If our prior understanding of the class was a pen sketch drawn on a napkin, I think we've been upgraded to at least crayon territory.
Artist's rendition. |
There's a ton of raw information available to the masses over at the credible and trusted Wowhead. That's where I'm citing pretty much everything I reference in this post. Here, I'm going to take that intel and try to give it some perspective. There's a lot to say, so let's dive right in.
Overview - The Monk As A Class
First things first, let's go as basic as we can. The monk has an autoattack now. Says Ghostcrawler, "So, we tried it without autoattack, and it sucked, and so we said we’re not going to keep it just for the sake of being different." There you have it. It just didn't work.
Additionally, I hope you like warrior stances, because we're getting them. Some abilities require Ox, Serpent, or Tiger Stance, respective to the three specs.
Furthermore, the dual resource system I talked about before has been nixed. That is, it's no longer a back-and-forth between Light and Dark resources. There IS still a dual system, but the Brewmaster and Windwalker will use energy and Chi (generated by abilities like Jab), while the Mistweaver will use mana and Chi. It also seems that when you're in the Mistweaver's stance, energy costs will be converted to mana, but there's no way to convert mana costs into energy. Either this is a miscommunication, will be changed, or having healing stance requirements on mana-only abilities seems superfluous. In any case, while it's nice to see a good class using energy for a change (as I further enforce the rivalry between monks and rogues/ferals), this basically seems like another iteration of Holy Power. You know what, though? I'm okay with that. Holy Power has worked fairly well as a secondary resource, and I have faith in Blizzard to make Chi work, too. There's a key difference to make note of, as well. Unlike Holy Power, Chi is not intended to be saved and spent all at once. Abilities may not scale with higher Chi expenditures - an ability may cost a FIXED one or two Chi, regardless of how much you have pooled. The intention here is to offer a more free-flowing ability...well, FLOW...that feels fluid. Y'know, like a martial artist.
Anybody know an onomatopoeia for karate sounds? 'Cause I sure as hell don't. |
Baseline Monk Abilities
Since we're Brewmasters here, I'm going to focus on the abilities that have energy costs. Obviously, anything with a mana cost attached is intended for Mistweavers.
- Disable
- 15 Energy
- Melee Range
- Instant
- You attempt to disable the target's movement, reducing their movement speed by 25%. Stacks up to 2 times.
- If you use Disable a third time on a target while they have 2 stacks, all stacks will be consumed and they will be rooted for 8 sec.
- Grapple Weapon
- 40 yd range
- Instant
- 1 min cooldown
- You fire off a rope spear, grappling the targets weapons and shield, returning them to you.
- Depending on the quality of the weapon, your damage done, healing done, and damage reduction may be increased.
- Legacy of the Emperor
- 40 yd range
- Instant
- You extol the words of the last emperor, increasing Strength, Agility, and Intellect by 5%.
- If target is in your party or raid, all party and raid members will be affected.
- Meditation
- Channeled
- 3 min cooldown
- Reduces all damage taken by 99% and redirects to you all harmful spells cast against your allies within 30 yards. Lasts 10 sec.
- Being the victim of a melee attack will break your meditation, canceling the effect.
- Paralysis
- Melee Range
- Instant
- 15 sec cooldown
- You cause the targets muscles to contract, incapacitating them for 30 sec. If done from behind the target, the duration is doubled. Only one target can be victim to Paralysis at any given time.
- Any damage taken will cancel the effect.
- Provoke
- 40 yd range
- Instant
- 8 sec cooldown
- You mock the target, causing them to rush towards to attack you an increased 50% movement speed.
- If targeting your Statue of the Black Ox, you Provoke all enemies within an 8 yard radius of your statue.
- Resuscitate
- 40 yd range
- 9.74 sec cast
- Returns the spirit to the body, restoring a dead target to life with 35% of maximum health and mana. Cannot be cast when in combat.
- Cast time reduced by 50% if target is in melee range.
- Roll
- 50 Energy
- Roll a short distance.
- Spear Hand
- 30 Energy
- Melee Range
- Instant
- 30 sec cooldown
- Requires Ox Stance, Tiger Stance
- You jab the target in the throat, interrupting their spell cast and preventing any spell in that school from being cast for 5 sec.
- If the enemy is facing you when cast, they are also silenced out of all schools for 5 sec.
- Spinning Crane Kick: You spin while kicking in the air, dealing Physical damage every 1 sec, to all nearby enemies within 8 yards. Movement speed is reduced by 30%. Lasts 6 sec.
