1.1) Streaming and Videos
2.1) Class Synergy
2.2) Basic Monk Playstyles
2.3) Macros & Scripts
2.5) Monk Streams
2.6) 2v2 Guide Coming Soon
2.7) Rated Battlegrounds
Hello fellow monks and others. My name is Steve. Nice to meet you. I am a R1 Duelist monk meaning I was 1 spot below the lowest Gladiator spot in Season 13. My highest 3v3 rating was 2469 and my 2v2 rating of 2496 where I went 153-0 then lost before I could purchase my 2500 tabard. I have some bad luck.
Anyways, I made the guide for WW monks in 5.3 and I am updating it for 5.4. Some sections may be blank or not up to date so bear with me as I wait for information or whatever is missing from it.
1.1) Streaming and Videos
I have been asked a couple times if I have plans on streaming or making youtube videos and the answer is was no because I play on a terribly old computer but I may be getting a new laptop soon which might be good enough to either stream or make videos.
These are your primary damaging abilities. You use jab and expel harm to build Chi to use your other abilities. You use expel harm when you aren't at 100% HP or can't jab anything. You also need to keep Tiger Strikes buff up at all times. You need to use Rising Sun Kick off cooldown. Fists of Fury is situational, you may use it to peel or control. I often use it after a Leg Sweep or Ox Wave for damage and control. It can do a lot of damage when channeling on 1 target with stacks of Tigereye Brew up.
- Fists of Fury, Fists of Fury is also a high damage ability but you can stun and entire team with it and they can't trinket it most of the time because you will just re-apply the stun when they do.
- Leg Sweep, Charging Ox Wave, and Ring of Peace Leg Sweep and Charging Ox Wave, just a stun that's a control, Ring of Peace is a AoE disarm and silence.
- Paralysis, Paralysis is one of the best peeling abilities in the game, a ranged 4-6s incapacitate can lock down mages and other classes on their deep freezes, demon soul, shadow dance, and other high damage cooldowns and such instantly.
- Spear Hand Strike, Spear Hand Strike is our kick. I don't recommend using it for the 2 second silence but if you're on a mage who is spamming ice lances into a deep freeze you might as well. It has also proven useful when killing Priests because of their bubble, if they are bubbled at 11% and coming out of a stun I like to use it to try to get them 1% or however much needed lower so I can Touch of Death. Warning: This ability has a slight delay for when the silence is applied to use it around 0.5s before you want the actual silence to go on.
- Spinning Fire Blossom, Spinning Fire Blossom without the glyph is a 50 yard range 2 second root if you can land it. It can prove difficult but possible.
- Flying Serpent Kick, Flying Serpent Kick is an AoE 4s 70% slow, it can be used to slow a stampede or just to slow players. It is one of our high mobility cooldowns so use it wisely.
- Disable, Disable is a spammable slow & root, it is similar to how Improved Hamstring used to work, if they are slowed already when you re-apply it it will root them, you can spam this slowing a lot of people for a long amount of time.
- Grapple Weapon, Grapple Weapon can be used to disarm your opponent, on certain classes it will shut them down. It is a ranged ability making it one of the best disarms in the game.
- Fortifying Brew, this ability can be very useful, if you're facing a team with an execute you can use it to avoid that or just use it before taking large amounts of damage to reduce it, it's basically an Ironbark + a self Rallying Cry on a 3 minute cooldown.
- Detox, I use this ability just about off CD against Death Knight teams to remove their diseases. I also use to to remove rogue poisons like Crippling Poison and Paralytic Poison before stacks are high enough to stun you. The best use of it it to remove Devouring Plague, which is a large portion of shadow priests burst.
- Crackling Jade Lightning, this ability is mostly used for fun or to keep people from leaving combat to avoid re-stealths, drinks, etc. It also can get spell reflects from warriors.
