Forum Guidelines - Please Read
Welcome to the World of Warcraft discussion forums! This forum is here to provide you with a friendly environment where you can discuss all aspects of World of Warcraft with your fellow players. Community forums work best when participants treat their fellow posters with respect and courtesy. Therefore, we ask that you take the time to read through the forum Code of Conduct before posting. Search The new search function at the top of the World of Warcraft community site is extremely robust. Please be sure to use it to look for similar topics, blog posts, or web pages that may contain the answer before creating your forum topic. Making a new thread on an existing subject will likely result in your thread being deleted. If you continue to repost it you're likely to have your posting privileges suspended for spamming. Worst of all, you'll be making the other forum goers upset that you didn't take a minute to search before posting. Rating The new rating system (http://eu.battle.net/wow/en/blog/930468) can be used to promote positive discussion, and demote unhelpful posts, or even report posts that violate the forum code of conduct. By hovering over a post you'll be presented with a thumbs up, and a thumbs down icon. Clicking the 'thumbs down' icon you can choose from a few options. Dislike will rate the comment down. If enough people dislike a post it will be darkened, or with a lot of dislikes it will be hidden. You can also quickly report a post as trolling or spam, or use the report function to fill out a more comprehensive description of the violation. You can only rate each post once. Use it wisely to help foster a positive and helpful forum community. Guidelines In addition to the Forum Code of Conduct (http://eu.battle.net/en/community/conduct), here are some common courtesy guidelines to follow to ensure these forums remain a constructive and friendly gathering place for the community. While these do technically fall within the bounds of the Code of Conduct, these cover more specific examples of common errors that will lead to thread deletions or posting privileges being revoked. The World of Warcraft forums are for discussion of topics directly related to World of Warcraft The forums here are specifically to discuss the game and related topics. Any topics not related to World of Warcraft, Battle.net or Blizzard are subject to deletion. Don't post in all capital letters, use a misleading title, excessive punctuation, non-standard symbols, etc. While everyone wants their posts read, we ask you to refrain from using these types of tactics in order to bring more people to your thread. Let your post stand on its own merit. Threads violating this guideline are subject to deletion. Using the words Blizzard, Blue, or any community team members name in a thread topic to gather attention is frowned upon Everyone would like Blizzard to read and acknowledge his or her post, and we understand that. However, use of such words in the topic does not help that come to pass. Please make your thread title relevant to the post subject. Threads violating this guideline are subject to deletion. Note that threads discussing e.g. the Blizzard authenticator or Blizzard’s latest press release are allowed to have Blizzard in the title as it’s then relevant to the discussion. Posting "First" or IBTL constitutes as spamming You will be suspended if you create a post that is intended to call out that you achieved a specific reply number in a thread. This is considered spamming. Posting IBTL (in before the lock) is not helpful and if you feel a thread should be moderated please use the rating button to do so. Posting TLDR or L2P constitutes as trolling Posting TLDR (Too Long, Didn’t Read) is saying you don’t care about a player’s post. Posting L2P (Learn to Play) mocks the player for their skill or experience level rather than provide constructive input on the post itself. Both are considered trolling and will lead to a suspension.2
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/12618274142388
[Guide] Windwalker PvE - 7.1.5!
