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#3912204 US - RUIN - 3V3 (S13)

Posted Bigmoran on 12 July 2013 - 08:59 AM

fuck. i accidentally repped bornlol

#4087732 An Arenajunkies Proposition: Let's Stop Standing Still

Posted bouncyballs on 27 March 2014 - 08:24 PM

I would like to first start with something that  all or some or maybe none of you have heard.
"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.

#4087147 PvP Ratings Website

Posted Lupon on 26 March 2014 - 04:50 PM

I know a lot of people already know about this PvP Ratings website but for those of you who haven't heard of it, or maybe went to it and didn't understand how it works, I thought I would make this post to outline some of the features since I believe it has a lot to offer the WoW PvP community.

Index Page
  • 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
  • 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...

Add Players
  • 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)

Player Profile
  • 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...

Game History
  • 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

Title Cutoffs
  • 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.

Twitch Streams
  • 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.

#4082137 US - RUIN - 3V3 (S15)

Posted deprivelol on 17 March 2014 - 10:18 PM

View PostSelicia, on 17 March 2014 - 10:15 PM, said:

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How Ruin became 100% gay.


rep me if u wanan rep trade

#4080199 Challenging Minpojke

Posted Pawzz on 15 March 2014 - 12:14 PM

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#4079854 PvP Live Tourny Disucssion thread

Posted Smooviex on 15 March 2014 - 01:31 AM

that horn sound when the gates open rofl

#4037900 [Bigmoran Video] Veev: The Musical

Posted Bigmoran on 21 January 2014 - 11:41 PM

#4077268 US - RUIN - 3V3 (S15)

Posted Capstone on 12 March 2014 - 04:20 AM

View PostPolygonzz, on 12 March 2014 - 03:58 AM, said:

i was really addicted to suits when i binge watched the first few seasons, now this new one seems like the same old and unexciting compared to house of cards did anyone actually like that new episode
house of cards is decent

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

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#4060904 what happens when we cant queue arenas

Posted Mattadoro on 22 February 2014 - 07:38 AM

my idea came to life by my good buddy JFX with his paint skills

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#4068995 Demonology Warlock Guide (5.4.7)

Posted cvsbug on 01 March 2014 - 02:31 PM

this is the worst warlock spec

#4068602 Demonology Warlock Guide (5.4.7)

Posted glonglon on 01 March 2014 - 01:59 AM

Demonology Warlock Guide (5.4.7)

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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.

Introduction :

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.

Strengths :

-   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)

Weaknesses :

-   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…

PvP Talents

Level 15 : Dark Regeneration

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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

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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

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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

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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

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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

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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 :

Glyphs choice when playing with a Felguard/wrathguard as main pet and Grimoire of Supremacy :

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Glyphs choice when playing with Grimoire of Service: Imp or an Imp as main pet :

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-   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.

Gear :

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

Enchants :

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

Gemming :

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 :

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.

Rotation :

How to generate demonic fury in human form ?

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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 :

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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 :

2v2 :

Frostmage / demo lock (petskill ran it to 2.3k)
Boomy / demo lock
Rsham / demo lock

3v3 :

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 :


Hunter/Demo/Rdruid (HLD) by Eviaax :


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).

Macros :


Streams :



Conclusion :

Hope you'll enjoy reading this guide, constructive feedback is appreciated.


#4065146 [S14 Bigmoran Video] Apology to Whiteknights, Talk about S14

Posted Bigmoran on 25 February 2014 - 07:54 PM


#4064882 [S14 Bigmoran Video] Apology to Whiteknights, Talk about S14

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.

