Chi is the new energy reserve for monks in Mists of Pandaria. Originally it was intended for there to be "light" and "dark" chi, but this was changed. Like warriors and death knights, you build up chi in combat. Once you do, you can pull off finishers which will cost anywhere from one to three chi "spheres".
is the term for the universal energy .In traditional Chinese culture, qì (also chi or ch'i) is an active principle forming part of any living thing.Qi is frequently translated as life energy, lifeforce, or energy flow. Qi is the central underlying principle in traditional Chinese medicine and martial arts. The literal translation of "qi" is breath, air, or gas.
Concepts similar to qi can be found in many cultures, for example, Prana in Vedantic philosophy, mana in Hawaiian culture, Lüng in Tibetan Buddhism, and Vital energy in Western philosophy. Some elements of qi can be understood in the term energy when used by writers and practitioners of various esoteric forms of spirituality and alternative medicine. Elements of the qi concept can also be found in popular culture, for example The Force in Star Wars.Notions in the west of energeia, élan vital, or vitalism are purported to be similar.
Short Background of Monk :
When the Pandaren were subjugated by the Mogu centuries ago, it was the Monks that brought hope to a seemingly dim future. Restricted from using any type of weapon by their slave masters, these Pandaren instead focused on harnessing their chi and learning weaponless combat.
Monks are a hybrid class. Masters of bare-handed combat, monks choose to draw their weapons only for devastating finishing moves. Monk healers bring harmony and balance to every group, healing even the most grievous of injuries with ancient remedies and focused spiritual arts. And few can hope to out-last the unquenchable prowess of the Monk Brewmaster, whose empowering beverages and unpredictable combat style allow them to absorb incredible amounts of punishment.
Pandaren masters have chosen to share their ancient martial arts with young fighters in both the Alliance and Horde. Harnessing their inner strength and potent "chi" energy, Monks are extremely capable in every role: damage, defense, and healing.
Note : Suggested professions :
Leatherworking, due to their available armor types.
According to some parts of :
Also check out :
Tauren's doing barrel rolls.... swag.
Random Bits of data about this class.
1: They are NOT a hero class. As such, they wont start at lvl 55 nor will they have a full set of blue armor by the end of their starting zone. They are all lvl 1 at creation, and their armor is solely dependent on the starting zone of the race you made them. (Which is white in all cases). This also means that unlike Dks they don't have a dedicated starting zone were all monks start regardless of race. Each monk starts on their own race's starting zone.
2: They use a dual resource of Energy-Chi.
At first glance it may look like they are just cheap rogues with no stealth but the reality is far from it.
Their resource works more like a Reverse Death Knight.
While DKs use runes for their main resource, and this in turn generates a secondary resource (Runic Power) which is then spent on filler skills (Death coil, frost strike, rune strike) Monks work the other way around. Energy is their secondary resource, they use it on filler skills such as
, but the vast majority of their moves actually require Chi, which is generated by spending energy.
Another thing that sets apart the chi from combo points, is that the chi is placed at yourself rather than your target (Like the paladin's Holy Power charges)
The last difference between chi and combo points or holy power, is that the skills that use them are not "finishers". That is to say, unlike Eviscerate which deals more damage with more combo points, or Templar's Verdict which also deals more damage with more holy power, skills that cost chi (Like
) have a fixed cost, and won't deal more damage with more chi, nor will they consume extra chi.
And the third thing to mention with their resource is that when healing they use mana.
3: So far, they have a different stance for everything they do.
(For tanking): Reduces damage taken by 25%, increases Energy regeneration by 10%, reduces the chance to be critically hit by 6%, increases your Stamina by 20% and allows you to Stagger damage. Stagger is a new mitigation mechanic exclusive to the monk, and it works like this: Whenever you take damage, if that damage isn't dodged, or parried, 80% of that damage will happen instantly and the remaining 20% will be divided over 10 sec.
( For DPSing): Increases damage done by 20% and increases the amount of Chi generated by your Jab and Expel Harm abilities by 1.
