Jul 102014
 

Worgen Druid Bear formWow. Lots of Druid changes, especially Balance, arrived with Warlords of Draenor. Then a couple more came with patch 6.1.

Various changes are across the board. All classes are losing various abilities and others are being restricted to one or another spec. Occasionally new abilities will be replacing old ones, but no one is going to gain abilities.

The “new” level 91+ abilities are “perks.” These are actually enhancements to existing abilities, not new ones..

Feel free to add your thoughts in the comment form at the bottom of the page or share this page and add them there.

Now, read on:

Skip to: All DruidsBalanceGuardianFeralRestorationTalentsGlyphsPerks — 6.1 Changes

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May 212014
 

Warlords of Draenor, AKA Patch 6.0, is scheduled to be released on Nov 13, 2014. In addition to the ten new levels you will get new talents, at level 100, new glyphs, and, instead of new abilities, you will get perks. In fact, some of your abilities will be removed.

Draenei Death Knight with the starting gear setThis post was last updated on 9/21/14 and is based on the WoD patch notes here.

Unlike the last couple of expansion the changes coming to Death Knights in Warlords of Dreanor aren’t major, but there is a fair amount of poking, prodding, and tweaking going on. The basic talent system is the same and most of your abilities are unchanged, but some abilities will be removed. Generally speaking, the changes are intended to streamline things a bit. Leave a comment if you don’t think that’s the case, or even if you do.

Note that most of the changes shown here are very early and are likely to change as we get closer to that release date of Warlords of Draenor.

Fortunately, the abilities are the only things being tweaked. According to a tweet by a Bliz Dev there are no changes planned to the resource system for Death Knights. So love it or hate it you’ll be keeping it. Probably.

So scroll down or use the menu to jump to various sections:

General DK ChangesBloodFrostUnholyTalents & GlyphsPerks
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May 062014
 

Updated 9/20/14. Warlords will be released on Nov 13, 2014.

Things are changing for Rogues in Warlords of Draenor, though (thankfully) less than with the last couple of expansions. There is no world breaking and no complete overhaul of the talent system. There are a number of “tweaks” coming, however. These are intended to streamline the game a bit and make our action bars a bit easier to manage. Keep in mind that all of this may change by the time Warlords is released and will probably be patched & hotfixed for some weeks after that. First off is…

Also note that all of the links below are to the Warlords version of the abilities, not the Mists version.

Rogue Stats

As you may know by now, the Hit and Expertise stats are dead. Reforging is also going away. Bliz decided that they were “not fun.” These stats are replaced by new secondary stats: Bonus Armor (for tanks,) Multistrike (grants a chance for spells and abilities to fire up to 2 additional times, at 30% effectiveness,) and Versatility (Increases damage, healing, and absorption done. Reduces damage taken.)

For a time there was a “Readiness” stat, which reduced cooldowns. This stat has been slain.

Agility and the Crit

Agility no longer provides an increased chance to critically strike with any abilities. Everyone now has a base 5% chance to crit. Rogies (and other Agility Dps classes) now get a passive ability, Critical Strikes, that adds 10% to the base chance to crit.

Agility now adds 1 Attack Power per point, down from 2. Various other tweaks to the AP calculations will compensate for this.

Stat “Attunement”: Blizzard is going to assign one stat to every class and spec that it figures will be a solid “throughput” stat. This stat will receive a 5% bonus, and should be the best choice for raw damage. Depending on what you’re doing, exactly, you might still favor another stat. These “attunements” appear along with various abilities.

Changes to the Rogue’s Abilities

Ability Pruning. It’s just like it sounds. Prune a few “less useful” abilities from the ability tree. Blizzard is doing this to make the action bars a bit more manageable, by having a few less items to put there. Rogues are actually receiving less pruning, nipping, and tucking than some of the other classes.

Abilities That Are To Be Pruned

  • Redirect has been removed, but you weren’t using it anyway, right? Right? It’s Ok actually, since Bliz says, “Combo Points for Rogues are now shared across all targets. You no longer lose your Combo Points when switching targets.” I think this will be a pretty welcome change for all Rogues.
  • Disarm Trap has been removed. This will be missed, but maybe not a lot.
  • Shadow Blades has been removed. I think this will be missed more.
  • Shadow Walk has been removed.
  • Fan of Knives is no longer available to Combat Rogues. Shaking my head on this one. Seems like too popular an ability to dump. Perhaps it’s because the Enhanced Blade Flurry perk removes the target cap of Blade Flurry?
  • Rupture is no longer available to Combat Rogues. Not sure why they want to remove this, but it looks like periodic effects aren’t in their design for combat? This also goes along with removing the bleed from Crimson Tempest with the Empowered Crimson Tempest perk and your Deadly Poison being replaced with the Instant Poison perk.
  • Ambidexterity has been removed, which will nerf auto-attack damage a bit. Damage of the active abilities has been increased to compensate and make them more rewarding.

