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World of Warcraft Classes Demon Hunter «Vengeance»

Vengeance Demon Hunter PvE Guide (WoW Legion 7.3.5)

Demon Hunter specializing in Vengeance is something like a tank but it also uses the magic of Fel, Fire, and physical power to protect the allies from enemies. At the moment, only elves have acquired this demonic art so there is no option regarding your race – Blood Elves for the Horde, and Night Elves for the Alliance.



Let’s take a closer look at the strongest and the weakest points of this class specializing in Vengeance


  • Nice protection from physical damage

  • One of the strongest tanks in terms of dps, especially in AoE

  • Nice mobility

  • Multiple control options efficient against a group of enemies


  • Not that great about magic damage

  • No opportunity to survive huge burst damage of any type

Basic information on the spec:

This spec uses two main resources – Pain (an analog to Havoc’s or Warriors’ Fury) and Soul Fragments that are used to restore Health. This tank’s main concept is a balance of incoming damage reduction and health restoring.

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Main abilities

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General information. On achieving several new levels you’ll get access to new talent ‘Tiers’. Talents may have different effect on abilities: add new features, replace old ones, modify passively different effects and spells. Talents can be changed in Sanctuaries or any recreational zones. However, if you don’t have any of those places nearby you can use the Codex of the Tranquil Mind which allows you to switch channels within a minute. You can’t change talents in combat. You can’t change a talent if the talent you’ve picked in the last Tier is on Cooldown. You’ll have to wait until it’s restored first.

Tier 1. Lvl 99.

  • Abyssal Strike increases the action zone of the Inferno Leap by 10m, and decreases the restoring time by 8 secs. At the moment, this is the best option in terms of both dps and survival.

  • Agonizing Flames. When Immolation Aura is active, your running speed is 30% higher, and the Aura does 20% more damage. It makes an okay choice if you need extra mobility.

  • Razor Spikes. Your physical attacks do 50% more damage and your enemies’ running speed goes 50% down with active Demon Spikes. The effect lasts 6 secs. Does some nice burst damage, but the overall result is worse than that of the Abyssal Strike.

Tier 2. Lvl 100.

  • Feast of Souls provides you for 6 secs with a minor additional heal after your Soul Cleave. The weakest talent on the Tier.

  • Fallout. The instant damage from your Immolation Aura may shake a small Soul Fragment out of the targets you’ve hit. The best talent as of both dps and survival on any target count.

  • Burning Alive. Gets your Fiery Brand, while active, to do Fire Damage once every 2 secs and spread on to the nearest enemy. The talent could do great if you need extra decrease in the incoming damage on several targets. The talent is also good combined with Kirel Narak.

Tier 3. Lvl 102.

  • Felblade is an additional Pain generator. Does Fire damage. Your attacks have a chance to instantly finish the restoring of this ability. This does not really go along with the Demon Hunter gameplay as every GCD should be spent on generating Pain and Soul Fragments, or on healing with the help of Fragments or Fire damage.

  • Fel Eruption is a target stun that does double damage to stun-immune targets. This is your basic target stun with a possibility of doing massive Chaos damage. Falls behind the Flame Crush.

Tier 4. Lvl 104.

  • Feed the Demon consuming Soul Fragments decreases the restoring time of Demon Spikes by 1 sec. This talent hasn’t proven any good in any situation.

  • Fracture. For 30 Pain, does physical damage and instantly creates 2 Soul Fragments. The best option for any needs as it helps you instantly retrieve Fragments which can be used for restoring HP and decreasing the incoming damage due to the trait Painbringer, or for dps in case you’re using Spirit Bomb.

Tier 5. Lvl 106.

  • Concentrated Sigils all Sigils use your location, and their effect is 2 seconds longer. This talent is only to be used if you’re interested in Sigil of Flame.

  • Sigil of Chains 2 seconds after casting, all the enemies hit by it get pulled together in the center. This is basically a mass-grip.

  • Quickened Sigils all Sigils are activated 1 sec faster, and their restoring time is 20% shorter. Nice pick for Mythic+ when you need may enemies controlled.

Tier 6. Lvl 108.

  • Fel Devastation is a supported spell that does some nice damage on the cone, and heals you, too. Pick it if you need dps once a min and a burst heal. In any other case, Spirit Bomb would be a better choice.

