Brewmaster Monk Tank Spec, Builds, Talents, and Glyphs (WoW MoP 5.3)
In this article, we present you the viable talent and glyph choices for your Brewmaster Monk (WoW MoP 5.3). We detail what each of the talents and glyphs do and in which situations they should be taken.
The other articles of our Brewmaster Monk guide can be accessed from the table of contents on the right.
This guide has been reviewed and approved by Sunnier, who maintains the most respected Brewmaster Monk resource site: Sunnier's Art of War.
1. Talent Choices↑top
- Performance-enhancing
- Survival
- Crowd Control
- Movement
- Utility
- Situational
There is no longer such a thing as a default build. Most of the talents are
now viable. They can easily be changed, thanks to
Dust of Disappearance
(and
Tomes of the Clear Mind from level 86 to 90).
You will frequently find yourself changing talents and glyphs between
encounters, in order to adapt your play style to different mechanics.
Therefore, it is important to understand what each of your talents does and
how they affect your play style.
2. Tier 1 Talents↑top
Tier 1 talents offer you a choice between 3 ways of improving your mobility.
Celerity passively increases the number of charges of
Roll and
Chi Torpedo by 1, and reduces their recharge time by 5
seconds.
Tiger's Lust removes all immobilising and movement-impairing effects
from the target, and grants 70% increased movement speed for 6 seconds. It
has a 30-second cooldown. It is targeted, so it can be cast on yourself or on
another ally.
Momentum passively causes each
Roll and
Chi Torpedo to increase your movement speed by 25% for 10 seconds,
stacking up 2 times.
The choice of talent here depends greatly on how you wish to move during the encounter.
- If you are looking for a controlled burst of movement speed, or possibly
to escape movement impairing effects, then
Tiger's Lust is best. Do note
that this spell can be cast on allies, providing you with added utility. - If you believe you will make frequent use of
Roll or
Chi Torpedo, and you wish to make their usage more comfortable, then
you will probably prefer
Celerity. - If you believe you will make frequent use of
Roll or
Chi Torpedo, and you wish to benefit from increased movement speed
each time you do so, then
Momentum is for you.
Overall, the preferred choice in most situations will be
Tiger's Lust.
3. Tier 2 Talents↑top
Tier 2 talents offer you a choice between 3 hybrid, DPS-healing abilities.
Chi Wave is essentially a chain-heal that bounces to the 7 nearest
targets. The bounces target friends and allies alternatively. Each target that
the wave bounces to is healed or damaged, depending on their alignment. The
healing portion of Chi Wave is a smart heal, in the sense that it prefers
healing low health players. It has a 15-second cooldown, and it is free of
cost.
Zen Sphere summons a sphere above the head of a friendly target
(yourself included), which lasts for 16 seconds. Every 2 seconds, the sphere
heals the target, and deals damage to the nearest enemy within 10 yards. It
has a 10-second cooldown, and it is free of cost. You can have a maximum of
two spheres at one time. Finally, the Zen Sphere will detonate, causing it to
deal a moderate amount of damage and healing to all targets within 10 yards,
whenever its target drops below 35% health, or after its duration runs out.
Chi Burst is a targeted spell that deals damage or healing to its
target (depending on whether it is hostile or friendly), as well as damage
and healing to all targets in its path towards the main target (again,
depending on their alignment). The spell has a 30-second cooldown, a very
short cast time, and it is free of cost.
Your choice of talent depends on the type of healing that you need.
Chi Wave is suited for healing targets that are somewhat spread
out.
Chi Burst is a good choice for when the raid is stacked up, providing
a nice amount of healing. Outside of these situations, however, it is hard to
use efficiently.
Zen Sphere is a more controlled, single target heal. The sphere
detonation is a useful AoE heal in case many players are stacked, especially
when players often dip below 35% health (so that the detonation occurs
automatically).
4. Tier 3 Talents↑top
Tier 3 talents offer you 3 choices that enhance your resource generation.
Power Strikes passively causes
Jab,
Crackling Jade Lightning,and
Soothing Mist to generate 1
additional Chi. The effect has a 20-second internal cooldown. If you are at
maximum Chi when this effect procs, a Chi sphere will spawn next to you. A Chi
sphere grants you 1 Chi each time you walk through/over it, consuming the
sphere in the process.
