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Havoc Demon Hunter: First Impression of the New DH Talent Trees in Dragonflight
용군단
2022/09/06 시간 09:00
에
Shadarek
에 의해 작성됨
With the reveal of the Dragonflight DH talent trees, our Havoc Demon Hunter writer Shadarek provides initial reactions and thoughts on this revamped system. We break down the DH talent trees, discussing the new talents and providing some sample builds. Join us as we predict how this class could play in Dragonflight!
To learn about the best PvE talent builds in Dragonflight for this class, and export these builds into the game, please check out our Havoc and Vengeance Demon Hunter class guides:
Havoc Demon Hunter Talent BuildsVengeance Demon Hunter Talent Builds
Demon Hunter Dragonflight Class Tree
Demon Hunter Dragonflight Talent Tree: What's New?
With the release of the Dragonflight expansion, talents are being entirely reworked from our current 3 choice system at certain level breakpoints. In its place instead we will have access to two separate trees with 1 talent point granted per level rotating between the two. The Class tree will mostly contain spells and abilities considered to be core or the identity of the class, most utility and many defensive options fit in naturally to the class tree and can open up things previously not accessible on a spec by spec basis.
Due to being a class with two specializations, the class tree for Demon Hunter is not as broad as many others but fortunately it has given access to extremely powerful utility shared from Vengeance to Havoc. While previously unavailable, Havoc will now have access to the previously baseline sigils for Vengeance
불꽃의 인장
,
침묵의 인장
, and
불행의 인장
which also come with new supporting talents in
분노의 화염
, and
패배의 불행
. A choice node of
집중된 인장
and
정밀 인장
is also available, which are returning from Vengeance talents to the class tree.
In regards to new talents being brought to Havoc through the Demon Hunter Class Tree, we mostly have some returning conduits such as
지옥불 가속
,
으스러진 회복
, and
악마 재갈
.
불타는 전투검
is brand new and comes to give us some healing off of our fire damage, though it's basically a weaker version of leech. We also have a choice node empowering
어둠
giving choice between
긴 밤
leaving darkness at a 5 minute cooldown with a 10 second duration, or
칠흑 같은 어둠
to have regular darkness at a 3 minute cooldown. Most impactful
사냥
is making a return with supporting talents for a stronger DoT or a situational lowered cooldown in
기이한 악의
and
가혹한 추적
.
Demon Hunter Dragonflight Talent Tree - First Impressions
Havoc has a few things to be excited about in our class tree. Due to the limited amount of nodes picking what you want without feeling like you're leaving important talents on the table beyond situational talents is quite easy. For resource generation we have
지옥칼
, and situationally
불꽃의 인장
. Getting
지옥칼
in particular is extremely appealing as it provides very large amounts of fury and helps smooth out how fury starved Havoc has felt in the past, however it now is a choice node with
비탄의 오라
which may be required in some AoE setups with Havoc tree synergies but these two talents seem to have no reason to be tied together. Sigil of Flame is quite weak from a damage standpoint but it was changed to give 30 fury on cast providing a useful ability while out of combat to maintain fury or to use when you have no fury to spend.
From a defensive standpoint,
흐릿해지기
with
필사적인 본능
will provide a 30% Damage Reduction which is a fine improvement from the 20% in Shadowlands.
영혼 분쇄
is an extremely powerful defensive talent due to pairing with
악마성
for decent uptime on 30% leech.
불타는 전투검
provides some minor amounts of healing, though it is notable in AoE due to
제물의 오라
. Lastly is
일리다리의 지식
, in the same vein
악마의 수호
was buffed from 10% to 15% currently on beta for Dragonflight when compared to Shadowlands. Due to the loss of conduits we come out with less Magic Damage Reduction but the base amount has gone up and 19% at all times points to extreme durability.
My early thoughts bring me with the following Class Tree for Havoc DH:
This is looked at from an AoE or Mythic+ standpoint. There are situations this changes, however most changes are entirely utility or minor survivability swaps.