#4063886 Don't be an asshole

Posted Mattadoro on 24 February 2014 - 07:26 PM

thanks to boosters i received the 2 highest compliments in wow in the last weeks of the season, got accused of yoske playing the account twice while our opponents were streaming, made my season complete


#3902833 How to Walk with the Wind (5.4.7)

Posted BalanceRexxar on 21 June 2013 - 01:29 AM

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0.0) Additional Help
1.0) Introduction
1.1) Streaming
1.2) Abilities
1.3) Races
1.4) Glyphs
1.5) Talents   
1.6) Gemming & Enchanting
1.7) Reforging
1.8) Professions
1.9) Armories
2.0) Keybindings
2.1) Class Synergy
2.2) Monk Comps
2.3) Macros
2.4) Addons
2.5) Monk Streams
2.6) Rated Battlegrounds
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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
Toon Name: Balance
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Hello there! My name is Steve, in game I am known as Balance. I made this guide for Windwalker monks in 5.3 and 5.4 and am updating it for 5.4.7. I updated it early just because I know not much is changing and am able to foresee what will change and how it will impact what Windwalkers do. Things you should know about me is I got Rank 1 (Duelist) in Season 13 and Rank 1 Gladiator in Season 14. I love to answer questions and appreciate any feedback you give me.
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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:


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 on a single target with stacks of Tigereye Brew up.

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 4-6s incapacitate can lock down mages and other classes on their deep freezes, demon soul, shadow dance, and other high damage cooldowns and such instantly.
  • Spear Hand Strike, Spear Hand Strike is our kick. I don't recommend using it for the 2 second silence but if you're on a mage who is spamming ice lances into a deep freeze you might as well. It has also proven useful when killing Priests because of their bubble, if they are bubbled at 11% and coming out of a stun I like to use it to try to get them 1% or however much needed lower so I can Touch of Death. I also use this ability on warriors when they are close to 10% coming out of a stun to prevent them from using Rallying Cry so I can touch of death before they get it off. Warning: This ability has a slight delay for when the silence is applied to use it around 0.25-0.5s before you want the actual silence to go on.
  • Spinning Fire Blossom, Spinning Fire Blossom without the glyph is a 50 yard range 2 second root if you can land it. It can prove difficult but possible. It is very underused and can help you get back on your target and save a roll or two.
  • 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.
  • Grapple Weapon, Grapple Weapon can be used to disarm your opponent, on certain classes it will shut them down. It is a ranged ability making it one of the best disarms in the game.
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. 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 you clone that extra 15% damage only applies to that clone and doesn't help your damage.
  • Zen Meditation, also very useful for it's grounding totem like effect. I most often use it right before a healer gets trapped to put it on to me. It is also very useful to eat Chaos Bolts, Deep Freezes, Cyclones, Fears, Polymorphs, Repentance, and all sorts of nasty things you don't want on a low teammate or healer.
  • Transcendence, this ability is pretty standard. Put it down behind a pillar at the start of a game, put 3 healing spheres on it port out when you're in trouble, sometimes reverse port back to get to a target if they are near it, not to much to it. Be sure if you're on 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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I am only going to discuss a few races because some races are just horrible to be as a monk such as Tauren.

Humans: Human's racial is Every Man for Himself. This ability replaces the use of the commonly used Insignias purchased for conquest. This allows a new trinket to take place of the Insignia. That means you could have a Battlemaster's trinket or a Badge instead. It probably isn't worth using PvE trinkets because when you use two PvP trinkets you gain a significant amount of resilience. This means that you need to compare a 2nd PvP trinket to the other racials of the other races to determine what is better. Another benefit of being human is the Sword Specialization that allows you to get increased expertise from using swords.

Night Elves: This is the best race you can be if you are a Mistweaver on Alliance because you have Shadowmeld. You probably know this but if you don't it's important for you to know that if you use this ability the same time another ability hits you it acts as if that ability never hit. For example, if you Shadowmeld right as a mage finishes casting Polymorph it will act as if the mage never casted it on you. This is very good to prevent being Crowd Controlled (CC). There is also Quickness which can prove to be game breaking if you dodge something like a 6 second Kidney Shot while a teammate is very low, the odds are not in your favor but miracles do happen.

Orc: They have several racials that benefit the monk class. The first one is Axe Specialization, which has the same benefits as the humans allowing them to get extra expertise. The second racial is Blood Fury, which is a nice damage bonus. The third is Command which is unknown if it affects Xuen or your clones via Storm, Earth, and Fire but if it does then it is a minor overall damage bonus but a bonus nonetheless. And the last racial is Hardiness which can be combined to be Powerful Primal Diamond to have all stuns reduced by 25%. This is the main reason I went Orc on my own monk. Having 25% stun reduction allows monks to be able to get a Paralysis or Fortifying brew off in between Cheap Shot and Kidney Shot openers by rogues which can save Nimble Brew and Trinket which is huge versus RMD, RPS, RLS, etc. I think Orc is the best horde race.

