Havoc Demon Hunter DPS Rotation, Cooldowns, and Abilities (Legion 7.2.5)
Table of Contents
General Information
On this page, we list your Havoc Demon Hunter core abilities and how they should be used together (rotation) in World of Warcraft Legion 7.2.5. We also explain when to use your various cooldowns. Then, we go deeper and present all the subtleties that you will need to know if you want to excel at playing a Havoc Demon Hunter.
The other pages of our Havoc Demon Hunter guide can be accessed from the table of contents on the right.
About Our Author
This guide has been reviewed and approved by Kib, a lead theorycrafter for Havoc Demon Hunters, alongside playing in Strawberry Puppy Kisses in the world top 40. You can watch his stream on Twitch or follow him on Twitter.
1. Single Target Rotation
Havoc's single target rotation hinges strongly on the combination of
generation (either through active tools such as
Demon's Bite or talents
like
Demon Blades) and your main spender,
Chaos Strike. Past this,
depending on talents, other spells enter into the rotation adding depth, making
it important to manage both your resource and your other spell cooldowns.
- Demonic
- Fel Eruption
- Bloodlet
- Cast
Nemesis on your primary target, synchronise with
Metamorphosis and
Chaos Blades if possible. - Cast
Fel Rush if about to hit 2 charges. - Cast
Fel Barrage if taken. - Cast
Fury of the Illidari. - Cast
Metamorphosis if available and not active. - Cast
Chaos Blades. - Cast
Blade Dance /
Death Sweep with
First Blood. - Cast
Felblade if available and more than 30 Fury from your cap. - Cast
Chaos Strike /
Annihilation. - Cast
Demon's Bite if
Demon Blades is not taken. - Cast
Throw Glaive if nothing else is available during empty Globals with
Demon Blades.
Note that
Eye Beam has since been removed from the Single Target
rotation as the damage per Fury of
Chaos Strike /
Annihilation
is much higher.
Also, when using
Felblade, it can be used to quickly get back in range
after a
Fel Rush cast if the target hitbox is too small to efficiently move
across it.
1.1. Opening Rotation
- Use
Potion of the Old War just before the pull. - Cast
Metamorphosis to engage. - Cast
Nemesis. - Cast
Felblade to generate burst Fury. - Cast
Chaos Blades. - Cast
Death Sweep with
First Blood taken. - Cast
Fel Rush. - Cast
Fel Barrage if taken. - Cast
Fury of the Illidari. - Cast
Annihilation. - Continue with Single Target Rotation.
2. Multiple Target Rotation
Havoc in multiple target situations depends largely on the number of targets
and talent selections.
Chaos Cleave largely fills your Fury spending
casts with
Chaos Strike, but
Eye Beam and
Blade Dance
both enter into the rotation at certain target thresholds.
- Cast
Fel Rush with
Fel Mastery taken at 30 Fury or lower from your cap, or if you are about to hit 2 charges at >3 targets, or to trigger
Momentum if taken - Cast
Vengeful Retreat at 85 or lower Fury if
Prepared is taken, or to trigger
Momentum if taken - Cast
Fel Barrage if taken, sync with
Momentum if taken. - Cast
Fury of the Illidari, sync with
Momentum if taken. - Cast
Eye Beam, sync with
Momentum. - Cast
Blade Dance /
Death Sweep at 3 targets and above. - Cast
Throw Glaive with
Bloodlet, try to sync with
Momentum if taken. - Cast
Blade Dance /
Death Sweep on cooldown if
First Blood is taken. - Cast
Chaos Strike at 2 or more targets with
Chaos Cleave. - Cast
Throw Glaive at 2+ targets. - Cast
Chaos Strike at 70 Fury or above, or 60 with
Demon Blades. - Cast
Demon's Bite to generate Fury without
Demon Blades selected.
Note that
Chaos Cleave makes
Chaos Strike more valuable than
Blade Dance until you reach 3 targets if taken.
Fel Rush is also
still used rotationally in AoE regardless of
Fel Mastery, though it is
even more important with the talent.
Aggressively using
Fel Barrage whenever adds are active is a strong
recommendation so you can make use of the cooldown reduction aspect.
Momentum notes are a recommendation, and not a rule, if you cannot
adhere to them when a wave of enemies spawn, still follow the priority and
use the abilities.
