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Havoc Demon Hunter 7.3

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15 hours ago, Whisla said:

So i meta in into felblade. This generally gets me over half full on fury. So pre pot into meta gets burst upwards of 1.3 mil.

Don't you then have to spend time generating additional fury before being able to properly burst and spend? Anyway, I'll make sure to update you guys as soon as Wordup gets back to me with his additional testing.

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Guest the_dad

Blainie, Just wanted to thank you for taking your time answering all comments and keeping the guide up to date. Really enjoy reading the discussions in these comments :)

Cheers, Lukas

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9 hours ago, Guest the_dad said:

Blainie, Just wanted to thank you for taking your time answering all comments and keeping the guide up to date. Really enjoy reading the discussions in these comments :)

While I do handle the comments, the guide writing and updates thanks should definitely go to Wordup! He works hard to keep it all running smoothly :D

Thanks for being a part of the site nonetheless and thanks for your kind words :) 

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Guest Kubin

Probably worth mentioning that Skardyn's Grace (ilvl 830 TW trinket) is one of our BiS trinkets right now. Should be on the trinket sims for sure. 

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Guest Kubin
11 hours ago, Guest Kubin said:

Probably worth mentioning that Skardyn's Grace (ilvl 830 TW trinket) is one of our BiS trinkets right now. Should be on the trinket sims for sure. 

Aaaaaaaaaaaaand it's nerfed.

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On 2/13/2017 at 7:52 AM, Blainie said:

Don't you then have to spend time generating additional fury before being able to properly burst and spend? Anyway, I'll make sure to update you guys as soon as Wordup gets back to me with his additional testing.

No, with demon blades, the mix of legendary ring and enough crit, I can almost always start my rotation right out the gate and hard burst. If you wait you lose a ton of time on target and also will more then likely over cap on fury. If you can get over half of your fury on the initial hit you are good to burst and normally meta will give you enough haste for blades to keep your fury stacked through it.

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Guest Cenobites

So I haven't read a lot of the previous posts, so this talent build might of been suggested previously, but some of what I read in the talent suggestions surprised me. I'm an 891 Havoc DH on Lothar, and my toons name is the same as my screen title here so your welcome to check out my gear. I used a completely different build early legion, but then a guildie recommended this build and it increased my damage well over 100k. Well, that was around 870 Item level and currently at 891 in most situations in Nighthold I'm usually top 3 dps and in mythics always number one or two.  Anyway, the Build is as follows:

Tier 1 is Blind Fury

Tier 2 is Demonic Appetite

Tier 3 is Bloodlet (which usually according to my dmg meter is around 3rd or 4th for total damage, but I might try Chaos Cleave ne way)

Tier 4 is Soul Rendering

Tier 5 is yes.. Fel Eruption  (which also gets a bum rap here but it does insane damage with only a 30 sec cooldown)

Tier 6 is Master of the Glaive ( and yes I have the legendary Wrist)

Tier 7 is Demonic

My usual dps in Nighthold starts very high around 1 mill k, but by the end of raid usually settles at 600k.

I was just surprised to come here and see most of my build not recommended. The only reason I feel the need to write all this though is because I respect your site and appreciate any comments others wish to add to assist.  Ive also given this build to other guildies and friends with each one telling me it helped a ton.

My other legendary is the Headpiece which is huge I know.

Thanks for reading and good luck in the wow universe!

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On 2/22/2017 at 5:30 AM, Guest Kubin said:

Aaaaaaaaaaaaand it's nerfed.

Was kind of inevitable - they'd never allow a TW trinket to stay as BiS.

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On 2/23/2017 at 10:45 PM, Whisla said:

No, with demon blades, the mix of legendary ring and enough crit, I can almost always start my rotation right out the gate and hard burst. If you wait you lose a ton of time on target and also will more then likely over cap on fury. If you can get over half of your fury on the initial hit you are good to burst and normally meta will give you enough haste for blades to keep your fury stacked through it.

Does that require the ring? Have you tried it without? Might be that we need 2 separate openers if it does require it.

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2 hours ago, Guest Cenobites said:

Thanks for reading and good luck in the wow universe!

Just before I give some feedback on this, can you show me a log of you using this build in a raid?

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4 hours ago, Blainie said:

Just before I give some feedback on this, can you show me a log of you using this build in a raid?

