Do Brewmaster Have Good Aoe Dmg Bfa
- Do Brewmaster Have Good Aoe Dmg Bfa Review
- Bfa Brewmaster Guide
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- Best Race For Brewmaster Monk Bfa
Well, now we’ve come to the moment you’ve all been waiting for, and I’ve been dreading; Talents. This is an area that Windwalkers have seen a decent amount of changes in. I will do my best to explain each tier, what is best, and why. Because I am a PvP noob, I’ll leave the War Mode PvP talents to someone else.
Fair warning that as with the previous two articles; what follows is entirely based on today’s information and may not be correct even tomorrow, or whenever the next Beta build goes through. This has never been more true than at then at the end of this article.
Throughout the pre-patch, we'll be launching a community opinions article for every class and spec. We're continuing our Battle for Azeroth Class Reviews and in this post, we'll be taking a look at the state of Arcane Mage. I don’t know about you guys but I’ve been tanking in wow forever (all different classes). But brewmaster in BFA feels like your at the total mercy of your groups healer. My monk is 335 Ilvl and a Good healer you are almost unstoppable. Bad healers feels like I’m in panic mode the whole time, I. Definately not worth keeping a tank at 40% while healers have nothing else to do, but its not a bad idea to give your brewmaster lower priority over other raid members, especially in high aoe dmg phases like imonar. Jul 21, 2017 All that doesn’t clear up the confusion surrounding the use of the title brewmaster. “The person making beer in their backyard can call themselves a brewmaster (and many of them do!) as we do not have a rule of exactly what one is or certification to do so (as in Germany),” Hannafan wrote. Welcome to this World of Warcraft Battle for Azeroth Guide for Brewmaster Monks looking to optimize their tanking in PvE end-game. The recommendations in this guide are a mixture of automated simulation data and hand-picked choices that account for the wide variety of character setups at level 120. On this page, you will learn how to optimize the rotation of your Brewmaster Monk, depending on the type of damage you will be tanking. We also have advanced sections about cooldowns, procs, etc. In order to maximize your survivability and DPS. All our content is updated.
Tier 1 (level 15)
Although this tier is largely the same, the fact that Chi Burst provides 1 Chi per target damaged makes it the undisputed king of this talent row. This talent row is super straight forward; without any changes, Chi Burst is the best for single target and AOE.
To explain further, right now Eye of the Tiger does roughly 28% AP over 8 seconds, or 3.5% AP per second. Chi Wave does a maximum of 4 bounces, each of roughly 14% AP every 15 seconds, for a maximum of 3.7% AP per second. Chi Burst deals roughly 65.5% AP per target, every 30 seconds, for a maximum of 2.18% AP per target, per second. However, it also provides 1 Chi per target hit. As I mentioned in this post, the best way to look at “extra” Chi is to turn it into Blackout Kicks, as those do not have a cooldown so they are our “dump” spell. Each Blackout Kick is 77% AP, before factoring in the cooldown reduction on Fists of Fury and Rising Sun Kick. This adds, at least, another 2.57% AP per second to Chi Burst‘s maximum, for a total of 4.75% AP per second. As you can see, that’s more than 25% more DPS than Chi Wave can provide, even in single target. In multiple targets? Forgetaboutit.
Tier 2 (level 30)
Do Brewmaster Have Good Aoe Dmg Bfa Review
This is still a tier of personal preference, there hasn’t really been much change to this tier, just choose whatever way you prefer your movement boost.
Tier 3 (level 45)
I went into much more depth of it in this post, but to summarize; Ascension stands no chance, FotWT is good for nice smooth damage and, in my opinion “feels” the best, but Energizing Elixir reigns supreme in all situations due to a much more easily reachable maximum.
Tier 4 (level 60)
Good Karma is the only one that directly affects DPS, so that will be the default choice unless you specifically need the functionality of the other two.
Tier 5 (level 75)
Mostly the same as in Legion, with one small tweak: Diffuse Magic for big magic damage, Dampen Harm for big physical damage, and Inner Strength for sustained or small damage.
Tier 6 (level 90)
This tier is much more difficult, potentially more difficult than the next tier. Hit Combo is almost certainly not going to be a possibility now that its been nerfed and the other options buffed. Rushing Jade Wind provides a pretty large amount of consistent AOE damage, and will definitely be the go-to for running old content. Xuen provides a HUGE amount of damage in single target and low target cleave. To figure this out, I have to stretch my brain past its potential, but here goes:
I’ll use the “constants” from the previous theorycrafting article as a basis for these numbers, as well as 0 haste as a baseline. In a 2 minute span, you’ll:
- Generate 1200 energy from base regen, which equates to 48 Chi
- Cast Tiger Palm 24 times – 816% AP
- Cast Rising Sun Kick 12 times – 2,952% AP
- Cast Fists of Fury 5 times – 2,355% AP
- Have 9 Chi left over for Blackout Kick – 1,314% AP
- Use Energizing Elixir twice, which based on the previous article, equates to a total of 1,398% AP
- Subtotal – 8,835% AP
- Factor in that all the above damage is Physical, and thus beholden to the 29.98% armor penalty…
- Total – 6,186% AP over two minutes
- Yes, I’m ignoring the CDR from Blackout Kick, my brain hurts enough. I’m also ignoring buffs. Deal with it.
