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Vengeance Demon Hunter Beginner Guide

With the boom of the NaJakAk, which was neglected in Season 2 despite being A-tier due to being pushed back by the Guardian Druid, the number of users has increased, so I will only explain the basic Demon Hunter tank structure.
I also study the classes I'm trying for the first time on the class forum, but the experts are just good at it, and those who aren't seem to lack information, so I'm writing this to help in a small way.

1. Advantages of Demon Hunter Tank
Excellent mobility, high self-sustainability, powerful damage dealing, powerful instant survival skill 'Metamorphosis', and 'crazy utility' using the seal, which is the top contributor to making it fly this season.

2. Disadvantages of Demon Hunter Tank
Low basic tanking as a leather tank, resulting in unstable opening, non-constant defense mechanism, mixed tanking concept

3. Consideration of Disadvantages
Low basic tanking -> Leather tanks have compensation for low defense. Brewmaster has 'dodge and stagger', Druid has 'Bear Form'. On the other hand, Demon Hunter tanks have higher base health and parry than others in terms of raw stats. In my personal opinion, it's the squishiest when you don't control it.

Unstable opening -> Demon Hunter tanks therefore increase their tanking ability with various special skills. However, contrary to the quick mobility, Demon Hunter tanks have a slightly slow tempo of skills. Seals that explode a little later after installation, soul fragments that have a 1-second delay to be absorbed, 'Fiery Brand' that takes time to spread around after installation, and various debuffs or stacking buffs require some stabilization time.

Defense mechanism that is not constantly maintained -> It may seem like low base stats and defense mechanism cannot be maintained... Or you might think that if you need to warm up and there is no defense mechanism after the warm-up is over, it's all for nothing. There is a separate solution for this, which will be discussed later.

Mixed tanking concept -> The Demon Hunter tank concept is ambiguous. Brewmaster took the dodge from War3, so what they are basically pushing is parry, soul fragments, and various debuffs. However, pushing it with life steal overlaps with Blood Death Knight, pushing it with parry is difficult to adjust the line, and various debuffs alone are not enough to establish a tanking identity, so it's a tank that has a spoonful of everything. But originally, if you put everything in, it's ambiguous, but it has the potential to become OP.


4. Basic Defense Mechanism
악마 쐐기Demon Spikes - Increases armor, parry, and attack power. It's a charge type with 2 charges and affected by haste, but the cooldown is longer than the duration, so it's the defense mechanism with the lowest uptime among tank specs. It's not effective against magic damage because it's related to physical damage, but it's basically covered by the Demon Hunter tank's high magic damage reduction and additional skills that will be discussed in the advanced section.

불타는 낙인Fiery Brand - 1-minute cooldown single target damage reduction 40% debuff. It's a skill that surprised me when I came from playing Protection Paladin. I was like, High Warlord's Resolution has a 5-minute cooldown and 50%?!! But as the legend says, you basically get hit much harder than tanks like Protection Paladin, so this high reduction value is needed to balance it. If you take the talent, it slowly spreads to the surrounding mobs.

탈태Metamorphosis - Demon Hunter tank's best survival skill. 2-minute cooldown. High health increase and high armor increase.

지옥 황폐Fel Devastation - Instantly Metamorphosis while healing a little.

As you can see, there are not many eye-catching defense skills. So what is the main factor that determines the Demon Hunter tank's main defense mechanism?

5. Advanced Defense Mechanism

I'll explain from the numbered ones.

Talent #1- Shattered Spikes. After Demon Spikes expires, you gain 12% damage reduction that decreases by 1% every second for 12 seconds. Until Season 2, you had to use it after seeing it expire, but now it applies even if you renew it, so the difficulty has dropped significantly. You can think of it as a second basic defense mechanism that activates a little later along with Demon Spikes.

Talent #2- Reduces damage taken from targets affected by Weakened Soul by 4%. ---> If you ask what Weakened Soul is, Weakened Soul is a debuff that occurs on targets hit by Soul Bomb. You recover health equal to 10% of all damage dealt to Weakened Soul targets with your main body (excluding trinkets).
First of all, we can secure 4% damage reduction with one Soul Bomb. Also, we can convert our damage into healing. If you take the Weakened Soul tree later영혼 베어내기Weakened Soul is activated even if you only use Spirit Bomb. 

