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  1. #1

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    Windwalker Monk PvP Guide 5.0.5

    Welcome to my first Monk PvP guide. I will be showing you the basics of the class, as well as a few advanced tips and tricks for the people planning to play hardcore Monk this season. I'm not saying that I am the best Monk all around, but after 1 day played on ATR I had already grasped the basics and was killing decent to good players in duels and arenas, meaning Arms Warriors, BM Hunters, Frost/Fire Mages, Ret Paladins, other Monks, soloing healers, etc. I have also gained respect from several players from said classes.

    I'm no Gladiator, but are there any Gladiator Monks around yet?

    This is just a basic guide to help you get around the Monk's abilities, and to discuss play styles.

    So without further a do, let's get started.

    Talents:
    Lvl 15: Tiger's Lust
    Lvl 30: Chi Wave
    Lvl 45: Ascension
    Lvl 60: Deadly Reach (long range Paralysis) or Leg Sweep (AoE 5 sec stun)
    Lvl 75: Dampen Harm (melee) or Diffuse Magic (casters)
    Lvl 90: Invoke Xuen, the White Tiger

    You should never need to use anything other than Xuen as Windwalker.

    Plus you won't believe how amazing Diffuse Magic is against a Fire Mages Combustion.

    Glyphs:
    Major:
    Glyph of Sparring
    Glyph of Touch of Karma
    Glyph of Touch of Death/Zen Meditation

    Sparring having a 15% chance to completely negate a spell is amazing. Mages get real pissed when I block their Deep Freezes or Combustions.

    Melee range Touch of Karma hurts against casters, so you need the glyph.

    Touch of Death is a good glyph if you need the kill and you have no Chi to spend. The longer cooldown won't matter once the player is dead. Zen Meditation is good for predictable incoming caster damage, the ability to move while casting it makes it even better.

    Minor:
    Your choice, but avoid using Glyph of Flying Serpent Kick. This can be used as an escape spell as well, if it cancels while you're trying to get away, you're gonna have a bad time.

    Stat Priority:
    Expertise (3% soft cap) >= Melee hit (3%) > PvP Resilience > PvP Power > Crit > Agility > Haste > Mastery

    The reason Crit is ahead of Agility is because most players will be using PvP Power to increase damage, and you get more Crit by stacking Crit, not Agility. You NEED that crit chance in order to get your big Rising Sun Kick crits.
    Haste increases your auto attack speed, meaning more Tiger Strikes procs and faster Tiger Strikes damage. Also gives faster Energy regeneration, meaning faster Chi generation.
    Mastery procs free Tiger Palms or Blackout Kicks, which is always nice when you're saving Chi for Rising Sun Kick/Chi Wave/Fists of Fury/Touch of Karma, however Haste and Crit are much more beneficial.

    Gems and Enchants:
    Gems:
    Meta slot: Agile Primal Diamond (+216 Agility and 3% extra Critical chance) OR Impassive Primal Diamond (+432 Critical Strike chance and Fear Duration Reduced by 10%)
    Red slots: Lucent Vermilion Onyx (+80 Agility and +160 PvP Resilience)
    Yellow slots: Mystic Sun's Radiance (+320 PvP Resilience)
    Blue slots: Vivid Wild Jade (+160 PvP Power and +160 PvP Resilience) OR Radiant Wild Jade (+160 Critical Strike chance and +160 PvP Power)
    Prismatic slots: Mystic Sun's Radiance (+320 PvP Resilience)

    Enchants:
    Shoulders: Greater Tiger Claw Inscription (+200 Agility and +100 Critical chance)
    Cloak: Enchant Cloak - Superior Critical Strike (+180 Critical chance)
    Chest: Enchant Chest - Super Resilience (+200 PvP Resilience)
    Bracers: Enchant Bracers - Greater Agility (+170 Agility)
    Gloves: Enchant Gloves - Greater Haste (+170 Haste)
    Belt: Living Steel Belt Buckle (extra Prismatic gem slot)
    Legs: Shadowleather Leg Armor (+285 Agility and +165 Critical chance)
    Boots: Enchant Boots - Blurred Speed (+140 Agility and 8% increased run speed)
    Weapon(s): Enchant Weapon - Dancing Steel (+1650 Agility when procced) OR Enchant Weapon -Windsong (Crit/Mastery/Haste buff on proc, which is very often)

    I've seen a few Monks out there that use Living Steel Weapon Chain on their weapon, this is useful, but not recommended in the long run. You can still CC just as effectively without your weapon, your damage will just take a spiky drop for 8 seconds.

    Dual Wield or Two-Hander?
    Dual Wielding is the best choice. Your abilities hit harder by about 5-6k damage, and your auto attack damage is increased by 40%, meaning faster Tiger Strikes procs and delivery.

    Typical Attack Priority:
    - Expel Harm/Jab (Chi generation)
    - Tiger Palm (keep up the debuff)
    - Tigereye Brew (at 10 stacks)
    - Rising Sun Kick (damage bonus and healing reduction)
    - Blackout Kick

    Expel Harm is best used when you aren't at full health, or when you are out of range of your target for Jab. Otherwise, use Jab.

