Staggering around: Brewmaster PvE guide

Monk
Hey there. If you’re reading this, chances are you’re either considering Chi Torpedoing a brewmaster or you’re looking to learn or improve on the fundamentals of the spec. Regardless of your skill level or purpose for clicking on this, sit down and grab a beer. Let’s talk about the fine art that is a brewmaster monk.

What we are

We’re tanks. We stand between things that want to hurt our group and we make them want to hurt us instead. Of course, we wouldn’t be a very good tank if we just held a mob’s attention until we died, so we have to have some way of handling incoming damage. Every tank has their own coping mechanism. Warriors and Paladins have shields. Druids have a massive health pool in bear form. Demon Hunters use the demon inside of them to fuel their defense, and Death Knights prefer to heal the damage they take back. How do brewmasters handle things, you ask? We drink.

Yes, beer plays a central role to being an effective brewmaster. Ironskin Brew and Purifying Brew are the two parts to a brewmaster’s active mitigation. Both of these allow us to manage our incoming damage, but before we go into how we handle our brews, let’s talk about Stagger.

Staggering around the battlefield

Stagger is basically our shield. Whenever we take damage, we take 60% of it up front while we take the remaining 40% of the damage over 10 seconds. Every time we take damage from any source other than Stagger, how much damage we have remaining on our Stagger DoT is recalculated. There are only three ways to clear Stagger: leaving combat, dying, or taking absolutely no damage for ten seconds. This means that in dungeons and raids, you’re almost always going to have Stagger because you’re always going to be taking some sort of damage unless you’re between pulls.

The above figures for Stagger only apply to physical damage. Stagger still protects us against magic damage, but it’s only half as effective. This means we take 80% of the damage up front, with the remaining 20% over 10 seconds. This can be improved with the Mystic Vitality talent, which we’ll discuss later on.

The default UI is fairly useless for Stagger, so you may want to find WeakAura strings or another addon to show you the information you need. The default UI doesn’t show Stagger beyond 100% of your max health, but there is no actual cap for how much damage you can be Staggering at any one time. The default UI also causes Purifying Brew to flash when you reach red Stagger, which is 60% of your max health. As we’ll discuss in the next section, red Stagger does not automatically mean that you need to purify. A good WeakAura string to use is the normalized Stagger aura from Rivers over at the Monk Discord: https://wago.io/Vyxtt_DC-

It’s also worth noting that Stagger on its own cannot kill you. It can bring you down to one health, but Stagger itself cannot kill you despite what may be shown in Blizzard’s death recap window. If you’re somehow able to remain at one health and not take any damage from any other source for the remainder of your Stagger DoT, you’ll effectively remove a good bit of damage from the fight. This isn’t likely to happen in most cases, but it is an interesting quirk of Stagger that’s worth noting.

Ironskin and Purifying Brew

Ironskin Brew, or ISB, and Purifying Brew are how we manage our Stagger. The two abilities go hand in hand, and as such they share the same number of charges. This means that consuming a charge of Ironskin Brew also consumes a charge of Purifying Brew, and vice versa. This system may sound confusing at first, but let’s look at what each ability does.

The first part of our active mitigation management is Ironskin Brew. ISB strengthens our Stagger ability and is also the buff we must have active for any boss mechanics that require Active Mitigation. Ironskin Brew increases the amount of damage we Stagger by 40% for 6 seconds, causing us to now take 20% of our damage up front and the remaining 80% over 10 seconds. After purchasing all three ranks of the Potent Kick artifact trait, Ironskin’s duration increases to 7.5 seconds. Successive casts of ISB increase the duration of the buff, making it possible to have the buff active for the duration of a fight. Every brewmaster should strive to maintain 100% uptime on Ironskin Brew.

