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The Inner World - The Last Wind Monk. Solve mind-bending puzzles in a world full of mystery and save the family of the flute-noses! Their dynasty has been watching over Asposia for centuries on end. In secret, they fill the roly-poly world with light and life. Jeremy Lamb - Career stats, game logs, biographical info, awards, and achievements for the NBA, G-League, and NCAA.
Any lawful.
Hit Die
RoRo Cruise Ferry, 3600 Plus Passenger Beds - Stock No. US$114,806,931. 663 ft / 1992. The Inner World - The Last Wind Monk has been released on for PC / PS4 / XBOX ONE. We take care to update the list of consoles for which the game has been published over time. This is the part 0 of the The Inner World - The Last Wind Monk Walkthrough and Guide, called: Part 1. Press on the video twice to open it! The Inner World The Last Wind Monk FULL GAME WALKTHROUGH GAMEPLAY COMPLETE. The flute nose dynasty has been watching over Asposia for cent.
d8.
Class Skills
The monk’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill Points at 1st Level
(4 + Int modifier) ×4.
Skill Points at Each Additional Level
4 + Int modifier.
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Flurry of Blows Attack Bonus | Unarmed Damage1 | AC Bonus | Unarmored Speed Bonus |
---|---|---|---|---|---|---|---|---|---|
| |||||||||
1st | +0 | +2 | +2 | +2 | Bonus feat, flurry of blows, unarmed strike | -2/-2 | 1d6 | +0 | +0 ft. |
2nd | +1 | +3 | +3 | +3 | Bonus feat, evasion | -1/-1 | 1d6 | +0 | +0 ft. |
3rd | +2 | +3 | +3 | +3 | Still mind | +0/+0 | 1d6 | +0 | +10 ft. |
4th | +3 | +4 | +4 | +4 | Ki strike (magic), slow fall 20 ft. | +1/+1 | 1d8 | +0 | +10 ft. |
5th | +3 | +4 | +4 | +4 | Purity of body | +2/+2 | 1d8 | +1 | +10 ft. |
6th | +4 | +5 | +5 | +5 | Bonus feat, slow fall 30 ft. | +3/+3 | 1d8 | +1 | +20 ft. |
7th | +5 | +5 | +5 | +5 | Wholeness of body | +4/+4 | 1d8 | +1 | +20 ft. |
8th | +6/+1 | +6 | +6 | +6 | Slow fall 40 ft. | +5/+5/+0 | 1d10 | +1 | +20 ft. |
9th | +6/+1 | +6 | +6 | +6 | Improved evasion | +6/+6/+1 | 1d10 | +1 | +30 ft. |
10th | +7/+2 | +7 | +7 | +7 | Ki strike (lawful), slow fall 50 ft. | +7/+7/+2 | 1d10 | +2 | +30 ft. |
11th | +8/+3 | +7 | +7 | +7 | Diamond body, greater flurry | +8/+8/+8/+3 | 1d10 | +2 | +30 ft. |
12th | +9/+4 | +8 | +8 | +8 | Abundant step, slow fall 60 ft. | +9/+9/+9/+4 | 2d6 | +2 | +40 ft. |
13th | +9/+4 | +8 | +8 | +8 | Diamond soul | +9/+9/+9/+4 | 2d6 | +2 | +40 ft. |
14th | +10/+5 | +9 | +9 | +9 | Slow fall 70 ft. | +10/+10/+10/+5 | 2d6 | +2 | +40 ft. |
15th | +11/+6/+1 | +9 | +9 | +9 | Quivering palm | +11/+11/+11/+6/+1 | 2d6 | +3 | +50 ft. |
16th | +12/+7/+2 | +10 | +10 | +10 | Ki strike (adamantine), slow fall 80 ft. | +12/+12/+12/+7/+2 | 2d8 | +3 | +50 ft. |
17th | +12/+7/+2 | +10 | +10 | +10 | Timeless body, tongue of the sun and moon | +12/+12/+12/+7/+2 | 2d8 | +3 | +50 ft. |
18th | +13/+8/+3 | +11 | +11 | +11 | Slow fall 90 ft. | +13/+13/+13/+8/+3 | 2d8 | +3 | +60 ft. |
19th | +14/+9/+4 | +11 | +11 | +11 | Empty body | +14/+14/+14/+9/+4 | 2d8 | +3 | +60 ft. |
20th | +15/+10/+5 | +12 | +12 | +12 | Perfect self, slow fall any distance | +15/+15/+15/+10/+5 | 2d10 | +4 | +60 ft. |
Class Features
All of the following are class features of the monk.