- Nimble Brew, for too long I've been dying in stuns but when they added this new ability Nimble Brew it makes it a little easier to avoid dying in a Deep Freeze or full Kidney Shot. I try my best to keep either my trinket or this Brew off cooldown to avoid dying in rogue dances, openers, and Deep Freezes. It is very important to have at least one up at all times.
- Provoke, This is one of my favorite abilities. Most people see the taunt and think, "Oh it's just PvE." They couldn't be more wrong. Whenever I see a grounding totem down, I taunt. It is off the GCD, has no cost, and destroys it. It also keeps rogues in combat going for stealths or healers going for drinks. It also gets spell reflects and my favorite use for it is to taunt pets. Those pesky hunter pets see me taunt them and chase after me behind a pillar where I then fists of fury it to death. I bolded this because it is the most underused ability by monks.
- Storm, Earth, and Fire, this is another great ability. It has few purposes outside of PvE but it is in fact useful. The primary use to to stop drinks and re-stealths from healers and rogues. By the time a rogue or healer gets it off them it's been a good long while and the re-stealth probably never got off because we stopped them ourselves. Another use it for RBG's just throw them on random targets and start using Spinning Crane Kick or Rushing Jade Wind for decent AoE damage and fantastic flag spinning. Also, another new trick I learned is that if you put up a Storm, Earth, and Fire clone, then transfer, it will teleport you to where the clone landed.
- Zen Meditation, also very useful for it's grounding totem like effect. I most often use it right before a healer gets trapped to put it onto me. It is also very useful to eat Chaos Bolts, Deep Freezes, Cyclones, Fears, Polymorphs, Repentance, and all sorts of nasty things you don't want on a low teammate or healer.
- Transcendence, this ability is pretty standard. Put it down behind a pillar at the start of a game, put 3 healing spheres on it port out when you're in trouble, sometimes reverse port back to get to a target if they are near it, not to much to it. Be sure if you're on Blades Edge or Dalaran Arena to have this up before chasing after someone who jumps. Make sure to keep track and have this at whatever pillar the fight is taking place mid-game.
I am only going to discuss a few races because some races are just horrible to be as a monk such as Tauren. Also, races aren't that huge of an advantage unless there is a really overpowered PvE trinket that humans can get.
Humans: as of 5.3 this was the most popular race in World of Warcraft because of their racial called, Every Man for Himself. This ability replaces the use of the commonly used Insignias purchased for conquest. This allows a new trinket to take place of the Insignia. That means you could have a Battlemasters trinket or a Badge instead. It probably isn't worth using PvE trinkets because when you use two PvP trinkets you gain a significant amount of resilience. This means that you need to compare a 2nd PvP trinket to the other racials of the other races to determine what is better. Another benefit of being human is the Sword Specialization that allows you to get increased expertise from using swords.
Night Elves: This is the best race you can be if you are a Mistweaver on Alliance because you have Shadowmeld. You probably know this but if you don't it's important for you to know that if you use this ability the same time another ability hits you it acts as if that ability never hit. For example, if you Shadowmeld right as a mage finishes casting Polymorph it will act as if the mage never casted it on you. This is very good to prevent being Crowd Controlled (CC). There is also Quickness which can prove to be game breaking if you dodge something like a 6 second Kidney Shot while a teammate is very low, the odds are not in your favor but miracles do happen.
Orc: They have several racials that benefit the monk class. The first one is Axe Specialization, which has the same benefits as the humans allowing them to get extra expertise. The second racial is Blood Fury, which is a nice damage bonus. The third is Command which is unknown if it affects Xuen or your clones via Storm, Earth, and Fire but if it does then it is a minor overall damage bonus but a bonus nonetheless. And the last racial is Hardiness which can be combined to be Powerful Primal Diamond to have all stuns reduced by 25%. Although that may sound very good you lose your alternative metas reducing your damage, not to mention monks can be a very hard target to kill against casters because of Nimble Brew with Medallion, Diffuse, and Touch of Karma. This could be worth using against rogues, other monks, or warriors.