Undead: This is best healing race in the game because of Will of the Forsaken. They also have Shadow Resistance which is decent against classes like Warlocks, Death Knights, Priests, and Rogues (with Shadow Blades up). They also have Touch of the Grave for extra damage and healing throughout the game, which is minimal but it's something. And of course Cannibalize our favorite ability to disgrace your opponent after slaying them. This could be the best race or the worst race. For example, if all you face all during your queue session is Rogues and Death Knights you will never have to use your Will of the Forsaken where you could be Orc instead. But overall with how many priests and warlocks are in the game As for Windwalker, orc is better overall because WotF puts your Insignia on cooldown which is very important because of how important trinkets are for monks, you die very easily in CC and I found myself not using Will of the Forsaken a lot just to save me from putting trinket on cooldown.

Blood Elf: Blood Elves racial is Arcane Torrent. Although this is all they provide, it is a handy ability if you do a lot of world PvP, 2v2, and even in 3v3 occasionally. 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. If you're horde your going to be better off as Undead or Orc though.

Dwarf: Probably one of the worst races you can go but I have my alt one as dwarf because I love the little guys! It isn't completely useless though, Stoneform allows you the remove all diseases, poisons, and gives you a 10% damage reduction. So, if you are able to use this RIGHT before you get stunned and take a lot of damage it could save you. The main reason I ever use it though is to get out of Wyvern Stings from hunters, since it is a poison only a few healers can dispel it and it is a significant CC, therefore if you use your racial to get out it can save you from having to trinket which is huge. Dwarves also take 1% less frost damage so that is good because mages are everywhere, not to mention they also have a Mace Specialization which allows you to get extra expertise.
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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 complained about so much I'm surprised it hasn't been nerfed. This glyph gives it a 20 yard range. This is extremely valuable seeing how without it you'd have to be in melee range to get it off and most of the time you need to get it off there is a slow on you and you can't get to the target. Even if there is double melee training you I recommend this glyph all of the time because of how essential it is to get it off exactly when you need it.

Glyph of Paralysis: 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, although we monks ourselves had a DoT from Blackout Kick, it rarely breaks out paralysis and we really only need this if your teammate has DoTs.

Glyph of Detox: This glyph is useful in the 2v2 bracket when playing Healer, WW monk because the only DoT monks have is blackout kick which doesn't last long and unless you're trying to paralysis the target you just blackout kicked it shouldn't break from damage. This means we can take this glyph over glyph of paralysis to keep some pressure off of us against one of the more popular comps, Healer, DK. It can also be used against Rogue teams to heal yourself a minor bit by removing Paralytic Poison or whatever poison they happen to be using.

Glyph of Nimble Brew: This glyph can also useful because of the heal it provides, if you use Nimble Brew to prevent dying it can help but if you are using it offensively it probably won't help much.

Glyph of Sparring: This glyph can be used when the team you're on has no DoT effects and preferably when you are facing a team with a wizard on it, it really depends on what you're playing and who you're facing so you need to decide what's best yourself.

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.

Blackout Kick: I use this glyph just because of the little extra damage it provides, the healing it provides is minuscule. Also since I use glyph of paralysis a lot the dot doesn't affect it.

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Tier 1 - Mobility
Celerity, Tiger's Lust, Momentum. These are your options. Out of my thousands arena games as a monk so far I have never used anything but Tiger's Lust. The other options just don't compare to it. With Tiger's Lust you can; get yourself out of roots, sprint teammates to escape, sprint teammates to better positioning, to help your teammates get out of roots and slows, or just use it on an FC so make them go faster. In my experience, I mostly have played with several shamans and something important to know about Tiger's Lust is that it stacks with things like ghost wolf so shamans can easily escape melee by getting Tiger's Lust and activating ghost wolf adding up to a total of 110% movement speed.