So now we have to look at how each talent affects that total:
- Hit Combo provides “basically” a static 6% increase to damage. So if we increase the total by 6% we get 6,557% AP, or an additional 371% AP over two minutes
- Rushing Jade Wind is the most complicated one as it takes away from the total before it adds to it. Rushing Jade Wind does 9.2% AP every 0.8s or 11.5% AP per second, which means that it adds a total of 1,380% AP to the total over 2 minutes. However, it also takes away 4 energy per second, or 480 energy over the 2 minutes. If “extra” energy goes into Blackout Kick, then taking away energy should take away Blackout Kick. 480 energy equates to 9.6 Tiger Palm and 19.2 Blackout Kick, or 2,191.3% AP, for a net loss of 811% AP, so obviously not desirable in single target. However, if Rushing Jade Wind hits 2 targets, then you’ll deal more damage than is lost. Factor in that you’d be dropping Rising Sun Kick and Blackout Kick for Spinning Crane Kick at higher targets and stacks and it just gets more complicated, but suffice it to say that Rushing Jade Wind isn’t going to be used in single target.
- Xuen is more straightforward, he is up for 20 seconds during the 2 minutes. His formulas are confusing AF, but from my understanding; his Tiger Lightning does 28% AP per second, and his melees do another 28.6% AP per second, modified by Armor Reduction. So Xuen does a total of 48% AP per second, or 960% AP over the 20 seconds that he’s up. His Tiger Lightning scales up to 3 targets, but his melees do not, this keeps him relevant at 1-3 targets, but he starts to fall off after that.
I hope that this makes sense, and even more, I hope that my math resembles something correct. As I said above, Hit Combo doesn’t really stand a chance, unless having Xuen every 2 minutes isn’t frequently enough. Rushing Jade Wind will be the go-to in AOE situations, and Xuen in single target and low target cleave.
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Tier 7 (level 100)
Its hard to pick which tier of talents was more complicated to figure out, this one or Tier 6, but here we go. Another note… DO NOT be surprised if my math is faulty, slightly off, or totally batshit crazy; this is meant to be an introduction, not the end-all-be-all; Dammit Jim I’m a speech therapist, not a mathematician.
To really understand this tier, you have to understand what you’re comparing. Its not the WDP vs Serenity that its long been described as, its Shorter CD on SEF (Spiritual Focus) vs WDP AND SEF vs Serenity. This makes it a little bit more complicated….
I’m going to use a baseline of 300 seconds as that’s frequently the fight duration that sims look at, if we take the above information based on 2 minutes, it equates to 15,465% AP over 5 minutes. As a baseline, SEF has a 90 second cooldown, so in 300 seconds, you’d get 3.3 uses plus the 2 you start with for a total of 5.3. This equates to a 74.2 seconds uptime (14 seconds each to account for the GCD), 24.7% uptime, 8.645% damage increase, or 1,337% AP over 5 minutes.
- Spiritual Focus is pretty easy to figure out. If Spiritual Focus reduces the CD on SEF to 70 seconds, then you’d get 4.28 uses, plus the 2 that you’d start the fight with, for a total of 6.28. It has an up time of 14 seconds after the GCD, that’s an uptime of 87.92 seconds, or 29.3%. Since it provides 35% more DPS when its up (45% x 3), that equates to 10.255% more damage, or 1,586% AP over 5 minutes.
- WDP is also pretty straightforward. You take the 1,337% AP from SEF and add in the fact that in 300s you’ll get 12.5 uses of WDP, which equates to another 3,109% AP, bringing the grand total to 4,446% AP over 5 minutes.
- Serenity is where we take things up another level, and if I didn’t screw the math up above (which is unlikely), then here’s where I’m sure I will….
