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How to Walk with the Wind (6.0.0)

Races Glyphs Talents Gemming Reforging and Professions Class Synergy and Addons Macros

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#1 BalanceRexxar

BalanceRexxar
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Posted 21 June 2013 - 01:29 AM

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Note: After WoD releases I will update the sections in blue that I am unable to update right now.

WoD) What's New What's Gone?
0.0) Additional Help UPDATED
1.0) Introduction UPDATED
1.1) Streaming UPDATED
1.2) Abilities UPDATED
1.3) Races UPDATED
1.4) Glyphs UPDATED
1.5) Talents UPDATED

1.6) Gemming & Enchanting
1.7) Void
1.8) Professions UPDATED
1.9) Armories UPDATED
2.0) Keybindings UPDATED

2.1) Class Synergy
2.2) Monk Comps
2.3) Macros UPDATED
2.4) Addons UPDATED
2.5) Monk Streams UPDATED

2.6) Rated Battlegrounds
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Out with the old. In with the new.




In

  • Transcendence & Transcendence Transfer are now instant cast.
  • Touch of Karma is off the global cooldowns.
  • Touch of Karma only absorbs up to 50% of your maximum HP.
  • 3 New Talents - Info on these can be found under the talents section.
  • At level 100 we now have a capacity of 5 Chi.
  • While Energizing Brew is active our Multistrike chance is increased by 15%.
  • You now roll 25% faster.
  • Our two castable buffs are combined into one now.
  • We passively grant our party 10% movement speed increase and 5% multistrike.
  • Storm, Earth, and Fire has no energy cost and is off the GCD.
  • Chi Brew now has a 1 minute cooldown up from 45 seconds.
  • The 2 set bonus of the Primal reduces the energy cost of Jab by 35 for 3 seconds.
  • The 4 set bonus of the Primal gear increases the duration of Tigereye Brew by 7 seconds.
  • Surging Mist has replaced Healing Spheres, it costs 30 energy and has a 1.5 second cast time.
  • New Glyphs info can be found under the Glyph section.
  • Dampen Harm is now a viable PvP talent which can be read about in the talent section.
  • Ascension is a runner up with Chi Brew and can be read about in the talent section.

Out

  • Grapple Weapon has been removed.
  • Spinning Fire Blossom has been removed.
  • Zen Meditation no longer redirect spells cast on party members to you. Disable is now refreshed when you attack a target with it instead of being refreshed if within vicinity.
  • The glove bonus that removes snares when you Roll or Flying Serpent Kick isn't on the level 100 gear.
  • Fists of Fury is not increased by 5 yards on the level 100 gear.
  • Fists of Fury only has a chance to stun a target on their first tick received, if it is parried or dodged there isn't another chance for it to stun them.
  • Healing Spheres are gone.
  • Sparring is gone.
  • Spear Hand Strike no longer silences the target for 2 seconds if facing their front.
  • Jab now costs 45 energy up from 40.
  • Touch of Death no longer requires a set bonus to be used on players.
  • Rushing Jade Wind is no longer the dominant level 90 talent and can be read about in the talent section.
  • Swift Reflexes has been removed.

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If there is something I forgot to include in the guide or something I explained poorly feel free to whisper me in game and I'll answer your question, if I don't I'm either in a game and didn't see or afk, if I don't and you have to go you can just send a mail or try when I'm out or not afk.

Server: Rexxar
Character Name: Balance
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Hello there! My name is Steve, in game I am known as Balance, Steve, or Steven. I made this guide for Windwalker monks in 5.3 and 5.4, 5.4.7, and now 6.0! I will continue to update this guide as needed and as I am able to do so. My PvP history dates back to BC where I was a clicking feral druid at the age of 11. I clicked up to Cataclysm where I re-rolled Resto shaman and keybound things which lead to my greatest success of the expansion at a peak rating of 2000! Then MoP came around and I am now considered a "MoP Hero" so to speak.
S12 - Arenas with friends ranging from 2-2.2k MMR,

S13 - Ranked 10th in the Vengeance battlegroup playing WW, Ele, Disc and achieving the prestigious title of R1 Duelist.

