Brewmonksta

Brewmaster Monk Tips and Quirks

Sign in to follow this  

12 posts in this topic

Table of contents

  1. Overview
  2. ability_monk_shuffle.jpgShuffle
  3. Haste/crit/mastery
  4. ability_monk_guard.jpgGuard
  5. Purifying
  6. Opener
  7. 1H vs 2H
  8. Statue placement
  9. Talents - A deeper Knowledge

 

1. Overview

 

This is a guide to cover the most common questions and problems faced by Brewmaster (BrM) Monks. It will cover the most common mistakes and will give advice based on playing your character to its maximum potential and is aimed at raiding (LFR or better) monks not new (timeless) level 90 monks.

 

2. Shuffle

 

This is the first and one of the most important core abilities of a Brewmaster monk. ability_monk_shuffle.jpgShuffle is a self-buff gained through the use of ability_monk_roundhousekick.jpg [/wowicon]Blackout Kick (BoK) and gives the monk an additional 20% to their stagger.

This is equivalent to 19,200 mastery rating (1% mastery = 960 rating).

 

Ensuring that your ability_monk_shuffle.jpgShuffle uptime is as close to 100% as possible is very important. You should be using some add-on or weakaura to track your ability_monk_shuffle.jpgShuffle (I personally use “Need to Know” to track my ability_monk_shuffle.jpgShuffle and ability_monk_tigerpalm.jpgTiger Palm buffs).

 

The beauty of ability_monk_shuffle.jpgShuffle is that its 6 second duration stacks so in period of low damage or when you do not have aggro in a boss fight you can be using all of your chi to stack up ability_monk_shuffle.jpgShuffle. This will allow you to delay ability_monk_roundhousekick.jpgBlackout Kick in heavy damage phases and use your chi to ability_monk_guard.jpgGuard and purify (ability_monk_guard.jpgGuard and purifying is covered later in this guide).

 

 3. Haste/Crit/Mastery

 

Haste

Haste rating gives you the ability to generate chi through ability_monk_jab.jpgJab, achievement_brewery_2.jpgKeg Smash, SCK/ability_monk_rushingjadewind.jpgRushing Jade Wind and ability_monk_expelharm.jpgExpel Harm.

The recommended talent choice of ability_monk_ascension.jpgAscension means that you do not require a high haste rating as a BrM. To be able to generate enough chi to maintain ability_monk_shuffle.jpgShuffle/ability_monk_guard.jpgGuard/inv_misc_beer_06.jpgPurifying Brew you can have as low as 4500 haste. More than 4500 haste will provide you with a buffer for poor play but will not give you more survivability. If you are finding that you do not have enough chi because you are energy starved it means that you are either under geared for the content (taking a lot of damage so ability_monk_expelharm.jpgExpel Harm and inv_misc_beer_06.jpgPurifying Brew usage is too high), your healers are bad (again too much ability_monk_expelharm.jpgExpel Harm usage) or you are spending too much energy and chi on the wrong abilities.

 

Crit

Crit rating gives you faster ability_monk_elusiveale.jpgElusive Brew stacking to allow for a higher uptime on ability_monk_elusiveale.jpgElusive Brew and more damage that can be converted into absorbs through your statue.

In a 10 man environment Crit should be your goto stat after your Hit/Exp/Haste caps. In a 10 man environment the bosses do not hit hard enough and the damage taken is not enough to warrant mastery over crit. The extra tank DPS and raid ability_monk_guard.jpgGuard is more important than some extra mastery.

As I stated in the ability_monk_shuffle.jpgShuffle section shuffle is equivalent to 19,200 mastery rating. A good ability_monk_shuffle.jpgShuffle uptime will negate the need for more mastery given the base mastery rating, the inevitable mastery you will have on some gear and the ability_monk_shuffle.jpgShuffle is more than enough for 10 man content.

 

25 Man content is a little different in that the bosses and damage is scaled higher. In this instance you will more than likely need to have “some” mastery to the point where you are not in 1 shot range. This will also be more specific to 25 man Heroic raiding as in 25 man normal there is still not enough damage to warrant a full mastery build.

 

Mastery

Mastery

should be used sparingly to a level that will give you a baseline survivability and effective health pool so that when paired with a ability_monk_shuffle.jpgShuffle will give you enough stagger to survive the content you are raiding at.

For 10 man this can be as low as no mastery from gear as it is not required. In 25 man, especially Heroic content there will be times where mastery can be useful (Heroic Malkorok etc.)