Tier 2 - Healing
Chi Wave, Zen Sphere, Chi Burst: These are your options. Again, nearly all of my arena games have been using Chi Wave other than experimenting with the others. Zen Sphere's damage and healing doesn't compare overall and often breaks CC. Chi Wave does a significant amount of healing and damage, it has a low cooldown, it does magic (nature) damage so it isn't greatly affected by armor, and it is single target so it shouldn't break CC but sometimes it hops to someone in CC but it is still worth it to take. Chi Burst may be viable from what I hear. It is twice the cooldown of Chi Wave but does a significant more amount of damage. I'd still probably stick to Chi Wave because of it's short cooldown and the fact that it is instant and doesn't have a cast time like Chi Burst. If you plan on playing with a hunter I'd recommend using Chi Burst.

Tier 3 - Chi
Power Strikes, Ascension, Chi Brew: For all of 5.3 Ascension dominated this tier, power strikes still doesn't compare to Ascension and Chi Brew but Chi Brew became the new best talent because of this change...

Chi Brew now restores 2 Chi, has a 45-second cooldown (down from 1.5 minutes), and generates 2 or 3 stacks of Tigereye Brew. Maximum of two charges.

Now what this means is that you have around a good chance to get 6 stacks out of the gates if you use both off the bat which is incredibly good. And if you cast Fists of Fury before the gates open it will only take 1 chi to get 1-2 more stacks, so after you use 1 chi you have the potential to have 8 stacks. This is why I use this over the others. Since the mastery change we have reforged into haste which increases our energy regeneration, and with all the CC in the game we rarely have enough up time to be out of energy.

Tier 4 - Control
Ring of Peace, Charging Ox Wave, Leg Sweep. Your most common pick is probably going to be leg sweep. There is a lot of controversy on which is the best but it really comes down to what you face, how you use them, and what you prefer personally. I'll compare them here...

Charging Ox Wave: Charging Ox Wave is a ranged stun that has a travel time, for example if you paralysis someone then depending on how far you are away from who you shot the Ox at it will vary on how long it takes to be affected by the stun. You may be hesitant to using it because it only lasts 3 seconds but the way I look at it you can use it whenever you want because of its short cooldown and the fact that it is ranged. If you wanted to leg sweep the healer you'd have to get to them to use it, but with Ox wave you can maintain your uptime on them and still get the stun off and that 2 second difference is probably equal to or more than how long it would take to get to the healer and leg sweep them then get back to you target. It also is very easy to use, many people try to lead their shots but that isn't how it works. To land a stun on someone you need to use it for where they are at there current location. I have an example of how it is deceiving in this video. Excuse my lag, again I can't stream or make videos because of my terrible computer.

Leg Sweep: This is the more commonly used talent in this tier because it lasts longer and can be used for going for kills. I personally think that it really depends on you like and play. If you play a composition of something like Shadow Priest, Monk, Healer then I would recommend using this because of being able to use Devouring Plague into this stun followed out by silence. Use this one if you want to be able to lock someone down for the kill.

Conclusion: Leg sweep is usually the one to take just because of how good it is and how it lines up with Fists of Fury. It can be unreliable a lot because of lag, dodge, and parry but if you are able to get it off it is much better than ring of peace or charing ox wave.

Tier 5 - Survival
Healing Elixirs, Dampen Harm, Diffuse Magic.
After a long season I have a lot of thoughts on Healing Elixirs and Diffuse Magic. I'm not even going to talk about Dampen Harm because it is absolutely worthless.

Healing Elixirs: So for healing elixirs I have come to the conclusion it is truly based on what you face. If you are facing KFC healing elixirs will prove immensely more beneficial than Diffuse Magic for the hunter damage, it allows you to run around and self heal when you have to. I wouldn't recommend using this against dot cleaves either, just because it helps out with healing I find that a lot of the time it is off CD and just sitting there not healing you when you need it to. So I would say take this against teams that are mostly physical damage or have small magical burst damage.

