[Windwalker Monks] Harmony and Balance

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[Windwalker Monks] Harmony and Balance

Post by ahriman on Sat Aug 18, 2012 11:31 pm



So with the expansion and the new class only 5 weeks away i thought i'd post some tips for folks looking to follow me in rolling a windwalker dps monk come midnight launch of mists. So heres the basics:

A monk is a leather agility armour using melee dps class that specialises in manoeuvrability and survivability. Making them almost the very opposite of the 'high damage, easy to kill' glass cannon style of mages. Their damage is not as high but this trades in for survivability and consistency which allows for a raid team to have a constant level of dps from a monk thats also more likely to survive large damage moves and thus keep a nice baseline dps on a boss.

A monk has two resources, energy and Chi. energy is a 100 unit bar like rogues that we use a few basic chi building skills and the occasional 'oh crap button' defensive skill to use and the chi generated with said energy moves to spend on our high damage moves.
Think rogue combo points meets death knights runes. sort of.
It takes 8 seconds to refill a fully spent energy bar and one of your talents allows for an increase to 5 max chi points at any one time. So you must find a balance between spending chi moves as fast as possible for dps and at the same time not spending everything so fast you have no energy and must remain chi starved and do no decent dps whilst your energy builds up again.
So heres your basic moves:
ROLL - a skill for all 3 monk specs that has 2 or 3 charges based on talent spec that propells you forward with a speedy roll. can also roll sidways or backwards. neat for getting around fast at low levels, AMAZING for getting away from aoes at endgame.
JAB - your basic chi builder, barely any damage but for 40 energy gives a windwalker 2 chi- or occasionally 3 if you take a talent i will mention later. also generates the TIGER POWER buff that stacks 3 times allowing you to ignore armour on an enemy for up to 15% its max. can be refreshed with a jab, try to keep this up.
BLACKOUT KICK - you first and default chi dump. You kick the enemy for moderate damage and if in front heal yourself for 20% of the damage, if behind do a further 20% damage to them over 4 seconds. costs 2 Chi.
PARALYSIS - The monks crowd control move. Stuns for 30 seconds for 20 energy, 60 if hit from behind and, naturally, any damage breaks the cc. useful when leveling if you aggro a large pack.
SPEAR HAND STRIKE - The monks silence move. For 30 energy you interrupt a caster and prevent them from casting anything in that school of magic for 4 seconds. if done from behind locks them out of ALL schools of magic for 4 seconds.
TOUCH OF KARMA - 2 Chi. Any damage the monk takes is redirected to the target to a maximum of the monks max hp.
FORTIFYING BREW - increases your health and damage reduction by 20% for 20 seconds, with a 3 minute cooldown. the monks basic 'oh crap' button.

These are the basics of the monk. Clearly a class aimed at players with good raid awareness skills and reaction times, not a 'run in and hit things till the die' faceroll at endgame.
Next post i'll talk about the more advanced monk skills.

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Re: [Windwalker Monks] Harmony and Balance

Post by ahriman on Sun Aug 19, 2012 12:42 am

PART 2: ADVANCED MONK MOVES.

So after getting to grips with the basics heres the more higher level stuff you will get as a windwalker.

