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Posted Bigmoran on 12 July 2013 - 08:59 AM
Posted bouncyballs on 27 March 2014 - 08:24 PM
"This site just isn't what it used to be."
"Yeah, arenajunkies used to be good in BC/wrath but now its just full of trolls and idiots."
"I like to read it because it is entertaining and funny."
I, like many, fall into that category of people that miss the old days of this website. The potential of this website is enormous. While I understand that trolling and making fun of people is just a fact of the internet, something can be done about it, and if you read further I have a pretty good example of a solution to the problem.
Bouncy's Proposition #1
I would like challenge the arenajunkies community, readers, trolls, but especially the moderators to act instead of just suggesting that people try to be productive in threads that are asking for help.
My simple way to fix this problem that really has corrupted the entire internet but is easily fixable in the case of this site is as follows:
Because trolling gets a, sad but true, large portion of the traffic to this website. Getting rid of the trolling or just negative way people post things is a real issue economically speaking.
So, instead of trying to clean up the whole site from trolling. I propose to create a new tab of this website.
Now some people may ask, how is this different than the most underused tab on arena junkies "Ask a Gladiator." Well, I will tell you!
In this new tab, before you can post or respond to any topic, you must agree to a waiver. All this waiver has to say is that the threads/topics created in this topic are genuine questions or thoughts about World of Warcraft, if you do not abide by the rules, posting privileges in this tab only will be removed from your account (First offense warning, Second offense removal).
The Two Rules of Engagement:
-Be positive. No one responds to negative better than they respond to positive. Especially on the internet.
-Do not troll.
-Where you are from is great, but it doesn't belong here.
Problems with my plan:
1) Now, people may say, but Bouncy, some people find things offensive when others don't. Use your filter people, I believe in you, if you think that it could be offensive, it probably is, so don't post it. It is as simple as that.
2) Moderators: I challenge you to be as unbiased as possible. I have heard numerous accounts of people getting banned for personal reasons of the moderator themselves and its actually sad this occurs but its just a fact of life. It is your duty to make this a positive and productive site for EVERYONE.
3) What if people don't use this tab? So be it, but at least give the portion of the community that wants an informative, positive, productive, and educational part of this website a chance. That is all I ask.
This is a first draft of my proposition, please let me know if you agree, disagree, and/or would make some changes. But I feel like this is an option that could only improve the integrity of this website.
Posted Lupon on 26 March 2014 - 04:50 PM
- The index page has tabs for each bracket (2v2, 3v3, 5v5, RBG) and each tab has Live Results for matches as they finish.
- Players highlighted in green indicate they won and players highlighted in red indicate they lost.
- Underneath that there is a Recent Activity section that shows accumulated wins/losses over the past 15 minutes so even if they haven't won a game recently enough to end up on the live results, you can still see that they have queued recently.
- Underneath that there are statistics showing representation on the ladder (ie. what percent of total players are shamans, what percent of total players are Goblins, etc)
- Player search feature that is accessed in the top right corner of the website. It will match partial names and also SPECIAL CHARACTERS! So if you are looking for someone with a weird letter in their name, just type the normal name and it will find the match! If it can't find the player then you can...
- Accessed from the leaderboard drop down menu at the top. If you can't find your character, then you can add it by entering the server and name (if there is a special character in your name, you have to include it here)
- Each player has an in individual character page accessed from clicking on their name (from search, ladder, index page, etc).
- If the player streams, there will be a Twitch.tv link underneath their name.
- There are also tabs for each bracket, similar to index page and for each bracket you can see their games played history, as well as a graph of their rating history.
- If the rating is not up to date you can click on the orange 'Update' button to get most recent rating.
- Only games for players in the top 1000 are recorded for game history and clicking on a game will bring you to...
- Accessed from the leaderboard drop down menu at the top. This will allow you to see results from past games.
- Specify a bracket, start time and end time (and add server/name filters if you want) and game results will be shown that happened between those times. Useful for seeing who players are playing with and who they won/lost against!
- This ladder is similar to the one on the battle net community page but it has the capability to go beyond the top 1000 players that the battle net one is limited to.
- If you filter by server, for instance, you can see top players on server including players that won't show up on the leaderboard list. The rankings are not guaranteed to be accurate beyond the top 1000 since not all players will necessarily be on the website/recently updated. If a player isn't listed you can add them
- This page shows the title cutoff rating requirements for each bracket based on current participation and updated every hour. In season 14 blizzard only counted players above 1000 rating, but if that changes in s15 you can alter it by changing the 'eligibility rating cutoff'
Conquest Point Calculator
- Pretty self explanatory, you can use it to figure out what your conquest cap will be the following week based on your current rating, OR if you have a conquest cap goal you want to reach you can use it to figure out what rating you need to push for this week.
