Brewmaster Monk Artifact Weapon: Fu Zan, the Wanderer's Companion – Legion 7.3.5
[Last updated 1 天前]
The World of Warcraft Legion Brewmaster Monk Artifact page explains the best possible choices for the Netherlight Crucible, important traits and relic bonuses, and how to progress through your artifact weapon Fu Zan, the Wanderer's Companion. This guide is written by
, read more at
Equipping Fu Zan, the Wanderer's Companion grants you the ability
, which throws an explosive keg at the target location, dealing massive damage and making enemies afflicted by it miss their melee attacks for the next few seconds.
Relics & the Netherlight Crucible
is a new system added in Patch 7.3. The Crucible allows you further empower your Brewmaster Monk Artifact Weapon, by specializing and increasing the power from your relics. With it, each relic receives a small talent tree that you can select new traits from, depending how many traits your weapon have. Do not worry, however, because with the changes to
, unlocking the full power of the Crucible won't take long. Learn everything about this new system in our
Netherlight Crucible Guide
How to Pick your Relics
There are two primary ways of building your Brewmsater Monk artifact: defense or DPS. What you will want is up to you. Most Brewmasters are comfortable going for DPS choices but if you are new to tanking or not comfortable with your play as a Brewmaster, by all means build more defensively. There are many more choices of what kinds of relics can drop or what kinds of powers can roll from the Netherlight Crucible. These lists are to show you what should be sought after. If you roll a relic or Crucible power that are not on your intended build priority, don't equip the relic. Keep looking for something stronger. Relic item levels do not have much sway with us, so optimal traits and powers do actually matter.
It is also worth mentioning that the original primary trait on a relic and Tier 3 bonus trait from the Netherlight Crucible can be somewhat interchangeable. It is essentially required for a DPS priority that you get 3 bonus ranks of
from somewhere, but it doesn't need to be the primary trait bonus for all of your relics. For example, if you get a
relic that has one of the optimal Tier 2 powers and has an accessible
bonus for Tier 3, that is a perfectly acceptable relic to equip. With the opening of
, it is now possible to obtain
, which increases the potency of your Tier 2 Crucible traits by 50%. It might be a really strong legendary if you are lucky with Netherlight Crucible rolls!
1) Relic Choice:
any relic with
2) Tier 3 Bonus Trait:
, whichever you don't have on your relic
3) Tier 2 Power:
1) Relic Choice:
any relic with
2) Tier 2 Power:
3) Tier 3 Bonus Trait:
in that order of priority.
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deals 10% more damage. You basically get this one for free with Fu Zan!
- You gain 1% crit chance per rank for 3 seconds whenever you dodge or heal yourself via
. While the uptime of
this will be fairly high as we regularly dodge due to our mastery, the crit provided is relatively small. This is decent enough DPS.
- You automatically summon a
when you are brought below 35% HP. This does not appear to have a
cooldown to the proc and as such is an extremely good trait to pick up.
has a 10% chance (per rank) to deal 300% of normal damage and to reduce the remaining cooldown on your
Brews by an additional second. Rather solid trait. In fact, it's the strongest offensive single target trait we have.
's damage over time portion deals 25% additonal damage (per rank) and also reduces the damage enemies
affected deal to you by 1% (per rank). Decent defensive value and decent offensive value make this trait a pretty solid one.
- Increases the duration of
by 0.5 seconds per rank. This is actually quite nice as over time, those seconds add up and
allow you to spend more brew charges on purifying your stagger. This also increases the max duration cap of
by 1.5 seconds per rank.
- Increases your max health by 1% per rank. Rather tame, but not awful.
reduces the damage you will take from that enemy's next auto-attack by 2% per rank. While not amazing
at reducing spike damage, this will be nice for reducing overall damage taken, which isn't an insignificant thing. Do note that if you are using the
, you will still want to prioritize saving
for comboing, rather than maximum uptime of this trait.
- Increases the critical strike chance of
by 3% per rank. A not bad single-target DPS option.
- When you spawn a
orb, it has a 5% chance per rank to be a greater orb, healing for twice as much. The proc rate on
this is relatively low, but the healing is fairly potent. You wouldn't miss too much if you saved this one for later.