Guide Windwalker 7.1 Legion PvE First of all, this basic guide is primarily made for raiding. Talent and Legendary choices can vary depending on your activity (raiding, pvping mythic+ , etc) If you want a more in-depth guide check out Walkingthewind.com ! 1) General information about the Windwalker 2) Stats 3) Talents 4) Artifact Weapon 5) Builds 5.1) Offensive Cooldowns 6) Playstyle 7) Defensive Cooldowns 8) Legendaries 9) Addons 10) Consumeables and Item Enhancements 10.1) Gems 10.2) Enchants 10.3) Potions 10.4) Food 10.5) Flasks 1) General information The Windwalker Monk is an Energy and Chi based highly mobile melee, that has incredible abilities to do high burst in both type of encounters : Singletarget and AoE! Cooldown and Energy management is deciding your „skill“ level. 2) Stats Agility>Mastery>Critical Strike>Versatility>Haste Agility is still alot better than any other stat so you will most likely go for most ilvl It is the best if you sim yout weights to be completely sure whats your best stat! 3) Talents 15: Chi Wave: (40yd range, 15s cd) does a decent amount of damage but most important about this choice is that it does reset HIT COMBO (90 Talent) 30: Tiger’s Lust: (20yd range, 30s cd) increases a friendly target’s movement speed by 70% for 6s and removes all roots and snares. I really like this choice since you can remove some damaging debuffs with it but any choice here is fine since ist personal preferance! 45: Energizing Elixir: (1min cd) instantly refilling all of your Energy and Chi 60: Leg Sweep: (45s cd) stuns all enemies in a 5yd circle around you for 5s 75: Healing Elixir: (30s recharge, 2charges) heals you for 15% of your maximum health, triggers automatically if you drop below 35% health Also a preference choice depending on the encounter but overall this is probably the best choice since it is always usefull. 75: Dampen Harm (1.5m CD) Reduces damage taken by 20%-50% for 10s. Depending on incoming attack. 90: Hit Combo: (passive) each sucessive strike, that triggers your mastery in a row grants 2% increased damage for 8s, stacking up to 8 times (16% dmg increase) 90: RJW: (1Chi, AoE) : Does AoE damage over time, applies Spinning Crane Kick stacks to 4targets hit 90: Xuen (3min cd) Summons Xuen which does high damage to up to 3 targets at once, lasts 45s 100:Whirling Dragon Punch (Same CD as FoF) Does good AoE and ST damage, can only be used when RSK and FoF are on cooldown 4) Artifact Weapon You want to skill your weapon counter-clockwise since it offers the best minor traits. When you hit the 3rd golden trait (Crosswinds) you can get Good Karma which helps alot with your defense in every situation since it buffs your Touch of Karma. Traits in relics: #1 Fists oft he Wind (5% Fists of Fury damage) #2 Rising Winds (5% Rising Sun Kick damage) Fist damage is only better for cleave fights compared to RSK, but i would still stick with alteast 2 FoF relics and maybe 1 RSK relic in your weapon. 5) Builds At the moment there is 1 viable build which are Storm, Earth, and Fire : high burst AoE, high singletarget , but offers really good sustained AoE 5.1) Offensive Cooldowns Serenity or Storm, Earth, and Fire (both 1.5min cd, you want to use SeF on pull, and to every ToD) Touch of Death( 2min cd, also on cd) 6) Playstyle First rule : never use an ability twice in succession since you will lose the damage increase of your mastery AND drop Hit Combo which is an even bigger damage loss! Opener with Serenity : Fyling Serpent Kick (prefight)-> Chi Wave (on pull)-> Tiger Palm-> Touch of Death + Serenity(wait for the GCD before using Sernity!) -> Rising Sun Kick -> Fists of Fury -> Rising Sun Kick -> Spinning Crane Kick ->Strike of the Windlord -> Spinning Crane Kick -> Rising Sun Kick38
[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. ( DR reduces damage taken before absorbs/stagger i.e 100dmg, 20%DR =80 dmg which is used to calculated GotO) 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.96
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
High hit heals?
Hi. I am in need of some help when it comes to healing. I have looked at icy veins for help, but the description is not helping or explaining well. The problem is lack of heavy hitting heals during heavy damage. Group and/or tank. The only heavy hitting heal I can find is Sheilun's Gift, everything ells is hardly a drop in the ocean. The only thing that comes even close is the use of thunder focus tea and effuse, but 200% increase on effuse is not even 10% of a tank with 3.5 mill health. If the tank takes heavy damage, the only thing I can do is pray that he has some damage mitigating CD's to use or he is dead. Did a mythic 5 yesterday where two iLvL 840 rogues where taking constant damage on every pull. My vivify did not even do 10% on them each time I was healing, 99k each heal unless I crit so when tank was taking heavy damage and the rogues, the rogues had to die. Do I have anything that is not on a 3 min CD that is heavy hitting? Icy-veins more or less only tells me how to heal when no one takes heavy damage, only small to moderate damage. If people just take moderate damage, I have no problems, but ones one or two people starts to take heavy damage I have nothing that can keep them up, unless I go for 3 min CD's. How do we react to heavy damage? What is my non 3 min CD emergency routine?4