Changed, but not pruned

General Rogue Changes

  • As noted above: Combo Points for Rogues are now shared across all targets. You no longer lose your Combo Points when switching targets. This makes it a bit more like the Paladin’s Holy Power and will make target switching a lot easier.
  • Tricks of the Trade now has no energy cost and no longer increases damage caused by the target by 15%. Only threat is transferred, so it’s useless for PvP. With aggro not really being an issue for tanks its use for PvE seems questionable.
  • Crimson Tempest’s periodic damage now has rolling periodic behavior, meaning that remaining damage from the previous application is added into the newly-applied periodic-damage effect.
  • Smoke Bomb now reduces damage taken by 10% (down from 20%.)
  • Ambush no longer requires the Rogue to be behind the target.
  • Recuperate now heals for 5% of maximum health per tick (up from 3%.)
  • Safe Fall’s effects have been merged into baseline Fleet Footed.
  • Tricks of the Trade now has no energy cost and no longer increases damage caused by the target by 15%. This makes it useless for PvP.
  • Garrote now ticks every 2 seconds (up from every 3 seconds). Damage has been adjusted to compensate.

Assassination

Earlier on in the beta various Assassination abilities allows use weapons other than daggers. Those changes were removed and you’re back to daggers only.

  • Assassin’s Resolve Its damage increase is now 15%, down from 20%. It still requires daggers.
  • Seal Fate now also grants a combo point for area attacks that critically strike the Rogue’s primary target.
  • Blindside’s effects have been merged into baseline Mutilate.
  • Cut to the Chase’s effects have been merged into baseline Envenom.
  • Envenom now increases poison chance by 30% (up from 15%.)
  • Venomous Wounds’s effects have been merged into baseline Rupture for Assassination Rogues. It no longer triggers from Garrote and now always triggers when Rupture deals damage (up from a 75% chance.)

Combat

Combat Rogues also get a few tweaks.

  • Blade Flurry can now trigger poisons.
  • Revealing Strike no longer advances Bandit’s Guile. This is intended to give the Combat Rogue a little more control over their rotation, that is: more control over triggering Bandit’s Guile. RS also grants Sinister Strike a 25% chance to generate an extra Combo Point.
  • Killing Spree no longer increases all damage done for the duration. Its damage has been increased to compensate.
  • Relentless Strikes’ effects have been merged into Ruthlessness for Combat Rogues only. It remains a separate passive for Assassination and Subtlety Rogues.
  • Restless Blades’ effects have been merged into Ruthlessness.
  • Main Gauche now deals off-hand weapon damage. Its damage has been increased to compensate.

Subtlety

Those master backstabbers, Subtlety Rogues, have a few tweaks to clean up their ability lists.

  • Backstab can now be used on either side of the target, in addition to behind the target.
  • Hemorrhage’s periodic damage is now based on attack power (instead of the initial strike’s damage), and ticks every 2 seconds. Damage has been adjusted to compensate.
  • Honor Among Thieves can now also be triggered by critical hits from the Rogue’s melee Auto Attacks. This is intended to make soloing Sub. Rogues more effective.
  • Energetic Recovery’s effects have been merged into baseline Slice and Dice for Subtlety Rogues.
  • Find Weakness’ effects have been merged into baseline Ambush, Garrote, and Cheap Shot for Subtlety Rogues.
  • Master of Subtlety’s effects have been merged into baseline Stealth for Subtlety Rogues.
  • Sinister Calling now increases Agility by 15% (down from 30%), and the amount of Multistrike bonus received from all sources by 5% (in order to act as Subtlety’s Secondary Stat Attunement). And finally, when the rogue Multistrikes with Backstab or Ambush, they also twist the blade, causing all Bleed effects to instantly tick an additional time.

Rogue Talents, Perks, and Abilities

Perks are what we get instead of new abilities as we level past 90.

Some classes get different talents depending on their spec, but all Rogue specs have access to the same talents regardless of spec.

Level 100 Rogue Talents, tier 7

  • Level 15: Subterfuge is changing a bit. You no longer stay stealthed for three seconds when attacking (or attacked,) but you can still use your abilities as if you were stealthed. Much like a brief Shadow Dance.
  • Level 30: Deadly Throw no longer has a minimum range.
  • Level 60: Burst of Speed now costs 30 Energy (up from 15 Energy.) Perhaps they got tired of you sprinting across the entire battlefield?
  • The level 75 talent Paralytic Poison will be removed. The new talent will be “Internal Bleeding.” This will be an additional bleed, based off of your Kidney shot. A successful KS causes the bleed and combo points increases the damage.