(Important)Talent #3 - Damage taken is increased by 2% for 6 seconds for each soul fragment you recently consumed. BalanceOrder/Edict of the Skies/Tier 4 Set Effect/Fel Devastation, etc., cause soul fragments to fall like rainEvery time you eat this, damage reduction increases by 2%, so in most cases after warming up, you maintain this stack at least 5 or more. If you use Edict of the Skies - Fiery Brand - Soul Bomb - Immolation Aura - Soul Bomb to eat 10 souls in an instant, you can secure 20% damage reduction and aim to improve instant tanking power.
In addition to this, if you read the 'Shattered Souls' talent in the basic skill book, you recover 6% of the damage taken per soul fragment (the same amount of healing as Death Strike based on 5 fragments). In other words, if you slurp up soul fragments, you can secure 2% damage reduction per fragment and expect the healing amount of a semi-Death Strike.

(Important)(Weakened Soul Tree) Talent #4 - The core talent of the Weakened Soul tree. Weakened Soul starts to 'stack'. In the case of Spirit Bomb, the motion is a motion of wielding two swords, so Weakened Soul stacks twice. In other words, damage taken from the target is reduced by 8% for each Spirit Bomb. However, since the debuff is applied individually rather than being renewed, it does not increase infinitely, and it is usually maintained at about 5 stacks or more. On average, it provides 20% damage reduction, and if you stack it up to 8 stacks before a big skill comes during single tanking, it provides 32% damage reduction.



(Crossroads of the Last Resort Tree)
Talent #5
Some may ask this.
Q :You explained Talent #1 in a grand wayDidn't you say that Demon Spikes is not well maintained?
A : Uniquely, Demon Spikes' cooldown is affected by haste. At the current point in Season 3 where haste easily exceeds 30%, the Demon Spikes cooldown has been greatly reduced, and if you look at the talent I checked as #5, the Demon Spikes cooldown is reduced by 0.5 seconds for each soul fragment absorbed, making it almost constantly maintainable in combat. In other words, the uptime of Talent #1, Shattered Spikes, also increases.

=> I explained the Weakened Soul tree and the Last Resort tree as explanations of the talents. If I mention each of their characteristics
Weakened Soul Tree -> Debuff-type damage reduction and damage increase that are strengthened through warm-up work. Therefore, it is strong against magic damage. The damage is also strong. More difficult in terms of average stability and difficulty.
Last Resort Tree -> Average stability and easy operation difficulty due to high uptime of defense mechanism. Error correction through the 'Last Resort', a spare life talent. Plenty of skill points. Magic damage is a defenseless defense mechanism, Demon Spikes, except for Shattered Spikes.

So which one is more mainstream?If I had to say, the Weakened Soul tree is more mainstream based on top raiders. There are many powerful magic damage bosses in this raid, and the mobs also have a lot of magic damage, so the Weakened Soul damage reduction efficiency is good. Furthermore, since it's the last season, there's enough haste, so the speed of stacking Weakened Soul is also fast. Instead, since there is no Last Resort, it feels like it's replaced with the Dawnbreaker's Zenith/Scale of Fates trinket.
However, in dungeons where there are more than 5 targets constantly taking AoE damage and physical damage where life steal is more important than damage reduction, the Last Resort tree ultimately shows better performance.

Personally, if you're a Demon Hunter tank beginner, I recommend practicing a little with the Last Resort tree and then moving to the Weakened Soul tree. After all, the Weakened Soul tree has a higher high point. Of course, the Last Resort tree is also an excellent talent. I alternate between the two depending on the situation.

Additional)I didn't explain it separately because the post would be too long, but Immolation Aura has armor and magic damage reduction. In addition, it has a certain chance to tear off soul fragments from enemies hit when first cast. If you use it when tanking multiple targets, you can secure almost all 5 soul fragments (maximum storable number).


6. How to Operate
If you've read it carefully, you'll have noticed that it's a tank that requires a lot of warm-up. If you slurp up souls, you get Death Strike-level healing, damage reduction, and defense mechanism cooldown reduction. The time it takes for the single target damage reduction 40% 'Fiery Brand' to spread. Weakened Soul high stack work. All of them involve extracting, eating, and waiting for soulsWarm-upWork is required. However, after going through this warm-up work, you have Blood Death Knight-level healing and plate tank-level toughness. In other words!! The most important thing for Demon Hunter tanks is how to endure this warm-up period.


We are educated, smart Demon Hunter tanks, so we can now realize what the problem is with Demon Hunters who are often called 'Demon Hunter noobs' or 'Demon Hunter grasshoppers' who jump and die suddenly.
->It's a tank that requires warm-up, but it has fast mobility, so it jumps and starts combat hastily in an unprepared state.
In the case of the OP Demon Hunter tank in Season 3, where the seal became the main focus this season, this warm-up work has been made much easier through the seal.
If you enter with the Seal of Flames, you can secure health increase, 15% parry, and 8% magic damage reduction due to the tier set effect.
Also, you can quickly pull in soul acquisition through Edict of the Skies. That's why it's good to use pulls that actively utilize the seal. And in the case of 'Fiery Brand', it's also good to use it as a pulling skill to prepare to spread it around in advance.