- Tiger Palm: Attack with the palm of your hand, dealing 23 physical damage. Deals 12 additional damage if the target is above 50% health.
- Touch of Death
- 4 Chi
- Melee Range
- Instant
- 1.5 min cooldown
- Requires Ox Stance, Tiger Stance
- You exploit the enemy target's weakest point, instantly killing the target.
- Only usable on non-player targets who have equal or less health than you.
- Summary -
That's not too bad overall. We've borrowed some elements from other classes, none of which are terribly problematic, and we've got some original flavor of our own. It's a little rough on some of the edges, but I have to say I'm satisfied with how the class is coming along. Now let's look at some skills built for the Brewmaster itself.
Hwaaaahhhhh! Aiee! HUTTAH! Nope. That sounds stupid and dumb and lame. I'll keep trying. |
Brewmaster Monk Abilities
Here we go! This is the business, right here. This is what's going to make Brewmasters real tanks. What've you got for us, Blizzard?
- Avert Harm
- Available Level 48
- 15 yd range
- Instant
- 1 min cooldown
- Requires Ox Stance
- You reduce the damage taken by all nearby friendly targets with in 10 yards by 20% and cause half of all remaining damage they take to be re-directed to you. Lasts for 15 sec.
- Avert Harm is cancelled if you reach 10% or lower health.
- Breath of Fire
- Available Level 18
- 2 Chi
- 40 yd range
- Instant
- Requires Ox Stance
- Breathes fire onto the target, causing 2.385 damage. Damage is multiplied by the number of Drunken Haze stacks of the target.
- Brewmaster Training
- Availalbe Level 72
- You become adept in the ways of the Brewmaster, amplifying two of your spells.
- Tiger Palm: Increase the amount of your next Guard by 5%. Lasts 30 sec. Stacks up to 3 times.
- Blackout Kick: When you Parry, your next Blackout Kick will cost no Force and can be used on targets regardless of their health percentage.
- Drunken Haze
- Available Level 22
- 40 Energy
- 40 yd range
- Instant
- Requires Ox Stance
- You hurl a keg of your finest brew, reducing the movement speed of all enemies within 8 yards by 15%.
- Affected targets have a 3% chance to have their attacks misfire and strike themselves instead for 5141 damage. Stacks up to 3 times.
- Elusive Ale
- Available Level 34
- 1 Chi
- Instnat
- 45 sec cooldown
- Requires Ox Stance
- Increases your chance to dodge melee and ranged attacks by 50% for 45 sec.
- Guard
- Available Level 26
- 3 Chi
- Instant
- Requires Ox Stance
- You Guard against future attacks, absorbing 38478 damage for 8 sec.
- Any heals you apply to yourself while Guarding are increased by 30%.
- Leer of the Ox
- Available Level 24
- Instant 20 sec cooldown
- Requires Ox Stance
- Your Ox Statue stirs hatred in the target, reducing their movement speed by 50% and causing them to attack the statue for 8 sec. The statue must be within 40 yards of the target.
- Requires Statue of the Ox to be active.
- Recoil
- Available Level 56
- Whenever you Dodge, you gain 5 Chi.
...Blizzard, I have a lot of faith in you. I've trusted you through some serious naysaying. But this makes me wonder if somebody read someone else's handwriting the wrong way. Did you forget about Elusive Ale? We just talked about it. It raises your dodge by 50% with constant uptime. If we're dodging, say, 70% of the time, and this ability is in place, we will be hemorrhaging Chi as fast as we can possibly manage. Something seems a bit off about that, doesn't it? Either this one really needs to be seen to be believed, or a ball got dropped somewhere.
- Summon Black Ox Statue
- Available Level 70
- 40 yd range
- 5.85 sec cast
[li]3 min cooldown - Requires Ox Stance
- Summons a Black Ox Statue at the target location. Lasts for 10 min. Only one Black Ox Statue can be summoned at any one time.
- The Black Ox Statue interacts with your Provoke and Leer of the Ox abilities.
- Guard (On-Click Effect)
- Allies can right-click the Statue to gain the Guard effect, absorbing 128256 damage. Any healing done by the Monk is increased by 30% while Guard is active. Guard has 10 charges.
- Summary -
Before you panic, I've pushed Mastery and it's related abilities to the next section. They're worthy of their own discussion. For the Brewmaster abilities...it seems less tidy than the overall class lineup. Of course, that's to be expected. The Brewmaster ability list needs to be derived from and interact with that of the monk class as a whole. If they're going to polish something first, it'd be the shared abilities, so if anything, the uncertainties here can at least tell us that they're putting this together in a logical, sequential manner. I expect we'll see lots of moderate changes to the Brewmaster, and perhaps some big ones, before this is all over. And that's absolutely okay.
