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Windwalker Monk PvP Guide - Shadowlands 9.2(已归档)
来自 Sethcurry
[Last Updated]:
2022/03/10
变更日志
补丁:9.2.0
目录
评分:4.2/5
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13
投票)
指南导航
评分:4.2/5
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Welcome to Wowhead's Windwalker Monk guide for Arena PvP (Player vs Player), up to date for 9.2! This guide outlines the role of Windwalker Monks in PvP, their strengths and weaknesses, strong compositions for Windwalker Monks, and effective PvP strategies. It also includes advice on talent builds and PvP talent builds for Windwalker Monks, as well as recommended gear, covenants, macros, and addons for PvP. This up-to-date guide aims to help you improve as a Windwalker Monk in all aspects of arena PvP.
About the Author
Sethcurry
is a twelve-time Rank 1 Windwalker Monk, 2017 North American Regional Competitor, and competed on the Road to BlizzCon as part of 'The Rejects'. You can find him here:
Twitter
Twitch
Armory
Overview 9.2
Talents & Racials 9.2
Rotations & Strategy 9.2
Gear 9.2
Covenants 9.2
Macros & Addons 9.2
Windwalker Monk PvP Overview
From Battle for Azeroth to Shadowlands, Monk has seen some rather interesting changes to say the least. Originally being a class focused on utility and burst has turned into a frail glass cannon archetype that is heavily focused on burst, consistent damage and their ability to drag a game on.
移花接木
has come to the entire class as a baseline spell giving Monk ranged Chi generation.
壮胆酒
also came to the class as baseline giving us our defensive cooldown without having to use a honor talent slot which is a big change.
分筋错骨
has also come down to a 30 second cooldown after being taken from a 15 second cooldown to a 45 in BfA and
风火雷电
/
屏气凝神
has come off the global cooldown.
As far as we’re concerned, Monk has received numerous positive changes for PvP.
The potential negative is the reverting of
轮回之触
to its old execute at 15% function and replacing the old
轮回之触
with the previous talent
白虎下凡
becoming baseline. Although in theory this is a better spell assuming nobody tries to avoid it or crowd control it or kill it, that’s just not how PvP works I’m afraid. I quite like the execute Touch of Death though, for many reasons.
Finally, our most useful macro has ceased working in Shadowlands - the /cancelaura roll macro. This macro was very core to the gameplay of Monk in BfA and the loss of it makes playing the class a lot more finicky when using the ability. Monks are going to have to return to jump rolling to get their perfect rolls which is 10x more inefficient than using the macro.
Playing Monk in Shadowlands
Surprisingly given all these changes, the overall playstyle of BfA Monk is still in effect in Shadowlands and your basic rotation has not changed much at all. You’re still just trying to blast damage the whole game with your PvE rotation while helping your teammates get crowd control and survive with your insane utility. The only addition being
移花接木
which like Reverse Harm previously, you just press off cooldown bar situations where you’re low on Energy and
旭日东升踢
is coming off cooldown. The nice part about the new Expel Harm is that it’s on a reduced Global Cooldown so it’s a great way to reset your Mastery in your basic rotation now if you’re higher Energy.
You are still aiming to line up your damage with Crowd Control such as your newly reduced cooldown
分筋错骨
followed up by your teammates' own Crowd Control, but now you have to be more aware of the position of your
白虎下凡
before doing so.
Make sure you’re pressing
旭日东升踢
as close to off cooldown as possible to keep up the Mortal Strike debuff, and also be sure before you press
怒雷破
that you will not be crowd controlled as it is your biggest damage output ability.
Windwalker Monk Strengths in PvP
AoE/Single Target Burst
Windwalkers have the potential to cleave an entire team down by themselves with the right target picking and positioning. Your biggest form of AoE comes from Fist of Fury and Whirling Dragon Punch for AoE burst, that’s why historically it’s been so valuable for Windwalkers to play with classes like Death Knights who can pick the other teams positioning with Death Grip and get big cleave setups. Generally Windwalkers do fairly well into other melee cleave compositions because of the fact that their cleave is much stronger than others while also being able to avoid damage better than most classes. On the other hand, single target burst with 2 charges of
风火雷电
and now
骨尘酒
is very consistent getting it off due to how often your
骨尘酒
window is making them much more valuable in any cleave setup compared to other classes.
