The Defensive State of Vengeance Demon Hunter

Former 0.1% VDH Tank here, multiple CE for reference.

The current state of the Vengeance Demon Hunter cannot be overstated—it feels like a glass cannon. Here are some critical suggestions for improving the class:

  • Frailty Duration: Sigil of Flame should afflict enemies with Frailty for 10 seconds (up from 6 seconds). Since the Sigil’s periodic damage lasts 10 seconds while Frailty only lasts 6 seconds, having two different timers feels inconsistent. Synchronizing these durations would streamline gameplay and reduce unnecessary complexity with game mechanics.
  • Painbringer: Although this talent appears strong on paper, in practice it offers little to no more damage reduction than Calcified Spikes. Painbringer requires 2 points and is placed near the bottom of the talent tree, while Calcified Spikes is easier to access near the top. This disparity is largely due to tuning issues, as we’re generating fewer souls than in Dragonflight seasons 3 and 4. Extending Painbringer’s duration to 10 seconds (up from 6 seconds) AND allowing additional souls to stack painbringer up to 10 (instead of overlapping) would help stabilize the tank and reduce its fragility. You still will not be so tanky that you dont need other defensives and it will provide a clearer understanding of defensive mechanics, with key abilities lasting the same amount of time rather than varying intervals.
  • Demon Muzzle: For how deep this talent is positioned in the tree, its utility feels extremely niche. In some dungeons, it offers less “healing” (mitigation) than a simple health potion. A talent this far down the tree should have a broader impact. I believe it would be more appropriate for Demon Muzzle to provide a 4% to 8% damage reduction from all sources while an enemy is affected by one of your sigils, similar to Demonic Wards, rather than limiting it to just magical damage. This would make it a more valuable and versatile choice for different content.
  • Infernal Armor – Redesigned: Increase base armor by 20%, and melee attackers suffer fire damage equal to double the current amount, generating high threat. This redesign would significantly improve snap aggro. Currently, for 2 talent points, Infernal Armor only contributes around 0.5% overall damage, making it a poor investment. Either increasing its damage or changing it to a 1-point talent node would make it a much more appealing and efficient option for players.
  • Darkness: There is no justification for Darkness to remain a 5-minute cooldown, especially when comparing it to defensive abilities of other classes, such as Mass Barrier for Mages, which has a 3-minute cooldown. Darkness should be reduced to a 3-minute cooldown, with additional options like Cover for Darkness (increases Darkness duration by 2 seconds and expands its radius by 4 yards) and Darkest Hour (automatically activates Darkness when dropping below 35% health, once every 2 minutes) as talent choices. The current talents, Long Night and Pitch Black, feel inadequate and are an insult to Demon Hunters, offering minimal utility for such a critical defensive ability.

Optional suggestions:

  • Deflecting Spikes – Baseline: Vengeance shouldn’t require a talent to grant 15% parry. Tanks like Warriors and Guardians don’t need talents for core defensive abilities like Shield Block or Ironfur. Without Deflecting Spikes, we gain armor, which is useful but insufficient. Reintroducing Defensive Spikes as a node here to increase parry by 10% for the first 4 seconds after activating Demon Spikes would make the class feel more durable.

  • Extended Spikes – Baseline: Shield Block, though lasting 6 seconds, is a baseline ability for warriors, allowing them to maintain 100% uptime. In contrast, even with Extended Spikes, we only get about 50% uptime on Demon Spikes and have to compensate with abilities like Fel Devastation, Fiery Brand, and Metamorphosis. Making Extended Spikes baseline would provide more consistent defensive coverage.

  • Feed the Demon: The class needs a more streamlined way to talent into Feed the Demon without sacrificing crucial utility or damage options. When talenting into Extended Spikes, only 1 point is needed in Feed the Demon to gain maximum benefit. However, without Extended Spikes, 2 points are required, which complicates talent allocation. While the design may seem reasonable, it falls short in the War Within expansion, where Hero talents heavily dictate talent choices. I recommend reducing Feed the Demon to 1 point for full benefit, and addressing talent point bloat to allow for more flexibility in talent distribution.

This is all for now. I could spend days talking about fixes for this class but I feel it would fall upon deaf ears.