The second part of our AM management is Purifying Brew. Purifying Brew simply adjusts our Stagger DoT, completely removing 50% of the DoT entirely. Damage that has been purified will never be felt, making Purifying Brew a vital part of our survival. As a general rule of thumb, you don’t want to use Purifying Brew just because it lights up. The button will glow automatically upon reaching heavy (red) Stagger, but if your healers can keep you up you shouldn’t worry. You should, however, purify your Stagger after taking a large hit to give both you and your healers some breathing room. Purifying Stagger is arguably the hardest part of playing a brewmaster effectively, because if you purify too much you’re going to have fewer brews available to maintain Ironskin. On the other hand, not purifying enough means you’re taking more damage than you probably should. There’s a balance that needs to be struck, and that’s something you’ll get a feel for as you play as each healer and brewmaster’s comfort level varies.

Brewmasters are designed to take damage, and we have a good deal of control over when we take that damage. It’s perfectly fine for us to take more damage than another tank, because Stagger smooths our damage out over ten seconds. We’re not going to flattened right away by a Dark Slash from Ymiron or Fel Scythe on Gul’dan, so your healers have plenty of time to react and help get you healed back up if necessary.

Brew generation

Now that we’ve got a basic understanding of the core part of our mitigation, let’s look at how we fuel our drinking habit. We have a few different ways to generate brews, making those long cooldowns much shorter than they actually are.

Our first method is Keg Smash. Keg Smash has the highest priority in our rotation for one simple reason, and that’s the fact that it generates the most brews. Every time you land Keg Smash, the remaining cooldown on both Ironskin and Purifying Brew is reduced by four seconds. Those four seconds are critical to being able to have brews available when you need them, so you should never let Keg Smash sit around once it’s ready.

Our second method is Tiger Palm. It’s also our filler ability that we use when nothing else is available, but each cast of Tiger Palm is one second off of our brew cooldown. After buying three ranks of the Face Palm trait, Tiger Palm has a 30% chance to take an additional second off of your brew cooldowns. While the brew cooldown is important, you should never cast Tiger Palm if doing so would leave you without enough energy to use Keg Smash when it’s available next.

We also have one last option to generate brews, and that’s Black Ox Brew. Unlike Keg Smash and Tiger Palm, Black Ox Brew is a talent. Ox Brew instantly refills your energy and your brew charges with a 90 second cooldown, making it a very powerful talent choice. Black Ox Brew has the additional benefit of being a brew, so Keg Smash and Tiger Palm will shorten the cooldown for this spell.

Cooldowns and damage reduction

Like every tank, brewmasters have some cooldowns available to them to help mitigate heavy damage beyond just using our brews. We may not have any cheat death cooldowns like Paladins, but the cooldowns we do have available are strong in their own right.

First up is our biggest cooldown. Fortifying Brew may have a scarily long 7 minute cooldown, but let’s look at what all we get out of it. Fortifying Brew increases our current and maximum health by 20%, increases the amount of damage we delay with Stagger by 20%, and reduces all incoming damage by 20% for 15 seconds. Fortifying Brew is also a brew, so like Black Ox Brew we can reduce its cooldown with Keg Smash and Tiger Palm. The seven minute cooldown is actually closer to about three and a half minutes, so don’t be afraid to use it early if you need to. If you have the legendary boots or bracers, you can reduce this cooldown even faster. We’ll get into legendaries in more detail later, but it’s worth noting their use.

Zen Meditation is our other major cooldown. Every five minutes, you reduce all damage taken by 60% for eight seconds. There are some pretty hefty drawbacks to this cooldown, as you cannot move or cast while channeling Zen Meditation. Further, being hit by any melee attack will cancel your channel. You still get the benefit of the damage reduction from that hit, but you lose the channel. If you have the legendary helm, Zen Meditation’s cooldown is reduced by 50%. Further, you will be able to move while channeling and being hit by a melee attack won’t interrupt it. Casting anything during those eight seconds will still cancel it, though.

Exploding Keg is also a damage reduction cooldown that’s available every 90 seconds. At first glance, it does exactly what you think it does. You throw a keg that explodes when it lands, hitting every hostile target in the area. Exploding Keg also causes targets that it hits to miss all their melee attacks for the next three seconds, making this ability deceptively useful. If you time your Exploding Keg right, you can even trivialize boss abilities like Spear of Nightmares from Cenarius.

