DH PvE Tips and Tricks

I’m going to use this thread to compile a list of clever DH-specific tips and tricks you can use on specific encounters, both in Mythic+ and in the current raid content. This is mostly focusing on Havoc, but many also apply to Vengeance. If you have any additions or corrections, please post them in this thread and I’ll update the OP. I’m going to categorize this by content type.

General

  • Darkness is exceptionally powerful when combined with Spirit Link totem, since the “damage” from health being redistributed is subject to the Darkness “miss” chance.
  • Netherwalk functions as a damage immunity, but unlike other immunities (Ice Block, Divine Shield, Aspect of the Turtle), Netherwalk does not prevent debuffs from applying while up. This means that it cannot be used to soak many mechanics that the other immunities can.

Battle of Dazar’Alor

Champion of the Light

  • You cannot double jump over the Wave of Light, you will still get the debuff.
  • If you stand extremely close to the boss, partially inside her hitbox, the Wave of Light will not hit you even if she casts it directly in your direction.

Grong

  • On Mythic, if you use an [@focus] macro, you can DPS one add while interrupting the other for most add spawn patterns. Note that mostly applies to Horde, as the adds spawn a bit farther apart for Alliance (though they might still be in range with a bit of effort).
  • You can glide cancel the knockback from the adds, for whatever that’s worth.
  • DHs are unusually good for orb duty. We natively take 10% reduced magic damage, we have the powerful Blur and Netherwalk available for additional mitigation, and we can get back to the boss extremely quickly.

Jadefire Masters

  • You can Double Jump + Fel Rush/Glide over the Rings of Peace during the maze phase.
  • You can use Double Jump, Fel Rush, Vengeful Retreat, and Glide even while carrying the orb (which otherwise snares you). This can be used to grab the orb and quickly move it to the wall even over the Rings of Peace.
  • Netherwalk will prevent the damage from the Magma Traps, but will not prevent the debuff or the knockup. Glide, however, can be used to cancel the knockup.
  • Netherwalk will prevent damage from the Multi-Sided Strike, but will not prevent the debuff (or grant the damage increase buff) if you fail to face properly.
  • Eye Beam and Blade Dance/Death Sweep can easily hit multiple orbs on the wall at the end of the maze, which is a significant boon to damage, since they share HP.

Opulence

  • The adds in the final phase spawn precisely every 60s, lining up perfectly with Eye Beam and Fel Barrage.
  • Netherwalk will immune the initial damage but not prevent the (very nasty) DoT debuff from Flames of Punishment.
  • Netherwalk can be used to survive Thief’s Bane, if necessary.
  • Netherwalk can be used to solo Coin Shower, which is near-mandatory on Mythic.

Conclave of the Chosen

  • There’s lots of purgeable magic debuff for free Fury on this fight, especially on adds (generally leave it for the mages on the boss, it’s +45% haste for them). Purging adds is good, too, because the the magic buff grants the adds +75% movement speed.
  • Netherwalk can be used to survive Paku’s Wrath while outside the circle under Paku, which is useful to bait other mechanics like Krag’wa.
  • If you’re on taunt duty on Paku to reset the buff (DPS are often used for this), note that Paku has to actually land a hit to reset the buff. Dodging via Blade Dance or Blur will not reset his stacks.
  • Shadowmeld does not drop aggro from the raptors if they are fixated on you.

King Rastakhan

  • Blade Dance has a wide enough range that you can hit the boss with it even while outside the circle for Inevitable End. Don’t accidentally get too close, though!
  • Watch your AoE when Zombie Dust comes out, it’s really easy for us to murder people with Eye Beam and Blade Dance + Trail.
  • Imprison, Chaos Nova, and Fel Barrage can be used to CC mind controlled raid members while the Zombie Dust totem is killed. Do note that CC has PvP duration on MC’d targets, so Imprison will last a maximum of 8 seconds.
  • Meteor Leap can be avoided by using Fel Rush as soon as the cast finishes.
    It can also, in a pinch, be negated using Netherwalk. You cannot, however, Blade Dance it.
  • Make sure you or another DH throws a glaive or otherwise damages Rastakhan at least once during Phase 2, so that your ranged DPS going into the death realm have the benefit of Chaos Brand during Phase 3.