Ascension increases your maximum Chi by 1 (from 4 to 5), your maximum
mana by 15%, and your energy regeneration rate by 15%.
Chi Brew instantly restores all of your Chi. It has a 1.5-minute
cooldown.
Here, you are faced with a rather difficult choice in deciding which the best talent is for your survivability.
Ascension, in addition to the energy (and therefore Chi) that it
provides, has the advantage of allowing you to pool slightly more Chi. This is
beneficial because you can thus save up Chi in preparation for taking a lot of
damage.
Power Strikes is ideally suited for fights where you have regular
downtime on targets. This is because its internal cooldown continues to tick
even while you are not attacking anyone, so you will get the Chi proc as soon
as you are back on the target.
Finally, the burst of Chi that you gain from
Chi Brew may be useful in
some situations, if you need to use a lot of Chi in a short amount of time in
order to survive. We find Chi Brew, however, to be the least desirable
choice.
5. Tier 4 Talents↑top
Tier 4 talents offer you a choice between 3 crowd-control abilities.
Ring of Peace is an ability that can be cast on a friendly player.
It creates a ring with an 8-yard radius around the player, lasting 8 seconds.
Enemy players cannot perform auto-attacks while inside the ring (so, enemy NPCs
are unaffected), and all players and NPCs are disarmed while inside the
ring. Enemies that cast spells while inside the ring are silenced for 3
seconds. This ability has a 45-second cooldown.
Charging Ox Wave summons an ox that stuns all enemies located in
a 30-yard path in front of you for 3 seconds. It has a 30-second cooldown.
Leg Sweep stuns all enemies within a 5-yard radius of you for
5 seconds. It has a 45-second cooldown.
These talents have no meaningful impact on your gameplay and will not affect your performance. Therefore, you can choose them based on your own preference or the crowd-control requirements of the encounter.
To help you decide, we can mention that
Charging Ox Wave is good when
you need a ranged stun, and especially when you need to pick up newly-spawned
adds with regularity.
Leg Sweep offers good damage reduction if you are
able to stun adds that are attacking you with it, but note that it has a lower
range and longer cooldown than Charging Ox Wave.
6. Tier 5 Talents↑top
Tier 5 talents offer you a choice between 3 survival abilities.
Healing Elixirs heals you for 15% of your maximum health each time
you drink from a Brew or Tea. The effect has an 18-second internal
cooldown.
Dampen Harm causes the next 3 attacks against you (within 45
seconds), which deal 20% or more of your maximum health in damage, to have
their damage reduced by 50%. It has a 1.5-minute cooldown.
Diffuse Magic removes all magical debuffs from you. Additionally,
for 6 seconds, it reduces all magic damage taken by 90%, and reflects all
spells back to the caster.
The choice of talent in this case is based very strongly on the type of damage you are receiving in the fight.
Diffuse Magic can help greatly mitigate magic damage
against you, as well as clear harmful debuffs from yourself. Its low duration
means that it is useful against spikes of magic damage, but not against
sustained magic damage.
Dampen Harm works against both magic and physical attacks, despite
the ambiguous wording of the tooltip. It will prove most beneficial to reduce
the damage dealt by powerful boss melee attacks. Note, however, that unless
the boss hits particularly hard or you are doing progression content, its
melee attacks are unlikely to trigger the effect of Dampen Harm.
Healing Elixirs requires no management, and it will provide you with
a nice amount of overall healing by the end of the fight. That said, this
healing may often come at times when you do not really need it that much.
7. Tier 6 Talents↑top
Tier 6 talents offer you a choice between 3 multiple target abilities.
Rushing Jade Wind summons a tornado that travels for 30 yards in
front of you, dealing Nature damage to all enemies in its path, and increasing
the damage they take from your
Spinning Crane Kick by 30% for 8
seconds. Additionally, it grants you the
Shuffle effect each time you
cast it (increasing your parry chance and
Stagger amount by 20% for 6
seconds). The ability has a 30-second cooldown, and it costs 2 Chi.
