50 Twink Gearing Guides! Ready for Mop!

Pretty sure it's possible as a monk to get 17% hit without using the weapon chain and without really trying.
 
Pretty sure it's possible as a monk to get 17% hit without using the weapon chain and without really trying.
but hit doesnt cover for dodge and parry :(
 
As far issues with generating aggro, going 2h will help you more than going dual wielding
Youll need less hit and less expertise even if dualwielding gives more defensive stats.

So if aggro is the issue, go 2h. You don't have to get hit capped(not dying should be your Main priority though) but getting more hit/exp will help with aggro.
 
As far issues with generating aggro, going 2h will help you more than going dual wielding
Youll need less hit and less expertise even if dualwielding gives more defensive stats.

So if aggro is the issue, go 2h. You don't have to get hit capped(not dying should be your Main priority though) but getting more hit/exp will help with aggro.

Thank you :)

As far as I have experienced, keeping aggro is no big deal, Dizzyng Haze can't miss and generates a lot of aggro, but a lot of the BM monks defensive abilities, i.e. Guard and Elusive Brew, are triggered by melee hits. And you won't hit the raid mobs if you don't have a lot of expertise at lvl 50.
Spoke with one from the 50 US guild who said their BM monk tank dodged/parried 80% of the time.
 
Thank you :)

As far as I have experienced, keeping aggro is no big deal, Dizzyng Haze can't miss and generates a lot of aggro, but a lot of the BM monks defensive abilities, i.e. Guard and Elusive Brew, are triggered by melee hits. And you won't hit the raid mobs if you don't have a lot of expertise at lvl 50.
Spoke with one from the 50 US guild who said their BM monk tank dodged/parried 80% of the time.

They get parried/dodged that much or they Parry/dodge others that much?
 
Ok two things, first are you sure 2h has less chance to be dodged or parried cause thats big, right now that happens 90% of the time so being able 2 minimise taht will help. Elusive brrew wont pop on raid bosses at all seeign as how it require crits and you are able to get crits at such a low level.
 
Ok two things, first are you sure 2h has less chance to be dodged or parried cause thats big, right now that happens 90% of the time so being able 2 minimise taht will help. Elusive brrew wont pop on raid bosses at all seeign as how it require crits and you are able to get crits at such a low level.
But Guard would be a nice spell to be able to use, but if you are being dodged/parried 80% times the chances are quite low :/
 
Our monks are hit capped. They lowered the hit cap for tanks in mop. Expertise doesn't change for dual wield, it's the same cap as 1h. Thats why there's main hand%/offhand% expertise in your character stats window. There's a cooldown for monks that requires auto attack crits which you don't get as your auto attacks are glancing blows is what thelse is saying. The only remedy for the expertise problem is expertise rating. Using a one handed weapon won't work. If you're desperate enough for expertise, use the heirloom strength sword and dragon's call mongoose offhand to get 1% expertise from the gnome racial.
 