Mekkatorque

  • Netherwalk can be used to prevent the damage from Buster Cannon, Blast Off, and Crash Down, but it won’t prevent the associated debuffs or knockbacks (where relevant).
  • The bot adds can be stunned by both Chaos Nova and Fel Eruption. This is useful for preventing their AoE stun, and even if they are rooted outside the raid, it stops them from casting their random raid damage ability for a moment.
  • Obviously, Glide can be used to cancel/counter the massive knockup from Mythic Wormhole. If you tap Space immediately as the cast ends, you’ll only get booped up a few yards.
  • Netherwalk can NOT be used to immune damage from Gigavolt pools (on Mythic) to stack them. They apply a very nasty debuff that will kill you, even if you pop Netherwalk before stepping into the pool.
  • Blade Dance, Eye Beam, Immo Aura, and Throw Glaive bounces do not trigger Spark Shield, the damage reflect shield on the bots in Mythic difficulty. Throw Glaive will still trigger it if directly targeted on one of the bots.

Stormwall Blockade

  • Fel Rush can be used to easily dodge some of the more problematic patterns of Voltaic Flash (the lighting Orbs on Sister Katherine’s ship) (there’s an area near the stern that’s out of range of all of the spawn patterns, though).
  • Master of the Glaive can be used to snare Energized Storm adds, though other classes are much better at this.
  • Netherwalk can be used to solo soak Ire of the Deep (blue orbs/circles in the last phase).
  • DHs can Vengeful Retreat or Fel Rush back onto the ship from Tempting Siren, if your group fails to kill it in time.
  • Fel Rush is reportedly a bit unreliable in the first phase, and may send you far out too sea. Use at your own risk

Jaina

  • Fel Rush and Vengeful Retreat can be used to get back into the ship if you’re knocked off during Phase 1 by Freezing Blast or Bombard.
  • Spectral Sight is unfortunately ineffective at finding Jaina during the first transition.

Mythic+

Atal’Dazar

  • Glide and Fel Rush can be used to easily get around the instance if you die and respawn at the entrance.
  • If using Chaos Nova to interrupt the Shieldbearer Bulwark casts, wait for a second or so after the first one is cast, as they typically stagger them a bit.
  • On the final boss, the Soul Rend casts occur every ~45 seconds, meaning Chaos Nova can be used to stun the adds every time if you take Unleashed Power.
  • Netherwalk will prevent damage from Devour, but it won’t prevent you from being eaten, and it doesn’t last long enough to cover the entire cast.
  • Spectral Sight can be used to locate and Imprison or pull the Stalkers out of stealth in the trash on the north side of the instance (leading to Vol’kaal, the totem boss). There’s one that patrols up and down the stairs near the entrance leading up to the north-side terrace, two more up the stairs leading up towards the wall to the right immediately after that staircase, one that patrols back and forth across the terrace after the first pair of Shieldbearers and before the pack in front of the small bridge, two that patrol up and down the larger stairs leading down from Vul’kaal towards the center of the instance, and on Teeming, either one or two more in the pack at the bottom of those stairs in front of the closed gate.
  • Night Elves can use Shadowmeld to immediately cancel Pursuit, but it must be cast after he has started channeling Pursuit on you (ie. not the initial cast, he has to actually be chasing you).
  • If they become overwhelming, Netherwalk can be used to pop a bunch of spiders so they stop chasing people. Note that this will leave a lot of purple pools on the ground, however, which can hamper movement and room in the boss area.
  • If taking the southern route across the upper terrace (towards Priestess Alun’za) instead of the more common northern route (towards Vol’kaal), the buff the Dazar’ai Colossus receive when a nearby troll is kill is magic and can be removed via Consume Magic and Arcane Torrent. Not however that this buff stacks, and both of these effects only remove a single stack per cast.