  • Blade Turning successful attack Parry increases the Pain gained by 20% for 5 secs. This is a cool option wherever you do not need AoE damage.

  • Spirit Bomb consumes all the Soul Fragments within the 25-m range applying Frailty to all the enemies near you for 20 secs. It also does Fire damage to them, depending on the amount of spent Soul Fragments. You restore your Health as in 20% of all the incoming damage from Frailty affected enemies. This is the best talent in terms of both survival and dps. However, with the target count below 3, Soul Cleave gives better burst heal.

Tier 7. Lvl 110.

  • Last Resort is a Cheat Death. A fatal attack would not kill you but will restore 30% of your max HP, and Metamorphosis kicks in for free. After that, a debuff informing you that over the next 8 min the Last Resort is not working, is cast. Death cancels this effect. If Last Resort kicks in during active Metamorphosis, its effect is simply prolonged. This is a universal talent perfect for trying out new raids. Helps you save your Resurrection or con some mechanics. This is also a great choice for whenever you are unacquainted with the encounter and simply have no clue what might kill you.

  • Demonic Infusion activates free Demon Spikes restores all their charges, and generates 60 Pain. CD 1.5 min. The talent is great for encounters involving massive physical damage, and where you’re sure you won’t need Last Resort. The talent’s efficiency grows if you’re equipped with the Legendary pants ’s Embrace.

  • Soul Barrier allows you to wear damage-consuming shield for 12 secs. Demands 10 Pain. It also gobbles all Soul Fragments within the 25-m range. With each Soul Fragment, the shield gets stronger. It is amazing in cases where you get a lot of magic damage as the talent’s CD is only 30 secs.

* In this Tier, the choice is completely up to you. Just go from whatever your encounter demands.


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Unlike talents, in the weapons branch there is no choice of what you can and what you can’t take. With the current Artifact Knowledge, the order of artifact acquisition is insignificant as to open all the traits, you only need to earn 2.23 billion artifact power which is extremely easy to do just over the first few minutes after you’ve reached level 110.


The general principle is, we’re interested in the relics with the highest ilvl available. All the relics can be divided into two groups: survival and dps.

The priority here is approached with a principle quite similar to that of choosing traits after 35, considering they have the same ilvl.


  1. Fiery Demise

  2. Honed Warblades

  3. Aura of Pain

  4. Infernal Force


  1. Embrace the Pain

  2. Aldrachi Design

  3. Lingering Ordeal

  4. Devour Souls

  5. Will of the Illidari

  6. Shatter of the Souls

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Netherlight Crucible

Tier 1 of any relic just allows you to increase your weapon’s ilvl by 5.

Before moving on to the next tiers, it should be noted that despite the Tier 2 priorities, if in Tier 3 we have Fiery Demise we’re moving in that direction.

Tier 2:


  1. Master of Shadows

  2. Light Speed (if you have 20% of the speed, this trait moves down to the 5th position)

  3. Murderous Intent

  4. Refractive Shell

  5. Light’s Embrace

  6. Chaotic Darkness

  7. Shadowbind

  8. Shocklight

  9. Secure in the Light

  10. Infusion of Light

  11. Torment the Weak

  12. Dark Sorrows


  1. Torment the Weak

  2. Shadowbind

  3. Infusion of Light

  4. Secure in the Light

  5. Dark Sorrows (the value grows with the quantity of targets)

  6. Chaotic Darkness

  7. Shocklight

  8. Light Speed

  9. Master of Shadows

  10. Murderous Intent

  11. Refractive Shell

  12. Light’s Embrace

Tier 3: DPS:

  1. Fiery Demise
  2. Honed Warblades
  3. Aura of Pain
  4. Infernal Force


  1. Embrace the Pain

  2. Aldrachi Design

  3. Lingering Ordeal

  4. Devour Souls

  5. Will of the Illidari

  6. Shatter of the Souls

If you are using CrucibleWeight you can import this string into the game:



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A Demon Hunter specializing in Vengeance has access to the total of 14 Legendaries.

Like the relics, the Legendaries can be divided into those for dps and those survival-oriented. Let’s first take a closer look at each item separately, and then we’ll try and line them up the best to the worst.

