← Back to Index

On this page

WINDWALKER MONK ADVANCED TIPS

HOW TO MAXIMIZE YOUR FISTS OF FURY DAMAGE

As we know, Fist of Fury can deal massive damage if you're able to channel it fully, applying even more pressure in cleave situations. Now while this all sounds good and amazing on paper and it makes you want to use it immediately, enemy players are going to often look to counterplay this.

Short CC effects or mobility spells to avoid your Fist of Fury channel are definitely going to be expected from the experienced players. So to make the most of Fist of Fury, you want to channel it when you know you can complete it.

This becomes easier as you learn more about each and every class since you're going to understand how they can escape your channel. Now for example, a Warlock can use Demonic Circle Teleport to avoid your Fist of Fury if you channel it while they're in teleport range.

If you can force this cooldown earlier, you're going to know you can safely channel a full Fist of Fury later without them teleporting away. Now the most reliable way to secure a full channel is during your own leg sweep stun or when your teammates provide a stun.

Longer. Locking them down prevents kiting and lets you channel out your big pressure.

Do be cautious of stuns yourself though since they're a common way to interrupt your Fist of Fury. Abilities like Cheap Shot and Storm Bolt, they bypass your channel and deny the rest of its damage.

However, some stuns such as Kidney Shot and Leg Sweep can actually be parried by your Fist of Fury. In those cases, you can pre-cast it to deny the stun entirely, which is absolutely a huge advantage even if you don't get the full channel off.

If you're interested in getting more this synced onto the channel, make sure you addauen your own A- hoo research videos to the description, so you can see how it works and due to the subscribers hitstime your first° review would already have a real boost of how passionate you guys get so MoraS nods off to that!

Don't keep your头н о Umё solitary

WHEN TO SPEED UP YOUR ROTATION

We've already gone in-depth on how to execute your damage rotation though, which is important most of the time. However, there are going to be moments though when you can't perform the perfect rotation and you're going to need to use your main damage spells quickly before the enemy escapes.

So the main culprits here are Slicing Winds and Fist of Fury. They deal incredible damage, but if you don't land them or if your enemy avoids them, they effectively deal zero damage.

That means you should use these spells when you're certain they're going to connect. A good way to guarantee this is by stunning your target with Leg Sweep or if your partner can stun them.

Locking them down this way means you can safely use your damaging cooldowns. Now typically you're going to want to use Strike of the Wind Lord, Fist of Fury, and Slicing Winds during these stun windows.

This not only prevents these powerful abilities from being avoided, but also creates massive burst damage that can force major defensive cooldowns from the enemy team. So don't always stress about playing the perfect rotation when it's time to burst.

Just focus on landing your big damage spells and then you're good to go. So don't always stress about playing the perfect rotation when it's time to burst.

Just focus on landing your big damage spells and then you're good to go. During setups, maximize your burst potential and increase your chances of winning.

CLASH TIPS

In this video, we're going to be going over one of the most powerful crowd controls in our entire kit with Clash.

Being added in The War Within for Windwalkers, Clash has a 30-yard range and a 1-minute cooldown, and it allows us to charge our enemies and ourselves toward each other as long as neither of us are rooted, acting as kind of a sort of pseudo-death grip.

Now because of this, we're mainly going to be using it to allow ourselves to get leg sweep on multiple targets without having to rely on our enemies' poor positioning or our teammates to set it up for us. In fact, we can and should be doing this almost every time we want a leg sweep as the cooldowns match up so well.

Now other than getting these awesome leg sweep goes, we can also use Clash to drag players down from the Y-axis, which is actually incredibly broken on maps like Mukambala and Tiger's Peak as we can drag our enemies back into our range, and I mean, just look at that, man.

Finally, although not... not ideal, we can also use Clash as an interrupt if we're in a pinch to shut down an important cast like a heal, crowd control, or to avoid near-death, but because of its long cooldown, we really don't want to try and do this too often.

