Mar 052013
 

I’ve been neglecting WoM a bit, but it’s time to get back in the saddle and review the patch changes!

General

  • To get to the new island with the dailies/raid instance, you take a quest from the Shado-Pan Offensive camp in Townlong Steppes. Subsequent trips are via a portal in the same location. You must have completed the 5.1 intro questline, Landfall, to receive the Thunder Calls quests.
  • Two new factions are being added with VP gear; the Shado-Pan Assault (rep gained by raiding) and the Kirin Tor/Sunreavers (rep gained by dailies).
    • SP Assault gear is all ilvl 522, and costs from 1250-2250 VP. Neckpieces are available at neutral; trinkets, wrists and rings  at friendly; cloaks, legs and hands at honored; chest and waist at revered; and shoulders at exalted. As of right now, it is not known how much rep is granted per boss (or from trash), but a blue post has stated that “a single boss kill should get you mostly to Friendly.” Bosses can only be killed once a week for rep, in any difficulty.
    • Kirin Tor/Sunreavers provide ilvl 476 belts at Honored, ilvl 496 cloaks at Revered, and ilvl 496 rings at Exalted. The 476 gear costs a small amount of gold; the 496 gear will cost VP, presumably at the same price as 5.1 VP gear. Icy Veins has an awesome guide to all the new dailies and stuff to do on the Isle of Thunder, so I won’t recap that here.
  • Apart from the new raid, there’s two new world bosses that drop ilvl 522 gear. Nalak is roughly equivalent to the Sha of Anger; however, he will not be unlocked “until Lei Shen is defeated.” (It’s unknown whether that means progression in the server-wide daily events, or raid progression.) Oondasta is found on the Isle of Giants, and is reportedly very difficult; that said, the new Tap-to-Faction system means you can grab a ton of people (multiple raids) and just zerg him down, presumably.
  • Throne of Thunder gear that goes unused can be DE’d and will reward one Haunting Spirit per item. New crafted ilvl 522 boots and helms are available that require 6 and 8 Haunting Spirits, respectively.
  • The 5.2 legendary questline will require 40 Trillium Bars (buy them now if you can), 20 Secrets of the Empire (aka Sigils of Power), exalted with Wrathion (kill stuff on the Isle of Thunder), and 12 Titan Runestones (aka Sigils of Wisdom). It will reward a very strong metagem that will replace your current meta. The Eye of the Black Prince from the 5.1 legendary questline can be repurchased and used on 5.2 weapons to add an additional socket.
  • All the old VP gear was reduced in price (5.0 by 50%, 5.1 by 25%), which will help considerably in getting alts geared for Throne LFR (ilvl 480 requirement).
  • Item upgrading is going away, so today’s the last chance. (That said, it’s likely best to hold on to your VP at this point to buy new gear.) Ask Mr Robot’s Item Optimizer is now updated for 5.2, so go check them out if you’re unsure. (Actually, go check them out anyway, they rock.)

For all the other stuff (pet battles, profession changes, etc) go check out MMO-Champion.

Monk Changes

All Specs

  • Talent Changes:
    • Level 15: Tiger’s Lust no longer has a Chi cost, which it makes it much more competitive with Momentum and Celerity at Level 15. Even if you leave the CC break effect out, a free 70% speed buff for 6 seconds with only a 30 second CD is pretty nice. Unless you’re specifically using Roll on a certain fight, I’m now recommending this talent for all specs.
    • Level 30: All of the healing talents were redesigned from “no cooldown, but uses chi” to “free, but has a cooldown.” This means you’ll likely use them more often; see the spec-specific sections for recommendations.
    • Level 45: No changes.
    • The level 60 AoE CC talent tier was rebalanced significantly.  Deadly Reach has been removed and the effect permanently added into Paralysis, and a new talent has been added; Ring of PeaceCharging Ox Wave’s cooldown was also dropped to 30 seconds. Both of these talents are now more competitive with Leg Sweep, but I still prefer LS.
    • Level 75: Healing Elixirs was buffed to 15%, while Dampen Harm now can be used while stunned (and the CD begins on-use). No effective changes; you’ll still use HE for soloing, and DM/DH where they make sense in groups.
    • Level 90: Chi Torpedo was buffed by 15%. Still hard to use effectively as it’s tied to Roll, so I expect it to be little-used.
  • A new ability, Nimble Brew, was added for Brewmasters and Windwalkers. Mostly for PvP, but put it on your bars for the semi-frequent times you get CC’ed in instances.
  • Path of Blossoms is gone. I’m sorry for all three of you who used it regularly. The glyph now affects Paralysis, and causes Paralysis to no longer be broken by DoT’s, which has a minor benefit.

