The Winners & Losers of Melee DPS in The War Within

VesperalTV
9 Jul 202414:27

Summary

TLDRThis video ranks melee DPS specs in the 'War Within' beta, highlighting Unholy Death Knights, Windwalker Monks, and Fury Warriors as the most fun, while discussing the need for improvements in Rogue and Havoc Demon Hunter specs. The review focuses on the enjoyment of gameplay rotations and the thematic appeal of each class.

Takeaways

  • πŸ’€ Unholy Death Knights have been significantly improved in the 'War Within' update, making them feel more fluid and enjoyable to play.
  • πŸ—‘οΈ Unholy's new abilities like 'Festering Scythe' and 'Raay of the Abomination' enhance the gameplay experience by adding more interaction and strategic depth.
  • πŸ‡ The 'Rider of the Apocalypse' talent allows Unholy Death Knights to ride their death chargers permanently in combat, adding a cool thematic element.
  • πŸŒͺ️ Windwalker Monks continue to be a favorite due to their smooth rotation and satisfying opening combo, which has been further refined in the update.
  • 🌟 The 'Conduit of the Celestials' talent for Windwalker Monks provides a unique and engaging gameplay experience by interacting with celestial powers.
  • βš”οΈ Fury Warriors are described as fast-paced and bursty, with a resource generation that feels almost non-stop, especially during 'Recklessness'.
  • πŸ”¨ Arms Warriors, while slower and more methodical, benefit from the 'Colossus Smash' talent, which captures the essence of an Arms Warrior's playstyle.
  • πŸ΄β€β˜ οΈ Rogues, particularly Assassination and Subtlety, are criticized for their complexity and homogenization, making them less enjoyable in the current state.
  • πŸ”ͺ Havoc Demon Hunters have lost some of their unique gameplay elements like the 'Tear Set' from Dragonfly, which made them feel like true glaive masters.
  • 🌌 The 'Demonic Surge' talent for Havoc Demon Hunters shows potential but needs clearer visual feedback to enhance the gameplay experience.

Q & A

  • What significant changes were made to the Unholy Death Knight in the 'War Within' update?

    -The Unholy Death Knight received a complete overhaul in the 'War Within' update. The class now feels more quick to ramp, with fewer globals needed before damage starts. Unholy blight is now purely passive, and Army of the Dead has been replaced with the summoning of a big old BFA bomb, which cleaves through mobs, applies festering wounds, and diseases.

  • What is the new mechanic introduced with the Unholy Death Knight's 'Festering Scythe' talent?

    -The 'Festering Scythe' talent turns the Unholy Death Knight's festering strike into a scythe that cleaves through all enemies in front of them, dealing huge damage and applying wounds to all targets. This mechanic helps in quicker ramp-up of wounds, enabling more frequent use of death and decay and Scourge strike for AOE damage.

  • How does the 'Rider of the Apocalypse' hero talent enhance the Unholy Death Knight's gameplay?

    -The 'Rider of the Apocalypse' hero talent allows the Unholy Death Knight to ride their death charger in combat. Additionally, there is a talent that enables the player to permanently ride their death charger in combat while outside, adding a unique and cool aspect to the gameplay.

  • What changes were made to the Windwalker Monk in the 'War Within' update?

    -The Windwalker Monk had the button bloat removed from the spec, including the removal of active chi wave, chi burst, and expel harm. This makes the rotation smoother and more fluid. The opening rotation also became more satisfying with the ability to summon spirits and perform a series of powerful kicks.

  • What are the key aspects of the Windwalker Monk's 'Conduit of the Celestials' hero talent?

    -The 'Conduit of the Celestials' hero talent allows the Windwalker Monk to be guided by the orus celestials, summoning them all at once and gaining interactions from them, such as increased speed on Fist of Fury. It also has a chance to refund the Monastery Stacks, allowing for potentially continuous use of Blackout Kick.

  • What are the main characteristics of the Fury Warrior's gameplay in the 'War Within' update?