In our next video, we're going to be covering Ring of Peace, so don't go anywhere.

WINDWALKER MONK RING OF PEACE TIPS

Probably one of the most iconic monk abilities, Ring of Peace is our zone denial ability, but really how do you use it correctly is the big question here.

First things first, you should know that Ring of Peace is on the knockback diminishing return and will diminish with our Rising Dragon Sweep, but this works in kind of a clunky way.

You see, you can Ring of Peace followed up by Rising Dragon Sweep and it will work, however you can't Rising Dragon Sweep and then Ring of Peace afterwards. The ROP will just straight up not work.

Weird, right?

Anyway, as for actually using Ring of Peace itself, the first and easiest way to use Ring of Peace as a Wind Walker is to use it to get double stuns by knocking players together, but because of clash, this is a bit of old tech here and not always necessary, meaning we can hold onto Ring of Peace for some more extreme plays.

Now, one of these plays is using Ring of Peace to deny Ring of Peace to the opponent, and that's why Ring of Peace is so important. If you're going to be able to do this, you can do it by using Ring of Peace to deny Movement Abilities.

Now, when we say this, we're talking about grips, hooks, sprints, the works. By placing the Ring of Peace between our target and where they want to go, we can actually counter the Movement Ability and make it almost worthless.

Here's another example of this in action here, where the Hunter tries to disengage away and instead just gets launched in the air, allowing Faxax and his team to easily reconnect. Another excellent Ring of Peace play we can make is by using it to knock players out of the ring.

If you're a good player, you can use Ring of Peace to knock players out of line of sight of their healer, which when done correctly, can create win conditions out of thin air without even needing crowd control to capitalize with.

This play is particularly good when playing on maps with rooms like Ruins of Lordaeron and Blackrook Hold, as you can isolate players away from their team like Faxax does here, denying the Priest from being able to top his teammate.

Next up, we can also use Ring of Peace to lock people into the wall if we get it on a corner, which is extremely powerful.

If you're a good player, you can use Ring of Peace to knock players out of the ring, which is extremely powerful against casters and healers, as the Ring of Peace will literally deny them from casting until its effect ends.

And in a similar vein, we can also use it as a pseudo interrupt, although you should only do this if you know your partner or yourself can interrupt the cast afterwards. Faxax does this here by using Ring of Peace while his Rett is in a stun, allowing them time to get their kick in afterwards.

So, moving on, we should also be using Ring of Peace to deny ground, like ground defensives like a Priest dome, or as seen here, a Restoration Shaman's earthen wall.

And finally, we can also use Ring of Peace to knock players off platforms, which can either be used on kill targets for swaps, or like here, to get healers out of line of sight.

SPINNING CRANE KICK

Hey everyone, in this video we're going to be covering how to use Spinning Crane Kick to its fullest potential. Now, Spinning Crane Kick doesn't deal a lot of damage on its own.

If you just go into a game and you press it without any cares in the world, well basically you're just going to be wasting globals. However, thanks to Dance of Chi-G, you can get procs that make it deal 200% additional damage.

This is what makes Spinning Crane Kick highly, highly valuable, even in single target situations. The only time you want to use Spinning Crane Kick is when you get a Dance of Chi-G proc.

Otherwise, it's simply just not going to be worth pressing. The only way to guarantee a proc 100% of the time though, is by using Whirling Dragon Punch thanks to the Revolving Whirl Talent.

Now don't get too trigger happy though and spin a proc immediately, as this can result in a DPS loss if more powerful spells are available. Since you can hold a maximum of two procs, you're going to want to prioritize Spinning Crane Kick only when you reach two stacks.

Managing it this way prevents you from overcapping procs, since you can only hold two at a time. It's also going to make your rotation feel smoother and lets you prioritize harder hitting spells, improving your overall damage.

USING DEFENCE FOR OFFENCE

Always holding onto your defensives until the last second? Well, the best monks are using these tools for offense too, so let's take a look at it.