Freehold

  • Glide and Fel Rush can be used to get around the instance in ways not available to other classes.
  • Eudora’s Powder Shot can be avoided via Blade Dance.
  • Netherwalk can be used to soak Cannon Barrage on the final boss, allowing all of them to be stacked in the same spot.
  • Glide can be used to cancel most of the innumerable knockbacks in this instance, a notable exception being the throw done by the Enforcers.
  • During the Ring of Booty encounter, the ability Shark Tornado used by Shark Puncher can by dodged via both Blade Dance and Blur. Note, however, that Blur is not a 100% dodge, so standing in with Blur can still be risky if you get unlucky with dodges.

King’s Rest

  • Consume Magic and Arcane Torrent can be used to get rid of the little fear adds, though the latter is risky, since it has an AoE range only a couple of yards larger than their proximity fear range.
  • Glide and Fel Rush can be used to get back onto the bridge towards the final two bosses if you accidentally eat a Deadeye Shot knockback from the Beastmasters.
  • On the Council of Tribes, Barrel Through can be dodged, so a well-timed Blade Dance can completely negate it, avoiding the need for other party members to help soak it. Against the spirit version, it’s recommended to get some distance so you have time to react, since you can’t see the cast time for that version.
  • If necessary, Netherwalk can also be used to solo Barrel Through on the Council of Tribes.
  • Torment + Blur can be used to effectively offtank Aka’ali on the Council of the Tribes after the Debilitating Backhand while the damage taken debuff expires on the tank.
  • Debilitating Backhand on Aka’ali (Council of Tribes) can be avoided, so having Demon Spikes up significantly increases your chance of negating the damage taken debuff entirely.
  • For the 3 mini-bosses after the The Golden Serpent (first boss), Seduction (mind control) cast by Queen Wasi) can be removed using Consume Magic or Arcane Torrent.

Shrine of the Storm

  • As with other dungeons, Glide can be used to cancel most knockbacks in this instance. It cannot, however, be used to counter Rising Tides done by the Living Current (water elementals), as that stuns you for the duration.
  • Darkness is unusually effective at mitigating the Shipbreaker Storm ability cast by the Guardian Elemental (storm elemental) on the bridge leading to the second boss, since it deals a large number of smaller hits.
  • The AoE Whirling Slam done by Ironhull Apprentices can be interrupt using Fel Eruption, Chaos Nova, or Imprison.
  • All 3 sets of tentacles can be stunned via Chaos Nova.
  • You can use Glide and Fel Rush to get back onto the boss platform if you get pushed off due to Undertow. Double Jump + Glide will also functionally negate the pushback entirely.

Siege of Boralus

  • Master of the Glaive can be used to prevent the 2nd boss and the Ashvane Spotters leading up to her from leaping around when meleed.
  • Netherwalk and/or Fel Rush can be used to quickly close the gap on the two groups of snipers that rain bullets down before and after the 2nd boss.
  • Consume Magic and Arcane Torrent can be used to remove the Bolstering Shout damage reduction buff applied by Ashvane Commanders.
  • When jumping from the wrecked ship, Fel Rush + Glide can be used to get past the pack at the foot of the bridge before the 2nd boss, though the rest of the part needs some way past them as well (this is also an available warlock gateway skip).
  • If for some reason you get targeted by the fixate on the first boss (only happens with an all-melee group with a Paladin or Monk healer), Fel Rush can be used to escape the AoE after his yank. For the horde version, Glide can be used to counter the pull in (the Alliance one is instant).
  • Fel Rush and Glide can be used effectively for navigation on the final boss, and to get back out of the water if you accidentally jump into it.
  • Netherwalk can be used to eat Tidal Surge, if necessary, though the damage isn’t that significant until very high keys, and Blur is generally up for every one.
  • The Demolisher Tentacles on the final boss are stunnable, and doing so interrupts their Slam attack. Chaos Nova and Fel Eruption both work well here.