Mobility
A Monk's defining trait is their incredible mobility.
魂体双分
, two
滚地翻
s,
翔龙在天
(which also becomes a
自由祝福
for your teammates with the PvP talent
驭风而行
!) and
迅如猛虎
is a huge amount of mobility and takes a lot of practice to use it right - you have to know when you’re supposed to be running away and when you need to save it for the right moments when playing aggressively. However, when your mobility is used correctly, it is nearly impossible for you to die to certain classes or for enemies to escape from you.
Team Utility
Monks have
迅如猛虎
to help teammates get out of roots, connect to an enemy, or escape from
纠缠根须
/
日光术
combos.
驭风而行
can also help with kiting or connecting to an enemy.
分筋错骨
is a ranged, instant, four second crowd control that is also very strong when coordinated correctly despite its long cooldown. It can be quite annoying to deal with along with a ranged six second disarm if you play with the PvP talent,
抓钩武器
.
Consistent Damage
Back in the transition from Legion to BfA, Monk's strengths sort of became their weakness (being crowd control heavy), and their weakness became their strength (being damage). In Shadowlands, this stays true.
Windwalker Monk Weaknesses in PvP
Very Squishy
Windwalkers probably take the most damage out of any melee in the game, having no form of passive damage reduction they take the most damage against any comp, which is why you have to play defensively against a lot of teams.
No Lockdown
With the removal of fist stun back in BfA, Windwalkers find themselves having a hard time locking targets down to burst down. This is why you often see Monk playing with classes that can enable them or make their weakness not much of a drawback in a longer game, like Death Knights, Mages, and other casters.
Windwalker Monk in Patch 9.2
There are a couple of things worth noting about Windwalker in this Patch.
Talents and Racials in Shadowlands Patch 9.2
There will be no changes to the recommendations for these in Patch 9.2.
Rotations and Strategy in Shadowlands Patch 9.2
There will be no changes to these in Patch 9.2.
Gear and Legendaries in Shadowlands Patch 9.2
Double Legendaries
A big and exciting change for Monk is the introduction of double legendaries and what they will bring to mostly only one covenant because three out of four of them are very unimpactful.
We'll talk about Kyrian first since the Kyrian legendary is the only good one.
唤神令
Is very simple but strong, it gives you an extra Xuen. This Xuen is notably weaker than your own
白虎下凡
but is still very strong as just getting for free when paired with
祈求者之愉
.
Venthyr was looking promising with
罪邪古训
but it was swiftly nerfed by half due to Mistweaver Monks. Previously we could see this legendary reducing the cooldown of
陨落僧众
to nearly a minute would make it very powerful now the playstyle you would have to enact to get the cooldown to even two minutes would just not be worth it. This is the weakest of the four.
Night Fae gets
妖魂祥和
which can add up to some meaningful damage ONLY in stun chains though, which at that point if you just went Necrolord you would see double the results in the same scenario. You might think this legendary would also make you do more consistent damage but then you'd have to imagine a scenario where your opponents are standing still on your faeline not moving at all. They would have to buff the base Night Fae ability to ever make you consider this.
Necrolord also didn't get much worth mentioning.
万古酒
is a cheap RNG mechanic that is highly inconsistent and can sometimes proc when you have 0 damaging abilities off cooldown making it useless. BUT it also can proc during your burst window which would extend the duration of your already existing
骨尘酒
. Or maybe your opponent is waiting for you to use
骨尘酒
to counter with abilities like
心灵尖啸
or
铁木树皮
thinking your proc was your actual
骨尘酒
giving you ample opportunity to take advantage of their mistakes. This ends up making the arguably most useless on paper legendary one of the more useful because of the nature of PvP and the mind games involved.