Undead: This is best healing race in the game in my personal opinion because of Will of the Forsaken acting as a second not as good trinket. They also have Shadow Resistance which is decent against classes like Warlocks, Death Knights, Priests, and Rogues (with Shadow Blades up). They also have Touch of the Grave for extra damage and healing throughout the game, which is minimal but it's something. And of course Cannibalize our favorite ability to disgrace your opponent after slaying them. This could be the best race or the worst race. For example, if all you face all during your queue session is Rogues and Death Knights you will never have to use your Will of the Forsaken where you could be Orc instead. But overall with how many priests and warlocks are in the game I'd say this is probably the most reliable race to go as a monk.
Blood Elf: Many people probably think I am a fool for being this race. I probably am, I cannot help but feel so comfortable as this race though. Everybody has something that they feel makes them play better and I feel like I play better as a Blood Elf. I believe it to be a psychological thing but what can you do. Anyways enough of me, the benefits of this race is that you get Arcane Torrent. Although it looks bad it can prove game changing. I like it because the comp I tend to play lacks CC and this provides that minor boost. The best thing about it is that it gives 1 chi. This way you can get 3 chi in 1 global which and prove game changing on certain rare occasions.
Glyphs in 5.4 are generally the same with very few expectations. Your go to glyphs are italicized and the ones that can be useful are normal. Also, there is no way I can tell you what to pick against everything because this post would be massive so you need to take into account what you are playing and who you are facing to decide which glyphs to take.
Glyph of Touch of Death: This is a glyph that needs to be taken against every comp you face and play with. Being able to touch of death without using Chi is very important. A lot of times a target isn't under 10% for 1-2 globals so you really have one chance to get it off and if you have to jab or expel harm 1-2 times to get the chi they are probably dead or above 10% already. I recommend this glyph all of the time.
Glyph of Touch of Karma: Since Touch of Karma is our best defensive cooldown complained about so much I'm surprised it hasn't been nerfed. This glyph gives it a 20 yard range. This is extremely valuable seeing how without it you'd have to be in melee range to get it off and most of the time you need to get it off there is a slow on you and you can't get to the target. Even if there is double melee training you I recommend this glyph all of the time because of how essential it is to get it off exactly when you need it.
Glyph of Paralysis: I used this glyph every single time I queued 3v3 arena in 5.3 because I played with either an elemental shaman or a shadow priest, and both of those classes have DoT effects that I want to be removed when I paralysis somebody so it is always full and doesn't break.
Glyph of Detox: This glyph is useful in the 2v2 bracket when playing Healer, WW monk because the only DoT monks have is blackout kick which doesn't last long and unless you're trying to paralysis the target you just blackout kicked it shouldn't break from damage. This means we can take this glyph over glyph of paralysis to keep some pressure off of us against one of the more popular comps, Healer, DK. It can also be used against Rogue teams to heal yourself a minor bit by removing Paralytic Poison or whatever poison they happen to be using.
Glyph of Nimble Brew: This glyph can also be used in the same situation as Detox as long as there isn't a Rogue, Death Knight, Shadow Priest, or Feral Druid, on the other team because then glyph of detox would prove more useful because of being able to heal more by using that to dispel the poisons & diseases. An example of this is if you were playing Priest Monk versus Holy Paladin Warrior.
Glyph of Sparring: This glyph can be used when the team you're on has no DoT effects and preferably when you are facing a team with a wizard on it, it really depends on what you're playing and who you're facing so you need to decide what's best yourself.
Spinning Fire Blossom: This glyph is good and bad, sometimes you wish you had the root the flower gives you. But, a lot of time you wish you could just finish someone off with a flower. I've killed hundreds of totems by using this glyph, so I recommend using it against teams with; Psyfiend, Totems, and Lightwell, as we're seeing more and more Holy Priests. This glyph can be removed for the better against Mage, Hunter, and Balance Druid, type of teams where you are chasing them a lot and without the glyph it will root them letting you get a little bit closer.
Zen Flight: I've died a lot from falling so this is my savior. I have it bound to "U" just because it's somewhere I can get it but not super needed.