- This page will show you a list of WOW PVP STREAMERS. You won't need to sort through a bunch of pve crap or girls with cleavage doing random bg's. If you know a players in-game name, but don't know their stream link, you can filter by name and server and it will find the stream for you. If you want to get better at your alt class you can filter by that class and you will get a list of streamers for that class that you can watch to improve. If you have a stream yourself and it's not listed you can request it be added.
Last thing to note is there are US and EU versions of the website (us.pvpratings.com & eu.pvpratings.com) it will default to your current location, but you can specify by clicking on the flags at the top left
If anybody else knows any other features or uses for PvP Ratings website, post here and I'll update this.
Posted deprivelol on 17 March 2014 - 10:18 PM
Posted Smooviex on 15 March 2014 - 01:31 AM
Posted Capstone on 12 March 2014 - 04:20 AM
suits is bland and all the female characters except donna exist to slow the plot exposition, but it starts rapidly speeding up as it goes on
Posted Mattadoro on 22 February 2014 - 07:38 AM
Posted cvsbug on 01 March 2014 - 02:31 PM
Posted glonglon on 01 March 2014 - 01:59 AM
Demonology Warlock Guide (5.4.7)
This guide is written mainly for players new to playing demonology in arenas / PvP. I want to thanks Polygonzz cause he helped me a lot understanding this spec.
Demonology is different from both affliction & destro because it uses an alternative resource named « demonic fury » very similar to warrior’s rage. Demonology is a burst spec, basically you have to generate demonic fury in human form to be able to burst in metamorphosis form.
- Strong burst with Dark soul.
- You mostly use instant cast spells, no risks of being interrupted.
- You have a stun (Axe Toss) and a knockback (Carrion Swarm)
- Your damage in metamorphosis is physical, that means you can burst through Anti magic-shield, cloak of shadows, diffuse magic…
- You can be a flag carrier in RBG ! (However feral druids & monks will perform better due to their high mobility)
- Very low sustained damage outside of dark soul. This spec relies too much on dark soul to score kills.
- Your damage is physical in metamorphosis, a smart paladin will use Hand of Protection to counter your burst, a smart rogue will use glyph of cloak of shadows…
Level 15 : Dark Regeneration
You want to pick dark regeneration and macro it with your glyphed healthstone. This macro will be your « panic button » when you’re unable to teleport/gate to avoid incoming burst damage.
Level 30 : Mortal Coil
You want to pick mortal coil cause shadowfury DR with your wrathguard/felguard’s Axe Toss and demonic breath is useless.
Level 45 : Soul Link
When playing with a felguard/wrathguard as main pet you want to pick Soul link because this pet got a large HP pool, this talent also scales pretty well with the glyph of eternal resolve, resilience and nether plating.
If you play with an imp as main pet you're obliged to pick dark bargain instead of soul link, imp is our pet with the smallest hp pool (only 200k hp), if you play soul link with an imp he'll always die. You'll use dark bargain to counter major burst cooldowns of your opponents when you're unable to teleport/gate.
To know when to play with a Felguard/Wrathguard or an Imp as main pet see the pet choice section.
Sacrificial pact is useless due to the fact that it doesn't ignore battle fatigue.
Level 60 : Blood Horror or Unbound Will
In arenas, you’ll use blood horror against meleecleaves and Unbound Will against castercleaves.
Notice that Blood Horror can be grounded or spell reflected so you’ll need a cancelaura macro for blood horror. (see macro section)
If you successfully horrify a melee with blood horror then you can fear him without any risks of being interrupted. This will allow your healer to breathe.
Be careful when using Unbound Will, It’ll trigger spells that have a dispell protection such as Unstable Affliction.
Burning rush is the best choice for flag carrying in RBG. If your role is to dps in RBG, it’ll be better to play with Unbound Will+double damage trinkets (even for non-humans).
Level 75 : Grimoire of Supremacy or Service
Pick grimoire of supremacy if you don't have mortal strike on your team in 3v3 (25% reduce healing debuff) you'll play with the wrathguard to bring this debuff to your team, otherwise pick grimoire of service to summon an additional Imp or Felguard during your dark soul burst.
Notice that you always want to use Grimoire of Service during your burst cause your additional pet will benefit from the mastery boost of Dark Soul : Knowledge.
