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Demon Hunter Leveling Guide 100-

110 (Legion 7.0.3)


Last updated on Aug 29, 2016 at 12:46 by Wordup9 comments

1. Havoc
1.1. Talent Suggestions

 Level 99: Felblade

 Level 100: Demonic Appetite ( Prepared also viable)

 Level 102: First Blood

 Level 104: Soul Rending

 Level 106: Momentum or Fel Eruption

 Level 108: Master of the Glaive ( Unleashed Power also viable)


Unlike other classes, Demon Hunters gain 5 of their 7 talents during their leveling process on the way to
110, so you will be picking them up along the way. Your first deviation from standard raid builds

however comes with your 100 talent, switching instead to Demonic Appetite for the Fury and

Health sustain moving between targets with frequent Shattered Souls procs.
The first choice at 102 is a hard one that will ultimately come down to personal preference

between First Bloodand Bloodlet. The first provides a powerful burst single target tool,
and reduction to AoE Fury cost, whilst the latter is free damage and cleave on a spell you will already
frequently be casting to pull enemies, so pick depending on your preferred playstyle.

At 104, there is only really one choice for leveling and that is Soul Rending. The bonus of free
healing during your main offensive cooldown makes for a lot of staying power in otherwise difficult
encounters or situations.
106 provides somewhat of a flex choice. You will already be meeting the conditions to

trigger Momentum as you will be using Fel Rush and Vengeful Retreat very frequently

between enemies. The alternative in Fel Eruption provides huge on demand burst at range to single

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out enemies, or provide small control bonuses with the mini stun. Much like 102 I would leave this to
personal choice.
Your final leveling talent will come at 108 which is a more utility oriented tier. I would lean strongly

toward Master of the Glaive for an additional way to pull enemies, and works great

with Bloodlet. Unleashed Power could be considered if you are aggressively


pulling large groups of enemies and need additional crowd control.

1.2. Useful Skills

Eye Beam/ Rage of the Illidari are two amazing tools for burst AoE which allow you to
stagger your group pulling and generally always have a tool to burn them down, as very few will

regularly survive the burst of either. You can follow this up with a quick Fel Rush or Blade
Dance and usually any regular enemies will be finished off. Try your best to capitalise on the extreme
burst AoE Havoc has access to get ahead in high density areas, and try not to stack them unless absolutely
necessary.

1.3. Sustain and Healing

Your main sustain comes in the form of Shattered Souls fragments, healing for a percentage of your
max health on killing blows when picked up and also increasing all damage dealt by 20% if the target was
a Demon. Make sure to grab all of these as needed in particular if they are sourced from Demons or if

using Demonic Appetite.

1.4. Mobility
As a Demon Hunter you have a great deal of flexibility moving around between groups of enemies and
quest objectives, so taking advantage of this will be a big time saver. Just make sure to make liberal use

of Fel Rushand avoid capping charges too frequently in quest areas, and the same goes

for Vengeful Retreat and Felblade if taken. Lastly do not be afraid of fall damage as you

always have Glide to cover your back.

2. Vengeance
2.1. Talent Suggestions

 Level 99: Abyssal Strike ( Agonizing Flames also viable)

 Level 100: Burning Alive

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 Level 102: Felblade ( Flame Crash also viable)

 Level 104: Soul Rending

 Level 106: Quickened Sigils ( Sigil of Chains also viable)

 Level 108: Fel Devastation or Spirit Bomb


Unlike other classes, Demon Hunters gain 5 of their 7 talents during their leveling process on the way to
110, so you will be picking them up along the way. Your first deviation from standard raid builds

however comes with your 99 talent, switching instead to Abyssal Strike for more frequent uses of

your Infernal Strike, increasing your mobility significantly alongside working well with future

talents. For 100 the only damage effect comes through Burning Alive, and since you have no issue
keeping topped off this should be taken.
The first choice at 102 is a hard choice that will ultimately come down to personal preference

between Flame Crash and Felblade. The first works extremely well with Abyssal
Strike for burst AoE on demand if you are pro active with your targetting. The second provides yet
another movement tool allowing you to leap ahead to additional targets and get some extra Pain along the

way, increasing your Soul Cleave frequency in large groups.

At 104, there is only really one choice for leveling and that is Soul

Rending. Fracture takes away pain from Soul Cleave which is AoE, and Feed
the Demon, whilst is useful for defense, increases the pain consumption when maintaining a defensive
buff. Soul Rending on the other hand comes at no additional cost and provides an on demand way to burst

heal yourself up through Metamorphosis.

106 provides sigil benefits, and much like Havoc is a flex choice. Quickened Sigils allows for

more frequent usage of Sigil of Flame which is a great boost to AoE, and is the most consistent

choice. However, if you can effectively make use of Sigil of Chains, it is not strictly a bad choice,

but is likely lower impact. Concentrated Sigils should be avoided as it reduces your ranged
pulling capability.