RISING SUN KICK - a very high damage melee attack. costs 2 chi. applies MORTAL WOUNDS to the target that reduces all healing to it by 15%. has a 8 second cooldown. Use every time its up, blackout kick when it isnt.
ENERGIZING BREW - Restores your energy over 6 seconds, giving you a minor boost in chi building. also useful in times where overzealous dps leads to resource starvation. 1 minute cooldown.
FISTS OF FURY - a channeled skill that stuns all targets in front of you in an aoe cone of evenly spread damage every second for 4 seconds. cost 3 Chi. As of this time in the beta it is intended as the aoe move of choice over the likes of spinning crane kick.
SPINNING CRANE KICK aoe melee damage ability that hits all enemies within 8 yards for low damage and slows their movement speed by 30%. generates Chi if used on more than 3 targets. lasting for 3 seconds. Right now feels very underpowered. only to be used on large dungeon packs in the same vein as a warlocks rain of fire or there are enemeis all around and fists of fury isnt worth the chi dump.
TOUCH OF DEATH - instantly kill any none player enemy with less health than yourself. 1.5 minute cooldown. costs 3 Chi. Clearly designed to make the arduous 1-90 leveling more expeditious and isnt used often at endgame. but best saved for a fresh mob than used on something already near death. just a time saver really on trash.
DISABLE - Reduces the targets movement speed by 50%. refreshes if the monk stays within 8 yards of the target. If used on an already snared target becomes a root instead. costs 15 energy.
SPINNING FIRE BLOSSOM - 50 yard range, costs 1 Chi. Deals moderate fire damage to the first target in front of you, travels in a line for 50 yards. if it travels further than 10 yards it does 50% more damage and roots the target for 50 seconds. usable as a last resort ranged attack in fights and to catch up to a second target in fights that may be feared.
PATH OF BLOSSOMS - creates a fire blossom at your feet every second for 3 seconds. costs 30 energy. Useful in movement heavy fights almost in the same vein as the druids wild mushroom. drop them behind you whilst moving for a 'wall' of damage for an enemy to run into.
LEGACY OF THE EMPEROR - raidwide buff giving +5% int/str/agi. Costs 50 energy. Useful in raids when no druid or pally available.
TIGERSEYE BREW - every 4 Chi spend generates one buff charge of this spell. stacking up to ten times and lasting 2 minutes out of combat. Casting the skill of the same name gives the monk an extra 2% damage done per stack for 15 seconds. instant cast. no charge. very useful.
GRAPPLE - a 40 yard ranged disarm with a difference: if you disarm a better weapon than your own you get a 5% damage increase buff for its 10 second duration. 1 minute cooldown. no cost.
ZEN MEDITATION - you channel on the spot, reducing all damage by 90% and redirecting 5 damaging spells cast at the raid to yourself. 3 minute cooldown no cost. Use your own survivability during high damage moments to save the 'glass' cannons of the raid from possibly lethal damage. still get a macro for healers incase of dots or debuffs you will receive.
EXPEL HARM - heals yourself for a minor amount whilst dealing the same amount as damage to a nearby enemy. costs 40 energy, generates 2 chi. 15 second cooldown. useful as a jab alternative if tiger power isnt close to falling off.
FLYING SERPENT KICK - propel yourself forwards at high speed, hitting the spell again to land at any point as you travel to hit any surrounding enemies and slowing them by 70% for 4 seconds. 25 second cooldown. An extremely useful all around movement move that can also be used for fast travel outside of combat even indoors. very handy.
HEALING SPHERE - Manually drop up to 3 healing spheres on the battlefeild that deliver an instant moderate to high heal for anyone who walks through them. costs 60 energy. 40 yard range.
DETOX - removes all poison and diseases from a friendly target. 8 second cooldown. costs 20 chi.
TRANSCENDENCE - You leave your spirit behind on the location of casting, then upon using TRANSCENDENCE: TRANSFER you teleport to that spot. exactly the same as the warlock circle. costs 15 energy to teleport.

And thats it for the active abilities. As you can probably tell the Monk is a class that rewards players skilled in manoeuvrability in fights. If you are more used to standing still and letting your healer cover you then the monk dps spec will not be for you.

Next ill list all the passive abilities of the spec and how they help and boost the Monks dps.

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Re: [Windwalker Monks] Harmony and Balance

Post by ahriman on Sun Aug 19, 2012 1:02 am

PASSIVE ABILITIES OF THE WINDWALKER -

These are skills you get both from picking your initial spec choice and ass you level to add more complexity and strategy to the basic spend energy/dump chi of the Monks playstyle.

