Demon Hunter Leveling Guide 100-110 (Legion 7.0.3)
Table of Contents
1. Havoc
1.1. Talent Suggestions
- Level 99:
Felblade - Level 100:
Demonic Appetite (
Prepared also viable) - Level 102:
First Blood - Level 104:
Soul Rending - Level 106:
Momentum or
Fel Eruption - Level 108:
Master of the Glaive (
Unleashed Power also viable)
Unlike other classes, Demon Hunters gain 5 of their 7 talents during their
leveling process on the way to 110, so you will be picking them up along the way.
Your first deviation from standard raid builds however comes with your 100 talent,
switching instead to
Demonic Appetite for the Fury and Health sustain
moving between targets with frequent
Shattered Souls procs.
The first choice at 102 is a hard one that will ultimately come down to
personal preference between
First Blood and
Bloodlet. The first
provides a powerful burst single target tool, and reduction to AoE Fury cost,
whilst the latter is free damage and cleave on a spell you will already frequently
be casting to pull enemies, so pick depending on your preferred playstyle.
At 104, there is only really one choice for leveling and that is
Soul Rending.
The bonus of free healing during your main offensive cooldown makes for a lot of
staying power in otherwise difficult encounters or situations.
106 provides somewhat of a flex choice. You will already be meeting the conditions
to trigger
Momentum as you will be using
Fel Rush and
Vengeful Retreat
very frequently between enemies. The alternative in
Fel Eruption provides
huge on demand burst at range to single out enemies, or provide small control
bonuses with the mini stun. Much like 102 I would leave this to personal choice.
Your final leveling talent will come at 108 which is a more utility oriented
tier. I would lean strongly toward
Master of the Glaive for an additional
way to pull enemies, and works great with
Bloodlet.
Unleashed Power
could be considered if you are aggressively pulling large groups of enemies and
need additional crowd control.
1.2. Useful Skills
Eye Beam/
Rage of the Illidari are two amazing tools for burst
AoE which allow you to stagger your group pulling and generally always have a
tool to burn them down, as very few will regularly survive the burst of either.
You can follow this up with a quick
Fel Rush or
Blade Dance and
usually any regular enemies will be finished off. Try your best to capitalise on
the extreme burst AoE Havoc has access to get ahead in high density areas, and
try not to stack them unless absolutely necessary.
1.3. Sustain and Healing
Your main sustain comes in the form of
Shattered Souls fragments,
healing for a percentage of your max health on killing blows when picked up and
also increasing all damage dealt by 20% if the target was a Demon. Make sure to
grab all of these as needed in particular if they are sourced from Demons or if
using
Demonic Appetite.
1.4. Mobility
As a Demon Hunter you have a great deal of flexibility moving around between
groups of enemies and quest objectives, so taking advantage of this will be a big
time saver. Just make sure to make liberal use of
Fel Rush and avoid
capping charges too frequently in quest areas, and the same goes for
Vengeful Retreat
and
Felblade if taken. Lastly do not be afraid of fall damage as you
always have
Glide to cover your back.
2. Vengeance
2.1. Talent Suggestions
- Level 99:
Abyssal Strike (
Agonizing Flames also viable) - Level 100:
Burning Alive - Level 102:
Felblade (
Flame Crash also viable) - Level 104:
Soul Rending - Level 106:
Quickened Sigils (
Sigil of Chains also viable) - Level 108:
Fel Devastation or
Spirit Bomb
Unlike other classes, Demon Hunters gain 5 of their 7 talents during their
leveling process on the way to 110, so you will be picking them up along the way.
Your first deviation from standard raid builds however comes with your 99 talent,
switching instead to
Abyssal Strike for more frequent uses of your
Infernal Strike, increasing your mobility significantly alongside working
well with future talents. For 100 the only damage effect comes through
Burning Alive,
and since you have no issue keeping topped off this should be taken.
The first choice at 102 is a hard choice that will ultimately come down to
personal preference between
Flame Crash and
Felblade. The first
works extremely well with
Abyssal Strike for burst AoE on demand if you
are pro active with your targetting. The second provides yet another movement
tool allowing you to leap ahead to additional targets and get some extra Pain
along the way, increasing your
Soul Cleave frequency in large groups.
At 104, there is only really one choice for leveling and that is
Soul Rending.
Fracture takes away pain from
Soul Cleave which is AoE, and
Feed the Demon, whilst is useful for defense, increases the pain consumption
when maintaining a defensive buff. Soul Rending on the other hand comes at no
additional cost and provides an on demand way to burst heal yourself up through
Metamorphosis.
106 provides sigil benefits, and much like Havoc is a flex choice.