Weapon and Armor Proficiency
Monks are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling.
Monks are not proficient with any armor or shields
When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her AC bonus, as well as her fast movement and flurry of blows abilities.
AC Bonus (Ex)
When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
The Last Wind Monk 1 0 1
Flurry of Blows (Ex)
When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Monk. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. A monk must use a full attack action to strike with a flurry of blows.
When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus × 1½ or ×½) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk can’t use any weapon other than a special monk weapon as part of a flurry of blows.
In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.
Greater Flurry
When a monk reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.
Level | Damage (Small Monk) | Damage (Large Monk) |
---|---|---|
1st-3rd | 1d4 | 1d8 |
4th-7th | 1d6 | 2d6 |
8th-11th | 1d8 | 2d8 |
12th-15th | 1d10 | 3d6 |
16th-19th | 2d6 | 3d8 |
20th | 2d8 | 4d8 |
Unarmed Strike
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.
Usually a monk’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A monk also deals more damage with her unarmed strikes than a normal person would, as shown on Table: The Monk. The unarmed damage on Table: The Monk is for Medium monks. A Small monk deals less damage than the amount given there with her unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage.
Bonus Feat
At 1st level, a monk may select either Improved Grapple or Stunning Fist as a bonus feat. At 2nd level, she may select either Combat Reflexes or Deflect Arrows as a bonus feat. At 6th level, she may select either Improved Disarm or Improved Trip as a bonus feat. A monk need not have any of the prerequisites normally required for these feats to select them.
Evasion (Ex)
At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.
Fast Movement (Ex)
At 3rd level, a monk gains an enhancement bonus to her speed, as shown on Table: The Monk. A monk in armor or carrying a medium or heavy load loses this extra speed.
Still Mind (Ex)
A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.
Ki Strike (Su)
At 4th level, a monk’s unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character’s monk level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.
Slow Fall (Ex)
At 4th level or higher, a monk within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.
Purity of Body (Ex)
At 5th level, a monk gains immunity to all diseases except for supernatural and magical diseases.
Wholeness of Body (Su)
At 7th level or higher, a monk can heal her own wounds. She can heal a number of hit points of damage equal to twice her current monk level each day, and she can spread this healing out among several uses.
Improved Evasion (Ex)
At 9th level, a monk’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.
Diamond Body (Su)
At 11th level, a monk gains immunity to poisons of all kinds.
Abundant Step (Su)
At 12th level or higher, a monk can slip magically between spaces, as if using the spell dimension door, once per day. Her caster level for this effect is one-half her monk level (rounded down).
Diamond Soul (Ex)
At 13th level, a monk gains spell resistance equal to her current monk level + 10. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the monk’s spell resistance.
Quivering Palm (Su)
Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. She can use this quivering palm attack once a week, and she must announce her intent before making her attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + ½ the monk’s level + the monk’s Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.
![Last Last](https://images-na.ssl-images-amazon.com/images/I/81QA3pOEu7L._SX425_.jpg)
Timeless Body (Ex)
Upon attaining 17th level, a monk no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the monk still dies of old age when her time is up.
Tongue of the Sun and Moon (Ex)
A monk of 17th level or higher can speak with any living creature.
Empty Body (Su)
At 19th level, a monk gains the ability to assume an ethereal state for 1 round per monk level per day, as though using the spell etherealness. She may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed her monk level.
Perfect Self
At 20th level, a monk becomes a magical creature. She is forevermore treated as an outsider rather than as a humanoid (or whatever the monk’s creature type was) for the purpose of spells and magical effects. Additionally, the monk gains damage reduction 10/magic, which allows her to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, the monk can still be brought back from the dead as if she were a member of her previous creature type.
Ex-Monks
A monk who becomes nonlawful cannot gain new levels as a monk but retains all monk abilities.