Our last means of active damage reduction is Breath of Fire. After purchasing three ranks of Hot Blooded, Breath of Fire will reduce the damage you take from every target afflicted with its DoT by 6%. The DoT lasts 8 seconds, but Breath of Fire has a 15 second cooldown that isn’t affected by haste. If you have the legendary chest, Breath of Fire’s cooldown is reset upon casting Keg Smash, making this spell a very reliable damage reduction ability with a theoretical 100% uptime.

While not damage reduction, Expel Harm is also a cooldown of sorts. When you have Gift of the Ox orbs available, Expel Harm can draw all of them in for a burst of healing while converting some of that to damage against the nearest enemy (which may or may not be your current target). As tempting as this may be to use whenever it’s available, Expel Harm does have an energy cost of 15, which can cause delays in your rotation if used constantly. Unless Obstinate Determination kicks in when you drop below 35%, you gain one Gift of the Ox sphere for every 100% of your health bar you take in unmitigated damage. Since the damage of the incoming attacks before armor and Stagger is calculated, there are times where taking a single attack can mean multiple spheres spawn. This is especially true in higher level content.
Putting it all together

Now that we’ve learned how each of our main spells work, let’s put it all together. Like other specs, brewmasters loosely follow a priority system for their rotation. How things line up varies based on your haste, but we do want to follow the following priority as best we can:

1. Keg Smash
2. Tiger Palm
3. Blackout Strike
4. Breath of Fire
5. Tiger Palm

This is the general order you want to use your abilities in. Having Tiger Palm on there twice may confuse you, but that’s because it has a different place in the priority depending on your energy bar. Beyond that, there are a few things to keep in mind while performing even your basic DPS rotation:

  • You don’t want to be at full energy. Sitting at 100 energy means the energy you generate beyond that point is wasted, and being wasteful is never a good thing when you can avoid it. If you’re in danger of energy capping and Keg Smash isn’t ready yet, Tiger Palm has the highest priority.
  • You should always have enough energy to cast Keg Smash as soon as it’s off cooldown. This may mean delaying Tiger Palm, and that’s okay. When Keg Smash is about to be up, you don’t want to use Tiger Palm if doing so means you won’t have enough energy to use Keg Smash. If you’re running low on energy (<40), Tiger Palm has the lowest priority.
  • You should never be sitting on three charges of ISB or Purifying Brew, but you should also never have all three unavailable at once if at all possible. It’s always a good idea to keep two charges on cooldown to maximize your brew generation from Keg Smash and Tiger Palm. Things get crazy sometimes and you may have to use that third charge to purify quickly, but you shouldn’t make a habit of not having any brews available.


If you’ve taken the Blackout Combo talent, the rotation changes significantly with Blackout Strike playing a much larger role. We’ll go over this in more detail once we get to the talent section.

If you have the legendary chest, Breath of Fire’s cooldown is reset every time you cast Keg Smash. You should never use Breath of Fire when you’re getting close to 100 energy to avoid capping, but you may want to prioritize Breath of Fire to get the most out of its damage reduction if you have Sal’salabim’s Lost Tunic.

Gearing up and stats

Now that we’ve gone over the absolute basics of how to play a brewmaster, let’s talk about gear. Our stat priority is very straightforward and can be summarized as follows:

1. Haste until you’re comfortable with your rotation and brew generation
2. Item level

You generally want somewhere between 10 and 20% haste, though some brewmasters may prefer lower numbers or stacking enough haste to reach 30%. While Keg Smash has a cooldown of just over six seconds at 30% haste (an exact 6 second cooldown requires 33.4% haste), you’re sacrificing a lot of other secondary stats to do so. Every secondary stat is good for brewmasters, both offensively and defensively, so it’s recommended to just wear your highest item level gear once you’re comfortable with your brew generation.

