How I Would Improve Havoc

Recently I made a reply where I said that people who complain without suggesting any alternatives are posting unconstructively. That made me think, “how would I change Havoc?” And after some reflecting this is what I came up with. Note that I do nothing to go into numbers and often just put mathematical symbols or nothing. My focus is how something would feel to play rather than how well it performs. Performance can always be adjusted.

Solitary Prey: If Blade Dance, Eye Beam, or Chaos Nova (and Glaive Tempest if applicable) only hits one target then the damage of all abilitíes is increased by up to (X% of Attack Power) for Y seconds.

Chaos Strike: Chaos Strike in addition now has a chance to sever a Lesser Soul Fragment from the target.

Lesser Soul Fragment: Consuming a Lesser Soul Fragment gives X amount of Fury.

Blade Dance: The last hit of Blade Dance inflicts X damage over Y time.

Netherwalk: 3 minutes cooldown. Slip into the nether. Increasing movement speed by 100% and becoming immune to damage, and is unable to attack. Lasts 5 seconds.

Throw Glaive: In addition up to two targets within 5 yards of the Demon Hunter is snared by 50% for 6 seconds. (Just to give DH some kind of basic slow.)

Darkness: The effect is now centered of the Demon Hunter and moves with them when they move. (Just a QoL change that makes Darkness more viable in more situations.)

Talent Changes

Only talents that are changed as mentioned, if a talent is unmentioned assume that it works the same way as it always has.

LVL 15 Talents

This row is incongruent, two of the three talents increase damage and Fury gained while the third gives health back.

Demonic Appetite: Consuming a Lesser Soul Fragment increase damage done by the Demon Hunter’s abilities by up to (X% of Attack Power) for Y seconds. (The idea is to make this a semi-Demonic Soul option.)

LVL 30

Last Dance (Replaces Trail of Ruin): The duration of the damage over time component from Blade Dance is increased by (X% of Attack Power) and the duration is increased by Y seconds.

LVL 35

This row is also massive incongruent in effect. I get what the devs were going for, giving options, and it just makes the spec seem inconsistent.

Desperate Instincts: In addition to the other effects when using Blur grants the Demon Hunter is healed for (X% of Attack Power) over Y time.

Demonic Nourishment: (replaces Netherwalk) Consuming a Lesser Soul Fragment will heal the Demon Hunter for (X% of total Attack Power).

LVL 45

Master of the Glaive: Throw Glaive has two charges and the snare is applied, if it hits, despite range from the Demon Hunter.

I’ve intentionally avoided stuff that adds straight +% modifiers to anything as those have a tendency to scale wildly. They have to start off inefficient and then as gear improves becomes viable. The goal is to have them, constantly viable.

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Having reflected deeper over it. I would change Solitary Prey to “if they affect more than one target,” instead of as that makes immunity abilities unable to affect it as the ones using it are hit and take no effect. And furthermore, specify that mobs that have health reset mechanic count as one target, ala The Council of Blood where you kill one and then the health of the others reset to 100%, effectively making it a single-target fight most of the time.

I would also remove Netherwalk completely as it’s redundant with Darkness following you around. It’s only really something in a niche situation like if you use it on the spider boss in Atal’dazar.

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