Brewmaster

  • Mastery’s effectiveness was buffed by 25%. Not enough to make it worthwhile.
  • The amount of damage needed to activate Sanctuary of the Ox (the shields put out by your Black Ox Statue) was doubled. This is a big nerf, but mostly for your group, not for you; the amount of shielding that thing could do at high damage was pretty overkill.
  • For a level 30 talent, I’m still going to stick with recommending Chi Wave, with Zen Sphere getting an honorable mention. I love the detonate on low health part of ZS, but I don’t see it healing enough to be worthwhile. Chi Burst may come in handy in certain situations.
  • See Sunnier’s Brewmaster Patch 5.2 Survival Guide for a full rundown.

Windwalker

  • A new ability,  Storm, Earth, and Fire, was added. This thing is totally sweet. Use it on a target, and a clone of you spawns and starts attacking; the clone mirrors your abilities. You’re both reduced to 60% damage, so it’s not massively OP like the old Blade Flurry, but it’s still nice. (You can also put out a second clone, which puts all of you to 45% damage.) Note that you can’t use this on single-target fights; if your clone is attacking the same target as you, he won’t mirror attacks.
  •  Combo Breaker, the old mastery, has become a passive ability with a fixed procrate.  Bottled Fury is the new mastery. This makes Tigereye Brew (and mastery) much more powerful.
  • Rough guess on stat weights: Hit/Exp = 1.05; Agi = 1; Haste = 0.50; Mastery = 0.48; Crit = 0.46.However, it’s a bit more complicated then that. While the removal of Combo Breaker helped with energy capping, you’re still likely to hit a haste softcap somewhere around 6-7k haste. Also, mastery directly scales with crit, and is much better if you can line it up effectively with other damage increasing procs and abilities. Bottom line:
    • Heroic-type windwalkers: hit/exp to cap > haste to 6k > agi > mastery > crit > haste above 6k
    • Normal/LFR-type windwalkers: hit/exp to cap >agi > haste to 6k > crit > mastery >haste above 6k
  • Touch of Karma no longer has a Chi cost, which is handy.
  • Gear list: While I haven’t put together a windwalker specific one, feel free to check out my feral druid gear list, which should be roughly comparable.
  • For a level 30 talent…pick what you want. At high gear levels, you’ll be close enough to GCD cap that you won’t have much time to use anything. Chi Wave likely wins by default.
  • See Mihir’s WW guide at MMO-Champion for more info.

Mistweaver

  • Healing Sphere orbs (both cast and mastery proc) pop after 30 seconds and smart-heal those around them. This sounds great; unfortunately, the heal is only for 50% of the original effect, which sucks.
  • Jab now costs 8% mana, which makes it not worth using as a chi generator. Only Jab if you’re fistweaving.
  • A new proc was added, Muscle Memory, which causes TP/BK to do more damage and regenerate mana after a Jab/SCK. This isn’t a mana regeneration tool, this is used to offset the cost of Jab while fistweaving. Overall, fistweaving’s DPS was buffed considerably.
  • Soothing’s chi generation rate was increased.
  • The Level 30 healing talents all got changed dramatically; I’d recommend Zen Sphere for constant damage fights, Chi Burst for raid-stack fights, and Chi Wave otherwise.

So, what to do now? Well, first, keep RM up, and use your L30 healing talent and Expel Harm on CD. From there, if fistweaving, Blackout Kick/Tiger Palm to spend Chi, Jab to generate. If healing normally, Uplift/Enveloping Mist to spend Chi, Soothing Mist/Spinning Crane Kick to generate. Keep stacking spirit until you figure out the new rotations and skills, then start backing off for haste (likely better than crit now due to Soothing buff). Dayani should have a 5.2 mistweaver guide up soon at healiocentric with more detailed info; if our recommendations clash, listen to her. :)

That’s it! I’ll be updating all the guides as I get a chance. Have fun in the Throne!

