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Old 03/03/13, 11:47 PM   #301
 Hamlet
<Druid Trainer>
 
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Mal'Ganis
1 crit rating is 1/600 of 1% to crit, not 1/600 of 100% to crit :P . Reduce by a factor of 100.


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Old 03/04/13, 6:22 AM   #302
Spleener
King Hippo
 
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Blood Elf Monk
 
Sen'jin
Originally Posted by Hamlet View Post
1 crit rating is 1/600 of 1% to crit, not 1/600 of 100% to crit :P . Reduce by a factor of 100.
godDAMNIT that was a pretty stupid thing to miss

Also thank FUCK because that would be pretty ridiculous if I was right.

So yes, 1 crit rating is actually ~0.1 mp5, while 1 int is ~0.02 mp5, vs. spririt's 0.52 mp5.

Last edited by Spleener : 03/04/13 at 6:37 AM.

Big Crits, the show about wiping, killing bosses, and teabagging.

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Old 03/06/13, 4:59 AM   #303
Mórgoth
Glass Joe
 
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Lightbringer (EU)
hello again my friends. What do you think about updating the guide at the first page for 5,2 Arison mate or someone else having a new one? I dont need it though i just say for our page to be 100% updated

Last edited by Mórgoth : 03/06/13 at 10:33 AM.

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Old 03/06/13, 7:41 AM   #304
Spleener
King Hippo
 
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Sen'jin
Originally Posted by Mórgoth View Post
hello again my friends. What do you thing about updating the guide at the first page for 5,2 Arison mate or someone else having a new one? I dont need it though i just say for our page to be 100% updated
I'll see if I can throw something together this weekend, or at least start on one.

Big Crits, the show about wiping, killing bosses, and teabagging.

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Old 03/07/13, 5:04 AM   #305
Mórgoth
Glass Joe
 
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Lightbringer (EU)
Awesome mate. If i get out of topic sorry guys, but i would like to ask any first thoughts about healing raid? even 10 or 25 man? my first raid will be sunday due to work

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Old 03/08/13, 4:04 AM   #306
Mà stý
Glass Joe
 
Pandaren Monk
 
Ravencrest (EU)
so then regarding SM chi generation , what is the most efficient way of using SM then ?
3 non chi = recast ?
1 chi proc = keep channeling ?
recast after 1 proc ? never clip just let it channel ? clipping it after each initial tick ?
what would be the best way to use SM for Chi generation ?

Last edited by Mà stý : 03/08/13 at 4:35 AM.

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Old 03/08/13, 7:21 AM   #307
gorsameth
Von Kaiser
 
Pandaren Monk
 
Draenor (EU)
Originally Posted by M� stý View Post
so then regarding SM chi generation , what is the most efficient way of using SM then ?
3 non chi = recast ?
1 chi proc = keep channeling ?
recast after 1 proc ? never clip just let it channel ? clipping it after each initial tick ?
what would be the best way to use SM for Chi generation ?
Press the button and wait for chi.

It remembers the % so stop/restart has no effect.

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Old 03/08/13, 7:34 PM   #308
 RobotChicken
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Moon Guard
Anybody figured out which trinkets from ToT they're gonna be using? [Horridon's Last Gasp] seems like a very simple choice, might as well be int/spirit. I'm personally quite fond of [Inscribed Bag of Hydra-Spawn], I think it synergizes well with our raid healing potential. I've not run the numbers on any of them though.

I feel like the Chalice could result in some overheal and wouldn't be as useful all the time as the other two. And obviously the Shado-Pan trinket is just a different version of Horridon's.

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Old 03/10/13, 7:06 PM   #309
Spleener
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Blood Elf Monk
 
Sen'jin
Here's the start of a proper new OP. I'll get more work done on this next weekend. Formatting stolen liberally from Pisshands' Brewmaster thread OP. Feel free to throw corrections/comments at me.


 

Contents

[top] Talents


The level 15, 60, and 75 talent tiers are irrelevant to healing in particular and thus won't be covered here.


[top] Level 30 tier


tl;dr- Chi Wave is the go-to choice, but you'll occasionally encounter fights where Zen Sphere or Chi Burst are superior.