Like a member of any other class, a monk may be a multiclass character, but multiclass monks face a special restriction. A monk who gains a new class or (if already multiclass) raises another class by a level may never again raise her monk level, though she retains all her monk abilities.
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Welcome to PeakofSerenity's PvE Brewmaster Monk Guide. This guide is designed to be a basic, quick guide for Brewmaster Monks with just the information you need. For more in-depth, advanced, information follow the links to those pages in the 'Further Reading' sections or in the 'Advanced' section in the menu above. Navigate quickly to the section you need using the sidebar on the right.
This guide has been updated for Patch 8.3 and is regularly updated when discussion, theorycrafting, or testing yields new information.
- Tier 1 (lv15) – Chi Burst
- Tier 2 (lv30) – Personal Preference
- Tier 3 (lv45) – Spitfire if using the Incendiary Breath PVP talent, Light Brewing otherwise
- Tier 4 (lv60) – Summon Black Ox Statue
- Tier 5 (lv75) – Healing Elixir
- Tier 6 (lv90) – Rushing Jade Wind
- Tier 7 (lv100) – High Tolerance or Blackout Combo
War Mode Talents
The only impactful War Mode talent for solo content is the Incendiary Breath talent when combined with the Spitfire talent.
- Tier 1 (lv15) – Chi Burst
- Tier 2 (lv30) – Personal Preference
- Tier 3 (lv45) – Light Brewing
- Tier 4 (lv60) – Summon Black Ox Statue or Ring of Peace
- Tier 5 (lv75) – Healing Elixir or Dampen Harm
- Tier 6 (lv90) – Rushing Jade Wind (Special Delivery only in situations where the slow is needed)
- Tier 7 (lv100) – High Tolerance
- Tier 1 (lv15) – Chi Burst or Eye of the Tiger
- Tier 2 (lv30) – Personal Preference
- Tier 3 (lv45) – Light Brewing
- Tier 4 (lv60) – Encounter Dependent, all 3 are viable
- Tier 5 (lv75) – Healing Elixir or Dampen Harm
- Tier 6 (lv90) – Rushing Jade Wind
- Tier 7 (lv100) – High Tolerance
Further Reading About Talents
Brewmasters operate on a priority system. This means that you use whatever ability is available that’s highest up in the priority. With certain talent combinations, following this priority will result in a fixed rotation. For more information on how priorities are generated, read Babylonius’s Understanding Priorities article (This article was originally written for Windwalker monks, however the methodology holds true for all specs).
Single Target
- Black Ox Brew (if talented and <1 Brew charge)
- Invoke Niuzao, the Black Ox (If talented)
- Tiger Palm (If the Blackout Combo buff is active)
- Rushing Jade Wind (If talented and not active)
- Chi Burst (if talented)
- Chi Wave (if talented)
- Tiger Palm (If energy > 55)
- Rushing Jade Wind (If talented)
3+ Targets
- Black Ox Brew (if talented and <1 Brew charge)
- Invoke Niuzao, the Black Ox (If talented)
- Rushing Jade Wind (If talented and not active)
- Chi Burst (if talented)
- Tiger Palm (If the Blackout Combo buff is active)
- Chi Wave (if talented)
- Tiger Palm (If energy > 55)
- Rushing Jade Wind (If talented)
Brew Charge Usage
- Ironskin Brew – Keep this ability active 100% of the time when actively taking damage. Use only enough to maintain the debuff without wasting duration. Multiple uses of Ironskin Brew stack duration up to 21s, for this reason you should avoid using this ability if more than 14s remains on your buff.
- Purifying Brew – Use any remaining charges after maintaining Ironskin Brew on this ability. Purify timing is most of the nuance with BrM and knowing when to use it will largely come with experience. You should use this ability to control your damage intake and keep it to a manageable level for your healer or healers. This ability should never be used at the expense of Ironskin Brew uptime.
Further Reading About Ability Priority
“Best-in-Slot”
The concept of “Best-in-slot” lists is mostly obsolete with the advent of War/Titanforging and sockets. Gear should be assessed on a case-by-case basis rather than as a whole, using tools like SimCraft or Raidbots.