Diffuse Magic: After a season of wizards and cleaves I had to swap specs a lot. For many teams I took Diffuse Magic because of how much magical damage they do. Even though you might think Healing Elixirs is better for things like LSD (Ele, Aff, Resto Druid) you're wrong. Being able to basically grant yourself immunity on a minute and a half CD for 6 seconds is incredible, although it will be a little tougher on your healer it could prevent you from having to use Touch of Karma, this means you'll have twice the major defensive cooldowns you would that if you were healing elixirs. Not to mention Healing Elixirs is often random and procs at worthless times a lot of the time. I also use this against teams like RMD (Rogue, Mage, Resto Druid) because of the high burst mages have, rogues have weak damage outside of their burst so healing elixirs will only help you when you are being bursted on which it then heals you for 15%, but if you were to use Diffuse Magic you could stop around 50 to even 60% of your entire health by taking 90% less magical damage from a mage blasting ice lances at you.

Again this tier requires you to decide what is best and you need to judge what to take yourself.

Tier 6 - Damage
Rushing Jade Wind, Invoke Xuen, the White Tiger, Chi Torpedo. A
lways Rushing Jade Wind. Xuen gets kited, long CD, breaks CC, Chi Torpedo sucks, RJW does more damage. Use it when you're bursting but don't use it so much you don't have energy.
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First of all, to gem correctly you must know what stats you want. There are dozens of way to gem a monk based off of each and every slot and which gear you have. I'll repost the monk armories if you just want to copy one of theirs instead of experimenting to find the perfect setup on your own. Anyways, what most monks are doing now stat wise is...

Crit > Haste > Mastery. The reason of this is that when we get a critical strike we can do insane amounts of damage. Therefore, Crit is the best stat, haste is the second because our Mastery is not very good. Our mastery has a chance for us to get an extra stack of Tigereye Brew, if you were to stack mastery it would only give you a small % of getting an extra stack which isn't as good as being able to jab more if you have more haste.

Meta: Tyrannical Primal Diamond or Agile Primal Diamond

Red: Delicate Primordial Ruby

Yellow: Deadly Vermillion Onyx

Blue: Glinting Imperial Amethyst or Perfect Assassin's Roguestone

Shoulders: Greater Tiger Claw Inscription

Cloak: Swordguard Embroidery (Tailoring Only) or Enchant Cloak - Superior Critical Strike Rating

Chest: Enchant Chest - Glorious Stats

Bracers: Enchant Bracer - Greater Agility

Gloves: Enchant Gloves - Greater Haste

Legs: Shadowleather Leg Armor

Boots: Enchant Boots - Blurred Speed

Weapons: Dancing Steel and Glorius Tyranny. If you can't get 2200 for the Glorius Tyranny enchant then buy a Living Steel Weapon Chain. You should also have 3 weapons. Two with dancing steel and one with either Living Steel or Glorious Tyranny. The reason behind this is because if you face a team without disarms then the effect of those other two enchants isn't as good as the one from dancing steel.

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Similar to gemming and enchanting, every monk has slightly different stats. But almost all of them are within a few %'s of each other. Most monks range between...

These number will change by the end of the season so try to scale it up with the new gear we get.

Hit: As close to 3% as possible.

Expertise: 6%

Critical Strike: close to 50%

Haste: 15% or higher

Mastery: 40% or less

After experimenting with 3% expertise I found that on very rare occasions healers like Paladins and Shamans can "block" a leg sweep or Spear Hand Strike which can throw off a game. So it's better to be safe than sorry so 6% expertise will make it so that doesn't happen.

Again, 3% Hit > 6% Expertise > Crit > Haste > Mastery

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Professions can vary depending on what race you are. For example, if you are human you will be using a On-Use PvP trinket as well as an Insignia. And since you have the On-Use trinket the Synapse Springs you get from engineering wouldn't be as good because they share 10s cooldowns with each other, I'm not saying it's bad but I feel like there are other professions for human that is better than engineering. So here it is.

Humans: Tailoring + (Alchemy, Blacksmithing, Enchanting, Inscription, Jewelcrafting. [All of these give +320 Agility in some way.)