There has been some talk of “Hybrid builds”. In my opinion this is suboptimal gearing. At a technical level any mastery more than what is required to stop a 1 shot hit after mitigation/ability_monk_guard.jpgGuard/ability_monk_fortifyingale_new.jpgFortifying Brew is a waste of stats, namely crit. Mastery has 1 effect, more stagger. Crit has multiple effects, more damage, more raid ability_monk_guard.jpgGuard, more ability_monk_elusiveale.jpgElusive Brew stacks.

For this reason I feel that any point spent in mastery over crit is a waste.

 

4. Guard

ability_monk_guard.jpgGuard is a useful damage reduction tool with a buff to ability_monk_expelharm.jpgExpel Harm self heals. As it scales with attack power/spell_shadow_charm.jpgVengeance it is important that guard is not used on cooldown but is used pro actively to mitigate incoming magical damage primarily and then as a mini cooldown after this.

The questions you must ask yourself before you use ability_monk_guard.jpgGuard are:

  • Is it empowered from ability_monk_tigerpalm.jpgTiger Palm? – If no, don’t use it or ability_monk_tigerpalm.jpgTiger Palm first
  • Is there damage coming shortly that I need a cooldown for?
  • If I spend the 2 chi on ability_monk_guard.jpgGuard is my ability_monk_shuffle.jpgShuffle going to fall off? – If yes, dont use it
  • Will ability_monk_expelharm.jpgExpel Harm after the damage is taken be a better option due to the heal and the extra chi? (energy use>chi use)
  • Do I have massive spell_shadow_charm.jpgVengeance and can make use of a massive shield before the vengeance drops(eg. Malkorok: Blood Phase, Paragons: Korvens Viscous Assault)

BrM are very dependant on using the chi you have on the right abilities.

 

5. Purifying

inv_misc_beer_06.jpgPurifying Brew allows you to remove your stagger at the cost of 1 chi.

DO NOT OVERUSE THIS ABILITY. It can be very easy to see the glowing border pop up and hit inv_misc_beer_06.jpgPurifying Brew.

You should be tracking the stagger you have not only by colour but also how deep into the colour and how long it remains at that level. I use Elvui and it has a built in stagger bar on my character frame. There are also weakauras available to show you what your stagger is.

inv_misc_beer_06.jpgPurifying Brew at anything below a heavy stagger that will not reduce in the following few seconds is a waste of chi.

You can think of inv_misc_beer_06.jpgPurifying Brew as a mini cooldown of sorts and should not be used often or below heavy stagger.

 

6. Opener

So very often there are “OMG I am so squishy on the pull” threads.

Here is my opener when I am the tank that pulls the boss:

“can I get a PW Shield please”

/dbm pull 10

achievement_brewery_2.jpgKeg Smash > ability_monk_roundhousekick.jpgBlackout Kick > ability_monk_expelharm.jpgExpel Harm >ability_monk_provoke.jpgProvoke(only if there are dps getting close to pulling)>ability_monk_jab.jpgJab >ability_monk_roundhousekick.jpgBlackout Kick>[wowicon=ability_monk_tigerpalm]Tiger Palm

(If it’s a range pull I ability_monk_provoke.jpgProvoke /ability_monk_chiwave.jpgChi Wave as the boss is moving towards me then start at achievement_brewery_2.jpgKeg Smash)

 

When you aren’t the tank pulling the boss just get as much ability_monk_shuffle.jpgShuffle time as you can built up before you ability_monk_provoke.jpgProvoke.

Although it isn’t “optimal play” you can use ability_monk_dampenharm.jpgDampen Harm or ability_monk_guard.jpgGuard early on the pull if you feel you will die. There are not enough damaging abilities that if you use a CD on the pull you will be lacking too much at another time.

Communicate with your healers and have a bubble or HoT placed on you before the pull.

 

Another great tip is to place down a few ability_monk_healthsphere.jpghealth sphere near where you will be tanking and you can strafe through them for a quick topup.

 

7. 1H vs 2H weapons

The difference between a 1H and 2H are as follows.

A 1H will provide smoother stacks of ability_monk_elusiveale.jpgElusive Brew. It will also give you an extra Dancing steel enchant.

The 2H will give you a less smooth generation of ability_monk_elusiveale.jpgElusive Brew but when stacks are generated you will receive more. This is because of the difference in swing speed of 1H vs 2H.

Overall 1H gives you more dps due to extra enchant = more raid guards and possibly faster boss kill. 2H can give you more stacks of ability_monk_elusiveale.jpgElusive Brew early but once you have enough crit then this becomes a non issue.

For monks gearing up go with whichever weapon has the higher item level or gives you the most crit/hit/exp.