    -The Fury Warrior is described as super fast-paced and bursty, with insane resource generation, especially when inside the Recklessness cooldown. The hero talents, such as Mountain's Thunder and Slayer, add visual appeal and powerful effects to the gameplay.

  • What issues were highlighted with the Arms Warrior's gameplay in the 'War Within' update?

    -The Arms Warrior's gameplay was noted to be methodical with a slower pace compared to Fury. The main issue highlighted was the need for 'Anger Management' to reduce the cooldown of Avatar for Arms, as being inside Avatar is a visually appealing aspect of the warrior class.

  • What changes were made to the Rogue class in the 'War Within' update, and what are the concerns?

    -The Rogue class had a rework that homogenized the specs, making them revolve around stealth windows. Concerns include the need for more differentiation between the specs, especially in terms of gameplay mechanics and hero talents, which are currently seen as underwhelming.

  • What are the main issues with the Subtlety Rogue's gameplay as described in the script?

    -The Subtlety Rogue is criticized for having too many cooldowns to manage in the opener, making the rotation complex and potentially overwhelming. Suggestions include reducing the number of cooldowns or combining some into passive abilities.

  • What are the concerns with the Havoc Demon Hunter's gameplay in the 'War Within' update?

    -The Havoc Demon Hunter lost the tear set from Dragonfly, which was a significant part of their gameplay. The concerns include the lack of integration of the tier set into the spec's talents and the mobile build using momentum or inertia, which is seen as not being good gameplay design.

Outlines

00:00

πŸ—‘οΈ Unholy Death Knight and Windwalker Monk Impressions

The video script discusses the author's experience with melee DPS classes in the beta of 'The War Within'. The Unholy Death Knight is highlighted for its significant improvements, particularly in ramp-up speed and the new mechanics like the passive Unholy Blight and the Raya Abomination. The author praises the new talent, Festering Scythe, which enhances the AOE damage potential. The Windwalker Monk is also commended for its smooth rotation and the removal of the button bloat, making it more enjoyable. The script also mentions the hero talents for these classes, such as the Unholy Death Knight's ability to permanently ride the death charger and the Windwalker Monk's celestial conduit, which adds a layer of fantasy and fluidity to their gameplay.

05:00

πŸ’₯ Fury Warrior and Arms Warrior Analysis

The script continues with an analysis of the Fury and Arms Warriors. Fury Warriors are noted for their fast-paced, bursty gameplay, with a focus on the hero talent Mountain's Thunder, which transforms the warrior into a steel titan and enhances their Whirlwind cleave. The Arms Warrior is described as methodical and slower, but with a satisfying playstyle, especially with the Colossus hero talent, which introduces a new ability called Demolish. The author also expresses a desire for changes in the cooldown management of certain abilities and hero talents to improve the fluidity and visual appeal of the classes.

10:01

πŸ”ͺ Rogue and Havoc Demon Hunter Critique

The final paragraph addresses the state of the Rogue and Havoc Demon Hunter classes. The Rogue is criticized for its homogenized playstyle and the need for more distinct mechanics between its specs. The Assassination spec, in particular, is noted for its complexity and the difficulty in managing multiple abilities simultaneously. Subtlety is highlighted as the most bloated spec with too many cooldowns in its opener. The Havoc Demon Hunter is mentioned as losing its unique gameplay elements from the previous tier set, which made it feel like a true demon hunter. The script concludes by suggesting that the mobile build for Havoc, focusing on momentum, is not well-received and could be detrimental to the spec's performance in challenging content.

Mindmap

Keywords

πŸ’‘Melee DPS

Melee DPS refers to characters in role-playing games that deal damage primarily through close combat. In the context of this video, the script discusses the enjoyment and effectiveness of different melee DPS classes in the game 'World of Warcraft' during the beta testing phase of the 'War Within' expansion. The term is central to the video's theme, as it is the basis for comparing and ranking the various classes.