Cowabunga! Wait, that's ninja turtles, not kung-fu pandas. I'LL FIGURE THIS OUT IF IT KILLS ME. |
Stagger and Mastery
This is going to be THE characteristic of Brewmasters, let me tell you. Stagger is our block. Guard is our Blood Shield. Appropriately, Stagger and Guard are directly influenced by our Mastery. First, let's take a look at our stance, and see what Stagger does.
- Stance of the Drunken Ox
- Available Level 10
- Reduces damage taken by 20%, and increases your chance to Stagger damage by 25%.
- Stagger
- Instant
- You shrug off attacks, causing 50% of the damage to happen instantly and the remaining 50% to happen 3 sec later.
- Brewmaster Mastery reduces the after-effect Stagger damage taken.
- Mastery: Drunken Brawler
- Available Level 80
- Reduces the damage taken by Stagger by 11.4% and increase the effect of your Guard by 11.4%.
- Each point of Mastery reduces the Stagger damage taken by an additional 1.1%, and increases the amount you Guard by an additional 1.1%.
This is a lot to absorb even WITH Guard and Stagger
There is a TON of new information available since the lifting of this nondisclosure agreement. There's no way I can fit everything I want to in this update...it's already pretty huge. This is my Tuesday update, but with this much information, I'd like to update again sometime later this week, preferably by Friday.
I'd like to talk about the abilities in the other two specializations that apply to Brewmasters, such as Flying Serpent Kick (Heroic Leap if it had 25% more badassery) and Sparring, which includes Ox Stance in its tooltip and could see our parry raised by 20% while taking advantage of it.
I would also like to talk about the outlook for our talents at this time. They are obviously unfinished, as is everything I've discussed today. Actually, they're not even available on the official World of Warcraft site, but they're still worth taking a look at.
Head on over to Wowhead for yourself if you'd like to take a look at the new information, and read a bunch of interviews that I've only referenced (at most). Here's a link specifically to the monk information, as well. I'll be updating with my thoughts on the subject soon.
Oh, and I SO CALLED a capital city raid. Hope to see you later this week!
Later, folks!
- Stonepalm -
Kapow! Falcon Punch! Great Scott! I give up. |
Just wanted to say I recently (obviously) started reading your articles. I truly enjoy them, especially since I've been a tank since I started playing a few weeks before BC came out. Keep them coming!
ReplyDeleteYou've been tanking about an expansion longer than I have, then. I also went tank as soon as I started playing, though. :) Anyway! I'm glad you're enjoying what I've put up so far! It's always gratifying to hear that someone else can get some pleasure out of me doing something that I like to do.
DeleteI guess to make my comment somewhat on topic, I do think that it appears brewmasters will have way too high of avoidance and will result in them taking a huge damage spike if they actually ever do get hit. I currently dread healing undergeared/underskilled death knights on my resto druid; I fear that monks will be worse to heal if they dont know what they are doing.
DeleteThat's what I'm thinking, too. As much as I like the idea of having crazy-high avoidance, I don't think it's actually all that good for the class.
DeleteCrazy high mitigation (i.e. block on my warrior) is awesome. But having spike damage makes it impossible for healers to really do an efficient job and causes those situations where you need several cooldowns to survive. I like the boss to force those but not rng from the player (i.e. heroic baleroc decimation blades instead of not dodging one attack)
DeleteHigh mitigation, yes. Helps to smooth out damage spikes when a boss gets through your avoidance. High avoidance with low mitigation is the granddaddy of spike damage, though, and, *at least at this time*, that looks like the direction the monk is heading.
DeleteOn Recoil:
ReplyDeleteI submit that it's a tooltip that wasn't updated; recall back in the ancient days of Blizzcon 2011 when monks had Chi, Dark Force, and Light Force? I'd expect that Recoil adds to Blizzon-era Chi, which is now labeled "Energy." This makes it similar to Natural Reaction, Sanctuary, Shield Specialization, and (to a lesser degree) Scent of Blood.
That seems a more likely present interpretation, I agree. Still, I think the underlying problem of "too much dodge" remains. 5 Energy per dodge at 75+% will still mean we have to bleed off a resource as fast as we can. I don't think Energy *needs* a Sanctuary attachment...it regens fast enough on its own, unlike mana and rage which have no baseline passive regeneration during combat if you were to just stand there.
Delete