 

8. Ox Statue

This is a pretty straight forward tool. Makes sure you are placing your ability_monk_summonoxstatue.jpgOx Statue in an area that it will be in range of your raid to make sure you are getting the full use of your raid ability_monk_guard.jpgGuard.

Alternatively using its ability to AoE taunt can be useful for picking up groups of mobs. Although with the changes to ability_monk_rushingjadewind.jpgRushing Jade Wind if you are having trouble with AoE threat as a monk then there may be larger issues than statue placement.

 

9. Talents - A Deeper Knowledge

T1 - personal preference/situational

 

T2

ability_monk_chiwave.jpgChi Wave - This is my personal favorite for a few reasons. Mostly because it is instant cast and is a smart heal (tool tip states it will prefer targets with lower health). Scales with Vengeance and heals wonderfully but also provides reasonable damage with no directional or positional requirements. 

 

ability_monk_arcanetorrent.jpgChi Burst - Personally i don't use this but it is not to be discounted and can be very useful due 2 reasons. 1 - ability_monk_arcanetorrent.jpgChi Burst ALWAYS heals the monk and 2 - You continue to dodge, parry and auto attack during its cast.

For fights where there is stacked phases it will provide great burst healing. The best example i can think of for this would be a Malkorok(Normal) Blood Rage phase.

 

ability_monk_forcesphere.jpgZen Sphere - Don't like it, don't use it, too reliant on positioning and GCD's.

 

T3

ability_monk_ascension.jpgAscension

 

T4 - Situational however a few notes.

ability_monk_ringofpeace.jpgRing Of Peace - Does not always interrupt targets so be careful. eg does not interrupt Gloom in Rooks Desperate measures.

ability_monk_legsweep.jpgLeg Sweep - Be careful using this on large groups of mobs (H Thok bats, Garrosh P1 adds) because it might be nice to stop them all from attacking but it will then synchronise their swings after that meaning that instead of getting hit by their melee swings over a second or 2 they will all be in time and can put you into a getting globaled range.

 

T5

ability_monk_dampenharm.jpgDampen Harm - This and ability_monk_diffusemagic.jpgDiffuse Magic should be used depending on the fights mechanics or group makeup. ability_monk_dampenharm.jpgDampen Harm is perfect for fights where boss damage 'Stacks' or you can be stunned. Although getting stunned doesnt happen enough to make it a game breaking feature the 3 effective charges of ability_monk_dampenharm.jpgDampen Harm over a 45 second window is great.

Example: Harromm on Dark Shamans. Harrom melee swings you and stacks up his frost storm strikes ability. This can mean if you get a string of unfortunate RNG you receive a melee, a frost storm strike, tick of Toxic mist, foul stream, falling ash etc.... all in a very short window. ability_monk_dampenharm.jpgDampen Harm is perfect for mitigating the quick succession of a few hard hitting abilities.

Another example is Thok. Getting a stack of panic after a screech and a melee swing. Again a great time for the use of ability_monk_dampenharm.jpgDampen Harm.

The last amazing feature is should you use ability_monk_dampenharm.jpgDampen Harm and the subsequent attacks not trigger the effect it will stay active for 45 seconds giving a very large window to ensure that no charges are "wasted".

 

ability_monk_diffusemagic.jpgDiffuse Magic - This is a very powerful ability due the the weakness of monks to mitigate magical damage outside of ability_monk_guard.jpgGuard. It again has great uses in it ability to clear all magical effects AND reduce spell damage by 90%. This allows you to use this offensively by using ability_monk_diffusemagic.jpgDiffuse Magic then ignoring the next spell effect in or over the next 6 seconds. Examples: Corrosive Blast and sha puddles on Immerseus, the last 6 seconds of the Toxic mist Shamans debuff, laser burn on Iron Juggernaut etc.

 

ability_jasmineforcetea.jpgHealing Elixirs - This shouldn't be used because while it does provide you with some heals that can be nice for self healing it doesn't have the ability to be used offensively.

 

I would recommend switching between ability_monk_diffusemagic.jpgDiffuse Magic and ability_monk_dampenharm.jpgDampen Harm depending on your role or difficulties during each encounter.

 

T6

ability_monk_rushingjadewind.jpgRushing Jade Wind - AoE King

 

ability_monk_summontigerstatue.jpgInvoke Xuen - Burst dps required

 

ability_monk_quitorpedo.jpgChi Torpedo - Never

 

I hope this can cover some of the more common or misunderstood areas of Brewmaster Tanking.

 

As always, Happy Killing smile.png

  • Like 3

Share this post


Link to post
Share on other sites

Good job, well done, but let me correct you at this one:

 

This is equivalent to 12,000 mastery rating (1% mastery = 600 rating).

 

False: 1% Mastery = 960 rating.

