In Legion, all classes and specs have a fairly wide array of legendary armor and jewelry by which they can boost their power and customize their play. Brewmasters are quite lucky in the fact that essentially all of the legendary items we can acquire are valuable and worthwhile. This section will list all of the legendaries we have access to, touch upon some combinations of legendaries that are particularly advantageous for different modes of play, and the different situations where you would want to use particular legendaries.
List of Legendaries
- Sal’salabim’s Lost Tunic
- Stormstout’s Last Gasp
- Soul of the Grandmaster
- Anvil-Hardened Wristwraps
- Jewel of the Lost Abbey
- Insignia of the Grand Army
- Fundamental Observation
- Gai Plin’s Soothing Sash
- Archimonde’s Hatred Reborn
- Prydaz, Xavaric’s Magnum Opus
- Cinidaria, the Symbiote
- Firestone Walkers
- Sephuz’s Secret
Before we get into the priorities, it’s important to be aware that as of right now, you can only wear up to two legendaries, once you unlock the ability to wear a second one at your Class Order Hall. When you get more than two, then it’s time to worry about which legendaries to wear in what kinds of content. Before then, don’t sweat this stuff too much.
For Mythic +, we recommend wearing Anvil-Hardened Wristwraps and Jewel of the Lost Abbey for defense. The large amount of time spent fighting multiple enemies at once means that the benefits of these legendaries shine.
For raiding content, you should optimally have at minimum Jewel of the Lost Abbey equipped. The power of Abbey is pretty universally strong for making Stagger hurt much less. After that, Anvil-Hardened Wristwraps isn’t a bad option with how much single target dodge we have right now.
If you are looking for more DPS, Sal’salabim’s Lost Tunic and Stormstout’s Last Gasp are both the way to go, providing significant boosts to damage, with Sal’salabim also having the added benefit of providing a cleaner rotation. Most brewmasters do find themselves defensively fine without needing to go for legendaries, so most tend to go with this pairing.
When to use Each Legendary
As above, if you have two or fewer legendaries, you’re generally going to be fine. Once you get more and are able to mix-and-match for your builds, that’s when you want to care about this sort of stuff.
Jewel of the Lost Abbey is a universally useful and powerful legendary. Any time you wear the thing, you’re in a very strong place, defensively.
Sal’salabim’s Lost Tunic is strong for DPS, and does provide some single target defense, but not as significantly as before. It essentially doubles the average dodge you get from Breath of Fire. However, this is only really significant on 1-2 targets. Sal’salabim also can, as mentioned, make your rotation smoother.
Stormstout’s Last Gasp is also quite strong for DPS, and is another decent universally-powerful legendary when it comes to dealing damage.
Anvil-Hardened Wristwraps is another strong legendary, but it truly sees its max potential when doing Mythic+ content, where you consistently have a lot of enemies attacking you at once, drastically increasing the amount of dodges we get, therefore cooldown reduction on our Brews. Note that this also includes Fortifying Brew and Black Ox Brew.
Insignia of the Grand Army is is a pretty notable DPS legendary, but it relies on having good rolls from the Netherlight Crucible to truly be effective. Using it for defense seems like overkill, though if you are building for ridiculous amounts of defense, you will see benefit with this legendary.
Fundamental Observation is a bit more niche than the above. What it does is extremely powerful. It basically makes Zen Meditation into a stronger Shield Wall, with a significantly lower cooldown. If you are doing content where you need that additional cooldown, this is very powerful. Otherwise, it’s nice to have.
Soul of the Grandmaster is a solid defensive legendary for pretty much all content, but it can be outshone by some of the others. It’s not awful to have, but there is better.
Archimonde’s Hatred Reborn‘s strong on-use defensive capacity combined with the powerful capacity for a single-target nuke make this trinket a fairly solid, well-rounded legendary. Not as amazing as some of the other legendaries where you tend to have access to their effects far more often, but Archimonde’s is a pretty decent trinket to get for pretty much anything you could do.
Prydaz, Xavaric’s Magnum Opus was once a laughingstock by Brewmasters, but it has since become an actually pretty decent necklace for self-sustaining throughput. The downside to it is that it generates its shield on a timer, rather than on use so it isn’t reliable for saving your bacon should you be in danger. Being said, this is going to see some use across all kinds of content.
Cinidaria, the Symbiote has an interesting effect, and it certainly is a powerful DPS and healing tool when fighting raid bosses, but its niche is rather limited to that. Content where you quickly bring an enemy down below 90% health makes this more of a stat stick than anything else. Being said, it is worth reiterating that Cinidaria is very powerful in its niche.
Gai Plin’s Soothing Sash has a fairly universally-appealing ability. Gai Plin’s isn’t a strong choice if you’re doing fairly easy content, but when you’re doing content where your Stagger is bumped up pretty high? This thing can give you a decent amount of self healing. While not as strong as the above choices, it’s not the worst legendary to have. If you have the t20 4-set, don’t wear this, as you will not want to be using Purifying Brew at all.
Firestone Walkers are a legendary that on paper sound really nice, especially for Mythic+ content. The issue with the Firestone Walkers however is that while they enable more use out of Fortifying Brew, they aren’t as good as the Anvil-Hardened Wristwraps because they not only reduces the cooldown of Fortifying Brew, but also all of our Brews.
Sephuz’s Secret unfortunately gives us two things that we Brewmasters either don’t need, or don’t like: movement speed and haste on a proc. While universal movement speed all the time is a nice plus, we’re the tank who has Roll. And classically, high haste procs tend to just mess with rotations and depending on your base haste level, you could possibly begin to waste energy or GCD’s when the thing procs. Use this if you have to, but try to replace it when you can.