Tier Sets
2-Set - Fists of Primordium - Increases
怒雷破
damage by 40%.
4-Set - Primordial Potential - After 10 offensive abilities, your next 3 offensive abilities deal an additional 22% damage.
On the surface, you see damage increases and get excited but out of the two only the 2-set is worth going for as of right now because a 40% increase is just huge. The 4-set is a very complicated set to talk about for it would require you to set up 10 globals in advance before you burst which COULD in theory be a big deal for Windwalkers in this patch. On the other hand it could also just be completely unreasonable to consistently set it up in the windows you're looking for because the buff does not last forever so the 4-set is one that needs to be tested first.
Covenants in Shadowlands Patch 9.2
骨尘酒
was changed to no longer be able to crit but the damage was increased by 5%. Personally I do not feel this will change the viability of this covenant in PvP but we may see people leaning towards Kyrian Windwalker as the patch goes on since a lot of Monks opted for the
基佛的通天掌
playstyle with crazy one shot potential (which is still viable).
Windwalker Monk in Patch 9.1.5
Not much has changed for monks on the PvP side in this patch, a few of the PvE orientated changes might make a difference though.
陨落僧众
now spawns an equal amount of off-spec Adepts (was random) and Adepts now apply Mystic Touch to their targets.
Ox Adepts now throw a Fallen Brew at the Monk after spawning, granting the Monk an absorb shield for 10% of the Monk's maximum health for 8 seconds.
Tiger Adept's Tiger Palm damage increased by 200%.
Tiger Adepts now cast Spinning Crane Kick if there are more than 1 enemy within range.
While Tiger Adepts are active, the Monk and their allies gain 5% movement speed, stacking with other movement speed increasing effects such as the Monk's Windwalking.
Tiger Adepts attacks from Fallen Order (Venthyr Ability) now count towards your recently attacked Spinning Crane Kick bonus.
Crane Adepts from Fallen Order (Venthyr Ability) now prefer to heal the Monk over other friendly targets.
Venthyr Monk was very strong during the beta before it got nerfed 5 times in a row, but I feel it is a few more buffs and bug fixes away from actually becoming situationally viable if not already into specific comps so keep an eye out for Venthyr in the future.
Way of the Fae (Night Fae Conduit) effect increased by 100%.
Maybe if they keep doubling the damage of the Night Fae Covenant for Monks it will see play by the end of the expansion, but it is still really bad.
The following area-of-effect abilities are no longer maximum target capped and now deal reduced damage beyond 5 targets:
Spinning Crane Kick
Rushing Jade Wind (Brewmaster)
Fists of Fury (Windwalker)
Rushing Jade Wind (Windwalker)
This change is PvE orientated and I don't see how it would make any difference in PvP even in mass target scenarios.
Windwalker Monk in Patch 9.1
It wouldn't be a stretch to say basically nothing has changed in 9.1 other than swapping Covenants. To overview it; there are some new legendaries that you will not use, a new honor talent that you will also not use, a bug fix that makes the Necrolord covenant playable, and a bug fix that might make an older legendary more playable.
New Playstyle
The Necrolord Covenant has been receiving significant bug changes and buffs since the release of Shadowlands and it is finally playable and very good, better than Kyrian for most games in my opinion. Essentially what Necrolord allows you to do is have a big damage cooldown like Kyrian except every minute rather than every 2 minutes. While
骨尘酒
only lasts 10 seconds unlike
精序兵戈
25+ second damage window, in most situations in PvP you are not allowed to play the game for the full 25 seconds as smart teams will carefully kite away from you and look to shut you down during your cooldown as its very telegraphed so you would have to plan for a short window of CC where you were using
精序兵戈
to get burst off most of the time, wasting most of its value. Knowing this,
骨尘酒
fits the monk playstyle far more perfectly in the current meta of CC, burst and defend as you have it a lot more often, and its far more effective in that short burst window than Kyrian.