I'll list a few pulling styles according to this. However, unlike dealers, tanks don't have a fixed tank opening. It varies depending on the pulling scale, the distance you have to move when pulling, the mob style, etc. Nevertheless, I'll present a few representative styles.

First of all,Absolutely absolutely absolutelyDon't jump first. Jumping is used to do preliminary work while casting skills from a distance, to gather mobs nicely, or when the distance between mobs is far during a big pull.
Also, I'll explain the cycle based on the Last Resort tree if possible. If you have a high understanding of the Weakened Soul tree, I think you'll be able to do well without a cycle.

Case 1) The simplest group of 5 mobs (no magic or archer mobs)
Edict of the Skies(2 seconds until activation) -Seal of Flames(Edict of the Skies explodes around the time you press it, providing 4 souls, mobs start jumping) -Demon SpikesPress and jump while using Soul Bomb(Soul Bomb explodes 1 second later, so it explodes around the time you arrive at the jump, good AoE aggro) -Immolation Aura(Magic resistance, armor, provides soul fragments to mobs hit with a certain probability when first cast, the first skill to use when you start rubbing your body against the mobs) - Soul Bomb (if there are 5 mobs, an average of 3 or more souls are created with the first explosion damage of Immolation Aura)
After that, if you have room, cycle through Rift/Rift/Soul Bomb (Rift/Spirit Bomb in the case of the Weakened Soul tree), and if you don't have room, cycle through Fel Devastation.
At this time, track the duration of the Seal of Flames and keep it maintained.


Case 2) Long pulling, pulling scattered here and there, pulling with strong mobs (ex pulling up to the bear in Darkheart Thicket)
Before passing through the group you have to pass throughSpikesTurn onImmolation AuraAggro, - To the group far awayEdict of the Skies - Seal of FlamesWhile plantingJump(At this time, you can jump quickly because jumping can get you out of the melee attack of the previous group) - To the next group far away (ex bear)BrandPulling while applying - Souls coming out as Edict of the Skies explodesSoul BombStart tanking while absorbing with.

This pulling is too different depending on the situation, so don't blindly believe it. However, it's quite effective to remember that it's quite effective to pull while applying Brand to the mob that hits me the hardest when pulling instead of taunting or using Glare.
Also, in the case of big pulls, it's good to use jumps to escape out of the range of melee mobs and do aggro work on the next pulling mob.
Also, in fact, in the case of most big pulls, it's good to start by using Metamorphosis first. The base raw tanking is so bad that you have to raise your stats with Metamorphosis to be able to withstand the big pull.

Case 3) Beginner's 'Fel Devastation'
In the case of Fel Devastation, it's a skill that is customized for opening in many ways because it fills health and deals damage at the same time as transforming into Metamorphosis form.
However, it has the disadvantage that you have to use it after acquiring Fury when there is no Fury, you cannot use utility skills such as silence chains during channeling, and there is no instant survival skill to endure the warm-up time except for Metamorphosis afterwards.
Nevertheless, it's the simplest and best opening skill.
However, there are often cases where you can't do the opening Fel Devastation, so please learn the pulling I mentioned earlier.
For beginners) Seal of Flames - Demon Spikes/Fel Devastation (Spikes are not interrupted even if you press Spikes during Devastation)
If you are skilled or want to practice, I recommend using Devastation after doing a little warm-up work.


7. Advanced Operation (Various Utility Skills and Micro Tips)
Info 1) How are Spirit Bomb and Spirit Bomb different in usage?

Spirit Bomb
Fury 30Melee Range
Instant
Demon Hunter Required
Requires Level 1
Brutally attacks up to 5 enemies in front of you, dealing (161% of Attack power) Physical damage and restoring (50% of Attack power) health to yourself.

