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Monk Leveling Guide 100-110 (Legion 7.0.3)

Last updated on Sep 12, 2016 at 19:47 by Vlad 52 comments

Table of Contents

This guide outlines how to efficiently leveling from Level 100 to 110 with a Windwalker Monk.

1. Talent Suggestions

Chi Wave Icon Chi Wave is probably the most useful level 15 talent to use in a leveling context.

The choice of level 30 talent is purely preference-based, since all of them help improve your mobility. Celerity Icon Celerity is worth mentioning because it is passive (although you do still have to use Roll Icon Roll), which makes it more comfortable to use.

For level 45 talents, we advise Ascension Icon Ascension, another passive option that is relaxing to use. You could also consider Power Strikes Icon Power Strikes, but we do not advise Energizing Elixir Icon Energizing Elixir.

The best level 60 talent is Leg Sweep Icon Leg Sweep, a very powerful AoE stun that will help you avoid a great deal of damage during your leveling process.

We feel that the best level 75 talent is Healing Elixir Icon Healing Elixir, as it can proc on its own to heal you up if you are too preoccupied with other tasks. The other two talents will be more difficult to actually get any benefit out of.

We recommend Rushing Jade Wind Icon Rushing Jade Wind as the level 90 talent of choice, since the other two are too slow and clunky to use.

Chi Orbit Icon Chi Orbit is an amazingly good talent for leveling. It is passive and will result in constant damage, whereas the other two are much more cumbersome to use.

2. Useful Skills

As far as dealing damage is concerned, the abilities you should use are Fists of Fury Icon Fists of Fury (on cooldown), Tiger Palm Icon Tiger Palm (to spend Energy), Rising Sun Kick Icon Rising Sun Kick (on cooldown), and Blackout Kick Icon Blackout Kick, particularly if you have a proc that makes it be free of cost.

Once you obtain the  Icon Strike of the Windlord Artifact ability, you should also use it on cooldown.

Touch of Death Icon Touch of Death should be used as often as possible.

Touch of Karma Icon Touch of Karma, Roll Icon Roll, and Flying Serpent Kick Icon Flying Serpent Kick should be used to help you get out of dangerous situations, such as when you overextend and pull too many mobs.

Lastly, do not forget to use Leg Sweep Icon Leg Sweep as often as possible to stun your target.

3. Artifact

Throughout the course of your journey to 110, you will accrue a reasonable amount of Artifact Power tokens just from completing quest chains, and usually will end up somewhere in the region of 2000-2500 total gained by 110, which should fund your first 5-6 traits. Make sure to spend them whenever you return to your Class Hall, since any bonus will help you.

Be aware that in situations where you have 2 or more Artifacts, the one you currently have equipped will consume any Artifact Power tokens you use (to the detriment of your non-equipped Artifacts). So, be aware of that and use your tokens on specs that you intend to play at 110!

3.1. Traits

Whilst there are some traits that can help you out with the levelling process and make it slightly faster, doing so will hurt how rounded your Artifact is when you hit 110 and begin doing endgame content, so make that choice wisely. For Windwalker, we would strongly recommend sticking to the outlined in the main guide and not deviating, as the benefits do not outweigh having a sub-optimal Artifact for the future.

4. Gear

As all gear acquired from quests now scales to your level, and that means that rewards increase in power the higher you go. At 100, quest rewards will generally be in the 685~ range, scaling all the way up to 800 when you complete quests at 110. Keep your gear updated along the way with any significant item level upgrades, whilst leaning toward the more powerful offensive stat (Mastery). For trinkets, if you have access to the heirloom Infallible Tracking Charm Icon Infallible Tracking Charm, stick with that as it scales up with each level you gain, and take any other strong trinkets you obtain during your leveling process.

5. Zones, Quests and Dungeons

5.1. Zones

The Broken Isles comes with 4 zones, and all players will have to complete a majority of each of them to reach 110 in most circumstances. They can be broken down into short zones (usually netting roughly 2 levels) and longer zones (netting 3 slightly more). Ultimately, the difference between zones is very small and your decision is not particularly important, as doing a chunk of every zone is required to hit Friendly reputation and unlock World Quests. That said, some notes on the process are below:

Short zones

  • Val'Sharah
  • Azsuna

It is best to start off with a short zone, as it lines up well with your leveling process and hits a sweet spot for returning to the Class Hall at both 101 and 102 to continue the campaign chain and begin your 4 hour mission. Note that Azsuna can have some quite punishing enemies if you do it later in the process that can slow some bonus objectives, when the effects of gear begins to diminish, which may affect your decision.