πŸ’‘Unholy Death Knight

The Unholy Death Knight is a class specialization in 'World of Warcraft' known for its ability to spread diseases and summon undead minions to fight alongside the player. In the script, the presenter discusses the changes made to this class in the beta, highlighting improvements to its playstyle and abilities, such as the new 'Festering Scythe' talent and the 'Raay of the Apocalypse' summon, which have made the class more enjoyable to play.

πŸ’‘Rotation

In the context of MMORPGs, a rotation refers to the sequence of abilities a player uses to maximize damage output or effectiveness in combat. The video script emphasizes the fun and fluidity of different class rotations, such as the Unholy Death Knight's improved ramp-up time and the Windwalker Monk's smooth, non-repetitive rotation.

πŸ’‘Festering Scythe

Festering Scythe is a talent in the Unholy Death Knight specialization that transforms the player's Festering Strike ability into a scythe that cleave through all enemies, dealing damage and applying wounds. The script praises this talent for its thematic and gameplay impact, as it allows for quicker application of wounds and enhances the player's role as a Necromancer.

πŸ’‘Windwalker Monk

The Windwalker Monk is another class specialization in 'World of Warcraft' that focuses on fluid, non-repetitive combat rotations. The script describes the Windwalker Monk's playstyle as having been improved in the beta, with the removal of certain abilities that made the rotation clunky, resulting in a more satisfying and smooth gameplay experience.

πŸ’‘Hero Talents

Hero Talents are special abilities in 'World of Warcraft' that can be chosen by players to enhance their character's abilities further. The script discusses various Hero Talents for different classes, such as the Unholy Death Knight's 'Rider of the Apocalypse' and the Windwalker Monk's 'Conduit of the Celestials,' which add unique and thematic abilities to the gameplay.

πŸ’‘Fury Warrior

Fury Warriors are known for their fast-paced and bursty combat style in 'World of Warcraft.' The script mentions the Fury Warrior's resource generation and the excitement of using abilities like 'Rampage' and 'Thunderclap,' which contribute to the class's high-speed playstyle and enjoyment.

πŸ’‘Arms Warrior

The Arms Warrior is another specialization of the Warrior class that is described in the script as methodical and slower-paced compared to Fury. The Arms Warrior's playstyle is characterized by strategic use of abilities and cooldowns, such as 'Demolish,' which is highlighted for its satisfying impact and thematic representation of the class.

πŸ’‘Rogues

Rogues are a class in 'World of Warcraft' known for their stealth and agility. The script discusses the challenges faced by the Rogue class in the beta, particularly the homogenization of the specs around stealth windows and the complexity of maintaining various abilities and cooldowns, which have made some playstyles less enjoyable.

πŸ’‘Havoc Demon Hunter

Havoc Demon Hunters are a class in 'World of Warcraft' that specializes in fast, mobile combat. The script notes the loss of the 'Tear Set' from the previous expansion, which allowed for unique gameplay mechanics involving glaives and bleeding targets. The removal of these mechanics has made the Havoc Demon Hunter feel less impactful and enjoyable in the beta.

πŸ’‘Momentum

Momentum, in the context of the Havoc Demon Hunter, refers to a gameplay mechanic that involves dashing and increasing damage windows. The script criticizes this mechanic for being counterintuitive to the class's playstyle and for creating situations where optimal DPS cannot be achieved due to positioning constraints, thus negatively impacting the player experience.

Highlights

Unholy Death Knight has been completely overhauled in the War Within, fixing issues with slow ramp-up and making the class feel more quick and responsive.

Unholy Blight is now purely passive, improving the class's gameplay.

Army of the Dead has been replaced with Ray Abomination, which interacts more with gameplay and applies diseases, making it more effective than the previous ability.

Festering Scythe is a new talent that turns Festering Strike into a cleave ability, applying wounds to all targets and enhancing the class's AOE damage capabilities.

Unholy Death Knights can now permanently ride their Death Chargers in combat, adding a unique and cool feature to the class.

