Advanced: PvE Conduits

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Welcome to PeakofSerenity’s Windwalker Monk PvE Conduit Guide. This guide is designed to be a more in-depth look at the Conduit recommendations from the main PvE guide. Navigate quickly to the section you need using the sidebar on the right.

This guide has been updated for Patch 9.0 and is regularly updated when discussion, theorycrafting, or testing yields new information.

Overall Potency Rankings

Single Target
  1. Bone Marrow Hops (Necrolord Only)
  2. Coordinated Offensive
  3. Strike with Clarity (Kyrian Only)
  4. Imbued Reflections (Venthyr Only)
  5. Xuen’s Bond
  6. Inner Fury
  7. Way of the Fae (Night Fae Only)
  8. Calculated Strikes

 

Multi Target
  1. Calculated Strikes
  2. Bone Marrow Hops (Necrolord Only)
  3. Xuen’s Bond
  4. Strike with Clarity (Kyrian Only)
  5. Way of the Fae (Night Fae Only)
  6. Coordinated Offensive (Only take this if you can keep up MotC stacks while fixating your clones)
  7. Inner Fury
  8. Imbued Reflections (Venthyr Only)

Windwalker Conduits

Calculated Strikes
  • Overall: Good
  • Raiding: Meh
  • Mythic+: Great

Spinning Crane Kick is a very common spell in multi-target situations, and even more common with the addition of  Dance of Chi-Ji as a talent in Shadowlands. While this never quite reaches the power of this ability in Legion, more damage to the ability that does most of our damage in AOE situations is always a good thing. This is currently REALLY strong for AOE, but in single target it won’t be as powerful even with  Dance of Chi-Ji talented.

 

Coordinated Offensive
  • Overall: Good
  • Raiding: Great
  • Mythic+: Meh

While this doesn’t quite increase your damage as much as it might look at first glance, since it currently increases the damage that your clones do, and not you, this is still a very strong Conduit for single target in situations where you can focus your  Storm, Earth, and Fire clones. In AOE situations this won’t be very useful.

 

Inner Fury
  • Overall: Meh
  • Raiding: Meh
  • Mythic+: Meh

This conduit may look to be super strong, but you have to remember how much of  Fists of Fury‘s current damage profile was based on  Open Palm Strikes, without this Azerite Trait to prop up  Fists of Fury‘s damage, adding a modifier to it just doesn’t increase things as much as it should. If  Fists of Fury is ever tuned to be stronger in the future then this Conduit may become super powerful, but its currently relatively mediocre. However, if you’re looking for one that’s decent at both single target and AOE without being spectacular at either, then this will be a reasonable choice.

 

Xuen’s Bond
  • Overall: Great
  • Raiding: Good
  • Mythic+: Great

At first implementing, it looked like this was going to be THE conduit. However, with the relatively lackluster performance of Xuen as cooldown, it’s not as strong as it once could be. The strongest that it could/should be is when using Kyrian, but unfortunately this just de-syncs the major cooldowns, weakening its possibilities.

 

Covenant Conduits

Bone Marrow Hops
  • Overall: Great
  • Raiding: Great
  • Mythic+: Great

This increases the damage that you do during its duration and lets you use it more, if you’re going to go with Necrolord then this will be a very powerful increase in damage.

 

Imbued Reflections
  • Overall: Meh
  • Raiding: Good
  • Mythic+: Bad

Sadly, adding a modifier to something that’s already not great doesn’t make it magically better.

 

Strike with Clarity
  • Overall: Great
  • Raiding: Great
  • Mythic+: Good

This provides more Mastery during the duration of  Weapons of Order, which just furthers to cement that you’ll want to continue alternating abilities and obeying the Mastery. The extra duration isn’t as important since it already lasts longer than Xuen does and its 30s baseline duration is as long as two  Storm, Earth, and Fire casts.

 

Way of the Fae
  • Overall: Meh
  • Raiding: Bad
  • Mythic+: Meh

This is potentially the weakest of the Covenant-specific Conduits. In situations where you’re likely to use  Faeline Stomp to its fullest potential, this just magnifies that potential. In Mythic Plus, 5 targets to hit is a very common occurrence. You are at the mercy of getting a Faeline that hits them all, but given the size of some packs and how closely they can be stacked, this shouldn’t frequently be a game-breaking problem.

 

Endurance Conduits

Harm Denial is the Conduit that you’re most likely to see regular use out of since you will be using  Expel Harm practically on cooldown. Most of the time it will simply add to the overhealing, but when you need it, its there.  Fortifying Ingredients will certainly have niche scenarios where you’d like a more powerful defensive in addition to the tools that Windwalker already has.  Grounding Breath is more likely to see use in PvP or potentially Questing to cut down on time between packs.

 

Fortifying Ingredients
  • Overall: Good
  • Raiding: Good
  • Mythic+: Good
Fortifying Brew is back in Shadowlands and more defensive ability is something that Windwalker had lacked. Giving a shield helps to increase the strength of this defensive, so it can be very useful in situations where you’re using  Fortifying Brew to keep you alive.
 
Grounding Breath
  • Overall: Bad
  • Raiding: Bad
  • Mythic+: Bad

While this isn’t a conduit you’ll really get a lot of use out of in instanced scenarios, if you find yourself needing to spam  Vivify then this will be very helpful.

 

Harm Denial
  • Overall: Great
  • Raiding: Great
  • Mythic+: Great

One of the biggest complaints with the return of  Expel Harm was that it did very poor healing, so increasing the healing for an ability that you are likely to be using naturally every 15 seconds is a HUGE increase in potential self-healing. In reality it just means more overhealing, but more free healing is always better.

 

Finesse Conduits

The strength of these Conduits are mostly based on how you play and what you feel like you can use.  Tumbling Technique is a good default Conduit as more mobility is never a bad thing.  Swift Transference would be second in how often you may get to access its benefit.  Lingering Numbness is another one that may have niche use.  Dizzying Tumble is likely to be completely worthless most of the time.

 

Dizzying Tumble
  • Overall: Good
  • Raiding: Good
  • Mythic+: Good

Leg Sweep already stuns them for 3 seconds, so this provides an additional 5 seconds of damage reduction on top of that. In situations where its useful, it should be rather strong.

 

Lingering Numbness
  • Overall: Meh
  • Raiding: Meh
  • Mythic+: Meh

This can be a very useful Conduit if you’re someone that frequently forgets to re-CC a target you’re supposed to lock down.

 

Swift Transference
  • Overall: Meh
  • Raiding: Meh
  • Mythic+: Meh

If you’re using Transcendence, you’re trying to get somewhere quickly, so being able to move even quicker after using it will just be even better.

 

Tumbling Technique
  • Overall: Great
  • Raiding: Great
  • Mythic+: Great

If you’re playing a Monk and don’t enjoy using  Roll then I don’t know what you’re doing playing Monk. More rolls = more fun.