly more flexibility in the usage of
불타는 낙인
and allows for some delay in usage, it's simply not strong enough for a capstone at the moment, meaning we'll never take it.
Overall, all three sections are somewhat fairly laid out from top to bottom, but there is a power imbalance from left to right. While our point distribution is good, there are some pathing issues in general. In addition, the left side
약화
is overwhelmingly dominant, with the middle being fairly mediocre, but just slightly better than the right side, which is woefully undertuned at the moment. This leads us into primarily ignoring the right side entirely in most builds.
Potential Builds
Here are a few potential builds at the moment with a quick breakdown of why specific talents were selected.
We pick up full defensive talents here, with as much mobility as possible. If there are adds that can be controlled, we can swap a few points over into
패배의 불행
.
This gives us absolute maximum ST damage, with a huge burst window every minute from
뜨거운 최후
, but we lose out on some AoE and survivability.
This gives us a decent mix of survivability, AoE damage, and ST damage for Mythic+. In extremely high keys, we may swap over to slightly more defensive talents.
Issues and Potential Fixes
My main gripe with the current spec tree layout is the lack of power on the right side. Prior to this update, I'd suggested putting the
제물의 오라
-related talents onto the right, while moving the Sigil-related talents to the middle, which would allow for better access and flow throughout the tree. Instead, they've been concentrated in the opposite sections, making it hard to take anything in the top and center right sections.
I'd like to reiterate that I believe
반사의 쐐기
should be made baseline, with something like
방어의 쐐기
replacing it instead. The change in talent position in the recent build which forced pathing through
완벽하게 균형 잡힌 글레이브
is unfortunate, as it has effectively obsoleted
보복
, which was previously never taken. Neither talent is good, but
보복
could potentially be improved. Right now, it's simply a thorns effect which only procs on successful melee attacks against us, same as
지옥불 갑옷
. A minor change to allow it to proc off any melee even if avoided would go a long way in making it more palatable.
이글거리는 불길
(required for some pathing) and
파멸의 보루
(completely avoided) share the same problem - they both improve the weakest aspect of
지옥 황폐
, a heal that's effectively irrelevant. Similarly,
영혼의 향연
is a heal that doesn't stack, but refreshes and is of low value as well.
쐐기 연장
is a bit weak for 2 points, especially when comparing to active mitigation from other tank specs. It has great synergy for increasing uptime with
악마의 먹이
, but spending 4 points to improve one of the weakest AM spells in the game feels bad. Even with all the talents spent on
악마 쐐기
, it continues to be one of the least powerful survivability options.
영혼 방벽
is unfortunate because it disappears effectively instantly after being cast, making it not worth the Souls absorbed. A nice buff could be to revert it to the Legion version, which had a minimum absorb so that it lasted the full 12 seconds with new Souls adding to it consistently.
대량 추출
would be more interesting if it didn't immediately absorb the Souls, and could have a reduced cooldown or deal more damage. Both are currently quite unattractive, but could be swapped with
지옥 불길의 강화
to make them better candidates, as they'd have more general and interesting use cases.
While
불안정한 화염의 피
is currently in a good place, it was changed from granting a Soul on crit to a random amount of Fury. This helps make our Fury flow smoother, but in return we've lost one fairly strong source of Souls for both healing and damage. As mentioned in the class tree issues above, I'd like to see this change reverted, while putting the crit Fury bonus into
비탄의 오라
instead, giving us a choice of a smaller passive amount of Fury, or more Fury at the cost of extra globals spent.
사슬의 인장
and
고통의 축연
being swapped would make them much more interesting, as it groups the Sigil talents together, while keeping the shielding theme grouped up top as well.
영혼선동자
is in a strange spot, as it is strong in easy content, and gets worse in harder content. A simple way to balance it out would be to make it more similar to the Azerite trait it came from, which was a flat absorb for every Soul consumed, or perhaps make it shield for a % of all actual healing done by the Souls, rather than overheal.
Now that
영혼 베어내기
is hard capped at 5 targets, a change I heavily disagree with,
영혼 폭탄
has a separate niche. The hard cap feels quite bad and I don't like this way of forcing a talent to have a niche. I'd prefer to see something like this done instead:
Revert the target cap on
영혼 베어내기
.
Make
영혼 폭탄
a passive upgrade to
영혼 베어내기
during
탈태
, but rework it so that it works similar to
분출하는 영혼
, so it does baseline Physical damage and additionally, bonus Fire damage in an AoE per Soul consumed while increasing Soul consumption up to 5 instead of 2.
Replace the
영혼 폭탄
talent with a talent that makes all Physical portions of
영혼 베어내기
deal Fire damage instead.