    Tiger Palm is a decently damaging spell, but Blackout Kick hits a lot harder. Only use this when the debuff is down or just about to fade.

    Tigereye Brew is not meant to be a burst ability, as it takes time to stack. You should use this whenever you have 10 stacks and able to put out a decent amount of pressure.

    Rising Sun Kick is your most powerful attack, hitting for 60 - 80k outside of cooldowns, and over 100k with cooldowns. Use this on cooldown to blast an opponent and increase your damage for a few seconds.

    Blackout Kick hits hard, but not as hard as Rising Sun Kick. About 50k crits without cooldowns, and 70k with cooldowns. Hits the target for extra damage in a DoT if you are behind the enemy, and heals you if you are in front of the enemy.

    Fists of Fury shouldn't be used as a damage spell in arenas. It is a very damaging ability, but sometimes you want to use the stun for utility.

    Tips and Tricks:
    - Use Fists of Fury wisely. If timed correctly it can mean the difference between a dead healer or an alive healer. If you have 5 Chi, you can pop cooldowns on an unsuspecting healer with half health, blow Fists of Fury, the Leg Sweep followed by a heavy Rising Sun Crit that can be lethal.
    - Chi Wave shouldn't be used as a damage spell. It's healing component can save lives. When you have the Chi, you can launch this towards the melee attacking your teammate, then bounce between the 2 every half second for 30k healing and extra pressure.
    - In arenas, if you see a Fire Mage, spec Diffuse Magic before the battle. If the Fire Mage uses all his cooldowns, crits Pyroblast and Combusts you, use Diffuse Magic. This will send ALL his DoTs flying straight back to him. This can also work with some Affliction Warlock or Shadow Priest DoTs. Also, the ability to unfreeze yourself against a Frost Mage and freeze him instead is very nice for your uptime. However, it only deflects spells when it's activated, not for the entire duration.

    Burst Macro and Rotation:
    Macro:
    #showtooltip Invoke Xuen, the White Tiger
    /use (DPS Trinket)
    /cast Invoke Xuen, the White Tiger

    It's important to macro your DPS trinket before using Xuen, because Xuen's damage scales with your own stats.

    Try to have 5 Chi, and a full pool of energy (or Energizing Brew) before you burst.

    Burst Rotation:
    Rising Sun Kick > Blackout Kick when you Jab/Expel Harm for more Chi.

    You can slip in Fists of Fury to make sure the opponent is stunned during your burst, or you can use Leg Sweep if you have it available to force a trinket.

    Note that your healing with Expel Harm and Chi Wave is increased by quite a bit while your DPS Trinket up. You can save a few lives with this spell while bursting. Xuen does nice damage, but he can be rooted/CCed by random Frost Novas/AoE stuns. He does have his own built in root removal, and the ability to leap directly onto his target.

    This guide is still unfinished!
    Feel free to add any more information in the comments, as well as anything you might want me to add.
    If you want to know any more tips on the Windwalker Monk, feel free to leave a comment or contact me on one of my numerous alts:
    Exordus (Alliance, Emerald Dream)
    Skyshatta (Alliance, Emerald Dream)
    Darcnyte (Alliance, Emerald Dream)

    I have also made a Ret Paladin guide, be sure to check it out if you are interested.

    EDITS:
    16/10/12: Tested whether Diffuse Magic reflects spells for it's entire duration.
    23/10/12: Explained why I used which talents, and added more characters you can contact for more info.
    26/10/12: Added gems and enchants.
    7/11/12: Updated to 5.1.
    13/11/12: Changed the Stat Priority, and explained Dual Wielding vs Two-Handed weapons.
    27/1/13: Did a small makeover of the guide, to make it more accurate to how Monks normally play.
    Last edited by Lightbull; 01-28-2013 at 12:35 PM.

  2. #2

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    What would u say the pros and cons are to WW monks? Are they more sustained dmg or bursty? Hows there overall survivability?I see some harder to kill monks and some not so much.

  3. #3

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    Quote Originally Posted by YumzYumz View Post
    What would u say the pros and cons are to WW monks? Are they more sustained dmg or bursty? Hows there overall survivability?I see some harder to kill monks and some not so much.
    From my experience, I feel monks have the ability to survive VERY well. With FSK, momentum, aoe stun, chi wave, and expel harm. Also the ability to quickly get LoS and zen meditate the ticking dots. I also feel like our burst is the same as unholy DKs in the end of cata, we have to time many buffs and abilities together. Overall I think we are a very mobile survivable class with more sustained dmg, not quite BURSTY BURSTY.

  4. #4

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    Quote Originally Posted by YumzYumz View Post
    What would u say the pros and cons are to WW monks? Are they more sustained dmg or bursty? Hows there overall survivability?I see some harder to kill monks and some not so much.
    Pros to Monks would definitely be their ability to move around very quickly. Your "charges" are Flying Serpent Kick and Roll, and they can be used to either get closer to the enemy OR get away. Plus, you can dispel slows with said abilities. Tiger's Lust is basically a Sprint that breaks roots when used at the cost of 1 Chi. On top of that, you get a permaslow with Disable, and an Improved Hamstring effect when you use it again.

