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Windwalker Monk Rotation Guide - The War Within 11.0.5
来自 Babylonius
[Last Updated]:
2024/10/21
变更日志
补丁:11.0.5
目录
评分:4.4/5
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22
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指南导航
评分:4.4/5
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Learn the best Windwalker Monk rotation for . Details about how to excel at your Windwalker Monk and the optimal rotation for all talent builds in dungeons and raids for .
Overview
NEW Season 1
NEW Nerub-ar Palace
NEW Mythic+
NEW Tier Set Bonus
Cheat Sheet
Talent Builds
Hero Talents
Rotation
DPS as a Healer
Gear
Pets
Support Buffs
Leveling
Abilities & Talents
Stats
Consumables
WA & Addons
Hotfixes
Mage Tower
About the Author
This guide is written and maintained by Babylonius; former moderator on MMO-Champion; current owner and administrator of the
PeakofSerenity Monk class discord
; founder and Windwalker author of the Monk Class site,
PeakofSerenity.com
and those that came before it; Windwalker main since early Mists of Pandaria, guide writer/theorycrafter/teacher for almost that whole time.
Discord
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YouTube
How to Play Windwalker Monk
Windwalker Monk operates on a priority list rather than a set rotation; with managing abilities with cooldowns and our two resources, Chi and Energy. That means that you want to use the highest priority ability available to you, and balance resources so that you have the Chi to do. It tends to follow 3 key rules:
Manage Energy and Chi -
Outside of big Haste cooldowns, Windwalker's damage is restricted by how many resources we can generate and spend. This means that sitting at the Energy cap or generating more Chi than you have space for typically results in lost damage potential. Your focus is balancing having enough Chi for spenders and using
幻灭踢
just enough to prevent overcapping without using it too much and not having the Chi you need when a bigger spender becomes available.
During major cooldowns, you will often have more Energy and Chi than you can use due to the GCD and cooldowns of Chi spenders, making avoiding the caps less impactful, but still something to be aware of.
Keep Abilities on cooldown -
With most of our Chi spenders having their own cooldowns, it is important to reduce the amount of time that these harder-hitting abilities are sitting off cooldown without being used. There will, inevitably, be overlaps where you'll have to choose what to press based on the priority list. A key part of playing Windwalker recognizing that one of these situations is approaching and trying to have enough Chi for what you need to do.
React to procs -
Windwalker has several procs that you'll need to manage in order to maximize damage potential. The main ones are
赤精之舞
and
幻灭踢!
. Both of these can stack to 2 so that you don't need to immediately use them. However, you will want to avoid risking overstacking, as that is lost damage potential. These procs can play an integral part in helping you balance your resources while still benefitting from
精通:组合拳
. They can also throw off what you were planning, so being able to react intelligently and quickly is important.
Playing Windwalker in ST comments by Theorycrafting Wizard Kholer
Windwalker in The War Within has seen a major rework with plenty of new and reworked talents to move away from the playstyle of Dragonflight that largely revolved around reacting to procs. This means a return to old principles and an older playstyle of planning with a fresh look. The most important principle to keep in mind is efficiency. Most of our actions revolve around keeping our spenders on cooldown as much as possible (, , , ). To achieve this we need to optimize our two resource pools, Chi and Energy.
To maximize our Chi production, we want to maximize our Energy spent and cap it as little as possible while not neglecting our spenders and procs (). This creates the natural rotation of weaving in between our spenders to ensure we have enough Chi available to us the moment a cooldown becomes ready. In Dragonflight, our procs suffered from this because they were not strong enough to break this synergy and we often overflowed and lost valuable procs which felt bad. In The War Within, all our procs can stack twice which massively helps this previous issue. This creates this natural flow of spender, spender, , spender/proc, etc. with procs being weaved in whenever we don't have a or a spender available. However this causes our filler, , to take a backseat role. This is also partly due to it being very undertuned and doing very little damage at the moment. You can regularly find yourself overcapping . While this is something you generally want to avoid, sometimes it will be unavoidable.
To ensure you are able to cast your spenders as they become available, it's crucial that you maintain a high Chi average. The higher your average Chi, the easier it will be for you to cast more spenders, react to occasional procs and use your procs without wasting Energy. On the contrary, regularly dropping to low Chi creates a death cycle where you are sometimes forced to use more than you want, to just to maintain , further using more Chi on bad casts and ending up using and less overall.