Long zones

  • Highmountain
  • Stormheim

Doing a longer zone second again lines up well with returning to your Class Hall at 104/5 to complete further campaign quests and usually fill out time for the 4 hour mission to complete. Finishing on a long zone is also great as you usually will not complete it, but always have quests to make it to Friendly and get to 110 without having to go off track. Highmountain has benefits both as your second or fourth zone as it is the longest zone to wait out the Class Hall mission, but also has the least punishing mob scaling with level.

With all zones, Bonus Objectives really smooth out the process as do some of the more opportune side quests (particularly in Val'Sharah). It is not required to do every single one to reach 110 comfortably, but if you are in an area completing quest chains, it is definitely worth completing them along the way. Also make sure to complete any main chain questlines that you are given breadcrumbs in each area.

5.2. Profession Quests

Profession quests are often very time consuming and can be cross-zone fetch or dungeon quests. If you come across a hand-in for a breadcrumb from Dalaran you are already in, do it for the experience, but do not go out of your way to complete the more time consuming objectives, leave them until 110.

5.3. Dungeons

Each zone comes with a subsequent dungeon quest when you finish the main zone storyline, rewarding a piece of Item Level 800 gear and a large boost of experience, usually totalling around 30-35% of a level inside the dungeon. You can do dungeons along the way as they are worth the time, but only if you have the appropriate quest.

  • Val'Sharah: Darkheart Thicket
  • Azsuna: Eye of Azshara
  • Highmountain: Neltharion's Lair
  • Stormheim: Halls of Valor

Do not, however, level exclusively through dungeons. The experience they reward is very poor on their own, and they are all quite lengthy compared to simply questing in the open world.

6. Legion Invasions

With the addition of Invasions in Legion's 7.2 patch, if you have the ability to fly whilst leveling your alts, completing these quests will grant a great deal of experience. As such completing all these when an invasion is active is worth the time regardless of the zone it is present in. If you are leveling for the first time and run into a world quest in the zone you are in under attack, it is also advised to complete it, but do not run across the map or to other zones to complete them if you have not unlocked that area.

6.1. Rares and Treasures

Unless you specifically want the rewards, doing any rares or grabbing treasures is not worth the time. If you run into a chest you mightaswell open it for the Artifact Power, but do not go out of your way to grab these, as they do not give any experience unlike in Warlords of Draenor. Rares also give very limited experience for the time taken, so is not worth it.

7. Class Hall

You should always be looking to go back to your Class Hall when new quests are available. This comes at 101, 102 and finally at 104. You can opt out of returning at 102 which will delay that mission, but when you do go back to Dalaran at 102/3 after your first zone, make sure to catch up on everything there.

In general it is worth doing all quests that appear in the Order Hall. You can complete the other Artifact quests immediately, or save them for another time at your discretion.

8. Leveling as a Group

In Legion, leveling as a group confers a lot of benefits (such as shared mob taking and quest items, alongside Bonus Objective progression speed). This can be great and there is not any significant downsides to group leveling, however if you choose to do this it is strongly advised you complete all dungeon quests at the end of each zone and do not skip any Bonus Objectives, as it is much tighter reaching 110 with the diminished mob experience.

9. Misc

9.1. Mob Tagging

Legion has expanded mob tagging to allow for up to 5 players of the same faction to tag any and all mobs in the open world, not just quest enemies. Faction tagging however is still a thing, so be aware of other opposing players around you. Take advantage of this by landing a hit on creatures other players are attacking for bonus credit toward completion.

9.2. Bonus Experience

The guild banners provide bonus experience on a short cooldown and are worth picking up.

9.3. Consumables

If you are pushing as fast as possible, grab some regular consumables to speed up the process. These are just the standard Warlords of Draenor consumables that were being used in raids.

10. ChangeLog

  • 12 Sep. 2016: Fixed consumable recommendation to suggest Agility instead of Strength.
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