-Use Tiger Palm to put the armor penetration buff up on yourself (lasts 20 seconds)
-Apply the Rising Sun Kick debuff to your main target
-Use Invoke Xuen
-Use Tigereye Brew if it is at 10+ stacks
-Use Fists of Fury if you won't haste cap during the duration, Rising Sun Kick won't come off of cooldown, and the Tiger Palm buff won't fall off
-Use Chi Wave- Only use this if you won't Energy Cap, or chi cap in an effort to prevent energy capping.
-Use Blackout Kick - This is your filler skill, if the above conditions have been met dump your chi into spamming this ability
-Apply SEF Clones if you will be aoeing for longer than 10-15 seconds
-Apply the Tiger Palm buff to yourself
-Apply the Rising Sun Kick debuff to the group
-Use Tigereye Brew if it is at 10+ stacks
-Use Invoke Xuen (Fight Dependent)
-Spinning Crane Kick (if you have taken Rushing Jade Wind use it then carry on with your single target rotation)
3c) Spell Usage Explanation
Single Target DPS:
At the start of the fight you want to open up by using Tiger Palm, Tiger Palm by itself does very minimal amounts of damage but it applies a buff to you that grants 30% armor penetration. Not only does this affect your damage done by your big nukes (Rising Sun Kick and Fists of Fury) but it increases the damage done by auto-attack, this is a buff that you also want to maintain 100% up time on. Once Tiger Palm has been applied to yourself follow up by applying the Rising Sun Kick debuff to the boss, Rising Sun Kick is one of the harder hitting spells in the Windwalker bag of tricks. Not only does this ability hit like a bus, but it applies a debuff to your target that causes them to take 10% more damage from your abilities. You want to have a 100% up time on this debuff, and should be hitting it every time it comes off cool down (8 seconds), the debuff lasts for 15 seconds, so keeping it up should be a non-issue. Once you've applied your main debuff and buff you need to start looking at your Tigereye Brew stacks, you gain 1 stack every time you spend 3 chi and once you have reached 10+ stacks you need to burn them or risk having some go to waste. If you wish to use stacks at an earlier time it's not a particularly big deal, as long as you're going to have up time on your target for the duration of the use.
Now we get to the filler of the rotation, Fists of Fury and Blackout Kick. While Fists of Fury is not something that is spammable, it is on a relatively short cooldown [25 seconds (20 seconds with T14 2p)] and should be used as often as possible. However there are some conditions that need to be met before you use it, Rising Sun Kick needs to be on cool down and it should ideally should have enough time for you to fully channel Fists. You need to know that you won't energy cap during the fist channel, and you want to ensure that the Tiger Palm debuff will not fall off of you during the channel. If these conditions are not met and Fists of Fury is used anyways, you may see a dps loss (small to large), depending on how often it's used outside of these conditions. If Fists of Fury is on cooldown or the circumstances I just described can not be met, just use Blackout Kick, as it is our primary filler move.
Energizing Brew: I wanted to keep this separate from the main body of text since it's a rather odd ability that doesn't really fall into the priority system. Energizing Brew is our version of Adrenaline Rush, and provides increased energy returns for the duration. Energizing Brew is something that should be used as often as possible, provided you won't energy cap. Generally the ideal time to use it is if you're bottomed out on energy and don't have much/any chi pooled. This is an ability that you just need to get into the flow of using, and not be afraid to use, don't pop it when you're at half energy with a full chi bar.
If the aoe or cleave targets will be up longer than 10-15 seconds place up to two SEF clones and then continue with your aoe rotation on a separate target (remember that SEF clones won't do single target attacks if you are targeting the same target as them). Rising Sun Kick's debuff will apply to all enemy targets within a roughly 8 meter circle around your target, so putting up RsK before proceeding to AoE will increase your damage done to all the targets you manage to hit. To go with this you still want to have the Tiger Palm armor penetration buff up, and you want to maintain this as well as the RsK debuff for the duration of the AoE. If you have stacks of Tigereye Brew available feel free to use them, you do not generate and spend chi as fast as in your single target rotation, so keep that in mind. Once you've applied your buffs/debuffs use Spinning Crane Kick, if you hit 3+ targets with it you will generate 1 chi for every use. If you are in a situation where you have taken Rushing Jade wind, continue with your single target rotation while ensuring that you conserve enough energy to refresh the buff.
