This is a beta patch, so don’t get excited. I wanted to discuss the new beta patch rolled out late last night/this morning. Actually, to be more specific, I wanted to take a look at the monk changes, since that’s pretty much the only thing i’ve spent any time on in the beta. So, away we go! (As per usual, I will focus on brewmaster, and maybe touch on some windwalker stuff… mistweaver doesn’t exist to me, as I don’t heal haha)
Blackout Kick – Now costs 2 chi, up from 1 chi. Base damage increased by 20%
Pretty good change, imo. The extra chi makes it feel more like a finisher, which is what it’s SUPPOSED to be (sub-50% health), and the damage increase helps offset the extra chi cost. Well thought out change for an ability that was in a bizarre place beforehand.
Crackling Jade Lightning – Now costs 1.5% of base mana, down from 3%. When dealing damage, you have a 15% chance to generate 1 chi.
The mana change is clearly directed more at misweavers, clearly, so it doesn’t matter to me. The chance to generate chi though is nice. Maybe this is starting to take a direction more towards Mistweaver, since it really seems useless for Brewmaster and Windwalker.
Detox – Now removes disease effects instead of bleed effects.
I saw this change coming from the moment I looked at the tooltip of this ability. Only having one class that can cleanse bleeds would cause all kinds of balance issues in pvp.
Fortifying Brew – Now increases your health by 100%, and reduces yoru damage taken by 20%. Lasts 20 sec.
A good change for an ability that really made no sense before. However, it’s another tanking cooldown for a class that, right now, is LOADED THE FUCK DOWN with tank cooldowns. I’m not sure I understand what’s going on there.
Grapple Weapon – Now grabs non-ranged weapons. If you steal a better main-hand weapon, your damage or healing will be increased by 5% or damage taken reduced by 5%.
The first part was most likely a pvp change to keep from making hunters and casters useless. The second half is most likely a clarification of what the ability does, because the previous tooltip didn’t make any damn sense.
Healing Sphere – Now costs 2% base mana up from 1.5% base mana. Now instant cast down from 1.5s cast. Now has a .5s cooldown.
A curious change. I can’t imagine they’ll want tanks casting this on themselves in the middle of combat all the time, so I don’t quite understand why they removed the cast time. IMO, if they’re going to nix the cast time, they should make that a mistweaver-only passive.
Spinning Crane Kick – Now costs 2 chi, down from [sic] 1 chi. During Spinning Crane Kick, you can continue to dodge and parry.
I’m not particularly surprised by this change. SCK felt too powerful and spammable at a cost of 1 chi. Keeping the ability to dodge and parry just lets tanks use it to solidfy aoe threat. All the other tanks have aoe abilities that don’t remove their dodge/block/parry ability, so it only makes sense that this one wouldn’t either.
Tiger Palm – Now deals 50% additional damage if the target is above 50% health.
Another good change, probably made to counterbalance the change to blackout kick. They definitely want to make sure you use one above 50% health, and one below 50% health.
Transcendence – Now has a 45s cooldown, down from 3 minutes.
I haven’t played at level 87 so I can only comment on this ability in speculation, so… Sure thing, alright then. lol
Charging Ox Wave – Now affects all nearby enemies within 5 yards, down from 40 yards.
This makes a lot of sense. Having an ability that knocks back all enemies within 40 yards is a little ridiculous. 5 yards makes more sense.
Chi Torpedo – Chi Torpedo replaces roll.
I feel like this was most likely a pvp change, because having 2 rolls, with a movement speed increase, and then chi torpedo, and then flying tiger kick (or wtfever it’s called that windwalkers have) means WAYYYYYYYYYYYY too much mobility for monks. Just sayin.
Dampen Harm – Moved to level 75 from level 60. Now has a 1.5m cooldown, up from 30s.
30 seconds of the cooldown for this talent was WAY too good in pvp and for tanks. This makes a lot of sense. The change from level 60 to 75 is pretty much an indifference as far as I care.
Healing Elixirs – Moved to level 75 from level 60.
My guess is this was moved solely so you had it to compete with Dampen Harm. The two of them mixed together would just be too powerful.
Karma *new* – Reduces all spell damage taken by 90% and clears all magical effects on you, reversing them back to their original caster if within 40 yards. Lasts for 6s. 1 chi, instant 1.5m cooldown.
This is an interesting new talent (the tooltip shows at level 75 as well, so it makes sense to choose between this, Dampen Harm, and Healing Elixirs). I could see the cost being increased to maybe 2 chi at some point in the future, because this could be ABSURD in pvp against classes like DKs, warlocks, and shadow priests. I am also imagining the cooldown being increased, but it looks to be a fun addition to the toolbox.
Leg Sweep – Now lasts 5s, down from 6s.
Meh. An aoe stun is an aoe stun, and 5s vs 6s is really not that big of a difference if you ask me.
Zen Sphere (Formerly known as Rolling Force Globe) – Summons a Zen Sphere at the target location. Deals (x) damage to the 3 lowest health enemies within 20 yards of the sphere every 1s. If the enemies die from the Zen Sphere, they combust, dealing (y) damage to enemies within 8 yards. Use Zen Sphere again while active to detonate it, instantly dealing (y) damage to all enemies within 20 yards. 1 chi, 40 yard range, instant.