Dec 222012
 

Patch 5.2 PTR notes are here tonight! (What, you were going out/on holiday tonight? Psh. Priorities, man, priorities.)

As always, datamined data is datamined.

EDIT: Official (draft) patchnotes went live as I was writing this. Rewriting patch notes to make analysis sense and adding links as appropriate.

  • Deadly Reach has been removed.
  • New Level 60 Talent: Ring of Peace
    • Ring of Peace forms a 8 yard sanctuary around the target for 8 seconds, causing all enemies in the area of effect to be silenced and disarmed.
  • Paralysis is now a physical, non-magical effect, and can no longer be dispelled, grounded or reflected, and its base range has been increased to 20 yards.
  • Charging Ox Wave now has a 30 second cooldown (was 60 seconds).

Ranged. AoE. Silence. Holy crap. Leg Sweep just got a contender, and COW got a nice buff too.

  • New Windwalker and Brewmaster ability added at level 30: Nimble Brew. Nimble Brew removes all stun, fear, and root effects, and reduces the duration of those effects if they are re-applied by 60% for 6 seconds. It has a 2 minute cooldown.

Remember how windwalkers were supposed to be mobile in PvP? Yeah!

  • Chi Wave now does 100% more damage and healing, and no longer costs Chi, but now has a 15 second cooldown.
  • Zen Sphere now has a limit of 2 (was 1), now detonates when either the recipient reaches 35% health or the Zen Sphere is dispelled, and no longer costs Chi.
  • Chi Burst now does 100% more damage and healing, no longer costs Chi, and now has a 30 second cooldown.

DAMN. The no-chi cost completely changes the calculus on these things. Chi Wave still does pretty much the same thing, except WW/BM is much more likely to use it now. Chi Burst becomes a mini-group healing cooldown of sorts. Free Zen Sphere detonations? Have to think about that one, but pretty sweet for PvP.

  • Tiger’s Lust and Touch of Karma no longer have a Chi cost.
  • Tiger’s Lust can no longer be used on targets that have other temporary speed increases active.

So much for super-speed TL, but the Chi cost removal makes it a viable choice in Tier 1. Chi cost removal for ToK makes my windwalker so, so happy; no more pressing it as an oh crap button and not having the chi to use it.

  • Dampen Harm can now be used while stunned, and its cooldown will now begin when used, not when the effect ends.

“This is how I frustrate Rogues.”

  • Healing Elixirs now heals the Monk for 15% of maximum health (was 10%).
  • Chi Torpedo now deals 15% more damage.

Needed buffs. More useful now.

  • Path of Blossoms has been removed.

What spell was that again?

  • Mistweaver
    • Healing Spheres will now heal for 50% of their original value if they expire without being picked up. This healing will factor in relevant Mastery.
    • Healing Spheres now have a duration of 1 minute. Healing Spheres generated by Mastery: Gift of the Serpent now have a duration of 30 seconds.

Well, mastery just became relevant again. 6 yd radius on the autoheal; have to see how smart it is.

  • Life Cocoon can no longer be dispelled.
  • Zen Focus, the 4-piece Mistweave set bonus, is now more responsive.
  • It is no longer possible to use Thunder Focus Tea while silenced.
  • Xuen will now fixate on the Monk’s original target.

No more lolcocoon! Also, yay bugfixes.

  • Windwalker
    • New Level 75 Ability: Storm, Earth and Fire
      • The Windwalker can summon up to two elemental duplicates that mirror damaging abilities that the Monk uses while they are active. For each spirit summoned, the Monk’s damage is reduced: 1 spirit causes the Monk and the spirit to deal 60% of the Monk’s normal damage, while 2 spirits will cause the Monk and both active spirits to deal 40% of the Monk’s normal damage. Each spirit lasts until the ability is canceled, or that spirit’s target dies or otherwise becomes unavailable.

Whoa, whoa, whoa. First, awesome, windwalker needed some more complexity. Second; this appears to be a cleave type ability: I’m assuming you can’t use it on a single-target fight (else you always would, 120% > 100%). Third, three copies of Xuen? AWESOME!

