Utolsó módosítás programmer, ekkor: 2015.03.20.
On this page, we list your Windwalker Monk coreabilities and how they should be used together (rotation) in World of WarcraftMoP 5.4. We also explain whento use your various cooldowns. Then, we go deeper and present all the subtletiesthat you will need to know if you want to excel at playing a WindwalkerMonk.
The other pages of our Windwalker Monk guide can be accessedfrom the table of contents on the right.
1. Single Target Rotation↑top
The Windwalker Monk rotation is based on a priority system, involvingseveral buffs and debuffs. Below, we provide a summarised version. Later onin the guide, you can read many more details.
Additionally, you should use Flying Serpent Kick if you have noEnergy or Chi.
This priority is very basic (despite appearing complex), and it does nottake into account your DPS cooldowns, or abilities with very situationaluses. To get a better understanding, we recommend that you read our more detailed section, as well as our section on cooldowns.
2. Multiple Target Rotation↑top
Against 2 enemies, you should continue your normalrotation. A special mention is due to the use of Storm, Earth, and Fire,though. This ability can be used against 2 or 3 enemies, but it is only worthusing if all 3 following conditions are met.
Against 3 or more enemies, you should use Storm, Earth, and Fire on2 targets that will live the longest. From this point on, you should continuea normal rotation, with the exception of the fact that Rushing Jade Wind(a talent that you should take if you are concerned about AoE damage) becomesyour top priority. You should also use the Ascension talent.
As a Windwalker Monk, you have several DPS cooldowns. They are best used asfollows:
Additionally, your talents have the potential to provide you with anadditional two active DPS cooldowns. We discuss this, as well as the propertiming and usage of your default cooldowns in asubsequent section.
You will always be in Stance of the Fierce Tiger, which provides youwith various benefits. It is not technically possible to be in any otherstance (or to have no stance at all) as a Windwalker Monk.
5. Optional Read: Mastering Your Windwalker Monk↑top
The above information tells you everything you need to know in order to havehighly competitive DPS as a Windwalker Monk. However, in order for you to trulymaster the spec, there are more things that you need to understand indetail.
5.1. Energy and Chi
Energy is a resource that Monks share with Rogues and Feral Druids. Thereare several things you need to know about Energy:
Chi is a Monk-only resource. There are several things you need to knowabout Chi:
5.2. Single Target Rotation in Detail
The priority list we provide at the start of this article contains all theactions you need to perform as part of your regular rotation. However, becausesome of the concepts require a deeper understanding, we go into furtherexplanations in the following sections.
5.2.1. Rising Sun Kick and Tiger Power
While performing your usual rotation, there are two things you have to beconstantly aware of.
5.2.2. Mastery: Bottled Fury
5.2.3. Combo Breaker
The general rule is to always use these procs as soon as they becomeavailable. More specifically, you must use them up before using Jab again.Therefore, it is perfectly fine (and recommended) to delay using them up ifother, more important abilities are available.
5.2.4. Flying Serpent Kick
You will want to cast it, and then very shortly afterwards cancel theeffect. This is due to the mechanics of the spell, which will quickly becomeapparent to you after a use or two (you "land" and deal damage when you cancelthe effect).
Keep in mind that, after you land, you may be out of position relative tothe boss (most likely in front of it), so you must be prepared to move backinto position quickly.
5.2.5. Expel Harm
As we mentioned in the priority at the top of this page, Expel Harmis sometimes used as a Chi builder. There are several aspects regarding howExpel Harm works, and when it is best to use it.
Expel Harm costs 40 Energy, and generates 2 Chi. In this sense, it isidentical to Jab. This, however, is where the similarities with Jabend. Unlike Jab:
What this means in practice is that you should never cast Expel Harm insteadof Jab, if your health is not low enough to justify it. More specifically,you must be missing twice as much health as Jab deals damage, for Expel Harm tobe worth using. The exact amount will depend on your gear, so you must checkthese values for yourself.
Finally, while the self-healing provided by Expel Harm can help to heal youup when you have sustained damage, you should not save it foremergencies, but rather you should use it whenever its damage iscompetitive with Jab's damage.
5.2.6. Spinning Fire Blossom
Spinning Fire Blossom can be used to damage enemies who are not withinyour melee range. It costs 1 Chi, and deals unimpressive damage when theenemy is at 10 yards or closer to you. When the enemy is farther than 10yards away from you, its damage is increased.
While you should not normally make use of this ability, if the encounterconditions prevent you from reaching melee range for a while, you can useSpinning Fire Blossom to deal some damage.
5.2.7. Afterlife Procs
Afterlife is a passive ability that gives you a 75% chance, eachtime you kill an enemy that grants experience (or would have done so were younot at maximum level) or honor, to summon a Healing Sphere next toyou. The Healing sphere lasts for 30 seconds, and heals anyone who walks overit, healing them for a small amount.