So our first defensive that we can use for offense is Touch of Karma, and for anyone that doesn't know how this works, it'll basically just reflect all damage we take and turn it into a dot on our target. The best monks constantly use this to help their setups by reversing pressure.

Fax Axe demonstrates this here perfectly by using Karma to negate the enemy warrior's cooldowns, while also leveraging that damage and creating a setup of his own on the enemy warlock.

Karma can also allow us to overextend on targets when our teammates are out of range, as it's basically making us immune to damage while it's up, so we can chase very far while being fairly safe.

Although, do watch out for Mage Rogues and Holy Paladins, as they can remove our Touch of Karma with immunities, so don't go thinking you're completely invulnerable when you have this up.

Now, as for our second defensive that we can use offensively here, we then have Diffuse Magic, which will reverse all spells on us to their respective owners, while making us take less damage at the same time. There's not a lot of ways we can really abuse this.

However, if we're not the target, we can often use it to reverse routes to get some uptime, and yes, this does work on Earthcraft.

And finally, we can also use it to reverse strong damage to our teammates, which is a good thing, as it's a very effective damage over time effect, like when we face a Warlock, making them take a ton of pressure from their own dots, and we recommend doing this when you have Sol Rod up, as it's their biggest dot effect.

Now, moving on, as a sort of reverse of the title of the video, we can use our Fist of Fury to save our lives, making one of our offensive spells a defensive one.

This is because of the talent Turbo Fist, giving us 100% chance to parry attacks while it's up, which basically means any melee attack that hits us from the top of our team, from the front, will be immune.

Now, it can be pretty dang tricky to time this to immune stuns, but by tracking the enemy's cooldowns, you can fist to try and prevent them. You can see Faxxax trying to do this here, as he spams Fist while his healer is put into crowd control, in an attempt to dodge Kidney Shot.

Or even simpler, if we see a melee class bursting us, we can just Fist of Fury to reduce the incoming damage. Although, if you get hit from the side or the back, attacks will go through, so do watch your positioning, and don't let them get to you.

You're going to be hit regardless. Thanks for watching.

I'll see you next time. Bye.

Bye. Bye.

Bye. Bye.

Bye. Bye.

Bye. Bye.

Bye. Bye.

Bye. Bye.

Bye. Bye.

Bye. Bye.

Bye. Bye.

Bye. Bye.

Bye. Bye.

Bye. Bye.

MANAGING MOBILITY

Windwalkers have a ton of mobility, but why does it seem like the pros have so much more uptime than everyone else? Now, the general rule of having uptime on casters in WoW goes like this.

You trade one for one, and eventually you connect on your target in a stun, or they mess up and you get uptime regardless. Now, to help us achieve these goals, Blizzard has given us three roles, each with a 15-second cooldown.

Flying Serpent Kick, which travels significantly further than Roll on a 30-second cooldown. Tiger's Lust, allowing us to give a friendly target a root break and a sprint.

And finally, Transcendence Teleport, which can go up to a 40-yard range. First, let's talk about Roll.

Now, sadly, this ability doesn't actually travel that far, but since it's got such a short cooldown, we're going to be using it far more frequently than the rest of our kit. You honestly have so many of them that you barely ever run out.

I mean, just look at Faxax roll around here. He doesn't have a care in the world.

The bottom line with this spell is to just use it as you see fit. There's really not that much nuance to it.

If you're specced into slicing winds, you're going to need to be extra careful here. Flying Serpent Kick is no longer a mobility tool.

It's now part of your damage rotation. This means you're going to have to be more mindful of your positioning, since you won't have that extra escape option.

While you mainly use slicing winds as a DPS button, you can also use it to close the gap. This is especially useful for catching up to classes like mages, like hunters or shamans.

They struggle to disrupt a max range slicing winds, allowing you to close that gap and maintain pressure on them. Moving on, we then have Tiger's Lust, which you should be holding on for our biggest nemesis, Roots.