A small note on cooldown usage: As always, you want to keep at least one stack for . The second charge you have available to you from starting combat can be used in a variety of ways, to combine with raid mechanics (additional add spawns), temporary damage increases, or if you find yourself in a shortage of resources. will then aid in stabilizing your resource situation. When using these excessive , make sure is on cooldown because it will be reset by .
Best Windwalker Monk Opener
The Windwalker opener is focused around using our spenders that have cooldowns so that they're not wasting off cooldown. Doing so requires generating some Chi before pressing our offensive cooldowns. The Chi reduction from
风火雷电
and
道法万象
combined with the cooldown reduction, reset chances from things like
禅院教诲
, and the huge amount of Haste that you'll often have during cooldowns means that the opener can be very quick and reactive. We'll often ignore energy waste during openers
Use the ✘
markers next to talent selections to populate the priority list.
Whirling Dragon Punch
] Shado-Pan
Sequence
Cast
猛虎掌
Cast
旭日东升踢
Cast
猛虎掌
Cast
白虎下凡
Cast
风火雷电
Cast
旭日东升踢
Cast
风领主之击
Cast
猛虎掌
Cast
怒雷破
Cast
旭日东升踢
Cast
升龙霸
Proceed onto the normal priority list
Use the ✘
markers next to talent selections to populate the priority list.
Whirling Dragon Punch
] Conduit of the Celestials
Sequence
Cast
猛虎掌
Cast
旭日东升踢
Cast
猛虎掌
Cast
白虎下凡
Cast
风火雷电
Cast
旭日东升踢
Cast
风领主之击
Cast
猛虎掌
Cast
天神御身
Cast
旭日东升踢
Cast
怒雷破
Cast
升龙霸
Proceed onto the normal priority list
Opener Tips
The opener is relatively straight forward and relies on the Chi-cost reduction from
道法万象
to fit the big spenders in.
There should be limited possibility for resets or other things to throw off the opener, so it should be consistent.
Other than making sure you have enough Chi for spenders, Energy may cap during the opener and shortly after, especially with bigger Haste buffs. If this can be avoided without delaying Chi spenders, then that will result in less damage potential lost, but it is not a requirement nor something that should be stressed about too much.
Best Windwalker Monk Single Target Rotation and Priority
Use the ✘
markers next to selected builds and talents to populate the priority list.
Options
Chi Burst
Dance of Chi-Ji
Last Emperor's Capacitor
Whirling Dragon Punch
Priority
Cast
猛虎掌
if <5 Chi AND about to cap energy
Cast
风领主之击
Cast
升龙霸
Cast
旭日东升踢
Cast
怒雷破
Cast
幻灭踢
try not to overcap
禅院教诲
Cast
神鹤引项踢
with
赤精之舞
buff
Cast
真气爆裂
Cast
碎玉闪电
try not to overcap
少昊的容电器
stacks
Cast
幻灭踢
Playing Shado-Pan in ST comments by Theorycrafting Wizard Kholer
is generally considered the more passive hero talent tree, but that doesn't mean it has zero gameplay interactions. The gameplay changes can be summarized in a massive increase in usage.
疾风乱打
massively increases the value of and all the buffs (
城壁之智
,
不惧万难
) that stand behind
疾风乱打
cause to become a very high DPET (Damage Per Execution Time) ability in secret.
Particularly
城壁之智
increases the priority of . While it is up, you will want to Energy cap as little as possible, even prioritizing over despite wasting Chi! While this buff is not active, still takes an increased priority over s that are not fully stacked by , while wasting Chi. Overall this causes roughly 4.5 Chi to be wasted per minute, most of which occurring during or right after a has ended.
Use the ✘
markers next to selected builds and talents to populate the priority list.
Options
Chi Burst
Dance of Chi-Ji
Last Emperor's Capacitor
Whirling Dragon Punch
Priority
Cast
猛虎掌
if <5 Chi AND about to cap energy
Cast
碧火踏
Cast
升龙霸
Cast
风领主之击
Cast
天神御身
Cast
旭日东升踢
Cast
怒雷破
Cast
幻灭踢
try not to overcap
禅院教诲
Cast
碧火踏
Cast
神鹤引项踢
with
赤精之舞
buff
Cast
真气爆裂
Cast
幻灭踢
Cast
碎玉闪电
try not to overcap
少昊的容电器
stacks
Understanding the Gameplay
禅院教诲
provides a chance to reset
旭日东升踢
. This changes how many resources you have available and how much you need on a moment's notice. Because it resets such a powerful ability, you generally want to avoid overcapping the stacks, whether its 8 with
残寺秘学
or 4 without. This requires careful attention to maximize and can be overwhelming with the other things going on. While overcapping should be avoided, there are times where it will be naturally avoided and times where it will be unavoidable. Knowing how to work in
幻灭踢
enough to avoid overcapping while not using Chi that is better spent elsewhere is something that takes time, practice, and skill.