Sure thing mate. We are running Heroic Nighthold tonight so I'll record the logs and post them right after!

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54 minutes ago, Cenobites said:

Sure thing mate. We are running Heroic Nighthold tonight so I'll record the logs and post them right after!

Great, thanks for that :)

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On 3/2/2017 at 5:50 AM, Blainie said:

Does that require the ring? Have you tried it without? Might be that we need 2 separate openers if it does require it.

No, it does help but demons blades will almost always proc on the first or second hit. SO with a lust u dont have to worry about gen on pull

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Guest Rikoo

Hello guys ,from long time i'm wondering what trinkets should i use for better dps,and here my options:
- [Bloodthirsty Instinct] 890 ilvl
- [Memento of Angerboda] 885 ilvl
- [Entwined Elemental Foci] 900 ilvl
-  [Hunger of the Pack] 885 ilvl+socket

http://eu.battle.net/wow/en/character/emeriss/Rikoo/simple

i've Sim. crafted them and the results are 733732 dps with Instinct and Foci,but i dont trust that program so i need your opinion ,Thx.

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On 3/12/2017 at 2:11 AM, Whisla said:

No, it does help but demons blades will almost always proc on the first or second hit. SO with a lust u dont have to worry about gen on pull

Will follow up and see if Wordup got any results on the further testing - will let you know ASAP.

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9 hours ago, Guest Rikoo said:

i've Sim. crafted them and the results are 733732 dps with Instinct and Foci,but i dont trust that program so i need your opinion ,Thx.

It's correct. Your HotP will be VERY close to the Foci though.

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Guest Chanell

Hi

Wy is it still possible to put artifactpower on twinblades talentboard then all traits are done,are there more to approv?

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5 hours ago, Guest Chanell said:

Hi

Wy is it still possible to put artifactpower on twinblades talentboard then all traits are done,are there more to approv?

Do you mean once you have the first 34 traits? Or 54?

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Guest Hellish

So according to the patch notes feasts get a buff in 7.2, granting a 400 for the cheap and 500 for the expensive main stat buff. Assuming someone's build doesn't overwhelmingly favor crit over agility (like the example/default weights listed on the guide with 1.18 over 1 multipliers), wouldn't the 500 agi feast outperform the 375 crit food?

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6 minutes ago, Guest Hellish said:

wouldn't the 500 agi feast outperform the 375 crit food?

This change was noted and discussed by all of our writers - it should be getting added to and updated in the guides very shortly. Almost every spec will now prefer feasts over normal food (not every single one). 

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Hey Blainie, 

How quickly Do you think the BIS list will be updated for todays patch? Im still trying to figure out if the new set bonuses are worth it or what to mix and match.

 

Bigger question I have now is how the legendary bracers compare with the buff and if they make bloodlet the go too for everything. I would like to see what builds with legendaries work better.

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24 minutes ago, Whisla said:

How quickly Do you think the BIS list will be updated for todays patch? Im still trying to figure out if the new set bonuses are worth it or what to mix and match.

There likely won't be that much of a change in the BiS until ToS launches - the new patch really didn't change enough to cause major changes in stat priorities etc.

The changes in 7.2 are specifically aimed at artifacts, new traits and legendaries - the legendary stuff is now up-to-date as far as I know! ToS won't launch for a while after the patch, so Wordup probably won't put up a BiS for it until it does.

26 minutes ago, Whisla said:

Bigger question I have now is how the legendary bracers compare with the buff and if they make bloodlet the go too for everything. I would like to see what builds with legendaries work better.

The analysis for the bracers should be up to date, with the 7.2 notes added in concerning the new trait. Despite the changes to the bracers, the blade dance trait will cause FB to be even better in the situations it was before. Low cleave with bracers, Bloodlet is still awesome.

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2 hours ago, Blainie said:

ite the changes to the bracers, the blade dance trait will cause FB to be even better in the situations it was before. Low cleave with bracers, Bloodlet is still awesome.

So the 50% extra damage wont account for pushing bloodlet over the top for single target?

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42 minutes ago, Whisla said:

So the 50% extra damage wont account for pushing bloodlet over the top for single target?