Necrolord also is far more valuable on the defensive side than Kyrian aswell, starting the game with a huge
血肉铸造
shield is essential in surviving and saving cooldowns from the openers of compositions like RMP and Jungle Cleave alone, while the Kyrian Phial was more niche and far weaker and mostly only usable once a game.
New Legendaries
Necrolord -
万古酒
is a potentially useful legendary if Necrolord does end up seeing play (which I predict it will). The reason this legendary is useful is because if players want to play around your cooldowns and try to play the trade game, like say you're fighting a Restoration Druid and they're waiting for you to use
骨尘酒
so they in turn trade
铁木树皮
, this legendary will make it so these cooldowns can desync and they will not have their cooldown ready for your damage as they previously used it on the legendary proc. There are many scenarios in arena where this can happen with a legendary like this - we will have to see how powerful Necrolord ends up becoming.
Night Fae - You will never use
妖魂祥和
in PvP because Night Fae is unlikely to ever be used in PvP to begin with. If you do end up finding yourself being Night Fae, this legendary is pretty useless since fighting on the Faeline is a fantasy dream in PvP which is required for this to be able to be effective. However, if you do create that fantasy scenario somehow, I can see this dealing good damage.
Venthyr - To make
罪邪古训
work not only do you have to be a Venthyr Monk PvPing but you also have to build high Critical Strike (which is not optimal), have a lot of uptime on a target or multiple targets (which is already reaching fantasy land PvPing as a Windwalker),
and
you have to not get crowd controlled during this for this legendary to do any good. Perhaps if you're a Venthyr Monk RBGing this can generate some value but otherwise, do not craft this legendary if you're PvPing.
Kyrian -
唤神令
looks to be quite a good legendary that you might actually want to craft. Just like
祈求者之愉
its just more damage except now when you get crowd controlled you're still doing damage with your Tiger. You also get the opportunity to spread your cooldowns out in situations where you don't need both
白虎下凡
and
精序兵戈
- instead just casting
精序兵戈
would be enough to force the cooldowns you wanted to force in order to then do a Xuen go, or the other way around. This legendary brings more opportunities to the class which I'm excited to try out once its available.
New Honor Talent
错骨之劫
More testing needs to be done with this honor talent to fully understand its uses and how it works exactly, but here is the current consensus:
It's generally not a useful honor talent that needs very specific scenarios to make work. Not only does it reduce the range on your crowd control ability
分筋错骨
by 10 yards, but it also potentially removes the DoTs of your teammates and diminishing returns every player.
That is 3 negative traits of an honor talent, but for what benefit? The wording on the talent is a little misleading; it doesn't just spread to
only
2 targets, it seems to also spread your
分筋错骨
after it is initially spread. This means that theoretically if you used
分筋错骨
on 1 target in a clump of 10 players, the Paralysis would eventually spread to all of those 10 players, netting you a huge amount of crowd control.
Like I said, this will also remove your teammates' DoT effects, diminishing returns every player so crowd controls like
变形术
will be ineffective, and they also have to be
within 10 yards
of the
分筋错骨
. You can break your own
分筋错骨
early and spread it that way but that is counter-intuitive for what your goal should be for using
分筋错骨
, which is crowd controlling. 4 seconds is also a very long time to move 10 yards away, so the only time I see this being useful is in an RBG teamfight where players are clumped up. Having said that, AoEs will just break the Paralysis anyway therefore accomplishing nothing but removing your teammates DoTs.
Basically, this honor talent is very confusing and I see no practical use for it yet.
Bug Fixes
Fixed an issue that prevented Bone Marrow Hops (Conduit) from increasing
骨尘酒
damage from
风火雷电
and
白虎下凡
.
This change just increases the potential for Necrolord damage to be good.
Fixed an issue that caused a queued Expel Harm to cancel Spinning Crane Kick
This is just a change that creates a safety net when you're spinning.
