Havoc Demon Hunter DPS Spell Summary (Legion 7.2.5)
Table of Contents
General Information
On this page, we list the spells that you will often use as 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. Spell Summary
With Havoc being an entirely new specialization, this page is here to cover tools available, how they work and their applications. This will cover synergies, cooldowns, and core concepts of the spec to get it working in Legion. If you alraedy have experience and are very comfortable with Havoc from the beta it is recommended to skip past this, otherwise this is a great point to get a base understanding before moving onto later sections of the guide that covers nuances of gameplay.
2. Main Resource
The primary resource for Havoc is Fury, which fuels your strongest
baseline abilities. It is generated predominantly through the active ability
Demon's Bite, or alternatively
Demon Blades if taken, and as such
you are limited by your use of generation tools rather than having any passive
source. You will then be spending the majority of your Fury on
Chaos Strike
and in AoE situations,
Blade Dance and
Eye Beam for DPS. Managing
your Fury to maintain the flow of your rotation is very important, to maintain
the build/spend gameplay.
3. Basic Abilities
These are the core skills that you will gain access to during the levelling experience on Mardum, and create the backbone of the gameplay for Havoc.
Demon's Bite is your primary generation tool, having no cooldown,
dealing low Physical damage and generating between 20 and 30 Fury. This serves
as your main method of actively generating your resource, and is cast very
frequently in any empty global cooldowns to power your rotation.
Chaos Strike serves as the core spender for Havoc, dealing high Chaos
damage at the cost of 40 Fury, and critical strikes refund 20 Fury. This is the
main method of translating Fury into damage, and has the added advantage of
being very Fury efficient with a suitable amount of Critical Strike rating.
Managing your Fury to minimise waste from those refunds is vital.
Your rotational AoE skill comes in the form of
Blade Dance, dealing
3 quick strikes for moderate Physical damage, at the cost of 35 Fury. This has a
10-second cooldown which is reduced by Haste, and also grants 100% Dodge for
1 second after casting. This only really comes into play in large scale AoE, but
is very strong in those situations as a burst tool with a low cooldown.
Eye Beam is a large frontal AoE cooldown, dealing high Chaos damage to
all targets in front of you that is guaranteed to critically strike and channelled
over 2 seconds, at the cost of 50 Fury. Due to it taking more than a full Global
Cooldown to channel and its high cost, it does not keep up with
Chaos Strike
on single target, but as soon as a second target is introduced it is very
powerful, scaling up further with each additional target.
Throw Glaive deals moderate Physical damage to your primary target
that also bounces to two additional targets. In the pre-patch, its strength is
lacking due to no talents augmenting it being available, but for the purpose of
pulling enemies, or damage on targets out of range, it can have some solid uses.
4. Movement Tools
The first of the core movement tools is
Fel Rush, charging you forward
15 yards, dealing moderate Chaos damage to targets in your path, with 2 charges
and a 10-second recharge. This serves as a flexible instant tool to reposition
yourself in encounters depending on mechanics, and gives you a great deal of
flexibility with battlefield control. Due to the talent system being so focused
on movement however, this will eventually be leveraged for increased damage, so
becoming comfortable with both the distance travelled and the cooldown timer is
an important skill to learn.
Vengeful Retreat serves as an alternative movement tool that deals a
small amount of Physical damage, slows targets by 70% for 3 seconds,
and vaults you back 15 yards on a 25-second
cooldown. This is a great instant tool to disengage from dangerous situations
and, when coupled with
Fel Rush, can create a large amount of distance
between you and the target whilst still granting the ability to re-engage when
needed.
Glide alongside
Double Jump are more situational tools that
can be used to generate momentum when moving forward toward a target, or in
situations where fall damage or height management is a factor. Bear in mind that
Vengeful Retreat blocks
Glide from being activated for 1 second
after a cast so you cannot link them together on even ground.
4.1. Movement Limitations
One point to note with both
Fel Rush and
Vengeful Retreat is
that both spells cause an internal movement cooldown of 1 second (which also
includes
Glide). This is to prevent interactions that cancel out the
animation, which means that you need to precisely time your key presses if you
are intending to link them together. With
Vengeful Retreat this
generally means as you land, your
Fel Rush will be active. Knowing this
and playing around it is important when taking movement oriented choices
such as
Fel Mastery or
Prepared.
5. Important Procs and Passives
The Havoc Mastery,
Mastery: Demonic Presence grants a flat increase to
all Chaos damage dealt by 11%, scaling with rating, and an additional
passive movement speed equivalent to that value. This has a dual bonus of both
increasing your output and also grating more mobility.
Shattered Souls has two different uses, due to its free healing
when you land a killing blow on a target and the additional 20% damage dealt
when you absorb a soul from a Demon. This provides an additional damage
multiplier against targets when you are able to land killing blows on Demons
(bear in mind this does not include lesser souls generated via the
Demonic Appetite talent). Note the souls will be generated if you have
hit the target within the last second before death, providing some leniancy in
the middle of combat.
6. Offensive Cooldowns
Metamorphosis is the main offensive cooldown for Havoc, lasting for
30 seconds on a 5-minute cooldown, and providing a slew of benefits whilst
active. First is a flat 25% Haste increase alongside 30% Leech, and second is
the augmenting of your two rotational Fury spenders:
Chaos Strike is changed to
Annihilation, dealing significantly
higher Chaos damage, following the same rules. This is a flat damage increase to
your main spender, and encourages you to spend as much Fury as
possible, ideally ending your
Metamorphosis window with as little as you
can to maximise your
Annihilation casts.
Blade Dance is changed to
Death Sweep dealing higher
Physical damage and having a reduced 8-second cooldown. Against a high number
of targets this should be used when available.
At the base, they deal more damage than their equivalents, but more
importantly, they frontload the damage so you want to be far more focused on
spenders than a balance to maintain your Fury whilst it is active, ideally
ending
Metamorphosis at the lowest Fury you can manage and then
transition back into your regular rotation.
7. Additional Utility
Havoc's damage reduction tool comes with
Blur, granting 35%
damage reduction and 50% dodge for 10 seconds, on a 1-minute cooldown. Due to
its low cooldown, this is a powerful defensive tool that should be used
frequently and aggressively on raid mechanics to reduce the incoming damage,
given that Havoc has very few other tools for active healing and survivability.
Chaos Nova is a 5-second stun at the cost of 30 Fury on a 1-minute
cooldown, dealing low Chaos damage. This is a simple AoE point blank crowd
control on targets around you.
Consume Magic is the Havoc interrupt, which unlike most other melee,
has a 20-yard range, on a 15-second cooldown with a 3-second lockout. On top of
this, successful interrupts grant 50 Fury.
Darkness is a unique Demon Hunter utility tool on a 3-minute cooldown.
It allows all allies within 8 yards of the cast to have a 20% chance to avoid
any damage from attacks, lasting for 8 seconds. This has fantastic raid
applications despite its relatively low chance to occur when used on pulsing
raid damage.
8. ChangeLog
+ show all entries - show only 10 entries- 12 Jun. 2017: Page reviewed and deemed updated for 7.2.5.
- 09 Jan. 2017: Changed a few spell descriptions following tooltip changes in 7.1.5.
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