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Your final leveling talent comes in at 108 which has two great choices. Both Fel

Devastation and Spirit Bombincrease your AoE, the first being a massive burst cooldown with a
free heal attached to keep yourself going, whilst the latter provides a frequently usable free pulling and

AoE tool, so long as you can consistently generate soul fragments. This can be enhanced with Soul
Carver for more consistency.

2.2. Useful Skills

Sigil of Flame/ Immolation Aura provide two additional tools to both deal extra AoE damage
when pulling large groups (which as a tank specialisation, you should be), alongside being great for
tagging mobs along the way both in melee and at range. Should be used often and aggressively.

Soul Cleave should be used as with a normal gameplay rotation on as many targets as possible due
to being AoE, and your main focus for Pain should always be on this unless you are in extreme danger of
dying.

Throw Glaive has an incredibly low cooldown so should be used very aggressively for the small
damage but, more importantly, to grab as many additional enemies to you as possible to be AoEd down

using your Soul Cleave. Do not be afraid to pull huge groups, as Vengeance has access to incredible
self healing tools.

2.3. Sustain and Healing

Your main sustain comes in the form of Shattered Souls fragments, healing for a flat amount based
on attack power from killing blows when picked up and also increasing all damage dealt by 20% if the
target was a Demon. Make sure to grab all of these as needed in particular if they are sourced from

Demons. You can also generate Lesser Soul Fragments via Shear and Soul Carver for some

further healing, and Soul Cleave itself provides a raw heal when cast. You should have no real
issues keeping yourself topped as Vengeance which allows you to be as aggressive as possible when
moving through zones.

2.4. Mobility
As a Demon Hunter you have a great deel of flexibility moving around between groups of enemies and
quest objectives, so taking advantage of this will be a big time saver. Just make sure to make liberal use

of Abyssal Strike and avoid capping charges too frequently in quest areas, and the same goes

for Felblade if taken. Lastly do not be afraid of fall damage as you always have Glide to
cover your back.

3. Artifact
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Throughout the course of your journey to 110, you will accrue a reasonable amount of Artifact Power
tokens just from completing quest chains, and usually will end up somewhere in the region of 2000-2500
total gained by 110, which should fund your first 5-6 traits. Make sure to spend them whenever you return
to your Class Hall, since any bonus will help you.

Be aware that in situations where you have both Artifacts, the one you currently have equipped will
consume any Artifact Power tokens you use and be applied to that Artifact, so if you have two be aware
of that and use them on specs you intend to play at 110!

3.1. Havoc Traits


Whilst there are some traits that can help you out with the leveling process and make it slightly faster

such as taking Feast on the Souls earlier, doing so will hurt how rounded your Artifact is when you
hit 110 and begin doing endgame content, so make that choice wisely. For Havoc, I would strongly
recommend sticking to the outlined path elsewhere in this guide and not deviating, as the benefits do not
outweigh having a sub-optimal Artifact for the future.

3.2. Vengeance Traits


Whilst there are some traits that can help you out with the leveling process and make it slightly faster

such as taking Infernal Force earlier, doing so will hurt how rounded your Artifact is when you hit
110 and begin doing endgame content, so make that choice wisely. For Vengeance, I would strongly
recommend sticking to the outlined path elsewhere in this guide and not deviating, as the benefits do not
outweigh having a sub-optimal Artifact for the future.

4. Gear
As all gear acquired from quests now scale to your level, that means that rewards increase in power the
higher you go. At 100, quest rewards will generally be in the 685~ range, scaling all the way up to 800
when you complete quests at 110. For Demon Hunters since you have no set bonuses or legendaries to
worry about. Just keep your gear updated along the way with any significant item level upgrades, whilst
leaning toward the more powerful offensive stats (those being Mastery and Critical Strike). For trinkets, if

you have access to the heirloom Infallible Tracking Charm, stick with that as it scales up with each

level you gain, and any passive trinkets such as Chipped Soul Prism for consistency.

5. Zones, Quests and Dungeons


5.1. Zones
The Broken Isles comes with 4 zones, and all players will have to complete a majority of each of them to
reach 110 in most circumstances. They can be broken down into short zones (usually netting roughly 2
levels) and longer zones (netting 3 slightly more). Ultimately, the difference between zones is very small
and your decision is not particularly important, as doing a chunk of every zone is required to hit Friendly
reputation and unlock World Quests. That said, some notes on the process are below:

Short zones

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 Val'Sharah
 Azsuna

It is best to start off with a short zone, as it lines up well with your leveling process and hits a sweet spot
for returning to the Class Hall at both 101 and 102 to continue the campaign chain and begin your 4 hour
mission. Note that Azsuna can have some quite punishing enemies if you do it later in the process that can
slow some bonus objectives, when the effects of gear begins to diminish, which may affect your decision.