Windwalker Monk has been streamlined, removing active chi and making the rotation smoother and more fluid.

The opening rotation for Windwalker Monk is satisfying, with a series of abilities that can lead to up to eight stacks of Teachings of the Monastery.

Conduit of the Celestials is a hero talent that enhances the Windwalker Monk's gameplay by refunding Monastery Stacks and allowing for multiple Blackout Kicks.

Fury Warrior is fast-paced and bursty, with a resource generation that feels relentless, especially during Recklessness.

Mountain's Thundar is a visually appealing hero talent for Fury Warriors, transforming them into a steel Titan and dealing area damage with Thunderclaps.

Slayer is another hero talent for Fury Warriors that enhances Bladestorm, making it feel like a powerful whirlwind of destruction.

Arms Warrior still maintains a methodical playstyle, but the Colossus Smash hero talent adds a new layer of excitement with its channeled ability and AOE damage.

Rogues in the War Within have been homogenized, with all specs revolving around stealth windows, which may not be ideal for all players.

Assassination Rogues suffer from complexity in their rotation, making it difficult to manage all the necessary abilities and priorities.

Subtlety Rogues have a bloated rotation with too many cooldowns, making the opener feel clunky and complex.

Havoc Demon Hunters have lost their tear set from Dragonfly, which was a core part of their gameplay, making them feel less impactful in the War Within.

Havoc Demon Hunters could benefit from integrating the tier set from Dragonfly into their talents, but this opportunity has been missed in the War Within.

The mobile build for Havoc Demon Hunters using momentum or inertia has not been well-received, as it can interfere with positioning and survivability in hard content.

Transcripts

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I tested every melee DPS on the beta of

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the war within and here are some of the

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specs I had the most fun with alongside

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some specs that still need some help I

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want to make it clear that yes although

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doing a lot of DPS can be a lot of fun

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this video is going to be ranking these

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specs on how fun their rotation is so

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let's start off with the Unholy death

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knight now Unholy is a class that I have

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never really got on with before I hated

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how slow the class felt rotationally

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particularly with the amount of ramp

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this class needed before its damage

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actually got going in the war Within

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Knight's got complete overhaul and this

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has fixed everything I disliked about

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this spec Unholy now feels infinitely

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more quick to ramp with only a few

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globals before you get pumping Unholy

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blight is now purely passive which is a

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big win for the class alongside

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replacing Army of the Dead with raay

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abomination summoning a big old BFA bomb

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to cleave through mobs apply festering

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wounds and also apply all your diseases

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meaning you don't even have to press

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your virent plague in your opener I

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vastly prefer this guy to the Army

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because he does more than just melee he

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actually interacts with your gameplay

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Army being an 8 minute cooldown just to

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have these ghouls do melee attacks is

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wildly underwhelming possibly my

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favorite addition to the new Unholy is

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festering Scythe though I am in love

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with this Talent every 20 wounds you

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burst turns your festering strike into a

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scythe that Cleaves through all enemies

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in front of you dealing huge damage but

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most importantly applying wounds to all

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Targets this is amazing it's like bio

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contagion but better again with the

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theme of quicker ramp this means you get

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to apply more wounds quicker so that you

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can drop your death and Decay and cleave

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ver the wounds with Scourge strike for

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some of the best AOE damage in the game

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and in case you didn't work it out this

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also means you're then popping even more

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wounds even quicker so you can quickly

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then get another festering Scythe the

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cycle is great you are literally the

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embodiment of a true Necromancer now

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spreading disease summoning ghouls

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Abominations and even Mages and with the

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rider of the apocal hero Talent you are

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even joined by The Four Horsemen

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thematically this class is wicked with

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this hero Talent you can now ride your

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death charger in combat but if you enjoy

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outdoor content you can pick up the

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talent which means you can permanently

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yes permanently ride your death charger

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in combat while outside now that is just

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absurdly cool Unholy is actually spoiled