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Top Bears: [Guardian Druid World Mythic+ Spec Rankings (raider.io)](https://raider.io/mythic-plus-spec-rankings/season-tww-1/world/druid/guardian)

Top Veng: [Vengeance Demon Hunter World Mythic+ Spec Rankings (raider.io)](https://raider.io/mythic-plus-spec-rankings/season-tww-1/world/demon-hunter/vengeance)

I’m not saying they’re completely comparable, but the hyperbole about being a glass canon needs to stop.

What does you link have to do with if Veng is a glass cannon or not lol

2 Likes

Just because a class is “near the top” doesn’t mean it doesn’t need fixes.

Yoda was doing +13s and +14s while Paladin tank is ranked C tier by most of the community.

Exceptional people can prop up classes extremely well, you as a priest player should know that.

Also linking raider io does nothing. You didn’t show logs with mitigational properties of each tank.

5 Likes

Problem is DH were extreamly OP in DF, so now blizz makes you pay the prices.

Its poor design but its how blizzard always worked.

3 Likes

If Veng was as bad as the forums and you lot would want people to believe, it wouldn’t be doing the same key levels as the “best” tank. The fact you need this explained to you says a lot.

Crazy ripping this take 3 days after massive dungeon changes. Also doesn’t change the fact that Veng can be paper and still do higher keys btw

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Agreed that there should be a bit done to address certain squish/pain-points, but…

How would having 1 fewer of many different debuff timers streamline gameplay in any noticeable way, especially so long as they’re applied by different sources?

Getting a permanent 20% Armor boost per talent seems beyond excessive, especially depending on its computational layer.

  • (As a temporary effect, Infernal Armor has thus far acted additively with other temporary effects like DS and Meta, afaia. If you made it passive, you’d also be buffing the Armor-based eHP contribution of DS and Meta by 20%. And then you’d also have massively more Havoc armor, without any potential defensive skill expression therein, to boot.)

I absolutely do NOT want that. I want my mitigation to be timed around when I actually blow my fragments, not to be a slow ramp to 20% nigh-permanent mitigation that my other sources of miti are then tuned around the constant presence of.

Hard pass.

To maintain 100% uptime off of 6 seconds despite a 16 second CD, the Warrior would need some 25+% Haste despite dropping their 8% Haste talent in favor of Shield Block extension per Shield Slam… and to Shield Slam (a 9s CD with a 30% reset chance from most other GCDs and AAs) for a majority of those GCDs. And/or they’d have to give up damage talents or damage-opportune timings for Shield Charge. Protection’s 2s duration-extending talent is pretty much obligatory even with other duration-granting talents, largely because it smooths out proc RNG and allows Shield Charge to provide to cover half a Shield Block’s CD’s worth of duration once per 45s.

Tl;dr: Warrior can get to 100% Shield Block uptime, but they sacrifice considerable damage to do so. If you want to base a request off that, then it’d make sense that the choice also sacrifice considerable damage (especially Thane Execute builds otherwise exploitable) — not for it to be relatively free.


Similarly…

I suspect Mass Barrier is more the outlier, as it’s typically far stronger even than the barrier-healer’s barrier. (Luminous Barrier tends to be a 3-minute that simply absorbs less damage than of 20% ally’s HP would, even on a squishy, and does not also reduce magic damage taken by 15% nor the duration of harmful magical effects by 25%.)

Compare it to the likes of Rallying Cry (+10% max HP for 10 seconds), and the 15% (30% out of raid) chance of nullifying damage and its debuff outright is hugely more valuable so long as death wouldn’t be guaranteed without the extra reliable eHP.

  • And note here that Mass Barrier still provides at least 31% more max HP’s worth of value (or 411.8% of Rallying Cry’s defensive value) against magic, or just straight double the value and with 6x the duration otherwise.

Base requests off the outliers and we just get power creep.

In DH’s case, Darkness likely remains at 5 min in equal parts because some players don’t like being expected to take it in more casual content… and that a 30% chance of bubbling attacks is huge.

If anything, it’s just Mass Barrier that needs the nerf, while obligatory-but-banal DH talents should likely be pruned elsewhere to reduce the opportunity costs of taking Consume, Chaos Nova, I.S.Misery, Darkness, LN/PB, etc.