Druid
The druid is a diverse class and brings a lot to the fifty project. Lost innervate and in combat rez, but still more than viable.
a. Restoration
Sustain Build
The goggles are "of the owl" or "of the elder"
Haste Build
PvP Build
Don't use the items in this build until you have all of them. This build focuses on reaching the haste breakpoint of 12.5%, at which point your Rejuvenation and Tranquility will do one more tick, with lifebloom ticking two more times. With a raid buff such as shadowform or moonkin haste buffs(5%), your regrowth will get another tick, and lifebloom will tick three more times. This is a massive boost to your healing and worth the small amounts of intellect lost, but where it hurts is the spirit department. However, the hot ticks will allow you to relax a bit on regrowth.
Viability: High. Restoration is a fairly complex healing class that shows much promise. The ability to use leather allows them to gain some benefits over priests, at the expense of the gnome trinket. Currently they are below priests and I believe monks, but they are very close behind, and may even accede them with great play. Their healing is immense, solo healing tanks with mana efficiency. All and all a very effective healing class that is more than worth rolling.
Race: There is little difference between Night Elves and Worgen. Just do whichever. If shadowmeld drops all aggro, thats probably better. I tend not to trust vanishes, they don't always work. Running wild is also very nice for the mobility, a lot of times you need to get somewhere now.
Professions: Engineering goes without saying, Alchemy making the next slot. You could argue for herbalism, but alchemy pulls ahead due to flasks. Since you have a passive that increases your base mana by 400%, any mana giving buff is multiplied by four, such as flasks, which are buffed by the alc passive, which means more mana.
Notes/Special Abilities: In mists, druids lost one of the best raid cooldowns ever. Rebirth, the in combat rez, was moved to a higher level. Keep your hots on the target. Never use nourish. You are a very gifted class in that you have healing touch, your slow power heal. Use Healing touch to anticipate damage, regrowth to react to damage, and swiftmend whenever the tank is missing health. Barkskin for aoe damage. If a tank has died and a mob is heading toward you, use it just in case, but you're probably dead. Always use Omen of Clarity procs on Regrowth. Be careful not to preload your hots on to the tank before a pull, they need that time to gain firm aggro.
Talents/Glyphs:
Tier One: Wild Charge or Feline Swiftness
Tier Two: Our Disc priest Thelse brought to my attention that we can keep a tank up most of the time, but if we have more absorb shields it's like giving more health. Cenarion Ward however, isn't a conventional absorb shield. It heals a certain amount of damage every several seconds, which doesn't accomplish the above task. Nature's Swiftness is the only talent I can see using.
Tier Three: These all are very situational, which is a polite way to say they suck until they're needed. Mass Entanglement is a bit better than typhoon, and could be used for some nice escapes.
Glyph One: Glyph of Healing Touch. Makes each healing touch cast reduce the cooldown of Swiftmend by 1 sec. More Swiftmends means more healing when it's most needed.
Glyph Two: Glyph of Lifebloom. When you cast lifebloom on a different target, they get as many stacks as the old target had. Great for tank deaths, situations like that where you can't afford global cooldowns.
Glyph of regrowth is a maybe, but the hots are just better to smooth damage imo.
b.Balance
Raiding Chardev
PvP Build
Viability: Extremely Low. Balance got one of the biggest nerfs of any of the fifty twink specs, in that they lost their spirit to hit talent. They can use leather and obtain more hit than the cloth casters, but it's still not that competitive. Solar Beam is the main reason we would bring any Moonkin. Living steel weapon chain is gone, and solar beam has been severely nerfed. Not worth playing at all.
Race: See resto, it's the same deal.
Professions: Engineering of course. Alchemy comes next because you have the same 400% mana as restoration. More mana is more good. See resto for reasoning.
Notes/Special Abilities: You'll be brought in for solar beam. Solar beam a specific location to stop all spellcasting of every mob in it for 10 seconds. Try to dot everything. Keep your dots on, get to an eclipse state. The thing about dots is once they get on, they'll do all of their damage. With a long cast power spell like pyroblast, you miss it and that's it. All of that like four seconds wasted. Off heal when needed. This is why Glyph of the moon beast is so good. You're not in there to rock the damage meter, remember that.
Talents/Glyphs:
Tier One: Wild Charge or Feline Swiftness. Displacer Beast maybe to vanish/rez after a wipe if Worgen.
Tier Two: Renewal is the only real choice, a nice on demand self heal to save everyone's mana so they don't have to heal you. Nature's Swiftness maybe for off heals.
Tier Three: These all are very situational, which is a polite way to say they suck until they're needed. Mass Entanglement is a bit better than typhoon, and could be used for some nice escapes.
Glyph One: Glyph of the Moonbeast. Lets you cast healing spells in boomkin form. Saves global cooldowns and lets your dots still be buffed while doing offheals.
Glyph Two: Glyph of Solar Beam. Nothing better.
c. Feral
Raiding Chardev
PvP Build
The staff,chest and shoulders are currently wrong.
Viability:High. Feral has great utility and actually healing, which I'll touch on later. While untested, they're damage will also be nothing to laugh at.
Race: Worgen. The nice movement cooldown will be good for positioning. Night elf is still good, don't fret.
Profesions: Engineering and Leatherworking. Your best in slot pants are crafted, but bind on pickup, so you actually have to make them. You can stockpile a couple pairs and switch to skinning or herbalism if you want.
Notes/Special Abilities: You have a set of priorities. Stay behind the target if at all possible and fill with Shred. If there is no way to get behind, use mangle. Use Thrash for three or more mobs. Open with Rake. Pounce is bad damage without mastery and costs a ton of energy. Keep Savage Roar up at all times. Then use Rip and keep it up always. If all of your bleeds are up, you can Ferocious Bite. If you don't have Rip, Savage Roar and Rake up you are doing it wrong. Use Tiger's Fury as much as you can, save Berserk for bosses. If a tank dies, Go bear form and take one of the mobs. Pop renewal, barkskin, whatever you can to stay alive. You won't tank it well and will probably die, but it could prevent a wipe. You get a proc off of doing damage that makes your healing touches instant cast and usable in all forms. Set up a focus macro or mouseover macro to cast it on the tank whenever you get a proc.
Talents/Glyphs:
Tier One: Feral Swiftness for Night Elf, Displacer Beast for Worgen to vanish/rez.
Tier Two:Renewal is the only real choice, a nice on demand self heal to save everyone's mana so they don't have to heal you.
Tier Three: These all are very situational, which is a polite way to say they suck until they're needed. Mass Entanglement is a bit better than typhoon, and could be used for some nice escapes.
Glyph One: Glyph of Cat Form. Increases all healing done to you while in cat form by 20%. Nuff said.
Glyph Two:Glyph of Savage Roar. Lets you cast savage roar with no combo points for a 12 sec duration. Get that up all the time!
Use Glyph of Barkskin if you plan to swoop in after tank deaths a lot. Not recommended. Glyph of Shred for a fight where there is literally no way to get behind.
d.Guardian
Raiding Chardev
All random enchants are "of stamina". Also works for flag carrying.
Viability: Medium. A tank that is a bit weaker than the others. Good at tanking physical damage. The main issue is health. You can't equal a Monk or a Warrior, maxing out at about 8k. You will suddenly get one shot.
Race: Night Elf gives a slight bit more evasion, you won't ever use shadowmeld though. Maybe if someone ninja pulls. Worgen for postioning. Both pretty equal.
Professions: Engineering and Mining. You need as much health as possible.
Notes/Special Abilities: Keep up Savage Defense, great dodge cooldown you can have up 100% of the time. At 30% health barkskin right away. I don't care what situation you're in, take on more hit of unexpected damage and it's probably a wipe. Mangle, Lacerate, keep all of it on cooldown and you'll be fine. Use Renewal smartly, when you've blown barkskin.
Talents/Glyphs:
Tier One: Feral Swiftness is the only thing. You can't vanish/rez because you'll die first.
Tier Two: I prefer Renewal to Cenarion Ward. Your health will go up and down like a Yo-yo, and 600 healing every couple seconds regardless of how much damage you take just won't cut it.
Tier three: Faerie Swarm: get everybody in order. You can't escape because you'll be dead, so no mass entangle.
Glyph One: Glyph of Faerie Fire. Increases range by ten yards of you pulling skill.
Glyph Two: Glyph of Fae Silence. Turns Faerie Fire into a ranged silence/sunder armor
Glyph of Maul is tempting, but maul costs a lot of rage and you need Savage Defense up 100% of the time, and we won't be doing super serious aoe, especially with a feral druid. Glyph of Barkskin is useless, you can't be crit anyway.
You want help with this one a bit? Btw Ferals Dps is ridiculous i remember pulling 500 single target without being bis on a dummy. Btw i was over 8.5k without being bis as guardian so yeah. Also theres no way your gonna keep savage defense up 100% of the time as you dont gain rage from being hit and you have to sacrifice a lot to get the hp as high as needed. For Resto regrowth is your only good spammable heal
 