少昊的容电器
stacks up as you cast Chi spenders and caps at 20. At 20 stacks it becomes free and deals a significant amount of damage. Ideally, this is cast at 20 stacks without delaying other cooldowns or overcapping Energy. Realistically, this is not always possible, and using it at less than 20 stacks may be beneficial if it means you don't lose damage elsewhere. For the most part, you will not want to cast it at lower stacks because you will, hopefully, have a good time to cast it at higher stacks. The exception to this is if the target is out of range and you will have time to recover the spent energy before the target is back in range and you can resume your priority. Being conscious of the stacks and using them correctly, even if not always at 20 stacks, will enable you to get the most out of this talent.
In The War Within,
升龙霸
can be more difficult to cast than in the Dragonflight. This is due to
旭日东升踢
resets plus
旭日东升踢
and
怒雷破
having shorter cooldowns due to things like higher Haste, talents, and other mechanics. This means that it can often be best to use
升龙霸
immediately, even if a "better" ability that does more damage, like
风领主之击
is available. This a tradeoff aimed to minimize potential loss, rather than maximize damage in that second. If you only have one more GCD to hit a target, its likely best to use
风领主之击
to get the most damage out of that GCD, but in a prolonged fight where cooldowns matter, delaying
风领主之击
by 1 GCD to fit in
升龙霸
may be better than delaying
升龙霸
by 1 GCD only to have
旭日东升踢
or
怒雷破
come off cooldown and delay the cast of
升龙霸
even more.
Best Windwalker Monk AoE Rotation and Priority
the ✘
markers next to selected builds and talents to populate the priority list.
Options
Chi Burst
Dance of Chi-Ji
Jadefire Harmony
Last Emperor's Capacitor
Whirling Dragon Punch
Xuen's Battlegear
Priority
Cast if <5 Chi AND about to cap energy
Cast with 2 stacks of
赤精之舞
buff, to avoid overcapping
Cast then
升龙霸
Cast
Cast try not to overcap
少昊的容电器
stacks with
雷电之王的鸿威
Cast
Cast with
雪怒的战甲
buff
Cast
Cast
Cast
Cast
Use the ✘
markers next to selected builds and talents to populate the priority list.
Options
Chi Burst
Dance of Chi-Ji
Jadefire Harmony
Last Emperor's Capacitor
Whirling Dragon Punch
Xuen's Battlegear
Priority
Cast if <5 Chi AND about to cap energy
Cast with 2 stacks of
赤精之舞
buff, to avoid overcapping
Cast then
升龙霸
Cast
Cast
Cast try not to overcap
少昊的容电器
stacks with
雷电之王的鸿威
Cast
Cast with
雪怒的战甲
buff
Cast
Cast
Cast
Cast
Understanding Windwalker AoE
旭日东升踢
is typically not a spell that gets much use in AOE situations. However, there are three instances where its use is warranted:
Due to the increased Critical Strike chance and
怒雷破
cooldown reduction provided by
雪怒的战甲
, it is worth using it if you have the
雪怒的战甲
buff active up to a higher target count than you would without
雪怒的战甲
.
旭日东升踢
is required to activate
升龙霸
, so it should still be used for this purpose no matter the surrounding target count.
During
风火雷电
,
旭日东升踢
reduces the Chi cost of spenders by 1 due to
道法万象
. This means that our typical AOE filler/Chi dumper
神鹤引项踢
now costs half as much to use and you can alternate
神鹤引项踢
and a free
幻灭踢
to maintain the bonus from
精通:组合拳
until a bigger damage spell becomes available. This means that you'll likely want to use
旭日东升踢
just enough to maintain the
道法万象
buff and use it right at the end of the buff to refresh it for 1 Chi instead of 2.
少昊的容电器
stacks up as you cast Chi spenders and caps at 20. At 20 stacks it becomes free and deals a significant amount of damage. Ideally, this is cast at 20 stacks without delaying other cooldowns or overcapping Energy. Realistically, this is not always possible, and using it at less than 20 stacks may be beneficial if it means you don't lose damage elsewhere. For the most part, you will not want to cast it at lower stacks because you will, hopefully, have a good time to cast it at higher stacks. The exception to this is if the target is out of range and you will have time to recover the spent energy before the target is back in range and you can resume your priority. Being conscious of the stacks and using them correctly, even if not always at 20 stacks, will enable you to get the most out of this talent.
even if not always at 20 stacks, will enable you to get the most out of this talent.
