The second class around took a lot less time, but was still pretty difficult! Where the DH challenge tested my timings and burst damage management, the monk challenge tested my situational awareness and self healing.
Some things, like movement and ranged damage, were much easier on the monk. Some things, like healing and dealing with knockbacks, were much harder.
Continue reading “Mage Tower Tank Challenge | Kruul | The Highlord’s Return – Brewmaster Monk”
After a truly embarrassing number of wipes (let’s just say it rivals the number of attempts I put into endgame bosses back when I was a competitive raider), I finally got this down. I’m not a particularly skilled player, but I am diligent. As long as you’re one of those things, you can do it too!
Despite the amount of sleep this robbed from me, I really enjoyed the challenge. I had to play around with a lot of different combinations and figure out what worked for me, a player with bad reactions and dps but a lot of patience. Everyone has a different strategy for these, but here’s what ended up working for me.
Continue reading “Mage Tower Tank Challenge | Kruul | The Highlord’s Return – Vengeance DH”
When Nighthold came out and I realized I was missing several pieces that only dropped in Emerald Nightmare, I decided to compile a list of where I can get all the monk and dh tier 19 models so that I know exactly what to spend my bonus roll tokens on.
Also, with the new Armor 2.0 models that don’t always display well on Wowhead (with all the cool knickknacks on the boots and gloves), I wanted to take my own pictures to remind me how pretty they are.
There’s also going to be the new Transmog Sets UI coming in 7.2, so I wanted to get ahead of the game and track them before Blizzard does.
So I wrote up some pages on the class guides with Tier 19 models. Eventually I’ll expand it to include all transmog this expansion, including lookalikes and questing gear.
The tanking guide is up for normal and heroic Nighthold. As always, I’ll be updating over the next few weeks as I learn these fights, simplifying where I can, correcting what I got wrong, and filling in the “notes” tabs with talent builds and class-specific tips.
- 10% physical damage reduction was moved from Demon Spikes to passive, making us more sturdy when Demon Spikes isn’t active. We also got a stamina buff to help manage burst.
- Metamorphosis was greatly buffed, and now offers an armor increase and guaranteed Soul Fragments from Shear.
- Many talents got rebalanced. Expect to re-evaluate most talent tiers, especially tier 7 (Last Resort, Demonic Infusion, Soul Barrier).
- Item level should be more important in deciding whether items, especially rings and necklaces, are an upgrade.
- Many lackluster legendaries got buffed.
Continue reading “Vengeance 7.1.5 Survival Guide”
I’ve cleared all of this raid on both vengeance and brewmaster, enough offer a decent comparison of the two specs I main. Both are roughly the same ilevel, with experience on the same bosses.
For Emerald Nightmare, I started bosses on my DH and took my brewmaster on farm. Originally this was because I am far more comfortable on my monk and I wanted to force myself to learn my demon hunter. It ended up being handy because the way a DH times their AM can more easily apply to the way a monk applies AM than the other way around. I can learn to time my Demon Spikes around an event, and that maps to Ironskin Brew pretty well. In contrast, a brewmaster is much more flexible, and can potentially use Ironskin much more often than a DH could do with Demon Spikes.
Continue reading “Vengeance and Brewmaster in Emerald Nightmare”
Throughout Mists and Warlords, our level 75 defensive talents have been exemplary. The choice between the three talents was always compelling and varied; the universally useful (but minor) Healing Elixirs, the strong damage reduction (but restricted uptime) of Dampen Harm, and the impressive magical damage reduction (but situational use) of Diffuse Magic.
But when the tanking paradigm changed in Legion, these talents suffered. In a world where big defensive cooldowns were neutered, and active mitigation was molded to fill that role, Diffuse Magic and Dampen Harm fell into disuse. Compared to Ironskin Brew, both abilities were ineffective. Diffuse Magic could reduce magic damage pretty well, but why waste a talent on it when Ironskin Brew is nearly as good, and most boss burst magic were designed to be countered by frequently usable active mitigation anyway. Dampen Harm could be used to reduce those giant physical attacks, but if it was used at the same time as Ironskin it was unlikely to even trigger. These two talents were built in a time when infrequent defensive cooldowns were necessary, and clung to that ideology even when tanks changed to value frequent defensives much more.
But, in 7.1.5, that’s all going to change!
Continue reading “Brewmaster 7.1.5 Talent Changes”