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with two great hero talents though sand

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Lane turns your Scourge strike into a

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vampiric strike which grants you haste

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and ALS o consumes your virulent plague

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to deal insane burst damage they can

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also summon blood beasts which at first

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I thought was going to be some puny

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little Shadow fiend looking thing until

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I saw this guy Rock up he plays

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perfectly into the disease ridden play

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style and then explodes the AOE damage

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how can you not be in love with the

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Unholy death knight next up we have the

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wind walker monk this spec has always

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been a favorite of mine rotationally the

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idea of never using the same button

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twice in a row makes for a really smooth

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rotation and now the spec just plays

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even more fluidly this is mainly thanks

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to the button blo being removed from the

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spec in the war within we're saying

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goodbye to an active chi wve chi burst

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expel harm and thank the Lord also bone

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dust Brew monk in general has always

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suffered from way too many active

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buttons that probably puts a lot of

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players Off full stop but even once you

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learned the spec they just felt clunky

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so I'm super glad that it's finally been

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trimmed down to add to this fluidity the

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opening rotation could not be more

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satisfying summons when in your spirits

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strike of the wind Lord to duplicate

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your damage straight into a channeled

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pist of Fury followed by a rising sun

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kick into a whirling Dragon punch and

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finally into a blackout kick with the

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potential of up to eight stacks of

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teaching of the monastery making us kick

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eight times in the Press of one blackout

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kick if this wasn't already fun enough

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when hero talented into conduit of the

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celestials we gain a good chance of

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refunding these Monastery Stacks so we

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can potentially blackout kick eight

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times press another ability to keep up

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hit combo and then instantly blackout

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kick eight times again blackout kick

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also Cleaves onto two Targets so that's

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a total of 48 kicks in two globals not

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only is this ridiculously fun it also

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deletes mobs I don't know if there is a

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more satisfying Loop in the game conduit

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of the celestials is a super cool hero

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talent that plays perfectly into the

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monk fantasy of being Guided by the orus

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celestials summoning them all at once

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and gaining interactions from them like

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increased speed on your Fist of Fury

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Channel feels amazing and carries the

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more boring hero talent in Shadow pad

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the only feedback that I would have for

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Celestial conduit is to remove the

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channel wind walker already has a

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channeled ability as a melee I don't

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think it needs another one the last

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major dub I want to highlight for the

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wind walker is the removal of AOE Touch

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of death and how much damage it did I

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don't know a single wind walker that

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enjoyed this play style trying to snipe

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low irrelevant mobs at the end of packs

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for most of your damage was just cringe

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and I'm glad that it's gone forever

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another class that I've been enjoying as

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a whole is the warrior we'll start with

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Fury which is a super fast-paced and

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bursty spec that literally feels like it

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never stops its resource generation is

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insane especially when inside your

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recklessness cooldown pretty much just

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pressing one button in between every

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Rampage but that's nothing new for the

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fury Warrior it's always been incredibly

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fast and fun I'm also a big fan of the

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hero talents for the warrior in general

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Mountain th is probably as visually

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appealing as you can get with the

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warrior class though I do feel like it

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would better sue arms with the

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thunderclaps but regardless transforming

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into a literal steel Titan and thunder

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blasting everything around you with sick

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visual effects while dealing big damage

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and generating four stacks of Whirlwind

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cleave is super rewarding I like that

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blizzard understands how GC delock Fury

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already is and that we would not be able

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to have the spare globals to press an

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actual Whirlwind so instead they baked

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all of the Whirlwind effects into

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Thunderclap the top things off your

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random lightning strikes even have a

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chance to Grant you avatar for force

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seconds which I don't really care for

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the extra damage from this it's just so

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cool growing into an Iron Giant with

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Slayer although I'm kind of over the

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whole execute part of the talents there

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is one part of the rotation that goes

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crazy after three free executes your

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Bladestorm will now strike three

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additional times I'm not entirely sure