    Their utility is another pro. You can stunlock people like a Rogue, and deal lots of damage during said stunlock. However, their only CC ability can only be used at melee range, and only has it's long 8 sec duration if you hit the target from behind. That would be their con. :P

    Monk damage is very powerful. Even without CDs, you can pull off 70k RSKs, 40k Blackout Kicks and Fists of Fury ticks, etc. Their burst is also powerful, however it is still weaker compared to other classes. 100k RSK is nothing to laugh at though.

    Survivability for Monks all depend on how they are utilising their Expel Harm and Chi Wave. They also have a Shield Wall like ability. I can survive Warrior burst easily. Reckatar > Charge > Hamstring, FSK away, Charge > Hamstring, do a barrel Roll, Heroic Leap > Hamstring, do a barrel Roll. Then wait out his CDs and laugh at raging warrior.
    Last edited by Lightbull; 10-16-2012 at 06:56 AM.

  5. #5

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    How can a class with only melee crowd contol deal with shadow priests and warlocks (not to mention frost mages)? You need to get close to them. I can't imagine getting close to a shadow priest or a warlock without getting fear in your face straight away. And guess what? You don't have any fear breaking abilities except for your pvp trinket. And I beleive even with diminishing returns two or three fears will be enough for a decently geared player to finish a monk.

    Frost mages are my other concern. Will you even be able to get close to them?

  6. #6

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    Quote Originally Posted by Afol View Post
    How can a class with only melee crowd contol deal with shadow priests and warlocks (not to mention frost mages)? You need to get close to them. I can't imagine getting close to a shadow priest or a warlock without getting fear in your face straight away. And guess what? You don't have any fear breaking abilities except for your pvp trinket. And I beleive even with diminishing returns two or three fears will be enough for a decently geared player to finish a monk.

    Frost mages are my other concern. Will you even be able to get close to them?
    This right here. Every Spriest I have come across, I just eat fears. I feel like the DR is just nonexistent in arenas.
    Warlocks I don't have much of an issue with, granted I play as MW. My interrupt is melee range... I use my ranged paralysis for interrupts sometimes, which is terrible when I need an actual CC.
    I can't even fathom trying to interrupt people unless they're on me.

    I had a match where a druid spammed Cyclone on me till DR, and repeated soon as DR wears off.
    I'm pretty sure vs a coordinated team, a cyclone/blind/fear/hex/etc rotation could keep us out of the game for a long time.

  7. #7

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    Quote Originally Posted by Afol View Post
    How can a class with only melee crowd contol deal with shadow priests and warlocks (not to mention frost mages)? You need to get close to them. I can't imagine getting close to a shadow priest or a warlock without getting fear in your face straight away. And guess what? You don't have any fear breaking abilities except for your pvp trinket. And I beleive even with diminishing returns two or three fears will be enough for a decently geared player to finish a monk.

    Frost mages are my other concern. Will you even be able to get close to them?
    The only class I know that can break fears other than using their trinket is Warrior. Warlocks aren't that big a deal if you know how to use your charges, Disable, etc. They either get a hard cast Fear that is easily interruptible, or an instant Fear on a 10 sec cooldown, that you can trinket and instantly get back on him. If I'm not mistaken, Howl of Terror DRs with Fear as well. You just need to burst as soon as possible. If you're facing an Affliction Warlock, you can swap Dampen Harm with Diffuse Magic to remove their DoTs.

    Spriests are much more of a pain. You can trinket Psychic Scream, and you can use Touch of Karma on the Spriest/Fortifying Brew before their Psyfiend gets off any fears to reduce damage done. I would stick with Dampen Harm because their Mind Blast, Shadow Word: Insanity, Mind Spike and other nukes all can deal more than 10% of your health. Diffuse Magic won't get used to remove fears (I don't think so anyway, will test EDIT: Tested, doesn't break fears), the only time you will use Diffuse Magic against a Spriest is for removing DoTs. Once their fears are down, burst them hard and they should drop as they have no more peels.

    Frost Mages are tricky, but beatable. As long as you trinket Deep Freeze during their burst, and use Touch of Karma while Frost Bomb hasn't exploded yet (watch out for Glyph of Fire Blast though), you can beat them. When a Frost Mage bursts, I just use Flying Serpent Kick/Roll to get away until it fades. If you're a Night Elf, added stealth is nice. Use Fortfying Brew if you're still taking too much damage, and pop your DPS trinket if you need stronger heals. When the burst fades, burst him back, or if you got the opener, burst as soon as possible. With Disable's root effect, Leg Sweep stun, and Tiger's Lust breaking roots, you can stick to him like glue.

    Remember that this still takes a bit of practise, it's harder to do this in game than saying it on the forums. :P
    Last edited by Lightbull; 10-25-2012 at 10:52 PM.

  8. #8

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    shamans.

    </end>

  9. #9

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    If you have S(walk backwards) bound and hold it the same time as roll, you roll backwards.

  10. #10

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    Quote Originally Posted by Bozy View Post
    shamans.

    </end>
    I beat Shamans in my sleep. What do you need to know to beat them?

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