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Therapy Lounge for Healers - The Legion Edition!
On the 14th of March 2012 Valonia made the longest running topics on our beloved Healing boards. I don't think anyone could have imagined that at the present day, this topic would still be active. And since I can't decribe it better then Valonia did, I'm shamelessly going to copy / paste her welcome post as it describes the Lounge perfectly. ... Ladies and gentleman! I bid thee welcome to the new Therapy Lounge for Healers - The Legion Edition! Lets keep this awesome place going, and see how far we'll get this time :D. Previous lounges: Therapy Lounge for Healers http://eu.battle.net/wow/en/forum/topic/3483960548 Therapy Lounge for Healers - The WoD Edition http://eu.battle.net/forums/en/wow/topic/12618274142165
[Guide] Brewmaster - Get rolling with the Brews
Introduction I decided to make this guide to help those who want to play Brewmaster in legion and bring more clarity to the spec. What will this guide include? -A quick understanding how abilities synergize and how they function. -How to appropriately gear up your Brewmaster so you don't feel like a wet sponge. - Make you understand how each stat benefits the BrM so you can build around it to suit your play-style. -Bring you closer to enlightenment to how amazing and complex this spec is. Abilities and Core Mechanics Brewmaster is a leather wearing tank that specializes in dodging and delaying damage through a mechanic called Stagger. With the use of brews Brewmaster are able to delay more damage into stagger and get rid of a percentage of damage currently in stagger. With the use of of certain abilities Brewmasters are able to reduce the time needed for a brew to ready again. The Brews Our core abilities here are IronSkin Brew which delays a further 40% of damage taken into stagger and Purifying Brew that clears 50% of damage currently in stagger. These two abilities share charges with each other and is important to learn how to balance the use of these respective brews. Fortifying Brew gives you a buff for 15 sec, increasing your current and maximum health by 20%, increasing the damage you delay with Stagger by an additional 20%, and reducing all damage you take by 20% and is our major defensive ability on a 7 min CD Talented- Black Ox Brew: When used instantly refills your Energy, and restores your Ironskin Brew and Purifying Brew charges. It has a 90 second CD Abilities that shorten the CDs of your Brews Like any Drunk fighter trying get more brews, you obviously Keg Smash and Tiger Palm anything in your way for more delicious brews, YUM! Keg Smash dealing damage to all enemies within 8 yds and reducing their movement speed by 50% for 15 sec and reduces the remaining cooldown on your Brews by 4 sec. Tiger Palm: Damages the target and reduces the remaining cooldown on your Brews by 1 sec. The section above named "The Brews" is all the cooldowns that are affected by Keg Smash and Tiger Palm. So with perfect play you could reduce the cooldown of Fortifying Brew down to 3.5 minutes which is half of its original time. This synergy between Keg Smash , Tiger Palm and Brews is the core mechanic of Brewmasters Core Passive Abilities Stagger: delaying 40% of Physical damage and turning it into stagger and taking that damage over the next 10 sec. Affects magical attacks at half effectiveness. This is mechanic is what the Brewmasters is built around and with the talent High tolerance we can increase from this from 40% to 50% Stagger. Our Mastery is: Elusive Brawler grants a stacking dodge chance increase each time you are hit by an attack until you dodge an attack, and also passively increase attack power. This is one of our best average physical damage reduction abilities and should not be ignored. Celestial Fortune: You have a chance equal to your critical strike chance to be healed for an additional 65% of the amount healed. This affects your healing and healing done onto you by a healer. This also works for Absorbs. Gift of the Ox: When you take damage equal to your maximum health, you summon a Healing Sphere visible only to you. Moving through this Healing Sphere heals you for (750% of Attack power). Damage is this statement refers to damage taken before absorbs and stagger. The ability Expel Harm collects all of your Healing Spheres, and damages the nearest enemy for 10% of the amount healed. Which is a nice ability if you don't want to move around to collect your healing spheres.35
Making a Guide?