Blackout Kick: I use this glyph just because of the little extra damage it provides, the healing it provides is minuscule. Also since I use glyph of paralysis a lot the dot doesn't affect it.
Tier 1 - Mobility
Celerity, Tiger's Lust, Momentum.
Tier 2 - Healing
Chi Wave, Zen Sphere, Chi Burst:
Tier 3 - Chi
Power Strikes, Ascension, Chi Brew:
Tier 4 - Control
Ring of Peace, Charging Ox Wave, Leg Sweep.
Tier 5 - Survival
Healing Elixirs, Dampen Harm, Diffuse Magic.
Tier 6 - Damage
Rushing Jade Wind, Invoke Xuen, the White Tiger, Chi Torpedo.
1.6) Gemming & Enchanting
First of all, to gem correctly you must know what stats you want. There are dozens of way to gem a monk based off of each and every slot and which gear you have. I'll repost the monk armories if you just want to copy one of theirs instead of experimenting to find the perfect setup on your own. Anyways, what most monks are doing now stat wise is...
Crit > Haste > Mastery instead of Crit > Mastery > Haste like it was last season. The reason behind this is the change to mastery. You're going to be better off having increased energy regeneration over that small chance of getting an extra stack of Tigereye. From what most monks are doing your gems are going to look something like this.
Shoulders: Greater Tiger Claw Inscription
Bracers: Enchant Bracer - Greater Agility
Legs: Shadowleather Leg Armor
Weapons: Dancing Steel and Glorius Tyranny. If you can't get 2200 for the Glorius Tyranny enchant then buy a Living Steel Weapon Chain. You should also have 3 weapons. Two with dancing steel and one with either Living Steel or Glorius Tyranny. The reason behind this is because if you face a team without disarms then the effect of those other two enchants isn't as good as the one from dancing steel.
Similar to gemming and enchanting, every monk has slightly different stats. But almost all of them are within a few %'s of each other. Most monks range between...
These number will change by the end of the season so try to scale it up with the new gear we get.
Hit: 3.00% - 3.25%
Expertise: 3.00% - 6.65%
Critical Strike: 30.00% - 33.52%
Haste: 6.12% - 12.91%
Mastery: 30.54% - 39.47%
If you're wondering why the gap in expertise is so big is because there is a lot of discussion on what the best percentage for expertise is. For example, don't quote this because I'm not sure if it is right but I think I recall Reqy stating that parries and dodges have some sort of diminishing return therefore the extra expertise doesn't really matter. Again, I have no idea where I heard that so don't go around spreading that because he may have not even said it. On the other hand, the high expertise Galaxyfist has is because he doesn't like to get parried or dodged so he puts above average expertise rating into it.
After a decent amount of time for monks to decide what they like and how to reforge it appears there are a lot of different ways to reforge.
You need to decide for yourself if you'd rather have more mastery or haste. All the top monks have very different armories, you need to test it yourself and decide.
Professions can vary depending on what race you are. For example, if you are human you will be using a On-Use PvP trinket as well as an Insignia. And since you have the On-Use trinket the Synapse Springs you get from engineering wouldn't be as good because they share 10s cooldowns with each other, I'm not saying it's bad but I feel like there are other professions for human that is better than engineering. So here it is.
Humans: Tailoring + (Alchemy, Blacksmithing, Enchanting, Inscription, Jewelcrafting. [All of these give +320 Agility in some way.)
Everything Else: Engineering + (Tailoring, Alchemy, Blacksmithing, Enchanting, Inscription, Jewelcrafting. [All of these give +320 Agility in some way.)
I know a lot of people want to know what the absolute best way to gear, reforge, gem, talent, glyph, professions, etc. without having to go through a huge guide like this so I made this category dedicated to monks who I believe to be educated on the class and know how to personalize their monk to make it as deadly as possible. Here they are...