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if this actually speeds up your blad

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storm or just makes you cast for longer

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but wow when you press blad storm now

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you literally feel like a Beyblade just

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churning through everything around you

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it is an unbelievable feeling executing

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also reduces the cooldown of your blad

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storm which pairs super nicely with

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anger management reducing the cooldown

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of one of your most fun button presses

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in your rotation is a major W let's move

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on to the arms Warrior then arms still

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feels pretty much the same and although

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it's a favorite of the melees I do just

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need to get something off of my chest

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anger management needs to reduce the

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coold down of avatar for arms as this

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will L up your cooldowns more fluidly

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and being inside Avatar is probably the

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coolest thing about being a warrior at

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least visually but aside from that armor

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still feels super methodical with a

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slower play style especially when

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compared with fury it's really nice to

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have two completely different play

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Styles within the same class the part

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that props arms up completely for me

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though is the Colossus hero talents wow

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blizzard have perfectly encapsulated

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what an arms Warrior should feel like

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with their new ability demolish it's a

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quick channel that strikes two times

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before slamming the ground for AOE

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damage and believe me when when you

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press this button you almost feel like

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you're charging up this demolish in real

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life it is honestly perfect you can

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build up the damage of future demolishes

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with colossal might and if overcapping

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on 10 stacks of this you then start to

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reduce your demolish cooldown so you can

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feel that chunky button press even

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quicker this is honestly one of my

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favorite buttons to press in the game so

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those were some of the winners now let's

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move on to some of the losers the Rogues

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are also down bad in the war within

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Rogues had a rework not too long ago

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that I think homogenized the specs way

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too much all of the Rose specs now

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revolve around stealth windows and

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making the most of them something that I

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think only subtlety and maybe

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assassination should play around it's a

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tricky one because I actually really

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enjoy the outlaw crackshot Windows of

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not putting your between the eyes on

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cool down when it casts from South but I

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do think that it needs to change up to

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give a different feel to the different

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specs Outlaw should be all about upfront

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damage rolling the bones for different

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Treasures while weaving in pistol shots

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like a real pirate oh and blizzard some

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how I don't know how but please make it

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so that Outlaws damage breakdown isn't

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all just blade flurry good luck fake

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bound kicks off the super underwhelming

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and boring hero talents of Rogue

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basically just giving you passive damage

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or stats throughout your rotation with

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no real control over it when I played

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with this on the beta I literally had to

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check my hero talents were even enabled

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because you do not notice anything even

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the Capstone now just gives you agility

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yeah cool it might be powerful but apart

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from seeing the numbers slightly larger

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if you really look nothing is changing

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with my game play assassination I think

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suffers from too much complexity in its

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rotation I know how to play most specs

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in the game but Assa is one I've never

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grasped a hold of because there is just

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so much going on spreading and

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maintaining GES and ruptures can

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sometimes even be tricky enough in

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itself but then we need to maintain

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cortic batter on our priority Target

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maintain Crimson Tempest use our shiv

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death Mark Kings Bane and thisal all at

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the right time as well as Vanishing to

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increase our Gro damage that we need to

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tab t or manually spread don't get me

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wrong I'm all up for having more

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difficult specs in the game but I do

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think that there's a reason that this

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spec is one of the least played in the

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game death stalker is more of the same

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with the hero talents though it's

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completely counterintuitive to

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assassination as I just stated a lot of

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your damage comes from stealth gross due

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to the damage amp but for whatever

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reason with this hero Talent we are now

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applying our marks through Ambush

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completely jumbling up our normal

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priorities and finally we'll move on to

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subtlety this spec in my opinion is

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probably the most bloated spec in the

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game in terms of rotational buttons at a

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base rotation it's relatively simple but

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in the openers I literally feel like I

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need 9 years of experience on the piano

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to hit all the different keybinds at the

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right time let me list out all the

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cooldowns this spec has and you might

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see the problem we have cold blood

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thistle tea shuriken tornado