Here in the class forums, players often put together awesome guides to help the rest of the community. However, due to the high number of sticky request we receive each day, these guides sometimes fall off the front page before we can sticky them. If you have just posted a guide or if you’d like to nominate a guide here on the European forums to be stickied, please send an email to the Community team, including a link to the guide you'd like stickied, at: CMTeamEU-WoW@Blizzard.com Alternatively, guide writers can help us spot their threads by putting [Guide] in the title :)0
Leggings of the Black Flame and Essence Font bug
Ahoy thar, Was fortunate enough to get the amazing pants as my first legendary, and they are indeed amazing :) however, I've noticed that if they proc for essence font, and I use my tea charge first, I get a 'cannot cast while moving' for essence font and the proc buff just ticks away. It's no biggie, as there's only two occasions that spring to mind for essence font on the move (Elerethe winds and mythic ursoc perhaps), but wondered if anyone else had noticed. To summarise : TfT >> pants proc essence font >> use tea on other spell >> EF charge doesn't work. Works as normal using EF charge first. Exclusively happens with EF procs for me at least. Other procs last duration regardless what I do in the meantime.0
Brewmaster - Time to reroll
This is not necessarily a whine thread, but from day 1 I have been adamant that brewmaster will be a capable tank. I have now reached the point, now that my guild has finally started to raid properly and we are moving through content, that I feel like I am a liability. A massive liability. We have been slow to progress this tier of content. People leveling at different rates and a few reroll bit last night we cleared 5/7 HC bosses in our first venture. Consistently, and I do mean almost to a 0.1%, I was taking almost double the damage that my tank partner was. I was literally a mana sink for healers to waste all their mana on. It was horrible. I have never felt like such a burden. It got so bad we had to pug another healer to compensate. One could argue it was bad play on my part, I can only assure you it was not, well not at the start. As the night progressed I became genuinely disheartened at the recount figures and performance noticeably dropped. While yes my brewmaster is capable of doing the content. I have no doubt I could bring it to mythic and be able to do it. But my god do I feel like a wasted raid slot, a burden. That just is no longer fun for me. So after 8 artifact knowledge, 21 levels of artifact power and the hidden skin, this brewmaster is to be shelved. I have limited confidence this will ever be addressed properly to the point where there are more than 900 brewmaster monks logged on warcraft logs. While the class is immensely fun to play, it's viability is a liability and i would now urge anyone considering a monk to tank with to strongly reconsider. I know this post will mean nothing to most, but if it stops one person rolling a brewmaster and wasting all the time I did, it'll be a post well worth its time.68
Make BM monks viable in PvP again, please
Before the nerfs to all tanks that made us take 25% increased damage in PvP, I really enjoyed playing my Brewmaster Monk. We were good in PvP overall and we do have some interresting Honor Talents I have yet to try out. But when the nerf hit ut, I noticed we were no longer viable. Unfortunately, not all tanks are created equal. The nerf might not have hurt Guardian Druids or other tanks that much, but BM Monks are probably the least tanky of all tanks, and the nerf hit us hard. We seem to have less survivability than the average DPS class, which simply makes us way too useless. A solution to this would be to revert the nerf for BM, or to give us around 25% increased damage in PvP. To me it's a shame that Monks are forced to choose between 2 speccs for PvP, with one being unviable. I really think that Brewmaster could have a lot to offer otherwise. Is anyone else feeling the same way? I know some people are completely against tanks in PvP, but reducing their surivability and increasing their damage to make them seem more like DPS classes might be a good idea?1
macro hidden achivement tracker
hello monks, I am just jumping over to ask for some well.. some help with a macro for a monk friend of mine. as rogues I've found this macro: /run local _,_,_,a, b = GetAchievementCriteriaInfo(11152,1) local _,_,_,c, d = GetAchievementCriteriaInfo(11153,1) local _,_,_,e, f = GetAchievementCriteriaInfo(11154,1) print("Dungeons: "..a.."/"..b) print("WQs: "..c.."/"..d) print("Kills: "..e.."/"..f) in short it gives us (rogues) a quick one click overview in a chat. shows Dungeons: xx/100 WQs: xx/200 Kills: xx/1000 Do you have a simular option over here that I can copy and give to him ? Cheers Nat.4