The Level 100 Talents:

  1. Venom Rush: Increases max energy (does this stack with other energy increases?) and increases energy regeneration for each enemy poisoned, up to three. This will mean more Fan of Knives use, I think, except for Combat (since Fan is being removed for Combat.)
  2. Shadow Reflection summons a shadow that “memorizes” what you do for the next 8 seconds, then replays those strikes on the target. This could be rather cool and could really extend your burst. Will it copy Shadowdance and all the strikes used? If so then this might be brutal in certain situations, especially if you can pop it with all your “on use” cooldowns and trinkets. Don’t expect a PvP target to hang around for all this damage.
  3. Death From Above empowers your weapons with Shadow Energy. This is a finishing strike (damage is based on your combo points used) which lets you attack all nearby enemies and then leap up and crash down on the main target for Eviscerate + 50% damage. Could be a lot of fun if done right.

The Changes to Rogue Glyphs

Glyphs are undergoing changes, as well.

As you level your Rogue you will automatically learn certain glyphs, just as you do talents and abilities. The rest of the glyphs, which will change as they always do with expansions, will still be available on the Auction House.

Here are the glyphs that your Rogue will be automatically learning:

  1. Level 25: Deadly Momentum and Stealth,
  2. Level 50: Recuperate
  3. level 75: Ambush and Cheap Shot
  4. Note that no minor glyphs will be automatically learned.

Dead Glyphs: None. The glyphs that are automatically learned will not appear in a scribe’s glyph list, though.

New Rogue Glyphs

  • Glyph of Energy: Increases your maximum Energy by 20. Hmmm… this one might be “required.”
  • Glyph of Elusiveness: Reduces the cooldown on Evasion by 30 sec. Ok, I can see this one being useful.
  • Glyph of Energy Flows: Each time you dodge while Evasion is active, you gain 10 Energy. Depending on how often you evade this one could be nice.
  • Glyph of Disappearance: Reduces the cooldown on Vanish by 60 sec, to a 1 min cooldown, but when Vanish’s duration ends, Stealth is no longer automatically activated. Depending on just how you use your Vanish and Stealth, this could have some use. Seems like it’ll only be for specific situations.

They’re Rogue Perks, not Abilities.

Perks are acquired randomly as you level from 91 onward. So a level 95 Rogue might have a completely different set of perks than another 95 Rogue of the same spec. By level 100 they’ll both have all the same perks. The order of perks shown here is, therefore, not the order in which they will be acquired.

Earlier in the beta test there were a lot more perks. Some of those are now dead, others were incorporated into other abilities. As of now everyone will get four perks. All of the perks are passives. Some are pretty sweet.

Assassination Combat Subtlety

 

Sensus Discusses the Upcoming Changes to Rogues in Warlords of Draenor.

The level 100 Talents:

So what are your thoughts? Comment below!

Apr 272014
 

 

Affliction Warlock PvP GuideUpdated for Warlords of Draenor

Human Affliction Warlock in Season 11 PvP GearThis is the Affliction Warlock PvP Guide.  Your job is to suck the life out of the enemy and leave their corpses around the battlefield.

Whether Affliction is or is not the Flavor of the Month (FOTM) isn’t the point of this page. The point is to get your ‘lock to a better place in PvP. So let’s do it.

If you’re looking for the raiding or leveling info then see the links just below.

If you like this page how about recommending (“like,” +1, etc.) it and/or commenting?

Affliction PvP Contents

Other Warlock Pages

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Mar 142014
 
Warrior Proving Grounds Guide

Arms and Fury Warriors will both be able to handle the Proving grounds with little, if any, change in techniques or gear. Stats, gems, etc. willbe the same for both specs.

As you may know, one of the requirements for LFR (Looking for Raid) and for random heroics in the Warlords of Draenor expansion will be a Silver Achievement in the Proving Grounds. One might guess that the reason for this is all the complaining about “the bads” in both of those groups. Anothing might be the “insta boost to 90” system that WoW has implemented, which people feel will flood the world with boobs who have not the slightest idea of how to play their characters.

So, with that in mind, I’m putting up a series of guides on how to get that silver achievement (and higher level achievements) in the Proving Grounds. Some classes and specs will find it easier than others, but everyone should be able to do it.

The Proving Grounds have three areas of expertise:

  • DPS/Damage – where you, all by yourself, have to destroy all opposition
  • Healing – where you and your team work together to destroy all opposition. Your team is, ahem, not necessarily highly skilled.
  • Tanking – You tank and burn down all opposition. You will have a healer who you have to keep alive.

After Silver you can go onto the Gold achievment and then Endless. This is where you fight wave after wave until you get bored of the whole thing. Gold has ten waves, ending with a boss type Sha. Silver has eight, with no major boss.
Continue reading »

Mar 102014
 

A Silver Achievement will be required to enter Looking for Raid (LFR) and for random heroics in Warlords of Draenor, coming “on or before” Dec 20, 2014. The Warlords of Draenor expansion pre-order has just been announced and along with it comes an “instant 90” token.

Hopefully this page will help you Fire Mages to burn you way to that silver and beyond. (Also see our Fire Mage DPS and Fire PvP pages and our Mage leveling guide if you’re not yet 90.)

