Showing posts with label windwalker-monk-leveling. Show all posts
Showing posts with label windwalker-monk-leveling. Show all posts
Returning to this topic about what is better, 2x 1Hand, or 1x 2Hand. Lets break it down to what to choose and when to choose it.

Rule of Thumb:
 As a Windwalker Monk, you will always want to dual-wield 2.6-speed weapons. 

Here i am guys yesterday i got to level 90 and started a few heroic dungeons in order to get some gear!! Had one or 2 lucky drops, one of them being the off-hand weapon.

I haven't enchanted or started or yet tried to meet the requirements of hit/expertise cap, but will work on that, on the meanwhile here it is Spyker - Windwalker Monk.

Finally lvl 68, heading straight to Northrend going with the 50% plus xp buff. Stay tuned for more.

Hey guys, during my leveling, i have been wondering if i needed to go back to the windwalker monk stats at level 90, now that monks all over the world are getting there.

So here it is.

Stat Priority

Agility > Melee Hit (7.5%) > Expertise (7.5%) > Haste > Crit > Mastery

check below for more info
Hey guys, will be starting doing things on youtube, here is the first one, sorry about anything you might not like, i promise i'll get the hang of it, any tips advices will be welcome, like i you do like, and subscribe.

The Windwalker Monk works with Energy and Chi.

This resource should never be maxed out, this means you are'nt outputting the max damage/utility that you could.

One Rotation cycle should look like this.
Windwalker monk cycle rotation image

Weapons Mist of Pandaria
Post updated to patch 5.4(click here)

Today’s topic is somewhat of a grey area, at least for me.

WEAPON’s, to dualwield or to 2hander.

Weapon choice has an effect on a couple spells: Fighting Style which morphs Jab into another abilities (only cosmetic or rp-flavored) and Way of the Monk.

The only thing that interests us here is the Way of the monk which when you dual wield will boost in 40% your auto attack, and when you use a 2hander it will increase your melee attack speed in 40%.

Source from the awesome wowinsider props to them:

Levels 61 to 90

New ability gain slows even more here as you get out of the Old World and into expansion content. Level 64 unlocks your next two abilities: Healing Sphere and Path of Blossoms. Healing Sphere allows you to deliberately place one of those little green spheres you've been seeing for a while now, to heal yourself or a party member. It's got a pretty hefty energy cost, but if you see a bad fight coming up, you can set up a fall-back point with three spheres to get a near-full heal. Path of Blossoms, meanwhile, isn't all that helpful. It sounds cool in theory (landmines!), but they don't last long enough to be pre-placed, so you'll only be using it in the event you need to run away from something.

Source from the awesome wowinsider props to them:

Levels 46 to 60
Your first ability for this set of levels is quite handy for dungeons: Spinning Crane Kick. Now you have the beginnings of an AoE rotation! Just remember that it will only generate chi if you have three or more targets, so stick to a single-target rotation if there are two.

Source from the awesome wowinsider props to them:

Levels 31 to 45 

For this set of levels, there's not too much going on for windwalkers. You've already received the majority of your core moveset, so now you'll be picking up a bit of utility. (I neglected to mention last week that you unlock your first glyph slot at level 25. I recommend picking up the
Glyph of Afterlife for leveling, to help minimize your downtime.) At 32, you'll get Spear Hand Strike, which is a standard interrupt with a nice all-schools lockout bonus for PvP. Following that, you'll get Energizing Brew at level 36.

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