(For healing): Increases healing done by 20%, replaces your Energy resource with Mana, grants hit and expertise equal to 50% Spirit gained from items or effects. Your attack power is equal to 200% of your spell power, and you no longer benefit from other sources of attack power.
In addition, you also gain Eminence, causing you to heal the lowest health nearby target within 20 yards for an amount equal to 50% of non-autoattack damage you deal.
4: Each of the stances mentioned above has a different animation, both for the pose you have when attacking, as well as the animation of the punches and kicks you deliver when auto-attacking.
5: they can use staffs, fist weapons, one handed swords, one handed axes, one handed maces, and polearms. Its confirmed they CAN dualwield but only while on Windwalker and Brewmaster spec. (Sorry, no DW-healers here). Also, they use leather (AGI-leather for tanking and DPSing, INT leather for healing)
Also, depending on the weapon equipped, their skill "
" can morph into a similar skill with a different icon and different animation but same cost, and same damage as jab.
6: This one is one of the coolest features of the monks.
ALL THE WEAPONS THEY USE ARE SHEATED ON YOUR BACK!
. All of them. No exceptions.
7: They are available to all races in the game except worgens and goblins. Its gonna be fun watching a tauren do a roll :P
8: At one point they were meant to not have an auto-attack, but this has since been scraped, and now like all melee, they do auto-attack.
9: The name of their specs are "Brewmaster" for tanking (uses a lot of ale-related buffs and attacks) "Windwalker" for DPSing (uses fast flashy martial-arts unique animations exclusive to the class) and "Mistweaver" (involving a lot of meditation, tai-chi, and natural medicine to heal others)
10: In a way they are like casters, in that their weapons are nothing more than stat sticks. When auto-attacking you will always use your hands, and excluding Jab, none of your skills ever makes use of your weapon (Fist weapons are an obvious exception). If you use
, then you will NEVER use your weapons in combat. Their animations for parrying and dodging are also unique.
11: They have an exclusive zone with their trainers, similar to Moonglade for the druids, and the Ebon Hold for the Death Knights. This zone is Peak of Serenity, its located on Kun-lai Summit, and it can be accessed when you reach lvl 20 and gain the spell
. In it, you can find class trainers, profession trainers for Leatherworking, skinning, alchemy, herbalism, cooking, mining, fishing, first aid, and blacksmithing. There is also a staff vendor (though he only sells INT staffs) with some very useful weapons with a unique look for monks (A bamboo cane with a sake bottle dangling at the end). And there is a vendor with Stat food, both for agility and for intelligence.
12: Starting at lvl 20, and every 10 levels after that, they can do a class exclusive quest to fight against other monk NPCs, this will teach you not only how to use your absorbs, rolls, snares, and other mechanics, but will also provide a very useful buff for leveling.
Increasing XP gained via quests and mobs by 50%.
13: Also starting at lvl 20, they also get a single daily quest they can do once a day, to keep gaining the
buff. This quest is still worth doing at the level cap since it provides well over 3000 mastery. This buff lasts one hour, and persists through death. ITS DURATION STACKS! So if you complete the level 20 quest, and gain the buff, you can do the daily immediately and gain the buff, thus having it for 2 hours.
For a brief video regarding their spec bonuses go here
Just watched a beta playthrough video of the Pandaren starting area; they said that the Stance of the Raging Tiger increases damage by 20%.
There are currently four races that has in-game records of past and present monks:
Undead: (not the Forsaken)
Pandaren: (COMING SOON)
Forgive me for my broken English, because i am russian.
What resources will benefit the monks?
Sorry me again but i translated all by google translate
cant wait for the expansion to come out
Should I have my future Monk dual-wield weapons ("death by a thousand cuts" trope), or should he be bludgeoning his enemies with a good 2H ("one hit, one kill" paradigm)?
Decisions, decisions. Between this and reworked Warlock, I don't think I have time to raid, what with making way too many alts.
Sorry for asking, but do they use polearms while tanking, or can they use other twohand-weapons?
Forsaken can be monks because they're once humans;
Worgen cannot be monks because they're no longer humans.