Quickened Sigils
allows for more frequent usage of
Sigil of Flame which is a great boost to
AoE, and is the most consistent choice. However, if you can effectively make use
of
Sigil of Chains, it is not strictly a bad choice, but is likely lower
impact.
Concentrated Sigils should be avoided as it reduces your ranged
pulling capability.
Your final leveling talent comes in at 108 which has two great choices. Both
Fel Devastation and
Spirit Bomb increase your AoE, the first being
a massive burst cooldown with a free heal attached to keep yourself going, whilst
the latter provides a frequently usable free pulling and AoE tool, so long as you
can consistently generate soul fragments. This can be enhanced with
Soul Carver
for more consistency.
2.2. Useful Skills
Sigil of Flame/
Immolation Aura provide two additional tools to
both deal extra AoE damage when pulling large groups (which as a tank specialisation,
you should be), alongside being great for tagging mobs along the way both in melee
and at range. Should be used often and aggressively.
Soul Cleave should be used as with a normal gameplay rotation on as
many targets as possible due to being AoE, and your main focus for Pain should
always be on this unless you are in extreme danger of dying.
Throw Glaive has an incredibly low cooldown so should be used
very aggressively for the small damage but, more importantly, to grab as many
additional enemies to you as possible to be AoEd down using your
Soul Cleave.
Do not be afraid to pull huge groups, as Vengeance has access to incredible self
healing tools.
2.3. Sustain and Healing
Your main sustain comes in the form of
Shattered Souls fragments,
healing for a flat amount based on attack power from killing blows when picked up
and also increasing all damage dealt by 20% if the target was a Demon. Make sure
to grab all of these as needed in particular if they are sourced from Demons. You
can also generate Lesser Soul Fragments via
Shear and
Soul Carver
for some further healing, and
Soul Cleave itself provides a raw heal
when cast. You should have no real issues keeping yourself topped as Vengeance
which allows you to be as aggressive as possible when moving through zones.
2.4. Mobility
As a Demon Hunter you have a great deel of flexibility moving around between
groups of enemies and quest objectives, so taking advantage of this will be a big
time saver. Just make sure to make liberal use of
Abyssal Strike and avoid
capping charges too frequently in quest areas, and the same goes for
Felblade
if taken. Lastly do not be afraid of fall damage as you always have
Glide
to cover your back.
3. Artifact
Throughout the course of your journey to 110, you will accrue a reasonable amount of Artifact Power tokens just from completing quest chains, and usually will end up somewhere in the region of 2000-2500 total gained by 110, which should fund your first 5-6 traits. Make sure to spend them whenever you return to your Class Hall, since any bonus will help you.
Be aware that in situations where you have both Artifacts, the one you currently have equipped will consume any Artifact Power tokens you use and be applied to that Artifact, so if you have two be aware of that and use them on specs you intend to play at 110!
3.1. Havoc Traits
Whilst there are some traits that can help you out with the leveling process
and make it slightly faster such as taking
Feast on the Souls earlier,
doing so will hurt how rounded your Artifact is when you hit 110 and begin doing
endgame content, so make that choice wisely. For Havoc, I would strongly recommend
sticking to the outlined path elsewhere in this guide and not deviating, as the
benefits do not outweigh having a sub-optimal Artifact for the future.
3.2. Vengeance Traits
Whilst there are some traits that can help you out with the leveling process
and make it slightly faster such as taking
Infernal Force earlier,
doing so will hurt how rounded your Artifact is when you hit 110 and begin doing
endgame content, so make that choice wisely. For Vengeance, I would strongly recommend
sticking to the outlined path elsewhere in this guide and not deviating, as the
benefits do not outweigh having a sub-optimal Artifact for the future.
4. Gear
As all gear acquired from quests now scale to your level, that means that
rewards increase in power the higher you go. At 100, quest rewards will generally
be in the 685~ range, scaling all the way up to 800 when you complete quests at
110. For Demon Hunters since you have no set bonuses or legendaries to worry
about. Just keep your gear updated along the way with any significant item level
upgrades, whilst leaning toward the more powerful offensive stats (those being
Mastery and Critical Strike). For trinkets, if you have access to the heirloom
Infallible Tracking Charm, stick with that as it scales up with each level
you gain, and any passive trinkets such as
Chipped Soul Prism for consistency.
5. Zones, Quests and Dungeons
5.1. Zones
The Broken Isles comes with 4 zones, and all players will have to complete a majority of each of them to reach 110 in most circumstances. They can be broken down into short zones (usually netting roughly 2 levels) and longer zones (netting 3 slightly more). Ultimately, the difference between zones is very small and your decision is not particularly important, as doing a chunk of every zone is required to hit Friendly reputation and unlock World Quests. That said, some notes on the process are below:
Short zones
- Val'Sharah
- Azsuna
It is best to start off with a short zone, as it lines up well with your leveling process and hits a sweet spot for returning to the Class Hall at both 101 and 102 to continue the campaign chain and begin your 4 hour mission. Note that Azsuna can have some quite punishing enemies if you do it later in the process that can slow some bonus objectives, when the effects of gear begins to diminish, which may affect your decision.