In The War Within,
升龙霸
can be more difficult to cast than in the Dragonflight. This is due to
旭日东升踢
resets plus
旭日东升踢
and
怒雷破
having shorter cooldowns due to things like higher Haste, talents, and other mechanics. This means that it can often be best to use
升龙霸
immediately, even if a "better" ability that does more damage, like
风领主之击
is available. This a tradeoff aimed to minimize potential loss, rather than maximize damage in that second. If you only have one more GCD to hit a target, its likely best to use
风领主之击
to get the most damage out of that GCD, but in a prolonged fight where cooldowns matter, delaying
风领主之击
by 1 GCD to fit in
升龙霸
may be better than delaying
升龙霸
by 1 GCD only to have
旭日东升踢
or
怒雷破
come off cooldown and delay the cast of
升龙霸
even more.
Windwalker Monk Major Cooldown Usage
Use on cooldown, pair it with other DPS cooldowns like
风火雷电
if delaying it will not lose you a cast throughout the fight. If you don’t know if it will or not, then use on cooldown as the safest strategy.
Used close to on cooldown while lining up with other abilities and damage bonuses. Also useful to easily tag targets for increased
神鹤引项踢
damage. Don’t sit on 2 charges, always have it recharging unless you know a big damage phase is upcoming where you can use both charges.
道法万象
makes the playstyle during
风火雷电
slightly different where you'll want to make sure to use
旭日东升踢
frequently enough that you maintain the Chi cost reduction. This may mean casting
旭日东升踢
at a higher priority in order to maintain the
道法万象
buff.
Use when it can be triggered. If you are looking to really min/max, you can make sure to only use it when it will kill the target, as this can do a maximum of 100% of your HP as damage instead of the 35% it normally does to boss targets. You can also increase the damage by using something that increases your health before pressing this, such as
壮胆酒
.
Although technically a defensive ability, it can provide offensive power. Best used as frequently as you can get as much damage absorbed as possible. You can also increase the damage by using something that increases your health before pressing this, such as
壮胆酒
.
Windwalker Monk Cooldown Interaction
Our cooldowns can be used independently or together. Generally you will want at least one charge of
风火雷电
paired with
白虎下凡
to maximize the damage gain and use the extra Haste from
祈求者之愉
.
The only additional "interaction" is that if you're going to use something like
壮胆酒
to increase the damage of
轮回之触
or
业报之触
then, ideally, you find a way to use the other as well to maximize the benefit of using a defensive cooldown for offensive damage.
Advanced Windwalker Monk Tips
A.B.C.
One error that players make when playing Windwalker is the belief that they have to Always Be Casting, or ABC. This is a common way to play many specs, so it is natural that players assume that Windwalker is the same way. However, historically Windwalker has been one of the "slower" and more "paced" specs. There were a few examples such as at the end of Warlords of Draenor and Legion when a combination of tier and trinkets lead Windwalker to be one of the most fast-paced specs available, with the end of Legion playstyle being what most people reference when they remark at how "slow" Windwalker is now.
The truth is that this is a common situation with many energy based specs, in that they are dictated by what they can do with the energy they have available. For Windwalkers this is exaggerated since we turn our energy into Chi and then Chi into damaging abilities.
There isn't really a solution to this problem, as Haste is what speeds up energy regen, and Haste only goes so far. The main way to play around this is to have a good understanding of your resources and the big abilities that you need those resources for.
You want to aim to have enough Chi to use your abilities with cooldowns, while avoiding capping or overcapping resources.
This will inevitably lead you to have some time where you're waiting on enough energy or an ability to come off of cooldown. This is natural unless some outside influence speeds things up.
Mastery
When looking through logs, the biggest thing that jumps out, is a misunderstanding of how our Mastery,
精通:组合拳
works. Because of how the Windwalker Mastery works, you need to avoid using the same ability twice in a row. However, this only applies to abilities that deal damage. So using if you were to use
猛虎掌
>
幻灭踢
>
猛虎掌
then all 3 abilities would be increased by your Mastery bonus. If you were to use
猛虎掌
>
滚地翻
>
猛虎掌
then the second
猛虎掌
would not benefit from Mastery.
The best way to avoid this happening is to use the
Last Ability WA
which shows you what your last ability cast was so that you can avoid repeating it.