- Increases the range of
by 10 yards, bringing it up to 25 yards. Seeing as
is our primary pulling tool, this is
a good piece of utility to have.
- When you use any of our Brews (including
), you gain 6% additional movement speed for 15 seconds,
stacking up to 30%. Using one brew every 15 seconds is easy, so this effectively means we'll likely be able to have this up for most of, if not the
entirety of an encounter, giving us very strong movement capacity.
- Increases the amount of damage purified by
by 1%. This is another decent enough trait that provides a nice benefit.
Its value isn't insanely high, however.
- Our active ability from our artifact. As mentioned before, it deals high AoE damage on a 1.25 minute cooldown and enemies
hit will miss with their auto-attacks for 3 seconds. This is a strong ability with many varied uses.
- After you use
, you breathe fire an additional two times, dealing some damage. The damage is a bit more than a tick
's damage over time effect. Despite that, it is the strongest DPS increase per a single rank that we get in the basic tree.
It also doubles Breath of Fire's duration to 16 seconds, allowing
to have a 100% uptime, which is pretty decent defensive value.
- When you use
, you gain 10% dodge for 4.5 seconds. This is pretty good for dealing with overall damage
taken, which is a weakness of ours. It sees additional value when we need to dodge attacks that we also want to maintain
- After activating
, you gain 25% dodge for 21 seconds. This is a very strong buff to an already strong ability. The downsides
really are just that you won't see this be too useful all the time if you need to save
, and it's already a powerful-enough cooldown for raiding.
However, this has a very strong potential to be exceptional in Mythic+ dungeon content in combination with
when pulling multiple packs of
enemies. The amount of dodge you can have with this ability up alongside smart use of Elusive Dance is very high and will help mitigate a large portion
of the overall damage that's coming in.
New as of 7.2, you can now unlock five new Empowered traits once you hit 35 ranks. Once you do, you can complete a short questline to unlock these traits,
as well as fourth base ranks of all the original 3/3 basic traits.
- Increases damage dealt by 10%, Armor by 35%, and Stamina by 10%. This is the rough variant of a common power boost that all
classes receive. There's not too much else to say on this trait.
damage by 5% per rank. This is a fairly strong single-target trait and isn't something to shy away from.
Being said, this is still less power than you get from Face Palm, especially when factoring in
has a 20% chance to trigger a free Keg Smash. Currently this ability can proc off of itself, but I would expect
a fix soon. Per point, this is now the strongest increase in an ability's power, beating out Dragonfire Brew. Not to mention its defensive abilities.
grants 1 second of
, and Ironskin Brew purifies 5% of your stagger pool. This is actually
not too bad, giving us a slightly stronger control over sustained damage.
- Grants a proc to grant an increasing amount of Versatility per rank. More or less our new paragon trait, so there's not much more
to say about it than that. You unlock it after putting ranks into all other traits, including the old 1-34 traits that now have a fourth base rank.
Recommended build paths
This build is intended to generally min-max the order of your artifact traits, focusing on a balance between the best defensive traits and
a bit of utility, as well as factoring in the increasing Artifact Power costs as you progress Fu Zan. Please do note that this is build is intended
for raiding content. An alternate path would be to go for
first before heading towards
, if you really want that
extra utility. If you are planning on doing Mythic+ content I would actually strongly advise getting Pass 3 before Pass 2 because of the
aforementioned strength of
. Because of the speed of gaining Artifact Knowledge, you realistically don't need to worry
about build order the moment you hit 110, especially when you are playing on an alt.
Unlike the 1-34 trait build priority, I've created two separate builds, one which focuses on defense, another which focuses largely on offense.
Both somewhat blend each other based on the desire for both, but are largely different builds. Feel free to pick one or the other to build for
depending on what you need as a player, or even combine the two!
Because of the value of the two last Empowered traits (ignoring Legionfall) for defense, this build goes for them first. While
isn't that strong defensively, it's still our strongest offensive trait, so I recommend picking it up over some of the other defensive traits.
In regards to an offensive build, get to
first, then grabbing
. Note that the passes after this are somewhat fluid.
Grab whatever you feel is most opportune for the moment; the earlier passes can be steamrolled through fairly quickly with sufficient Artifact
Knowledge and the later passes are generally not worth sweating about.
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