One vital Legion WW change
UPDATE 22.10.2016: ... here I explain why the current iteration of Storm, Earth, and Fire is impossible to use in PvP: (this is STILL very much current and the reason why WW Monks feel very stale on Live Servers!) the burst of WW Monks has always been about being unpredictable and most importantly about going off instantly. 99% of the time you want to burst on a single target in PvP. if you do so the following scenario takes place: (time designations not 100% accurate, just approximate values) 0.00 seconds: you cast Storm, Earth, and Fire on the target 0.20 seconds: your Storm, Earth, and Fire spirits fly away from you and your target (to hit secondary/tertiary targets - just as the tooltip dictates) 0.30 seconds: you cast Storm, Earth, and Fire again to redirect your spirits on your current target 0.50 seconds: your Storm, Earth, and Fire spirits fly back to you and your target 0.60 seconds: your Storm, Earth, and Fire spirits start attacking the target you want them to attack and start copying the abilities you use. -> these timestamps show that it takes WW Monks more than half a second to start their burst on a single target, which is not optimal and here is why: burst scenario 1: a basic burst setup looks like this: 0.00 seconds: you cast Storm, Earth, and Fire on the target 0.20 seconds: 0.30 seconds: 0.50 seconds: 0.60 seconds: your Storm, Earth, and Fire spirits start attacking the target you want them to attack and start copying the abilities you use. 0.60 seconds: you cast DamageAbility1 (e.g. Rising Sun Kick etc.) -> we have to be super cautious not to use our DamageAbility1 a split second too early, because if we do then said ability will deal only 45% damage to the target (only the spirit you control hits the target) instead of 135% (spirit1 does 45% damage, spirit2 does 45% damage, spirit3 does 45% damage) burst scenario 2: Fists of Fury getting Fists of Fury off stacked with your burst ability (Tigereye Brew in WoD, Storm, Earth, and Fire in Legion) is crucial to winning Arena games as a WW Monk. bursting with Fists of Fury in WoD looked like this: 0.00 seconds: you cast Tigereye Brew 0.00 seconds: you cast Fists of Fury -> you wait for the perfect moment (e.g. have your DK grip the enemy healer to you) and then you cast Fists of Fury (enhanced with Tiger Eye Brew) INSTANTLY on your target (like this the enemy healer can’t get away and will get stunned by Fists of Fury too) -> the enemy team can’t avoid any of this because it is not possible for them to predict when exactly the WW Monk will use his burst/stuns bursting with Fists of Fury in Legion looks like this: 0.00 seconds: you cast Storm, Earth, and Fire on the target 0.20 seconds: 0.30 seconds: 0.50 seconds: 0.60 seconds: your Storm, Earth, and Fire spirits start attacking the target you want them to attack and start copying the abilities you use. 0.60 seconds: you cast Fists of Fury -> this means that the enemy team has 0.60 seconds to realise that the WW Monk is about to burst/stun (enough time to have the team spread out, enough time to pre-port the setup as Monk/Warlock, enough time to blink the stun as a Druid etc.) -> on top of that we run the risk of casting Fists of Fury too early (before the spirits reach the Monk's target and are ready to attack) which would result in FoF dealing 45% damage instead of 135% A possible fix would be: -> putting Tigereye Brew back into the game (the Legion Alpha version): increases all damage dealt by 20% for 15 seconds. 1.5 minutes cooldown, 2 charges. (no global cooldown) -> making Storm, Earth, and Fire not work on single target so that it is only viable in PvE/RBG when there are >2 enemies: Split into 3 elemental spirits for 15 sec, each spirit dealing 45% of normal damage and healing. 1.5 minutes cooldown, 2 charges. (no global cooldown) this would make for fun PvE gameplay: -> sometimes you would want to use only Storm, Earth, and Fire on additional enemies and then burst the boss with Tigereye Brew -> other times you would want to stack Tigereye Brew and Storm, Earth, and Fire because adds have to go down quickly and it would also preserve the fun and exciting PvP experience: -> unpredictable burst -> incredibly fluent and polished gameplay the WW Monk is known for30
WW Monk - Serenity or SEF?