Resource Management
Because of the nature of specs, like Windwalker, that are primarily limited by the resources they can generate and the abilities they can use to get the most damage out of those limited resources, managing resources is just about the most important part of playing specs like Windwalker. This involves understanding what abilities are most important, how much they cost, and how to make sure that you always have the resources to cast them when they are available, with minimal delay. For Windwalkers this means
prioritizing
旭日东升踢
and
怒雷破
, understanding how long they have left on their cooldowns, and planning out your Energy and Chi so that you can use them immediately when they become available.
To give an example, if you have 0 Haste then you generate 10 Energy per second. This means that it takes you 5 seconds to generate enough Energy to cast
猛虎掌
. That
猛虎掌
gives you the 2 Chi you would need to cast
旭日东升踢
, which is usable every 10 seconds. This means that for every 10 second CD of
旭日东升踢
, half the resources go to making sure you can use the next
旭日东升踢
. The remaining 50 energy generated during that 10 seconds equates to another cast of
猛虎掌
, and another 2 Chi. That excess Chi will go toward making sure that you can use
怒雷破
the next time its up. Because
怒雷破
is up every 24 seconds, with no haste, that means that every 24 seconds, you want to have 3 Chi available to use it right away. This is pretty easy, considering that in those 24 seconds you would generate 240 energy, which is 4.8
猛虎掌
(on average), or 9.6 Chi, of which 4.8 goes to the 2.4 casts of
旭日东升踢
that you'd get between every
怒雷破
, on average.
Obviously, 3 + 4.8 = 7.8 and not 9.6, so something has to be done with the extra 1.8 Chi in the above situation. Once you're able to adequately use
旭日东升踢
and
怒雷破
with minimal delay,
the next step in learning to manage your resources as Windwalker is to avoid over-capping your energy or Chi
. Any time you generate resources beyond the cap, you're effectively losing damage with no gain. If you have max Chi and generate another, that Chi just gets dropped and cannot be recovered. To avoid this you'll have to use the two "spammable" abilities that Windwalkers have that aren't limited by their cooldowns in order to prevent capping;
猛虎掌
and
幻灭踢
. Once your abilities with cooldowns,
旭日东升踢
and
怒雷破
, have their resource cost taken care of, the goal is to intelligently use
猛虎掌
and
幻灭踢
so that you don't waste energy or Chi.
猛虎掌
is used to prevent energy capping, and
幻灭踢
is used to avoid overcapping the Chi you generated by using
猛虎掌
to avoid the energy cap, but also woven between other abilities in order to continue to get the maximum benefit from Mastery.
Using the above example, with the 24 seconds between
怒雷破
, you have enough energy to use
猛虎掌
0.9 times, on average, to generate 1.8 Chi. That means that most of the time you'll want to use
幻灭踢
1-2 times between every
怒雷破
in order to prevent capping resources, and you'll want to avoid using them back to back to benefit from Mastery. This all becomes slightly more complicated with Haste and when you consider that
幻灭踢
reduces the cooldown of
旭日东升踢
and
怒雷破
, but once you have a grasp on how to plan our your resources, that final step is something that can be learned.
Cooldown Usage
Delays
Windwalkers have many abilities that have a cooldown, so managing those cooldowns is another core aspect of playing Windwalker well. A consistent question we get in Discord is whether or not players should delay one ability for another. There isn't a blanket statement that can be made to answer this question. However,
the safe answer is to never delay any ability for another.
If you minimize delay, then you minimize the chance that you will lose a cast of that ability later in the fight.
To elaborate on this; fights have a finite length. If you have a fight that lasts 5 minutes, 300 seconds, then you can only get a certain amount of each ability cast during that time. To use an easy example,
旭日东升踢
has a 10 second cooldown, before considering Haste and the cooldown reduction from
幻灭踢
. So if the fight lasts 300 seconds, then you can cast
旭日东升踢
30 times, but have no leftover seconds. This means that if you delay it even 1 second throughout the fight, you'll only be able to cast 29, and thus lose out on the damage.
A more common example is that of the longer cooldown abilities like
轮回之触
with a 120 second cooldown. On that same 300 second fight, you could use it once at the start, again at 120 seconds, and again at 240 seconds, with no more casts if the fight ends at 300 seconds. So that gives you up 60 seconds of leeway before you will lose a cast, although technically 52 since it has an 8 second duration before it explodes. However, if the fight were to last 4:30, or 270 minutes, then you'd only have 22 seconds of leeway.