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Mistweaver: Why 12 agi on the cape and six all stats?

Stance of the Wise Serpent does not allow you to benefit from Agility. 12 agi is bad.

They don't need the spirit enchant, and the mana enchant is even worse for chest. 12 agi is for melee crit when healing with melee, mostly because 120 armor (the only alternative) kind of sucks. I'm pretty sure it says that under the chardev even haha. 6 all stats is probably going to be bis for even more healers now because we're moving away from spell spam and more on quality of heals.
 
The belt for feral druids should probably be Hyena Hide Belt since expertise is so valuable & vary rare to come by.

I need to change all of those chardevs really. I'm just not feeling chardev right now because of how it won't update its information (and it's not a datamining issue because wowhead has everything up to date, the guy just gave up it seems), but I'll get around to fixing them up.

For tanking drakeclaw band is decent, but if you're moving away from ring of saviors/sapphire signet, I'd suggest Band of Flesh - Item - World of Warcraft . Avoidance/CTC are good but remember there's no real benefit to having strength besides more parry since vengeance gives attack power based on your health.
 
I need to change all of those chardevs really. I'm just not feeling chardev right now because of how it won't update its information (and it's not a datamining issue because wowhead has everything up to date, the guy just gave up it seems), but I'll get around to fixing them up.

For tanking drakeclaw band is decent, but if you're moving away from ring of saviors/sapphire signet, I'd suggest Band of Flesh - Item - World of Warcraft . Avoidance/CTC are good but remember there's no real benefit to having strength besides more parry since vengeance gives attack power based on your health.
I hear you about chardev... It seems atleast BoA chest, head, shoulders and leggings isn't scaling correctly. In you monk BM raiding chardev (where you, btw, have selected rogue class instead of Monk :p) it is hitcapped with 17% hit, but only because Chardev says that BoA chest gives 48 hit or something, where it actually only gives 16.
 
If it's hit capped it's a coincidence. They lowered the hit required for tanks. It's also a rogue because I can't select a spec for monks, so I can't have it dual wield. I usually change it back to monk, but I guess I forgot on that one. Thanks for saying something.
 
If it's hit capped it's a coincidence. They lowered the hit required for tanks. It's also a rogue because I can't select a spec for monks, so I can't have it dual wield. I usually change it back to monk, but I guess I forgot on that one. Thanks for saying something.
So whats the hit cap for tanks? And is it still 17% for melee dps?

and no problem :)
 

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