You can use Service to summon an additional Imp that will add some very good extra damage (40-60k crits with the demon training glyph).
You can also use service to summon an extra Felguard that'll instantly stun your target with Axe Toss and then use Felstorm. The Felguard does less damage than the imp but the stun can come handy sometimes.
To know what
Level 90 : Archimonde's Darkness
You’ll be able to burst more often with this talent. Always try to sync dark soul with your surge of dominance proc otherwise your burst will be significantly weaker. I recommend you to use an addon like Weakauras or ExtraCD to track your Insignia of dominance Internal Cooldown.
Glyphs choice when playing with a Felguard/wrathguard as main pet and Grimoire of Supremacy :
Glyphs choice when playing with Grimoire of Service: Imp or an Imp as main pet :
- Glyph of Imp Swarm (Mandatory) : Their main purpose is to quickly generate a lot of fury. They will allow you to burst in the arena opener without having to worry about your demonic fury bar.
- Glyph of Demon training : Mandatory when playing with an Imp as main pet or when you play with grimoire of Service and want to summon an additional Imp for extra damage. Your Imp damage will be significantly weaker without this glyph.
- Glyph of Eternal Resolve (Highly recommended) : 10% damage reduction will make you more tanky and it scales very well with soul link, resilience and nether plating.
- Glyph of Healthstone (recommended) : Great synergy with dark Regeneration talent. Macro them together. However when you are playing with Grimoire of Service and want to summon an Imp for extra burst damage will be a better glyph.
About Glyph of Fear : This glyph becomes mandatory when you play with a hunter, it'll allow him to trap off fears.
About Glyph of demon hunting : Imho this glyph doesn’t fit the demo playstyle very well because when you come out of Dark Apotheosis form you lose all the demonic fury you generated. Also in RBG, If you carry the flag in dark apotheosis form, you’ll get the tank debuff.
Stats Priorities / Gearing / Enchants / Gemming / Reforge / professions / Best races
Stats priorities :
6% hit > Intellect > Mastery > Crit > Haste
Mastery is your most valuable stat after intellect, 600 mastery = +1% damage in metamorphosis.
Then it’s crit cause you want those 100k touch of chaos crits that can win you games.
Haste is pointless as demo.
You’ll pick all the Prideful Gladiator’s five set and the following offpieces with mastery :
Neck – Prideful Gladiator’s Pendant of Cruelty
Back – Prideful Gladiator's Drape of Prowess
Wrists – Prideful Gladiator’s Cuffs of Prowess
Waist – Prideful Gladiator’s Cord of Cruelty
Feet – Prideful Gladiator’s Treads of Cruelty
Head - None
Shoulders – 200 Int / 100 Crit
Back – Ligthweave Embroidery or 180 int
Chest – 80 to all Stats
Wrist – 180 Int
Hands – 170 Mastery
Waist– Living Steel Belt Buckle
Legs – 285 Int / 165 Crit
Feet – 140 Mastery / Run Speed
Main Hand Weapon – Jade Spirit or Spirit of Conquest
Offhand Weapon – 165 Int
Put 320 mastery gems everywhere, except in your gloves and belt where you’ll put green +160 mastery and 160 hit gems in the blue slot cause you want to get the socket bonuses with intellect. Pick the metagem with 216 int and 3% Increased critical effect.
Reforge for 6% hit then mastery. If you struggle with reforging, you can install the addon reforgelite and use it with the stats priorities I’ve gave you above.
Best Professions :
Human : tailoring for ligthweave embroidery (2k int proc) + any prof that gives a passive intellect bonus, alchemy is the cheapest one to level since it only requires you to level it to 300 to get the 320 int flask.
Non-human : engineering for synapse springs (2k int on-use) + tailoring
Best races :
Alliance : Human is the best, their burst is stronger with double damage trinkets. Also they got an expertise bonus for playing with 1h swords that allow them to reforge a bit more hit into mastery.
Horde : Orc is the best for the blood fury racial that you can add in your burst macro (see macro section) for more burst. Also the 15% stun duration reduction from hardiness is nice and with the Command racial you get a flat +2% dmg dealt by your pets.
How to generate demonic fury in human form ?
Hand of gul’dan is your highest priority (don’t let it sit at 2 charges) then keep corruption / doom up. As a filler you basically just fel flame or soul fire if you get a molten core proc. If 3+ targets are around you Hellfire becomes your main filler, this AOE will quickly generate a big amount of fury if it hits multiple targets.