Chi Wave
You cause a wave of Chi energy to flow through friend and foe, dealing (493 + 45% of AP) Nature damage or (493 + 45% of AP) healing. Bounces up to 7 times to the nearest targets within 20 yards. When bouncing to allies, Chi Wave will prefer those injured over full health. 15 second cooldown.
Chi Wave's total healing relative to its cooldown is lower than that of CB or ZS, but because it's a smart heal its healing is more likely to be effective than ZS or CB in the average case. This means that CW should be your default level 15 talent choice unless you find yourself in a situation where you can regularly take advantage of CB or ZS.
Zen Sphere
Forms a Zen Sphere above the target, healing the target for (99 + 9% of AP) and dealing (99 + 9% of AP) Nature damage to the nearest enemy within 10 yards of the target every 2 sec for 16 sec. Two Zen Sphere can be summoned at any one time. If the target drops to or below 35% health or Zen Sphere is dispelled or expires, the Zen Sphere detonates, dealing (144 + 26.3% of AP) Nature damage and (128 + 23.4% of AP) healing to all targets within 10 yards. 10 second cooldown.
The changes to the spell in 5.2 make ZS a bit clunkier but overall much stronger spell than it was before. Don't use it as a tank heal- the HoT itself is fairly weak, and refreshing it means that you miss out on the detonation, which is where the majority of its healing comes from. ZS primarily shines in moments of sustained raid-wide damage, where you can throw it on someone on cooldown and trust that both the HoT and detonate will be mostly effective.
Chi Burst
You summon a torrent of Chi energy and hurl it at the target, dealing (662 to 1982 + 121% of AP) Nature damage to all enemies and (549 to 1643 + 100% of AP) healing to all allies in its path. Chi Burst will always heal the Monk. While casting Chi Burst, you continue to dodge, parry, and auto-attack. 30 second cooldown.
The 30s cooldown on this spell added in 5.2 makes the question of whether to take it a little trickier- instead of being able to chain it and SCK during raid-wide damage, you get one shot with it and then have to throw your chi at Uplift instead. If the boss you're up against likes to blast the whole raid at a frequency that lines up with the cooldown fairly well, take it. Be aware of its relatively weird travel mechanics when choosing your position and target, though, as you only get one shot, so whiffing it is going to be pretty painful.

[top] Level 45 Tier


tl;dr- Mathematically, power strikes is the clear winner. Ascension might feel better for you depending on playstyle/situation, though.
Power Strikes
Every 20 sec, you gain Power Strikes, causing your next Jab, Soothing Mist, or Crackling Jade Lightning to generate 1 additional Chi. If you are already at maximum Chi, a Chi Sphere will be summoned near you.
mp5-wise, this is the best choice. The actual effective mp5 value depends on what spell you'd have cast to get the chi otherwise, so if you're using soothing it's worth 2080 mp5 while if you're fistweaving it's worth 6000 mp5. This talent can make a jab->TP rotation more awkward due to the fact that it's yet another chi that doesn't come with a MM proc, but mathematically it's still almost always going to be better than Ascension.
Ascension
Increases your maximum Chi by 1, your maximum mana by 15%, and your energy regen by 15%.
While the static mana gain is okay, the primary value of this talent comes from the 15% increase to returns from mana tea and muscle memory. The mp5 value of this talent obviously is variable based on fight length vs. mana tea/muscle memory usage, but ballpark average returns are 3500 mp5 when fistweaving and 1500 mp5 when not. The value of a higher chi cap is much more difficult to quantify, of course, but the value of this talent goes up with the frequency at which it saves you from wasting/inefficiently spending a chi. Of course, one could argue that you shouldn't need a higher chi cap to avoid those situations and ascension is just a crutch for bad chi management.
Long story short- ascension is mathematically inferior to power strikes and chi brew, but it might make your rotation feel a better.
Chi Brew
Instantly restores all of your Chi. 90 second cooldown.
Chi Brew turns an uplift->uplift burst into an uplift->uplift->chi brew->uplift->uplift burst every 90 seconds. If raid damage is timed such that this will be a useful thing to do roughly every 90s, you should take this talent.