Everything Else: Engineering + (Tailoring, Alchemy, Blacksmithing, Enchanting, Inscription, Jewelcrafting. [All of these give +320 Agility in some way.)

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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... ____________________________________________________________________________________________________________
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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 with being able to keep up with my target by using my strafes and move forward binds. I feel like if I had those abilities on other keybinds I would have conflict with doing damage and moving.

I also have my mobility keybinds such as roll, tiger's lust, and flying serpent kick to keybinds close to my movement binds.
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.

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In this portion of the guide I state my personal opinions which has been altered by personal experience and the thoughts of others. If you disagree with any of my opinions in this category please post a comment on your experience with the comp on why it works and why is doesn't. Thank you.

Important Information: I believe that anything played by good enough players has the potential to get good rating. Don't be discouraged by my opinions on a comp and decide not to play it, try it out and prove me wrong if I think it isn't good. Anything is possible.

Mage: This class is one of the worst you can put with a monk on paper. Every single CC you and the mage has DRs. But surprisingly, it works quite nice, it may be because mages are so good right now or maybe the comp just works. It plays similar to warrior mage, even though warriors lack CC and their stuns DR with mages deep freeze the high damage of the two classes makes the comp work nicely. Therefore I think this comp is pretty good because monks also have high damage, you just have to be careful on who is casting polymorph and who is paralyzing what.

Diminishing Returns:
Stuns: Deep Freeze with Leg Sweep, Charging Ox Wave, and Fists of Fury.
Polymorphs / Incapacitates: Polymorph and Paralysis
Silences: Counterspell Silence with Spear Hand Strike blanket silence.
Roots: Frost Nova and Pet Freeze with Disable Root.

Rogue: This class isn't good with monks because both have lots of stuns. Rogues damage isn't very consistent if they are subtlety which most are. Their burst revolves around Shadowdance letting them stun and silence things all over. The problem they share with monks is the DR on stuns. Although, just like everything it does have potential to get rating but would be much harder than if a monk played with a better class.

Diminishing Returns:
Stuns: Cheap Shot and Kidney Shot with Leg Sweep, Charging Ox Wave, and Fists of Fury.
Silences: Garrote with Spear Hand Strike blanket silence.
Incapacitates: Sap and Gouge with Paralysis.

Priest: This is a really fun comp to play. Although it isn't a common monk comp it has great potential. Some downsides is that your priest has to be very good for it to succeed. But if you and your priest are able to connect on a target at the same time other enemies are CC'd the damage is unreal and you almost always get a cooldown.

Diminishing Returns:
Disarms: Psychic Horror with Grapple Weapon.
Silence: Silence with Spear Hand Strike blanket silence.

Warrior: Warrior monk would be a low tiered monk comp because of the things each class brings to the table. Although both classes have high amounts of damage they both lack CC. Monks work better with a cast that can provide peels and offensive CC.

Diminishing Returns:
Stuns: Shockwave, Warbringer, and Stormbolt with Leg Sweep, Charging Ox Wave, and Fists of Fury.
Disarms: Disarm and Grapple Weapon

Death Knight: Death Knights are similar to warriors in the fact that they have little CC but are very good at training. Just like warrior monk, death knight monk would have a problem of little CC allowing a healer to heal through damage that otherwise could get cooldowns, certain healers would be a lot better for thing comp than others, E.G. Priest is probably better than Shaman, it has some good potential to do insane unhealable damage though so CC may not matter.

Diminishing Returns:
Stuns: Remorseless Winter, Asphyxiate with Leg Sweep, Charging Ox Wave, and Fists of Fury.
Roots: Chains of Ice w/ Chillblains with Disable Root.

Paladin: This class just like every class is viable to a certain extent. I have yet to try this recently but I did give it a go in 5.3, although 5.3 was very bursty I am not going to let that affect my opinion on this comp. I believe this comp could work decently. The only problem this comp could have is the CC. If the paladin took Turn Evil (fear) and cast it on the healer it may prove to be the thing that DK monk or War Monk doesn't have, the extra CC. I encourage people to try this comp and let me know how it works.