침묵의 인장
has large utility value in M+ as an AoE silence provides extreme control over packs, and it's easy to prefer over talents such as
불타는 전투검
. However, you must invest at minimum 2 points into
지옥불 갑옷
which has extremely little value to Havoc to get to
침묵의 인장
. It's situational whether you feel you would prefer to give up utility elsewhere. Fortunately for Demon Hunters, our class tree makes it incredibly easy to access all the throughput options before deciding on the utility we would like to expend our points on. Even
감금
and
마법 삼키기
are extremely situational and could be dropped if you will not need to Purge or CC a mob, but say you instead need a slow through
글레이브의 대가
or a small DR from
악마 재갈
. It is also worth noting that
패배의 불행
seems to provide a damage increase for your entire party or even raid, meaning this can be an exceptionally valuable global if used on an add or a set of adds that needs to be killed in a timely manner,
There are some unfortunately 'dead' talents in the tree, however it's easy for us to weave around them as we choose. When looking at the choice node of
악마성
or
일리다리의 정점
, There's always a clear winner. Numerically
일리다리의 정점
provides only 10 extra seconds of Metamorphosis in a 4 minute window whereas
악마성
provides 48 seconds in the same window with no supporting talents leaving no real choice. The choice node of
집중된 인장
and
정밀 인장
can be nice for ease of use but strictly are both limiting to what you can do with your sigils and are largely considered negatives.
으스러진 회복
for Havoc is exceptionally weak, even with access to
악마의 식탐
from the Havoc tree the gain is inconsequential and is clearly tuned with Vengeance in mind.
악마 재갈
also comes up as an exceptionally weak choice, including some anti-synergy with usage of
침묵의 인장
where the magic damage you take is reduced on an already silenced mob.
Personally I am pretty happy with the tree we got as a first iteration, being able to get our few throughput options with relative ease while having actual choice in utility is great and access to sigils for Havoc is incredibly good in many forms of content. However, it has an extreme lack of anything new and exciting to Demon Hunter in general which makes it hard to love the tree as it stands.
Havoc Demon Hunter Spec Tree
Havoc Dragonflight Talents - What's New?
Fortunately we have a myriad of new or returning in an altered fashion talents, specifically the Havoc Talent Tree has been set up in a way to provide it with a means to scale as ilvl increases throughout an expansion, and an attempt at fixing the poor value of our mastery is in play.
전략적 후퇴
- Previously a part of
탄력
it has been split off to open up use cases as it's own talent and providing pure fury generation capabilities.
치명적 혼돈
- With the base refund chance of
혼돈의 일격
being reduced to 20%, Critical Chaos is back reminiscent of legion to help with critical strike scaling.
필멸의 춤
- Previously a PVP talent we have access to a Mortal Strike effect in our class tree for PVE.
첫 번째 피
- While not new, First Blood was changed heavily in two regards. It no longer reduces the fury cost of
칼춤
by 20, and the damage it provides is now Chaos damage to provide Mastery scaling.
자주성
- Essentially
선제 공격
from Shadowlands with a tie to the Havoc kit, an exciting talent for us to toy with our burst windows and using
복수의 퇴각
as we plan to do burst to reset the crit window. This talent is a personal favourite of mine that I'm exceptionally happy to see it in play.
혼돈 이론
- Not the Chaos Theory we had see prior, it's a relatively simple Critical Strike buff on your next
혼돈의 일격
after casting
칼춤
.
고립된 사냥감
- Another PVP talent brought into our kit, it however only works on pure Single Target and if it blocks other talents off it can be an incredibly frustrating waste of a point.
커지는 불지옥
- Previously a conduit brought back, it's a large ramping damage increase to
제물의 오라
.
성난불길
- Providing both exceptionally Critical Strike scaling in AoE scenarios it also scarily gives Quadratic scaling to immolation aura. This talent is extremely exciting but exceedingly dangerous and will need to be kept in check. In higher Critical Strike AoE builds the Ragefire itself will often best Immolation Aura in damage.
