11.1 Windwalker Monk Feedback
Tier Set
I’ll just state first that overall it’s… fine. It doesn’t excite me by any means and with proper tuning, it’ll perform well enough. However, I think it’s saying something that I was more excited at the synergy possibilities from the first tier set of this expansion more than this one.
Much of that has to do with the very overly complicated wording/design of the tier set that ultimately ends up with no significant build or playstyle shifts, but still is very daunting to read.
My main feedback for this tier set is that gameplay wise you don’t really ever notice the difference. Yes, your Fists of Fury button lights up which is neat, but barring that you can’t really feel the difference this tier set is making. The example of a Tier Set design that does a good job of that is Ret Paladin. You can obviously notice when the tier set is doing its thing and it makes you feel good when it does.
My hope for the next tier is that we get a Tier Set design that thinks ‘outside the box’ a little bit more and encourages different builds rather than a three paragraph essay that ultimately results in your Fists of Fury doing more damage somehow.
Mark of the Crane Removal
In the past, I’ve been a pretty big proponent of Mark of the Crane as I found it to be one of the more engaging aspects of Windwalker Monk gameplay in AoE. So when I first read the patch note that it was removed, I was apprehensive to say the least.
So far at least, I’m delighted to report that I haven’t found this change to be offensive… yet. I do think there is a noticeable void in engaging gameplay design hooks now though.
What I mean by this is when you look at the talent tree which I’ll get more into detail later, you tend to have a hard time brainstorming interesting ways to increase Windwalker AoE damage through talents that plays off of existing effects that isn’t just hamfisting new abilities or tacked on effects.
I’d say Mark of the Crane lent itself gameplay wise to an overall greater feeling of interconnectedness with our abilities which itself lent itself to fit more of our ‘Combo’ nature. It definitely lost its way since Legion and I’m interested to see where our AoE goes from this point as this doesn’t really address our problem in S1 of TWW which was our lack of oomph on larger (8+ mobs) pulls.
Sidenote: With the removal of Mark of the Crane, it really makes Storm, Earth, and Fire feel pretty meaningless as a main offensive CD option. Mark of the Crane was the last reason you could point to as to why SEF still existed. In the distant future, it’d be interesting to see other avenues explored as the buggy pet nature of SEF has reared its head this expansion and will seemingly continue to do so forever. (Perhaps Tigereye Brew?)
Sidesidenote: It’s going to be a real pain in the rear to balance the damage of Spinning Crane Kick versus Rising Sun Kick in Single Target now, and because of how it’s setup, build diversity is effectively killed because of how insane Dance of Chi-Ji is in single target. It makes what is Single Target and what is AoE very muddied in terms of playstyle and build choice since the Single Target options aren’t strong enough and there isn’t a clear distinction of the two on the talent tree.
Talent Changes
To start us off, I’d like to say rest in peace Darting Hurricane 2024-2025. We hardly knew ye.
But enough about that! Out with the old, in with the new is what I always say. The new, in this case, being Slicing Winds. When I initially read this talent I said to myself, “Wow, that’s a neat idea to take from Plunderstorm!” but after many long nights of contemplation, some quality Training dummy time, and a few dungeon sessions, I can firmly say that the current implementation of this needs some work.
I have a few gripes with it: First off, the ability itself. It’s pretty annoying when using it that it moves you so far forward that you often have to walk about towards the enemies you just hit leading to unneeded downtime. Tuning wise, it performs okay but for an AoE centric capstone, I would want it to contribute more in dungeons.
But, I think what stands out the most to me is how the ability just feels tacked on. It doesn’t interact with any existing abilities or mechanics that we have and just becomes another button press every 30 seconds. I think this can/should be accomplished through talents, but more on that later in the ‘Suggestions’ section of the post.