How do you get to the Proving Grounds? Just ask your trainer. What are the rewards? Just the achievements and possible bragging rights.

Proving Yourself: Gold Damage AcievementThe big weakness for Fire is getting enough Crit to allow enough Pyro procs to do the damage. It might be helpful to pray to the Fire Gods and offer up sacrifices to be able to get some crit streaks. While this page won’t help with the prayers it will lessen the need for them a bit. Fire can get the Gold and can make headway through at least a few of the Endless Waves. Yes, Frost might be better for the PGs, but where’s the challenge in that? 😉

Continue reading »

Feb 262014
 

Human Death Knight, ready to be provenOne of the better ways for your Death Knight, or any other tank, to learn tanking skills is through the Proving Grounds, introduced in patch 5.4. It’s a safe place to experiment with rotations, dealing with multiple targets, reforging to get the most out of your gear, and so on. No one will know whether you took one try or 100 (or more) to get your gold achievement.

If you can get at least a silver achievement on your Death Knight (or any other character,) then you’ve probably got a clue.

In fact, Blizzard agrees that the Proving Ground is a good test and it looks like they are at least considering making the Proving Grounds a requirement for random groups in Warlords of Draenor. There were some recent interviews with Blizzard Devs on this topic.
Continue reading »

Dec 102013
 
Frost Mage Damage Guide

The Frost Mage has been the Mage PvP Spec for some time now. With proper use of your abilities you can throw out a lot of damage. Changes that came in patch 5.4 made your pet more valuable and changed your Mastery. Your pet’s freezes and your Frostbolt slows give you added PvP utility over that of Fire or Arcane.

See below for your attacks, cooldowns, and how to put it all together for maximum damage.

Stats for the Lethal Frost Mage

  • Spell hit at 6% > Int > Haste > Crit > Mastery > Resilience & PvP Power
  • See our Frost Mage PvP guide for details on gems, enchants, etc.

Haste is your #1 stat as it reduces the cast times of your spells and makes for faster Living Bomb ticks. You get faster polymorphs, faster CCs, faster globals, etc.
Continue reading »

Nov 302013
 

Holy Priest PvPHoly Priest PvP in patch 5.4.7 is working quite well. You have lots of survivability, especially with the new resilience changes (now 77%, plus the trinket bonus) and some pretty serious healing ability. You should have no problems keeping yourself and your team up while they kill everything.

On this page you’ll find stats, talents, gear, rotations, and more. Hit the “like” and “+1” buttons and feel free to add a comment if something needs to be added or changed or you want to just add your piece.

Holy PvP Contents

Also see our Priest Leveling Guide and
the Holy Priest PvE page.
Continue reading »

Nov 152013
 

Windwalker Monk PvPWindwalker Monk PvP in Season 14, patch 5.4.7

Human Monk with a Mighty Flying KickFor gearing, this guide assumes you’re level 90. The other aspects can be used at lower levels. Feel free to share (like, +1, etc.) and add your comments, especially if I missed something or need to add something.

Windwalker Monk PvP can be a very satisfying experience. Played properly you’re very hard to take down and you do lots of damage and have lots of control and mobility. Some even say that you’re the toughest of the melee classes. That’s a pretty nice place to be.

WindWalker Monk PvP Contents:

  1. Butt-Kicking Talent & Glyphs
  2. Your Stat Priority
  3. WW Monk PvP Gear at 90
  4. WindWalker Gems
  5. WW Enchants
  6. Professions, for a bit extra
  7. Stayin’ Alive
  8. WW PvP Macros
  9. How to Burst
  10. Stuns, CC, Heals
  11. Skill-Capped Monk Guides
Other Monk Guides

 

WW Talents for Proper Butt Kicking

The talents picked depend a lot on the game you like to play. 2s? 3s? 5s? BGs/RBGs? World PvP? The talents you pick for your WindWalker Monk PvP will be determined by that game and who you have in your team. For example, Diffuse magic is great against casters, not so hot (ok, just about useless) Vs physical damage.

This is a good start, below, but keep a stack of Tome of the Clear Mind handy if you want to switch talents for the next game. Our picks are checked: Best talent. Talents not described below the image are not interesting.

Windwalker Monk PvP Talents

Level 15 Talents: 

  • Best talent Tiger’s lust for the burst movement and the freedom from snares & roots. It can also be used on your allies and is on a short cooldown. The other two are more PvE or leveling talents.

Level 30: 

  • Best talent Chi Wave is very nice in 1 vs 1 situations and 2s. In larger groups it will bounce all over the place and can occasionally break CC.
  • Zen Sphere is a decent Heal over Time (HOT) which you can cast on yourself and another. Nice, if you don’t need the more immediate heal of Chi Wave.
  • Chi Burst is also good when casting into stacked groups (certain BGs come to mind), but the cast-time hurts it somewhat. Of course, you are likely jumping into that group, so you won’t have time to waste with casts.

