Originally Posted by
Chuggernaut
So, from what I've been reading here this is what I understand the stats to weigh:
agi=sta(?) > exp (7.5%) > hit (7.5%) > exp (15%) > crit > mastery > haste > dodge = parry
Agility
Grants use AP (larger Guard shield), crit (Evasive Brew stacks), and dodge. Excellent stat all around.
Stamina
Still important for handling the big hits. There should be no need to stack it, but it shouldn't be completely ignored either.
Expertise
Get this to the soft cap of 7.5% to remove dodges and reduce parries, a double dip stat up to this point giving more value per point than hit. More hits equals more Elusive Brew stacks and GotOx orbs, plus your Blackout Kick can't miss either if you want to keep Shuffle up.
Hit
Get 7.5% to remove special attacks from missing, very important for Keg Smash/Jab to generate Chi for other abilities and Blackout Kick hitting to get Shuffle rolling. Note that your white attacks can STILL miss if you're dual-wielding (27% hit cap), meaning that your Elusive Brew and GotOx procs could be hampered (both are triggered from white hits). In my opinion, two-handers are superior for Brewmasters because of this.
Since Brewmasters are very dependant on active mitigation for survivability once you have hit at 7.5% you should probably bring expertise the rest of the way to it's hard cap of 15%. Missing abilities can be very devastating for Monk tanks.
Crit
Crits from auto-attacks grant stacks of Elusive Brew, a very important survival mechanism for Brewmasters.
Mastery
More mastery allows you to stagger more damage and then remove it for 1 Chi (with Purifying Brew). This is what allows us to put less emphasis on stamina since we're only taking a portion of incoming damage. It could be argued that mastery is more important since it grants constant dependable damage mitigation (essentially), but since mastery seems to accumulate so slowly it seems questionable which is worth more atm.
Haste
Faster attacks lets us potentially generate Elusive Brew and GotOx orbs more quickly, plus it increases our Energy generation allowing us to "do more". A very nice stat but I think that maybe it falls behind the others for dependable survivability.
Parry/Dodge
Considering the large amount of dodge and parry we get from our abilities (and from agility for dodge), along with Stagger and Guard, these two stats just don't seem to be worth that much compared to everything else.
Gearing seems like basically we want DPS gear for the most part.
Tank trinkets make sense to use, but DPS ones seem to be just as viable with these weights.
For gems/enchants/flasks/potions I've seen several theories...
OPTION A) "Active Mitigation"
GEMS:
Red: agi, exp, agi/hit, exp/hit, exp/crit
Yellow: agi/crit, exp/crit, hit/crit
Blue: hit, exp/hit, agi/hit, hit/crit
Meta: Agile Primal Diamond
ENCHANTS:
Legs: 285 agi + 165 crit (shadowleather leg armor)
Shoulder: 200 agi + 100 crit (greater tiger claw inscription)
Chest: 80 all stats (glorious stats)
Hands: 170 exp (superior expertise) *OR* 170 mastery (superior mastery) *OR* 170 haste (greater haste)
Feet: 140 agi + 8% move (blurred speed)
Wrist: 170 agi (greater agility)
Back: 180 hit (accuracy) *OR* 180 crit (superior critical strike)
Weapon: 1650 agi proc (dancing steel) *OR* crit/haste/mastery proc (windsong)
FLASKS and POTIONS:
Flask of Spring Blossoms (+1000 agi)
Virmen's Bite (+4000 agi)
OPTION B) "Effective Health"
GEMS:
Red: sta/agi, sta/exp
Yellow: sta/mastery, sta/crit, sta/haste
Blue: sta/agi, sta/exp
Meta: Austere Primal Diamond *OR* Effulgent Primal Diamond
ENCHANTS:
Legs: 430 sta + 165 dodge (ironscale leg armor)
Shoulder: 300 sta + 100 dodge (greater ox horn inscription)
Chest: 300 sta (superior stamina)
Hands: 170 exp (superior expertise) *OR* 170 mastery (superior mastery) *OR* 170 haste (greater haste)
Feet: 140 agi + 8% move (blurred speed)
Wrist: 170 agi (greater agility)
Back: 200 sta (greater protection)
Weapon: 1650 dodge proc (river's song) *OR* damage shield proc (colossus)
FLASKS and POTIONS:
Flask of the Earth (+1500 sta)
Potion of the Mountains (+12000 armor)
There's also an option C, where you gem for active mitigation (agi, hit, expertise) but enchant for effective health, mixing the two. With that option the leg and shoulder enchants seem a little weak since dodge is such a low priority stat for us, but you'd be sacrificing almost 10k health. The damage shield proc on Colossus seems very underpowered as well, but it has a high PPM (3), and again the dodge proc from River's Song seems like a waste on Brewmasters. The Austere meta might be better too, since any tank could always use more armor (Effulgent might be a valid choice too for heavy magic damage encounters).
With that in mind, here's what it would look like...
OPTION C) "Mixed AM/EH"
GEMS:
Red: agi, exp, agi/hit, exp/hit, exp/crit
Yellow: agi/crit, exp/crit, hit/crit
Blue: hit, exp/hit, agi/hit, hit/crit
Meta: Austere Primal Diamond *OR* Effulgent Primal Diamond
ENCHANTS:
Legs: 285 agi + 165 crit (shadowleather leg armor)
Shoulder: 200 agi + 100 crit (greater tiger claw inscription)
Chest: 300 sta (superior stamina)
Hands: 170 exp (superior expertise) *OR* 170 mastery (superior mastery) *OR* 170 haste (greater haste)
Feet: 140 agi + 8% move (blurred speed)
Wrist: 170 agi (greater agility)
Back: 200 sta (greater protection)
Weapon: 1650 agi proc (dancing steel) *OR* crit/haste/mastery proc (windsong)
FLASKS and POTIONS:
Flask of the Earth (+1500 sta)
Potion of the Mountains (+12000 armor)
Thoughts?