I have a question if someone knows cause im kinda lost , in beta i see my monk able to dual wield one hand maces but in here the proficiencies dont list maces at all , if someone has any idea about it can you assist?
they have cool moves and look cool to
Logically, I'd assume that by lore, the reasons worgen and goblins can't become monks is as follows:
Worgen are physically unable to become monks due to their cursed state and extremely long claws, making it all but impossible to master the precise pandaren martial arts style. Worgen tend to prefer tearing things apart with their claws to punching or kicking them anyways.
Goblins, frankly, are all but incapable of mastering any sort of inner peace. While other races are a bit of a stretch, goblins would be the absolute worst at trying to do this. Goblins have the least discipline of all the current playable races on Azeroth. Also, with goblins not getting monks, gnomes will finally get a class goblins don't have, setting them apart slightly.
Mechanically, it's pretty clear that they just want to shift the focus to the other races and away from the Cataclysm races. I doubt Blizzard will specifically explain why they can't become monks, but it makes sense to me.
This will be Any Dwarf's Dream. A tanking, Brew/beer/ale chugging spec. I Can see It now. Ironforge will be covered in Dwarven Brewmasters.
title is a must for tanking monks :D
when I made panda monk I saw his passive dual wield and there was info about
+ 40% dmg when dual wield
+ 20% dmg speed when 2h
but I dont see it in spellbook anymore.. why? i think its since speclizations?
monks sheath all weapons on the back
Monks can either dual wield or use Staves/Polearms no matter the spec. The theory shows that Staves/Polearms are better fits for Brewmaster/Mistwalker because their strength relies more on stats rather than weapon damage.
Windwalkers tend to prefer dual wielding because auto attack damage is a significant portion of the DPS. Mistwalkers can also use 1H/OH item combinations for increased primary stats and customization.
The awesomeness when you deck out your pandaren in Shadowcraft BoA gear...
How does the Mistweaver use tai chi chuan?
How does the Monk "pull"? Do they have any range effect or weapon to grab a critter from a distance? I was looking for a shirken or some such..
Akagashiwa of Gnomeregan
I'm a bit disappointed they don't have the spell from TFT,
Storm, Earth, and Fire
, as a DPS cooldown. It could be like Mirror Image but the copies do nature, physical and fire damage, respectively.
Fun note: Monk is the first leather-wearing class for Draenei (past level 40 of course).
Monks learn to dual wield at level 10 after choosing brewmaster or windwalker specs. Mistweavers can not dual wield.
The polearms or staves of monks sheathe on to their backs top down instead of up unlike other races. I just noticed this.
now functions like a smart heal, healing the 6 most injured friendly targets within range, and minor guardians are no longer targeted (Wild Imps, Bloodworms, Snakes from Snake Traps, etc.). There has been no change to the total amount of healing granted by the ability.
now deals 18% less damage.
is now consumed at an increased rate of 1 stack per 0.5 seconds (up from 1 stack per 1 second).
's healing has been reduced by 30%.
has been redesigned. Bottled Fury now gives a chance to generate an additional charge of
when the Monk gains one normally.
now deals 70% damage (up from 60%) with one Spirit summoned and 55% (up from 45%) with two Spirits summoned.
received an adjustment.
It now increases amage by 6% per stack, (up from 1% per stack) but is no longer increased by Mastery.
A charge of
is gained for each 4 Chi consumed through use of abilities and attacks (up from a charge for each 3 Chi consumed).
now restores 2 Chi, has a 45-second cooldown (down from 1.5 minutes), and generate stacks of Brew/Teas based on the Monk's specialization.
Brewmaster: 5 stacks of
Mistweaver: 2 stacks of
Windwalker: 2 stacks of
no longer requires a target. It now travels as a 40-yard line in front of the Monk.
will no longer activate if the Monk is already at full health, and activate automatically when the Monk has less than 35% of their maximum health.
now has a pet control bar for Xuen, and the talent is no longer on global cooldown for all Monk specializations.