Level 45:

  • Best talent Chi Brew – Instantly restores 2 Chi, and generates 2 stacks of Tigereye Brew. More brew stacks = more damage over time. It’s also “on use,” which gives you more control. This is the superior talent for this tier, overall. You will feel a bit energy starved, hence Haste becomes a more  important stat.
  • Ascension provides more Chi and Energy for your burst rotations. Chi Brew is generally better overall, but ascension is passive and one less thing to think about.

Level 60: 

  • Best talent Leg Sweep is nice for your melee range CC.
  • Ring of peace was nerfed in 5.4 and is less generally useful for you than the sweep. It’s good if your team already has a lot of stuns, to avoid “diminishing returns” on the leg sweep stun. Also nice if your ally is beating on that caster over there.
  • Charging Ox Wave is only useful if your team needs a ranged stun.

Level 75:

This pick really depends on just who you’re fighting.

  • Best talent Healing Elixirs because we like more heals. It makes you that much harder to kill, and it is a passive that occurs when you get low (though you can drink brew or tea to get the benefit.)  It’s the pick here just because of the passive and that it works in all situations.
  • Diffuse Magic for a major reduction in incoming magic damage (and it also clears effects) every 90 seconds, plus it has a chance to reflect that damage. Not so hot Vs physical damage (eg: that Warrior pounding on you.) Consider Dampen Harm if you’re facing non-magical damage.
  • Dampen Harm is a fine talent for when you can anticipate incoming damage, though it’s probably a better PvE talent. Also usable while stunned, which is rather nice in PvP.

Level 90:

  • Best talent Invoke Xuen, for extra single target damage. 45 seconds of extra damage every 3 min isn’t bad.
  • Rushing Jade Wind is great for jumping into BG groups and decent for single targets, though not up to Xuen.

WindWalker Glyphs for PvP

  1. Glyph of Touch of Karma extends the range to 20 yards. This makes the macro, below, much more useful.
  2. Glyph of Paralysis helps your Paralysis ability to stick to the enemy.
  3. Glyph of Sparring provides a chance to parry off spells cast from in front of you
  4. Glyph of Fists of Fury gives you a much higher parry chance while using your opponent’s face as a speed bag.
  5. Glyph of Spinning Crane Kick occasionally useful, if you need more movement while spinning.
  6. Glyph of Touch of Death removes the Chi cost, but increases the cooldown. Your 4 piece PvP set bonus allows T of D to be used on players when they hit 10% health. If you don’t have that set bonus then this glyph has no value in PvP.
  7. Glyph of Fortuitous Spheres – Causes an extra healing sphere to appear when you’re getting low.

Minor Glyphs

  1. Glyph of Water Roll allows rolling over water, which has its uses.
  2. Glyph of Blackout Kick provides more damage, but less healing.
  3. Glyph of Spirit Roll allows you to get back to your body a bit faster.
  4. Glyph of Flying Serpent Kick only works if your targeting is exact. 

 

What’s the WindWalker Stat Priority?

(“>” =  “better than” or “Greater than.”)

  • Priorities: 3% Hit > 3% Expertise > Agility > Haste to 10-15% >= Crit > Mastery > PvP Power/Resilience

Hit – while anything over 3% does you no good, it’s better to be a bit over than a bit under, since missing is bad. Lining up that mighty strike and then missing does little for your chances of winning.

Expertise goes against your opponent’s chance to Dodge after you “hit” him. 3% eliminated the basic dodge chance. Some people recommend higher amounts when fighting dodgy classes, such as Rogues. You might not notice any difference with 3 or 4 more points of Expertise..

Agility improves everything you do.

Haste If Rushing Jade Wind is the preferred talent then Haste might well have a lot more value than otherwise. 10-15% Haste should do you very well, after that start looking to get more Crit. You will be taking Chi Brew as a talent and the added Haste will help with Energy.

Crit, while random, allows more consistent damage than your Mastery, especially when you don’t have brew stacks available.

Mastery will let you accumulate Tigereye Brew stacks more quickly. You will get to blow those stacks more often, since they accumulate faster, but your damage at other times will be a bit less.

PvP Power isn’t worth stacking; the stuff on your gear with be enough.

Resilience gets a nice bonus if you have both PvP trinkets, which brings the total to 80%. You will want to gear for offense, instead of more defense.

Reforging your gear

  1. Get the ReforgeLite addon, which will make reforging easy. Here’s a video on how to use it.
  2. Follow the stat priorities, making sure you have your Hit and Exp.
  3. Check your Haste number. If it’s around 12-13% then you’re probably good. Get a bit more if you feel that your energy regen isn’t so hot.
  4. Next, get as much crit as possible.

 

Gearing up for Windwalker PvP

Not yet 90? Get as much honor as you can on the way to 90. The goal is to earn 7,500 honor for the season by the time you hit 90. Spend the first 4k on other stuff, such as mounts, then buy the PvP weapons (with the remaining 3,500 points) when you ding 90. (Go here to get to 90 faster.)