In regards to talent feedback that was untouched so far this PTR, I’d say that the bottom section of the tree is potentially more competitive with Slicing Winds if the kinks can be worked out with that, but there are still a few dead sections in the bottom third. Most notably, the Last Emperor’s Capacitor and Jadefire Stomp sections still have horrendous pick rate, with Jadefire Stomp most likely needing a triple digit buff to see any sort of play. The middle section of the tree has grown somewhat stale with Inner Peace being phased out as we gain more secondary stats and thus not needing the extra resource provided, Drinking Horn Cover and Spiritual Focus being too lackluster numerically to consider, and Rushing Jade Wind is now in somewhat of a strange place without its Mark of the Crane tagging functionality (I’m aware it was buffed).
What I’m most worried about talent wise going into 11.1 is the rise of No SotWL builds. Strike of the Windlord (SotWL) has begun to peter off as the expansion has progressed, partially due to the continued buffs to Courageous Impulse and left side of the tree, but too much of Windwalker’s current design ethos seems to have SotWL in mind as a ‘core’ ability. While there are many awesome talents that increase the effectiveness of SotWL, something needs to be done to increase the potency of the base spell itself to prevent the No SotWL meta from dominating next season.
On a final note, I’d like to comment on the conflicting themes regarding Blackout Kick in our talents. Teachings of the Monastery and the Courageous Impulse ideals seem to contradict one another leading to a confusion design. It’s frustrating to me that for newer players, nowhere does it state that the extra Blackout Kicks from Teachings of the Monastery don’t benefit from Mastery or Courageous Impulse. It feels messy to me.
What I believe should be done is reduce the damage of extra Blackout Kicks gained from Teachings of the Monastery to 33% from 100%, but they would now benefit from Mastery and effects such as Courageous Impulse. This would feel way better as it would be way easier to tune the base damage of Blackout Kick to assure it feels weighty enough when you press it, and it would make Mastery scaling more helpful. I don’t know if there is enough development time for this to come to pass in 11.1, but this needs to be addressed going forward at some point.
Hero Talents
Conduit of the Celestials
When I first read the changes coming to Conduit of the Celestial this patch, I was crestfallen. The Heart of the Jade Serpent window felt very satisfying and while it had its issues with bad RNG, it was the part about Conduit gameplay that I loved the most.
Despite this, I recognized the shortcomings of the Heart of the Jade Serpent window. It emulated the Serenity window (RIP) in all facets including the extraordinary waste of resources that occurred during it. I believe there is a direction that you can turn Heart of the Jade Serpent that is a healthier version of that playstyle that also incorporates the other Celestial nodes so that it truly feels that during that window all the celestials are working in tandem through you.
With the current changes, it makes the Heart of the Jade Serpent window feel lacking, almost incomplete in design. By removing Rising Sun Kick from Heart of the Jade Serpent, you’ve created this issue where there are effectively dead globals in this precious window where you have to Tiger Palm to prevent overcapping Energy or Blackout Kick to fish for an RSK reset that just feels bad.
It also really stinks that a cool new talent is added and it’s clear that care has been taken to give it added synergy with the Conduit hero talent tree, but because you either have to take Xuen’s Bond to align your cooldowns together or just delay Conduit usage by 30 sec each time, you have a hard time making that build work. It would be nice if there was an option in the hero talent tree to increase Conduit’s cooldown to 2 min but raise its damage or something so that you don’t have to waste that precious talent point to take Xuen’s Bond.
It’s no secret that Conduit is the more undesirable of the two hero talent choices for Windwalker and I think the changes to it in 11.1 in addition to the itemization changes (loss of Transmitter) is going to make it harder for Conduit to succeed as a hero talent option, but initial results seem promising. I will detail more of what I’d like to see in the Suggestions section below.
Shado-Pan
Playing Shado-Pan feels like you’re on board a train going nowhere. It almost seems like this is being held together by duct tape because there are so many glaring design failures when you play it that could be so easily rectified that it’s kind of annoying until you become numb to it.
How this went without any changes thus far in the 11.1 PTR is crazy to me and outside of useless nodes there are a few baseline mechanical problems it still has.