- Hoodrchi @ Tichondrius (Orc)
- Venfuki @ Tichondrius (Orc)
- Reqy @ Tichondrius (Undead)
- Dominozx @ Tichondrius (Undead)
- Darshmellow @ The Forgotten Coast (Undead)
- And mine is here (horde) and here (alliance) but I highly recommend any of those 5 monks above.
2.0) Key Bindings
I know that everybody has their own personal keybindings and I understand that it isn't likely that anyone will change based on what I have to say here but I feel like it needs to be said.
My keybinds I feel carry me in a powerful way. I have each ability bound to a great bind that allows me to do a lot of things, get places, and pop cooldowns. I'll explain after you look at this picture.
I promise it's safe, I'm a noob at making posts so I can't figure out how to make pictures show up on here. Let me know in a comment if you read this.
Anyways, this picture shows how all my damaging abilities are bound to my naga. This allows me to use my QWE keybinds to move and I use my right thumb to deal all my damage. The purpose of this allows me to hit all of my damaging keybinds with being able to keep up with my target by using my strafes and move forward binds. I feel like if I had those abilities on other keybinds I would have conflict with doing damage and moving.
I also have my mobility keybinds such as roll, tiger's lust, and flying serpent kick to keybinds close to my movement binds.
If you're new to monk try changing your keybinds to get to your mobility binds as quick as possible and have your damaging abilities not collide with being able to move.
2.1) Class Synergy
In this portion of the guide I state my personal opinions which has been altered by personal experience and the thoughts of others. If you disagree with any of my opinions in this category please post a comment on your experience with the comp on why it works and why is doesn't. Thank you.
Important Information: I believe that anything played by good enough players has the potential to get good rating. Don't be discouraged by my opinions on a comp and decide not to play it, try it out and prove me wrong if I think it isn't good. Anything is possible.
Mage: This class is one of the worst you can put with a monk. Obviously "anything" is viable if played by good enough players, but as far as top tier monk comps go it is probably near the bottom. Considering a lot of damage revolves around deep freeze and monks having a lot of stuns it can really hurt the burst. Also, the mages main CC polymorph DR's with incapacitate. This is the main reason this class doesn't really work with monks.
Stuns: Deep Freeze with Leg Sweep, Charging Ox Wave, and Fists of Fury.
Polymorphs / Incapacitates: Polymorph and Paralysis
Silences: Counterspell Silence with Spear Hand Strike blanket silence.
Roots: Frost Nova and Pet Freeze with Disable Root.
Rogue: This class isn't good with monks because of similar reasons that mages don't. Rogues damage isn't very consistent if they are subtlety which most are. Their burst revolves around Shadowdance letting them stun and silence things all over. The problem they share with monks is the DR on stuns. Although, just like everything it does have potential to get rating but would be much harder than if a monk played with a better class.
Stuns: Cheap Shot and Kidney Shot with Leg Sweep, Charging Ox Wave, and Fists of Fury.
Silences: Garrote with Spear Hand Strike blanket silence.
Incapacitates: Sap and Gouge with Paralysis.
Priest: As of patch 5.4 I would say this is a viable but not the best monk comp. Although it is early in the season when I am typing this so I can't be sure but I know for a fact that this is a great comp. The only downside of this comp is that shadow priests are easily trainable. This comp has a lot of trouble against teams like, Vanguards Cleave, Kitty Cleave, TSG, and KFC. Since monks don't have a spammable CC or reliable off-healing we can't really peel for the priest consistently while the opposing DPS wail down on the priest. The benefit of this comp is the insane setups this class has. It has a very high skill cap because there are so many different ways to land a kill. The typical kill is based of 3 shadow orbs (priest stuff) and high stacks that the windwalker has. Most of the time the monk will paralysis or stun the healer while using the high stacks he or she has accumulated during the downtime of the burst. Following up the stun comes in the priest Silence. This deadly-duo of CC allows a lot of damage in a short amount of time.
Disarms: Psychic Horror with Grapple Weapon.
Silence: Silence with Spear Hand Strike blanket silence.