Assuming that you’re leveling and doing PvP) and not just buying your way to 90, there’s some PvP gear you can grab before you hit 90 (note that your heirlooms, if you have them, might well be better)

  • Alliance can get their level 18+ stuff here, and Horde here. From 70+ you can get legacy arena gear form these vendors.

PvP Vs PvE gear? See this post for a longer discussion. Basically, in a PvP scenario (BGs, Arena) PvP gear is superior since high level PvE gear is greatly downrated. PvP gear has a lot of PvP Power which makes up for PvE gear maybe being a few item levels higher. In world ganking (er…. World PvP) there is no downrating of gear. If your PvE set is 40 ievels higher than your PvP set, then use it. As of this writing, in season 15, the PvE gear is downrated to 524, which is inferior to the 522 Honor gear due to that PvP power on the latter.

Are you freshly level 90?

If you have the gold then buy the Crafted Malevolent leather set. That’s good enough to get you started in the BGs, though you’ll want to get better gear soon. In the cases where there are two items available for a slot, eg, wrist, then get the piece with Crit.

If you spend a couple of hours wandering about the Timeless Isle you should be able to get the full (or close to it,) 496 PvE gear from the various boxes and such. It’s not optimal for PvP, but it’s way better than the stuff you were leveling with and it’s at least as good as the crafted set.

Grinding the Honor Gear

Human Windwaker Monk with a Flying KickWhy the honor gear? Because it makes the RBGs and Areas, while earning your Conquest points, less painful. In season 15 the honor gear is 522, which is way better than the 476 crafted gear or the 496 Timeless gear.

You can, if you want, skip the honor gear and go straight to grinding the conquest gear, it’ll just be a bit more painful at first. You might want to consider at least grinding for the honor weapons.

Which Honor pieces are best to get first?

  • If you don’t already have the PvP escape trinket you should get that first: Tyrannical Gladiator’s Medallion of Tenacity
  • Any items that really need upgrading (e.g., green questing items.) Take care of them. These will be your biggest gains.
  • For the rest of the gear, the Tyrannical Gladiator’s Ironskin Gloves are a good first overall choice for the ability to break free from snares and they’re part of the set.
  • Otherwise, get the bigger pieces. They have better stats.
  • After earning the first 4k Honor save the rest. At 7,500 total earned you’ll have 3.500 and can buy your weapon(s.)
  • Also consider working for the 4 piece set for the PvP stats and their 4 piece set bonus, which is something of an “execute” ability. (see it here: Tyrannical Gladiator’s Ironskin Tunic)  You need any four of: gloves, helm, legs, tunic, shoulders.

Grinding the Conquest Gear

Human Monk Grievous Gladiator, "Let's Fight!"As with the Honor gear…

  1. Upgrade the weakest item first.
  2. Get the gloves (Prideful Gladiator’s Ironskin Gloves,) if you don’t already have them from the Tyrannical set. The freedom from snares is rather nice.
  3. Get the bigger pieces and get that set bonus.
  4. Fill it out.

The Elite Grievous Gladiator Set

Human Monk Grievous Gladiator eliteThis set is just a cosmetic change and adds no stats or abilities. You need to earn 27k Conquest Points in the current season in order to buy the pieces.

 

Windwalker PvP Gems

Matching socket colors is generally recommended. If you need Expertise then you should get it through the gems, rather than the enchants, since you get more out of each gem. PvP Power gems have the same stat value as Agility (ie, 160 points) so skip the PvP power gems.

Resilience is up to you, but it’s pretty high in 5.4.7 (77%,) and higher with the trinket pair (80%,) so isn’t worth gemming for.

  1. Delicate gems (Ag) are the most important: Delicate Primordial Ruby
  2. Orange gem with ag/crit for yellow slots: Deadly Vermilion Onyx (You probably have enough Haste from your gear and reforging.)
  3. Blue: ag/pvp power: Assassin’s Imperial Amethyst
  4. Meta: Agile Primal Diamond till you get to the Tyrannical Primal Diamond, which has more defense and nice PvP Power. Any survivability is good. If you’re playing with a decent healer then it’s less important than otherwise, but the PvP Power is a nice plus. Another possibility is the Powerful Primal Diamond, which adds a bit of survivability when you’re stunned.

 

Windwalker PvP Enchants

With only a couple of exceptions the PvP enchants are the same as the PvE enchants. So if you’re PvPing in your PvE gear then you don’t have to change anything.

 

Professions, for a bit of an extra bite

Leveling up Blacksmithing and Engineering is gonna be costly. If you’re not that rich then you should look at Tycoon to help with your gold flow.