적을 알고 나를 알면
- Speaking of Critical Strike scaling, Know your Enemy is an extremely exciting talent that guarantees exceptional scaling while the talent is picked, and it provides even greater burst potential when paired with
자주성
and hooks into other talents like
자주성
and
치명적인 시선
. It is notable that the scaling power throughout the expansion is likely too high as we push to ever higher Critical Strike values however, and could lead to issues.
잠들지 못하는 사냥꾼
- A simple 50% damage amp on Blade Dance after leaving Demon Form, also grants a free charge of Fel Rush.
내면의 악마
- An AoE hit upon entering Demon Form, really just damage.
산산이 부서진 운명
- Finally a way to extend Metamorphosis and Demonic. The issue with this talent is that the amount of uptime we receive is high, possibly unreasonably so but with the power of Metamorphosis it should be in line as a capstone. It is quite fun at the current tuning, however the value of it with metamorphosis already being a 30 second duration baseline is questionable if you are ever in situations that require any burst damage checks.
증오의 순환
- Cycle of Hatred was reworked to function with more of our kit and provide significantly less cooldown reduction than previously. Due to the pairing with Shattered Destiny it is probably for the best to not allow the amounts of CDR we had previously gotten.
수단과 방법을 가리지 않고
- Converting all of our non-physical damage into Chaos damage allowing for exceptional Mastery scaling. The value is most prevalent on AoE through
제물의 오라
and
사냥
.
영혼 흉터
- Essentially Bloodlet from Legion with a change to Chaos damage for mastery scaling, Good pairing with
지옥 폭격
for larger and more hits on AoE, and
튀어오르는 글레이브
from the class tree providing
글레이브 투척
with 3 target cleave.
가속화된 칼날
- Increases the damage of Throw Glaive in cleave scenarios and would be taken for it's extreme synergies with
지옥 폭격
and
영혼 흉터
.
There's quite a bit to unpack here, looking at scaling and what will make us interact better with stats on our character to keep us strong throughout an expansion we have
치명적 혼돈
,
적을 알고 나를 알면
,
수단과 방법을 가리지 않고
,
산산이 부서진 운명
, and
성난불길
. Most are fixed around increasing Critical Strike scaling, however Shattered Destiny allows for longer extensions of demonic windows through Haste while Any Means Necessary will convert damage such as
사냥
and
제물의 오라
to Chaos damage making our Mastery scale them. Mastery scaling has already gone up with us getting access to multiple of the talent choices we had to make in Shadowlands that are all chaos, and some other talents being converted to chaos damage.
Havoc Demon Hunter Dragonflight Talent Tree - First Impressions
Overall, I'm excited for a lot of the new talents we are receiving in Dragonflight plus the combinations we can build of returning talents. To start,
악마 칼날
is expected to be an instant lock due to the amount of fury generation talents we have access to which pushes a playstyle that isn't spamming demon's bite whenever we run low on fury and instead will leverage our multiple ways to generate fury with some passive generation layered in. This to me is a greatly preferred playstyle, Demon Blades is pretty popular in general and having access to it in a version of Havoc that isn't fury starved I expect to be widely enjoyed. They have also fixed our scaling issues outright while reducing our haste to push us to require stats instead of hasted RPPM effects feeling like a major part of our class. There are still negatives, many of which are fixable from the current iteration and are related to specific talent placements in the Havoc tree which I'll go over below.
Concerns and Problems
The layout of the tree itself has a key issue to it with having any real choice; The sides of the bottom of the 'hourglass' shape that has been put for the Havoc Talent Tree has 4 talents on each side that require the talent above them to be taken to get the talent below, Meaning for
무자비한 학살
,
, and
글레이브의 폭풍
you are REQUIRED to first take
파괴의 흔적
then each of the three following talents one after the other. Specifically having
무자비한 학살
in this line up requires a weak 2 pointer single target talent in the AoE side of our tree being taken when it has no synergy's with anything we are attempting to play in AoE builds and just eats talent points. In general the shaping and the 4 talents in a row of requirement seem to be an issue to me but specifically with the fact it's more 'all or nothing' with this setup it creates the issue that widely divisive talents in the community such as
탄력
and
become much less 'optional' unless you decide to cut out entire parts of the tree to avoid them entirely.
