The Tomb of Sargeras patch brought some neat changes to the class. It also has pigeon holed us into using at least Spirit Bomb, and more than likely Fracture as well. Mandatory talents are nothing new, but these two really clash with the Soul Cleave rotation that I assume Vengeance was built around. To me, it feels like there were two developers arguing over how Vengeance should play. One thought Pain management, Demon Spikes uptime, and powerful Soul Cleave heals was the vision for Vengeance. The other thought pooling soul fragments, and healing through damage was the best. In this hypothetical situation, the first developer got fired halfway through Nighthold and we are now under the watchful eye of Dev number two. That's not to say this is a bad way to play, just that when the first Dev got his way, he designed the talents accordingly. now that Dev two is in charge Fracture and Spirit Bomb are too good to pass up. To wrap up this pointless Paragraph, Vengeance has some problems and I'm here to fix them.
First things first, this post will deal with Mechanical changes only. These numbers would have to be balanced with changes to attack power scaling, or pain cost. Secondly, I am open to criticism on this, especially from people who like the pain management and soul cleave builds we had a few months ago.
So my current problem with Vengeance is Soul Cleave, and more specifically how it eats the soul orbs on the ground. This has conflicting problems with the new Spirit Bomb playstyle, making fracture better to cast in most situations, not only for survivability, but also for damage. Spirit Bomb hits harder than a full soul cleave, and is free. allowing you to spend that pain on Fractures for even more damage. My other problem is the delay between hitting Soul Cleave or Spirit Bomb, and the heal actually going off. I'm not sure why this hasn't been changed, but it should be, and that can and should be done without any of the changes I'm about to argue for.
So, the problem with Vengeance:
- Soul Cleave eating orbs, making casting it unattractive unless you really have to. Made worse by our T20 four set.
- Spirit Bomb feeling clunky to use since it is on the GCD, and deals more damage than Soul Cleave.
- Fracture and Spirit Bomb being almost mandatory talents.
Solutions:
- Soul Cleave shouldn't consume orbs at all. You probably saw that one coming. The AP based heal from Soul Cleave would stay, giving us a way to spend pain on a nice heal, but not over do it by sucking up all those juicy orbs that we will need later.
- Break Spirit Bombs mechanics into a baseline ability, and a talent that improves it. The Leech on Spirit Bomb, and the damage it deals would still require taking the talent to get. But add a new ability that collects orbs on the ground for a large heal. This would probably have to be off the GCD to smooth out the rotation, but I could see it being on the GCD just for balance sake. For clarity, all this ability would do is clean up the orbs on the ground and heal you. It would not deal damage baseline, or debuff the enemy unless you have taken the Spirit Bomb talent. The artifact talent erupting souls would have to be changed to deal damage with this new ability, since Soul Cleave would no longer eat orbs.
- Problem three is a bit harder to solve. With a free ability to consume soul fragments, Spirit Bomb will be a less attractive talent, but by how much? And would it be enough? Ideally, this talent tier would be split for those who like Soul Fragment management, those who like pain and Soul Cleave management, and for people who would like a burst cooldown.
- Fracture is even harder to solve. Once again, ideally the talent row would be split for pain, and soul fragment managment. removing the fragment generation from Fracture and compensating it with maybe a leech based heal. Giving you a more powerful spender for single target, as well as a heal that would be close to soul cleave's, and would have a flat pain cost.
- Another idea would be to up the Fragment generation on Shear to at least one, and maybe a chance for two. This would provide the orbs a fragment build would need, as well as a steady stream of heals for a pain build that doesn't want to worry about that fragment nonsense.
I'm not saying that Fracture and Spirit Bomb won't still be the best talents. Maybe they will, maybe they won't. Nerfing is not the goal here. The point is to give people options that are relatively viable.
As I said earlier, I am open to critique on these changes. Especially three, I feel changes one and two are pretty solid.
There is some stuff on not on this list that I would like to add, but i'm not sure how to fit it in. A talent to return the fragment consuming function to soul cleave would be nice. Or maybe tie it to Fracture? Perhaps Fracture should be baseline? It is very useful, or roll its effects into soul cleave. And maybe a way to make Soul Cleave deal more damage based on how much pain goes into it.
Anyway, those are my thoughts on improving Vengeance Demon Hunter. It's a great class, I really like it, but nobody seems to talk about it much as Havoc always steals the show.