S14 - Achieved my first gladiator title and my first R1 title playing WW, Shadow, Resto.

S15 - Achieved R1 on 3 different monks with a peak rating of 3041 mainly playing WW, Destro, Resto combined with some WW, Affl, Resto.

Here you can click on my characters to be taken to their armories. two are on Alliance and my main on Horde. Feel free to compliment me on their transmogs.

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I sometimes stream World PvP, RBGs, BGs, 2v2, 3v3, 5v5, and anything in between. You can follow me at twitch.tv/balancerexxar

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Damaging Abilities:
Jab
Tiger Palm
Blackout Kick
Rising Sun Kick
​Fists of Fury
Expel Harm

​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 with stacks of Tigereye Brew up. For an example of how to do the basic rotation, please refer to this quality video created by Blizzard themselves.



Control Abilities:

  • 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 are just stuns which is 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 4s incapacitate that can lock down classes during critical points in the game. It breaks on damage and only removes DoT effects with the glyph so be careful when using it.
  • Spear Hand Strike, Spear Hand Strike isn't just an interrupt but a tool to out think your enemy. If you can successfully predict what the other play will do or won't do, it can turn the game. For example, if you are training a healer and they begin to cast, don't just throw your kick out there because they will most likely try to juke you which will lead to them getting a heal. If you can wait until the second, third, or fourth fake cast and be able to immediately kick them, you've effectively locked them out for 4 seconds in attention to all the time they wasted attempting to juke. Another thing to note about kicking is focus kicking, if you see a healer nearby, try to Tiger's Lust and run over and kick them if they are standing still, when a healer stands still they are either about to cast or are mid-cast, this will give a great chance to successfully lock them out or pre-kick them. Not only is that effective but it makes you look very cool. :duckers:
  • Flying Serpent Kick, Flying Serpent Kick is an AoE 4 second 70% slow. It can be used 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. When you melee a target with disable already on them, the duration is refreshed.
Misc. Abilities:
  • 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. This ability combined with healthstone and expel harm can prevent you from having to use Karma or Diffuse magic a lot of the time.
  • 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 against priests who play Insanity effectively stopping a major part of their burst, another game changing use is to get Wyvern Sting off your teammates so they don't have to trinket.
  • 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, It is crucial that if you play a Windwalker monk you have an "out" which is a way to get out of CC to be able to use Touch of Karma or Diffuse Magic. Rotating cooldowns between your trinket and Nimble brew should allow you to always have a way to karma.
  • 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. It can also be used to break yourself out of CC, similar to how a priest "deaths" traps, wyvern, or polymorphs, you can provoke a pet to break these CC's as well, but it can be difficult. 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. Something to note is that if you get your Rising Sun Kick debuff on another target from your clone that extra 15% damage only applies to that clone and doesn't help your own damage.
  • Zen Meditation, This is a interesting ability. The mechanic that allowed spells from your team to be applied to you was removed so now it is purely a defensive ability. It can be used to prevent large hits such as Chaos Bolts, Starsurges, or other various hard hitting abilities. It can be used as a last resort if you have no other defensives, and it can be used to prevent you having to use a better cooldown that you would rather save for later.
  • Transcendence, this ability is pretty standard. Put it down behind a pillar at the start of a game. Sometimes you can reverse port back to get to a target if they are near it. Be sure if you're on Blade's Edge or Dalaran Sewers 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.
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Based off my personal opinions, I will create a spectrum of what race is best for each faction. But it without a doubt, humans are the best race for WW out of both factions.

Horde: Blood Elf > Orc > Undead > Tauren > Troll

Alliance: Human > Dwarf > Night Elf > Gnome > Draenei


Humans: Human's racial is Every Man for Himself. This ability replaces the use of the commonly used Insignias purchased with conquest. This allows a new trinket to take place of the Insignia. That means you could have 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. The Human Spirit has been redesigned. It no longer increases spirit by 3% but instead increases two secondary stats by a varying amount. As of 10/21/2014 is has not been implemented.

Night Elves: You probably know this but if you don't it's important for you to know that if you use Shadowmeld 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. It also slightly increases your movement speed by 2%. Your critical strike chance is increased by 1% during the day and your haste by 1% at night.