As for what each stat does:

  • Mastery increases our attack power and reduces the chance successive melee attacks will hit. You gain a stacking buff that increases your dodge chance after each melee hit that you don’t avoid. The buff is consumed with your next dodge, and the amount each stack adds is based on your mastery.
  • Crit increases Celestial Fortune procs. Celestial Fortune causes us to be healed by an additional 65% of the heal that procced it. The higher your crit chance, the more likely you are to receive CF procs. At 20% crit, 20% of incoming healing spells will proc Celestial Fortune. At 25% crit, 25% of your incoming heals will proc it.
  • Versatility increases damage and healing done, while decreasing damage taken. This is pretty self explanatory. The damage taken reduction is half of the damage and healing increase and applies to all damage except your Stagger DoT.


If you’re gearing to deal as much damage as possible while tanking, you want to try to keep these stats reasonably balanced. If you’re gearing defensively, mastery is strong on content that has you handling primarily physical damage, while crit and versatility are strong against magic.

Fu Zan and Relics

This section’s going to be pretty short, because you’re going to have the first 35 traits in your artifact weapon maxed out sooner or later anyway. I do want to take a quick mention of the three main relics you want to be looking for:

  • Face Palm: This is your best relic if you’re gearing for DPS. Each rank of Face Palm gives you an additional 10% chance to proc the extra damage, so with three Face Palm relics you have a 60% chance for Tiger Palm to deal 300% increased damage.
  • Hot Blooded: This is your best relic if you prefer extra defense. Each Hot Blooded rank adds 2% to the damage reduction from Breath of Fire’s DoT component, putting it at 12% with three Hot Blooded relics.
  • Potent Kick: If you’re looking for optimal brew generation, Potent Kick is very potent. Each rank of this trait provides Ironskin Brew with an additional 0.5 seconds of uptime, giving you a maximum possible 9 seconds per charge.


Our offensive abilities don’t take our weapon DPS into account, so the trait your relic modifies is more important than the item level increase. If a relic you looted doesn’t modify one of the above traits, you probably don’t want it.

Be warned if you choose to farm Face Palm relics, as there are only three in the game and none of them are available in raids (this includes Tomb of Sargeras once the instance is released after 7.2). You can find one in Neltharion’s Lair (Life), Halls of Valor (Storm), or Eye of Azshara (Iron).

Talents

Last, but certainly not least, let’s talk about our talent tree. Aside from the level 30, 45, and arguably 90 tiers, you may find yourself swapping talents around depending on the demands of the content you’re doing. These two tiers will rarely, if ever, see you changing them out, but we’ll go into why when we get to them.

Level 15: Chi Burst, Eye of the Tiger, Chi Wave

  • Eye of the Tiger is the most common selection here for its passive healing and DoT from using Tiger Palm. It’s a nice talent to set and forget that provides some extra damage and self healing, but it has one major drawback in that the DoT can only be applied to one target at a time. If you Tiger Palm a second target while one already has Eye of the Tiger on it, the first target’s debuff goes away.
  • Chi Burst is the other notable talent in this tier. While it does have a brief cast time and a 30 second cooldown, Chi Burst provides superior AoE damage compared to Eye of the Tiger, and it can also heal your group if members are in its path. Unlike Eye of the Tiger, Chi Burst’s effectiveness only increases with multiple targets. The 30 second cooldown can make it harder to fit in your rotation constantly, particularly against a single target, but it does provide some minor group healing.
  • Chi Wave is the final talent in this row. While its 15 second cooldown fits in more cleanly with gaps in our rotation compared to Chi Burst, this talent is unfortunately too random to justify taking. You’re better off using one of the other two.

Level 30: Chi Torpedo, Tiger’s Lust, Celerity

All three of these talents impact your mobility. Chi Torpedo replaces Roll and provides you with a movement speed increase after using it, while Celerity reduces Roll’s cooldown and gives you an extra charge. Tiger’s Lust is a 30 second cooldown that gives you a 70% movement speed increase while removing all roots and snares. The talent you choose here is largely personal preference and is usually set and forget.