Furthermore, thanks to the same ability, each time you kill an enemy using Blackout Kick, you have a 50% chance to summon a Chi sphere. The Chisphere lasts for 2 minutes, and grants you 1 chi when you walk over it.
5.3. Detailed Cooldown Usage
5.3.1. Energizing Brew
Energizing Brew has a very straightforward usage. It restores 60Energy over 6 seconds, with a 1-minute cooldown. To maximise the benefit ofthis cooldown, you should make sure to use it as many times as possible duringan encounter. The only thing to be wary of is not to use it when you areat maximum Energy. If you use it while you are over 40 Energy, make sure touse an Energy-consuming ability within the following 6 seconds.
5.3.2. Tigereye Brew
Tigereye Brew is a stacking self-buff that you gain a stack of eachtime you spend 4 Chi. The effect stacks up to a maximum of 20 stacks. When youuse Tigereye Brew (an active ability with the same name as the stacking buff),up to 10 of your stacks are consumed, and your damage is increased by 6% foreach stack, for 15 seconds.
There are a few aspects to consider when managing your Tigereye Brew.
Firstly, you should make sure not to have it capped at 20 stacks, becausedoing so is wasting any further stacks you may gain.
Secondly, you should be stacking it with any effects that increase thedamage you deal (trinket procs, DPS potion, Heroism/ Bloodlust/ Time Warp, and so on) or the damage thatthe target takes (encounter mechanics). When you know that one of these eventsis about to happen, it is recommended to save up Tigereye Brew stacks inpreparation for it.
5.3.3. Touch of Death
Touch of Death is only usable against enemies who have equal or lesscurrent health than you. This means that, in most cases (at level 90), it willonly be usable on enemies who have around 400,000 health or less. The spelldoes a huge amount of damage, killing the target. Essentially this means itdeals damage equal to their remaining health.
Using Touch of Death against raid bosses is very difficult. This is becausethe health of raid bosses decreases very rapidly, especially when they are in"execute range" (below 20-25% health). You will, at best, have a 1-2 secondwindow of opportunity to use this spell.
Even so, however, you should do your best to use it whenever possible. Youshould look out for low health adds that you can use it against.
5.3.4. Survival Cooldowns
Fortifying Brew increases your health by 20% and reduces all damagetaken by 20%, for 20 seconds. It is a useful defensive cooldown to use duringtimes of intense raid damage, or other dangerous moments.
Healing Sphere allows you to place up to 3 healing spheres on theground. When a player walks over a sphere, the sphere is consumed and theplayer is healed. These can be useful in some situations, but they have a highEnergy cost (resulting in a DPS loss).
Touch of Karma redirects all the damage that you take to your target,for 6 seconds, up to a maximum damage equal to your total health. The spell canbe used to deal extra damage against raid bosses when there is raid damage.
Zen Meditation redirects to you the next 5 harmful spells castagainst your party or raid members, and reduces all damage taken by you by90% for 8 seconds. A few things are worth noting here:
5.3.5. Tier 2 Talents
Of your Tier 2 talents, only Chi Wave is a boost to your single-targetDPS. Chi Wave has a low position in your DPS priority, being overtaken by allof your special attacks, with the exception of Jab and Blackout Kick (in the case of the latter, only when you are using it todump Chi).
Against multiple targets, Chi Burst is a DPS boost, and you should useit in the same way as Chi Wave.
5.3.6. Tier 3 Talents
Power Strikes provides its benefit passively, by causing your Jab, Expel Harm, Spinning Crane Kick (when it hits at least 3targets), and Crackling Jade Lightning to generate 3 Chi instead of 2,with a 20-second internal cooldown. This is a benefit you should simply enjoy,which will not affect your rotation in any way.
Chi Brew is a DPS cooldown. The ideal time to use it is when youhave 0-2 Chi. Depending on the encounter, you can attempt to time this in such away that will allow you to perform burst DPS, but you should always try to useit as many times as possible during an encounter.
Ascension, will also provide its benefit passively, by giving you alarger Chi pool, and increasing your energy regeneration rate.
5.3.7. Tier 6 Talents
The unequivocal best single-target choice, is Invoke Xuen, the White Tiger. This spell should be used as many times as possible during the fight, evenagainst single targets. If there are moments in the fight where multipletargets are available, you should save the spell for such moments.
Against 3 or more targets who can be cleaved for most of the fight, youshould use Rushing Jade Wind.
Roll is an ability that allows you to quickly move 15 yards infront of you. It is a useful mobility ability, which you should useextensively for quickly traversing short distances. Here are a few facts aboutRoll:
Finally, Chi Torpedo, a tier 6 talent, replaces Roll with ChiTorpedo. Chi Torpedo is identical to Roll in every way, except that it rolls5 yards further, and it damages enemies and heals allies in your rollingpath.