I’d suggest instead leaving Darkness mostly as is and instead…

  1. Baseline the value of any 2-3 among Unrestrained Fury, Shattered Restoration, Aura of Pain, Bouncing Glaives, Champion of the Glaive, Improved Disrupt, or Soul Sigils, and
  2. consolidate any 1-2 among Live by the Glaive, Felfire Haste, Aldrachi Design, or Charred Warblades, and slightly improve optionality such as by making the likes of Quickened Sigils avoidable (Flames of Fury pathable from Soul Sigils instead).

—OR—

  1. Baseline Lost in Darkness (fading over 4 seconds instead of lasting 6) and remove Precise Sigils, finally do the sensible thing gamewide in allowing ground-placed AoE again to be placed directly on enemies via macros, and then move Darkness and LN/PB into the positions they previously held.
  2. Buff competing utility talents like Pursuit, Felfire Haste, etc.
1 Like

i mean i wont fight against vdh buffs :smiley: but idk some of these comes across as makign the spec braindead instead of interactive. vdh is a leech tank hence why its a “glasscannon” i think it should lean more heavily on that since theres already alot of mitigation type tanks and only one leech tank (bdk).

tho i will say

this is straight misinfo, the entire paragraph. painbringer is just way better than calcified spikes. theres no quesiton, calcified spikes sole purpose is to be a slight buffer between your mitigation buttons while painbringer actively interacts with your entire soul engine adding alot of dr based on your soul/healing intake. its probably best to remove this entire segment

the rest of the post is alrighty.

This is untrue. Look at logs in high keys. I pulled these, at random, from top players such as humanity and yoda and even a random chinese demon hunter.

+13 Dawnbreaker - Calcified Spikes more mitigation than painbringer.

https://www.warcraftlogs.com/reports/Rjq8AWpmdtKL2n4f#fight=35&type=healing&source=3149&options=16384

+12 Stonevault - Calcified Spikes and Painbringer roughly being equal

https://www.warcraftlogs.com/reports/Rjq8AWpmdtKL2n4f#fight=14&type=healing&source=1226&options=16384

+15 Necrotic Wake - Calcified Spikes and Painbringer roughly being equal

https://www.warcraftlogs.com/reports/m2bJjMdZDh8CgVAw#fight=39&type=healing&source=2&options=16384


My main concern is that Painbringer requires two talent points to provide roughly the same effect as Calcified Spikes. While I understand that these abilities are designed to complement each other, Painbringer often falls off, leading to inconsistencies. Despite showing high uptime, it typically only maintains 4-6 stacks, which equates to approximately 8% to 12% damage reduction, far from the maximum 10 stacks (20% DR). Reaching the Painbringer cap of 10 stacks is quite rare. Extending the duration of Painbringer to 10 seconds would allow for multiple stacks to overlap or add up, providing smoother gameplay and making the class more effective.

It’s sad that you don’t grasp just how utterly stupid this statement is…

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Wait until you find out there’s more to tanking than how tanky a class is :exploding_head:

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A glass cannon wouldn’t be tanking the same key levels as the proverbial best tank. You’d have an argument if the DH was having to kite tank, but they aren’t. In short, quit showing your ineptness.

They do have to kite tank in high keys. Watch yoda’s stream when he plays DH.

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Aldrachi Reaver feels good. I know the community is diehard fel-scarred but it’s definitely worth trying it out if you haven’t. I started playing around with it after watching some of Yoda’s videos and I keep coming back to it.

AR is more durable. This is the only reason Yoda is playing it, to survive hits you couldn’t with FS. Playstyle is garbage even he isn’t a fan, he’s just pigeon holed into it for higher keys.

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Great ideas all around. Shame they’re being smooth brained by players here who don’t even play the actual game.

My main concern with VDH is needing to hold resources to use Fel Devestation. it should have zero cost to cast it.

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Theres not an inherit problem with having fel dev cost anything. The class has very few spenders outside of spirit bomb and soul cleave. Open up with Sigil of Flame as it generates 30 fury and if you (you should) talent into Flames of Fury giving you 2 fury per target. In M+ you can use one sigil of flame and pretty much have 50 fury instantly then open up with fracture.