But outside of this selfish reason, we can actually give this to our healer to enable them to remove Root Beam when facing boomkins. And finally, we have Transcendence.

Transcendence, which although mainly a defensive spell, we can actually use to get more uptime. We can do this by placing it in the middle of the map so that we spend less time traveling when trying to hit elusive targets that constantly kite back and forth.

Although this does come with some risk, as it leaves us very vulnerable if we then become the kill target, so replace it as you see fit. Other than this opening positioning, we can also place our teleport on enemy warlocks' ports, so they can't get any damage.

We don't need any breathing room, as we can always instantly reconnect back on them, denying them from getting any offensive pressure.

DON'T REACT...ANTICIPATE!

In this course, we're going to be diving deep into defensive play and cooldown management. Surviving is just as important as dealing damage.

Rotating defenses properly means more uptime, more pressure, and more chances to secure the win. Windwalker is one of those classes that always seems to die in a stun.

Once your trinket's gone, you're pretty much a sitting duck. Unless you master what we call pre-using.

This is when you use a defensive cooldown like Fortifying Brew, Touch of Karma, or Diffuse Magic right before you get stunned. If you're at high health when the enemy does a go, this can usually save you.

But how do you predict when they're about to do a go? Simple.

There are a couple of ways we can do this. The simplest way to predict an incoming go is by watching your healer.

Don't just sit there and wait to get stunned. When you see your healer get crowd controlled, pop a defensive and you're going to be completely fine.

This works with Karma. Or Diffuse Magic.

But Fortifying Brew does tend to be the best for pre-using since it's your weakest overall cooldown and usually won't save you if you're already low. Another way to know when to pre-use is by tracking enemy cooldowns with an add-on like Omnibar or even a weak aura that announces when cooldowns are used.

If you see the enemy has all their offensive cooldowns ready, you can be sure they're looking for a go. A good rule of thumb is to use immediately when you see the enemy popping their cooldowns.

The idea is to use immediately when you see the enemy popping their cooldowns. The idea is to use immediately when you see the enemy popping their cooldowns.

The idea is to use immediately when you see the enemy popping their cooldowns. The idea is to use immediately when you see the enemy popping their cooldowns.

The idea is to use immediately when you see the enemy popping their cooldowns. The idea is to use immediately when you see the enemy popping their cooldowns.

The idea is to use immediately when you see the enemy popping their cooldowns. The idea is to use immediately when you see the enemy popping their cooldowns.

The idea is to use immediately when you see the enemy popping their cooldowns. The idea is to use immediately when you see the enemy popping their cooldowns.

The idea is to use immediately when you see the enemy popping their cooldowns. The idea is to use immediately when you see the enemy popping their cooldowns.

The idea is to use immediately when you see the enemy popping their cooldowns. The idea is to use immediately when you see the enemy popping their cooldowns.

Just because you pre-used a defensive doesn't mean you shouldn't be ready to trinket though. Some heavy burst classes like Subtlety Rogues can almost ignore your defensives and still take you down.

It might feel bad to pre-use and still have to trinket, but if it's your only way out, you gotta hit your buttons and stay alive, man. So watch what the Monk does here.

They notice their healer getting stunned by the Hunter, so what should they do in this scenario? They've got Fortifying Brew and Diffuse Magic off cooldown.

Now, since we know Hunters don't deal much magic damage, Fortifying Brew is gonna be the smarter choice here. It's the best cooldown to use preemptively, giving them the extra durability they need to survive until their healer is out of crowd control.

And that's exactly what the Monk does to survive. Even though the Hunter doesn't land the trap, they still manage to kick the Priest, and we can see the enemy Priest closing in for a fear.

The Monk's health keeps dropping, but because they used Fortifying Brew early while still at high health, they've bought themselves enough time to stay in the fight. Without it, they probably would have been dead long before this point.