Oblivion’s Embrace is an amazing Legendary, by all means. It allows you to get a nice uptime on your active mitigation especially if combined with the talent Demonic Infusion. The best Legendary for raiding from a survival prospective.

Prydaz, Xavarics Magnum Opus – once every 30 secs it does an absorb for 30% of your total HP. A nice pick. It’s particularly good for keeping the shield on until the combat begins which provides a safer combat start.

Spirit of the Darkness Flame is extremely powerful in AoE combats. With 15 stacks – and even better if it crits – you can heal up huge HP amounts. To maximize this Legendary’s efficiency, use Flame Crush, Abyssal Strie and a second Legendary, Kirel Narak. This all is basically used for the heal, not the AoE dps. Would be barely effective on a single target.

Cloak of Fel Flames is a wonderful choice for those encounters that involve frequent magic damage because Demon Hunters struggle with this kind of combat in the first place. This Legendary can make the experience less traumatic. You could leave your Immolation Aura as a save for particular moments, but keep in mind that this ability generates a lot of Pain and makes for a nice share in the damage you do.

Archimondes Hatred Reborn is most likely to be the best choice for dps. It is better used at the end of Metamorphosis as the HP stock in it goes 50% up. The remaining shield would perform the protective function. Also keep in mind that Fiery Brand empowers the shield’s explosion.

Runemasters Pauldrons Metamorphosis gives 1 charge to your Demon Spikes and restores the CD for all the Sigils. The ugly truth is you hardly ever get to expect this during Metamorphosis, and considering the time it takes, all the spells are going to cool down naturally. That’s why there is not much use in this Legendary.

Soul of the Slayer gives the talent Fallout for free which allows you to get Burning Alive directly. This is useful only on very high Mythic+, completely useless otherwise.

Cinidaria, the Symbiote gives a weak heal during the first 90% of your target’s HP. As for surviving, its of no interest. But is quite good for dps.

Sephuz’s Secret is a nice choice if you have an opportunity to activate your speed bonus pretty often. Although, during raids, this is not a common opportunity. But in 5ppl arrangement there’s plenty chances.

Fragment of the Betrayer’s Prison combines really well with the Oblivion’s Embrace because the Spike’s uptime is higher, hence the buff for the leech is more frequent. This is not the most powerful combo, but would come in handy if you need constant healing.

The Defiler’s Lost Vambraces is good for situations when you often need the silencing effect of the Sigil of Silence.

Other Legendaries are of no particular interest for this specialization.

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Let’s view 2 key points: using your abilities for dps and using defensive cooldowns.

Remember one important rule that will prove to be a lifesaver many times: you always start a combat with a activated save. If you have 0 Pain, you can’t use Demon Spikes before the pool. What options do you have with 0 Pain in stock? On your side, it’s Fiery Brand or Prydaz. As for your allies, you can ask one of them for a save. Metamorphosis is better not used off a pool. It’s a quite powerful CD which is better saved for the worst of times. If you’re in 5ppl, and you do have some Pain, having Demon Spikes on you before you go and get punched in the face would suffice. This rule is somewhat close to one more thing: use your cooldowns before receiving damage, not during it.

The bottom line is, you can only rely on yourself, and the combat is better started with Soul Carver + Fiery Brand. The Brand provides your survival in the nearest time, and the artifact ability in short time creates you 5 Soul Fragments which help you restore the HP you’ve lost.

Now let’s see priorities for dps:

  1. Soul Carver per CD, so that the souls do not overcap.

  2. Immolation Aura per CD.

  3. Shear, in case you need Pain.

  4. If you’ve got Fracture, use it with 4 Soul Fragments or less.

  5. If you’ve got Spirit Bomb, use it on 4-5 Fragments

  6. Sigil of Flame per CD.

  7. If you’ve got Flame Crush, use Infernal Strike to support the dot’s max uptime off the Sigil of Flame.

  8. Soul Cleave, if you need more heal than Spirit Bomb gives you.

As for dps, it would be great if you could sync up Soul Carver with Fiery Brand but keep in mind that the Brand is first of all a defensive CD for you, so using it for dps is quite the risk.

Infernal Strike is great for dps, like it was said before, particularly if you have Flame Crush. But never forget that you may need to change your location sharply at any moment. That’s why for this ability it is recommended to keep one charge to spare, just in case. If you are absolutely sure that you’re not going to need to relocate, then use 2 charges to maximize dps.

