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Vengeance Demon Hunter Rotation Guide – Legion 7.3.5
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This section of the Vengeance Demon Hunter guide provides an overview of all spec abilities, as well as when and how to use them in the Vengeance Demon Hunter Rotation. This guide is written by
: Deals damage to a target and shatters Soul Fragments from the target over 3 seconds.
Damage Dealing Abilities
: Deals damage to a single target and has a chance to shatter a Lesser Soul Fragment.
: A reticule based ability that detonates after a short time. Causes the enemy to take Fire damage over time.
: Consumes 30-60 pain dealing damage to targets in front of the caster and heals the Demon Hunter consuming all nearby Soul Fragments.
: This is a ranged aggro generator. It should be used when you need to pull mobs away from their spawning location without getting near them. It is not a rotational button.
: Causes damage to nearby targets every second for 6 seconds.
: Leaps to a location and deals damage to all enemies at the location.
: This ability will reduce magical damage taken by 30% for 6 seconds.
: This ability can hold 2 charges and reduces Physical damage taken and increasing Parry chance by 20%.
: This causes the enemy to deal less damage to you and increase the amount of Fire damage you deal to the target while active.
: This is your big cooldown that should be used when at risk of dying. It increases your current and max HP by 30%, and generates 7 pain per second. This allows much more frequent use of
, overall increasing healing done significantly, especially when talented into
. Note that this does not pandemic with
, but instead overwrites the buff. So it is not advisable too use one during the other. Procs of
however do add an additional 5 seconds too the buff. Additionally, this doubles as an offensive cooldown, as
deals a lot of damage.
: This is your Taunt.
: This is your interrupt. You should use it whenever possible, as it generates a large amount of pain (50).
: This is an AoE silence, and should be used when it's important to keep mobs from casting, or when you want to move a group of mobs that cast spells
: This is an AoE disorient that will crowd control mobs caught in it for 30 seconds. Damage will break the effect. Due too it disorienting enemies, it acts as a pseudo interrupt by stopping their current cast, and they cannot cast again until they have been broken from their disorient. Note this only works on disorient-able targets.
: This is a 1 minute crowd control that affects demons, beasts or humanoids.
: Reduces ALL damage taken by 20%. This includes both Magical and Physical. Increases Stamina by 55% and increases Armor by 75%.
: This gives parry equal to your Critical Strike Rating.
특화: 지옥 피
: Causes Demon Spikes to reduce additional Physical Damage and increases Attack Power based on Mastery rating.
is your active mitigation. It costs 20 pain, and reduces physical damage during its duration while also increasing parry chance. Ideally, you should aim to have at least 40% uptime on this ability during a raid encounter. (Assuming you have no haste and aren't taking any additional talents/tier) This benefits from Mastery at 0.75 times as much as normal. You will have a minimum of 16% Damage Reduction before any Mastery from gear/buffs.
Here is the basic Vengeance Demon Hunter rotation for both offense and defense:
Spirit Bomb > Immolation Aura > Fracture > Sever > Sigil of Flame > Shear
Additional notes about priority
Here are some tips on the Vengeance Demon Hunter rotation for advanced players:
Fracture provides us with both damage and survivability. This is primarily through the soul fragments it spawns. For DPS you'll use Fracture in conjunction with Spirit Bomb. Fracture to spawn the souls, Spirit bomb to blow them up.
There are 2 ways of playing Spirit Bomb. Defensively it is simply used to apply Frailty to the target. All you care about is keeping the debuff up on the enemy. It pandemics up to 25 seconds, so you can refresh with less than 5 seconds left, without worrying about wasting time or resources. The secondary playstyle is to be offensive. You want to spam as many souls into the enemies as possible, while hitting as many enemies as possible. The idea of how to play this is to spawn as many souls as fast as possible and to capitalize on soul gain without over spawning souls. Note that you cannot use souls until they land, so there is a slight delay in soul usage. The soul fragment buff tracker (what most Weak Auras track) has a delay. There is a period from when the soul spawns, to when it lands (being usable) to when the buff tracker updates. So you will have a delay.
We have two kinds of Soul Fragments. Lesser and Greater. Greater Soul Fragments come from killing enemies. This must be a last hit, meaning you did the last damage to kill them. This can go above the soul fragment cap. Lesser Soul Fragments are spawned from Shear/Fracture/Soul Carver and Fallout. We have a 5 Lesser Soul Fragment cap. If you go above this cap, then however many you go over, you automatically consume that many old souls. So if you go 2 over you consume 2 old souls. Note that you cannot use souls until they land, so there is a slight delay in soul usage. The soul fragment buff tracker (what most Weak Auras track) has a delay. There is a period from when the soul spawns, to when it lands (being usable) to when the buff tracker updates. So you will have a delay.