Invoke Xuen, the White Tiger summons a tiger that will attack your target
at the time of casting the spell, and 3 other nearby enemies. It also taunts
your primary target. The tiger persists for 45 seconds, or until it is
killed. It has a 3-minute cooldown.
Chi Torpedo is an improvement over
Roll, which it
replaces. It causes you to roll a short distance in front of you, dealing
damage to all enemies, and healing all allies in your path.
We believe that the best choice is either
Rushing Jade Wind or
Invoke Xuen, the White Tiger.
Rushing Jade Wind replaces
Blackout Kick once every 30 seconds, and
allows you keep up the Shuffle effect. It is excellent for AoE DPS, and it also
allows you to pick up newly spawned adds from range.
Invoke Xuen, the White Tiger is an excellent DPS cooldown. Also, its long, 3-minute cooldown somewhat simplifies your rotation (as opposed to casting Rushing Jade Wind, which must be used much more often).
Chi Torpedo provides a hybrid role of DPS and healing. It is only
useful when you can roll around and when your raid is stacked up enough that
the healing from Chi Torpedo is very efficient. In reality, this talent is
highly situational.
8. Major Glyphs↑top
There are several Major Glyphs that are interesting for Brewmaster Monks.
Glyph of Fortifying Brew increases the damage reduction of
Fortifying Brew (a major survival cooldown) by 5% (to 25%), but
reduces the health increase by 10% (to 10%). We believe that, as Fortifying
Brew is best used preemptively, this glyph will often be useful.
Glyph of Stoneskin reduces all damage taken from bleed effects while
Fortifying Brew is active. The usefulness of this glyph depends on the
existence of bleeds (or lack thereof) in the encounter.
Glyph of Guard increases the amount of damage absorbed by
Guard by 10%, but causes it to only absorb magic damage. This glyph
is useful in fights that have a lot of magic damage, but it is even more
useful in fights without any magic damage. This is because, Guard absorbing
only magic damage, any physical damage you take will not consume the absorb
effect, allowing you to retain Guard for its entire 30-second duration. This
is beneficial because a side-effect of Guard is that it increases all
self-healing on you by 30% while active. Note, however, that since Brewmaster
self-healing is not very potent, this effect is not that important.
Glyph of Leer of the Ox grants you the
Leer of the Ox ability,
which grants your Black Ox Statue a single target taunt. However, this taunt
does not generally work on raid bosses.
Glyph of Touch of Death removes the Chi cost of
Touch of Death,
but increases its cooldown by 2 minutes. Since using
Touch of Death
against a raid boss will be extremely difficult (you must cast the ability
when the boss' health is between roughly 500,000 and 0), removing the
Chi cost will make using it exactly when you want to somewhat easier.
9. Minor Glyphs↑top
Glyph of Spirit Roll and
Glyph of Water Roll allow you
to use
Roll and
Chi Torpedo while dead, and while traveling
over water respectively. They have no raid applicability, but they can prove
to be very convenient.
All other Minor Glyphs have only cosmetic purposes, or are otherwise not useful during raid combat.
10. Changelog↑top
- 20 May 2013: Patch 5.3 update: nothing to change.
- 12 Apr. 2013: Several important updates.
- The Tier 2 talent section now correctly reflects the fact that these talents are very useful for Brewmaster Monks.
- Reworded and improved the Tier 3, 5, and 6 talent sections to better reflect the usefulness of these talents.
- Added a mention that
Glyph of Guard is not quite as good as it
sounds. Also added a mention that the taunt from
Glyph of Leer of the Ox does
not work on raid bosses.
- 11 Mar. 2013: Patch 5.2 update.
- Updated explanations for all Tier 2 talents to include the addition of
cooldowns, and the removal of Chi costs. Also further updated the explanation
of
Zen Sphere to account for the fact that now two spheres can be active
at once. - Removed explanation for Deadly Reach, following its removal from the game.
- Added explanation for
Ring of Peace, a new talent introduced in Patch
5.2. - Updated
Healing Elixirs explanation to mention that the healing
provided is 15%, up from 10%. - Added mention that
Invoke Xuen, the White Tiger fixates on the target of
the Monk at the time of casting it.
- Updated explanations for all Tier 2 talents to include the addition of
cooldowns, and the removal of Chi costs. Also further updated the explanation
of