3. Important Notes
3.1. Demonic Build Explained
There are a number of details to the new
Demonic build that warrant
explaining to prepare you for using it in dungeons due to its strength.
There are some synergistic effects that all work together to make it powerful:
Blind Fury allows for a full Fury pool when the
Demonic window begins.
Demonic Appetite generates additional Fury to sustain resources during the window.
Feast on the Souls allows for a reduced
Eye Beam cooldown via the cooldown
reduction.
These combined allow not only for the
Demonic window to be very powerful,
but also for you to enter it consistently. During AoE when you will be spawning
frequent souls and reducing the cooldown, this is even better allowing you to
repeatedly enter into
Metamorphosis.
In Mythic+ and in certain raid encounters, fragments generated via
Overwhelming Power
can also help to fuel your
Eye Beam casts. This can also open up using
Unleashed Power
for more crowd control options without any loss. Finally,
Raddon's Cascading Eyes can
cap this build off during large pulls to significantly reduce the cooldown without relying
on souls to do so.
3.2. Tier 2 Talents Explained
Prepared if taken adds
Vengeful Retreat into the rotation on
cooldown, which has a significant effect on how frequently you are displaced in
a fight, and needs to be played very carefully to avoid extra danger from deadly
encounter mechanics. It also allows for an additional background source of Fury
which can be useful during burst periods on targets to still be generating
passively whilst spending, and additional activations of
Momentum if
taken.
Demon Blades on the other hand slows down your pace by
removing your active generation tool
Demon's Bite, and replacing it with
a 60% chance proc from auto attacks to deal additional Shadow damage and grant
12-20 Fury. This adds an element of reactionary play as you will no longer be
Global Cooldown locked, instead opting to wait for your Fury to passively generate
from auto attacks. This makes the playstyle more chaotic in practice compared to
the alternatives.
Finally,
Demonic Appetite is the last option. This has the least
impact on your rotation. The unpredictability of the proc now it has no internal cooldown, and
the difficulty of reliably playing around the soul spawns hurts it a great deal
and cannot be understated. Whilst it is theoretically simulated as the top talent,
this effect makes it far less likely to be played optimally and as such is not
recommended.
3.2.1. Demon Blades Explained
With 7.1,
Demon Blades had a big change to the under-the-hood mechanics
that make it work. The proc banking system is now gone, and replaced by a more
simple flat 60% chance to deal additional Shadow damage and generate 12-20 Fury
on each auto attack. This now happens regardless of whether you are or are not
currently waiting out a Global Cooldown, so is completely passive and relatively
predictable.
3.3. Tier 5 Talents Explained
This tier is very much a contentious point amongst players, so here I will
try to explain as succinctly as possible the situation between
Momentum
and
Nemesis.
Fel Eruption will largely be left out, since it
performs poorly enough that it cannot content with the others.
3.3.1. Momentum
This talent is, without a doubt, a high skill cap talent and as such if you are not comfortable with Demon Hunter and raid mechanics in general, it will be very punishing. Knowing when to capitalise on your casts, and when to save them to use both in conjunction for the buff and to avoid mechanics or stay on targets is a skill that needs to be practiced. Below is an image to show the optimal paths to use your activation skills to stay on target and minimise possible displacement that can have a large knock on effect.
With momentum there are two activation spells that trigger the short 4-second window for increased damage:
Fel Rush with two charges on a 10-second cooldown;
Vengeful Retreat on a 25-second cooldown (or 15 with
Prepared).
There are some fundamental rules when using
Momentum to bear in mind
during combat. First, the spells that activate Momentum gain no benefit from the
buff they trigger (meaning a Fel Rush cast is not boosted unless it is already
active on you when it is cast). Regardless of this however, you should aim to
never clip a Momentum window, and instead aim for maximum uptime. You should also
aim to use your most powerful abilities during the window, so ideally you should
have a bank of Fury when it begins. Casting
Throw Glaive with
Bloodlet
is also of particularly high priority, as it snapshots the buff for the DoT effect.
You should at the very least make sure you are not forced into casting
Demon's Bite
for its duration, as it deals very poor damage comparative to other abilities.