ADAPTATION - when disarmed your dodge increases by 25% for 5 seconds.
AFTERLIFE - after killing any enemy they have a 75% chance to spawn a healing sphere that gives moderate healing when you walk through it. If an enemy is killed with blackout kick there is a 50% chance this will be a chi sphere that gives 1 chi instead. Since the dps monk has very little self healing, especially at low levels this is pretty much they only way you can keep fighting instead of eating after every few pulls. learn to balance this with EXPEL HARM to keep your health topped up and get some free chi moves off to boot.
COMBAT CONDITIONING - enables the aforementioned added bonus' to BLACKOUT KICK when in this spec.
LEATHER SPECIALISATION - Naturally using all leather armour benefits an agility buff just like with rogues and feral/guardian druids.
SWIFT REFLEXES - increases your parry chance by 5% with a chance to hit back for minor damage with each parry.
WAY OF THE MONK - a weapon type passive skill that gives an auto attack speed buff when using staves or polearms, a melee attack speed buff when dual wielding. making either style a choice for the dps Monk rather than caging us into one default ala some warrior specs.
TIGER STRIKES - you have a 10% chance to gain this buff when you auto attack. increasing your attack speed by 50% and your next 4 auto attacks generate a second attack.
SPARRING - If facing an enemy front to front you have a chance for this buff to occur. increasing your chance to parry by 5% for 10 seconds. the effect has a 30 second cooldown. when attacking back the effect can be amplified by a further 5% for up to 3 stacks and deflects 5% of spells that hit you from the front. This is a very big part of a monks basic melee survivability pre healing spells and around the late 30's and early 40's just before you get this passive you will notice enemies are a lot harder to kill and make much faster work of you. till you get this learn to love PARALYSIS in accidental big pulls.
MASTERY: COMBO BREAKER - Grants a 11% chance for Jab to cause your next Tiger Palm to cost no Chi, or your next Blackout Kick to cost no Chi.

and thats the basic passive. Next up TALENTS!


Last edited by ahriman on Sun Aug 19, 2012 2:03 am; edited 1 time in total

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Re: [Windwalker Monks] Harmony and Balance

Post by ahriman on Sun Aug 19, 2012 1:42 am

MONK TALENTS.

Bit interesting compared to my unholy dk cata era guide since the new talents are mostly up to your own tastes as a player. so ill just run them down then give my opinion on them.

LEVEL 15 -
CELERITY - reduces the cooldown on ROLL and increases its charges by one.
TIGERS LUST - at a cost of 1 Chi you remove all CC effects and increase movement speed by 70% for 6 seconds.
MOMENTUM - after every roll you get a 10 second speed increase of 25% that stacks up to 2 times.
MY OPINION: hands down CELERITY for pve for the manouverability and 'get out of the fire' increased chances and the improved everyman for himself styled TIGERS LUST for pvp. MOMENTUM is just not even comparable to these two for the avid raider or pvper.

LEVEL 30 -
CHI WAVE - costs 2 Chi with an 8 second cooldown. summons a wave of Chi that bounces between friend and foe. healing party members, hurting enemies. favouring hurt allies.
ZEN SPHERE - costs 2 Chi. summons a sphere above the Monk that heals nearby allies and harms nearby enemies every 2 seconds for 16 seconds. can be detonated before it runs out for moderate aoe damage and healing to friendly and enemy targets nearby.
CHI BURST - costs 2 Chi. 0.9 second cast. hurl at an enemy up to 40 yards away, dealing damage to everything in its path and healing the monk for minor healing.
MY OPINION: again, while the CHI WAVE is tempting, its really more of a healers pick than a dps' so ZEN SPHERE and its constant aoe over 16 seconds that allows for more leeway with resource management and dps downtime is the must have choice for dps Monks.

LEVEL 45 -
POWER STRIKES - a passive ability that every 20 seconds makes your jab generate 3 chi instead of two.
ASCENSION - increases your maximum Chi by 1 to 5.
CHI BREW - instantly fills your Chi to full. 1.5 minute cooldown.
MY OPINION: This tier of talents really is the most versatile and there is no one pick that outshines the others so it really is up to you. but personally i favoured POWER STRIKES if only for the instant 3 Chi can give me instant TOUCH OF DEATH insta kills on mobs when soloing.