MW Monks desperately need a second look
Hey there all, This thread is mainly for visibility. I realize it may come off as cross-linking, but with all the Mage, DK and such threads about how "the world is ending my top tier class is somehow being nerfed!" I believe reminder posts of this sort are a necessity in order to direct attention to actual constructive feedback. With that out of the way, let's get to the meat of the topic - Mistweaver Monks really, really need a few more pairs of Dev eyes on them before 7.1.5 releases and it's too late to make big changes before Nighthold. First off - our lack of representation in top-tier raiding and our general status as "one of the last played specs" should already give you an idea that there may be a problem to address. But, I digress, maybe everyone just hates being Zen, drinking tea and the color green so is viability really the culprit? Well, since Sims are discouraged when it comes to presenting numbers, let's look at a log statistic instead: https://www.warcraftlogs.com/statistics/10#metric=hps&dataset=99&itemleveldisplay=scaled×pan=1000&aggregate=amount As you can see, one of our leading issues is that we, much akin to Windwalkers, scale awfully with gear. Being a spec that absolutely hates Haste and Mastery (stats very prevalent on Raid gear and spec-specific legendaries) and instead completely relies on Versa/Crit for raid numbers should already send up some red flags and imply that the former are probably undertuned. We started out as about equal to other healers during EN, but, as time went on, our numbers have barely moved up while others have gained significant and meaningful increases from higher ilvls. And that's not the whole issue - even barring bad stat scaling - let's say that Versa/Crit isn't often found in Raids, so maybe we just don't have the gear, although most of us have ran hundreds of M+ to get it and the results are the same - our spec has multitudes of in-built flaws. I won't go into too much detail as one of the posts I linked below does that much better than I could, but here's a tl;dr: We have 0 raid utility - even our melee interrupt was pruned. Our Raid CD is laughably weak, a Golden Trait is REQUIRED to make it come close to even being recognized as a cooldown. Our Artifact Ability has 0 synergy with our spec or traits and is too restrictive to ever be useful - accumulate charges over 2 min, apply a 2 sec cast to increase its effect, cast another 2 sec cast and have 3 million healing go into overheal because everyone else doesn't rely on a 4 second cast time combo to pick up a target. Our mana costs are insanely high - Soothing Mist is the culprit here and, at this point, a lot of us are fine with it getting completely removed so that it can stop being used as an excuse for having inefficient spells. Having an abhorrently inefficient "fistweaving" talent as our only way of returning mana only further contributes to this issue. As someone said in another thread "at this mana cost, these spells should still be generating Chi". We have no real instant cast healing - this might come off as pretentious, but the problem is two-fold. Having no instants both means that: 1. we're close to (barring using a Thunder Focus Tea inefficiently) useless while moving, something that is odd for a class with this much mobility and 2. we can't pick-up/emergency heal a low % target - our best bet is doing the aforementioned 4 sec cast combo which requires buildup and is usually too slow We have very close to 0 choices when picking talents. Many specs share this problem, but not to the extent that we do. It's even more saddening when our actual popular talent choice usually isn't even strong - it just sucks the least. That's some of our issues in a nutshell - if you'd like to read some more detailed feedback regarding our problems, check here: http://eu.battle.net/forums/en/wow/topic/17614541750?page=1 (for general issues) and here http://us.battle.net/forums/en/wow/topic/20752235870 (for our bad stat scaling) (cont)170
Low dps as Brew monk
I am at around 160-180k single target dps in raids..And I dont have much problem, until my co tank is prot warrior with devatsator and kakushan gloves. For example, he was tanking krosus hc with me and he was doign around 300k dps, and I cant take aggro. When i taunted, I had aggro for some time, and then he just takes it away with that insane dps. The only thing I can do is like doing more BS into TP or wearing one dps trinket, but I'm not sure would that even help with it. Is there some other way to boost my single target dps?8
Make monks cool (again...?)