Poorly placed talents exist in general now too,
운명의 춤
is locked behind
가속화된 칼날
when it would be greatly preferred to flip them.
가속화된 칼날
is taken early in nearly every talent tree for Havoc, making the value of Dancing with Fate significantly higher while Mo'args is used exclusively in AoE builds when paired with Fel Bombardment and Soulrend.
성난불길
was moved away from the other
제물의 오라
enhancement talents and moved to the left side of the tree, in a horrendous spot locked behind
고립된 사냥감
; which has the entirely opposite use case and it will be nearly required to run through it to access Ragefire.
무자비한 학살
in turn was switched away from the other chaos strike talents and pushed to the right side of the tree among the AoE talents, including being in the line of required talents to actually spec into
글레이브의 폭풍
and it makes zero sense to be where it is.
황천걸음
/
지옥 분출
-
With the tree littered entirely with DPS throughput options and very few avoidable undesired talents, our points are sparse in general. Netherwalk and Fel Eruption both have required use cases but require dropping big ticket talents to have access to since they only become available after the first gate opens with 8 talent points spent. Even in the first gate where
필멸의 춤
is placed, we must give up a moderate throughput talent to take the utility instead before opening the first gate. This leaves us with what feels like NO potential points to use on utility, when ideally we would have all 3 moved above the first gate and swapped with other talents so we could much more easily make the choice to take the defensive or utility power without losing impactful throughput talents before we unlock the first gate, and also limiting us from picking purely throughput with our talents.
잠들지 못하는 사냥꾼
/
내면의 악마
/
산산이 부서진 운명
When you look at the layout around the capstone
산산이 부서진 운명
, You are required to take at minimum one of
잠들지 못하는 사냥꾼
or
내면의 악마
to get to it. However, Shattered Destiny is about extending Demonic windows, especially when used around
탈태
,
혼돈의 변신
, and considering
증오의 순환
in uptime increases you will have massively extended periods of time without entering or exiting demon form as you keep adding Demonic uptime and extensions to the current demon form. This almost entirely kills the value of both Restless Hunter and Inner Demon. Anti-synergistic pre-requisites are exceptionally frustrating when looking to get an exciting talent like Shattered Destiny and hopefully either the placements or how the demon form talents work are changed.
적을 알고 나를 알면
/
치명적 혼돈
/
자주성
With a lot of stat scaling options making their way into our tree, the synergy and overall power values of them comes into question. I am exceptionally happy to see good stat scaling and ways to gear my character outside of the versatility stacking that has been done the previous two expansions, however
적을 알고 나를 알면
alone provides pretty extreme amounts of critical strike scaling and could lead to issues deeper into the expansion as our critical strike pushes higher. This also will mean due to stacking critical strike that our burst windows with
자주성
will scale up our crit chance and damage to much higher amounts and it will fit perfectly to burst heavily around abilities such as
정수 파쇄
and
사냥
.
성난불길
Ragefire is the talent I am most excited to see in Dragonflight, however my concerns with it do not seem unwarranted and should be brought up. Due to
제물의 오라
being uncapped, the amount of Ragefire we build up scales 1:1 with target count, and the damage Ragefire deals is NOT split or reduced on higher target counts. As an example of the quadratic scaling that causes to show why it's problematic; Say with Immolation Aura on 1 target Ragefire explodes for 5,000 damage, Increasing to 5 targets it will now deal 25,000 damage each totaling 125,000 damage, and for a 20 target count it will deal 100,000 damage each totaling 2,000,000 damage. The quadratic scaling will lead to issues if it is managed in Mythic+ scenarios to pull around havoc in massive pull sizes. However, when Unholy DK had similar in BFA it usually only saw play in MDI and it's possible this is a non issue. I would like to see Ragefire survive for Dragonflight which makes me think it should either have a square root scaling applied at 8 or 5 targets allowing it's power to somewhat exist on smaller target cleave while being pulled back on for massive pulls without preventing it from excelling in those intended scenarios.