LEVEL 60 -
DEADLY REACH - your PARALYSIS now has a 20 yard range.
CHARGING OX WAVE - an ox statue rushes forward in front of you for 30 yards, stunning any enemies in its path for 3 seconds. 1 min cooldown.
LEG SWEEP - melee range aoe strike that stuns all enemies around you for 5 seconds. 30 second cooldown.
MY OPINION: DEADLY REACH just doesn't suit my playstyle as more pve than pvp and as a dps melee and not a tank the longer close range stun of LEG SWEEP with its shorter cooldown appealed to me the most.

LEVEL 75 -
HEALING ELIXERS - everytime you use a brew or tea skill you heal yourself for 10% of your max hp.
DAMPEN HARM - the next 3 most harmful attacks that deal 10% of more of your hp as damage are halved, effect lasts 45 seconds. 1.5 minute cooldown.
DIFFUSE MAGIC - reduces all spell damage by 90% and clears all magical debuffs on you and sends them back to the origional caster if possible. 40yard range. lasts 6 seconds. 1.5 minute cooldown.
MY OPINION: two very good 'oh crap' button instant defensive spells in this tier. one very much for melee fights, the other very much for casters. I would recommend ignoring HEALING ELIXERS altogether and keeping some vanishing powder on raids nights to alternate between the other two based on the boss.

As yet i have not tried the level 90 talents so will refrain from them at this point.

So thats the talents for the monks an my opinions on them. next up the rotation, professions and racial choices!

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Re: [Windwalker Monks] Harmony and Balance

Post by ahriman on Sun Aug 19, 2012 2:00 am

ROTATION, PROFFESSIONS AND RACE CHOICES.

So first up your rotation. Bear in mind this is subject to change due to beta AND the monk is largely situational.

SINGLE TARGET:
-Always use RISING SUN KICK on cooldown and keep its debuff up
-same goes for the 3 stacks of the TIGER POWER buff from JAB
-TIGERSEYE BREW whenever at 10 stacks
-ENERGIZING BREW if your energy is low FISTS OF FURY if it is not
-ZEN SPHERE active at all times
-if the COMBO BREAKER proc occurs for it from your mastery hit the instant free BLACKOUT KICK or TIGER PALM it procs.
-if you have dont all these and have more than 2 Chi? BLACKOUT KICK
-if you dont have 2 Chi? JAB
Additional skills are all situational based on fight.

AOE
- RISING SUN KICK still a must every time on primary target
- again the same with TIGERSEYE BREW
- same with ENERGISING BREW and FISTS OF FURY
- Talent skill such as ZEN SPHERE or CHI BURST
- SPINNING CRANE KICK as filler

Expect this to get more complex as time goes on and we get more to grips on the patched and refined minutia of the class and the fights.

PROFESSION CHOICES:

JEWELCRAFTING - the expansions gold sink mount of choice, 3 +300 stat gems and the ability to make your own fist weapons, trinkets and necks/rings before everyone gets into epics. long term money making ability from gem cutting
ENCHANTING - expensive to level but provides many boons for the monk, both monetarily and in terms of ease of keeping gear upgrades enchanted and additional ring enchants
INSCRIPTION - not too much long term money making so just the shoulder enchants really.
TAILORING - cloth to sell on the auction house but nothing much of use for the dps monk
LEATHERWORKING - useful for making armour pre raid finder but not the most reliable gold income
BLACKSMITHING - useful for making money on the ah, not much aside from bracer sockets for the monk themselves
ALCHEMY - raid potions and healing pots and always money to be found in transmutation, however leans more to benefiting healing monks than dps.

MY OPINION: if you can fund them with your current mains? JEWELCRAFTING/ENCHANTING without question. if you cant? JEWLCRAFTING/MINING or INSCRIPTION/HERBALISM

RACIAL CHOICES:

HUMAN - free trinket racial. improved rep gains. multiple monk weapon specialisations
DWARF - stoneform and mace specialisation, also frost resistance
GNOME - sword specialisation, escape artist, larger mana pool for healing monks
NIGHT ELF - elusiveness, shadowmeld, whisp spirit, quickness, nature resistance.
DRAENEI - shadow resitance and gift of the narru
PANDAREN - epicurian, fall damage resitance, quaking palm

In my opinion from best to worst race for monks its HUMAN>PANDAREN>NIGHT ELF>GNOME>DWARF>DRAENEI however bear in mind Blizzard has stated there are plans to improve the racials of all races so this could very well change however as of now pandaren/human is the all around best bet for a dps Monk.