  • Combo Breaker is now a passive ability granted at level 15 that grants a 12% chance to make the Monk’s next Blackout Kick or Tiger Palm cost no Chi.
  • New Mastery: Bottled Fury — Increases the damage bonus provided by Tigereye Brew by .2% per Mastery per stack.
  • Tigereye Brew now increases damage by 1% per stack (was 2%), but is now improved by Bottled Fury.
  • Tigereye Brew now gains 1 charge after spending 2 Chi (was 4 Chi).
  • Tigereye Brew will now stack to 20, but only 10 charges can be consumed per activation.
  • A user interface alert now displays upon reaching 10 stacks of Tigereye Brew.

This was hugely needed, as mastery was getting completely devalued by high haste (running out of GCD’s means free abilities don’t mean as much). Not sure about the other TB changes; at 1 charge per 2 chi spent, the uptime is going to be really high. Becoming more of an Inquistion/SR type ability?

  • Brewmaster
    • Mastery: Elusive Brawler now provides 25% more Stagger per Mastery rating.

Also hugely needed, as mastery wasn’t effective enough vs. Stamina for building tank EH.

Great changes all around.

Dec 152012
 

Really not too much to update.

  • Added discussion about Ascension.
  • Removed bit about Black Ox Statue being bugged (that got fixed a while ago)
  • Minor fixes/changes
  • Completely reworked the stat weights: rather than summarize, here’s a cut/paste.

Gear, Stat Weights and Reforging

I was planning on doing a gear list: they take way too much time. Just check out wowhead‘s sorted list, and generally grab the highest ilvl stuff you can, excepting trinkets which need some more thought (TBD).

Stat weights are…complicated. Agility is clearly the best stat, but the importance of secondary stats varies dramatically depending on how effective Gift of the Ox is for you and the level of content you’re doing.

  • Hit and Expertise increase chi generation and GotO procs. They also significantly increase DPS (much more than any other stat). If you’re tank swapping, though, Expertise becomes less good (since you can attack from the back when off-tanking, and still build up your Shuffle duration).
  • Crit directly boosts Elusive Brew, which is great for “must-dodge” encounters, and makes GotOX/EH healing more effective.
  • Haste is great for AoE encounters since it decreases the channeling time of Spinning Crane Kick (which directly translates into more GotOx orbs). In general, it increases your energy regen and indirectly helps accumulate Elusive Brew stacks and Shuffle uptime.
  • Mastery is generally mediocre, but shines when you’re facing bosses while undergeared, similarly to armor/stamina. Really, though, if you’re going up against bosses that have a possibility of bursting you down, you should be stacking stamina, not mastery.
  • Parry/dodge is kinda meh. It’s helpful, but I’d never consider stacking it in any situation.
So, yeah, my advice:
  • 5-mans or sharing gear with a windwalker set: Hit/Exp to 7.5% cap, then haste, then crit, though all the stats are very close in value. Here, you’ll want stats than can boost your DPS to power through trash. Reforge out of mastery/parry/dodge, in that order. Agility is worth almost exactly 2x the other stats in this scenario, so your choice on gems, really.
  • Raiding, solo-tank fights: Same as above, though agi is no longer 2x as good as hit/exp/haste/crit so you’ll want to focus on gemming those stats.
  • Raiding, tank-swapping: Agi drops in value dramatically, as does expertise. You now have agi slightly above haste and hit as your best stats, with crit and then expertise much farther behind. Basically, you’re stacking haste so you can get as many stacks of EB and super-long duration on Shuffle while you’re off-tanking, to then focus chi on Purifying Brew while on-tanking.
If you want specific numbers for stat weights, download Venyasure’s spreadsheets and plug in your own numbers.
 Posted by at 10:30 pm
Oct 092012
 

I’ve had a few queries about Ovale scripts for monks. I was planning on writing one myself when I had time, but thankfully Nerien has compiled one already based on the rotation in my guide, so now I don’t have to! Yay! His script supports both Brewmaster and Windwalker. You can get it either by downloading the Nerien’s Ovale Scripts addon from Curse, or by copy/pasting from my forums, where I’ve reposted it. (I’ve posted it twice, to keep discussion properly categorized; here’s the windwalker thread, and here’s the brewmaster thread. I’d like to get some serious theorycraft discussion going if possible.)

Also, thanks to all who sent their condolences. My wife is doing better, and hopefully should be out of intensive care sometime next week.

 Posted by at 4:36 pm
Sep 172012
 

Took a little longer than I’d hoped (yay for real life obligations!) but the Brewmaster Monk full guide is finally complete! See the excerpt below. I’ve also opened up some forums for monk discussion: Go check them out here, since Blizzard hasn’t opened an official Monk class forum yet.