Active mitigation and defensive abilities:

Vengeance Demon Hunter possesses 4 active mitigation abilities:

  • Demon Spikes smoothen the incoming damage physical damage. It is used rather often, even against just enemy’s powerful auto-attacks. One charge better be kept, just in case.

  • Soul Cleave allows you to restore the lost health. It is utilized if you need to restore middle or high amounts of HP.

  • Empower Wards decreases the incoming magic damage. Use it before you receive a juicy magical cake in your face.

  • Fiery Brand decreases all the damage your target does to you by 40%. Use it on a powerful target you expect to do massive damage. It’s better used in advance than on the go, but stuff happens.

Demon Hunter has one powerful defensive CD:

  • Metamorphosis increases your max HP, your armor, allows you to increase Pain generation and create Soul Fragments per each GCD. This is a very multi-functional CD providing you with HP to survive anything, with armor protecting you from physical damage and a chance to heal significantly and quickly. Use for your encounter’s most important moments. If you’re having second thoughts on whether you’re going to survive something or not, just push it. Better safe than sorry.

Several tips:

  • Throw Glaive is used mostly for collecting aggro on remote targets you can’t reach via Infernal Strike. Together with the Mo’arg Bionic Stabilizers, can be used for dps on packs, but keep in mind: each GCD in a certain way generates or consumes resources, or does Fire damage that heals us. Throw Glaive does none of that.

  • Remember to interrupt spells with your Consume Magic whenever you can. There’s never too much Pain.

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Before you start fitting your equipment, remember one more rule that is somewhat like that of the relics: the garment ilvl! Never put on anything 15 ilvl lower even if it has better stats. This also means that agility is your best stat. That’s why it won’t be mentioned in the priority rankings below. It is on the first position by default.

Now let’s check out some schemes.

Surviving in raids:

Haste (below 20%) >= Mastery > Versatility > Haste (above 20%) > Crit

Surviving in 5ppl:

Mastery > Versatility > Haste > Crit


Crit >= Versatility > Mastery >= Haste

For tanks, you can use Simcraft in terms of dps. That is why using raidbots and Pawn is beneficial for optimizing your character.

Haste reduses your auto attacks interval, GCD, and CD of you Demon Spikes, Immolation Aura, Throw Glavie and Felblade. What 20% of Haste gives to you:

Mastery increases Attack Power and Demon Spikes efficiency. Attack power bonus also influences on your surviveability, because of trait Charred Warblades.

Versatility is a simple stat that gives you pure DPS increase and reduces incoming damage.

Crit mainly is a DPS stat. Yes, Crit increases Parry raiting but it diminishes with it amount. Also your critical strikes of fire spells gives you more heal, but it’s not worth.

Based on the aforementioned characteristics and results of your character’s own simulation results, you can draw conclusions on Gems, Chants and Raid Chemicals.

  1. Gems

  1. Chants

  1. Food

  • Lavish Suramar Feast. 500 Agility (before using change your spec to Havoc, otherwise your bonus will come for versatility).

  1. Flasks and Potions

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Set bonuses


  • 2 pieces: Utilizing Soul Cleave brings you back 5 Pain.

  • 4 pieces: Soul Cleave decreases the remaining CD time for ability Demon Spikes for up to 3 sec depending on the amount of Pain spent.


  • 2 pieces: Every time you consume a Soul Fragment, the damage on you coming from enemies in the 10-m area is decreased by 5$ for 6 secs.

  • 4 pieces: After casting Soul Cleave your Agility goes up by 2,000 for 8 secs.


  • 2 pieces: While Demon Spikes are active, your Parry probability grows by 5%.

  • 4 pieces: When you Parry an attack, the restoring time of Metamorphosis shortens by 5.0 secs. This effect works no sooner than once every 1.0 sec.

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Consume Magic with a modifier, with the Shift key held, the ability is applied on a remembered target, without – on the current one.

/cast [mod:shift,@focus][] Consume Magic


A Paladin BoP cancelling macros could come in handy:

/cancelaura Blessing of Protection


Throw Glaive to the cursor position could prove useful:

/cast [target=mouseover] Throw Glaive