Orc: They have several racials that benefit the monk class. 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 reduces stuns by 10%.

Undead: Will of the Forsaken is the reason why many people go Undead. But since fear isn't as powerful as it was in Mists of Pandaria, Undead don't rate that high on the "best race totem pole". 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.

Blood Elf: Blood Elves racial is Arcane Torrent and an increased critical strike chance of 1%. Although this is all they provide, Arcane Torrent is a handy ability. Not only does it provide a 2s silence it gives you a free chi which can sometimes allow you to get another RSK, Blackout Kick, or Fists of Fury without having to Jab right before. With the removal of our silence on our kick and many other blanket silences in the game, Blood Elf ranks the #1 best horde race for WW monks if you can successfully use Arcane Torrent in an effective manner.


Dwarf: Stoneform allows you the remove all diseases, poisons, and now magic effects as well as giving you a 10% damage reduction bonus. So, if you are able to use this RIGHT before you get stunned and take a lot of damage it could save you. Dwarves critical strike bonus has been increased by 2%

Gnome: So with WoD, gnomes are now a viable race for WW because they are able to get out of roots every minute and have a passive haste bonus of 1%. Although they aren't better than humans, they aren't the worst either.
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Glyphs in 5.4.7 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 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: This glyph allows you to safely paralysis a target without DoT effects breaking it. Depending on what comp you're playing you may or not need this.


Glyph of Flying Fists: This glyph allows your fists of fury to have a 5 yard range. Since it is no longer part of our PvP set bonus and FoF has become a more important part of our burst, it is crucial that we are able to land this on our target and this glyph makes that easier. It has the lowest priority of all the major glyphs because of how valuable the others are.

Glyph of Freedom Roll: This glyph is very good and I will use this quite often because when we acquire full Primal gear at level 100, our glove bonus will no longer provide this same effect that the glyph provides. Therefore, our personal way to get out of slows is once every 25 seconds with Tiger's Lust. Since we do not have a way to slow our targets from afar, it is crucial that we are able to reach our target after we roll or FSK and if we are slowed coming out of those it very well may be the case where we just continue to get kited. I would highly recommend using this against teams that have many slows and can kite easily.



Minor Glyphs:
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.


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Tier 1 - Mobility
Celerity: This talent could potentially be used if desired. The only time it would be okay to use is if the other team has ZERO rooting abilities. This ability combined with Chi Torpedo could be very beneficial.

Tiger's Lust: This talent is used just about every game because it is rare to find a team that doesn't have a root. And even if they don't, it wouldn't be a bad thing because it can be used to allow teammates to kite or for you to catch up to a target that isn't moving in a linear path.

Momentum: NEVER USE.

Tier 2 - Healing
Chi Wave: This talent is my personal preference over the other two because I find that instant casts are always better in PvP situations. Although it does less damage than Chi Burst, it is half the cooldown and if you were to double the damage of it as if you had used it off cooldown twice, it would roughly be about the same as Chi Burst. I would recommend this all of the time but Chi Burst is NOT a bad choice at all unless you are trying to kill a very mobile target or are being trained.


Zen Sphere: NEVER USE.

Chi Burst: This talent is good in situations where you target isn't moving and you are not being attacked. It provides roughly two times more damage than Chi Wave but has twice the cooldown and has a cast time. The negatives is that if you try to use it on a moving target they can escape and if you try to use it you can be interrupted or suffer pushback increasing its cast time. You may use it at your own risk although I would not advise it.

Tier 3 - Chi
Power Strikes: NEVER USE.


Ascension: This talent is good because it allows faster energy regeneration and a free chi slot doesn't hurt. The problem with this is that at a start of a game where everyone has cooldowns up, your oppoents will be ready to go offensive a lot sooner than you can, but as a game progresses Ascension will become for valuable than Chi Brew.

Chi Brew: This talent is good because at the start of the game you are immediately ready to go offensive if you consume both stacks of Chi Brew. It also provides Chi which you can use when bursting if you already have 10 stacks and do not need any more before going offensive.