[top] Level 90 Tier



Rushing Jade Wind
You summon a whirling tornado that travels 0 yards in front of you, dealing (5,540 + 82.5% of AP) Nature damage to all targets in its path and increasing damage taken by your Spinning Crane Kick by 30% for 8 sec. Also increases healing done by Spinning Crane Kick by 50% for 12 seconds 30 second cooldown.
While it procs eminence, the primary healing from this talent comes from the bonus healing done by SCK. If you're regularly dealing with uniform raid-wide damage, SCK is probably a better choice than Xuen.
Invoke Xuen, the White Tiger
Invokes the White Tiger Celestial, summoning an effigy at the command of the caster. The effigy will assist you, attacking your primary target and also inflicting tiger lightning every 6 sec to 3 nearby enemies within 10 yards dealing (1,605 + 50.5% of AP) damage over 5 sec. Lasts for 45 sec. 3 minute cooldown.
Xuen's damage causes eminence (at 50% from you/50% from statue rather than 25/25,) effectively turning him into a second raid healing cooldown. The bulk of his damage comes from the tiger lightning, so he'll do significantly more damage in cleave settings, as well as when a damage multiplier in play. Uneven raid damage output, or fights that do huge damage spikes at intervals longer than 30-45 seconds, favor Xuen over RJW.
Chi Torpedo
Torpedo a distance in front of you, dealing (2077 + 55.7% of AP) Nature damage to all enemies and (8408 + 38.5% of AP) healing to all allies in your path. Chi Torpedo replaces Roll.
Chi Torpedo can provide a decent amount of free healing, but using it solely for its healing effectively robs you of your primary mobility tool. This can be useful in a situation where you're regularly rolling through people who need healing anyway, but for the most part this is too awkward to use as a regular heal to work well, in my opinion.

[top] Glyphs


Mana Tea is basically mandatory. ReM and surging should be your "default" second and third glyphs, which should be subbed out for the others on this list as fights demand it.

Glyph Usefulness
Mana Tea Effectively mandatory. This cuts the amount of GCDs you have to spend per mana tea charge in half, at the cost of limiting the maximum rate at which you can consume then via a cooldown. Dropping this glyph might work if the fight you're on has full stops in damage output on a regular basis, but if you're only considering dropping this because you're terrible about forgetting to use it and frequently finding yourself oom with 10+ stacks, you shouldn't drop the glyph, you should suck less at remembering to use mana tea.
Renewing Mists This is your second "default" glyph, as the majority of the time ReM spreading to far targets is going to work out better than it spreading to close targets. At the same time, you can usually afford to drop it without losing too much, you'll just have to be more consious about who you pick for your initial targets.
Surging Mist Turns surging into a smart heal, unless you're channeling soothing. Since in general you want to cast surging in the lowest-health target in play outside fo when tank healing anyway, this is frequently a useful glyph, and thus should be your third "default" one.
Spinning Crane Kick Makes SCK no longer snare you. Take it for any fight where you want to cast it on the move (Blade Lord, Durumu.)
Uplift This gives Uplift a mana cost equal to two jabs rather than two chi, the main upside being that you can throw out more than two uplifts in a row to handle a damage spike. The doubling of the spell's mana cost in 5.2 drastically reduces the viability of this glyph, as you will oom yourself in roughly six casts. I would only take it if you're on a fight that has just about zero damage to deal without outside of the huge spikes that you'd use glyphed uplift on, or on a fight with some gimmick that regularly refills your mana bar (such as Gara'jal.) If you desperately want to be able to chain more than two uplifts in a row, consider taking Chi Brew rather than glyphing Uplift.
Life Cocoon More of a PvP glyph, as bosses that stun you in PvE usually do so on predictable timers, so if you need to cast this for a stun you can usually just throw it out beforehand.
Zen Meditation If you need big damage reduction on the move fortifying brew and your level 75 talent will usually do you just fine. I'm including this anyway as it is still a glyph with theoretical PvE usage.
Retreat Effectively turns roll into fade. Can be useful if add spawns are eating you alive before the tanks can pick them up.



[top] Stat Priorities



tl;dr-

Spirit until you're comfortable > int > haste to 3145 (in tiger stance) > crit > mastery <> haste

[top]Intellect


Intellect is by far your best throughput stat. It also functions as a regen stat (if a weak one- roughly 0.02 mp5 per point) due to it increasing crit, which can grant bonus mana tea stacks.