Fixed an issue that was preventing Keefer’s Skyreach (Runecarving Power) from increasing the critical strike chance of Storm, Earth and Fire images.
This change has made a lot of monks swap over to this legendary option.
Notable Soulbind Changes
Kyrian's Forgelite Mikanikos received some pretty small nerfs for Monks, and bigger nerf for other classes.
灵钢之钳
reduces stuns and incapacitate effects by 15% (was 30%) and
闪亮的流波之球核心
's cooldown was increased to 1 minute (was 45 seconds) and triggers at 30% health (was 35%). While these are some pretty sizeable nerfs, I do not think it will affect when you will be picking Mikanikos because you still need him to survive the onslaughts of Rogues and other stun lockdown comps.
Necrolord's
乌兹的和谐覆层
absorb value was reduced to 7.5% maximum health in PvP Combat (was 15%) which is a very sizeable nerf, and
硫磺喷发
's fear duration was reduced to 3.5 seconds (was 4.5 seconds) which doesn't really matter. These nerfs hurt Monks wanting to play Necrolord, since the main benefit of playing Necrolord for Windwalker was the strength of the defensive soulbinds.
Windwalker Monk in Patch 9.0.5
In addition to the 9.0.5 changes, Windwalker Monks received some changes in a recent hotfix. There has been a change with how
风火雷电
interacts with
怒雷破
. The change being when you cast another ability while your SEF are casting
怒雷破
it will no longer continue channeling, instead it will cancel your
怒雷破
causing you to lose a good amount of your damage. This change is a significant nerf to our burst potential unless you're playing the Serenity build, so expect to have less kill power in arena moving forward this expansion.
Another change is to
神鹤引项踢
, which is now a large part of Monk burst. The
赤精之舞
proc combined with multiple stacks of
神鹤印记
while playing with the conduit
运筹连环
makes Spinning Crane Kick our hardest hitting ability by far.
Perviously, you were able to maintain 6 stacks of
神鹤印记
for an entire game as you were able to tag totems, Monk statue and pets that automatically died for free
神鹤印记
stacks that never went away. Additionally when you had
风火雷电
up you would automatically gain 3 stacks of
神鹤印记
that you would keep for the rest of the game, making it very easy and mindless to setup this big burst window. As of the current patch none of those things are true anymore, so in order to stack your
神鹤印记
you need to tag pets and individual totems with abilities now rather than cheating stacks to setup a big
神鹤引项踢
.
While setting up the burst with
神鹤引项踢
became harder after the 9.0.5 patch and early hotfixes, being unable to maintain free stacks all game without having to think about it on the other hand did make it more powerful with buffs.
神鹤印记
previously increased damage by 10% per stack. It now increases the damage by 15% per stack and every stack lasts 20 seconds as opposed to 15 seconds. There was also a bug that caused
神鹤引项踢
to be unaffected by our Mastery which is now fixed, so the insane damage we were pulling off previously was just secretly nerfed the whole time until this patch which means we should be hitting
much
harder with this ability after some meticulous setup.
The Positives and Negatives of the Pre-Patch Changes
The most positive changes by far are the global cooldown changes and the honor talent change, gaining a whole 1 second of damage while you’re bursting not having to stop to clunkily press your cooldown not only feels amazing but it just is amazing, think of how many times someone has lived by a global or two because you had to press your cooldown, there were ways around it before like pressing it in advance but that made what you were doing very obvious to your opponents and made playing the game very slow.
As for the honor talents, you pretty much gained two free slots to put whatever you want there.
移花接木
and
壮胆酒
coming to the spec baseline is just so huge for the spec in the long term, you can now freely choose previously undesirable talents such as
驭风而行
,
隔山打牛
and
抓钩武器
without feeling like you’re giving up something essential (situationally of course).
分筋错骨
coming closer to its original glory is a very nice change as well. Monk utility is really seeing a highlight this expansion with this change in conjunction with the honor talent changes and oddly enough it seems the nerf back in Legion to
翔龙在天
has been reverted coming back down to a 20 second cooldown from 25.