I recently watched the preach video on the legacy of monks and heard about the low amount of monk players compared to other classes. His theory as to why this is the case used the overpowered intro the other classes had to the game. I agree with his theory, monks never had their "ultra powerful ultimate" moment like Death Knights had. Another point he made is that monks are very much linked with the pandaren, a race that got a very luke-warm introduction. Monks suffered for this. Gameplay wise the monk almost fulfills its original philosophy. In the MoP collectiers edition the devs state the Monk is a puncher that with unarmed combat builds up to a powerful finisher using their weapon. The last part seems to have been omitted from the gameplay. I remember them talking about how excited the developers were to make new fist weapons, only for them to not show or be used ingame. It took 2 expantions for fist weapons to be seeable in combat. And even then they arent used as effected weapons of puching, but rather slapped on top of existing unarmed animations. Some attacks at the moment feels weak, blackout kick is the biggest sinner. It looks slow and doesnt "snap" liek the other attacks. Its just a slow wave of chi that gently graces the face of my enemies. It should be a quick "Whap!" to the nose. While i recognize the animations most likely wont change, i will say the sound can. Sound design is what makes the abilities feel good to use. In game representation is very stereotypical as compared to the other classes. Its only important pandas that get the monk spotlight. There are to my knowledge no even slightly important non-panda monks. We dont have an Illidan or Arthas to advertise the class to new players. The best we have is Taran Zhu, who i thought until legion was a warrior as judged by his heavy use of the two handed mace. We needed someone big to show players new and old alike that monks were awesome and not Kung fu panda ripoffs. But what we got was something that i dont judge people for thinking was a ripoff. Death knights in lore were very much connected to humans and orcs, yet they managed to make Draenei and Goblin death knights just as much a thing. Monks on the other hand is exclusively pandaren. This must change, or at least get weakened. tldr: I wish monks were cooler ingame.7
Are Windwalker Monks fun to play?
Hello Monks! So, I love ALL melee classes and I've leveled every single class with a melee spec up to 110 except my Monk and now it's his turn. I don't care how underpowered or overpowered Windwalker Monks are I'm going to play him as Windwalker regardless. Before I ask anything I'd just like to say that I'm not here to ask about rotation or talents(although I'd greatly appreciate breif pointers on talents and rotation, since the guide on Icy Veins really wasn't that clear on what path to go for imo). That said, what I'd like to know from you more experienced Monks out there is, is Windwalker Monks fun to play in Legion? I realize that "fun" is subjective and that's exactly what I want to know, opinions about the spec. Oh and another thing I noticed with Arms Warriors and Enhancement Shamans, is that they are very dependent on RNG procs. Are Windwalker Monks RNG dependant and which other melee class are they most similar to? And lastly, if you think Windwalker Monks are fun to play, what is it about the spec/class that you enjoy? Thank you for your time, -Maojín4
Sheath your Fist Weapons - WW Monk
Dear Blizzard, I want to bring a "minor" issue, that isn't that minor at all. I'm talking about the Windwalker monk Fist Weapons. In an expansion, where the focal point are these Artifact weapons and they are your strongest link to the Story and Atmosphere ... having them hidden (in your pockets?) in the vast majority of time (when you are out of combat) is damn inappropriate and annoying! I understand the idea that some fist weapons you can hide in your pockets, but these are Artifacts with legendary power and this one especially infused with the power of the Wind lord .... How do you put these in your pockets exactly? You should sheath them on your belt, or at least on your back .... Please blizzard, don't bring such a big immersion breaker in your expansion that is the most focused on immersion ... Bump and thumb up fellow monks, to bring this to their attention!48
Leveling as MW in legion?
Dear fellow monks. I have lvld as mw, and had a blast with. Mostly in dungeons, but also questing in cata, mop and now in Dranor, with little, or no, effort. So my question- will this drastically change in legion? In a perfekt world i would like to both quest and heal in dungeons from start. Any thoughts?4
MW trinkets, enchants mini test
Got 880 Aluriel's Mirror and I've tested it with 865 Vial of Nightmare Fog on NH normal full quick run. 1,17bln healing in total. Spirit Fragment (vial): 40,53 mil (overheal 22,8%) Nightwell Tranquility (mirror): 30,06 + 10,89 mil (overheal 55,56% and 50%) On bosses base mirror proc was below vial proc aside of few fights: - Trilliax: 2,11 vs 1,4 mil (Essence font top heal spell, less to heal - cake eating) - Tichondrius: 3,04 vs 2,83 (EF third at 10 mil, Vivify at 25 mil) - Ellisande: 5,41 vs 5,40 (similar EF level like on Tich) So it's at much higher ilvl and barely goes even (less with overheal), and seems to depend a lot from EF which gives many targets for proc roll. I wasn't hunting for detonations. Last week on Tichondrius Heroic Vial did 4,33 mil (2,77%) and instead of mirror I had Heightened Senses with an uptime of 31,2% (int/haste boost) - looks better, am I right? Mark of Ancient Priestess did 32,4 mil healing in total (17% overheal). Few mil per boss. Is it better than +200 crit?2
MW let me feel cool!