Temple of Sethraliss

  • Eye Beam and Blade Dance do not trigger Lightning Shield on the 1st boss, even if they hit both bosses, unless they are primary targeted at the Lightning Shielded boss.
  • Glide can be used to counter the pushback from Gale Force on the first boss.
  • Fel Eruption and Chaos Nova can be used to instantly remove Knot of Snakes on the 2nd boss. They are also considered a “Beast” target, and thus Imprison can be used for this effect as well.
  • Also on the 2nd boss, the snake adds spawn 35 seconds after the boss becomes attackable after the burrow phase, so it is often beneficial to delay Eye Beam for the adds. Be aware of the 100% miss chance from Dust Cloud on the 2nd set of adds, however.
  • Consume Magic can be used to remove many hostile buffs in this instance, including: Electrified Scales on Scaled Krolusk Riders, Embryonic Vigor on Faithless Tenders, and Accumulated Charge on Agitated Nimbus.
  • Fel Eruption and Chaos Nova can be used to interrupt Drain on the Faithless Tenders before the 2nd boss.
  • Double Jump + Fel Rush can be used to completely bypass the lightning ball mazes after the 3rd boss.
  • Netherwalk can be used to soak lightning pillars on Galvazzt, though it does not prevent the debuff from accumulating.
  • Fel Rush and Vengeful Retreat still work perfectly fine, despite the strong snare, while carrying the orbs in the gauntlet room before the final boss. DHs can cover 50-75% of the distance from the orb spawn to the skull with these 3 abilities.
  • Imprison can be used to prevent Orb Guardians from engaging your party and screwing with the orb.
  • For the Heart Guardians on the trash leading to the final boss and during the final boss fight, Torment + Blur can be used to off tank them if the tank’s stacks get too high, though this can be hazardous, as they hit particularly hard if you fail to dodge a melee hit. You don’t need to tank them for long, though, if you taunt at the right time, as they cast Heart Attack roughly every 6-8 seconds, and the debuff only lasts 10s.
  • Spectral Sight can be used to locate and CC or pull the Shrouded Fangs in the trash leading to the first boss. If you go to the left at the fork at the entrance (which most people do), there are two Shrouded Fangs in the pack just through the door at the bottom of the stairs (past the large Sandfury Stonefist), tucked against the wall on either side of the doorway, and another one that patrols the entire room (from one set of stairs to the other). On Bursting weeks, remember that ticks from Bursting will cancel Spectral Sight, so wait for the debuff to fall off first.

Motherlode

  • Fel Eruption and Chaos Nova can be used to prevent Mech Jockeys from entering their mechs (though many groups intentionally let them enter the mechs, as the mechs are worth 3.1% normally and 2.4% on Teeming, and aren’t terribly dangerous trash mobs).
  • Consume Magic can be used to remove Kaja’Cola Refresher cast by Refreshment Vendors, Tectonic Barrier cast by Stonefuries (allowing Furious Quake to be interrupted), and Overcharge cast by Expert Technicians.
  • Glide can be used to cancel the knockback from Static Pulse on the 1st boss.
  • Fel Eruption, Chaos Nova, and Imprison can be used to interrupt Hail of Flechettes on the Hired Assassins before the 1st boss.
  • Fel Eruption and Chaos Nova can be used to interrupt the fixate cast by the adds on the 2nd boss. Master of the Glaive can be used to snare them. Blur can be used to tank them rather than kiting them, as they only apply the bleed if they actually land their melee hits. Fel Eruption and Chaos Nova will also interrupt their Resonant Quake.
  • Netherwalk can be used to eat a Crawler Mine hit, though you’ll still get the DoT debuff.
  • Fel Eruption and Chaos Nova can be used to stun the Crawler Mines, though they’ll still detonate if you get too close (there’s a 1-2 yard range where you can melee them without them exploding). Eye Beam will often kill them outright if you manage to line it up at them.

