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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/1261827414290
[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 35% 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 35% to 45% 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. 9
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
[PVP]WW FoF stun thoughts, viability
So i was leveling my pvp talents, looking forward to stun people with fists of fury like in mop, only to find out that will be nerfed to the ground in the next patch because EVERYONE cried that WWs are OP, even rogues. Naturally, as i was/is planning to main ww in legion i got pissed, especially after looking at monk forums on this issue, boy oh boy a Core Hound doesn't know what Hysteria is. Then again, instead of giving into the forums mind tricks i tried to stay rational on this matter: An AOE 4sec channel(stun applied on first channel tick), high damage stun with an 22sec(+-haste) cooldown is OP, it's just too good, especially considering that every monk will maximize FoF uptime as it's our core damage skill. That needed to be nerfed, although i believe giving it a 70% slow when we have a spammable 50% and a mobility skill with the same 70% is not the right course of action,our survivability and really peeling suffers from it. My suggestion would be so the talent makes every SECOND FoF stun, esentially like a MOP FoF with a 44~ sec cd. Now, about the monk forum hysteria and general "ww will be completely useless" QQ: I thought about pvp viability, and as the pvp scene is balanced around 3v3, and 3v3 is the only competitive bracket that matters i skimmed through the arena representation, here's what i found: Top 1000 3v3 representation by spec + 7.1 patch PTR skill changes based on mmo-champ: WW monk US:25 EU:27 Rushing tiger palm : changed to Disable now has a 12 yard range Spinning Fire Blossom: DMG 150%->275%[BUFF] Yu'lon's Gift[WW only]: only FSK dispells snares [NERF] To make a comparison with other specs everyone calls OP: [Melee(considered double OP)] Sub rogue US:40 EU:39 Outlaw rogue US:40 EU:10 havoc DH US:64 EU:60 Soul Carver:[Flat dmg NERF] Feral druid US:34 EU:34 Thrash:[Flat dmg NERF] Enraged Mangle (Feral):[Flat dmg NERF] Arms warrior US:132 EU:113 UH DK US:50 EU:49 [Casters] Fire mage US:34 EU:25 Cauterizing Blink: [NERF in half] Frost mage US:21 EU:40 Shadow priest US:53 EU:42 BM hunter US:26 EU:24 Comparing 3v3 1000 representation to specs everyone considers complete and utter garbage: [melee] survival hunter US:7 EU:7 [Caster] Elemental shaman US:3 EU:10 NOTE: This does not linearly correlate with actual 3v3 spec viability as it's: too soon in the pvp season, pretty substantial gear and artifact level differences, the fact that EU 3v3 Rank 1 is an ELEMENTAL SHAMAN(All praise to the Train who could) Also worthy to consider is class representation: worldofwargraphs(.)com/pvp-stats/classes/3v3 Notice:last update july 21, representation based on 1800+ rated players. Conclusion at this point: WW monks aren't actually OP at this point, they're in an above average/great spot, the nerf gon hit us solid, especially as the other last tier PVP talents are weak as hell. Ready your tear napkins men, or hope to achieve the same level as Elemental Lord Fnobérz, God of Skill. PS Arms is OP. PSPS What am i doing with my life, why am i wasting time on this21
Love MW by the way, this is not a topic in which I wish to complain in any way shape or form. I just want some feedback on our artifact tree, its just very bland and unimaginative in some places (not all, some of the traits are pretty cool) Spirit Tether and Shroud of Mist are such a waste. If they were single point traits I wouldn't be that bothered, but no, that is 6 points we're having to use on traits that are actually genuinely useless. Gift of Sheilun - The 1 cloud per 10 seconds is a bit much. 5 seconds would be so much better, maybe with a slightly reduced spell power coefficient. I don't PvP much, but I imagine this spell is even more useless in battlegrounds as it resets on death. Mists of Sheilun and Celestial Breath : The amount of times the aoe heals from these traits have been absolutely unnecessary is too high to count. Also the range of their heals is massively underwhelming. Maybe change Celestial Breath to 'Activating thunder focus tea increases your versatility by 20% for 15secs, does not stack' - you know, versatility, our best raid stat that you totally forgot to put on a single one of our legendaries. Or even 'Activating thunder focus tea adds 5-8 clouds to Gift of Sheilun' You could even change Mists of Sheilun to something along the lines of 'after this effect ends, Sheilun releases 3 Renewing mists to the lowest health party/raid members (that don't already have renewing mist on them)' < at least even if they are full health, it is somewhat of a benefit. Dancing Mist - Even a tiny 5% or 10% buff to this would be great. That 10% it is currently at is really underwhelming for such a great trait. In all seriousness though, Spirit tether, shroud of mist and celestial breath are really bad and then to get slapped in the face with Sheilun's Gift isn't nice. How people did not report this to you in beta is beyond me.0