So, just asked Wordup for his input and basically:

  • Got bracers and don't have Bladedancer's Grace? Bloodlet is strong for ST. 
  • Got bracers and do have Bladedancer's Grace? First Blood is best again.
  • Don't have bracers, don't have BD? First Blood. 

Hope this clears it up and corrects where I was wrong :)

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Guest Thizzness

I was just wondering, in the rotation it has both Fel Barrage and Chaos Blades which are both talents in the same level tree, is there a way to get both that I am missing or is this a mistake. Which talent is the best choice and what is the correct way to utilize the most DPS in a raid format? Thanks for the input.

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      The fuses have been sabotaged. The kegs cannot be lit. Baelgrim knows he must do this himself. ADelgonn attempts to stop him, but he does not listen. Baelgrim rushes in on his stormrook and smashes the barrels. The cinderbrew ignites from the massive blast of lightning. The entire meadyard explodes, killing both Zirix and Baelgrim. 11.0 [MAG] - Magni's Sacrifice
      Magni sacrifices his infused crystalline energies to cleanse the void corruption of the earthen within the awakening chamber. In the aftermath, he appears as a lifeless statue. Moments later, the shell breaks. We see he is restored to being flesh and bone again. Reunited with his daughter and grandson, he greets the first earthen to awaken from the machine. 11.0 Z5 - Level Up - Chapter One RTC
      The player witnesses the City of Threads for the first time. Orweyna warns the player off, telling them that they have no hope of infiltrating the city. "If Alleria and Anduin are there, then they are lost." Orweyna departs, leaving the player alone. Behind them, a small spider-creature rings a bell, attracting their attention. 11.0 [TFH] Tour of Foundation Hall
      Merrix and Baelgrim discuss the dire situation. The camera shows off the glory of the Foundation Hall, ending on four council seats, one of which is empty. 11.0 Z2 - Meeting The High Speaker
      The High Speaker arrives just as Magni, Moira, and Dagran exit the Coreway. A tense introduction is made between the two parties by Speaker Brinthe. The High Speaker is pompous and self-serving. The party exits Ironhaul Station and moves towards Gundargaz. 11.0 Z5 - Max Level - Chapter 2
      The player sees Queen Ansurek betraying her mother Neferess. 11.0 [EPE] - Earthen Player Exposition
      THE PLAYER disk gets selected from the many disks. The awakening process fully begins. AURORA and FOREMAN UZJAX begin to walk to where the player awaken stage. The Player character stands before Aurora and Foreman Uzjax and opens their eyes. 11.0 [AXW] Alleria and Xal at the Waterfall
      With an army of nerubian soldiers closing in on them, our heroes' only hope for escape is to jump from the city's edge into the waters deep below. Anduin and the player jump first, but Alleria hesitates when Xal'atath shows herself. Xal'atath attempts to convince Alleria to embrace the dark path. Alleria hesitates for a moment but quickly rejects her, escaping off the cliffside into the waters with the others. 11.0 RTC ASC: Airship Tangled Up
      The airship descends into Azj-kahet. The airship gets caught in the nerubian webs, coming to an abrupt halt and immediately beset by nerubian forces. Alleria and Faerin fight off the nerubians, but the lead nerubian boards the deck, readying an attack on Alleria. Suddenly, a vine/root/etc whips out, sending the nerubian flying. Alleria whips her head around to see Orwena off to the side, helping defend the ship. 11.0 [AIL] - Anduin is Lost
      Faerin, Alleria, and the player climb the ladder to the ship, only to see that Anduin has been left behind. Anduin sees the nerubians preparing a ballista that would take out the airship. He finds his resolve and jumps into the fray to stop them. Faerin, Alleria, and the player watch in horror as Anduin is enveloped by the horde of nerubians. 11.0 [TCC] - The Crystal Changes
      Just after Faerin and Great Kyron light the dawntower, Beledar shifts from light to void, and Hallowfall darkens. Faerin explains to Anduin that this is normal. The Arathi know what to do until it changes back. Alleria hears whispers from Xala'tath, telling her to look for Xala'tath deeper in the darkness. 11.0 [HFR] - Holy Flame Renewed