About curses, use enfeeblement if you aren’t going for a kill and elements just before your dark soul burst.
Notice that you’ll never use shadow bolt cause its cast time is too long and you don’t want to be locked on your shadow school.
How to burst as demo with Dark soul ?
You need to use your abilities in that order for an optimal burst :
See the macro section for the burst macro.
During metamorphosis burst you’ll only use two damage abilities :
Touch of Chaos : Your metamorphosis version of shadowbolt, it’s your most cost efficient damage ability (only 40 fury), and it has a 1 sec GCD so you can spam it like a niggah with an AK-47.
Doom : Your metamorphosis version of corruption, a slow-ticking, big hitting DoT. Apply this once you’ve dealt your burst with Touch of Chaos to ensure you maintain pressure after your metamorphosis ends.
You should never use chaos wave, immolation aura and auras of elements/enfeeblement unless you have 700+ demonic fury and your opponents are clustered together. These abilities are not cost efficient at all !
PS : Void Ray is useless.
Pet Choice :
In BG/RBG : Use Imp as a main pet with grimoire of service: Imp.
For dueling : Use Felguard as a main pet with grimoire of service: Imp for extra damage. Double felguard can be nice against melee.
For 2s arenas :Use Felguard as a main pet with grimoire of service: Imp, however if your team lack burst but can still maintain CC (e.g demo/frostmage) use Imp as a main pet with grimoire of service: Imp.
For 3s arenas : If your team needs Mortal strike pick Wrathguard as a main pet with grimoire of supremacy . Otherwise use Felguard with Grimoire of service : Imp. You can even play with an Imp as a main pet with grimoire of service: Imp if your comp can still maintain CC but lacks burst.
Some basic arenas tips :
The first thing you should be doing in the opener is to get your surge of dominance proc then use your dark soul burst on the kill target with an initial CC chain on the enemy healer. Then, wait for your insignia of dominance ICD to come back and try to score a kill with your second charge of dark soul and another CC chain on the healer.
There is a common misconception that demo locks cannot burst in the opener cause they need to generate demonic fury. Actually, you can burst right at the start of the arena thanks to your imp swarm, these little bastards will give you enough demonic fury for a good dark soul burst with a lot of ToC spamming. So don't worry about your demonic fury bar in the opener.
However, If your Imp swarm is not available for your next dark soul burst then you need around 400 demonic fury to 100-0% someone. If your target is not at 100% hp when you start bursting you’ll obviously need less demonic fury to kill it.
Between two dark souls you should use your peels for your teamates mainly by spamming fears and applying aura of enfeeblement on the dps. Remember that demo sustained damage is low so you must use your peels to avoid counter-pressure from the enemy team.
When specced into GoServ don’t forget that you can stun your kill target with your service felgard’s Axe Toss and cross-cc another target with your regular felguard's Axe toss.
Also about CCs, In Z-axis Maps (blade’s edge, dalaran sewers) your Carrion swarm (knockback) is useful to bump people in a bad spot. For example, you can bump an healer out of the line of sight of his teamates.
You should communicate a lot with your dps teamate to synchronize your burst.
For example, if you are playing with a shadowpriest you should synchronize your dark soul burst with a 3 orbs devouring plague or a 2 orbs+mind blast into devouring plague.
Viable setups :
Frostmage / demo lock (petskill ran it to 2.3k)
Boomy / demo lock
Rsham / demo lock
Shadowplay : demo lock / shadow priest / restoration shaman (Dreamexicray ran it to 2.5k)
LSD : demo lock /elemental shaman / restoration druid
Hld : Hunter/demo/rdruid (Eviaax ran it to 2.4k)
Demo /enhance /Rdruid (Sosseri ran it to 2.3k)
Comps strategies :
If you are experienced with a demo lock comp, you are free to share your strategies :)
demo/enhance/rdruid by Sosseri :
Well, as demo/enhance/rdruid we always go for any target except if there's a warlock in any team, But works good to if he's out of range of his portal or gateway. We like to go ham when we've got our first cc from our druid or the shaman if there's no curse dispeller in a team, most of the time we force block/bubble etc.. probably 80% of the games, this will mostly lead to a trinket from the opponent healer, And i'll have a dark soul left to finish the target with no defensive cooldowns left.
But it's not like the this always happens, there's always counters to our opener. Rmd/p for an example, what we like to do against rmd/p is i always move my pet near to my shaman so i can stun the rogue insta into fear/coil and try cc mage meanwhile.
teams with Warriors always like to charge in and try to stop the gateway, so it's always a juicy target to go for if he tries to stop it meanwhile our druid goes for a cc on the enemy healer, pop cds>axe toss>coil. Under the 4second of axe toss warrior should have trinketed before coil lands, this has lead us to many wins a lot of times.