Tier 4 - Control
Charging Ox Wave: This talent is decent if you plan on using it for CC. Since you already have FoF, the diminishing returns of this small stun in unison with FoF make it less valuable. But it can prove quite useful if use as a ranged CC for targets you do not plan on stunning with FoF.

For an example of how to effectively use and land Charging Ox Wave, view this video.
Note: To land it you do NOT have to lead your shot.



Ring of Peace: NEVER USE.

Leg Sweep: This talent is the one you should use just about all the time because of how effective long stuns are. There isn't much to be said about this other than that you can FoF out of this for a combined stunlock of 7 seconds which can prove very lethal.

Tier 5 - Survival
Healing Elixirs:
This talent is useful when you are not facing opponents with the majority of their damage being magical. A good example of when to use this is against a composition similar to Ferals and Warriors.

Dampen Harm: This talent is useful when facing teammates with overpowered burst. Although I am not aware of any classes than possess the ability where Dampen Harm would be more beneficial over the other two options, it can be an option if the time for precaution ever presents itself.

Diffuse Magic: This talent is extremely useful and I find myself using this the most. I prefer this over Healing Elixirs a lot of the time because the thing about Healing Elixirs is that it doesn't always go off when you need it to, in other words, it isn't reliable. Diffuse Magic is, you can use it before you get stunned, when you are low, or any time you need it. I use this talent against just about any magical caster, an example would be Frost Mage, even if they are paired with a physical DPS I still use it. And it is an absolute against double magical DPS.

This tier requires you to decide what is best in your current situation and you need to judge what to take yourself. Good luck!


Tier 6 - Damage
Rushing Jade Wind:
This talent is good for RBG's because of its high damage in combination with Storm, Earth, and Fire. But at level 100, our energy regeneration is not quite high enough for it to be viable, therefore I would not recommend using this until late in the expansion when our haste (energy regeneration) percentage goes with as gear scales.

Invoke Xuen, the White Tiger: This talent is can be good and bad. The tiger can do a good amount of damage and help you land a kill or break CC and end up losing you the game. Take at your own risk.

Chi Torpedo: This talent is quite useful not only for its increased distance in Roll but for the damage and healing as well. The only thing to watch our for is not to break CC when rolling.

Tier 7 - Damage
Hurricane Strike: NEVER USE.

Chi Explosion: This talent is very beneficial not only because it is a ranged ability but because when used with 3+ Chi you gain an additional stack of Tigereye Brew which can cause very quick stack generation. Some of the negatives is that it replaces Blackout Kick which means it is magical therefore you cannot use it into Cloak of Shadows, Anti-Magic Shell, Spell Reflect, and is can be absorbed by magical shields. A benefit is that it goes through Hand of Protection. I would recommend this most of the time.

Chi Serenity: This talent can be used for incredible burst. I would highly recommend trying this in fast paced matches and when you are going to kill a healer. A downside of this is that if you are CC'd during its duration you won't be able to use it again for another minute and a half. It can prove to be very effective or a complete and utter waste. Use at own risk.
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UNAVAILABLE ATM
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Professions are now unusable in Arenas and RBGs, therefore I would recommend Engineering because of how good it is in world PvP and for your other available profession, take whatever you like, I personally am going with Enchanting because of how much money it makes.

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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...
(Note: Some may be out of date and I cannot account for accuracy their setup) ____________________________________________________________________________________________________________
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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 are bound in an effective 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.

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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 while 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.
This allows me to keep moving accurately towards my target while using mobility keybinds so I don't end up rolling off to the side of them.

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.


But in the end do what is most comfortable and you'll have the most success.

