Aldriana

Monk Simple Questions Thread: Mists Edition

88 posts in this topic

Seven item level difference on main hand should be enough to at least break even, and that's not counting the extra gems. But as always, if in doubt, use simcraft.

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What is the best way to use Synapse Springs as a Windwalker? macro it to RSK or just make its own button?

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Well, using it on its own button is obviously best if you're a robot, but more likely macroed to Tigereye Brew would offer a strong combination of never using it right as some phase change or something is happening, using it regularly, and otherwise using it with any other damage modifiers.

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I was wondering if anyone knows of some way to track which mobs you have a clone from Storm, Earth, and Fire on. I'm finding it to be a pain to figure out which mob my clones are attacking if they're in a small clump. I haven't noticed a debuff on the mobs (please tell me if I'm wrong), and it seems as though there are only 2 ways to tell: Try and figure out specifically which mob the clone is facing, or go through your rotation and just watch to see if they're animating special attacks. Both are kind of clunky and slow.

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Can't check now, but they should be doing the blackout kick dot. As far as I know that would be the best thing to look at, and that's a pretty weak answer. A debuff on the target indicating that they are SEFed would be really nice unless there's some other good way to tell other than visually.

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I've noticed that as long as the mobs are close together, RSK debuff will be on your target up to 3 times, 1 for you, and 1 for each clone. If you're on the same target as a clone, there'll be one less RSK debuff, since the clone on your target will be only auto-attacking.

This way (as long as the mobs are close enough to get RSK) you can tell in a way that's a little less clunky. they are tracked as your debuffs, so depending on the addons you're using, they show up larger or with your own timerbars.

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I hadn't thought of that when I posted the initial question, but that's what I've ended up doing myself. And it's terrible because it means you have to potentially lose DPS to see if you're hitting the same target (if you are, then you lose the RSK clone damage + any other specials you used to fill in time if it was on CD).

Aka, it's clunky and terrible, and there really should be a better way to do it. But there isn't.

The other option would be to cancel your clones (I personally have a /cancelaura macro for them) and resummon them. That, too, can end up as a DPS loss though, 'cause you lose 1-2 GCDs resetting them. Oh well. Seems like it'll just have to be a case-by-case basis between watching for debuffs and just resetting.

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I picked up Zeeg's Ancient Kegsmasher - Item - World of Warcraft as Thunderforged weapon (ilvl 541).

As far as I know, Weaponspeed isn't as much of a factor for us WWs - But just to ease my mind, I'd like to ask anyway: All well with having Zeeg's in MH, heroic Shek'zeer Claw (2x upgraded) in OH or should I swap them around? the 2.4 speed one is stronger in every aspect.

Edit: Mihir confirmed it's better in MH.

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I'm having some difficulty figuring out exactly how to optimally incorporate Fists of Fury into the rotation. My understanding was that it should only be used when the following are true:

1. You and the target will be stationary for the duration of the cast.

2. Using it will not delay the next RSK.

3. You will not energy cap during the cast. (This also means that Energizing Brew must be on cooldown and no longer active.)

4. Tiger Power will not expire during the cast.

5. Chi Wave is on cooldown. (new requirement as of 5.2)

With ~6650 haste and either Ascension or Power Strikes, I find myself GCD capped the vast majority of the time without using FoF, and can only really fit in maybe one cast between each EB use. Upon re-reading through the WW thread here, I've noticed references to using FoF when "<85 energy". Does that mean it's actually okay to energy cap for two full seconds, which is what would happen if you use FoF at 80 energy?

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With Throne of Thunder, are trolls now the best race for dps? are weapons races (like orc) better based on the drops?

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For Windwalker do you want slower weapons?
Weapon speed doesn't matter. Weapon dps is what's important.

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What ilvl weapon would it take to replace a 517 ilvl Claws of Shek'zeer with a 500agi gem in it, as an offhand weapon? I'm expecting that 522ilvl won't be an upgrade, but am unsure if 528 is or not.

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Looking at parses and SimC, WW monks are performing above par in comparison to other DPS specs, however at first glance there seems to be quite a shortage of WW monks in the top guilds, is there any specific reason for this? We have great mobility and actually bring some nice spells to the table in regards of soaking and taking chunks of damage. Hence my question, where is the love?

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The most obvious answer is probably that there is not enough spots for more than 1 WW in the raid. Every other melee class (except for maybe death knights) brings something to the raid that we don't, while also performing at least as good as us. If you're doing difficult content, having 2 warriors and a monk is better than 1 warrior and 2 monks, simply because you get more raid cooldowns. There's also probably less skilled windwalkers than any other given class/spec, simply because we're relatively new here.