Hello all, I was wondering. Im playing as a currently 863 WW Monk. I have the Drinking Horn Cover legendary, wich extends SEF by 0,6sec for each chi spent. In that case i was wondering- purely dps wise is it better to ignore the equip on the legendary and go for serenity? I can push abit over 500k burst but stable 250+/- on bosses (single target) the AOE is just insane as every monks AOE is. Note that I have never played serenity, so is the rotation different while in serenity, and if so what is the best rotstion? Thank you, Ztian PS. I'm Norwegian so my English isnt that superB..7
WW Artifact Talent Bug: Crosswinds
So I've just picked up Crosswinds as my rank 23 talent for Windwalker and I decided to go out and test it on some Elderhorn's and Prowlers in Highmountain. I also then re-did the tests on dummies and got the same results. I got pre-chi by using Energising Elixer then opening with a fists of fury, this way my mastery and hit combo wouldn't effect it. If I read crosswinds on my artifact weapon tab it says that it will do 188'272 damage, but after testing it rarely went over 130k, and never broke 140k. So this means to me that it must not be working propperly. Id i do the same testing for every other ability and they would do more than the number given, this is to be expected because of secondary stats and other bonus's. So why doesn't crosswinds even come close to the damage it says it will? The next test I did was on multiple targets and yet again crosswinds didn't work as it says. As it says in the Artifact weapon tab "Attacks your fist of fury targets", "targets" being the key word. It only attacks one taget, very rarly will it hit multiple targets. Even on 2 target crosswinds is doing 150-160k damage, which still isn't the 188k that the description says. My final tests were mastery and hit-combo, to put it shortly, Hit Combo seems to effect it but mastery doesn't. I did these tests with skada damage meter, I'll go download recount and see if they're any different,(EDIT: Recount and skada are giving me the exact same results) but if they aren't, then I think ever the tooltip needs to be changed to give the actual damage value, or Blizard need's to look into Crosswinds and fix it. Cheer's for reading all, comment your thoughts :-)5
[BrM PvP]Should Nimble Brew be a dispenser talent?
I really like the idea for tanks to be heavily utility based in PvP, but Nimble Brew sticks out as tedious. It's not bad itself, but how its given out is. It's alright when in arena, but when in BG's it's a bit tedious having to craft it, then trade it to my mate. Can we possibly have it changed into a dispenser talent, similar to soulwell and magetable, where we put a keg on the floor, and the whole group can grab 1 or 2 each instead? -for as long as the monk stays in the BrM spec. Would this be a better QoL improvement (and buff)?0
Progressing as a newbie Brm
Hello people of the monk community I would like to thank you all first for the great replies and advices from you guys on how to play with the Brm and what should I do or not.Honestly it helped me a lot during my progression in dungeons and I did my first tanking in LFR just to try out how it will go.Im basically new to this class and still learning the tricks to our "Kung fu" style So I'm wary that Brm are not that "simple"to tank due to armor and stagger management but I have come to accept our lack of spells or passives that lowers the damage intake From sources and makes me to reinvent or compromise on what I have in my toolkit. On to my topic is that I tried to do mythic BRH and everything went well,albeit the healer was a holy priest and he kept on getting mana breaks which I'm fine with it but then when I get to those large number of mobs,this is where things get to tight. I go in to the mobs,keg smash,breath of fire,iron brew ,exploding keg and leg sweep + rushing jade wing.i tank them for about 6-7 seconds or maybe more my stagger reaches to red levels and purify like hell with IB on me .i tried to kite those but apparently i pop like a popcorn when huge numbers of mobs surround me and i use everything in my toolkit to minimize the dmg. Is there a way to handle large mobs on your side or maybe it's the other parties fault that they don't do enough dmg. Also the second question, I feel like when I team up with druids,monk and shaman healers, things go very well and the dungeons go very smooth without wipes.But when I get with a priest (which I have one in allies for myself as well)or a paladin,they tend to over exert themselves in healing me and other people. Do you have preferences when it comes to healers to heal you in dungeons or is there something to look up before joining a pug group13
Why People dont play Monk...
Greetings! Personally Monk was one of the best classes i played during Mop, but that changed suddenly as Wod came out. And the reason is not the performance as many would say. Or did reroll because of that...it was the terribly messed up lore. I still feel Monk to be a black sheep in Warcraft...its just so now ...Warcraft. (to me...trough i grow up on Wc1 and 2). In Legion Monks are back into the fray on performance side, and i started to not care for the lore,trough it still does spike me with pain somethimes, i can get over that, but the problem is (and trough this is a personal opinion) : The horrible animations. Dragon kick or what its called is cool and all, but jab and rising sun....gods oh no...after playing rogue and warrior, its just...."no thank you". Its an appealing class truly, cc burst,cleave, sustain and all. Not to mention the most appealing to me is that so few players play it....but why ? I personally think its the same reason...its not truly Warcraft, and because of horrid animation. I think i could choke down the rising sun animation...but why did they even take away the Jab Glyph? What you ppl think? Any alternative for Monk? I really dont feel like playing another Feral like the 80% of the server is druid, or pally or Dh.....4