WW ST DMG output
I feel like the single target damage is sub par. I've witnessed being outdps'd by lesser geared people on single target. I know how to press buttons. AoE is insane and I feel it will still be strong after SotW nerf. What troubles me is the focus on fixing the superior AoE damage, and the no-action in fixing the somewhat inferior ST damage. It seems Tiger Palm and Blackout kick do very low damage. Storm earth and fire is clunky and clones seem to be doing weird moves, and it does not feel like a dps increase when I use it. Yet, in preparation for raids,instead of addressing to our lacking single target damage all I see is nerf to Area Damage, and Crackling Jade Lightning nerf which was used to maintain our talent hit combo. What I want is, since AoE component of Strike of Windlord is being decreased, it would be only fair to increase Tiger Palm/Blackout kick damage. Even increasing Tornado Kick (25% Rising Sun Kick) damage, would still be fair. It feels a bit weak for a golden trait.10
Latest Hotfixes 7.0.3 and Monks
Err .... so ... Pretty much every class has 5-to-10+ changes since Raid launched ... Monks are **the only** one that has a single line and it's a nerf again to WW... ... Sorry that I got excited for perhaps improving BrM a bit ( giving the few people that play it some joy), or fixing WW single target rotation ... as WW is now just above average ( not excel ) in Cleave, while bad at ST. SO ... let's nerf WW's AoE even more! I mean, really Blizzard? ARE MONKS AT PAR WITH YOUR EXPECTATIONS? Facts: 1) Monks are the least played class 2) Brewmasters are the least played tanks, due to the complexity for achieving average results ( yes, I play BlackOut combo and makes me happy to put so much effort, but in the end a Prot Warr just tanks better than me, no matter how much I try ). I would very much prefer if the case was " Big Effort, Big Reward" in terms of gameplay, rather than "Big Effort, less reward than 2-button effort". 3) WW is average and to uploaded stats so far, there isn't a single boss in Emerald Nightmare that excels at. 4) Mistweaver is fine, as long as you don't expect to Fistweave. Many bosses won't allow you to Rising Thunder for your Thunder Focus Teas. I'm Playing and doing Mythics all 3 specs with trying to main WW. Hence, why I have feedback for all of them. SO .... Everything is at par, right?5
This class is great
Hey there guys. I was going to give up with legion cause I don't like new rogue design at all. Rng pirate, shuriken storm aren't doing well with class fantasy for me (I like assassination though). Spent my boost on DK and they are literally slow boring piese of crap, I can't even fill 2/3 of my bars with abilities as frost lol. Then I created DH, didn't like it, cause they don't have buttons too, pretty much like frost DK (but they're definetly mobile and strong). And when I was starting to give up, I tried to play WW dojo, like first time in my wow exp. And I really liked it. Rotation feels very flowing, mobility is great and at level 65 I have enough abilities to bind my keys with. What I'm trying to say is that dojo is able to give u a bit of fresh air if u're feeling bad with ur current class. Just try it. Cheers to Blizz for nice class design.2
Cant tank mythic+ anymore
You take so much damage from only 3-4 or+ mobs to say something with IRONSKIN UP thats crazy, wich means your stagger level goes up high into the coulds faster than yu can say "oh !@#$!" that you cant have enough brews to continue having ironsking up and cleansing damage at the same time. with all the time it takes to clean a big or not so big pack of mobs on mythic+ because of the increased health and fast pacing you need to be pulling you just cant keep it up and end up with 0 charges on brews no matter the talents, stagger at 100%, mobs still alive hiting you like theres no tomorrow and healers cursing you and putting you on theyr black list because of so many wipes because the monk tank dies miserably at every pull if healer is not really ULTRA spamming on you and letting party die, and if you think the healing orbs and healing elixir spam is fixing this its not. (yeah, when you have a monk tank that requires so much healing and focusing from healers theres also damage the party takes sometimes, you knew that!?!) my noob possible fixes 1-More minor defensive cooldowns like the druid with barskin every 1-2 mins etc like 10-20% reduction not only ironskin brew and the 7 min cd which is ridiculous even if you slowly reduce the cd with other skills. 