[top]Spirit


Spirit gives you 0.56 in-combat mp5, as well as 0.5 hit and 0.5 expertise, per point. Maximizing its throughput benefits via capping hit and soft-capping haste is completely trivial, so your primary concern with spirit is getting to the point where you are no longer worried about running out of mana. This varies wildly based on fight and personal playstyle.

[top]Crit


Crit is generally going to be your best secondary throughput stat by virtue of all of your spells scaling well with it, as opposed to haste, which some spells scale well with and some spells don't scale at all with, or mastery, which most spells scale poorly with. As icing on the cake, you also have a chance equal to your spell crit chance to gain two mana tea charges instead of one whenever you generate a charge. The regen value of one crit rating is roughly 0.1 mp5, though this obviously varies based on mana tea usage.

[top]Mastery


Mastery is generally the weakest secondary stat for mistweavers- on top of being reliant on people running over the spheres generated for maximum effect, even in the best case scenario where all spheres are used most abilities scale better with crit or haste. The 5.2 change where unused spheres will heal a nearby player for 50% of the normal heal helps the stat a bit, but you should still avoid the stat when possible.

[top]Haste


Haste is a very weird stat for monks, as a large portion of our healing comes from instant abilities that gain nothing from haste, and ReM, which only gains from haste at specific breakpoints. As compensation for this, serpent stance increases haste gained from items and effects (ie your haste rating, not percent-based increased like the raid buff or bloodlust) by 50%. This still makes haste a weak stat for fistweaving, where most of your healing comes from instant abilities that gain nothing from haste. When raid healing via spinning crane kick haste comes out stronger due to SCK scaling well with it, and when tank healing with soothing mists haste winds up being an increase to both overall healing per second and healing per mana, since being able to get more chi faster from soothing mists means you don't have to cast surging mist as much to gain chi.

[top]Reforging



The hard and fast rule is that you should reforge your haste up/down until you get to 3145 before the serpent stance bonus (ie in tiger stance,) which gives ReM two additional ticks when you have the 5% spell haste raid buff, then focus on crit. Pay attention to your spell usage, though, as depending on how much healing your abilities that scale with haste do vs. how much healing that your abilities that don't scale with haste do you might want to either reforge away as much haste as possible and go below the 3145 break point, or prioritize haste over crit and go higher than that.

Big Crits, the show about wiping, killing bosses, and teabagging.

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Old 03/11/13, 5:38 AM   #310
Mórgoth
Glass Joe
 
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Pandaren Monk
 
Lightbringer (EU)
Originally Posted by RobotChicken View Post
Anybody figured out which trinkets from ToT they're gonna be using? [Horridon's Last Gasp] seems like a very simple choice, might as well be int/spirit. I'm personally quite fond of [Inscribed Bag of Hydra-Spawn], I think it synergizes well with our raid healing potential. I've not run the numbers on any of them though.

I feel like the Chalice could result in some overheal and wouldn't be as useful all the time as the other two. And obviously the Shado-Pan trinket is just a different version of Horridon's.
Hello mate. I would say this Spirits of the Sun - Item - World of Warcraft heroic version 2/2 upgrate will stand this tier too as it provides 902,9mp5. But for the people that dont have it i would say good choice ofc is Horridon's Last Gasp - Item - World of Warcraft as it will provide us 4780 mana every time it procs, 2390mp5 while it is up. ICD still's unknown, but if my calculations are right then i will provide us with 796,7 mp5 if ICD is 30 sec. In case the ICD is 25 sec then it will provide us with 956mp5.
This one Inscribed Bag of Hydra-Spawn - Item - World of Warcraft provide us a static 827,9mp5 with a real intresting and at the same time realy awesome absorb shield.
In case though that you have enough mp5 and you are comfortable with your mana regen i would say we could use Lightning-Imbued Chalice - Item - World of Warcraft


P.S. Im thiking of using Hydra-spawn for the first trinket slot, and for the second one , im between chalice and horridon's as i dont have spirits of the sun heroic version, wich i would use!!!