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UNAVAILABLE ATM


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UNAVAILABLE ATM

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Zen Meditation Macro

#showtooltip
/cast !Zen Meditation
  • I use this macro so if I spam my keybind for Zen Med it won't cancel the channel by mistake, that is what the "!" does.
Fortifying Brew + Healthstone Macro

#showtooltip Fortifying Brew
/cast Fortifying Brew
/use Healthstone
  • Although it is safe to macro healthstone into your fortifying brew, you should still have JUST the healthstone somewhere keybound by itself.
Tiger's Lust Macros  

#showtooltip
/cast [target=party1] Tiger's Lust

#showtooltip
/cast [target=party2] Tiger's Lust

#showtooltip
/cancelaura Stampeding Roar
/cancelaura Body and Soul
/canelaura angelic feather
/cast [target=Balance] Tiger's Lust
  • These are my party sprints and my self sprint, I also have just the spell bound to shift-Y for bg's and stuff but for arena this is what you should use. Also you can't Tiger's Lust yourself when Stampeding Roar or Body and Soul is on you so if you're rooted you need to cancel them to escape.
Hand of Protection Off Macro

/cancelaura Hand of Protection
  • Every melee class needs one of these.
Focus Paralysis

#showtooltip
/cast [target=focus] Paralysis
  • Just focus paralysis.
Focus Kick   

#showtooltip
/cancelaura Spinning Crane Kick
/cast [target=focus] Spear Hand Strike
  • Your basic focus kick with a cancel aura Spinning Crane Kick because in case let's say a priest Spectral Guises and you need to hit him out so you use SCK and he's out and starts to cast but you need to kick but you can't because of SCK, that's why the cancel aura is there.
Touch of Karma Macro   

#showtooltip
/stopcasting
/cancelaura Spinning Crane Kick
/cancelaura Hand of Protection
/cast Touch of Karma
  • I died more often than I like to admit because I was spinning before I could karma (mostly on big mob pulls outside of arena) but it doesn't hurt to have it in arena. I also have cancel aura BoP on there because sometimes if you are facing a melee and caster and a paladin BoPs you, you are unable to karma and die to the caster.
Kick Macro  

#showtooltip
/cancelaura Spinning Crane Kick
/cast Spear Hand Strike
  • Same thing as the focus one.
Old Paralysis Macro   

#showtooltip
/stopattack
/stopattack
/cast paralysis
/stopattack
/stopattack
  • I've been playing monk since they came out, I'm not 100% sure if you can still auto-attack after a paralysis but it used to happen, better safe than sorry.
Useful Touch of Death Macro  

#showtooltip touch of death
/targetlasttarget
/targetlasttarget
/cancelaura spining crane kick
/cast touch of death
  • This is a pretty important macro, I've heard that when you target last target it registers the 10% faster so your ToD will go off but I can't confirm it, it doesn't effect it in a bad way so might as well have it. And the crane kick just because if you're spinning and miss your chance to touch of death it could cost you the game.
Cancel-Aura Macro  

#showtooltip Storm, Earth, and Fire
/cancelaura Storm, Earth, and Fire
/cancelaura Rushing Jade Wind
/cancelaura Spinning Crane Kick
  • I'd rather have a separate macro to get rid of clones than waiting for global on actual ability.
Party Dispel Macros

/cast [target=party1] Detox
/cast [target=party2] Detox
  • This is pretty important to avoid your team being owned by DK dots, Devouring Plague, Paralytic Poison, and Wyvern Sting.
Focus Storm, Earth, and Fire  

/cast [target=focus] Storm, Earth, and Fire
  • This macro allows you to throw a clone on your focus instead of having to target them just to throw a clone up.
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Here are some extremely useful addons for WW monks.


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.

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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. I also put mine in there in case I ever stream.

www.twitch.tv/venruki
www.twitch.tv/TosanTribe

www.twitch.tv/naureez
www.twitch.tv/ssjwindgodx
www.twitch.tv/lightningww
www.twitch.tv/balancerexxar

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#2 BalanceRexxar

BalanceRexxar
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  • Posts: 277
  • Talents: Windwalker 1/0/2/2/0/0
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  • 5v5: 2329
  • RBG: 2193

Posted 21 June 2013 - 01:29 AM

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This is another thing I got asked a lot, "How do you get into RBG groups?" or "What is the point of taking a Windwalker Monk to RBG's" and there really isn't a good answer. My friends take me and there are better classes you could take over a Windwalker monk, simple as that. But I'll list what they are good at.