- Wisdom of the Wall should trigger whenever you proc Flurry Strikes rather than after 10 to prevent weird setup scenarios on training dummies.
- The ‘deck of cards’ that Wisdom of the Wall has should reset whenever a boss encounter resets.
- There is still an infuriating issue that popped up from the 11.0.5 changes where Flurry Strikes will fail to fire off its charges if you attack a target you haven’t attacked previously in an encounter.
Not to mention the Wisdom buffs are hilariously imbalanced with one another and it seems like the tree is balanced with taking most advantage of Shadow Wisdom of the Wall buff as much as possible. I’m not really expecting or asking for a whole rework to Shado-Pan but sanding up some of its edges this patch would be very welcome.
Suggestions
We’ve finally arrived at the aforementioned ‘Suggestions’ section of the post. The formatting of this will be different from the rest of the post, more akin to traditional patch notes to more clearly outline what I’d like to see change in addition to what has already changed. These are semi-realistic in scope and don’t do too much, but I believe if they were made would made me and many others really excited to play Windwalker next tier.
11.1 Rework Iteration Suggestion
- Added new UI HUD elements to indicate when the player has Dance of Chi-Ji procs.
- Updated the UI HUD element for Blackout Kick! to indicate when the player has more than 1 proc remaining.
- The following talents have been removed:
- Communion with Wind
- Strike of the Windlord damage increased by 75% and its cooldown has been reduced to 30 sec.
- Teachings of the Monastery now causes your next Blackout Kick to strike an additional time for 33% damage (was 100%).
- Additional Blackout Kick strikes from Teachings of the Monastery now benefit from the damage bonus of Courageous Impulse and Mastery: Combo Strikes.
- Rushing Jade Wind now accelerates each time it strikes a lone enemy, dealing damage more frequently.
- Slicing Winds has been relocated to where Communion with Wind was previously.
- Added a new choice node of Energetic Tempest and Crackling Gale.
- New Talent: Energetic Tempest - Slicing Winds has 1 additional charge and its cooldown is reduced by 0.25 sec each time Rushing Jade Wind deals damage.
- New Talent: Crackling Gale - Targets struck by Slicing Winds who are affected by Gale Force have its duration refreshed (up to 20 sec). In addition, Gale Force now also increases the Nature damage your target receives from you, your Storm, Earth, and Fire clones, and Xuen by 25% as long as it’s active.
- Xuen’s Bond now reduces the cooldown of Invoke Xuen, the White Tiger by 30 sec instead of reducing it when you activate Combo Strikes.
- Conduit of the Celestials
- Tiger Palm now extends the duration of Heart of the Jade Serpent by 0.5 sec while it is active. Courage of the White Tiger doubles this effect.
- Teachings of the Monastery now has an 100% increased chance to reset the remaining cooldown on Rising Sun Kick while Heart of the Jade Serpent is active.
- August Dynasty has been redesigned - Now increases the damage and healing of Celestial Conduit by 30%, but the cooldown is increased by 30 sec.
- Flight of the Red Crane’s energy regeneration bonus increased to 40% (was 20%).
- Shado-Pan
- High Impact has been redesigned - Now causes Flurry Strikes to apply a debuff to enemies for 30 sec. Enemies who die explode, dealing Physical damage to uncontrolled enemies within 8 yds for each stack on the target. Max 20 stacks.
- Lead from the Front now grants you an absorb shield for any healing done that exceeds your maximum health.
- Whirling Steel’s cooldown has been reduced to 60 sec.
- Wisdom of the Wall is now granted whenever Flurry Strikes occur rather than after 10 Flurry Strikes.
- Reduced duration of Shadow Wisdom of the Wall to 32 sec (was 40).
- Wisdom of the Wall now increases the effect of your mastery by 40% (was 25%).
- Wisdom of the Wall now increases your Dodge and Critical Strike Chance by 50% of your Versatility bonus (was 25%).