Infernal is the caster-leaning Felsworn line — a Fire and Shadow school mix built around annihilation through fel magic.
It is a pure ranged Felfury builder-spender: Fel Fireball is your filler, and it auto-procs Felstrikes on its own. You do not plan this rotation so much as react to what the fel hands you.
While Inner Demon is active, your Fel Fireball unleashes a Felstrike on your target — a Shadowflame burn over 6 seconds, stacking 3 times.
The closest retail flavor is Warlock with Demon Hunter trim, but mechanically it stands on its own. The Inner Demon window plays like a timed Metamorphosis power spike, upgrading the riders on your spenders — Fel Fireball unleashes a Felstrike, Ruin gains a damage-over-time tail, Felwrath punishes packed groups harder — and the Infernal drop mirrors Warlock's summoned-add burst. Everything else diverges: this is a ranged Felfury builder-spender driven off Spell Power, and its self-healing is drain-flavored and thin — an effect that converts a target's burned mana into health for you, closer to a Drain Life than a real defensive, backed only by the class kit's Hateforged Barrier absorb, so don't expect Warlock-grade sustain. No retail spec maps to it as a healer, and any 'support' billing is flavor the kit doesn't back up — its real group contribution is the passive Fel Infusion party and raid crit buff, AoE burst, and the fear-lock on Infernal.
How is this number calculated?
World bosses only (Conquest of Azeroth has no instanced raid yet) — Snowgrave, Setis, Lord Kazzak, Azuregos, The Will of Soggoth, Kaldros Depthbreaker.
These numbers come from Ascension Logs’ public combat logs, not an in-house guess.
The index compares each spec to the median player — the one sitting exactly in the middle of the ranking — on the same boss and the same group format: 1.00 matches that median player, 1.40 means 40% more damage than them. Only each player’s best fight counts, never their average — otherwise a player posting fifty fights would count as much as fifty different players, and averaging would mostly reward beginners still learning the spec rather than those who’ve mastered it. The comparison always happens on the same boss and the same format: a two-minute fight and a seven-minute one aren’t comparable, and a flex raid doesn’t give the same support as a 25-man.
Tiers (S, A, B…) aren’t picked by hand: the cutoffs are calculated from the real spread of every measured spec. A spec under 15 distinct players or 30 fights isn't ranked at all, rather than given a made-up grade.
How is this number calculated?
Mythic dungeons only — Ascension CoA has no Mythic+ tier yet (216 tracked encounters).
These numbers come from Ascension Logs’ public combat logs, not an in-house guess.
The index compares each spec to the median player — the one sitting exactly in the middle of the ranking — on the same boss: 1.00 matches that median player, 1.40 means 40% more damage than them. Only each player’s best fight counts, never their average — otherwise a player posting fifty fights would count as much as fifty different players, and averaging would mostly reward beginners still learning the spec rather than those who’ve mastered it. The comparison always happens on the same boss: 92.4% of dungeon fights are played in 5-player groups, and splitting by group size as well would discard more usable damage rows (4.5% lost against 1.4% when comparing by boss alone) for zero additional publishable spec — group size is therefore not part of the comparison.
Tiers (S, A, B…) aren’t picked by hand: the cutoffs are calculated from the real spread of every measured Dungeon spec — this column has its own distribution, it doesn’t reuse Raid’s cutoffs. A spec under 15 distinct players or 30 fights isn't ranked at all, rather than given a made-up grade.
Each performance above links to its own real combat report. Ascension Logs, however, doesn’t offer a rankings page covering every Mythic dungeon — unlike Raid, there’s no « View the source rankings » button here.
Getting started is not the hard part: build Felfury with Fel Fireball and spend it, and you get reasonable damage. Everything above that is where it tightens — timing spenders inside the Inner Demon window, spending at high Energy to land Archimonde's Wrath crits, and holding position with no personal heal to cover a mistake.
You level by kiting: Whispers of the Pit and Doomstride for distance, Bane of Chaos stacked on the target, then Felfury spent into Ruin. Illidan's Guile is your panic button, and Fel Fireball becomes instant-cast filler once Felforged procs — with Gul'dan's Prodigy and Reckoning boosting it along the way.
In a group it plays as a burst and damage-over-time caster: open on Fel Cannon-boosted crits, sustain through the Curse of Argus and Archimonde's Wrath scaling, and periodically summon an Infernal for extra add damage.
- Core loop — the Felsworn class foundation: Demon Form, triggered at full Rage, and Felstrike, a proc dealing Felfire damage that carries many buffs.
- Signature spell (Fel Apprentice) — while Inner Demon is active, your Fel Fireball unleashes a Felstrike on your target: a Shadowflame burn over 6 seconds, stacking 3 times.
The spec is now a pure ranged Felfury builder-spender — no manual melee, Felstrikes proc automatically off your Fel Fireball casts. Spirit leads because it is not just a regen stat here: Hidden Power converts both Intellect and Spirit into spell damage, and Nether Spirit converts it into crit, making it a genuine throughput stat. Keep Spell Hit capped first, then follow Spirit > Critical Strike > Intellect > Haste (bisbeard weights: Spirit ~2.17 clearly dominant, Crit ~1.3 ahead of Intellect ~0.66).
- Teamfight-swinging AoE burst: Felwrath, Ruin's absorb-piercing nuke and Infernal's fear-on-drop, plus a summoned infernal pet and the passive Fel Infusion crit buff for the whole group.
- Unusual control for a ranged spec: Infernal horrifies an entire pack on the drop, Cripple and Sargeras Embrace's channeled snare give you kiting tools most pure nukers lack, and the class kit layers on a second AoE fear with Whispers of the Pit — though nothing in the spec is a true interrupt.
- Single-target punch that ignores shields: Ruin pierces all absorbs, and the Inner Demon window stacks extra riders on top for a periodic burst spike.
- Thin self-sustain and no built-in defensive layer: the spec's only heal is a drain returning health equal to the mana it burns — worthless against mana-less enemies — and any shield or immunity has to come from the class kit (Hateforged Barrier, or Illidan's Guile's stand-still immunity), each costing Ability Essence taken from damage picks; skip those and a coordinated stun chain simply kills it.
- All control is soft — breakable fear, movement and cast slows, a channeled snare — with no hard single-target CC, and silence protection is one talent deep: without it, anything that locks you out shuts down the entire builder-spender loop.
- The rotation is cast-reliant and interruptible, and the kit has no escape or gap-opener: melee that closes the distance wins, since you can neither heal through it nor disengage.
Low-to-moderate floor: build Felfury with Fel Fireball, dump it into Sargeron Smite and Ruin while keeping Bane of Chaos rolling, and you get reasonable single-target damage.
Enormous mastery ceiling — reacting to and chaining procs, optimizing your stack and combo economy.
See also: all Ascension builds · the talent tree builder
Talent data: ascension.gg
· Spec tiers & analysis: ascensionsidekick.com
Editorial rewrite, interactive talent tree, tooltips and fact-checking: KAMI LABS




0 Commentaires
Aucun commentaire pour le moment. Soyez le premier à commenter !