Lastly, due to the rule of not clipping, it should be known that using the
Vengeful Retreat into
Fel Rush combo is particularly bad now, as
you burn up a full window. That means that positioning for the cast is vital, and
using the diagram above should show where you should be aiming to move. Given that
you can strafe Fel Rush and reposition before a Vengeful Retreat, this should be
very doable with some practice, especially as most bosses now have quite large
hitboxes to enable it.
3.3.2. Nemesis
Your alternative to
Momentum if you do not feel comfortable with it,
is
Nemesis. This is a relatively simple talent, though there are small
things you can do to help it. Generally, you sync it with
Metamorphosis
as that is your highest damage period, and if possible, try to apply it to targets
about to die in AoE situations so that you can gain the buff on all targets hit,
instead of the debuff on just your target.
3.3.3. Fel Barrage explained
With 7.2.5,
Fel Barrage has been simplified, no longer having a charge
system and instead having a flat 1-minute cooldown, with its damage tuned accordingly.
All attacks have a chance to reduce this cooldown by 5 seconds, usually putting it
on roughly a 30-40 second cooldown on average. Try to line it up with short term
buffs such as
Momentum, and be aware of the state of the cooldown in case
due to it having some variance in availability.
3.4. Mobility vs. Damage
it is important to know that
Fel Rush is still used in the Single Target
rotation when not needed for movement due to its high damage per cast. Knowing
when you need to move in a fight and saving charges pre-emptively however will
net far more DPS by virtue of sticking to your target than the additional damage
from using it on cooldown. This extends similarly to
Vengeful Retreat
with
Prepared, but this takes more planning as it has no charge system to
allow banking for future use.
Note as well, if you struggle to stay on a target with a small hitbox when using
either of these skills offensively, if
Felblade is taken and available, this
can quickly move you back to the target efficiently whilst generating Fury in the process
to power your
Momentum windows.
3.5. Eye Beam Explained
Using
Eye Beam is based upon pressure points in a fight where a large
stack of enemies will be available for burst AoE. If there are no situations
within the cooldown timer that you would be able to take advantage, then
using it on cooldown in a general AoE circumstance is preferrable.
3.6. Fury of the Illidari Explained
Much like
Eye Beam,
Fury of the Illidari is an incredibly powerful burst AoE tool that
only gets stronger with Artifact traits. Due to this, you should be holding it
specifically for situations with extra targets if they are going to happen during
an encounter, but try not to hold it for more than its entire cooldown duration so
as not to waste uses.
4. Cooldowns
4.1. Metamorphosis
Metamorphosis is a powerful 30-second duration buff on a 5-minute
cooldown, with a flat 25% increase to Haste allowing for more ability
uses while active. Pooling 80 Fury or above before entering
Metamorphosis is extremely beneficial to allow for a surge of
Annihilation casts, and draining excess Fury in the last 5 seconds of
the buff gets the most out of the bonus damage.
4.2. Chaos Blades
If you have taken
Chaos Blades as your 110 talent, try to sync this
up with your
Metamorphosis whenever possible alongside
Nemesis
if selected. Make sure to use this on cooldown, and it syncs up very easily once
you have 3 points in the
Unleashed Demons trait.
5. Core Concepts
5.1. Movement Abilities and Talents
One of the unique features of Havoc is that it can leverage its movement tools
in
Fel Rush and
Vengeful Retreat to increase its damage output and
Fury generation with certain talents. Managing these is important if using these,
and knowing whether it is safe to use them based on encounter types is
especially important.
You can maneuver with
Vengeful Retreat in one of two different ways.
The first of these is a wall that you can consistently leap back into so
that the displacement effect is muted and you remain in melee range of
your target. Alternatively, the more consistent option is rotating your character before
casting 90 degrees, so that you will move across the back of the targets hitbox,
and remain in range upon landing. Do note at all times this spell will vault you
backwards so you need to be aware of that when casting.
Fel Rush in much the same way requires a similar awareness of your
environment to capitalise upon. Instead of focusing on moving backward however,
you need to face the direction you want to rush and then turn back to your
target when you arrive.
Also note that both of these spells incur a 1-second movement cooldown to prevent you using them to cancel each other out with the displacement, and as such you need to treat each cast individually and prepare for the movement to minimize the downsides.