Because of the variable nature of fights, unless you know roughly, or exactly, how long is left in a fight, then its always safer to minimize the amount of delay on any ability with a cooldown. As you get more accustom to your group and how long a fight takes then you can start planning out intentional delays to stack cooldowns.
The exception to these rules are typically when delaying an AOE ability for when there will be multiple targets to hit. The prime examples are
怒雷破
and
升龙霸
; which both have cooldowns and both scale off of multiple targets.
升龙霸
deals 100% damage to each target, so if you use it on 2 targets, its the same damage as using it twice. This means that you can afford to delay it a little bit for more targets. If you have an upcoming spot of 3 targets, delaying
升龙霸
may be worth it, even if it costs you a cast later. Losing 100% of a cast is worth it if you hit 3 targets and get 300% damage from that cast.
怒雷破
gains 50% damage for every target hit, so you'd have to hit 3 targets in order to it to be worth losing a cast later in the fight.
Stacking
Once you have an understanding of whether or not you can delay abilities without losing a cast, the next thing to look at is whether you can delay abilities to line up better with each other. By stacking your abilities, you can take advantage of their benefits and roll them into one another. For example, during
风火雷电
, you gain increased Haste with
祈求者之愉
. If you lined up using
风火雷电
during something like
嗜血
, then the Haste modifiers stack for an even bigger bonus than they would be individually. This is why people often advocate for holding some cooldowns or consumables for big damage phases like
嗜血
or a fight's mechanic. If one thing increases you damage by 25% and another by 30%, then using them together often means you'll deal 62.5% more damage than usual since 1.25 x 1.3 = 1.625. This is not always the case, but it is often enough to be notable.
As you can see, going from +25% or +30% to +62.5% isn't worth 100% of one of those casts later in the fight, but if it won't cost a cast of one of those abilities, then delaying them to line up is often worth it.
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评论
评论来自
diegoninja
An update shuld be done in this tutorial, unless I have been commited a mistake. How can we use, on multi target, Whirling Dragon Punch on second if we can only use it after fists of fury and rising sun kick?
评论来自
Evilblades
Fists of Fury is our strongest attack but cannot be performed with a 2-handed weapon.
What is Blizzards thinking to include 2 handed weapons on the loot table for a windwalker spec monk on equipment and weapon cache world quests?
These caches stipulate a weapon suitable for the spec! To include a weapon that cannot be used for your best attack is just ridiculous!
评论来自
Showkon
hello i do hate to be a stickler but i have noticed a few things the seam to be incorrect/out of date
1. ToD damage it 35% of your max HP down from 50%
2. Good Karma (Talent) dose not increase the amount of damage your Karma transfers/absorbs but heals you for 100% of the damage it reflects. which is 70% of the damage that it relfects( 70% of the 50% of your max hp)
3. Reverse harm. PVP talent. heals for 8% of the targets hp not the players. so using it on the tank will heal for more then healing yourself. which means more damage.
again i apologize if these small things sound nit picky. thank you for your time and have a good one
评论来自
Auralyon
In the AoE section the priority list reads: "Spinning Crane Kick (With Dance of Chi-Ji proc; never immediately before Fists of Fury)."
Why never immediately before Fists of Fury? Wouldn't we want to spend the proc before potentially overwriting and wasting it?
评论来自
xxhz
When is the best time to use bonedust brew on st/aoe, and is there any rotation adjustments during its window?
评论来自
Brkus
In Windwalker Monk Cleave Rotation and Priority you have a Blackout Kick at 7 and Spiking Crane Kick at 9. Doesn't that mean that on 2-4 targets you never use SCK since Blackout Kick doesn't have a CD? Only use SCK with Dance proc? Same in AoE, how can a Blackout Kick have a bigger priority the SCK on 5+ targets?
评论来自
Hodie
Bonedust Brew - there is nothing said about it in AoE rotation prio.
评论来自
Blueshift
Monk is the least played class and always has been. This rotation is not even close to fun. Why is Blizzard doing it? Do they just want all monks to switch to tank or heals?
Ever since MoP it's gotten progressively worse. Time to start over.
评论来自
discogeek
Thanks for the guide! Formatting makes this rough to read.
评论来自
Frobresh
At the end of the guide it states "For example, during Storm, Earth, and Fire, you gain increased Haste with Invoker's Delight".
I believe this should say "For example, during Invoke Xuen, the White Tiger, you gain Haste with invoker's Delight"
Please let me know if I'm wrong!
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