Vengeance is the Demon Hunter tanking specialisation, and as such focuses on keeping enemies away from the party or raid while withstanding massive amounts of damage. In our Vengeance Demon Hunter guide, we’ll show you want you need to know to come to grips with its unique playstyle.
What makes Vengeance unique? For starters, it's the only dual-wielding tank in the game, and as such it takes a much more proactive and offensive stance towards tanking. The closest comparisons here would be the Blood Death Knight and the Brewmaster Monk, but even these are more defensive in nature. The Vengeance Demon Hunter also relies on self-healing to keep himself alive through the majority of the incoming damage, and - much like its Havoc counterpart - thrives in situations where movement is possible or even required.
While it’s quite possible to comfortably level your Demon Hunter as Vengeance, it will be far faster to do so as Havoc, as that spec has a much greater damage output. If you prefer leveling as a tank, the best way to do so is by running random dungeons using the Dungeon Finder in-game tool.
You can, of course, always use the talent build and rotation we provide for questing as well. You might not finish them as quickly, but you will breeze through them nevertheless, as you will be virtually invincible and often capable of tackling group quests on your own!
In this Vengeance Demon Hunter guide, you’ll find a great talent build that will increase your tanking abilities as you level up, and an explanation of how to use your abilities on an effective rotation. In future iterations of this guide, we’ll focus on how to pick up the best gear and how to upgrade your artifact weapon.
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Vengeance Demon Hunter talent build
This talent build focus on survivability and on being easy to pick up and play. While with slight tweaks you should be able to squeeze a bit more performance in very specific situations, this provides you with a strong setup regardless of the situation you find yourself in.
|Level||Talent Option||Reason for Choice|
|99||Agonizing Flames - Immolation Aura increases your movement speed by 30%, and deals 30% increased damage.||In our suggested rotation, you’ll want to activate Immolation Aura whenever it’s available, so you’ll be constantly gaining this benefit.|
|100||Feast of Souls - Soul Cleave heals you for an additional amount over 6 seconds.||The easiest talent to use in this tier, and the one from which you will reap consistent gains, regardless of the fight you find yourself in.|
|102||Flame Crash - Infernal Strike creates a Sigil of Flame when you land.||This turns your main movement ability into a respectable damage-dealing attack, helping you build threat on large groups of enemies right at pull.|
|104||Feed the Demon - Consuming a Soul Fragment reduces the remaining cooldown of Demon Spikes by 1 sec.||This will allow you to use your main active damage mitigation ability much more often, resulting in less health-loss spikes and preventing your healer from having a nervous breakdown. If you intend on challenging the hardest Mythic content, you may prefer Soul Rending as it pairs better with our lvl 110 pick, Last Resort.|
|106||Quickened Sigils - All Sigils activate 1 second faster, and their cooldowns are reduced by 20%.||While learner Demon Hunters may struggle a bit with fitting proper Sigil usage into their rotations, the potential gains here are huge, and this talent gives these spells a massive upgrade.|
|108||Fel Devastation - Unleash the fel within you, damaging enemies directly in front of you for high Fire damage over 2 seconds. Causing damage also heals you.||This is a nice addition to your repertoire, a spell that you can use to dish out extra punishment, or save for that extra bit of healing when you find yourself in a pinch.|
|110||Last Resort - Sustaining fatal damage will instead activate Metamorphosis form, and return you to 30% health. This effect may only occur once every 3 minutes.||The ultimate safety net. With a 3 minute timer this can potentially work on every major fight, and sometimes even twice in the longer fights!|
Vengeance Demon Hunter Rotations and Cooldowns
The purpose of our Vengeance Demon Hunter rotation is to help you mitigate incoming damage efficiently, while building consistent threat on your targets. However, it is important that you understand that tanking is more about having good awareness of each fight, and moving / using cooldowns accordingly, rather than following any “optimal” chain of abilities.
This rotation will provide you with a steady damage output while increasing your survival significantly. The main thing to be aware is the balance between generating versus spending your main resource, Pain. You should never be at maximum Pain, but you should save enough to allow you to activate your life-saving cooldowns in a pinch.
Do note that you won’t have all of these abilities available right from the creation of your Demon Hunter, and you will earn them as you level up to 110. Just skip to the next one on the list if you don’t have it yet, the rotation will work regardless.
This rotation is optimal for any number of targets.
|Action||Condition / Further Instructions|
|1||Infernal Strike||Use to pull. This should trigger Sigil of Flame due to the Flame Crash talent.|
|2||Soul Carver (Artifact Ability)|
|3||Fel Devastation||If you do not feel the need to save it for healing up in a pinch.|
|4||Soul Cleave||If you are at 80+ Pain or in need of healing.|
|6||Sigil of Flame / Infernal Strike||Alternate between these so that one is always recharging, maximizing Sigil of Flame’s uptime.|
|7||Shear||As a filler, when nothing else is available.|
|8||Repeat from Step 2.|
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Cooldowns / Active Mitigation
The Vengeance Demon Hunter is quite unique in that their defensive cooldowns are, with one notable exception, quite fast to recharge, and so can and should be used often over the course of a fight to smooth out your damage intake - as opposed to saving them for when you are dangerously low on health. What follows is an explanation of when to best use each one.
|Demon Spikes||This is your main active damage mitigation mechanic, and some encounters will require you to use it proactively or take fatal damage (one example is Dargul the Underking’s Magma Crash). But when this is not the case, you should keep using one charge as soon as it becomes available, while saving the second charge as a panic button against a sudden burst of damage.|
|Empower Wards||This offers considerable protection against magic damage on a short cooldown, so you should use it constantly - though you must study each enemy mob to know in advance which attacks are magical and which ones are physical.|
|Fiery Brand||This allows you to single out one enemy that will deal considerably less damage to you for 8 seconds. Only being available every minute, this cooldown best serves as a panic button on single-target fights, or to survive a period which you know beforehand will be tough on the healers. During regular, non-threatening encounters, you can use it whenever available in order to deal additional damage.|
|Metamorphosis||Much like the previous defensive skill, this powerful ability is on a cooldown that means its realistically only usable once per fight. That said, it affects you directly - not an enemy - so is also useful during multiple-target fights. You will be very hard to kill for the 15 seconds it lasts - especially if you have taken the Soul Rending talent - so while in dungeons and if it is available, you can be very greedy with pulls, and activate it if things go south.|
And we’ve reached the conclusion of the first version of our Vengeance Demon Hunter guide! In the next update, we’ll let you know all about the best path to take when upgrading your Artifact Weapon, and talk about the primary stats you should look for in your gear.
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