Hi, this text was written for all developers who take care of my dear monk class! For start i would like say, that Im not gonna talk here about numbers and utility (Im not saying we are not lacking, but those are not mandatory problems, because when class feels good, i can take that i dont shine in HPS and DPS - not saying its alright though!), these things i would leave to guys who progress on top level and who know much better where the monk stays when it comes to their performence in high-end! I wanna talk about the feel of the class! I wanna talk about these butterflies in my stomach which i had when i first logged on him and did my first baby steps trying to understand all the spells, while enjoying the feeling of being monk. I have to say, lately i didnt enjoy my monk! I still love him though and i dont wanna leave him for something else, BUT: I would like to explain how i feel about monk right now: ... Thats how i felt when i rerolled to resto shaman. I dont like the class, yet its great, everything is at the right spot, every little button clicks the way it should, there are buttons that are exciting, that are usefull, and it all looks exceptionally good - Its like incredible salad! I have to eat it, even if i would rather eat pizza (MW monk), because the pizza in this place lacks so much! I would like to tell blizzard developers, that i love some things they have done with monk for legion. I had my serious doubts about loosing uplift, yet i love EF and Vivify combo. I was sort of affraid of our new mastery, yet i love it %^- well (if it would scale as it should on high end). It makes you think about who you heal, when you heal them. RM even though it has a horrible cooldown and i always feel like there are so few of them jumping through the raid, feels great after you see the numbers and you fall in love with this little jumping magic. Sadly, thats it! And im sorry, but those spells cannot make me love the class, not them alone! What i dont feel on monk is THE MONK! I just dont feel that mist coming through my hands, i just dont feel that zen and peace, because all our interesting things are clever, but not distinct feeling things! Form what ive seen our artifact is getting more usefull in 7.2! Which is great! How to bring that feeling back to me? I feel like you made a mistake with jade serpent statue. It has so much potential which isnt used at all! First, how it works now is terrible, just make talent that buffs soothing mist by 50% and thats it, because the fact that i put the statue down (and i love the statue), doesnt make me feel cool for doing so (on comparison with resto shaman, where i love each and every healing stream totem i pop to the ground and thats because of cooldown it has and you feel you did it for some purpose). Statue should not be talent! Its one of the fundamental parts of the mistweaver feeling, but it should not be passive stick in the ground which you place on the begining of fight and leave it there till the end. I would not like to see JSStatue on longer cooldown (that part is now all right), but i would like to see us think about where it should be and i would like to see us move it at least every 20 sec or so, so we would feel it as part of our toolkit! The interaction between the statue and the mistweaver could be also enhanced and made much more important for the playstyle, which now lacks this feel of coolness, even though there are some great mechanics in our hands! (there will be propostition at the end) I know soothing mist had its problems, but please, bring back the old active spell! This thing is horrible, it feels just awful! feeling of me Soothing target and sending surge of mist through this stream of healing was amazing!!! Like i said before - our spells dont give us that feeling of mist and zen, which should be part of us! We are just running around like crazy and dont get me wrong the mobility is cool, but there is significant lack of peace in that! The class should feel swift like a monk can get, yet rewarding when remaining stationary!3
the single biggest issue with WW in Legion
UPDATE 04.02.2017: ... here I explain why the current implementation of Storm, Earth, and Fire is impossible to use in competitive PvP: 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. burst scenario 1: a basic burst setup looks like this: (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. 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%. -> these timestamps also show that it takes WW Monks more than half a second to start their burst, which is not optimal and here is why: burst scenario 2: Fists of Fury getting Fists of Fury off stacked with your burst ability 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) -> it took a very good player to avoid this setup, 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: you cast Storm, Earth, and Fire again to redirect your spirits on your current target 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: -> put Tigereye Brew back into the game (the Legion Alpha version): increases all damage dealt by 20%-30% 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 for63
WW relic's choice with t19
Ok... i'm still debating, and i could not find something certain about the relic choice. Curently i have 885 Iron FoF relic, and 885 storm RSK relic both from skorpyon, and the third one is 890 fof relic from the star augur and i just got another 890 storm FoF relic from star augur. Should i replace the 885 RSK storm relic with the FoF one? Or i should still keep the RSK one? And in the end, with the 2p t19 bonus on rsk having reduce cd, is it better overall in the end to have 2 fof relics and one rsk ? or should i go with 3 FoF relics? If i were to get a +5 ilvl rsk i would probably go for that. But if i have almost same ilvl relics, what would be the choice, base on the 2p set bonus?5