Absorbs up to 2 available soul fragments[Vengeance (Level 14):and restores an additional (50% of Attack power) health for each soul fragment absorbed]
Soul Bomb
Fury 40
Instant
Demon Hunter Required
Requires Level 30
Absorbs up to 5 available soul fragments and causes an explosion, inflicting Weakened Soul on nearby enemies for 6 sec, dealing (35.0406% of Attack power) Fire damage per fragment absorbed and restoring 10% of all damage dealt to your health. Deals reduced damage if the target exceeds 8.
The difference in the tooltip is first of allFury Consumption Difference 10Is the most noticeable. You might think 'only 10 difference', but it's quite a big difference in that you use 30% more. Also, the difference in the number of targets is noticeable. In the case of Spirit Bomb, there is no cap and it's just honestlyMaximum 5 TargetsIs. On the other hand, Soul Bomb isCapped from 8 Targets or MoreIs a skill that has. Finally, you can pass by it quickly, but in the case of Spirit Bomb, it'sPhysical DamageAnd in the case of Soul Bomb, it'sFire DamageIs. If you've read the talents carefully, you'll be able to notice this interaction because there are many fire damage increase-related talents in the Demon Hunter tank talent line.
First, let's look at it from a damage perspective. In the case of 1 target, Spirit Bomb deals more damage unless there are 5 souls rolling around because you used Edict of the Skies. Even more so if you've taken the Weakened Soul tree due to the nature of Spirit Bomb, which stacks the Weakened Soul debuff twice.
If you've looked around the bulletin board a little, you've probably seen the saying that if there are 4 or more souls, Soul Bomb is stronger, and if there are fewer, Spirit Bomb is stronger~.
I also blindlyIf you've taken the Weakened Soul tree, just use Spirit Bomb up to 5 targetsI hit. Unless I want to clean up a lot of souls at once.If you've taken the Last Resort tree, only use Spirit Bomb in singleI hit. (It's good to use Soul Bomb once every 8 seconds)

But what happens if you go to the problem of survival, not damage?
Even if it exceeds 5 targets, there are definitely cases where it's better to aggro moderately and hit Spirit Bomb on an important mob (Dawnbreaker's Sand Breath Mob) to stack the Weakened Soul debuff.
Or someone might say to me, 'I heard that the Weakened Soul tree is Spirit Bomb up to 5 targets, but my health doesn't fill up enough because I only hit Spirit Bomb'.
The Weakened Soul tree is a play focused on Spirit Bomb, but since the use of Spirit Bomb is the top priority, the amount of life steal is greatly reduced due to reasons such as 1. Rift's cooldown is not running. 2. There are times when you use Spirit Bomb even with 0 souls 3. It's difficult to handle if there are too many souls. Rift/Rift/Soul Bomb eats the same 4 souls as Rift/Spirit Bomb/Rift/Spirit Bomb, but it eats a lot of Fury and 1 GCD. (After all, if you're only going to hit Soul Bomb, the Last Resort tree is relatively more advantageous.)
Therefore, I think it would be good to keep in mind that the number of targets for Spirit Bomb and the number of souls for Soul Bomb that I mentioned above can be applied differently depending on the situation.

Info 2) Various Seal-related Tips
Flame/Silence/Fear/Chain/Edict
There are 5 seals like this.
a. You probably know that the cooldown reduction of 3 seconds when another seal hits, but this is when it hits, so if you place the second seal before the first seal you used explodes, both will have their cooldown reduced.
b. Seal of Misery plays an excellent role as an AoE 'CC' skill. It makes a great contribution not only to CC purposes but also to creating various routes. (ex Instead of dragging mobs from the first group in Everbloom, you can put Fear on them with Seal of Misery and pass by and then drag the mobs. or You can stop mobs that are running towards you because they were aggroed)
c. The Seal of Chains and the Seal of Silence have weak aggro. If you use the Seal of Chains/Silence in succession as a starting point, there is almost no aggro, so let's refrain from using them together in the early pulling.
d. If you understand the soul mechanism, Edict is an excellent semi-survival skill that provides Fury and 4 souls.
e. The silence of the Seal of Silence is a CC concept. Debuffs are not applied to unstoppable mobs, and all debuffs that were applied disappear when the mob becomes enraged.
f. Seal of Flames is OP. If you've taken the Last Resort tree, you can save 1 skill point and take Blazing Path to increase damage and lower the difficulty of operation. Let's keep the seal debuff constantly maintained.
g. The range of the chain feels more generous than it looks.

info 3) No Spirit Bomb Build
There is something called. If you're interested, it's good to look it up. I'll stop here.


8. Secondary Stats
Haste>Crit>Vers>=Mastery
I recommend matching at least 30% haste, generally 35% or more. The faster the haste, the more souls you can extract and the shorter the warm-up time. Also, haste is not an option but a must because it also reduces the cooldown of Demon Spikes.

Next is critical strike.
The higher the critical strike, the better you can induce no damage by providing additional parry to the parry chance inflated through Demon Spikes/Seal.
Powerful damage is a bonus.

You feel like you're only taking as much versatility and mastery as you can't help but take.
Both have a very low priority.




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Summary for dizzy people
1. Demon Hunter is a warm-up tank
2. The more souls you eat, the better your health fills up and the tougher you become
3. If you plant seals, you get good parry and health increase.
4. Don't just jump.

World of Warcraft Inven Demon HunterFisherman's Tenacity
2023-12-08