5.2. Fury Management
With Havoc being so reliant on its resource, you need to be very aware of situations that encourage spending vs. the requirement to build. Depending on talents outlined above, that may be more or less active, and so you need to be planning around those.
The general rule is you never want to go into range of wasting Fury due to
going over the cap with a generation cast. This means the spend breakpoint is 70
Fury before traits, due to
Demon's Bite having a potential 30 per cast. With
Demon Blades this is more flexible, but given how fast multiple procs
can happen after you leave the Global Cooldown, it is safe to stick to the same
rule.
Also be aware to adjust your rotation based on critical strikes from
your
Chaos Strike casts that refund 20 Fury due to the unexpected
additional resources in your pool. In the same vein, successful interrupts
through
Consume Magic that grant 50 Fury can also increase your pool and
trigger a spending sequence, so keep that in mind.
5.2.1. Fury Management with Demon Blades
When using
Demon Blades, your Fury management is altered to account
for the more sporadic nature of the generation. In single target, more appropriate
rotational rules to adjust the original rotation look like this:
- Cast
Fel Rush with
Fel Mastery taken at 30 Fury from cap or lower, or if you are about to hit 2 charges. - Cast
Chaos Strike/
Annihilation at 30 Fury from cap or above, and drain Fury until unable to cast. - Wait and allow
Demon Blades to generate Fury again to continue the cycle. - Cast
Throw Glaive if out of range of any targets, or in empty Globals.
It is optimal to always attempt to initiate a
Momentum window before
you begin dumping your Fury into
Chaos Strike in this way, but as it is
now very predictable how much Fury intake you have, you can generally anticipate
one to two Global Cooldowns before when this will happen and look to trigger the
cycle.
6. Tier 19 Set Bonuses
Both of the bonuses from the Tier 19 set are are relatively simple, impacting your
Fury generation directly or indirectly, and enhancing the power of
Chaos Strike.
- 2-piece: Increases your Fury generation from all abilities by 10%.
- 4-piece: Increases your
Chaos Strike critical strike chance by 8%.
The 2-piece bonus interacts with all sources other than the Legendary ring effect from
Anger of the Half-Giants. This is a flat 10% increase to all resource gain
and as such increases the uses of spenders such as
Chaos Strike. The 4-piece bonus
enhances Chaos Strike even further, increasing the frequency of refunds and
playing into talents such as
Chaos Cleave even further.
7. Tier 20 Set Bonuses
Both bonuses in the Tier 20 set orient themselves around
Blade Dance, increasing
both single target and AoE damage, and granting an additional source of Fury, making them very
powerful.
- 2-piece:
Blade Dance gains 20% increased Critical Strike chance. - 4-piece:
Blade Dance refunds 20 Fury if it hits at least one target.
Both of these bonuses effectively lock in
First Blood as a talent choice in all
situations, and when you pick them up you should make sure to switch to this. They are also
powerful enough that you should neglect all Tier 19 bonuses as soon as possible at equal Item
Level, and aim to complete this bonus as soon as possible due to how powerful it is.
When using this bonus, regardless of talents taken you will be using
Blade Dance
on cooldown, due to the additional bonuses and resource generation it provides.
8. ChangeLog
+ show all entries - show only 10 entries- 12 Jun. 2017: Updated for Patch 7.2.5 with Tier 20 set bonus information.
- 27 May 2017: Added note regarding Overwhelming Power with Demonic.
- 09 May 2017: Added note regarding using Felblade for movement.
- 19 Apr. 2017: Tweaks to Fel Barrage notes.
- 28 Mar. 2017: No changes needed for Patch 7.2.
- 10 Jan. 2017: Updated for new information following Chaos Cleave change in 7.1.5, added Demonic section.
- 09 Jan. 2017: Patch 7.1.5 update.
- 25 Oct. 2016: Several adjustments to account for the changes of Demon Blades in Patch 7.1.
- 28 Sep. 2016: Updated opener.
- 05 Sep. 2016: Simplified rotation by adding checkboxes to hide or reveal specific lines (cooldown, talents, AoE, etc.).
- 02 Sep. 2016: Moved Fel Barrage up in the multi-target rotation.
- 29 Aug. 2016: Updated for Legion's launch.
- 05 Aug. 2016: Added Throw Glaive to Demon Blades rotation.
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