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flagellation Shadow blades secret

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technique Shadow dance gourm More's bite

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and vanish that is nine different

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cooldowns to use inside our opener

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alongside all of the base rotational

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buttons I don't know how sub got to this

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point but some of this needs to either

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just be flat out removed or baked into a

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passive maybe every x amount of shuriken

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storms it turns into a shuriken tornado

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and maybe you can pair up flagellation

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and gouros into one cooldown I don't

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care how they do it but this is easily

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my biggest problem with this spec right

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now the last of the hero talents is the

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rck the Rogue which for whatever reason

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started off as trying to use faint as a

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combo point generator but since then

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they realized what a stupid idea this is

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and changed it there's clearly a very

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creative Dev behind this hero talent

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because they are still trying to force

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us to use distract in our opener for

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extra damage again very interesting but

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they apparently weren't creative enough

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because the big moment from this hero

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Talent is getting a Cuda gra proc which

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is just your normal finisher but it

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feels even worse because it locks you

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out your rotation for the animation like

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at least turn the finisher into a death

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from above if you're going to lock us

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out the last of the melees that need

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help in my opinion is the Havoc Demon

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Hunter Havoc has unfortunately lost

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their tear set from dragonfly that they

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had for two seasons in a row because it

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was that good constantly Hing out these

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glaes that bleed up targets via your

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blade dance was super cool gameplay and

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you literally felt like a glaive master

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bleeding up everything around you with

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soul scar all while not even having to

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press your actual throat Pro glaive

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ability the best part about this tier

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set though was the hunt cool down

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reduction you got from constantly

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tossing out these glaes The Hunt is an

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ability that perfectly matches the demon

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Hunter's play style it's flashy it makes

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you ridiculously mobile and it deals big

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damage having access to this cool down

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more frequently made you feel like an

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actual Demon Hunter that is closing the

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gap between themselves and their prey

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but all this is gone with the war within

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so Havoc just feels kind of down bad

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they could have easily baked this into

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the specs talents let alone the hero

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talents they literally have a hero

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Talent completely based around glaves it

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seems like they missed the golden

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opportunity to integrate this tier set

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into the Ali reava talents causing every

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x amount of Glades you throw to turn

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your glaive into a rava glaive but no

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instead we're sto with a completely dull

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damage amp B scard is slightly cooler

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and has potential but they haven't

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capitalized on it yet the demon surge

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proc is actually quite sick especially

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when you procket from blade dance as the

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explosion goes off as soon as you land

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the empowered abilities are also an

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excellent idea but blizzard needs to

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make one simple change to make the

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execution also excellent why the hell

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aren't the empowered abilities a

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different color this is the most obvious

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and ideal way to easily make this idea

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come to life and feel impactful turn

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your eyebeam red or purple or literally

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any other color so that we can actually

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feel like our ability is fully buffed it

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doesn't even need to change our game

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play outside of that blizzard is still

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intent on this mobile build for Havoc

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using momentum or inertia to give you

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increased damage windows but I feel like

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such a small part of the community

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actually enjoy this dashing about in

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hard content where positioning is very

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important it's just not good gameplay

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design yeah it sounds cool in theory but

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in practice how many fights are there

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where havocs just cannot viably do their

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maximum DPS because their Dash will get

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them killed Havoc used to be one of my

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favorite specs in the game until

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momentum came along and I know that I'm

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not alone in saying that it's flashy

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it's fast-paced and you can turn into a

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literal demon for God's sake we don't

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need this extra mechanic that just kills

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the spec for so many of us but that's it

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those are my favorite melee DPS specs as

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of right now alongside some of the melee

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that still need some love if you guys

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did like this video then please feel

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free to drop a like down below subscribe

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to your boy and until next time I'll

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catch you guys later

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Related Tags
Melee DPSWar WithinUnholy DKWindwalker MonkFury WarriorArms WarriorRogue ReworkHavoc DHSpec RotationGameplay Fun