Energizing Brew: In an AoE situation you should not find yourself energy starved enough to warrant using this ability, save it for when you get to return to your single target rotation.
4) Talents & Glyphs
Tier 1) I) Celerity: Allows you to roll and Chi Torpedo more often and increases their maximum number of charges by 1 and reduces their cool down by 5 seconds.
II) Tiger's Lust: Instantly clears the target of all immobilizing and movement impairing effects and increases their run speed by 70% for 6 sec.
III) Momentum: Every time you Roll or Chi Torpedo, your movement speed is increased by 25% for 10 sec. Stacks up to 2 times
Recommendation: Talent choice for this tier is purely up to the situation you're in, Tiger's Lust can be useful for certain situations where someone needs to be given a targeted run speed increase. If you aren't in a situation like that then feel free to just pick the talent you like most, I personally prefer Celerity.
Tier 2) I) Chi Wave: You cause a wave of Chi energy to flow through friend and foe, dealing 124 Nature damage or 288 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.
II)Zen Sphere: Forms a Zen Sphere above the target, healing the target for 126 and dealing 41 Nature damage to the nearest enemy within 10 yards of the target every 2 sec for 16 sec. Only one Zen Sphere can be summoned at any one time. If Zen Sphere is cast again while active, the Zen Sphere will detonate, dealing 144 Nature damage and 338 healing to all targets within 10 yards.
III)Chi Burst: You summon a torrent of Chi energy and hurl it forward, up to 40, dealing Nature damage to all enemies, and 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.
Recommendation: Talent choice here is pretty straightforward, if you are in a single target situation go Chi Wave and try to use it on cooldown, if you are in a situation with fairly steady aoe and 8+ targets, go with Chi Burst, keep in mind that chi burst now works like Spinning Fire Blossom and is an aimed shot.
Tier 3) I)Power Strikes: Every 20 sec, you gain Power Strikes, causing your next Jab, Soothing Mist, Spinning Crane Kick or Crackling Jade Lightning to generate 1 additional Chi. If you are already at maximum Chi, a Chi Sphere will be summoned near you.
II) Ascension: Increases your maximum Chi by 1, your maximum mana by 15%, and your energy regen by 15%.
III) Chi Brew: Instantly restores all of your Chi, and instantly generates 2 stacks of TeB - has 2 charges and has a 45 second recharge rate
Recommendation: Talent selection in this tier is pretty clear cut, Ascension provides the highest amount of chi gained in comparison to the other talents. With that said, Power strikes will beat Ascension if you're in a situation where you are spending large amounts of time off of the boss. Chi brew would only be good in a serious burst situation such as Heroic Spine from Dragon Soul.
Tier 4) I) Ring of Peace: Forms a sanctuary around the friendly target, causing all nearby enemies within 8 yards to be disarmed and nearby enemy players unable to auto-attack. In addition, enemies who cast a harmful spell within the ring become silenced for 3 sec. Ring of Peace lasts for 8 sec.
II) Charging Ox Wave: A mighty Ox effigy rushes forward 30 yards in front of you, stunning all enemies within its path for 3 sec.
III) Leg Sweep: You knock down all enemies within 5 yards, effectively stunning them for 5 sec.
Recommendation: This tier is again a tier where your selection will not matter too much.
Tier 5) I) Healing Elixirs:Every 18 sec, you gain Healing Elixirs, causing your next Brew or Tea to also heal you for 10% of your total health.
II) Dampen Harm: You dampen the damage from the most harmful attacks done to you. The next 3 attacks within 45 sec that deal damage equal to 20% or more of your total health are reduced in half.