If i’m reading the tooltip changes correctly, instead of having the Force Globe be a boomerang that combines healing and damage to anyone in it’s path, this is instead a stationary object that is strictly for damage dealing. Losing the healing aspect of this is a bit sad, as it could’ve been a fantastic little ability for monks of all specs to throw out on high-AOE damage times. Overall, not a terrible change..
Rushing Jade Wind – has been reworked and now has a 30s cooldown, down from 45s. Summon a whirling tornado that travels 0 yards in front of you, dealing 5454 nature damage to all targets in it’s path and increasing damage taken bu your Spinning Crane Kick by 30%. For 8s after you cast Rushing Jade Wind, you move at 200% speed while using Spinning Crane Kic, and reduces Spinning Crane Kick’s chi cost by 1.
This has “AOE fight” written all over it, and I really like the way it’s been reworked. It’ll probably be a staple for trash on dungeons, and on fights with lots of add phases. I’m certain this will see some good use.
Tigereye Brew – Now costs 3 chi, up from 1. Now has a 60s cooldown, down from 90s. Now increases your damage and healing done by 15%. (Level 60 talent).
3 chi seems like a pretty steep cost for a moderate dps/hps increase. It doesn’t show a duration in the tooltip, at this point, but that doesn’t mean anything. I’m sure it HAS a duration, because a stacking buff like this would just be way too strong to ignore otherwise. I’m betting it drops to a 2 chi cost at some point, because 3 is just.. a lot.
Tiger’s Lust – Now has a 30s cooldown, down from 60s.
I hadn’t paid much attention to this, but this seems wayyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyy too strong to be on a 30s cooldown when compared to similar abilities like Will of the Forsaken and Escape Artist. I don’t know what they’re playing at here.
Avert Harm – Now reduces damage taken by 50%, up from 20%
This is, most likely, to keep monks from getting exploded by large amounts of damage re-directed from everyone else (half of 80% is 40%, the old way. Now half of 50% is 25%, so it’s a net damage reduction for the entire raid)
Brewmaster Training – Blackout kick portion reworked – After you Blackout Kick, you gain Shuffle causing the 3 attacks taken to become staggered within $115307 (that’s really what the tooltip says atm lol).
This is a *fantastic* change. Blackout Kick was really just another way to deal damage before, and having it be chi-free when parried made it fit really oddly in the brewmaster’s toolbox. This makes a LOT more sense in the grand scheme of things. BOK will still cost 2 chi, but now it’ll be another form of “active mitigation” that Blizz is so into these days, and I think it’ll fit nicely into the toolbox.
Clash (formerly Clashing Ox Charge) – You and the target charge each other, meeting halfway and stunning all targets within 6 yards.
This still seems kind of like a wonky ability, due to the whole “meet halfway” mechanic. I haven’t actually been in the beta since patch yet to see whether they’ve fixed the bug of it not always working with casters, so we’ll see. The aoe stun portion is pretty nice though.
Dizzying Haze – Now costs 20 energy, up from 10. Now reduces movement speed by 50%, up from 15%. Misfire chance now stacks up to 3 times.
The energy cost of this was never the issue. Nor was the movement speed reduction. The fact that it’s still a 3-stack still is all kinds of weird to me, and I don’t understand why that’s the one thing that DOESN’T get changed. I just don’t understand.
Summon Black Ox Statue – Now instant cast, down from a 1.5s cast.
Brilliant. Having a tank cast in the middle of combat to put another one of these up is a surefire way to get his ass gibbed, and this is the perfect solution to that. Bravo.
All in all, a lot of these changes are really good. A couple of them don’t make any sense to me, but getting some insight in where Blizz wants to take the monk class is always helpful. My only complaint, really, is Dizzying Haze still. Argh.I really wish they would make DH just a 5% misfire chance with 1 stack, that way using the targeting reticle wouldn’t be so damned awkward. BUT i think i’ve ranted enough about that already. Also, this post has gotten a lot more wordy than I was expecting. Overall, I see a lot of things monks have to rejoice over right now. Running forward for 30 seconds and then taking a couple steps backwards (or more like sideways, in all honesty) is still a net gain in the end.
ETA: A few addendums i’ve noticed after playing in the beta for 5 minutes or so.
Shuffle, as an active ability has been completely removed. Instead it is entirely worked into Blackout Kick. Holy fuckberries you guys. If it weren’t for Tiger Palm increasing our Guard amount, this might eliminate it from our rotation altogether. Holy crap.
In regards to Dizzying Haze: They have reworked it slightly to where it DOESN’T stack, unlike how the tooltip (as per mmo-champion) reads. Instead it is indeed just one stack. Also, the reticle will stay up on your screen from DH allowing you to quickly throw it where you need without having to hit a button, click, hit button, click again. It now works like the Wild Mushrooms. Good change Blizzard. Very good job. I stand completely corrected regarding Dizzying Haze.
Breath of Fire has also been reworked. Instead of dealing more damage based on the stacks of Dizzying Haze (since it doesn’t stack anymore), it now deals a DoT over 8 seconds when it hits them. Whether or not they’ve fixed the conical aspect of the spell remains to be seen. Also, the cooldown appears to have been removed. *thumbs up*
All in all, this patch is a complete effing win for Brewmaster monks. Thanks be to the game designers.