Long zones

 Highmountain
 Stormheim

Doing a longer zone second again lines up well with returning to your Class Hall at 104/5 to complete
further campaign quests and usually fill out time for the 4 hour mission to complete. Finishing on a long
zone is also great as you usually will not complete it, but always have quests to make it to Friendly and
get to 110 without having to go off track. Highmountain has benefits both as your second or fourth zone
as it is the longest zone to wait out the Class Hall mission, but also has the least punishing mob scaling
with level.

With all zones, Bonus Objectives really smooth out the process as do some of the more opportune side
quests (particularly in Val'Sharah). It is not required to do every single one to reach 110 comfortably, but
if you are in an area completing quest chains, it is definitely worth completing them along the way. Also
make sure to complete any main chain questlines that you are given breadcrumbs in each area.

5.2. Profession Quests


Profession quests are often very time consuming and can be cross-zone fetch or dungeon quests. If you
come across a hand-in for a breadcrumb from Dalaran you are already in, do it for the experience, but do
not go out of your way to complete the more time consuming objectives, leave them until 110.

5.3. Dungeons
Each zone comes with a subsequent dungeon quest when you finish the main zone storyline, rewarding a
piece of Item Level 800 gear and a large boost of experience, usually totalling around 30-35% of a level
inside the dungeon. You can do dungeons along the way as they are worth the time, but only if you have
the appropriate quest.

 Val'Sharah: Darkheart Thicket


 Azsuna: Eye of Azshara
 Highmountain: Neltharion's Lair
 Stormheim: Halls of Valor

Do not, however, level exclusively through dungeons. The experience they reward is very poor on their
own, and they are all quite lengthy compared to simply questing in the open world.

6. Legion Invasions
With the addition of Invasions in Legion's 7.2 patch, if you have the ability to fly whilst leveling your
alts, completing these quests will grant a great deal of experience. As such completing all these when an

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invasion is active is worth the time regardless of the zone it is present in. If you are leveling for the first
time and run into a world quest in the zone you are in under attack, it is also advised to complete it, but do
not run across the map or to other zones to complete them if you have not unlocked that area.

6.1. Rares and Treasures


Unless you specifically want the rewards, doing any rares or grabbing treasures is not worth the time. If
you run into a chest you mightaswell open it for the Artifact Power, but do not go out of your way to grab
these, as they do not give any experience unlike in Warlords of Draenor. Rares also give very limited
experience for the time taken, so is not worth it.

7. Class Hall
You should always be looking to go back to your Class Hall when new quests are available. This comes
at 101, 102 and finally at 104 when you complete the Troops in the Field mission. You can opt out of
returning at 102 which will delay that mission, but when you do go back to Dalaran at 102/103 after your
first zone, make sure to catch up on everything there. The Havoc Artifact quest can be done here, but is
worth very little for the time invested, so if you are not intending to use it is not advised.

When you complete your second zone (which should put you at 104/105), when you return if Troops in
the Field is complete, do any quests that appear. The follow up for Demon Hunters will send you to
Azsuna, which makes it ideal as a third or fourth quest zone. If it is not complete, grab it when you finish
your third and pick up your final breadcrumb for the last zone.

8. Leveling as a Group
In Legion, leveling as a group confers a lot of benefits (such as shared mob taking and quest items,
alongside Bonus Objective progression speed). This can be great and there is not any significant
downsides to group leveling, however if you choose to do this it is strongly advised you complete all
dungeon quests at the end of each zone and do not skip any Bonus Objectives, as it is much tighter
reaching 110 with the diminished mob experience.

9. Misc
9.1. Mob Tagging
Legion has expanded mob tagging to allow for up to 5 players of the same faction to tag any and all mobs
in the open world, not just quest enemies. Faction tagging however is still a thing, so be aware of other
opposing players around you. Take advantage of this by landing a hit on creatures other players are
attacking for bonus credit toward completion.

9.2. Bonus Experience


The guild banners provide bonus experience on a short cooldown and are worth picking up.

 Banner of Cooperation/ Banner of Cooperation

 Standard of Unity/ Standard of Unity

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 Battle Standard of Coordination/ Battle Standard of Coordination

9.3. Consumables
If you are pushing as fast as possible, grab some regular consumables to speed up the process. These are
just the standard Warlords of Draenor consumables that were being used in raids.

 Flask: Greater Draenic Agility Flask

 Potion: Draenic Agility Potion

 Food: Pickled Eel

 Rune: Hyper Augment Rune/ Empowered Augment Rune/ Empowered Augment Rune

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