Weak Aura that tracks slightly faster than the buff frame. It is not broken and can go above 5, that is due to how blizzard coded souls.
Soul Fragment Weak Aura
uses a variable amount of pain, ranging from 25 to 50 pain. Currently it is not very good to use. You can use it for emergency healing if you would die in the next global without it or if you are getting extremely high amounts of pain and are able to spam it. It is also good for "last hitting" a mob/boss. If the mobs will die before you can get a Fracture/Spirit Bomb off, then you can Soul Cleave for dps, though this is mainly for raid or if you are going to be stopped for a moment in m+.
is off the Global Cooldown and deals a large amount of damage to your target, as well as applying a 40% damage reduction. Its usage is variable. If the target has choreographed, high damage phases, it should be used during those times. If the encounter does not, it should be used on cooldown while actively tanking the boss (this is the defensive side). If you feel comfortable with your damage intake and don't need this, it should be used on cooldown regardless of whether you are tanking the boss or not.
When you aquire the
Artifact trait, you can slightly change up your rotation too have a slight burst in dps once a minute. (note this does not work with
with no less than 8 seconds left. (due too casting/exploding of the Sigil, plus the full duration of it)
with no less than 6 seconds left. (due too the 6 sec duration on the buff/damage)
with no less than 2 seconds left. (due too the 2 sec channel)
4. Cast Immolation Aura IMMEDIATELY after pressing Fiery Brand, so that you can get it off cooldown asap to cast it again and maximize your Fiery Brand uptime/damage.
5. Hold Soul Carver for a second or two, as with the Flaming Soul Trait, you can extend the duration of Fiery Brand, but you cant put the timer past 10, so if you have 9.5 seconds left and you hit immo/soul carver, it'll go up to 10 seconds and you can easily waste uptime.
There are 2 ways of using this ability. You can either use it on cooldown or hold it for Fiery Brand.
Defensively it is almost always best to hold it for Fiery Brand.
Offensively it heavily relies on fight length, number of targets and Fiery Demise Relic traits. The actual difference will be negligible and basically unnoticeable. At lower counts of Fiery Demise traits and a longer fight time, it's generally better to use it on cd. For shorter fight lengths/Higher Fiery Demise traits, it can be beneficial to hold it. This is all 100% fight and situation dependent.
is off the global cooldown, and deals damage on impact. It should be used on cooldown as much as possible, though charges should be saved if movement is required.
you want to weave the debuff of
. You will be casting
in between casts of
. It takes roughly 3 seconds from the initial click, to the landing, and subsequent exploding of the
. So plan to cast
when the debuff from
is less than 3 seconds left. You will then cast your second charge of
once the debuff is at less than 3 seconds again. Note that the casts ignite. This means that you can stack more than 1 Sigil of Flame together for a little bit more burst damage. You can only stack 2 together properly, at 3 it loses damage. This means that if you cast Sigil of Flame then immediately use Infernal Strike, you can get 2 Sigil of Flames worth of dots on the target. Wait to cast a 3rd until the first one is about to expire and coincide the explosion of the third with the ending of the first debuff.
,, it is best to pool your pain before casting
. What this means is to get as close to 100 pain without capping as possible. Ideally you would hit 100 pain and press
, then follow up with a
spam for ST, or
for AoE. In order to maximize the amount of physical damage abilities you pump into the enemy during this time. Ideally you would want to cast your non physical abilities outside of this 6 second window. You can still use
as it is off the global cooldown.
While not actively tanking, i.e. the other tank has the boss. You would still do the same. How you use this ability offensively strongly relies on your ability as a player as well as on a per fight basis in conjunction with your group. There isn’t a 100% always right way, as it will fluctuate based on your situation.
Physical abilities include:
Soul Barriers use is fairly simple. Use it on cooldown. If using Spirit Bomb, it is better offensively to use Spirit Bomb to consume souls prior to using Soul Barrier, so as to maximize your dps. If using Fracture, you would pool 5 souls then cast Soul Barrier. If you are using Fallout and/or Soul Carver is up. You should get souls from Shear/Fracture first, then Soul Barrier, then cast Immolation aura/Soul Carver to generate more souls. These extra souls will still give you the shielding once you consume them, as long as the Soul Barrier buff is up. Also you will still get the effects from the souls, this includes Painbringer, Healing, and Fueled by Pain.
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