Windwalker Monk DPS Spell Summary (Legion 7.2.5)
Table of Contents
General Information
On this page, we list the spells that you will often use as a Windwalker Monk.
The other pages of our Windwalker Monk guide can be accessed from the table of contents on the right.
About Our Reviewer
This guide has been reviewed and approved by Babylonius, a prominent Windwalker Monk theorycrafter who maintains the Windwalker sections of Peak of Serenity. You can follow him on Twitter: @BabyloniusMonk.
1. Introduction
If you are new to Windwalker, this is a great place to start to get an understanding of how the spec works. On this page we will discuss what abilities you have, what they are used for within the specialisation, how they interact with each other and also with important cooldowns. If you already have experience with Windwalker and are comfortable with it in Legion, it is recommended you skip this section and move on to the rest of the guide.
2. Main Resource
Energy and Chi are your two resources as a Windwalker Monk.
Energy is generated passively, with the regeneration speed affected by your Haste. You have a maximum capacity of 100 Energy, and Energy never decays (meaning that your normal state is to have a full Energy bar). Being at maximum capacity causes any additional Energy you would generate to be wasted.
Chi is generated by using
Tiger Palm. You have a maximum capacity
of 5 Chi, and Chi decays quickly when out of combat, but it does not decay while in combat. Just like Energy, generating Chi while you are at maximum capacity
will cause the new Chi to be wasted.
Most abilities in your rotation cost Chi to use, while
Tiger Palm
costs Energy. Therefore, properly managing these two resources is essential to
doing competitive DPS.
3. Basic Abilities
These are your core skills that are available regardless of talents, and form the core gameplay of the specialization.
Tiger Palm is your Chi-generating ability. It deals damage to the
target, has no cooldown, costs
50 Energy, and generates 2 Chi. This is your filler ability as you manage your
Energy and generate the Chi required for most of your other abilities.
Fists of Fury is a channeled ability with a 24-second cooldown,
which costs 3 Chi and deals damage to all enemies in front of you. It is
usually a high priority ability.
Rising Sun Kick deals high damage to a single target, has a
10-second cooldown, and costs 2 Chi.
Blackout Kick deals damage to a single target and costs 1 Chi.
Spinning Crane Kick deals damage to all targets within 8 yards for
1.5 seconds. It costs 3 Chi and has no cooldown. This ability is typically
used for AoE scenarios, taking into account the fact that its damage is
increased by 40% for each unique target that you hit with
Tiger Palm,
Blackout Kick, or
Rising Sun Kick in the last 15
seconds.
3.1. Movement
Roll is an essential Monk movement ability It allows you to
quickly move 15 yards in front of you, and you should use this extensively for
quickly traversing short distances. It has 2 charges and a 20-second recharge
time, although this can be improved by talents.
Transcendence allows you to leave behind a copy of yourself for up
to 15 minutes. If you then use
Transcendence: Transfer, you will be
instantly moved back to the location of your copy. This can be useful in a wide
range of situations, typically those where you know you will have to return to
a certain location after moving away from it.
3.2. Survival
Touch of Karma causes all damage you take for 10 seconds (up to a
maximum of 50% of your maximum health) to be redirected to the enemy target as
a 6-second Nature damage DoT.
4. Important Procs
Using
Tiger Palm has an 8% chance to make your next
Blackout Kick cost no Chi.
Afterlife is a passive ability that causes you to summon a
Healing Sphere next to you each time you kill an enemy. The Healing
Sphere lasts for 30 seconds, and heals you for a moderate amount when you walk
over it. Furthermore, Afterlife also grants you a 50% chance to summon a Chi
sphere each time you kill an enemy using
Blackout Kick. The Chi sphere
lasts for 2 minutes, and grants you 1 Chi when you walk over it.
5. Cooldowns
Touch of Death has a 2-minute cooldown, and it places an 8-second
debuff on the target. When the debuff expires, the target takes damage equal
to your maximum health. This is something you will generally want to use on
cooldown.
Storm, Earth, and Fire has 2 charges and a 90-second recharge time.
You split into 3 spirits for 15 seconds (with you controlling one of the
spirits), each of which deals 45% of the damage of your normal self (as well
as doing 45% of the healing). The spirits that you do not control mimic your
attacks on nearby enemies, and using the ability again causes them to fixate on
your current target.
6. ChangeLog
+ show all entries - show only 10 entries- 12 Jun. 2017: Updated Spinning Crane Kick description to account for Patch 7.2.5 changes.
- 27 Sep. 2016: Updated the description of Blackout Kick to remove mentions of its cooldown (since it no longer has a cooldown).
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