Level 45: Light Brewing, Black Ox Brew, Gift of the Mists

Neither Light Brewing or Gift of the Mists are viable. Black Ox Brew is the only option here, as it provides you with the most brews. To use Black Ox Brew effectively, you want to use it every time it’s available provided you have no remaining charges of Ironskin Brew or Purifying Brew. This means that if you have any brews available, you want to get rid of them quickly so you aren’t leaving Black Ox Brew off cooldown. If Keg Smash is about to come off cooldown, you’ll want to dump your energy before using Black Ox Brew since it also completely refills your energy.

Light Brewing requires a minimum of 341.75% haste (thanks, BrewingScribe) before it has a chance to outperform Black Ox Brew, while Gift of the Mists only provides you with extra Gift of the Ox spheres. If your healers are doing their job properly, you should rarely, if ever, need GotM. Light Brewing's haste level will likely never be attainable, so save yourself the trouble and just get used to Black Ox Brew.

Level 60: Ring of Peace, Summon Black Ox Statue, Leg Sweep

  • Ring of Peace knocks any hostile target out of its area while it’s up. This is useful for Necrotic affixes in M+ and has a few niche uses in raids, but you’re usually going to use one of the other options.
  • Summon Black Ox Statue: Or, as many experienced brewmasters call him, Dave. Dave is a statue you place at a target location, where he then begins to pulse threat to all hostile targets within 30 yards. The statue is exceptionally useful during Skittish affixes in M+, provided you’ve taken the time to learn where not to put Dave. The statue is also useful in corralling adds in raids.
  • Leg Sweep is a 5 second AoE stun on a 45 second cooldown. Very useful for five man content, but it has niche usefulness outside of trash in raids.

Level 75: Healing Elixir, Mystic Vitality, Dampen Harm

  • Healing Elixir is an active ability that heals you for 15% of your maximum health. This spell has two charges on a 30 second cooldown, and will automatically proc when you drop below 35% health if you have a charge available. While the extra heal is nice, preventing damage is generally preferable to healing it back after the fact.
  • Mystic Vitality: This talent makes Stagger 40% more effective against magic damage. Unlike Ironskin Brew, which is an additive modifier to Stagger, Mystic Vitality is multiplicative. Without Ironskin Brew active, Mystic Vitality allows you to stagger 28% of incoming magic damage, while having ISB up allows you to stagger 56% of the same attack.
  • Dampen Harm: This is a two minute cooldown that reduces damage taken proportionally to the size of the attack for the next 10 seconds. Dampen Harm will reduce no less than 20% of incoming damage, but no more than 50%. The larger the damage, the greater its reduction. This is a great talent choice if a fight has predictable bursts of damage and you don’t need the additional magic stagger from Mystic Vitality.


Level 90: Rushing Jade Wind, Invoke Nuzao, Special Delivery

  • Rushing Jade Wind: This ability is not really worth it unless you’re struggling to grab threat on multiple targets. While it does provide consistent damage to help you hold threat, it doesn’t provide enough DPS to justify taking over Niuzao or Special Delivery. RJW is generally considered a beginner’s talent because, while it does make picking up packs easier, it isn’t useful for much more than that.
  • Invoke Niuzao, the Black Ox: This is a brewmaster’s version of Invoke Xuen. It’s also our only form of burst DPS, but outside of specific fight lengths it’s not as useful as Special Delivery.
  • Special Delivery: This is the go-to talent in this tier. Special Delivery has a 30% chance to deal an additional Keg Smash’s worth of damage three seconds after drinking either Ironskin or Purifying Brew. Special Delivery is entirely passive, but a single proc deals as much damage as three Rushing Jade Wind casts.


Level 100: Elusive Dance, Blackout Combo, High Tolerance

  • Elusive Dance: This is a bit of a trap talent. While purifying an extra 15% of damage may sound attractive, Elusive Dance provides no additional brew generation. Elusive Dance may have some use with extremely high haste on content that builds up your Stagger DoT quickly like world first raiding, but if you’re reading this guide you probably aren’t going to get significant use out of this option.
  • Blackout Combo: We’ll get back to the specifics of how Blackout Combo works, but this talent is what you want to pick if you want additional DPS. Blackout Combo provides you with the most versatility in this tier in terms of playing offensively or defensively, but the main reason most people take this talent is additional damage.
  • High Tolerance: Blackout Combo may be the premier offensive talent, but High Tolerance is the strongest defensive talent. You passively stagger 10% more damage and gain 5% haste for each level of stagger, with the maximum being 15% at heavy (red). This puts your baseline stagger at 50%, with ISB’s 40% bringing you up to 90% Stagger against physical attacks.