Brewmaster Monks now gain
when Xuen takes damage.
will now activate from the following Chi generating abilities; Jab,
(when it hits at least 3 targets),
has a new visual effect that properly depicts its area-of-effect, and now disarms both enemies and those attacking allies within the
's area-of-effect for 4 seconds (up from 3 seconds); the silence effect for casting spells remains unchanged at 3 seconds.
has been redesigned and replaces
: The Monk summons a whirling tornado around them, dealing damage to nearby enemies (heals nearby allies for Mistweavers).
has the same costs, Chi generation, and periodic rate as
, but, deals 80% of the periodic damage or healing, lasts 6 seconds, is instant, and not channeled.
now deals 15% more healing and damage.
now increases the chance to summon a
by 100% (up from 25% chance).
Glyph of Crackling Jade Lightning has been replaced with
to heal the Monk when it clears a root, stun, fear, or horror effect.
has been replaced with
makes the next Roll or
go farther after using a Roll or
Glyph of Retreat has been replaced with
causes a healing sphere to be summoned near the Monk at no cost when their health falls below 25%. This effect cannot occur more than once every 30 seconds.
Glyph of Stoneskin has been replaced with
to heal the target when it successfully removes a harmful effect.
to heal for 50% as much when used on other targets.
now reduces the cooldown of
by 5 seconds (used to increase the range by 10 yards).
Glyph of Uplift has been replaced by
to be used on other players.
Fixed a bug that caused the damage of some abilities for Brewmasters with
to scale incorrectly.
had its energy cost reduced to 1%, down from 6%.
now also removes horrify effects, and reduces the duration of horrify effects and fear, and is available to all Monk specializations (formerly only available for Brewmaster and Windwalker Monks).
now locks a spell school out for 4 seconds, down from 5 seconds.
had been redesigned. The ability forms an 8-yard sanctuary around a friendly target for 8 seconds, instantly disarming and silencing enemies within the area-of-effect for 3 seconds. Enemies that use abilities other than auto-attacks or cast spells on allies within the
will be disarmed and silenced for 3 seconds. Disarm and silence effects are subject to diminishing returns.
should now activate its effect more frequently for dual-wielding Monks.
now has a healing cap of 15 raid members (up from 6) when used in a 25-player instance.
had its mana cost reduced to 1%, down from 6%.
now causes all targets within 8 yards to take an increased 20% damage from the Monk's abilities, up from 10%.
Fixed an issue that caused ticks from
to sometimes be skipped.
5.2 Changes (
New Level 60 Talent:
forms an 8-yard sanctuary around a friendly target for 8 seconds, disabling enemy player auto-attacks in PvP, and causing all enemies (both players and NPCs) in the area of effect to be disarmed for the duration. In addition, enemies that cast a damaging spell while within the area of effect will be silenced for 3-seconds. The ability has a 45 second cooldown.
New Windwalker and Brewmaster ability added at level 30:
removes all stun, fear, and root effects, and reduces the duration of those effects if they are re-applied by 60% for 6 seconds. It has a 2 minute cooldown.
now costs 4.5% (was 4%) of base mana to use.
now does 100% more damage and healing, and no longer costs Chi, but now has a 15 second cooldown.
now has a limit of 2 (was 1), now detonates when either the recipient reaches 35% health or the
is dispelled, and no longer costs Chi.
now does 100% more damage and healing, no longer costs Chi, and now has a 30 second cooldown.
Deadly Reach has been removed.
Path of Blossoms has been removed.
Glyph of Path of Blossoms is now
. This glyph causes the Monk's Paralysis ability to remove all damage-over-time effects on the target.
is now a physical, non-magical effect, and can no longer be dispelled, grounded or reflected, and its base range has been increased to 20 yards. The paralysis effect lasts 40 seconds (was 30 seconds) for non-player targets, 4 seconds when used against other players, and lasts 50% (was 200%) longer when used from behind a target.
no longer have a Chi cost.
can no longer be used on targets that have other temporary speed increases active.
now has a 30 second cooldown (was 60 seconds).
can now be used while stunned, and its cooldown will now begin when used, not when the effect ends.
now heals the
for 15% of maximum health (was 10%).
now deals 15% more damage.
s now have a duration of 1 minute. Healing Spheres generated by
now have a duration of 30 seconds.
can no longer be dispelled.