We like to go for the resto shammys too, but we don't like to make it obvious. Instead we sit on a dps target and try to pull em to our side so the shaman has to go out ,then axe toss with solar beam leads to a trinket mostly into coil. This also works on enhance/ele shamans with axe toss and solar beam at the same time so they can't use shamanstic rage.
Against hunters we try to force a deterrence and trinket with 1 dark soul. Then go ham with cds, axe toss and coil, so does it go for mages/monk but with Hypo effect and no karma though.
I wish i could explain this in a better way, and I could go on for long, but the most important thing to understand about this comp is to decide to go for 1 target and force defensive cds til it has none left and deadek
Hunter/Demo/Rdruid (HLD) by Eviaax :
hunter/demo lock/ rdruid (hld) :
Eviaax ran it to 2.4k in s14. He thinks this is one of the top tier comp for demo. The hunter can play MM or Survivial but he prefers survival for its better sustained damage which will help maintaining pressure when dark soul. The healer can be replaced by a rsham, mw monk, hpally.
Strengths of HLD :
- Powerful CC chains
- Strong Burst
Weaknesses of HLD :
- Hard to keep pressure if CC’s are not executed
- Must play offensively which can put you in bad positioning and vulnerable to swaps.
- Hunter is squishy
Recommended Glyphs for this comp :
- Imp swarm (mandatory) : No explanation needed.
- Glyph of fear (mandatory) : This will allow your Hunter to trap off your fears instead of stunning with axe toss into trap. This way you’ll be able to use stun on the kill target.
- Demon Training (mandatory) : Mandatory when you use GoServ to summon an imp.
About Talents :
Eviaax prefers the dark bargain playstyle instead of soul link+eternal resolve glyph playstyle because he thinks his pet dies too easily.
The main goal of this comp is to cc heals and go on a DPS target. We NEVER go heals. It’s crucial while running this comp that we get cc out on heals as soon as possible so that we can use our offensive cool downs immediately to get defensive cool downs from them off the bat. Also were going need those offensive cool downs back up ASAP if we don’t get a kill. So the quicker their back up the better shot we have at winning the game. Gate is obviously a must due to the aggressive play style of this comp. You have to know when to play defensively when you there are no kill opportunities.
The hunter or I will set up cc chain on healer depending on who has a better opportunity. I prefer that I start off cc with a howl into a fear so that the healer can get trapped off of my fear (Glyph of Fear). If we can do that, then most likely we won the game. The possibilities are endless for cc on healer now just because of that opener. On first cc is when I pop my entire cool downs. This includes imp swarm, trinket, dark soul, and Grim of Service (imp). I dot kill target with corruption, hand of gul x2 and doom. That gives me time so that I can keep very strong pressure on target while going back to cc healer if needed. If my cc is not needed I will go into Meta and use touch of chaos for optimal pressure. Like I said we have so many ways to control the healer that sometimes I can apply all my burst on target. We have : Howl of terror, Fear, Wyvern Sting, Silence, Trap, Scatter, Clone, Coil, Bash, Axe Toss and Carrion Swarm interrupts/ Knock off.
This is more than enough cc to have control on the healer for the whole game. So even after burst is done you are able to still apply pressure to your target. Usually if I see the chance to kill the enemy target after my burst I will immediately pop my second dark soul and spam touch of chaos. This is assuming that the cc chain is still going on healer. If not then we wait to get another cc setup on healer so I could pop my second dark soul. If my cc is not needed I will use mortal coil on kill target to get a trinket from him at around 50% then immediately stun him which usually equals a kill. This is the main reason I don’t like to use my stun into a trap. However if I see that it is difficult to cc healer because of LOS I will use stun so I can get that fear off. Usually against shaman healers I won’t bother fearing him but I will let hunter get a sleep off so hopefully that forces a tremor so that we can get a full fear on him afterword.
The burst we have is unpredictable and can change a game completely. We can be completely losing the match and look as if 100% no chance at coming back, but as soon as that chain cc goes out n burst is up its game.
As for kill targets, really anything is a viable option except healers. Really any target you know you can kill immediately or get the most defensive cool downs out of in the shortest amount of time. Usually the healer will be sitting cc at this point and makes for an easy kill.