Stat Priorities
The Last Wind Monk 1 0 3
Defensive Stat Priority
Item Level > Mastery > Versatility = Critical Strike > Haste
Defensive stat priority for Brewmaster is extremely encounter dependent and can change for your character depending on your current gear and stats. Due in part to the scaling nature of Stagger in Battle for Azeroth, you will always want to use the highest item level piece in any non-jewelry slot, regardless of secondary stats. Encounters in Battle for Azeroth tend to be heavily biased towards melee and dodgeable damage, as such we recommend favoring Mastery while keeping a healthy amount of Versatility and Critical Strike.
Smart converter pro 3 0 116. Offensive Stat Priority
Item Level > Versatility > Critical Strike >= Haste > Mastery
Offensive stat priority for Brewmaster will depend very heavily upon your current gear, talents, and Azerite traits. While the above stat weights will hold true for most players, it is recommended to sim your Monk using SimCraft to obtain accurate, personalized weights. Bear in mind that while Agility is one of our weakest stats per point, you gain a significantly larger quantity of Agility than secondary stats with Item Level and our other secondaries are quite close in value. As a result, despite Agility’s low value, Item Level will generally win over a specific stat distribution for slots with Agility. As always, sim yourself to get the most accurate picture
Further Reading About Stat Priorities
Trinkets
Offensive Trinkets
DPS trinkets will depend very heavily upon item level. You should always sim yourself to determine the best setup among your available options. Bloodmallet maintains a list of recent sims showing a ranking of each trinket at various item levels. This can be used to identify which pieces to target with bonus rolls or trades.
Defensive Trinkets
The defensive trinkets in BFA are generally extremely lackluster. The relatively low impact of the trinkets is such that you will generally be best served with an offensive option. In the event that you need a defensive trinket for a particular use, your best options in raids and M+ are Lingering Psychic Shell and Bloodthirsty Urchin.
Further Reading About Trinkets
- Tanking Trinkets in BFA (Rankings are out of date)
Azerite and Essences
The Azerite Trait setups listed below reflect what is considered optimal for general use with current available data. Note that most Brewmaster Monk traits are very close together in value (with limited exceptions) and as such item level differences can often trump the difference in power between individual traits. For more information about the Azerite system and how it relates to Brewmaster Monks, see the Brewmaster Azerite Guide in the Further Reading section below.
Credit to Emallson for the quick reference below.
Mythic+
Outer Rows: 1x Boiling Brew, 1x Straight, No Chaser, 1-3x Training of Niuzao
General Row: 1-2x Crystalline Carapace, 1-2x Azerite Veins
Defensive Row: A mix of Gemhide, Impassive Visage, and Bulwark of the Masses
General Row: 1-2x Crystalline Carapace, 1-2x Azerite Veins
Defensive Row: A mix of Gemhide, Impassive Visage, and Bulwark of the Masses
Healing in Mythic+ is much more constrained than in a raid environment, which increases the value of traits that grant additional healing, like Boiling Brew, Azerite Veins, and Impassive Visage. For this reason, if you have a choice between Gemhide and Impassive Visage, it is generally recommended to choose Impassive Visage for Mythic+. Note that more copies of Azerite Veins increase the odds that you hit the 100% HP breakpoint and lose the HoT, so having 3 copies is likely to be worse than having 2.
Ny’alotha
Outer Rows: 1x Straight, No Chaser, 3x Training of Niuzao, and up to 1x Boiling Brew, 1x Elusive Footwork
General Row: 3x Crystalline Carapace
Defensive Row: 1-3x Gemhide, 1-3x Impassive Visage
General Row: 3x Crystalline Carapace
Defensive Row: 1-3x Gemhide, 1-3x Impassive Visage
Training of Niuzao is one of our only top-tier traits that doesn’t lose value from multiple copies, and should be your first pick after Straight, No Chaser most of the time. That said, Boiling Brew and Elusive Footwork are both valuable traits in their own right, but do not stack defensively and cannot compete with generic traits for damage, so you should avoid taking a 2nd copy of either. The new raid trait (Heart of Darkness) from Ny’alotha is not as good as these, but not a bad choice in general
Outer Row: 3x Generic Traits, 3x Training of Niuzao
General Row: 3x Generic Traits
Defensive Row:There are no DPS traits on this row
General Row: 3x Generic Traits
Defensive Row:There are no DPS traits on this row
The damage given by our spec-specific traits is usually negligible compared to that of generic traits on both rows. If you want to maximize your damage, you should sim yourself. Trait damage is dominated by ilvl, so we cannot give universal advice for how good a trait is for DPS. Bloodmallet maintains a list of the current top-simming traits for each spec, which can be used to identify bonus-roll and residuum targets.