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Re: [Windwalker Monks] Harmony and Balance

Post by ahriman on Sun Aug 19, 2012 2:46 am

Now onto the Basic stuff for Anyone getting ready to roll a new monk on the midnight launch:

What gear do they use? agility leather, right now with a heavy leaning to mastery
What weapons? two-handed staves and polearms, dual-wield one-handed maces, swords, axes and fist weapons.

additional all purpose skills?
A revive. A teleport to their own 'ebon hold' in pandaria. two raid wide buffs and a debuff to diseases and plagues.

What should you prepare if rolling a windwalker come midnight launch (like yours truly) and want a seamless leveling experience?

First get as many heirlooms as possible. the shadowcraft helm, shoulders, chest and legs being added in 5.0.4 from the guild vendor for revered members. as well as the agility cloak, two maces of mcgowen or the agi stave added in 5.0.4 and two swift hand of justice trinkets as well as the kaluak fishing derby ring.
Next get 4 embersilk bags, a stack of adventurers journals. and maybe enough proffession mats if not up for farming to get you started.
and of course GOLD, PRECIOUS GOOOLLLDDDD!!

Got it all? Okay, now heres the levelling path to take:
westfall to completion.
then redridge to 20
then duskwood till 27
then stranglethorn till 34
then plaguelands till 45
then tanaris till 50
then ungoro crater till 55
then blasted lands till 58
then hellfire and zangarmarsh to completion
then nagrand starting with hemet nesingwary till 68
then borean tundra to completion
then grizzly hills till 74
then zuldrak to completion
if under 78 do some scholozar if 78 go to icecrown till 80
then hyjal to completion
then deepholm to completion
then enough twilight highlands to 85
then jade forest.

and of course, plenty of dungeons.

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Re: [Windwalker Monks] Harmony and Balance

Post by Guest on Sun Aug 19, 2012 6:44 pm

wow amecing post there Ahriman cheers this will help us ALOT!! thx m8

/Danny Cool

Guest
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Re: [Windwalker Monks] Harmony and Balance

Post by ahriman on Sat Aug 25, 2012 4:19 am

ADDITIONAL INFO: RECRUIT A FREIND!

*Does not actually require a friend.

So you want a monk. great! but you dont want to do that long 1-85 slog while your guildies explore a strange new exotic land?
well with some time, and real world money now you at least save that time later.

STEP 1: make a new email address on somewhere like gmail or yahoo
STEP 2: go into your battle net and select you wow license then the recruit a freind option. sending an invite to that new email
STEP 3: accept via that email and associate it with the same battle net account- then purchase the battlechest and wrath licenses for the account as well as a month of game time after the 25th of august.
STEP 4: now when you log in you choose which license, either you current or the new RAF one.
STEP 5: level 3 toons on this new account. one level 80, and either two 40's or one 40 and a 20 based on if your race is a pandaren or not (they leave the starting zone around level 12 and cant be boosted before than anyway saving you 20 levels of grinding)
STEP 6: EXPANSION DAY! - log onto you main and roll the monk, leave the starting area and head to goldshire or wherever and log in on another computer like a laptop or something unless you recruited a irl trusted freind and have your 3 toons head there. BUT MAKE SURE YOU ARE AS CLOSE TO 99% EXPERIENCE ON THE MONK BEFORE DOING SO!!!
STEP 7: first to get them 1/10 to 20 use your first lvl 20 or one of your 40's if not padnaren to boost up to level 20. since you can only boost up to the level of that toon and said toon can only grant half its own level number in levels to the main account monk.
STEP 8: now another 20 from your lvl 40 to get it to 40
STEP 9: now use the 40 to give it the 40 levels to get to level 80, keeping its 99% progress and very close to an instant lvl81 ding!

Costs a bit real life money wise but its a way to avoid the first 48 gameplay hours grinding the class.

*only advisable if youve played a monk a lot in the beta and so dont need the leveling experience to teach you the class.

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