  • Engineering for the Synapse Springs glove enchant cooldown, plus useful toys like parachutes & gliders & movement boosts.
  • Blacksmithing for the flexibility. Provides two extra gem sockets. Useful, if Resilience ever becomes the top stat again or Haste/Crit become a lot more valuable at some point.
  • Jewelcrafting for better gems; slot two of them. You will get 320 extra Ag.
  • Enchanting for Ag on rings. You will get 320 extra Ag.
  • Leatherworking for the Ag bracer enchant. You will get 320 extra Ag.
  • Inscription for the Ag shoulder enchant. You will get 320 extra Ag.
  • Alchemy adds about 30% (320 Ag) to your main flask and doubles the duration. Potions are not usable in Arena, though.
  • Herbalism for the Haste cooldown and to earn more gold.

 

Stayin’ Alive (as a Windwalker)

 

How to do Damage as a Windwalker

Undead WindWalker MonkFirst, be aware of your buffs:

These two abilities should be immediately applied to any target, including when you switch to a new one. They will greatly increase your burst capability.

  • Tiger’s Palm, costs 1 Chi, reduces the enemy armor.  Combine this with…
  • Rising Sun Kick which causes you to do 20% more damage to the target and any other targets nearby. It also reduces the healing received by the target.

Also be aware of when/if these get dispelled, so you can re-apply them.

Cooldowns

  • Tigereye Brew buffs your damage. Every 3 Chi you use gains a stack of brew. Try to use it only when you have 10 stacks and you can combine it with your “on use” trinket. It takes a while for these to build up, so you will want to use your “on use” trinket early. By the time the brews stack up, your trinket will be ready again.
  • Energizing Brew restores energy, use it only when you’re really low.
  • Touch of Death (Vs Players) comes from the 4 piece PvP set bonus and will kill enemies at or under 10%,
  • Energy and Chi – make sure you have enough before popping cooldowns.
  • Storm, Earth, and Fire, while not a cooldown, has its uses when you need to spread the Mortal Strike effect.

Building Chi

  • Expel Harm is useful when a heal is needed.
  • Jab – this will be your default Chi builder and is also used for dumping energy.

Using Chi

DR = Diminishing Returns. For example, stun #2 will be half its normal duration and #3 will be half of the half.

In order of Priority:

  1. Use Rising Sun Kick on cooldown, in addition to the damage it applies a “Mortal Strike” effect, reducing enemy healing.
  2. Tiger’s Palm costs 1 Chi, reduces the enemy armor. Keep this up. Blow the procs as they appear.
  3. Fists of Fury – Try to make sure you won’t cap your energy while doing F of F or overlap other cooldowns. Try to do F of F when at least a few seconds remain on the above CDs. Also be aware of Stun DRs.
  4. Blackout Kick (and procs)

Doing it:

  1. Cast Both Legacies
  2. Tiger Palm + Rising Sun Kick
  3. Get 5 chi
  4. Blow cooldowns (Trinket, brew, engineering, etc.)
  5. Rising sun kick
  6. Jab to get 5 chi
  7. Alternate Jab and Blackout Kick while cooldowns are down.
  8. Fists of Fury
  9. Rising Sun Kick
  10. Win

 

Your Stuns, Mobility, and Self-Healing (Survival)

Your Stuns and Crowd Control

  • Leg Sweep knocks down nearby targets
  • Paralysis puts one target “to sleep” for a few seconds.
  • Disable snares your target and will root him if he’s already snared.
  • Spear Hand interrupts casting and can briefly silence.
  • Fists of Fury damages targets in front of you and stuns them.
  • Crackling Jade Lightning will knock an opponent back.
  • Grapple Weapon disarms the opponent and will buff you if his weapon is better than yours
  • Touch of Deathif you have the 4 piece PvP gear set bonus, will insta-kill your opponent if he drops under 10% health. The Glyph of Touch of Death removes the Chi cost and increases the cooldown. That might be very useful if you get the opportunity, but the Chi isn’t there.

Your basic movement abilities are:

  • Roll – your main ability to close and run away.
  • Flying Serpent Kick – a great escape or long range gap closer.
  • Tiger’s Lust – breaks roots and snares and speeds you up. Great for escaping Novas and such.
  • Transcendence: Transfer – set it up behind a pillar or otherwise out of sight, fight a bit, port back. Nice escape when things get tight. Dropping some Healing Spheres on your return portal can really help out.
  • Darkwater Potion for some extra movement wherever potions are allowed.

Your basic self-healing and related abilities are: 

  • Chi Wave – bounces between you and the target.
  • Expel Harm – also damages the enemy for a portion of the amount healed.
  • Healing Elixirs activates when an attack brings you under 35%.
  • Healing Sphere – drop these and walk through them for a nice heal.
  • Detox – not a heal (unless glyphed,) but it clears off certain effects, which is very nice.
  • Fortifying Brew – 20% more health, 20% less damage taken, lasts 20 seconds.
  • Touch of Karma reflects all damage back to the attacker for a few seconds.

Monks can do a lot of self-healing. Keep your heals sorted, run and kite, and you will be very hard to take down.