The reversion of
轮回之触
on its own is a good change since the damage loss has been compensated well. As much as I like the reversion it’s hard to say whether or not it’s a net positive since you now have to rely on a PET! Being
白虎下凡
arguably a very bad pet because this pet has as much health as you but right now does not take reduced damage in PvP so it is very easily killable by pretty much anything. It is also crowd controlled by anything (roots) and it breaks ALL crowd control, so if you’re playing a comp with ANY crowd control in it against players that know how the game works, they’ll know that Xuen's main damage component ticks Area of Effect damage every one second and thus dragging Xuen over to their crowd controlled buddy can be very obnoxious. I truly hope they address Xuen with some intelligent damage/targeting changes to not break crowd control or we will be seeing long term issues with the spec, since Xuen seems to be a reasonable part of our damage.
Touch of Death and Why it's Godly
The old Touch of Death was a very finicky, easily played around ability by many classes - some classes could even fully nullify its effect with their basic abilities that are shorter cooldown than your Touch of Death such as
假死
,
, and
消失
. It's not like the solution was just to crowd control them baring specific planned out crowd control chains, because when you pressed Touch of Death it was a full 8 or so seconds before it would actually do its damage, giving players ample time to choose how they want to respond.
As I stated,
轮回之触
is no longer a large, ticking down DoT hit. It is now an execute. To understand just how good this change is, Monk essentially got the same amount of burst prowess back from losing
轮回之触
in the form of
骨尘酒
with Xuen’s damage not even being bad either.
Picture how many times a player has narrowly escaped death at low percentages because your
旭日东升踢
,
升龙霸
, and
怒雷破
are all on cooldown when you just finished bursting and you have no way to finish. The new Touch of Death is that finish now.
When playing the Beta I couldn’t even count how many kills I scored while channeling
怒雷破
spamming Touch of Death landing the execute, kills that I wouldn’t have gotten otherwise. In a way, you could say all players fighting a Windwalker Monk by default have 15% less HP.
This new ToD isn’t exactly like the “old ToD” with how it functions though, it is a little finicky with percentages at times where it wont light up to press for a half second or sometimes just wont activate on players at 15% health exactly.
Guide Overview
Talents & Racials
Talents are an important choice in PvP. This page will take you through each of the talents and PvP talents, giving advice on which ones will best suit your playstyle and which build is currently the strongest. Racials can also be important in PvP since many offer extra crowd control or escapes. See our Racials section on this page if you are starting a new character or considering a change!
Rotations & Strategy
While rotations aren't as clear-cut in PvP, it is essential to know how to maximise your output where possible to help turn the tide of a match. Strategy is another key element of PvP that can make or break a match. Our Rotations and Strategy page covers what you need to know about your important cooldowns, using your utility to your best advantage, and even common mistakes to avoid making.
Gear
The Gear and Legendaries page of this guide covers how gear works for PvP in Shadowlands, and how to obtain gear through PvP Vendors and The Great Vault. On this page you will also find the best stat priority and what each stat does for your specialization, the best pieces of gear including legendaries, as well as which enchants and gems you should use for your gear. It also covers how to make your all-important trinket choice for PvP.
Covenants
Covenants are a key feature of the Shadowlands expansion. Your choice of Covenant, Soulbind, and Conduits can have a large impact on your gameplay. Learn which are the strongest for your specialization here.
Macros & Addons
Macros and addons can assist with streamlining your gameplay. Macros can make your gameplay more fluid, and addons provide important information that can help you make decisions before, during, or after an arena match. Find out which macros and addons are best for your specialization here.
Next Page:
Talents and Racials
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评论
评论来自
animatedex
Thanks for the Guide! One small correction; under Talent 3 for PvP you wrote "Ine" which I think you meant to write "One". If not, my mistake! Thanks for the help!
评论来自
WoWDontu
Can we get this updated?
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