Raid DPS
- Major:The Crucible of Flame
- Minors:Conflict and Strife, Nullification Dynamo (Rank 3 only), The Formless Void
Raid Defensive
- Major:The Crucible of Flame
- Minors:Nullification Dynamo, Conflict and Strife, Strength of the Warden
Mythic+ (up to +20)
- Major: The Crucible of Flame
- Minors: Nullification Dynamo or Aegis of the Deep, Strength of the Warden, Conflict and Strife.
Mythic+ (above +20)
- Major: Conflict and Strife
- Minors: Nullification Dynamo or Memory of Lucid Dreams, Aegis of the Deep, Strength of the Warden.
Conditional Essences
- Worldvein Resonance Major was majorly buffed in Patch 8.3. However, it is not remotely competitive with The Crucible of Flame for Brewmasters due to our lack of Agility scaling and/or cooldowns to use with the major. The bug as a minor also still persists, but so you are likely to be (effectively) capped at 3 allies with the minor as far as sims are concerned. Despite all of this, if it buffs melee enough you will wear it.
- Nullification Dynamo becomes our highest-priority minor when a fight has a heavy DoT. As many fights in Ny’alotha have heavy magic damage, this essence is our only near-universal defensive pick.
- In some dungeons, there is very little magic damage. In these cases, it should be replaced with Aegis of the Deep for lower keys or Memory of Lucid Dreams for higher keys.
- Azeroth’s Undying Gift may see use as a defensive major if you need more frequent access to burst damage reduction than Dampen Harm allows.
- The Formless Void Major may see use in Mythic+ to copy Essence of the Focusing Iris. Keep an eye on this space as the patch progresses.
Note that there simply aren’t good general-purpose defensive essences. Thus, your essence choices for defensive play will have to be tuned to specific bosses. Unless an essence lines up well with a bosses’ mechanics, you should just use a damage essence instead.
Further Reading About Azerite
Enhancements
Gems/Enchants
- For gems and ring enchants, follow the stat priority for your character and situation.
- Weapon – Versatile Navigation for most purposes, or Masterful Navigation if damage taken is exceptionally high.
Consumables
- Flask – Greater Flask of the Currents
- Potion – Potion of Unbridled Fury
- Food – your favorite non-haste food
Racials
Race selection will have negligible impact with the exception of a few specific racial abilities. The Blood Elf racial Arcane Torrent and the Dwarf racial Stoneform are the most impactful utility racials. In general however, pick whatever race you prefer. The difference between the races will be largely negligible.
There are very few required WeakAuras for Brewmaster. The most commonly used are to track Ironskin Brew duration and current Stagger damage.
AoE Taunt on Black Ox Statue with modifier
#showtooltip Provoke
/tar [mod:shift] Black Ox Statue
/cast Provoke
/targetlasttarget [mod:shift]
/cast Provoke
/targetlasttarget [mod:shift]
This macro will taunt your target or if shift is held (or any other specified modifer) will AoE taunt around your statue.
- April 28, 2020 – General Updates
- June 30, 2019 – Updated Azerite Essence Recommendations and Stat Priorities
- June 26, 2019 – Updated for 8.2 Release.
- February 16th, 2019 – Updated Azerite Recommendations and Stat Priorities
- December 11th, 2018 – Updated Azerite Recommendations and Trinket Recommendations
- September 9th, 2018 – Updated Azerite Recommendations and Trinket Recommendations
- August 11th, 2018 – Guide to Stagger and Brews added to Further Reading
- August 11th, 2018 – Removed Legendaries and Tier Sets sections, Added Azerite section, Revised Trinket section to reflect the status of current theorycrafting
- August 6th, 2018 – Updated DPS priority, Updated Talent recommendations, added links for Weak Auras
- July 15th, 2018 – Talent guide added to Further Reading
- July 9th, 2018 – Guide Created