Blackout Combo

Let’s talk about Blackout Combo in more detail. As mentioned earlier when we talked about the basic rotation, this talent changes your basic priority a bit since Blackout Strike now plays a much larger role. In order for Blackout Combo to be effective, you want to use Blackout Strike before using any of your other abilities. Each time you “combo” an ability after Blackout Strike, they act a bit differently. Blackout Combo offers you incredible versatility, allowing you to react either offensively or defensively depending on what you need at a given point in a fight. Here are the bonuses you can trigger :

  • Tiger Palm: Damage is increased by 200%
  • Breath of Fire: The cooldown is now 9 seconds instead of 15
  • Keg Smash: Your brews now have 6 seconds taken off their cooldown
  • Ironskin Brew: Your Stagger DoT is paused for three seconds
  • Purifying Brew: Gain an Elusive Brawler stack


You should always aim to avoid comboing with Purifying Brew due to how underwhelming it is, but each of the other combo effects have situational usefulness. The most common combo is using Blackout Strike followed by Tiger Palm for the extra damage. This leads to the increased damage output that Blackout Combo can provide, which is further increased by Face Palm procs. Using Tiger Palm without the Blackout Combo buff is a DPS loss, and is something to be avoided if you’re looking for additional DPS from this talent.

When comboed, Breath of Fire has an 8 second CD instead of 15. This lines up perfectly with the 8 second DoT that also provides damage reduction, but Breath of Fire is largely considered a filler ability because it provides less damage than Tiger Palm. Keg Smash and Ironskin Brew also have defensive effects, with Keg Smash providing a 6 second brew reduction and ISB pausing Stagger. Comboing Keg Smash has niche usefulness if you have a brew almost ready that you need, but provides no extra defense beyond not having to wait two seconds.

Ironskin Brew can also be used to pause your Stagger DoT for three seconds. This easily confuses people, so let’s go over how it works. When paused using Blackout Combo, you take no ticks from your Stagger DoT for three seconds. Any incoming damage is still pushed into Stagger during this window, so you’ll be taking a much larger amount of damage over time as a result. This part of Blackout Combo is not something you want to do on a regular basis, but it can help you trivialize otherwise punishing boss mechanics if you purify immediately afterward.

Further questions

Any questions you may have about this guide are always welcome. This information is current as of patch 7.1.5, but a lack of significant changes in patch 7.2 should see very few, if any, changes to this guide. I don't claim to be the best brewmaster out there, but the above information should give you a basic understanding of the spec and how it works regardless of whether you're playing a brewmaster as a main, alt, or even if you're a healer looking to gain an understanding of how the spec works. Questions about gear, such as tier pieces, legendary items, or trinkets, are best left to the rest of the Monk forum. :)
Thank you Bearfu. Super helpful.
Very nicely written indeed. Very nice of you to take the time to write it!

With BrM being somewhat FotM now, at least they have a clear guide to go to instead of screwing the BrM rep up ;)
Awesome guide, thanks Bearfu!
Good job Bearfu, glad too see a good guide for people to follow.

+1 good sir.
Level 45: Light Brewing, Black Ox Brew, Gift of the Mists

Light Brewing requires 345% haste (thanks for the exact number, BrewingScribe)


I am proud that this is my legacy.
03/16/2017 02:55 PMPosted by Bearfu
Crit increases Celestial Fortune procs. Celestial Fortune causes us to be healed by an additional 60% of the heal that procced it.


Great guide, just wanted to point out a typo, but Celestial Fortune procs a heal for 65% of the oringal heal, rather than 60%.