Share this post


Link to post
Share on other sites

Cheers and fixed.

 

It strengthens my point even more smile.png

Yes, it does. ;D

If you allow me.... tongue.png

 

 

The beauty of ability_monk_shuffle.jpg Shuffle is that its 10 second duration stacks

BoK gives +6 seconds of Shuffle.

 

 

As I stated in the ability_monk_shuffle.jpg Shuffle section shuffle is equivalent to 12,000 mastery rating.

19,200.

 

 

Healing Elixirs - This shouldn't be used because while it does provide you with some heals that can be nice for self healing it doesn't have the ability to be used offensively.

Well, its not quite true. I use Healing Elixirs quite a lot. There are a lots of fights especially on this tier, where neither Dampen Harm, nor Diffuse Magic has any use, for example: The Fallen Protectors, Norushen, Sha of Pride, Spoils of Pandaria etc. The damage intake on these fights are so low, you won't even purify your Stagger, there is little to no magic damage, but a few selfheal always comes in handy. The less your healers need to babysit you, the better.

Edited by Szensa

Share this post


Link to post
Share on other sites

 

Well, its not quite true. I use Healing Elixirs quite a lot. There are a lots of fights especially on this tier, where neither Dampen Harm, nor Diffuse Magic has any use, for example: The Fallen Protectors, Norushen, Sha of Pride, Spoils of Pandaria etc. The damage intake on these fights are so low, you won't even purify your Stagger, there is little to no magic damage, but a few selfheal always comes in handy. The less your healers need to babysit you, the better.

 

I would have to disagree here. Obviously more at a heroic level Diffuse Magic and Dampen harm have great use.

 

Fallen Protectors

Diffuse Magic is good for damage reduction in Suns desperate measures when you are tanking outside the "bubble", also for calamity, desecrated ground.

 

Norushen

Diffuse magic can be useful in the tank test to mitigate a burst of corruption or even just to slow the effects of the icy fear late into the fight.

Dampen Harm can also be perfect for unleashed anger when stacks get higher before a tank switch.

 

Sha Of Pride

Diffuse magic is great for swelling pride, especially late into the final phase.

 

Spoils

Diffuse Magic is great for removing torment or reducing the damage of the "big crate abilities" - Shadow bolt volley, jade tempest.

Similar use for Dampen Harm on the large crates with big abilities and melee swings.

 

I guess you can go with a personal preference but i have found healing elixirs to be less reliable and less of a cooldown type feel compared to diffuse magic and Dampen harm.

Share this post


Link to post
Share on other sites

Well, you have a point here, its only my personal preference. Maybe its because my ilvl is somewhat higher than the usual, which makes most of these fights trivial. I tend to use Dampen Harm on Thok, and there are kills, where it just fades before I could "use" any charges. tongue.png (We are 2 tanking him, so I only take 4-5 stacks of the debuff on P1.)

After all, you're right, DH and DM may have uses on those fights if you are not super geared, but at least on my gear level none of them hit hard enough to make DH/DM better than HE.

 

Edit: Your guide is supercool, I'm supporting it, I'm not trying to offend you or something. :p

Edited by Szensa

Share this post


Link to post
Share on other sites

Edit: Your guide is supercool, I'm supporting it, I'm not trying to offend you or something. tongue.png

 

No need to apologize.  We understand that there are preferences and unless we specifically mention it we don't look at the feedback as negative.

Share this post


Link to post
Share on other sites

 

Edit: Your guide is supercool, I'm supporting it, I'm not trying to offend you or something. tongue.png

No offense taken in any way at all :)

 

Feedback of any kind creates discussion and new thought processes and promotes better play.

 

We are a community that strives to help, have fun and discuss our ideas.

 

Happy Killing :)