Warrior: This class was not very good at all in 5.3. But lord and savior 5.4 came around and freed the warriors out of their terrible state making them viable. The combination of Monk Warrior Healer is a decent comp but not the best. The problem is that warriors have very little CC. This means until you train a healer the healer will probably be able to heal through the damage of the warrior and monk relatively easy. Also, if the warrior runs stormbolt or shockwave it will most likely share a DR with the monk stuns.
Stuns: Shockwave, Warbringer, and Stormbolt with Leg Sweep, Charging Ox Wave, and Fists of Fury.
Disarms: Disarm and Grapple Weapon
Death Knight: Death Knights are similar to warriors in the fact that they have little CC but are very good at training. Just like warrior monk, death knight monk would have a problem of little CC allowing a healer to easily heal through the damage. This comp is viable just like everything else but isn't a top-tier monk comp.
Stuns: Remorseless Winter, Asphyxiate with Leg Sweep, Charging Ox Wave, and Fists of Fury.
Roots: Chains of Ice w/ Chillblains with Disable Root.
Paladin: This class just like every class is viable to a certain extent. I have yet to try this during 5.4 but I did give it a go in 5.3, although 5.3 was very bursty I am not going to let that affect my opinion on this comp. Now that 5.4 has a more slow-paced meta game I believe this comp could world decently. The only problem this comp could have is the CC. If the paladin took Turn Evil (fear) and cast it on the healer it may prove to be the thing that DK monk or War Monk doesn't have, the extra CC. I encourage people to try this comp and let me know how it works.
Stuns: Hammer / Fist of Justice with Leg Sweep, Charging Ox Wave, and Fists of Fury.
Incapacitate: Repentance with Paralysis.
Warlocks: Warlocks are arguably the best class a monk can run with this patch. I'm only going to go into affliction because as of now Destruction doesn't seem to be very popular. Demo isn't popular either so I don't really know to much about it therefore I can't give my opinion on its viability. But affliction is good right now. The amount of CC warlocks have is so great combined with their damage it allows monks to go on whoever they want and just do as much damage as possible. A monk on a healer while a warlock is fear spamming the other 2 members with dark soul up would be very hard to heal through.
Stuns: Shadowfury with Leg Sweep, Charging Ox Wave, and Fists of Fury.
Warlock Pets: share DR with Spear Hand Strike blanket silence and Grapple Weapon.
Hunters: Last patch hunters were one of the best classes a monk could run with because of how the game was played. Now that hunters have lost some of their tools they may not be the best. I found when I play this my hunter is always put on the defensive easily and I cannot peel enough for us to get on the offensive. Hunters really need to be played with a class that can go hard off the bat, E.G. warriors or rogues. Although I'm saying this for the millionth time, everything is viable, I wouldn't consider this to be a top-tier monk comp.
Stuns: Intimidation, Binding Shot, Pet CC, with Leg Sweep, Charging Ox Wave, and Fists of Fury.
Silences: Silencing Shot with Spear Hand Strike blanket silence
Incapacitate: Freezing Trap with Paralysis
Disarms: Snatch with Grapple Weapon
Shaman (Enh): I really haven't personally tested this comp out or seen it at high ratings so I can't vouch for its success or failure but based on what I know about enhancement shamans I would say it is a decent comp. With the right healer it could have just enough CC and sustained damage to have a chance against other high pressure comps. A full CC on a healer with ascendence up with the monk popping stacks of Tigereye brew could prove quite deadly.
Shaman (Ele): I consider myself to be the expert on Elemental Monk. I played this for the majority of S13 and had a blast. Granted elemental shamans were overpowered last patch their greatness helped with monks not being so great. When I played this I played with a priest healer, this is how I learned just how important it is to not only have a healer who can keep you up but who can also do their part in going for a kill. Almost every game we had relied on our priest landing a full fear on the healer so we could score a kill because the only CC elemental shamans have is Hex which shares a DR with Paralysis. I do not know how it works this patch but this comp has potential if played with the right players.