, the 4-piece Mistweave set bonus, is now more responsive.
It is no longer possible to use
no longer costs mana.
s will now heal for 50% of their original value if they expire without being picked up. This healing will factor in relevant Mastery.
Xuen will now fixate on the
's original target.
now heals for 25% of the damage done(was 50%).
heals for 12.5% per stack of damage done(was 25%).
now provides additional benefits.
damage increased by 100% and restores 1% of max mana.
damage increased by 100%.
now hits 4 additional nearby targets for 50% damage.
: A new Mistweaver passive activated by a successful
or damaging at least 3 enemies with
. Upon gaining
, the Monk's next
deals 150% (was 200%) more damage..
New Level 75 Ability:
The Windwalker can summon up to two elemental duplicates that mirror damaging abilities that the
uses while they are active. For each spirit summoned, the
's damage is reduced: 1 spirit causes the
and the spirit to deal 60% of the
's normal damage, while 2 spirits will cause the
and both active spirits to deal 40% of the
's normal damage. Each spirit lasts until the ability is canceled, or that spirit's target dies or otherwise becomes unavailable, or they're killed (they can be targeted and have 10% of the Monk's health).
, the stun effect will only apply from the Monk (not the spirits).
s’ damage has been adjusted to scale from weapon damage rather than attack power.
is now a passive ability granted at level 15 that grants a 12% chance to make the
cost no Chi.
-- Increases the damage bonus provided by
by .2% per Mastery per stack.
now increases damage by 1% per stack (was 2%), but is now improved by
now gains 1 charge after spending 2 Chi (was 4 Chi).
now gains 1 charge after spending 3 2 Chi (was 4 Chi).
will now stack to 20, but only 10 charges can be consumed per activation.
A user interface alert now displays upon reaching 10 stacks of
Black Ox Statue
The damage requirement to activate
has been increased by 100%. The spell tooltip has been updated to reflect the change.
now provides 25% more Stagger per Mastery rating.
Windwalker Monk PvP 2-piece bonus now also increases the range of
Due to the doubled cost of Jab mistweaver now no longer is a viable specialisation. Ever since the 5.2 patch came out the mana supply is no longer enough for 2 mobs.
Sweet dreams mistweaver, we had some good times and we'll miss you.
Below is a list of some off-hand frills for use with
one handed heirloom weapons
no ilvl required:
Req. Level 10-15:
Req. Level 16-25:
Req. Level 26-34:
Req. Level 35-40:
Req. Level 41-45:
Req. Level 46-49:
Req. Level 50-54:
Req. Level 55-59:
After level 60, you can buy items with honor and/or justice points or can go after some low level raid loots. So, I won't be dealing with items requiring higher level than level 60.
Please note that, these are not BIS items and this is not a complete list of all items.
Resources in the "quick facts" section need to be changed from "mana" to "Energy, Chi and Mana (Mistweaver)" Mana is for healing only and energy is used by Windwalker and Brewmaster whereas Chi is used by all three, making the statement of only using mana and nothing else null and void. :)
Hi all! I don't know if this is common knowledge, but I did a fast ctrl+F and didn't find anything, so here we go! :)
If you are as crazy as me about the ability "
", you probably wish there were more then 2 (3) stacks off it. I discovered a trick,
which can only be used OUT of combat
, to get a maximum of 5 stacks, and it's very simple! Make sure you have your
or the one appropriate for your level. Spec into
and preform 3 rolls in whatever direction (sometimes atleast I do it just for the fun!), and
you are still doing the 3rd roll, simple respec into
and you'll have 2 extra rolls.
For some reason
can be on cooldown without locking your ability to change talents (like
), and at the same time, the normal
and the "
" counts as 2 different spells, and therefore switching between them wont activate any cooldown, simply recharge them.
This is only a small thing I encountered during a wiping-session, and it lighted up my day quite a bit. Since it can't be used in combat the only real application would be in major cities, while wiping or when you just wanna
5 times because its looks and feels so good! Again, if this is common knowledge I'm sorry, I created my monk some hours ago and found this some 10 minutes ago. It made me happy and I thought: "Why not try and spread the happiness?"
