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Demon Hunter Leveling Guide 100-110 (Legion 7.0.3)

Last updated on Aug 29, 2016 at 15:46 by Wordup 3 comments

Table of Contents

1. Havoc

1.1. Talent Suggestions

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 Icon Demonic Appetite for the Fury and Health sustain moving between targets with frequent Shattered Souls Icon Shattered Souls procs.

The first choice at 102 is a hard choice that will ultimately come down to personal preference between Felblade Icon Felblade and Bloodlet Icon Bloodlet. The first provides an additional movement tool to jump quickly between targets and gain a boost of Fury on the way to burst down targets, 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 Icon 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, alongside being the only choice that does not hinder the use of Blur Icon Blur.

106 provides somewhat of a flex choice. You will already be meeting the conditions to trigger Momentum Icon Momentum as you will be using Fel Rush Icon Fel Rush and Vengeful Retreat Icon Vengeful Retreat very frequently between enemies. The alternative in Fel Eruption Icon 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 Icon Master of the Glaive for an additional way to pull enemies, and works great with Bloodlet Icon Bloodlet. Unleashed Power Icon 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 Icon Eye Beam/ Icon 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 Icon Fel Rush or Blade Dance Icon 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 Icon 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 Icon 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 Icon Fel Rush and avoid capping charges too frequently in quest areas, and the same goes for Vengeful Retreat Icon Vengeful Retreat and Felblade Icon Felblade if taken. Lastly do not be afraid of fall damage as you always have Glide Icon Glide to cover your back.

2. Vengeance

2.1. Talent Suggestions

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 Icon Abyssal Strike for more frequent uses of your Infernal Strike Icon Infernal Strike, increasing your mobility significantly alongside working well with future talents. For 100 the only damage effect comes through Burning Alive Icon 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 Icon Flame Crash and Felblade Icon Felblade. The first works extremely well with Abyssal Strike Icon 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 Icon Soul Cleave frequency in large groups.

At 104, there is only really one choice for leveling and that is Soul Rending Icon Soul Rending. Fracture Icon Fracture takes away pain from Soul Cleave Icon Soul Cleave which is AoE, and Feed the Demon Icon 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 Icon Metamorphosis.

106 provides sigil benefits, and much like Havoc is a flex choice. Quickened Sigils Icon Quickened Sigils allows for more frequent usage of Sigil of Flame Icon 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 Icon Sigil of Chains, it is not strictly a bad choice, but is likely lower impact. Concentrated Sigils Icon 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 Icon Fel Devastation and Spirit Bomb Icon 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  Icon Soul Carver for more consistency.

2.2. Useful Skills

Sigil of Flame Icon Sigil of Flame/Immolation Aura Icon 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 Icon 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 Icon 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 Icon 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 Icon 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 Icon Shear and  Icon Soul Carver for some further healing, and Soul Cleave Icon 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 Icon Abyssal Strike and avoid capping charges too frequently in quest areas, and the same goes for Felblade Icon Felblade if taken. Lastly do not be afraid of fall damage as you always have Glide Icon 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  Icon 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  Icon 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 Icon Infallible Tracking Charm, stick with that as it scales up with each level you gain, and any passive trinkets such as Chipped Soul Prism Icon 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.

5.4. 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.

6. 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.

7. 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.

8. Misc

8.1. 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.

8.2. Bonus Experience

The guild banners provide bonus experience on a short cooldown and are worth picking up.

8.3. 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.

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