Cape enchants actually do work regardless of what type of enchant it is, speed, leech, avoidance. Socket gems that give these attributes also would work, as would any other enchants, but the only gems/other enchants that are available right now that give tertiaries are the speed gems.

Not all classes Should be the same, but the secondary/tertiary stats thing you mentioned is patently untrue for anything other than mastery.

I’d actually argue that demon hunter survivability is more tied to using mobility correctly than our leech, at least when we have a healer. Knowing when to kite and keep distance to wait out enemy CDs is valuable. You Are correct in that Soul Rending without Demonic may as well not exist, but there are definitely matchups *cough* mage rogue *cough* where Netherwalk is the choice over Soul Rending.

Borrowed Power is annoying, but Blizzard have already said that they agree with us on that. Hopefully they follow through on what they’ve said on that matter.

We can absolutely kill without the Hunt, our constant pressure is actually pretty high. The Hunt’s DOT cannot be removed without using a total immunity.

The conduit change is actually kind of more complicated than people are giving it credit. First off, the Hunt Base tooltip of 455%AP + 227.7%AP DOT is a straight up LIE! IT Should be 455%AP + 303.6% AP! It’s very easy to test this, just go to any target dummy and use the hunt. You will have 4 ticks for 75.9%AP and one partial tick from haste at the end. If the dot behaved as the tooltip says we should only have 3 full power ticks for 75.9% AP and the partial haste tick, adding to the listed 227.7% AP total. The actual in game tooltip reflects this and has this extra tick accounted for, so I’m unsure why the database tooltip is missing this. It’s misleading.

Also, No one seems to be taking the fact that the Hunt’s Dot is, well, a DOT. It scales with HASTE unlike the initial hit, giving an additional multiplier for the 9.1 conduit to work with.

So the formula for The Hunt damage in 9.0.5 would be:

(455% AP)x(1+(Conduit%/100))x((1+(Vers%/100))x(1+(HavocMOD%/100)) Initial Hit + (4x(75.6% AP)x((1+(Vers%/100))x(1+(HavocMOD%/100))) + (3x(75.6% AP)x((1+(Vers%/100))x(1+(HavocMOD%/100))x(Haste%/100)) dot damage per target hit.

Changed in 9.1 to:

(455% AP)x((1+(Vers%/100))x(1+(HavocMOD%/100)) Initial Hit + (4x(75.6% AP)x(1+(Conduit%/100))x((1+(Vers%/100))x(1+(HavocMOD%/100))) + (3x(75.6% AP)x(1+(Conduit%/100))x((1+(Vers%/100))x(1+(HavocMOD%/100))x(Haste%/100)) dot damage per target hit.

What does this actually mean?

So my DH has 1300 agility and 46.1538 weapon damage, meaning my actual AP is 1576.9231. For those who don’t know, weapon dps is multiplied by 6 and added to Agility to find your ability AP. I also have 32.00% vers and 17.15% haste. The HavocMOD at time of writing this is 8%. Plugging that into the formula…

213 conduit (37.5% hunt damage):

9.0.5 damage: 14,064 damage Hit + 7703 DOT

9.1 damage: 10,229 damage Hit + 10,592 DOT

We do lose a bit of damage on a single target hunt, but:

Targets____9.0.5 Damage_____9.1 Damage

____1_________21,767____________20,821

____2_________29,470____________31,413

____3_________37,173____________42,005

____4_________44,876____________52,597

____5_________52,579____________63,189

At even 2 targets hit with the dot, the total damage is higher than it is in 9.0.5. This disparity would decrease even more, or even be overturned by having more haste! All of these calculations ignore the 50% reduced effect of our conduit in PvP as well as any procs, debuffs, or the two piece pvp trinket set effect.