I hope you sir, have a good day. Thanks for reading!
The Brewmaster's fighting techniques might be a reference to the ancient fighting style Zui Quan (which means either Drunken fist or drunken boxing.), a style that imitates the movements of a drunkard. want more info?
Here you Go!
We need "Run into Healing Spheres!" loading tip since priests got "Click on the light well!" :P
i belive they are the best class
"All weapons are sheathed on your back, no exceptions."
Fist weapons on your back? O.o
Chuck Norris' class.
So I'v been seeing it thrown around that Mistweavers are "Melee healers"
this is probably obvious but I still don't get it, does it mean that they are hybrid? DPSing to heal the rest of the group or does it just mean a lot of their abilities are short ranged and they have to be in melee range to heal?
Blood elves arcane torrent are very useful... they can easily outswing enemies in the front... but BE deserves another racial trait.. a racial passive that increases haste by 1% or parry rating by 1% or parry rating by 2%
Aw man MONKS SUCK!
"Monks are masters of bare-handed combat, choosing to draw their weapons only for devastating finishing moves. ...."
Although I am not familiar yet with either the Brewmaster or the Windwalker specs, this line is total bull&*!@ with respect to the Mistweaver.
A Mistweaver has zero Chi until he uses a staff or polearm to Jab the enemy. Then the Mistweaver puts it away -- temporarily -- to use Tiger Palm and Blackout Kick to inflict much more damage than Jab. But these abilities expend Chi, so the Mistweaver must again resort to Jab with their weapon to regenerate it.
This sequence of action is exactly the reverse of the way that Chi should be implemented. However, Blizzard developers have no capacity to think like Chinese (obviously), and quite evidently cannot "think outside the box" of their legacy game design.
At Level 38, so far:
frankly, I could create one or two keyboard keystroke macros that would cover 95% of the fights that my Mistweaver monk has had, in Stance of the Fierce Tiger, of course: Jab, Jab, Tiger Palm, Tiger Palm, Tiger Palm, Jab, Blackout Kick -- if the foe is still alive, continue with Tiger Palm, followed by Jab and Blackout Kick if necessary.
Option: insert Expel Harm to heal the Mistweaver before the end of the fight, either after the third Tiger Palm or after the next (fourth) Jab.
Note, though, that my Mistweaver also has the best available gear appropriate to his current level that I could obtain from the AH. With the methods that Blizzard has adopted to increase XP more quickly, thus increase the level of the PC more quickly, after about Level 20, gear received from quest rewards is well below the level of the PC. By Level 30, the PC is still rewarded, on average, with Level 25 gear. By Level 35, the contrast is even more striking.
Rapid leveling does not benefit
because the money paid for quests is still in Silver, but the cost of appropriate gear for the PC at their current Level is in Gold on the AH. If the PC is for an experienced player who has developed one or more other PCs, then they probably have, thus can invest ,a modest amount of Gold to acquire the gear appropriate to the level of the "alt" PC.
It would, of course, be possible to program the quest rewards to match the level of the PC, but that might not be feasible to do with the existing host software.
The enlightenment daily can be repeated and stacked up to 24 hours.And btw once u get 90,the enlightenment changes to a stat buff.I have a 3000 mastery buff.
Strangely enough, the chance for green drops is woefully poor compared to every other starting zone post level 5+
Many times I have made different classes to try them out, going from the beginning to getting off the island, and at no time have I ever managed to get a green items that was ever any use to my character, regardless of what level it was.
It seems complete madness, when you weigh in the fact that especially on the alliance side, managing to gear up (non heirloom usage) from quests alone (drop rates are poor, mostly always grey trash, nb i wonder if they have lowered the green items drop rates in the 10-19 zones?) even with doing dungeons is also pitifully poor.
Many times I have reached level 21/22 with white gloves, white boots and bracers etc. Now it might seem silly to say it, but if and when starting on a new realm..it becomes a really nasty prospect to bother even continuing...never the less that is another story.
Green item drop rate is appalling compared to comparative areas at the same level. Add in to the mix heirloom usage and mob buffs at low level, its easy to understand why new players are instantly turned off, simply because it is very unappealing.