      Faerin begins the ritual to restore the Light, but looks back at Anduin. She's seen him struggle. She extends a hand. He refuses, but she insists. Finally, he accepts and joins in the ritual. Faerin tells Anduin to relax, breathe, let it all go. Be here in the Light. The Light begins to trickle and the ritual completes. 11.0 [FRS] Faerin's Rallying Speech
      Beledar remains in Shadow. Steelstrike tells the Arathi to fall back. Faerin says no. She insists the Arathi should bring their light into the darkness. She leads Steelstrike and the Arathi in the Lamplighter ritual. They turn the Eternal Flame back to the light, and Beledar shifts back to the Light. The Arathi are safe. 11.0 [TFA] The Fleets Arrive
      From over the horizon, ships approach. The combined might of the Alliance and Horde navies sail into the bay and come to a stop. Leading the armada, Jaina and Thrall stand confidently on deck. 11.0 [ADF] - Arathi Tower turns to dark Fire
      We zoom into the tower. Its light has been replaced with a shadowy flame. Around it are Order of Night cultists, channeling the shadows. Suddenly, an arrow strikes. Alleria appears. The cultists scatter, but the leader, Aelric, locks eyes with Alleria. The shadows have spoken of her. Alleria threatens him, but he flees. She turns her bow to the remaining cultists... 11.0 Z5 - Level Up - Chapter 2 [ZKR]
      Zev'kall, the Ascended general of the nerubian military, berates underlings for failing to keep the prisoners who escaped. To avoid word of this failure spreading, he executes the underlings. Then Zev'kall leaves for Siegehold. 11.0 [EUF] Earthen Unification Finale
      Merrix and Adelgonn agree to commit the earthen to the war. Adelgonn smashes the titan console to officially break the edicts. Celebration cuts short as klaxons ring out across the isle. A huge titan construct rises from the sea and heads toward shore. The titans don't take kindly to disobedience... 11.0 Raid [TSD] The Spider Drop
      The players defeat the first raid boss. From a platform above, the Queen orders her troops to cut the web, dropping the platform the players are on. The webs snap and everyone falls. The players land in the slime pit below. Xal'atath Assumes Control
      The player is stopped before they can destroy the final shackle. Xal'atath assumes control of Y'tekhi, enraging them through the black blood in their system. Lilian grabs the player and the two try to escape on her bat. Just as they think they're safe, Y'tekhi tears them out of the sky, into the city below. 11.0 [XEF] - Xal'atath Endgame Finale
      Cutscene plays. 11.0 [QAD] Queen Ansurek's Demise
      Queen Ansurek experiences a vision from Xal'atath in her dying moments at the end of the raid.
    • By Stan
      Here are all the Mage changes that went live in the second War Within Alpha build.
      Mages received a lot of class changes in Build 54361 and we've recapped them below. There are mostly talent / Hero talent changes.
      Mage
      Frost Mage - Frost Mage core passive Increases damage/healing by 9%: Arcane Echo, Arcane Missiles, Arcane Orb, Arcanosphere, Blast Wave, Blizzard, Comet Storm, Conflagration, Ebonbolt, Flame Patch, Flurry, Frost Bomb, Frost Nova, Frostbolt, Frozen Orb, Glacial Spike, Ice Lance, Living Bomb, Mastery: Icicles, Meteor, Nether Tempest, Ray of Frost, Snowdrift, Supernova Increases periodic damage/healing by 9%: Arcane Echo, Arcane Missiles, Arcane Orb, Arcanosphere, Blast Wave, Blizzard, Comet Storm, Conflagration, Ebonbolt, Flame Patch, Flurry, Frost Bomb, Frost Nova, Frostbolt, Frozen Orb, Glacial Spike, Ice Lance, Living Bomb, Mastery: Icicles, Meteor, Nether Tempest, Ray of Frost, Snowdrift, Supernova Scorch - Scorches an enemy for [ 24.4% of Spell Power ] Fire damage. Scorch is a guaranteed critical strike and increases your movement speed by 30% for 3 sec when cast on a target below 30% health. Castable while moving. Living Bomb - The target becomes a Living Bomb, taking [ 58.79% of Spell Power ] Fire damage over 4 sec, and then exploding to deal an additional 0 Fire damage over 2 sec, and reduced damage to all other enemies within 10 yds. Other enemies hit by