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Old 03/11/13, 9:57 AM   #311
Spleener
King Hippo
 
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Blood Elf Monk
 
Sen'jin
Crab man confirmed Horridon's Last Gasp to have 1.00 RealPPM, no ICD a while back. So you can count on it having 16.666(repeating, of course)% uptime, increased by haste. At 15% haste that's 19.1666(repeating, of course)% uptime, which comes out to 793 mp5 for the heroic version.

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Old 03/12/13, 1:01 PM   #312
Mà stý
Glass Joe
 
Pandaren Monk
 
Ravencrest (EU)
anyone made a BIS loot list ?
so with the new gear we should aim for the new haste cap at 6141 while still keeping a 18%-ish crit chance ?

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Old 03/13/13, 5:14 AM   #313
Mórgoth
Glass Joe
 
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Pandaren Monk
 
Lightbringer (EU)
Originally Posted by M� stý View Post
anyone made a BIS loot list ?
so with the new gear we should aim for the new haste cap at 6141 while still keeping a 18%-ish crit chance ?
i have made one in my mind but not sure if thats the best as i dont know if its good to go for next haste cap wich proly is good but i need a confirmation(By the way, how much haste we must reforge in tiger stance to reach the next haste cap with 5% haste buff plus serpent stance?). About tier 5 slot i would choose 4/5 without the head. For head i would like to get the one tha drops from the 5th boss in ToT called Megaera as you propably know hehe. a general BiS list would be awesome though

P.S. The offset head i was talking about Hood of Smoldering Flesh - Item - World of Warcraft

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Old 03/13/13, 6:53 AM   #314
Taigong
Glass Joe
 
Pandaren Monk
 
Bleeding Hollow
Originally Posted by Spleener View Post
tl;dr- Mathematically, power strikes is the clear winner. Ascension might feel better for you depending on playstyle/situation, though.
| Power Strikes
Every 20 sec, you gain Power Strikes, causing your next Jab, Soothing Mist, or Crackling Jade Lightning to generate 1 additional Chi. If you are already at maximum Chi, a Chi Sphere will be summoned near you. | mp5-wise, this is the best choice. The actual effective mp5 value depends on what spell you'd have cast to get the chi otherwise, so if you're using soothing it's worth 2080 mp5 while if you're fistweaving it's worth 6000 mp5. This talent can make a jab->TP rotation more awkward due to the fact that it's yet another chi that doesn't come with a MM proc, but mathematically it's still almost always going to be better than Ascension.
It looks like you calculated the value of power strikes while fistweaving as 6000 mp5 due to being able to skip a 24k mana jab every 20 seconds, but this is incorrect. When you jab, the muscle memory proc when used will give you 12k mana back without ascension, so a jab really only costs you 12k mana unless you waste muscle memory procs, for an overall value of 3000 mp5. In practice, power strikes is even less favourable than this for single target fistweaving because in my experience you tend to be chi-positive when fistweaving on a single target (due to expel harm plus free surging mist plus renewing mist precasting for upcoming aoe) so you're likely to have to spend the extra chi in a relatively low value way. For aoe fistweaving, the extra chi is useful since you spend it on more blackout kicks but in this case the skill you'd have cast to get the chi otherwise is SCK which only costs 21.6k mana and still gives the muscle memory proc for 12k back so it's worth 2400 mp5 in this case.

Last edited by Taigong : 03/13/13 at 6:59 AM.

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Old 03/13/13, 10:17 AM   #315
Spleener
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Blood Elf Monk
 
Sen'jin
You're never going to want to cast a TP or BoK that isn't MM'd, though, so it's incorrect to factor in the MM rebate, since the chi you generate with power strikes isn't going to be in lieu of a MM-rebated generator anyway.

You value the PS chi at the raw cost of whatever you'd have used to get your chi for uplift, TFT, enveloping, or one of the chi for BoK. If you're not casting those spells much the value is going to be low, since when you do cast those spells that chi will be covered by what you get from ReM/EH/VM-TP, but if you need more to fuel your uplifts or BoKs while it would be more efficient to use soothing or CJL in practice you're probably just going to use SCK, Jab, or surging, so you base it on the cost of those spells and value PS at 5400-6600 mp5.

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