The +50 xp buff is way over the top just for monks, and seems ludicrous that only monks get it, but i understand that the whole point was to drive people to buy the expansion..however it should be able to be used by all pandaren
Original post is by "johnhoftb", I am just placing it here and expanding on it very slightly.
Whenever you hit a tenth level starting at level 20, you will gain a lead-in quest pointing you towards the Peak of Serenity. Use your
to get there quickly and easily. As soon as you arrive turn in your quest to Master Hight, and he will qive you another quest which will point you towards a specific Master.
After completeing and turning in the quest, you will be rewarded with some gold, a piece of gear, and Enlightenment, which will give you an experience buff for 1 hour (if you are level 90, Enlightenment will give you 3000 mastery instead).
After completeing a quest (except for Complete Your Training: The Final Test), you will be given that quest as part of your daily rotation in order to get a some more gold and a new Enlightenment.
Here is a list of quests, the monks who will be training you, the ability you will be focusing on, and the importance of the lesson:
Getting out of the Fire
Target Focusing and Burst
Disarming and Removing Debuffs
All Abilities you have used so far
gawd i haet munks
They see me rollin'...
So, what kind of transmog sets do other people use for their monks?
Currently, I'm using a Jean-claude vanDamme, Bloodsport-type look, going for the brawler/warrior monk feel.
While normally I use rather plain looking gear, I like using something like Hoperender for my weapon.
But, I use the eyepatch from Stockades for my chosen headpiece.
With the launch of Warlords of Draenor, Monk class is now available for starter edition accounts.
Why was this downvoted?
I would only hope that renewing mists could be changed to affect some other thing where both stances share, such as surging mist and serpeant statue.
The Enhanced Transcendence really should be made baseline. oh well.
There is something I have noticed. The monk daily that gives the Enlightenment buff stacks. The buff gives +50% experience. Couple that with just doing dailies in capital cities and accruing rested on the experience bar, that's pretty formidable if one is patient for a few days.
The whole chi thing confuses me, I'm going to log in and see if i can build my chi up to three, because every time I try to use fist of fury, sometimes it does it real fast, them others time it looks so loose in the wrist.lol
i need those items
Initial starting gear for monks:
View in 3D
Non-Pandaren monks come with
Pandaren monks pick it up during their first quest
Monks are hands down my favorite class to play, thank you blizzard for putting them in.
All automatically learned
glyphs by level:
Why do mistweavers meditate?
To practice saying OOM :)
Anyone else find it kinda funny that a lot of offensive monk abilities also heal you?
"Agh, help! The healer has gone crazy, he's beating me up!"
It is true that the monk on BFA it will be the best tank ?
Monk tank is an interesting choice on BFA.
How come Worgen can't be Monks? They have monk animations implemented in the game
So... I am curious why did not they give Monks too 4th Talent like with Druids, to fill the Four Celestials theme on them.
For Melee DPS, Xuen the White Tiger.
For Tank, Niuzao the Black Ox.
For Healer, Yulon the Jade Serpent.
For... Maybe Ranged DPS? Chi-Ji the Red Crane.
As a Blood Elf monk, whenever I have unequipped weapons during combat, the racial melee vocals (grunts, yells, etc) work.
When I have equipped weapons during combat, the racial melee vocals stop working.
I found proof that Blood Elf monks had working racial melee vocals when in combat with equipped melee weapons during Mists of Pandaria in 2013 as shown:
It was still working in Warlords of Draenor in 2015:
Please Blizzard fix this sound bug, allow Blood Elf monks to have working melee vocals with equipped weapons during combat!
In the Legion expansion class mounts were introduced, for Monks it's
, see the Monk links on
for more information.
Melee DPS Overview - Tips and Specs
Overview of Healing and Healing Specs
Overview of Tanking and All Tank Specs
Shadowlands Monk Leveling Guide
Void Elf Allied Race Leveling Guide (20-120)
[Screenshots containing UI elements are generally declined on sight, the same goes for screenshots from the modelviewer or character selection screen.]
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