this explosion also become a Living Bomb, but this effect cannot spread further. Frozen Orb - Launches an orb of swirling ice up to 40 yds forward which deals up to [ 226.6% 240% of Spell Power ] Frost damage to all enemies it passes through over 15 sec. Deals reduced damage beyond 8 targets. Grants 1 charge of Fingers of Frost when it first damages an enemy. Enemies damaged by the Frozen Orb are slowed by 30% for 3 sec. Critical Mass - Your spells have a 15% 10% increased chance to deal a critical strike. You gain 20% 15% more of the Critical Strike stat from all sources. Comet Storm - Calls down a series of 7 icy comets on and around the target, that deals up to [ 321.5% 350% of Spell Power ] Frost damage to all enemies within 6 yds of its impacts. Flame On - Reduces the cooldown of Fire Blast by 2 sec and increases the maximum number of charges by 1. Increases the maximum number of Fire Blast charges by 2. Feel the Burn - Fire Blast and Phoenix Flames increase your mastery by [ 300% 200% of mas ]% for 5 6 sec. This effect stacks up to 3 times. Improved Scorch - Casting Scorch on targets below 30% health increase the target's damage taken from you by 4% for 12 sec, stacking up to 3 times. Additionally, Scorch critical strikes increase your movement speed by 30% for 3 sec. Casting Scorch on targets below 4% health increase the target's damage taken from you by 4% for 12 sec. This effect stacks up to 2 times. Controlled Destruction - Pyroblast's damage is increased by 5% when the target is above 70% health or below 30% health. Damaging a target with Pyroblast increases the damage it receives from Ignite by 2%. Sun King's Blessing - After consuming 8 10 Hot Streaks, your next non-instant Pyroblast or Flamestrike cast within 30 sec grants you Combustion for 6 sec and deals 260% additional damage. Fervent Flickering - Ignite's damage has a 5% chance to reduce the cooldown of Fire Blast by 1 sec. Fire Blast's cooldown is reduced by 2 sec. Unleashed Inferno - While Combustion is active your Fireball, Pyroblast, Fire Blast, Scorch, and Phoenix Flames deal 50% increased damage and reduce the cooldown of Combustion by 1.25 sec. While Combustion is active, Flamestrike deals 25% increased damage and reduces the cooldown of Combustion by 0.25 sec for each critical strike, up to 1.25 sec. Convection - Each time Living Bomb explodes it has a 30% chance to reduce its cooldown by 2.0 sec. When a Living Bomb expires, if it did not spread to another target, it reapplies itself at 100% effectiveness. A Living Bomb can only benefit from this effect once. Splintering Sorcery - When you consume Nether Precision Tempest, conjure an Arcane Splinter that fires at your target. Arcane Splinter : Conjure raw Arcane magic into a sharp projectile that deals [ 70% of Spell Power ] Arcane damage. Arcane Splinter s embed themselves into their target, dealing [ 41.6% of Spell Power ] Arcane damage over 16 sec. This effect stacks. Look Again - Displacement has a 50% longer duration, 25% longer range, and leaves behind a Mirror Image. Displacement has a 50% longer duration and 25% longer range. Spellfire Spheres - Every 4 times you consume Clearcasting, conjure a Spellfire Sphere. While you're out of combat, you will slowly conjure Spellfire Spheres over time. Spellfire Sphere Increases your spell damage by 4% 2%. Stacks up to 3 times. Mana Addiction - Consuming Clearcasting grants you 3% Haste for 10 sec. Stacks up to 10 times. Multiple instances may overlap. Memory of Al'ar - While your Arcane Phoenix is active, you gain twice as many stacks of Mana Addiction. When your Arcane Phoenix expires, it empowers you, granting Arcane Soul for 3 sec, plus an additional 1 sec for each exceptional spell it had cast. Arcane Soul : Arcane Missiles has a 100% chance to proc Clearcasting. While your Arcane Phoenix is active, you gain twice as many stacks of Mana Addiction. When your Arcane Phoenix expires, it empowers you, granting Arcane Soul for 3 sec, plus an additional 0.5 sec for each exceptional spell it had cast. Arcane Soul : Arcane Barrage costs no mana, grants Clearcasting, and generates 4 Arcane Charges. Mark of the Fire Lord (new) - Flamestrike and Living Bomb apply Mastery: Ignite at 100% increased effectiveness.
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