TOUCH OF KARMA

Welcome back to another installment in our Wind Walker course. In this video we're going to be continuing to break down our defensive cooldowns with Touch of Karma, providing you with a comprehensive breakdown on how this ability works and the rules behind using it.

Touch of Karma, or simply referred to as Karma, is your strongest defensive ability by far and away. It places an Absorb Shield on you for 50% of your health and redirects up to 70% of the damage you take back to your attacker.

This makes it an incredibly powerful defensive as it works against all types of damage and can act as a deterrent as the enemy team will often hesitate to attack into Karma, especially if you're bursting at the same time.

Touch of Karma should be used reactively in response to enemy cooldowns, especially when your healer is in crowd control and you either can't kite or are too low to kite safely. Even though Karma has a lot of damage, it's still a very powerful defensive ability.

It's not something you should just throw out randomly though. It's far better to get one high value Karma that saves the game than to have multiple low impact ones.

That said, if you still need to kite while Karma is active, you should absolutely do so. The goal is to buy enough time for your healer to get out of CC and top you up.

Karma can also be used reactively against high burst damage to avoid getting one shot, as seen in this VOD. Here, the most common way to use Karma is to use it in a combo.

Here, the most common way to use Karma is to use it in a combo. Here, the most common way to use Karma is to use it in a combo.

The monk gets hit by Essence Break from the Demon Hunter which signals an incoming burst combo. Even though the healer isn't in CC, the monk's health is dropping rapidly.

Instead of waiting to see if their healer can react in time, they immediately use Karma, which buys their priest time to top him up. While Touch of Karma is incredibly strong, it has a major weakness that you have to be mindful of.

Karma requires a physical debuff to be applied to the target, which normally isn't an issue, except when dealing with a mutant. Karma requires a physical debuff to be applied to the target, which normally isn't an issue, except when dealing with a mutant.

If your target uses Ice Block, Bubble, or Blessing of Protection, it removes the debuff and with it, your entire Karma absorbed disappears. Additionally, you can't use Karma if you're affected by Searing Glare or if a priest uses Fade as both prevent the debuff from applying.

This means you need to be a little bit more strategic with how you use Karma into certain classes. When facing Paladins, timing is everything.

You should Karma on a target that already has Forbearance, wait until Blessing of Protection is on cooldown, or play it safe by using Karma while you're still high health. That way, if they pop an immunity, you're not instantly dead.

Against Mages and Priests, you can use Karma on an off target so they can't just Fade or Ice Block it.

DIFFUSE MAGIC

Welcome back to another video in our Wind Walker course. Today we're going to be taking a closer look at Diffuse Magic.

We're going to walk you through how Diffuse Magic works, when to use it, and the strategies to ensure that you're getting the most out of Diffuse Magic. So Diffuse Magic comes with two powerful effects, and knowing how to use these makes all the difference.

The first part is pretty simple. First, Diffuse provides a 60% magic damage reduction for six seconds.

This is great, but nothing too special. Now, the fun part, it reflects all magical effects back to their caster.

Think of it kind of like a personal reverse magic here. As a magic wall, Diffuse Magic can be used a bit more preemptively than Karma.

If you see the enemy team pop their cooldowns and they deal magic damage, this is your cue to hit Diffuse Magic. The goal here is to reduce the incoming damage so you can stay aggressive without having to port away and lose pressure.

As a reverse magic, Diffuse Magic is a powerful, powerful counter to casters who rely on damage over time effects, especially those with a ramp up.

For example, if an Affliction Warlock cast Haunt, you can Diffuse it right back at them, but be careful, you're still going to take the backlash from Unstable Affliction's Dispel effect. If you're too low on health, this could just kill you instead.

In these cases, you can pair your Diffuse with your port, giving your healer enough time to top you off before the Warlock can apply their dots. Against classes with limited magical damage, you can toss out Diffuse Magic as a deterrent, but don't expect it to do much.