Flag Carrier Maps (only works as horde): Now this is the main purpose my team even considered bringing me. We have a amazing strategy to quick cap the first flag, unless the team knew we were going to do it, it was really hard to stop. What we did was have our tank sit in the lower back of mid in WSG or Twin Peaks. We had our rogue go and slow the opposing flag carrier as much as possible. And then me as monk and our mage or priest would come with me to pick up the flag. Once we did we'd either run out to the cliff on TP or the roof of tunnel in WSG and levitate or slowfall myself while I flying serpent kick across the entire mid, and if their FC did pass our rogue I would pass it to our FC, if not I would carry it myself to get a quick cap then proceed to kill their FC and we'd have a great start of the game. Now you're probably thinking, "But you can't flying serpent kick with levitate or slowfall anymore!" and you're right. But there is a way around it in a simple equation here.

No Slow-fall > Flying Serpent Kick Off Edge > Land in Midair > Receive a Slow-fall.

And this acts the same way as it did before because you'll have the speed of flying serpent kick while falling. It is quite hard to time but if you get it off it is really good.

Eye of the Storm: This strategy is similar to the one used for FC maps. At the start of a game you use the same formula,

No Slow-fall > Flying Serpent Kick Off Edge > Land in Midair > Receive a Slow-fall.

Which will most likely get you to the mid-flag and be able to pick it up before anyone can stop you. As long as they don't have a Mistweaver or Windwalker (because roll with slow-fall is faster than a mount with slow-fall) nobody should be able to stop you as long as you and your priest / mage don't mess up the formula. If you don't mess up you should inform your team that you will get it and the rest of them will go to try and get a third base. This will give you a huge lead and can essentially win the game in the opener.

Arathi Basin: This is another good battleground for monks. Monks are the best class to spin flags in my opinion because of Rushing Jade Wind or Spinning Crane Kick. You can tell your team they don't even have to spin unless you say spin just because of how impossible it is to cap with a monk spamming those abilities on the flag. Not to mention they do a significant amount of damage when you throw out 2 Storm, Earth, and Fire clones and apply Rising Sun Kick debuff to everybody. The other benefit is that monks are very good at 1v1ing other classes. You can be sent to mines and as long as it's a 1v1 you will get that base. On some occasions I have even done 1v2s in a RBG at mines and still got the flag, /flex. But honestly, you shouldn't lose a 1v1 as a monk. And another benefit of having a monk on node maps is because of their mobility. If your tank calls out he needs help at blacksmith you can very quickly roll, roll, flying serpent kick, and mount away and go help. You could even defend mines from lumbermill if you get a slow-fall or levitate with the equation I stated above. Although your damage may be low you bring a lot of utility to the game.

Temple of Kotmogu: This is a windwalker monks worst battleground. It used to be very good to be a monk in this battleground because you could flying serpent kick and roll with an orb to escape people. But ever since they nerfed it and made it so you can no longer get the speed bonus from those abilities we're literally sitting ducks in that battleground, outside of touch of karma we're just glass vases ready to be shattered. There is no reason to take a Windwalker monk over anything else in the game for this battleground. Sorry.

Silvershard Mines: This is a decent map for monks because of their mobility and capability to 1v1. You probably will want to keep them out of big fights such as the ones at water and lava carts. Since we don't have a reliable knock-back like Thunderstorm, Whiplash, or Typhoon, we can't really knock people out of the ring. Also, we don't have AoE roots like frost nova. We don't even have long AoE CC such as Howl of Terror or Ring of Frost. The best thing we could bring is a couple of stuns. We're better off sitting at the top cart defending it and 1v1ing anyone who tries to take it. If you aren't doing that you should find someone who is defending but is getting overrun to be a body in the circle.

Deepwind Gorge: The benefits of being a WW monk in this BG is similar to the ones of AB. The ability to spin flags greatly and the ability to run away and peel other bases. Other than that WW monks aren't very special for this battleground that I know of, I actually have played very little of this battlegrounds but from what I do know monks are useful for this battleground.

Battle for Gilnaes: This is a good battleground for monks because of your basic two RBG strategies. Spin flags and peel. If you get a normal capture on your closest base and go to waterworks, they will never cap unless you all die. We also can do amazing damage if we can sit at that base all game and spam our AoE. If we do get the base it is very easy for a monk to peel to another base to defend. Monks can be very useful in this battleground.