III) Diffuse Magic: Reduces all spell damage taken by 90% and clears all magical effects on you, reversing them back to their original caster if within 40 yards if possible. Lasts for 6 sec.
Recommendation: So this tier is one where you need to swap between talents on a fight by fight basis, if you're in a situation where there is heavy magic damage going out then Diffuse Magic is likely going to be the stronger talent, if the aoe damage going out is physical or will come out in waves that will last longer than 6 seconds you should likely go for Dampen Harm. Healing Elixirs in its current state is not worth using.
Tier 6) I)Rushing Jade Wind: You summon a whirling tornado around you which deals damage to all nearby enemies every 0.66 second, within 8 yards. Generates 1 Chi, if it hits at least 3 targets. Lasts 5.30 sec. Replaces Spinning Crane Kick
II) 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 1605 damage over 5 sec. Lasts for 45 sec.
III) Chi Torpedo: Torpedo a distance in front of you, dealing 1671 to 1941 Nature damage to all enemies and 8408 healing to all allies in your path. Chi Torpedo replaces Roll.
Recommendation: This tier is pretty clear cut, use Invoke Xuen unless you have a fight where there will doing a decent amount of aoe. If there is more than a small amount of AoE required you are better off swapping over to Rushing Jade Wind.
Tier 1: Your choice
Tier 2: Your choice, unless there is an aoe situation with 14+ mobs
Tier 3:Ascension, unless you are spending large amounts of time off the boss then Power Strikes takes over
Tier 4: Your choice
Tier 5: Dampen harm if physical damage or extended incoming damage, Diffuse Magic if large spikes of magic damage.
Tier 6: Invoke Xuen for single target, Rushing Jade Wind for fights with decent amounts of aoe.
Im going to list all the relevant Windwalker glyphs here and then make suggestions, as there are no required Major glyphs for raiding. However there is a minor glyph that I would describe as required.
Glyph of Blackout Kick: Your Blackout Kick always deals 20% additional damage over 4 sec regardless of positioning but you're unable to trigger the healing effect.
Relevant Major Glyphs
Glyph of Afterlife: Increases the chance to summon a Healing Sphere when you kill an enemy while gaining experience or honor by 25%.
Glyph of Fists of Fury: When channeling Fists of Fury, your parry chance is increased by 100%.
Glyph of Fortifying Brew: Your Fortifying Brew reduces damage taken by an additional 5%, but increases your health by 10% rather than 20%.
Glyph of Retreat:When you Roll or Chi Torpedo, all threat is temporarily reduced for 10 sec.
Glyph of Sparring: While Sparring, you also have a 5% chance to deflect spells from attackers in front of you, stacking up to 3 times.
Glyph of Spinning Crane Kick: You move at full speed while channeling Spinning Crane Kick.
Glyph of Stoneskin:When you use Fortifying Brew, all bleed damage taken is reduced by 20% while active.
Glyph of Touch of Death: Your Touch of Death no longer has a Chi cost, but the cooldown is increased by 2 minutes.
Glyph of Touch of Karma:Your Touch of Karma now has a 20 yard range.
Glyph Zen Meditation: You can now channel Zen Meditation while moving.
Glyph of Expel Harm:Increases the range of your Expel Harm by 10 yards.
Glyph of Spinning Crane Kick: This is a great AoE glyph
Glyph of Touch of Karma: this increases the utility of ToK by a ton, and is a personal favorite of mine
Glyph of Fortifying Brew: This increases the damage reduction gained from Fortifying Brew, at a cost of the health gain. I like to use this glyph
Glyph of Retreat: This is our only potential threat drop, so if you find yourself riding high on the threat meter this can be useful
Glyph of Zen Meditation: While Zen Meditation is a cool down that isn't used often, being able to reposition while channeling it can be huge
Glyph of Touch of Death: This glyph should be on the bottom of your priority list for glyphs since it increases your ToD's cooldown greatly. It's really only worth using on single target fights for sniping killing blows and not having to worry about your chi levels.
Edited by Endangered on 9/19/2013 11:00 AM PDT