Stuns: Capacitor Totem with Leg Sweep, Charging Ox Wave, and Fists of Fury.
Polymorph / Incapacitate: Paralysis and Hex
Druid (Balance): Since 5.4 boomkins got a nerf on their procs giving them free star surges. Since balance druids aren't very good, combining them with a mediocre class like WW probably wouldn't work well. If boomkins ever become good I think that this would be a great comp because of the offheals boomkins have combined with Cyclone not sharing a DR with paralysis.
Druid (Feral): Similar to balance druids feral druids are not in a happy place. Without having instant cyclones it is very easy for to stop a feral druid from getting a cyclone off. Their damage is good but without CC ferals and monks can be healed through. The benefit of this comp would be survivability. It could be hard to kill a feral and monk if all they do is run away because of their mobility but it would be very hard to land a kill. With a good healer this comp like anything could get decent rating.
Stuns: Bash, and Maim with Leg Sweep, Charging Ox Wave, and Fists of Fury.
Roots: Entangling Roots with Disable Root.
2.2) Monk Podcast Soon
Hildegarde has a plan to make a class discussion podcast for monks sometime in the future, I have a section reserved for it here. Hopefully it'll come out soon so I can add it here.
<Insert Monk Podcast Here>
2.3) Macros & Scripts
Zen Meditation Macro
I understand if you don't want a lot of macros, I know a lot of people who look down on macros but in my personal experience, I'm not a tournament player, I don't stream, I don't make videos, so why not use addons? Respect? I don't think it is very scummy to have an addon to move my chi bar around. Anyways, if you think like me let me show you some cool addons.
ChiBar: This addon lets you have a chi bar that you can freely move around, make it bigger or smaller, vertical or horizontal, and many other options.
Nameplates Modifier: This basically adds a percentage to the default blizzard name plates. This is the most important macro WW monks can have because of how crucial it is to get Touch of Death off at the precise moment.
Debuff Filter: This is the best addon I have, there are so many things you can do with this addon I can't explain how to do them all you just have to figure it out yourself or find a guide. What I use it for is...
- Showing my cooldown icons larger to see them clearer and take them off the actionbars.
- Moving abilities such as Spear Hand Strike and Rising Sun Kick to an easier spot to see instead of being on my action bars.
- Seeing if my buffs are up, I can see how much time is left on my 2 buffs and my Tiger Power.
- I can make it easy to see what buffs are up on the other target, for example I can see instantly when they acquire buffs like: Evasion, Shield Wall, Diffuse Magic, Barkskin, Ironbark, Presence of Mind, Shadow Dance, and many other buffs. This helps me know that I need to run away because they are going to do a lot of damage or to swap targets because they will take less damage.
- It also has the ability to show debuffs on you that you deem important. For example I have: Soul Reaper, Paralytic Poison, Frost Bomb, Devouring Plague, and Remorseless Winter, on that list to see how many takes or if that spell has been casted on me.
2.5) Monk Streams
Everybody wants to see some WW monk PvP. Since that is hard to come by I'll link you to a couple of channels that may show some WW monk PvP, I can't guarantee that they will but here is where you might find some.
2.6) 2v2 Guide in Progress
For some silly reason every website I tried to link for a picture I get an error messaging saying "You are not allowed to use that image extension on this community." even though every picture I see is from imgur or tinypic, whatever I guess. What I was trying to show is here.
That is my first attempt at 100-0 in 2v2 playing Disc Windwalker. I found that doing 2v2 is very fun when playing with a healer because you shouldn't really lose to another other healer dps team out there. I plan on making a big guide on the popular 2v2 comps of 5.4 and how to beat them as healer dps. After going 152-0 I went 153 then lost on the 154th to a Ret Hunter team :( Oh well. But after that many games you learn what to do against each team and find a successful way to beat each one which is what I want to make a guide on. So stay tuned for that.
Edited by BalanceRexxar, 21 October 2013 - 11:37 PM.