Convert that talent into a choice node, with the above and another new spell like Spirit Spear, which would be a ST finisher type spell that consumes up to 5 Souls to do heavy Fire damage to a single enemy, giving a choice between more AoE and more ST focus.
Additionally, despite the change to auto-consume Souls being reduced from 6 yards to 4 yards, it's not quite enough for a
영혼 폭탄
-based build. Any time we are up against a wall or some sort of stationary hole-in-the-ground boss, the Souls are forced to spawn near us, and even the slightest movement will auto-consume them. If we want to maintain the class fantasy of having Souls nearby, please give us a toggle that lets us not accidentally consume them by walking too close, or make that default while giving us a button to absorb all souls similar to
해악 축출
.
Very minor concern with
집단 고뇌
is that it currently doesn't scale with haste(number of ticks) or crit(as it is guaranteed), while the base
지옥 황폐
does, making it relatively weaker as we go longer into the expansion.
On the bottom right section, the
불타는 낙인
talents are kneecapped by the target limit and slow spreading of
화형
, making them fairly lackluster. I think it'd be far more interesting if
화형
spread to all enemies damaged by
불꽃의 인장
or had some other, quicker spread mechanic to make it more appealing and competitive with
약화
-based builds. In particular,
불꽃의 잠식
just feels too niche and not powerful enough to be a capstone, so perhaps something similar to our current Legendary power
불타는 영혼
(but working off any Soul consumption) would be in order here.
불길의 양식
currently doesn't seem to have a use-case either, as it is outshone by
원한의 인장
in all content due to lack of control and requiring us to use a global on
글레이브 투척
to kill it.
There is also a tuning imbalance between talents such as
영혼 저미기
(as much as I like it), and
원한의 인장
. While not shown in the tooltip, there is a 50% penalty on the offhand strike (n.b. this also applies to
균열
) which is the second AP value listed. This means that it does 150%+75% initial fire hit damage, each of which can individually crit, and then the 97.65% AP DoT afterwards, for a total of 322.65% AP. In
균열
's case, it does 40%+40% AP damage as Physical. While
영혼 저미기
is Fire damage, so it can benefit from interacting with
뜨거운 최후
, it deals less damage than a single cast of
원한의 인장
on ST which deals 350% AP Arcane damage, while not having the advantage of multi-target scaling. In addition, there is more consideration required for optimizing
영혼 저미기
whereas
원한의 인장
generally has less setup required. I believe that an easier to play talent should be slightly less powerful than one which has more restrictions, so it would be nice to see a small buff to
영혼 저미기
or nerf to
원한의 인장
.
Finally,
최후의 수단
has lost much of its luster; as a cheat death, it's not particularly strong compared to others, and now that it's not a forced choice in a row of bad options, it's been reduced to a very small niche, which isn't great for a capstone. Much of this is due to the loss in power of
탈태
as a cooldown during the transition from Legion to BfA. In Legion,
탈태
was quite powerful, as we had flat % reduction, and gaining armor on top of that was quite strong. However, with the conversion of
악마 쐐기
to flat armor, and
탈태
not applying to any temporary armor gains, it's no longer a strong survivability option. In Shadowlands, it's currently possible to proc
최후의 수단
and die while having
탈태
already up, and the long 8 minute cooldown makes it even worse. A reduction in cooldown, or a change to
탈태
(perhaps giving it a flat damage reduction instead of armor, or increased healing in addition) would make it a much more attractive option.
Mastery Soft Rework
On the latest version, our mastery has been soft reworked into granting half the armor bonus at all times, and the other half during
악마 쐐기
. In addition, a bug was noticed and fixed in that our Mastery was only at a 2.5 multiplier per Mastery point rather than 3 as the tooltip stated. These are both buffs, increasing the relative value of Mastery compared to other stats. However, at this time, it's not nearly enough to make Mastery a valued stat. It simply makes it so that we don't immediately want to discard an item that has Mastery on it. Prior to these changes, Mastery was effectively worth ~25% of the value of any other stat, and these changes bring it up to an estimated ~50-60%. In addition, the Mastery armor is not multiplied by any other modifiers, so it loses even more relative power during
탈태
. The changes I suggested above would help, but would only be a step towards making Mastery valuable.
Final Thoughts
All in all, I think the Vengeance tree is looking good, with most of my concerns being quite minor. If it launched as is, I wouldn't hate it. However, I do think much could be improved even in small ways. If your preference is to use a single cookie-cutter build for most content, I think you'll enjoy this iteration of the tree, but I would prefer to have more variety and be able to tailor builds for specific situations.
Interested in playing Vengeance Demon Hunter now? Check our out live guide for this spec!
Vengeance Demon Hunter Guide
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