Long zones
- Highmountain
- Stormheim
Doing a longer zone second again lines up well with returning to your Class Hall at 104/5 to complete further campaign quests and usually fill out time for the 4 hour mission to complete. Finishing on a long zone is also great as you usually will not complete it, but always have quests to make it to Friendly and get to 110 without having to go off track. Highmountain has benefits both as your second or fourth zone as it is the longest zone to wait out the Class Hall mission, but also has the least punishing mob scaling with level.
With all zones, Bonus Objectives really smooth out the process as do some of the more opportune side quests (particularly in Val'Sharah). It is not required to do every single one to reach 110 comfortably, but if you are in an area completing quest chains, it is definitely worth completing them along the way. Also make sure to complete any main chain questlines that you are given breadcrumbs in each area.
5.2. Profession Quests
Profession quests are often very time consuming and can be cross-zone fetch or dungeon quests. If you come across a hand-in for a breadcrumb from Dalaran you are already in, do it for the experience, but do not go out of your way to complete the more time consuming objectives, leave them until 110.
5.3. Dungeons
Each zone comes with a subsequent dungeon quest when you finish the main zone storyline, rewarding a piece of Item Level 800 gear and a large boost of experience, usually totalling around 30-35% of a level inside the dungeon. You can do dungeons along the way as they are worth the time, but only if you have the appropriate quest.
- Val'Sharah: Darkheart Thicket
- Azsuna: Eye of Azshara
- Highmountain: Neltharion's Lair
- Stormheim: Halls of Valor
Do not, however, level exclusively through dungeons. The experience they reward is very poor on their own, and they are all quite lengthy compared to simply questing in the open world.
6. Legion Invasions
With the addition of Invasions in Legion's 7.2 patch, if you have the ability to fly whilst leveling your alts, completing these quests will grant a great deal of experience. As such completing all these when an invasion is active is worth the time regardless of the zone it is present in. If you are leveling for the first time and run into a world quest in the zone you are in under attack, it is also advised to complete it, but do not run across the map or to other zones to complete them if you have not unlocked that area.
6.1. Rares and Treasures
Unless you specifically want the rewards, doing any rares or grabbing treasures is not worth the time. If you run into a chest you mightaswell open it for the Artifact Power, but do not go out of your way to grab these, as they do not give any experience unlike in Warlords of Draenor. Rares also give very limited experience for the time taken, so is not worth it.
7. Class Hall
You should always be looking to go back to your Class Hall when new quests are available. This comes at 101, 102 and finally at 104 when you complete the Troops in the Field mission. You can opt out of returning at 102 which will delay that mission, but when you do go back to Dalaran at 102/103 after your first zone, make sure to catch up on everything there. The Havoc Artifact quest can be done here, but is worth very little for the time invested, so if you are not intending to use it is not advised.
When you complete your second zone (which should put you at 104/105), when you return if Troops in the Field is complete, do any quests that appear. The follow up for Demon Hunters will send you to Azsuna, which makes it ideal as a third or fourth quest zone. If it is not complete, grab it when you finish your third and pick up your final breadcrumb for the last zone.
8. Leveling as a Group
In Legion, leveling as a group confers a lot of benefits (such as shared mob taking and quest items, alongside Bonus Objective progression speed). This can be great and there is not any significant downsides to group leveling, however if you choose to do this it is strongly advised you complete all dungeon quests at the end of each zone and do not skip any Bonus Objectives, as it is much tighter reaching 110 with the diminished mob experience.
9. Misc
9.1. Mob Tagging
Legion has expanded mob tagging to allow for up to 5 players of the same faction to tag any and all mobs in the open world, not just quest enemies. Faction tagging however is still a thing, so be aware of other opposing players around you. Take advantage of this by landing a hit on creatures other players are attacking for bonus credit toward completion.
9.2. Bonus Experience
The guild banners provide bonus experience on a short cooldown and are worth picking up.
Banner of Cooperation/
Banner of Cooperation
Standard of Unity/
Standard of Unity
Battle Standard of Coordination/
Battle Standard of Coordination
9.3. Consumables
If you are pushing as fast as possible, grab some regular consumables to speed up the process. These are just the standard Warlords of Draenor consumables that were being used in raids.
- Flask:
Greater Draenic Agility Flask - Potion:
Draenic Agility Potion - Food:
Pickled Eel - Rune:
Hyper Augment Rune/
Empowered Augment Rune/
Empowered Augment Rune
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