Diminishing Returns:
Stuns: Hammer / Fist of Justice with Leg Sweep, Charging Ox Wave, and Fists of Fury.
Incapacitate: Repentance with Paralysis.

Warlock (Affliction): Warlocks are the best class a monk can run with this patch. The amount of CC warlocks have is so great combined with their damage it allows monks to go on whoever they want and just do as much damage as possible. A monk on a healer while a warlock is fear spamming the other 2 members with dark soul up it is very hard to heal through.

Warlock (Destro): The other viable warlock spec that Windwalkers can play with is Destruction. The comp doesn't take too much to play generally, a lot of the time the warlock is tanking damage and the monk sets up the kills, then outside of that you have double coil chaos bolt and that speaks for itself, all in all, it's a very powerful comp.

Diminishing Returns:
Stuns: Shadowfury with Leg Sweep, Charging Ox Wave, and Fists of Fury.
Warlock Pets: share DR with Spear Hand Strike blanket silence and Grapple Weapon.

Hunters: Hunters are a very good class to go with Windwalers, after playing it myself I believe survival is much better for the comp than markmanship. If the monk uses incap instead of trapping and the hunter throws down Frost trap to get Lock n Load procs you can do some incredible damage.

Diminishing Returns:
Stuns: Intimidation, Binding Shot, Pet CC, with Leg Sweep, Charging Ox Wave, and Fists of Fury.
Silences: Silencing Shot with Spear Hand Strike blanket silence
Incapacitate: Freezing Trap with Paralysis
Disarms: Snatch with Grapple Weapon

Shaman (Enh): I really haven't personally tested this comp out or seen it at high ratings so I can't vouch for its success or failure but based on what I know about enhancement shamans I would say it is a decent comp. With the right healer it could have just enough CC and sustained damage to have a chance against other high pressure comps. A full CC on a healer with ascendence up with the monk popping stacks of Tigereye brew could prove quite deadly.
Shaman (Ele): This comp is one of the higher tier WW comps because it's a shaman. Shamans are pretty hard to kill so they don't require much peels, also they have high damage output which in combination with Windwalker monks make it very deadly.

Diminishing Returns:
Stuns: Capacitor Totem with Leg Sweep, Charging Ox Wave, and Fists of Fury.
Polymorph / Incapacitate: Paralysis and Hex

Druid (Balance): Balance druids work alright with monks, it is nearly as good as some of the other comps monks can play but it isn't the worst by far, since monks mostly die in stuns, druid are able to do certain things to help them live for just a few seconds to be able to get out such as, disoriet, NS clone, and typhoon. They also provide good offheals and overall its a solid comp, if you get a starsurge crit and rsk crit at the same time something could easily die.
Druid (Feral): I have yet to play this comp but I could see it being decent, it would be similar to kitty cleave in the fact that you just run something down, have little CC, and just overall is just easily beaten by certain things.

Diminishing Returns:
Stuns: Bash, and Maim with Leg Sweep, Charging Ox Wave, and Fists of Fury.
Roots: Entangling Roots with Disable Root.

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This will category shows which comps I think are most successful.

God Tier

Windwalker + Warlock

Tier 1

Windwalker / Hunter (All Specs)

Windwalker / Priest (Shadow)

Windwalker / Shaman (Elemental)

Windwalker / Druid (Balance)

Tier 2

Windwalker / Mage (Frost)

Windwalker / Druid (Feral)

Windwalker / Death Knight (Unholy)

Tier 3

Windwalker / Mage (Fire)

Windwalker / Mage (Arcane)

Windwalker / Rogue (All Specs)

Windwalker / Warrior (All Specs)

Windwalker / Paladin (Retribution)

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Zen Meditation Macro
Fortifying Brew + Healthstone Macro
Tiger's Lust Macros
Hand of Protection Off Macro
Focus Paralysis
Focus Disarm
Focus Kick
Touch of Karma Macro
Kick Macro
Old Paralysis Macro
Useful Touch of Death Macro
Xuen Attack Macro
Cancel-Aura Macro
Psyfiend Macro
Party Dispel Macros
Focus Storm, Earth, and Fire
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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.