If the opposing team has a lock then the hunter has to do anything in its power to stop their gate. If that happens it creates an opportunity to go lock if it’s the best target. This would be usually against and LSD team. Even teams such as RMP which will be hard for us to get cc out on healer because of stealth is not bad. If priest opens with fear I immediately un bound will howl and pop cds on mage. This is to counter their opener so they have to play defensively on their cool downs. After we pop cool downs then we set up cc chain on priest. The hunter or I will first get off ward (possibly already off from initial howl) and then feared. I stun rogue and unending resolve silence so it’s a guarantee cc. The priest usually then trinkets that fear due to the pressure that we have and by then I’m already casting my next fear which then leads into our never ending cc. Even when mage blocks the priest will still be cc’d by the time he’s out.
Melee cleaves are pretty easy as they basically have to play very offensive which creates terrible positioning for whatever the target you choose may be. Also don’t be afraid to choose rogues as a main kill target. There’s not much they can do defensively and can literally get killed in one stun.
LSD and LSD2- These are very hard counters because of the peels and utilities they have. Against LSD with ele the best target to go is lock. For LSD2 the best target to go is boomy.
If there is a hunter on the opposing team that will ALWAYS be your main kill target and go to guy. Hunter s get dominitated by this comp.
WLS –Warrior is main target
Being a flag carrier in RBG :
How to quickly bring a flag back to your base ? :
Use Burning rush and healthstone if necessary.
Use your demonic leap on cooldown every 10 secs.
How to defend the flag in Warsong gulch ? :
Put your demonic circle on the roof of the flag room and stay there, the walls provide great protection to break line of sight and you can use your carrion swarm (knockback) to bump your opponents to the ground of the flag room. If the roof is getting too hot just jump down, this will force your opponents to follow you, then port back up.
Tip : If you jump from the roof you can leap to the balcony during your fall.
How to defend the flag in Twin Peaks ? :
Put your demonic circle on the balcony of the flag room and stay there. You'll try to bump your opponents to the ground of the flag room, you can also howl/fear them pretty easily since the balcony is very small. If the balcony is getting too hot just jump down to the flag room, this will force your opponents to follow you, then port back up.
About Deepwind gorge :
Demo lock is the best cart carrier for Deepwind Gorge, when players carries a cart they are limited to 100% of their run speed so monks & feral druids are useless. However, demo locks can still use demonic leap every 10 secs so they'll bring back the cart to their base faster than any other class (except maybe warriors).
Hope you'll enjoy reading this guide, constructive feedback is appreciated.
Posted Bigmoran on 25 February 2014 - 07:54 PM
Posted Bigmoran on 25 February 2014 - 04:19 PM
I really hope I can earn the respect of all whiteknights. Apologies to Dibzz, Irub, and Benjiown.
Posted Mattadoro on 24 February 2014 - 07:26 PM
Posted BalanceRexxar on 21 June 2013 - 01:29 AM
I will not read any private messages off of Arenajunkies, if you need to message me, do so by commenting on this guide and I will read and respond to it.
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
1.8) 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
Out with the old. In with the new.
- 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.
- 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.
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.
Character Name: Balance
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.
I sometimes stream World PvP, RBGs, BGs, 2v2, 3v3, 5v5, and anything in between. You can follow me at twitch.tv/balancerexxar
Rising Sun Kick
Fists of Fury
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.
- Fists of Fury, Fists of Fury is also a high damage ability will stun any target on their first tick received, if dodged or parried it will not try to stun them again..
- 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 incapacitate.
- 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.
- 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.
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.
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.
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.
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.
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.
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
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.
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
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.
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.
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)
- Venfuki @ Tichondrius
- Tornadotom @ The Forgotten Coast
- Xes @ Zul'jin
- Smexual @ Tichondrius
- Voltariux @ Archimonde
- Nauree @ Blackrock
- and mine Balance @ Rexxar & Steve @ Korgath
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.
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.
Zen Meditation Macro
/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.
#showtooltip Fortifying Brew
/cast Fortifying Brew
- Although it is safe to macro healthstone into your fortifying brew, you should still have JUST the healthstone somewhere keybound by itself.
/cast [target=party1] Tiger's Lust
/cast [target=party2] Tiger's Lust
/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.
/cancelaura Hand of Protection
- Every melee class needs one of these.
/cast [target=focus] Paralysis
- Just focus paralysis.
/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.
/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.
/cancelaura Spinning Crane Kick
/cast Spear Hand Strike
- Same thing as the focus one.
- 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.
#showtooltip touch of death
/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.
#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.
/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.
/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.
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.
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.