탄력
Momentum was nerfed from the Shadowlands value of 15% to 12% damage done increase, however
복수의 퇴각
and
사냥
were added as ways to give uptime beyond
지옥 돌진
. This has become nearly irrelevant anyways, the uptime in Shadowlands was closer to 60% than 100% but due to
불규칙적인 지옥심장
on the class tree reducing fel rush cooldown to 7 seconds prior to even including
청동용군단의 축복
from an Evoker. It becomes blatant that Momentum is now stronger than it ever was prior, while not holding the position it once had attempting to compete with the likes of Demonic. As it stands Momentum is simply too strong at current tuning, and while it was communicated it would be much more of an optional talent it instead looks to be as powerful as even the Capstones in our tree; making it nearly hard required to fit momentum into every single build off raw tuning.
Havoc Demon Hunter Example Builds
Looking first at a potential build geared towards Mythic+, due to the relative expected power and synergies in the tree it feels required for any situations with high target counts to go left in the tree to pick up
적을 알고 나를 알면
and
성난불길
for synergy with
and
커지는 불지옥
. This leaves us with a few points 'wasted' on relatively weak cleave or aoe talents;
고립된 사냥감
is entirely dead outside pure ST but it locks us out of Ragefire which feels awful.
정수 파쇄
with the rework now does a massive amount of damage per target hit upfront making it more of an AoE talent than in the past. The expected power of this combination is pretty obscene.
Next up is a build geared more for Raiding based around Single Target DPS. Due to the requirement of going entirely down the left side of the tree to gain access to an incredibly strong setup of spells leading to
정수 파쇄
we end up feeling starved for points with the current tree setup if you wanted any variation. Hitting all the nodes that increase the power of Blade Dance (Though
운명의 춤
is too costly to get while locked behind
가속화된 칼날
) and Chaos Strike makes incredibly strong burst windows in demon form especially paired with
정수 파쇄
. Compared to a live build we are losing nearly nothing but swapping to a Demon Blades build while having access to most of the difficult choices we had to make at once. This includes taking both Momentum and Demonic, Taking all three of Essence Break, Cycle of Hatred, and First Blood while gaining other buffs around blade dance to increase it's ST power. The base kit should feel much stronger in Dragonflight. The biggest downfall of this build is the lack of
황천걸음
which is preferred by many in raid scenarios, but dropping
고립된 사냥감
for it should be a relatively minor dps loss.
Havoc Demon Hunter Dragonflight Talents for Raiding - How Strong is It?
It's incredibly hard to state how strong Havoc will be compared to other classes when it comes to raiding in Dragonflight. There hasn't been any tuning yet, let alone the final tuning passes which will dictate almost everything as we head into the expansion. What is possible to say is fortunately our builds are more versatile than they have been at the end of Shadowlands; access to both good single target and great cleave is a positive. Adding to this, we are guaranteed to scale better through natural interactions in a bunch of our talents and due to the more forced interaction from Know Your Enemy. The playstyle should be more engaging with a few more abilities thrown into the rotation and utilization of damage windows between Essence Break / Initiative / Demonic / Momentum requiring planning and timing.
Final Thoughts
All in all, the first iteration of our tree leaves much to be happy with and with tweaking and changes it is shaping up to have Havoc feeling incredibly better when compared to its Shadowlands counterpart. While the current placements or tuning of many talents seems massively problematic, we have so many talents we want beyond tuning just due to the exciting nature of them and I can't wait to see how the builds start shaking out as we get closer to the first raid tier and see our tier sets.
Interested in playing Havoc DH now? Check our out live guide for this spec!
Havoc Demon Hunter Guide
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