Vengeance Demon Hunter Tank Spell Summary — Battle for Azeroth (BfA) 8.1
On this page, we present you with all spells and procs that you need to understand as a Vengeance Demon Hunter in World of Warcraft — Battle for Azeroth (BfA) 8.1.
If you are new to Vengeance, this is a great place to start to get an understanding of how the spec works. On this page we will discuss what abilities you have, what they are used for within the specialisation, how they interact with each other and also with important cooldowns. If you already have experience with Vengeance and are comfortable with it in Legion, it is recommended you skip this section and move on to the rest of the guide.
2. Main Resource of Vengeance Demon Hunters
Vengeance Demon Hunters use a resource called Pain. It is very similar in functionality to Warriors' and Guardian Druids' Rage.
The Pain bar has a maximum capacity of 100, and is empty by default. Pain decays at a rate of 1 per second when out of combat. In combat, Pain does not decay. Pain comes using a number of abilities.
3. Basic Abilities for Vengeance Demon Hunters
These are your core skills that are available regardless of talents, and form the core gameplay of the specialization.
Immolation Aura deals very high Fire damage to all enemies in an 8-yard radius instantly, and then also lower damage every second for 6 seconds. It has a 15-second cooldown (reduced by Haste) and it generates 20 Pain over the course of its 6 seconds. It is excellent for building threat in AoE situations.
Shear deals damage to the target and generates 10 Pain. It also creates a Lesser Soul Fragment (covered later on on this page).
Soul Cleave costs 30 Pain. It damages the enemies located in front of you, heals you, and consumes 2 Soul Fragments in a 25-yard radius around you. This is typically to be used whenever you need additional healing, or you have no souls and have pain to burn.
Sigil of Flame places a Sigil on the ground and 2 seconds later deals Fire damage to all enemies in the Sigil, and places a 6-second Fire damage DoT on them as well. It can be useful for pulling mobs from a distance.
Throw Glaive throws a glaive at a target, dealing Physical damage to them and ricocheting to 2 additional enemies within 10 yards. It has a 3-second cooldown (reduced by Haste), generates high threat, and is great for pulling mobs from a distance or as a filler ability when taking Fracture.
3.1. Movement for Vengeance Demon Hunters
Infernal Strike has 2 charges and a 20-second recharge time. It causes you to jump through the air to the desired location (within 30 yards), dealing Fire damage to enemies in a 6-yard radius where you land. It is used both for mobility as well as for dealing damage.
3.2. Utility for Vengeance Demon Hunters
Sigil of Silence places a Sigil on the ground and 2 seconds later silences all enemies in the Sigil for 6 seconds. It has a 1-minute cooldown, and is a good way to move a caster mob to you (or if your group needs more silence effects in general).
Disrupt interrupts the target, and locks them out of that Magic school for 3 seconds. It has a 15-second cooldown and a 10-yard range. Successful interrupts generate 30 Pain, so it should be used as much as possible.
Consume Magic purges the target and generates 20 Pain if a buff is purged.
4. Important Procs for Vengeance Demon Hunters
Soul Fragments are a unique Vengeance Demon Hunter mechanic. The baseline ability comes from the Shattered Souls passive.
When you kill a target, there is a chance that a Soul Fragment will be created. This is an orb that is placed on the ground at a nearby location, which persists for up to 20 seconds. If you walk over it, you will consume the Soul Fragment, and be healed for a certain amount (348.075% of your attack power in health). Only you can see and interact with your Soul Fragments.
Moreover, if a Soul Fragment comes from a Demon target, consuming it will also increase your damage done by 20% for 15 seconds.
In addition to these Soul Fragments, there are also Lesser Soul Fragments. These have a chance to be created when you damage targets with Shear. They work in exactly the same way, but they heal for 8% of all damage taken in the last 5 sec, with a minimum heal of 1% of your maximum health.
Your Soul Cleave ability will instantly consume 2 Soul Fragments (including Lesser ones) in a 25-yard radius. This is significant because, given the frequency with which you use Soul Cleave, walking around to manually collect Soul Fragments is simply not necessary.
5. Active Mitigation and Defensive Abilities
Demon Spikes is off the global cooldown, and increases your parry chance by 15% and reduces your Physical damage taken for 6 seconds (the amount is increased by your Mastery and Agility). It has 2 charges and a 20-second recharge time (reduced by Haste). Demon Spikes should be used often, with at least one charge always kept rolling.
Fiery Brand damages the target, and debuffs them for 8 seconds, causing them to deal 40% less damage to you. It should be used when you anticipate that the target will deal high damage to you, but it could also be used as an offensive cooldown if you do not need the extra survivability.
6. Cooldowns for Vengeance Demon Hunters
Metamorphosis increases your current and maximum health by 30%, and your Armor by 100% for 15 seconds, and also grants you 7 Pain per second for its entire duration. It has a 3-minute cooldown and no cost.
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