In this clip, the Monk uses Diffuse Magic when they're low on health, but they're fighting a Beast Mastery Hunter. In this case, Diffuse Magic doesn't really do much to mitigate the damage, since most of the Hunter's abilities are physical.

However, it can buy you a little extra time, especially if your healer is struggling to keep you up and needs just a few more seconds to recover. Diffuse Magic can also remove magical roots, which might seem like an offensive use, but it's actually a great defense.

If a root is stopping you from kiting, popping Diffuse gets you out of the root, while also reducing incoming damage, a double win when you're trying to survive. Of course, this is more of a last resort, since Tiger's Lust can do the same thing, but if you're out of options, Diffuse can be a good cooldown to use here.

RING OF PEACE

So the very last defensive cooldown we're going to be exploring in detail for this course is Ring of Peace, along with the various interactions that it has. Now, you might be wondering if Ring of Peace is truly a defensive, and, well, it does have the word peace in it, right?

Surely it's useful, and, well, honestly, absolutely it is. Ring of Peace creates a zone on the ground that knocks back any target within that zone.

But the real question is, how do you use it effectively? So let's break it down.

The simplest and most common way to use Ring of Peace is to stop melee. By dropping that ring on yourself, or anyone really, you can prevent melee from hitting you.

What's even better is that movement abilities like Charge won't get through the ring either. This can be an absolute game-changer when you need to buy your healer a few extra seconds to save the team or reposition.

You can also use Ring of Peace to stop casts that could otherwise cost you the game. If you spot a mage preparing to cast Sheep or a Warlock, going for a fear, Ring of Peace can stop the cast if you drop the ring on the enemy caster.

It's also effective against big casts like Chaos Bolt, or even an aimed shot from a hunter. The key here is using it as an additional interrupt to save your team in those critical moments.

While Ring of Peace is great, it's not without its flaws, though. Warriors can use Bladestorm to move through it, and Death Knights can activate Death's Advance to walk right through.

Another thing to keep in mind is that sometimes, the Ring of Peace can bounce targets, and sometimes, it can even bounce targets. You can even bounce targets forward into the person you're trying to protect.

To make the most out of it, use Ring of Peace early in response to cooldowns. This way, if things go wrong, you still have a buffer to survive.

TRANSCENDANCE THE BEST DEFENSE

What if I told you that Monks have an ability that reduces damage taken by 100%? Kind of.

No, we're not talking about some new immunity, but we're talking about Transcendence. You've probably seen those clutch plays on the internet where the Monk ports away with just a sliver of health, kiting the enemy team, and living to fight another day.

Here's the deal on those clips. Transcendence lets you pause the damage by lining the enemy team.

It's all about creating that breathing room so that your healer has time to recover. Transcendence, often called Port, is an absolute game changer.

You're gonna want to use it when your healer is getting crowd controlled Rather than wasting a defensive, or just sitting in the middle of the map, waiting to die. You can Port away to safety.

With escape from reality, you can Port right back to your previous position once your healer is out from CC to continue dishing out damage. You can also use your Port to line cast.

If you're low on health, and spot a big cast like Aim Shot or Chaos Bolt coming your way, you can simply port out of line of sight. Even if your healer is out of crowd control, if they can't top you, then sitting in the middle of the map tanking all that damage isn't an option.

Porting gives your healer time to recover, even if they aren't crowd control. A common mistake many Windwalkers make is outranging their port.

Port has a 40-yard range, so if you're chasing down a target and suddenly notice your port is grayed out, you better have a plan to get back if things go south. At the very least, you should stay within roll range of your port.

But if you find yourself going too far, consider repositioning your port to a new pillar so you always have a safe escape route. But you can also use port to line cooldowns, just like we see here.

The enemy monks pop Storm, Earth, and Fire, which deals some pretty serious burst damage. Instead of standing there and tanking it, just because their healer is out of crowd control, they port away to safety.

Then, once the enemy monk shifts focus and moves toward their priest, they simply port back using Escape from Reality to keep dishing out damage.