 Introduction

Brewmaster monks are a tank class that was newly added to the game for the Mists of Pandaria expansion. Any race, except Worgen and Goblin, can be a monk. (All my pictures are pandaren because, well, that’s all the art at the moment.) Like all monks, they have two resources that must be managed; energy and chi.

Energy regenerates at a constant rate (10/sec, or 11/sec in the tanking stance), and is used to power several abilities. Brewmasters have a 100-point energy pool. Energy regeneration does scale with haste, but not significantly so. As such, your energy regeneration is your primary limiting factor when it comes to how many abilities you can use.

In contrast, chi is a static 4-point pool, similar to a paladin’s holy power, that decays when out of combat. To build chi, a brewmaster will use a “chi builder,”  such as Keg Smash or Jab. This chi is then used to power other abilities that increase the brewmaster’s survivability. The key difference between chi and other secondary resource systems (such as holy power or combo points) is that all chi consuming abilities have a fixed cost and effect, compared to the others where the effect scales based on the amount of secondary resource currently banked.

Every fight against non-trivial enemies will require careful management of both resources. The two primary mistakes you want to avoid are chi wastage and energy capping. Chi wastage is using a chi builder when you are already at full chi (thereby wasting energy), whereas energy capping is allowing your energy meter to fill to 100, which causes your energy regeneration to stop. As you get used to the spec, you’ll learn how to weave chi builders and chi consumers together to keep a constant flow going.

Stagger and Shuffle

The very first thing you’ll notice when trying to tank something as a Brewmaster is how hard you’re being hit. Bear tanks, for example, have this cool thing called Thick Hide that increases their armor by 330%. Monks don’t get anything like that, which means your damage reduction from armor is going to be around half that of a traditional tank. Now, you still get some damage reduction from your tanking stance, but you’re still going to be taking a bit more damage initially. For example, using these numbers, a boss that melee’d for 200k would hit a regular tank for 80k, but hit a monk for 100k or so.

Ouch. Thankfully, Monks have something called Stagger. A Staggered attack will take 80% damage instantly and the remaining 20% is added to a DoT that ticks for 10% of its damage value every second. A second Staggered attack resets the DoT timer and increases the DoT’s damage, and so on until you die, stop taking attacks (which allows the DoT to run its course) or you remove the DoT via Purifying Brew.

So why aren’t brewmasters purifying machines? Well, PB costs Chi, and you need that Chi for Shuffle. (insert LMFAO joke here.) The shuffle buff gives you 20% parry and 20% more Stagger (the damage split becomes 60/40, instead of 80/20), which is a very good thing. Unfortunately, the primary way to get Shuffle is via Blackout Kick, which is hard on the chi. You have to strike a balance between shufflin’ and purifyin’. Too much dancing means you keel over from the DoT effect; too much purifying will make you hard to heal, because you’re low on avoidance.


Primary Abilities

These are the abilities you’re going to use most often, so know them, love them, hotkey them.