First, we need to figure out an “optimal” way to use Serenity. Since Serenity lasts 12 seconds, but one of them is the GCD, that leaves us with 11 seconds to play with. Since you’d still very likely want to end Serenity with a Fists of Fury, for the free cast, you’d get 1/4 of its worth at the end of Serenity. This leaves 10 GCD. Here’s where it really gets complicated…
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If you have less than 37.8% Mastery, you’d gain more damage ignoring the Mastery bonus inside Serenity and just spam Blackout Kick between Rising Sun Kick. If your Rising Sun Kick has a cooldown of 10 seconds, it has a cooldown of 5 seconds inside Serenity. Every time you use Blackout Kick between that, 1 second comes off the CD of Rising Sun Kick. This means that you’d basically go Rising Sun Kick (5s CD) > Blackout Kick (4s CD reduced to 3) > Blackout Kick (2s CD reduced to 1) > (0s CD) Rising Sun Kick > repeat. This only fills 3 GCDs, so it could be repeated 3 times, with the 10th GCD being a Rising Sun Kick, and the 11th a Fists of Fury cast. Because this leads to an extra cast of Rising Sun Kick, it pretty much guarantees that you’d want to do this regardless of your Mastery, as the extra cast will likely make up for any lost otherwise.
So now that we have the “optimal” use of Serenity, how much does that actually gain us. Well without Serenity, during that 12 seconds, we would have cast Rising Sun Kick 1.2 times, and (on average) Fists of Fury 0.5 times, equating to 531% AP from those two abilities. Inside Serenity you cast Rising Sun Kick 4 times, and Fists of Fury 0.25 times for a total of 1101.75% AP modified by Serenity‘s 20%, for a total of 1322.1% AP from those two abilities. If Serenity can be used 4.3 times during that 5 minutes, that equals a total of 5,685.03% AP over 5 minutes without taking any of the Blackout Kicks, energy regen, or the fact that since the spells inside Serenity are free, you have even MORE resources to use, or that you will cap energy during Serenity and the ensuing Fists of Fury cast, so you don’t gain quite as many resources as you would otherwise. As you can see… complicated. And, again, don’t be surprised if there’s no discernible logic to this with this.It was tough for me so BACKOFF!
TL:DR
So to recap:
- Spiritual Focus provides 1,586% AP over 5 minutes
- WDP provides 4,446% AP over 5 minutes
- Serenity provides 5,685.03% AP over 5 minutes
So, by this testing, Serenity would be the best talent in this tier for single target. However, there is always the possibility that, like Antorus, the flexibility provided by having a slightly longer buff and second charge may push WDP back on top regardless of what the hard numbers say.
Well I hope that this all makes sense, although I’m assuming it doesn’t.
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Below is our guide for prioritizing your Brewmaster Monk abilities optimally. This should help give you a basic understanding of what to do and what's most important to focus on. Keep in mind that simply following this (or any other) rotation guide will not guarantee you to be amazing at tanking. How aggressively you execute the rotation, how fast and intelligently you react in encounters, your FPS, latency, etc. play a large part in the end-result of your performance. We encourage you to really focus on those things and perfect this rotation if you're very performance-focused.
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Tanking Priority: Execute this priority to build Rage and threat.
- Blackout Strike if Blackout Combo is used.
- Keg Smash on cooldown.
- Expel Harm when you can use the heal and have 3 or more spheres.
- Blackout Strike on cooldown.
- Rushing Jade Wind on cooldown (if selected).
- Breath Of Fire on cooldown.
- Tiger Palm to dump Energy.
Active Mitigation: Use the following abilities to reduce the damage you receive.
Jan 18, 2018 On that note, reminder that damage boosting gets you ult charge, too. That's why I get my ult faster than most mercy players - proper use of amp Here for two examples - I've gotten 20% of my ult from a d.va bomb in an instant which secures 4 kills. Mar 17, 2016 When is Mercy's Damage Boost applied? Is it when a character fires or when the projectile hits? For example, do I need to continue to boost Hanzo until all of his scatter shots finish? You can't boost the torb and have his turret be stronger. Mercy's damage boost works on almost everything as long as the boost is applied when the target RECEIVES the damage News & Discussion I went into a custom game with two of my friends to test the nitty-gritty details of Mercy's damage boost. Nov 04, 2016 Team up with a Reinhardt and his shield will protect it as your turret does all the heavy lifting. Throw out armor often! Armor is more effective than health, so anytime you can, give your allies. Jan 19, 2018 Does mercy dmg boost affect turrets? If I boost Torb/Symetra as Mercy is the 30% boost applied to their turrets? What about Junkrat/Pharah ult? Not sure about the turret I don't think it does, but I will say, damage boosting a pharah that direct hits a.
- Ironskin Brew to prolong your Stagger DoT when Green.
- Purifying Brew to reduce your Stagger DoT when Yellow or Red.
- See single target rotation.
- Add Chi Burst to your rotation as often as possible (if selected).
The Brewmaster Monk AoE DPS rotation is similar to the single target rotation with the special changes noted above.
These are effective cooldowns to try and incorporate in each encounter.
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- Fortifying Brew Use as needed to mitigate incoming damage.
- Provoke Use as needed to taunt targets.
- Zen Meditation Use proactively to mitigate a large damaging attack.
- Guard Use as often as possible to reduce incoming damage.
- Black Ox Brew Use as needed for burst damage and survivability (if selected).