Defending Guide: As you know most classes you put on defense are classes with pets, but monks can be decently good at defending as well. We have several abilities that help us protect our base. Those abilities are...

Defending Abilities
Transcendence
Transcendence: Transfer

Invoke Xuen, the White Tiger
Storm, Earth, and Fire
Nimble Brew
Basic Trinket

So how you go about defending a base is the same for all bases. What you want to do it put your Spirit from transcendence on the flag then move at max range (40 yards) away from it, preferably line of sight of the flag but still a spot where you can see the flag to tell if someone beings to capture it. Normally a class that will ninja cap will be a rogue, mage, or hunter. Obviously the first thing you do when you encounter another person while defending by yourself is call it out to your team. With that done, you need to begin your personal process of defending. Hopefully if they open up with a sap, scatter shot into trap, or polymorph, you're far enough away where you don't have to trinket it before they capture. They may get it but you may have to take a risk not to trinket. If you do trinket your first global after that should be Invoke Xuen, the White Tiger. If they try to CC you again your tiger will be able to hit then and stop them from capping. This tiger lasts 45 seconds so they shouldn't be able to capture it for that amount of time because Xuen is immune to a lot of CC. And if your teammates haven't come to help by then you should remove all of them from friends and leave the battleground. But! If Xuen is on cooldown for some reason the alternative is Storm, Earth, and Fire. It acts similar to Xuen but can be killed quickly or will disappear if feared or rooted. And if you're trinket is on cooldown you should ask a teammate to stay with you until it is back up. But, if they do begin capturing while you're feared you can always use Nimble Brew to get out.

Pro-Tips for Certain Bases:
Mines (AB): At this base when you put your portal on the flag you can run up to the top of the roof on the mines and still be in range to port but this makes it impossible for a rogue to sap cap or a mage to poly cap. It basically makes it so you don't have to trinket the first CC they do to you.
Stables (AB): At this base you can run behind the actual stables with your port on or next to the flag and be line of sight so the first CC on your when someone goes to ninja cap you shouldn't have to trinket unless it is a 1v2. But if it is a 1v2 you probably will then proceed to follow the steps on the main portion of defending I wrote above.
Blacksmith (AB): At blacksmith you do the same thing as you do at other bases with houses, you put your portal down on the flag, run LoS inside the building but position your camera so you can still see the flag.
Farm (AB): At farm you do the same thing as you do at other bases with houses, you put your portal down on the flag, run LoS inside the building but position your camera so you can still see the flag. Another unique thing about farm is there are little critters at the farm, either chicken or rats depending on what faction you are, a great thing about this is that you can keep Provoking them to keep you in combat to avoid being Sapped.
Lighthouse (B4G): This base you can put your portal on the flag then run inside the building and position yourself so your camera zooms out of the door and you can still see the flag but your character is line of sight inside the building also making yourself in a good spot where they can't capture the flag on the first CC. But if it is a 1v2 you probably will then proceed to follow the steps on the main portion of defending I wrote above.
Waterworks (B4G): Do the same thing you do at Lighthouse but in one of the other two buildings at this base.

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Edited by BalanceRexxar, 22 October 2014 - 04:21 AM.


#3 augiddin

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Posted 21 June 2013 - 02:49 AM

Handy tip is you can macro cancel auras into fof because generally it will be a better bind and as long as you are holding a movement key it won't go off, also party tiger's lust and rop macros are nice to have. One last thing is you might want to go over use of transcendence since it is generally underutilized by most monks.

#4 BalanceRexxar

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Posted 21 June 2013 - 03:02 AM

View Postaugiddin, on 21 June 2013 - 02:49 AM, said:

Handy tip is you can macro cancel auras into fof because generally it will be a better bind and as long as you are holding a movement key it won't go off, also party tiger's lust and rop macros are nice to have. One last thing is you might want to go over use of transcendence since it is generally underutilized by most monks.

thanks man, the auras in fof is just preference, I just have excessive binds so I use it on them just because and I got the tigers lust macros in there but I deleted my ring of peace macros because as of now there isn't 1 instance where i would take ring of peace over leg sweep or charging ox wave. And I can put transcendence in there, it's pretty standard tho put it down at start of game, put orbs on it, etc. I'll put it in just in case some people dont know about it but most do.