Thanks for typing this all up :)
03/17/2017 05:59 AMPosted by Drinkmore
Crit increases Celestial Fortune procs. Celestial Fortune causes us to be healed by an additional 60% of the heal that procced it.


Great guide, just wanted to point out a typo, but Celestial Fortune procs a heal for 65% of the oringal heal, rather than 60%.

Thanks for typing this all up :)


Whoops, you're right. I totally forgot it got changed to 65%. I've fixed that.
This is incredibly helpful. I've almost always played healers, but have been playing a Brewmaster this expansion in some of my family guild runs on Mythics Dungeons for more flexible group compositions. I've read a lot of guides, but this definitely helped clarify and cement a few things.

Thank you for writing this all out!
Thanks for stealing my mog you bear bastid. Pandalife.
03/17/2017 08:19 PMPosted by Repus
Thank you for writing this all out!


No problem! I'm glad to see people are finding the information useful.

03/17/2017 08:25 PMPosted by Pharma
Thanks for stealing my mog you bear bastid. Pandalife.


Hey, if you've got the shoulders, flaunt 'em. There aren't enough of us wearing them for transmog!
Great guide, very helpful. Anyone know how to remove the Purifying Brew flash on the default UI?
I am new to tanking, I plan to just run dungeons and m+ with this char, pretty much follow Bearfu's guide all work well for me, however, I have problems holding aggro in dungeons, when I start torpedo to a pack of mobs, dps fire big aoe and mobs just run away, so I picked RWJ over SD for easy threat control. since everyone agrees that SD does more dps, I did a some research, not scientific, just run the same dungeon with same gear. so I am 860 equipped and run heroic HoV several times and check total damage for entire run in Skada. SD outputs average 11.3% of my total dps and RWJ outputs average 17.7% of total dps. so I think choosing RWJ or SD is very situational, for dungeons RWJ is a better choice.
03/19/2017 08:07 AMPosted by Apao
I am new to tanking, I plan to just run dungeons and m+ with this char, pretty much follow Bearfu's guide all work well for me, however, I have problems holding aggro in dungeons, when I start torpedo to a pack of mobs, dps fire big aoe and mobs just run away, so I picked RWJ over SD for easy threat control. since everyone agrees that SD does more dps, I did a some research, not scientific, just run the same dungeon with same gear. so I am 860 equipped and run heroic HoV several times and check total damage for entire run in Skada. SD outputs average 11.3% of my total dps and RWJ outputs average 17.7% of total dps. so I think choosing RWJ or SD is very situational, for dungeons RWJ is a better choice.

The only time I would use RWJ is if I'm running higher + and having problem with aggro or skittish, otherwise I always open with kegs, roll into them and fire breath/chi burst with alt tab keg smash.
03/19/2017 08:20 AMPosted by Diusus

The only time I would use RWJ is if I'm running higher + and having problem with aggro or skittish, otherwise I always open with kegs, roll into them and fire breath/chi burst with alt tab keg smash.


I've been doing the same when I use SD, but often when I finish one pack and head to the next, all aoe spells are on CD,
I want to point out that the advantage of Black Ox Brew is on-demand refills, not spamming it for extra brews necessarily. So, technically, yes, it will "outperform" Light Brewing if you spam it for an infinite-length fight, but don't be afraid to roll with Light Brewing anyway. It is perfectly viable.

Gift of the Mists, however...
Super important question: Why is the Black Ox Statue called Dave anyway?
Someone came up with the name Dave on mmochamp back in the highmaul days and it just stuck.

If I remember correctly.
Go go Brewmasters (and from the same server, no less).

One note on BoF: unless you have facepalm relics, BoF is competitive with a blackout combo empowered tiger palm on single target once you have the dragonfire brew trait, and clearly outpaces it in aoe. On top of that, hot blooded relics are easier to come by in Nighthold (Krosus and Skopyron).

Also, to reiterate the dominance of black ox brew: The tier 19 4 set, the legendary bracers, and blackout combo empowered keg smashes all reduce its cooldown, making the already-best talent even better.

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