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Does anyone know approximately how much our T15 set bonuses are worth? At any T15 Normal or higher gear level, this information would be valuable when deciding if we should break set bonuses for higher ilvl gear or not.

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Due to the nature of our bonuses, they are as useful as you make them. With my gear and play style and if I pick every single one of them when I need energy, two-set gives approximately 3.5 spheres per minute for 35 energy (0.875 jabs, 0.98 BoKs, 0.105 TPs, 0.69 TEB stacks [0.76 with four-set]). This adds up to 23412.375 + 149423.736 + 5571.3 = 178407.411 damage per minute or 2973.5 dps disregarding the extra TEB stacks. This is about 1.85% of my theoretical Patchwerk dps.

Four-set gives an extra TEB stack every 32 seconds on average, so I assume it'd be 2 extra stacks per minute including the two-set gains. How useful this is will depend on your mastery levels and your TEB usage. I don't really have the time nor the desire to calculate it in more detail right now.

Your results may be different than mine, and as always - if in doubt, sim it.

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Hi,

this is my first post on EJ after years of just reading it. I am playing a mainly Fistweaving Monk...this means at the current tier, i am in melee range of the boss in about 11/12 bosses focusing more on BoK/TP than Uplift for spending Chi (unless high raid damage). I can achieve singletarget dps of about 40k-60k while maintaining a high HPS. With this in mind i have one concern i would like to discuss here.

Personally, i kinda think that the healing legendary metagem does not really suit my playstyle at all in terms of fistweaving since i barely have any manaproblems if managed properly. I could see use of the proc to spam 3 quick jabs for getting chi or if low on mana jab tp jab. What i am thinking more about is, how viable would be the other legendary meta gems? The haste proc of the castermeta seems viable too, but it only procs on spelldamage which would mean it only procs of chiwave. More interesting would be the physicaldmgmeta which procs of styles like jab/BoK/Tp (correct me if i am wrong). So...two questions:

1: is the healermeta really good for fistweaving (with about no manaproblem) ?

2: Are other legendary metagems (more) viable for fistweaving ?

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I'm 90% certain the proc from the melee meta doesn't eminence, and even if you could get the full RPPM proc rate out of the caster meta without casting CJL haste is pretty awful for fisting.

As long as you cast something that isn't Jab, TP, BoK, or CJL at least once every 10s (and you should be, since you want to be ReMing on cooldown) you'll get the full proc rate of the healer meta. If you have more mana than you know what to do with before the healer meta, you get the healer meta and do what you should always do when you have more mana than you know what to do with- reforge/regem away spirit until you're no longer overflowing on mana.

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Spit balling mode engaged:

I have been sloshing around an idea in my mind for fistweaving. If we plan on using a fistweaving intensive healing rotation, could it be beneficial to use an agility weapon, this for example, due to almost double the damage of a comparable weapon with intellect/spirit. Ideally, there would be no hit/expertise and no mastery as those are poor stats. But I believe mastery may be an exception because no current ilvl weapons don't have hit/expertise and no mastery.

Again, just spit balling (literally no math behind this) and would like some input or why this would/would not work.

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I haven't bothered examining the details of how it works now, but there was a hotfix shortly after 5.2 launched to make it so that agi weapons didn't give mistweavers a significant damage increase over caster weapons.

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Does anyone have any sort of idea if the Glyph of Enduring Healing Spheres affects our mastery? I can see the following pros and cons...

Pros:

-More time to move through one and get the full effect of the sphere, possibly augmenting our mastery stat a little bit in a positive way.

Cons:

-Longer before the 50% heal goes off, possibly augmenting out mastery stat a little bit in a negative way.

-Taking up a glyph spot better spent else where.

Quick note: This only applies if our mastery spheres are affected by the glyph.

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Does anyone have any sort of idea if the Glyph of Enduring Healing Spheres affects our mastery? I can see the following pros and cons...

Pros:

-More time to move through one and get the full effect of the sphere, possibly augmenting our mastery stat a little bit in a positive way.

Cons:

-Longer before the 50% heal goes off, possibly augmenting out mastery stat a little bit in a negative way.

-Taking up a glyph spot better spent else where.

Quick note: This only applies if our mastery spheres are affected by the glyph.

Yes they are. Whether that is a good thing or not would be depending on the fight. If people are all stationary, but usually not topped off, those expiring spheres would do a lot of good. If people are moving around anyway, they're bound to run over the spheres by accident so them staying up longer is probably good.

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