Edited by BalanceRexxar, 21 June 2013 - 03:06 AM.


#5 Udderly

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Posted 21 June 2013 - 03:18 AM

Thanks for the shoutout, glad you enjoyed the other guide =)

#6 BalanceRexxar

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Posted 21 June 2013 - 03:31 AM

View PostUdderly, on 21 June 2013 - 03:18 AM, said:

Thanks for the shoutout, glad you enjoyed the other guide =)

np man, no way I could have made this without your guide as a guide for my guide? Guideception.

#7 Udderly

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Posted 21 June 2013 - 03:59 AM

View PostBalanceRexxar, on 21 June 2013 - 03:31 AM, said:

np man, no way I could have made this without your guide as a guide for my guide? Guideception.

Ha nice.  Just a quick note (I play WW as an alt actually).  Hoodrych turned me on to using Ox, now that peace isn't so great and I have to say he was right that it's pretty awesome.  I still like having leg sweep for things like hunter/demo zoo or melee cleaves, but having the ability to follow up a para with the range stun is great, and its also useful for catching someone when roll is down.  And if you aim it right, you can have it go through a melee and then hit the healer as it heads out.  The thing that kept me away from it at first was that I figured I would never be able to aim it, but as Hood pointed out it has a pretty wide space for hitting a target.

Great guide though, I just learned a few tricks I'm definitely gonna try!

#8 Scottjackson

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Posted 21 June 2013 - 04:47 AM

great guide + rep

#9 Covlol

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Posted 21 June 2013 - 04:50 AM

Very well thought out and done guide. I have been playing monk for a little bit since I came back to the game, it is an extremely well built class imo and super fun.
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Lvl 1 Dk Legend Covlol

#10 Catalystics

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Posted 21 June 2013 - 05:05 AM

Excellent Guide My level 91 Monk is going to do so well in PVP

#11 classics

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Posted 21 June 2013 - 06:12 AM

Great post, + rep

#12 skendy

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Posted 21 June 2013 - 06:51 AM

Good guide man, post it on the wow forums too. Rep'd.

#13 Marshmellow

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Posted 21 June 2013 - 07:29 AM

very well done guide again +rep
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#14 Celaurthor

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Posted 21 June 2013 - 08:58 AM

I played demo/ww/rsham at the end of 5.2 start of 5.3 to around 2350. Demo works really well with it aswell.

#15 BalanceRexxar

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Posted 22 June 2013 - 07:19 PM

View PostCelaurthor, on 21 June 2013 - 08:58 AM, said:

I played demo/ww/rsham at the end of 5.2 start of 5.3 to around 2350. Demo works really well with it aswell.

Thanks for the info man, if you can tell me some more on why it works so well and the pros and cons I'll add it to the guide.

#16 Machmaplatz

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Posted 23 June 2013 - 09:03 PM

cant give enough rep to you man .... thank you so much

#17 BalanceRexxar

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Posted 24 June 2013 - 03:25 AM

View PostMachmaplatz, on 23 June 2013 - 09:03 PM, said:

cant give enough rep to you man .... thank you so much

no problem, glad you liked it :)

#18 Persephones

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Posted 24 June 2013 - 07:04 AM

zomg such a bad idea to let non glads post in class forums etc etc

good job dude, didnt read it all but it looks awesome!

View PostBraindance, on 22 June 2013 - 07:05 AM, said:

The current season is at a very good spot balance-wise. There is a comp variety that hasn't been seen in the game since s8.

#19 BalanceRexxar

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Posted 24 June 2013 - 09:32 PM

View PostPersephones, on 24 June 2013 - 07:04 AM, said:

zomg such a bad idea to let non glads post in class forums etc etc

good job dude, didnt read it all but it looks awesome!

thanks

#20 Muhwington

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Posted 27 June 2013 - 04:45 PM

Weapon chain or 2x dancing Steel? What do you prefer?




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