When healing cooldowns aren’t immediately available you can kite the enemy, or run, and give yourself some time. Porting back with Transfer can let you use the Healing Spheres you left there. Make sure you do enough attacking to keep making those Tigereye Brew stacks. Place more Healing Spheres in strategic places when you get a chance.

Switching targets, via Rolling or whatever, is a good way to escape some pressure and let your heals come back.

Keep in mind that you do have to maintain some pressure to keep those Tigereye Brew stacks coming, otherwise your burst will be less than it could be.

If you have a Skill-capped membership you can see a video of a WW Monk going 1 Vs 2 against a DK and a Druid. The Monk wins.

Skill-Capped Makes Your PvP Easier
Get Better, Get Skill-Capped Now.

 

Macroing your Windwalker Monk

TigerEye Brew Macro

Uses your Tigereye Brew, trinket, and Engineering cooldowns. Slot 14 is the 2nd trinket slot, and 10 is for your gloves.

  • #showtooltip Tigereye Brew
  • /cast Tigereye Brew
  • /use 14
  • /use 10

Macros for the Team

There are a variety of macros you can use for your team members, if you’re so inclined. Detox, Ring of Peace, and Tiger’s Lust are three such examples. What these do is activate the specific abilities on the targeted team member. These are great if you run with a regular team, such as Arena teams, not so much if you’re just soloing or doing random BGs and such.

Here’s an example, just change ‘NameOfPlayer’ to your buddy’s name and the ability as appropriate.

  • #showtooltip Detox
  • /cast [target=NameOfPlayer] Detox

Focus Macros

Is your “focus” target getting a bit uppity? You can use several macros to help out. This way you don’t have to drop your current target in order to hassle your focus target.

  • #showtooltip Grapple Weapon
  • /cast [@focus] Grapple Weapon

or maybe…

  • #showtooltip Paralysis
  • /cast [@focus] Paralysis

Touch of Karma on your Focus

This is nice if your focus target is in melee range. For example, you have a Mage targeted and then the melee attacks. The Mage opens up on you and you let the melee take the damage. Occasionally useful. Hand of Protection will get in the way of your Touch of Karma, hence the ‘cancelaura.’ H of P also does not help Vs magical damage. The glyph extends Touch’s range to 20 yards, making it much more useful.

  • #showtooltip Touch of Karma
  • /cancelaura Hand of Protection
  • /cast [target=focus] Touch of Karma

or use it directly:

  • #showtooltip Touch of Karma
  • /cancelaura Hand of Protection
  • /cast Touch of Karma

Spear Hand Strike

Use a Spear Hand Strike to interrupt your opponent. Use the ‘shift’ key when targeting your focus instead.

  • #showtooltip Spear Hand Strike
  • /cast [nomodifier:shift] Spear Hand Strike
  • /cast [modifier:shift,target=focus] Spear Hand Strike

Get more macros, pro level keybinds, and improve your game with the Impulse addon.

Race Choice for the WW Monk

Worgen and Goblins are the only races which cannot become Monks. The most that any particular race will provide in term of DPS is maybe 1% overall, not enough to care a lot about. Still, if you want every bit of burning power for your flying kicks here’s how they stack up.Only the points relevant to PvP are shown here. Note that most of the racials will change in Warlords of Draenor.

Pandaren

  • Better buffs from food is a nice benefit.
  • Rested XP lasts longer, for faster leveling.
  • Melee range stun will be useful on trash mobs and occasional bosses.
  • Take less falling damage.

Alliance Monks

Human

  • Escape ability allows you to replace the PvP escape trinket with a DPS trinket.
  • Mace or Sword expertise will help you get to that 3% cap for easier reforging.

Dwarf

  • Stone Form washes away some effects and reduces damage by 10%, which has its uses.

Night Elf

  • 2% Dodge is a nice perk, you will take just that much less damage.
  • Shadowmeld is nice as a cheap Vanish or to lurk in wait as an Ambush.

Gnome

  • Expertise with swords is useful if those are the best weapons available.
  • Your Escape will find occasional use.

Draenei

  • +1% Hit is nice and makes end-game gearing a bit easier and you don’t have to have any particular item equipped to get it.
  • The self-heal is always useful, even with those you already have.

Horde Monks

Orc

  • Blood Fury is very nice for those times when you need a bit of extra smash. Put it in a macro with your openers or other “it’s burst time” abilities/items.
  • Resistance to stun effects is definitely useful.

Troll

  • Berserk is very nice for those times when you need the burst.
  • Increased damage Vs beasts is nice for PvE or leveling, but is of no use in PvP. .

Undead

  • The ability to remove fear and other effects is occasionally useful.
  • Touch of the Grave is a small DPS add and also heals you for the same amount that it drains.

Tauren

  • Additional Stam doesn’t scale well at very high levels, but is still equal to about three stam gems.
  • War stomp will have definite use.

Blood Elf

  • Arcane Torrent will silence casters, which has its uses.