1.1OR Reduce the 7 min cd to 3 instead 1.2OR rework zen meditation to make it also effective against mele attacks for the duration with some reduction% tunning ofc just to have more defensive cds 2-Celestial fortune rewrok since you are going haste/mastery you dont will have so much crit for heals to heal you, its pure rng more likely almos never happens since low crit, REWORK 2.1 possible mastery tunning or rework, something is a bit off about this you get so much % but you dodge nothing 3-LAST TIER TALENTS TUNNING, seriously Dont know anymore man, just study the situation blizzard and do something about it before the next expansion releases lol i would like to tank with monk in this exp, and fast because i want to keep gearing him up and not still be 845 when everyone is 950 already thanks :)4
Brewmasters Need a Buff, And now!
Brewmaster Need A Buff! Its at the level that im not going to get into raids (on Heroic/myhic) And the sad thing is that im maining Brewmaster, It would be great with something that makes them a bit thougher, Becuse at the moment Im Squishier than a Murloc Baby, If they could Maybe add something like (When you use Purifiying Brew or Ironskin Brew Il get a 20% less damage that stacks up to 3 or something. Becuse as I said Brewmaster Monks Are the Squishiest Tank, And at the moment taken as the worst tank in the game. Brewmaster monks Need to be Buffed. And i Believe Blizzard has Realized that, But as ive seen Warlocks just got buffed becuse People said it was a bad class and didnt do enough damage When they were Super Good, And now They are OP Becuse They buffed 10% extra damage on Everything, And for the Assasination Rouge, 20% Extra poison Damage I mean What the hell!? Monks Walk around Super squishy When somepeople easily would chose To Play something else than A Brewmaster Monk, Becuse they are way to squishy, In the Endgame Content I must rely on the Healer Way to much.12
Woohoo, get my Artifact and... I see nothing.
Hi, Am I right in saying, on my WW, that I do not have any visible weapons outside of combat? I cannot transmog my Artifact fist weapon into anything else. So, a brand new expansion - updating everything, new models, new this new that... And.. I now have no weapons to show. My character looks bare. I honestly cannot fathom Blizzard decision sometimes, its like they go out of their way to annoy and get regressive... I might as well totally forget about weapons now - stuck with the same artifact, that does not even show outside of combat. Not worth a visual upgrade, as you never get to see them. Does anyone know if they are atleast looking into this issue? Thanks19
Hello from russian forum side, I'm writting this topic, as you might guess, because our side blizz never reads)) Few days ago i reached 19 artifact level, and i straight away picked golden perk "Tornado kicks", i was very glad of this, but not for long.. this perk is kinda bugged, it must hit a second rising sun kick with 25% additional damage(100%+25%), but it sometimes hits twice 25% and deal much less damage than it should be(25%+25%) :( for example normal RSK ... bugged RSK ... I would be glad, if you (all who read this) would write a bug report in the game, order to developers fix this bug in short time. thanks for help10
Brewmaster - Hidden Appearance feedback
Im a brewmaster male pandaren, and just recived the hidden artifact looking. Anyone who have this or saw this thinks this fits really bad on male pandaren? I mean as idle, my panda holds the staff at the middle, making the keg almost in my body at the back, and it looks really stupid. If i start walking, its gone worse. The whole keg flinging to/in my body, cant even see it while moving. My advice is to make it bigger to make it further from my back OR shift it backwards in his hand as hold it a little at the bottom - this moves the keg a bit further at the back. Either way is good, but i think something should be made about it - i have concerns about the other keg lookings as well. Apart from classic looks, all will flinging in my body. Just saw a Tauren with the staff, omg their staff is soo big. EDIT: Here are some pictures: http://imgur.com/X24Bhka11