Underrot

  • Fel Eruption, Chaos Nova, and Imprison can also be used to interrupt the critical casts of the Devout Blood Priests before the 1st boss.
  • Fel Eruption, Chaos Nova, and Imprison can be used to interrupt Rotten Bile on the Fetid Maggots. They can also be used to stun Feral Bloodswarmers, but this will not terminate or prevent the fixate.
  • Fel Eruption and Chaos Nova can be used to interrupt Wicked Frenzy cast by Fallen Deathspeakers, which is a significant hazard to the tank if it goes through. They are undead, however, and thus immune to Imprison.
  • Bloodsworn Defilers are immune to stuns, so Fel Eruption and Chaos Nova cannot be used on them to prevent their nasty casts.
  • Netherwalk can be used to consume significant numbers of mushrooms on the 3rd boss. This will prevent damage while active (and increase movement speed for consuming more), but will not prevent the debuff, so this is only really practical if someone in the group can remove diseases after you’ve gotten a bunch of them.
  • Double Jump can be used to get onto the wall around the pool immediately after the 3rd boss. This is also a notable warlock gateway skip.
  • Throw Glaive is particularly effective at popping Rotting Spores on the final boss, as it will cleave and instantly kill 3 every time you throw it.

Tol Dagor

  • Watch your AoE inside the jail, as you can easily pull the multitude of extra neutral mobs. This is particularly noteworthy on with Reaping, since many of those mobs are not worth percentage, but DO respnaw with Reaping.
  • Blade Dance, if timed well, can be used to dodge Flashing Daggers on the 2nd boss instead of having to LOS it.
  • Consume Magic can be used to remove Watery Dome cast by Bilge Rat Seaspeakers.
  • Fel Eruption, Chaos Nova, and Imprison can be used to interrupt Handcuff or Riot Shield on the Ashvane Jailers and Ashvane Officers. Generally it’s used for Riot Shield, as Handcuff is also susceptible to normal interrupts.
  • The Ashvane Spotter standing in front of the door leading to the outside terrace on the final indoor level can be Imprisoned to entirely skip him (since Imprison does not trigger threat).
  • Fel Rush can not be used while holding a barrel on the 3rd boss.
  • Blade Dance, if timed well, can be used to eat every single Deadeye cast on the final boss without receiving the debuff or anyone taking damage from it.
  • Glide can be used to cancel the knockback from Azerite Rounds: Blast.

Waycrest Manner

  • Consume Magic can be used to remove Spirited Defense from Bewitched Captains and Spectral Talisman from Renic Disciples.
  • Darkness can help mitigate the Aura of Thorns damage, as it’s lots of little hits.
  • Imprison can be used to permanently CC one of the Wasting Servents on Raal. This is most effective when used on a Servent spawning by itself, as the adds in the doors to the north and south sides of the room are.
  • For the Gloom Horror trash after the 4th boss, you can easily double jump up any point on the cliff back to the boss platform (the south one where you fought the boss, not the north one where the bosses originally spawned). This can be used to easily kite-tank the adds if your tank dies and you have aggro by jumping up, waiting for the mobs to run around and up, then jumping down and waiting for them to run back down, repeating as necessary.
  • Deathtouched Slavers on the final boss are susceptible to stuns, which will interrupt their channeled Death Lens stun.
26 Likes

Awesome post man, some great tips

This is some great stuff, thanks. Some of it I learned by just doing it but others I never would have guessed.

I thought I was taking less damage than I should in a TOS the other day when I was pretty sure I was hitting both bosses with eye beam and blade dance, now I know why!

Also, apparently I need to use netherwalk more.

Awesome post! I have a few other observations from my time in these instances (mostly as VDH in dungeons):

Battle for Dazar’Alor

Would note that if you stand more or less in the boss’s hitbox on Champion of the Light, the light wave will not hit you.

Add spawns on Alliance Grong aren’t that far apart. There is almost always enough proximity to tag both with Trail of Ruin.

Fel Rush has bugged more than once for me on the first part of Blockade, sending me way out to sea, so FR at your risk! You can VR back onto the boat if sirened and your team lets you down.

Atal’Dazar

Nelves can shadowmeld to cancel Pursuit, but you need to wait until he actually starts pursuing.