Ability Icon Discussion
Jab 40 energy, no CD. Basic attack, which increase chi by 1. Use this to generate chi if EH/KS is on cooldown.
Expel Harm 40 energy, 15s CD. Every 15 seconds, you’l want to press this instead of Jab, as it generates 1 chi, heals you for a decent amount, and turns that healing into a bit of damage. If you’re below 35% HP, Expel Harm has no cooldown, though it still costs energy so you won’t be able to spam it.
Keg Smash 40 energy, 8s CD. Generates 2 Chi, applies the Weakened Blows debuff (-10% damage), applies the Dizzying Haze debuff (-50% movespeed, 3% miss), and does a bit of cleave damage to adds. Your most important ability for generating chi, and should be used on cooldown. Dizzying Haze can also be cast separately on ranged targets for 20 energy; this does no damage but significant threat, and is a good pulling tool. Note that the Dizzying Haze debuff does not work on bosses.
Spinning Crane Kick 40 energy, no CD, generates 1 chi if it hits three or more enemies. Replaces Jab for AoE situations.
Blackout Kick 2 chi, no CD. Most of your chi will go to this kick, solely because it lets you Shuffle (Brewmaster Training). You want to keep Shuffle up most of the time, but not at the expense of Purifying Brew or Guard.
Purifying Brew 1 chi, no CD. Purifying Brew removes your Stagger DoT. You don’t want to purify stagger too quickly, because that wastes chi; instead, wait until your stagger debuff turns yellow/red (yellow = 3-6% HP loss per second, red = >6%) before purifying. I’d say every 10 seconds is a pretty good baseline to shoot for.
Guard 2 chi, 30s CD. This is a short cooldown that you want to use when it’s up, as it puts a significant absorb shield on you. Scales with AP, so don’t use it if you’re just starting a fight; build some Vengeance first.
Elusive Brew (Brewing) 9 sec CD (not that it matters much). This has a somewhat unusual mechanic. It stacks based on crits (which is normalized for weapon speed, you get more stacks with a 2H, more crits with DW) up to 15, and once you use it, it gives you 30% dodge for 1s per stack. There’s no penalty for using it sooner or later, just use it before you stack up to 15.
Fortifying Brew 180 sec CD. This is your big personal cooldown. Increases health by 20%, reduces damage taken by 20%, and increases Stagger by 20% (Brewmaster Training). Best saved for predicted burst moments or “I’m about to die” times.
Gift of the Ox This is a passive, but it’s rather significant. As you fight, healing spheres will pop up around you, Diablo 3-style, up to a maximum of three. Bad brewmasters will ignore them, good ones will get them as they pop, but GREAT ones will leave 2 up at all times and snag them after they take a big hit. It procs about 15% of the time on specials, and about 20% on autoattacks (halve that for DW), so you’ll see a lot of these.

Remember, this is an excerpt. Go here for the full guide.

 Posted by at 8:38 am
Aug 052012
 

Haven’t written here much; been looking at druids more recently. Here’s a roundup of some good links, though.

  • I wrote an article on things you can set aside now for a new monk over on WoW Insider.
  • Disargeria is absolutely knocking it out of the park over at Monk and Monk. His Windwalker guide is a must read, as is his analysis of Shuffle uptime for brewmasters. Really interesting math on what % of Chi to dedicate to Shuffle uptime (aka via BOK) vs saving for Purifying Brew.
  • Celestial Fists is back with a beta patch roundup.
  • Some interesting points in the windwalker thread on EJ. With the recent increase in energy regeneration from 8/sec to 10/sec, that does some…THINGS…for stat weights. Looks like Agi will be on top, followed by hit/exp, as expected. Haste and crit are in shouting distance, but mastery is definitely the worst. What’s most interesting, though, is that Agi isn’t 2x better than hit/exp, which means the new gems that have double secondary stats may be preferred. (Note that I’m not really in favor of increasing the energy regen…I thought it was well balanced at 8/ssec, and fear things are going to get out of hand at later tiers at 10/sec.)
  • Good mistweaver calculator from Arison. Haven’t played much mistweaver lately, but his points about Eminence and mastery being underpowered seem pretty accurate. The 1350 haste breakpoint for extra RM/EM ticks looks pretty critical right now (not that it’s hard to achieve).
 Posted by at 10:58 pm
May 072012
 

I’ve updated the Brewmaster and Windwalker guides for Build the Latest (what is this? 15662? Yeah, that one.) I’ve decided to hold off on Mistweaver for the time being, because there’s still quite a few things in flux with MW. Blizzard is still figuring out whether a “melee healer” is a good or bad thing, so various builds have made that playstyle both desirable and undesirable. (Not to mention still-existing bugs, such as spellpower not correctly converting to attack power, which makes it hard to tell if it’s working well or not.)

If you have any general questions, though, leave a comment or hit me up on Twitter (@alaronmonk).

 Posted by at 12:22 am
Apr 262012
 

Now that premades are freely creatable, I’ve finally had a chance to try Brewmaster, and have written an extensive guide for it. Can be found here or under the Brewmaster dropdown in the menu. That’s the best guide at the moment; when I get a chance, I’ll go back and fix up windwalker, then relook mistweaver.

I’ve added links to three monk blogs I found: End Game Tactics, Celestial Fists, and MonkandMonk. Please add them to your blogroll and check them out, and let me know of others you’ve found!

Finally I’ve also created a new Twitter account for monk stuff to keep it separate from druid stuff, so follow @alaronmonk for all your monkish needs. :)

 Posted by at 1:31 am