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By molodirazz
      All applications will be reviewed and considered however if you are playing a class/spec combination we need then your chances of joining will be higher.
      A little bit of info about us:
      We are a group of friends and serious raiders on EU Twisting Nether looking to recruit skilled like-minded players into our roster for Mythic Legion raids and onwards. We will offer a sociable and fun raiding environment while maintaining a strong desire for progression. Our Discord is very active and we encourage all members to chat and play together not only for raids. The guild formed late March 2016 and fully cleared 13/13 Mythic Hellfire Citadel pre nerf shortly after. We've since been improving our world ranking every tier.
      We currently raid 3 days per week on Mythic: Wednesday, Sunday and Tuesday 19:15-22:15 server time. While it is not a lot we try to make the most out of our time. We run optional heroic/normal/alt/previous tier raids during off days in which raiders are welcome to come to. Our members also play other games outside raid times together where anyone is welcome to join(LoL, PUBG, HotS, Overwatch etc.).
      Our loot system for Mythic is RC Loot Council.
      What we expect from you:
      - We are a raiding guild with only a 9 hour per week schedule so you are expected to attend and be ON TIME! However we understand things can come up sometimes but please let us know.
      - Be able to speak and understand the English language and not be afraid to communicate with other members during raids.
      - Actively doing dungeons/world quests to improve your gear and artifact weapon.
      - Have a strong understanding of the current raid tier and be able to play your class to it's potential.
      - Always come to raids prepared(i.e. bringing food and potions, etc).
      - Come fully gemmed and enchanted with the correct stats for your class and spec.
      - Access to Discord and a working microphone.
      - Have a computer that can handle 20 man raiding and a good, stable internet connection.
      - Exorsus Raid Tools, Weakauras2 and RC Loot Council addons installed. We may ask you to install others.
      If you have any further questions please contact us at battletags: 
      Stjern#2802 or Azkey#21565
      To apply please visit our guild website: http://asylum-tn.enjin.com/recruitment
      __________________________________________________________________________
      Requirements to be considered into current main raids:
      - 930~ ilvl
      - 72+ traits.
      - 8/9 in ToS.
      - Exceptions to the requirements may be made.
      _____________________________________________________________________________
      We're currently looking for the classes below but may consider other classes as well.
      Death Knight: Blood.
      Monk: Brewmaster.
      Druid: Guardian.
      Any and all applications will be considered.
    • By Violentravi
      Hello,
      The Sworn is recruiting DPS.  We are a Horde guild on Arthas and our current progression is 4/9 Mythic TOS.  We only raid two nights a week, Tuesday and Wednesday from 9:05 PM until 12:05 AM Eastern.  Currently, our main goal is to push Mythis TOS progression versus clearing farmed content, please keep this in mind if you wish to join us.
      From you, we would expect 100% attendance during your trial period; after that if you cannot make a raid or will be late it is mandatory to keep the raid leader updated.  In order to continue making good progression while raiding only two nights a week, we expect that you know your class inside-out and will research any bosses you are unfamiliar with prior to raids.
       If you are interested, you can either reply to this thread and link your most recent combat logs for review or hit me up on battlenet, Violentnacho, recruiting officer (violentravi#1826.
      Thank you for your consideration
      Xoxo
      Violentnacho
    • By Nevaera
      Hello there!

      <Shadow> on Argent Dawn has been going since 2009. We are a close-knit community and strongly believe in recruiting people who will fit in with us rather than just whoever is topping the meters. We also believe that having a busy RL life with job/family/social commitments and committing to Mythic raiding as a hobby we're all passionate about are not mutually exclusive. We are looking to bolster our line-up to push for Cutting Edge in Antorus.

      About us
       
      We progress raid Thursdays and Sundays, 20:00-23:00 and 19:30-22:30 respectively (all times server time)
      We have a non-mandatory farm raid Fridays at 20:30 that socials and alts are welcome to
      We use Discord for voice communication and have an active server to hang out, chat, and organise M+ runs
      We maintain a mature environment - having a laugh is great, but bullying, endless meme-spamming and the like are not welcome
      We believe in learning from your mistakes - you will never be yelled at, but you will be asked whether you know what you did wrong and how you can fix it
       

      What we expect from recruits
       
      Sign up to raids ahead of time and give us a heads-up in case of longer absences
      Be there 15 minutes before raid start and bring your own consumables as back-up to feasts and cauldrons
      Do your homework - research encounters thoroughly and understand them
      Understand and know how to play your class
      Have Discord installed and a working microphone, ready to speak when required but without cluttering up comms with chatter
      You don't need to grind to the point of burn-out, but keep up with AP traits and do M+ to hone your skills and supplement your gear
      Be a team player and bring a positive attitude. Wipes happen in Mythic. Constructive feedback is great, backseat raid leading is not.


      What we are currently looking for

      A rule that applies to all potential recruits is: We do not recruit for the bench, but we will always take the team that is most likely to defeat the boss and cannot promise everyone they will always be in for every fight. When things are equal in terms of performance and required composition, we much prefer to rotate people in and out over benching someone for an entire night.
      One Healer - Paladin preferred, but any class that isn't priest will be considered
      One Tank - Bear, Brewmaster or Blood DK
      Melee DPS - got one spot for a Rogue
      Ranged DPS - Boomkins, Shadow Priests, Warlocks and Hunters

      If this sounds like the guild for you, check us out at shadow-wow.enjin.com or contact the Co-GMs Alec#2922 and NevNev#2669 for more info!

      See you in Antorus!