KR

Not a DH thing per se, but if you kite one of the groups of gauntlet trash all the way back to the first boss’s room, the next pack will not aggro when they spawn. This can be used to avoid the cluster that is managing reapers while also dealing with this tougher than average trash.

Sort of obvious, but the strike after Barrel Rush on Aka’ali can be wholly avoided through Parry/Dodge (n.b. Demon Spikes increases Parry by 20%), eliminating the need to kite the boss.

Temple of Seth

(Would just note we go right after clearing the first pack in the instance, using a potion of invis to get to the pack at the bottom of the stairs. After clearing this pack, we down the boss, and then once we clear the pack at the bottom of the other set of steps and the pat on the ramp down, reapers spawn, which is a nice place to take them on. We then invis pot past the next few packs to get to the solo pat on the bridge/next boss’s room.)

Underrot

Imprison works to interrupt a Rotten Bile cast as well.

3 Likes

Fantastic Post(s) Xaedys as always. thank you for your service to the Demon-hood :slight_smile:

Great info as always Xaedys. I always forget to use my consume magic so it’s good to know I can wipe that water bubble.

Can confirm this does indeed work.

Another addition to KR, the add that mcs a player after the first boss, the mc can be dispelled off.

Note if the tank pulls Katherine towards the stern of the ship and tanks there that spot is completely immune to dmg from voltaic flashes, only need to run out to drop the swirl debuff (can’t remember its name)

For Grong dh is also a solid choice for orb duty seeing as we can pickup the orb fairly quickly and get back in the group to avoid fear (note the orb despawns around 15 secs after being on the ground) and we have 10% magic reduction from passive. Also netherwalk for immunity as “oh no moment” if on orb duty.

Mythic Opulence DH can use netherwalk for Chaotic Displacement to place themselves inside one cast of Flames of Punishment on Yalat’s side so the player incoming doesn’t have to worry about it and they can freely move quickly rather then standing still not dpsing for the sake of the debuff.

Champions of Light mythic, Sigil of Silence works wonders for prayer of fallen if they are grouped up.

1 Like

I had noticed that too, I simply forgot it when I wrote this up! Probably because I haven’t been in for our Champs kill in like 3 or 4 weeks now (don’t need anything before Jadefire anymore, so they are rotating in benchies for gear/experience).

Adding the rest of the DH-specific stuff.

Dispelled as in hostile purge (ie. what we can do)? Or as in healer dispel?

It’s precisely 20 seconds on all difficulties, iirc. And then 20s debuff for heroic and below, 60s debuff for mythic.

Adding!

Yes via our purge we can remove the mc.

Odd thought the orb despawned quicker on mythic when we tested it, maybe we miscalculated.

Also in addition to fel eruption and chaos nova removing knot of snakes in temple, imprison works as well as they are considered a beast.

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Update for suggestions. Also added a general section for non-encounter-specific stuff.

In Atal, Rezan now has to compete his pursuit cast before you shadowmeld to shake it. I didn’t know you could blade dance flashing daggers in TD! Very good write up here. Nice work.

In TD, Blade Dance is the name of the game.

Another note for Atal, netherwalk can be used to clear the last boss’s spiders if they start to become a problem.

If your team is doing a bait strat correctly, the lost dps uptime clearing spiders is a waste. Especially on Tyrannical weeks.

True but if its say all melee group it can get a bit hectic

Added the Yazma Netherwalk functionality. I’m trying to avoid general M+ type tips-and-tricks, as there are plenty of other sources for those out there (for those interested, this subreddit is a good source), so I’ll leave out the bait strategy.

If you don’t have blade dance up for the 3rd boss in KR you can double jump off the stage and vengeful retreat back while he is charging you and it will cancel it completely.

Also a lot of people forget that DH’s vengeful retreat has a slow effect on mobs, so on necrotic weeks when your Tank is kiting hit them with a well place retreat then fel rush back into the action.

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I have to wonder if you can Fel Rush it like you can the leap on Rastikhan, too. Might have to test it next time I run the place.

Best post in this forum … ever?

Well done

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/blush (/10char)