Iâm aware this feedback comes quite late into the PTR cycle but after testing Venomous Abyss and the new M+ dungeons I have a better idea of how the spec is looking.
The Short-Term Problems that should be addressed before 12.1 Release
Defensives
Defensives
Windwalker received a couple buffs this past PTR patch which included a buff to Calming Presence bringing up to a staggering 10% and adding 5% stamina onto Combat Wisdom. These changes are welcome but only chip away at a problem. Windwalkerâs activate mitigation is far too weak.
Fortifying Brew feels like itâs stuck in the past design wise and the class tree isnât doing it any favors. Several class tree nodes such as Celestial Determination and Rushing Reflexes should be reevaluated as their worth is basically naught currently for Windwalker. If the tree was moved around and you were able to pick up more defensives in the bottom third of the tree perhaps this wouldnât be an issue, but itâs telling that Iâve been playing Windwalker since MoP and this is by far the squishiest itâs been even considering relatively to its peers.
Iâd also like to highlight that because 99% of Windwalkers are playing Shado-Pan in most situations, it has made us more aware that for Windwalker Shado-Pan does not have a defensive node. The choice node of Predictive Training and Whirling Steel is a joke in comparison and Iâm genuinely surprised it has not been reworked at this point.
Reworking this choice node to actually provide somewhat equal value between Brewmaster and Windwalker would help tremendously with Windwalkerâs defensive shortcomings.
Something to the effect of:
(New) Predictive Training: Flurry Strikes reduce all damage taken by 1%, stacking up to 10 times for 8 secs.
-OR-
(New, replacing Whirling Steel) Emergency Brew: When your health drops below 35%, you chug a Fortifying Brew which lasts 15 sec. This effect can not occur more than once every 120 sec.
These new options effectively keep the same spirit of the nodes they are replacing but are far more useful. With Predictive Trainingâs current iteration itâs way too good for Brewmaster and practically useless for Windwalker. This newer version would incorporate the Hero Talent theme of Flurry Strikes and equalize this value between the specs.
As for Whirling Steel, itâs never been that useful as a pseudo cheat death as gaining Avoidance and Parry after taking a big hit is largely irrelevant. But, gaining Fortifying Brew (which increases your current and maximum health) would almost act as a security blanket to prevent one shots which is largely Windwalkerâs defensive gap in harder content.
This would also synergize with other Fortifying Brew talents on the class tree.
Thereâs a bunch more to be considered in this aspect of the class such as Vivify feeling lackluster, needing to channel Soothing Mists (yuck) for the 6% DR to survive in some cases, and generally lacking a unique defensive toolkit that can tackle some problems well, but this above proposed fix would be noticeable and doesnât seem like it would be that hard to implement.
A more outlandish and frankly overpowered idea that I had was because Fortifying Brewâs wording says your skin turns to stone - why doesnât it make you immune to bleeds and such like stoneform does? or at least remove them.
Anyways more help here would be great as Iâve never felt more scared for my life during higher keystone dungeons (20-21) or in harder raid fights.
Hero Talent Balance
Hero Talent Balance
While Hero Talents arenât the flagship feature of this expansion Iâm kind of surprised there hasnât been more done to balance Conduit this expansion after it received a significant redesign at the start of it.
The tuning of Conduit seems to indicate that the developers donât want it to do burst damage but itâs entire identity as a hero talent revolves around the idea that it is the burstier of the two hero talent options.
With the current tuning, Conduit runs the risk of always prematurely cancelling the channel of Celestial Conduit in order to proc Unity Within as the damage that Celestial Conduit itself does is not worth the time spent anymore.
In fact, the brunt of Conduit of the Celestialâs power is basically just Heart of the Jade Serpent and the newly buffed Temple Training node. Xuen doesnât impact your play at all and is the most lackluster and forgettable heâs ever felt. Something needs to be done with this hero talent option and I would say you canât be afraid to give it burst damage and make it matter again.
There also has not been an effort made to incorporate Conduit of the Celestials better with the Apex talent. Currently if you run Restore Balance and 2 minute Conduit build, you tend to overcap your Tigereye Brew stacks which feels absolutely terrible. Additionally, there are no synergys whatsoever with Zenith Stomp and Celestial Conduits. In fact, it makes your already frantic rotation during your cooldowns feel even worse because you donât have enough globals to fit all your spells in. It has been recently discovered that you can cast Zenith Stomp while channeling Celestial Conduit which seems like an oversight more than an intended feature as you cannot cast any other damage spells while channeling it but at least that is some level of interaction between the two spells.
Iâd personally like to see a Xuen redesign to make his impact felt more in my rotation and more power pushed back into the Celestial Conduit ability itself as whatâs the point of having this cool looking spell if it doesnât do any damage.
Apex Talent Design
Apex Talent Design
I went into the 12.0.5 redesign of the Apex Talent with an open mind and really tried to like it. I do think that it fills a niche within our rotation by giving us more much needed burst AoE but I think my opinion has soured over time.
Zenith Stomp largely doesnât thematically fit with Windwalker as a wind-based martial artist and frankly Iâm growing sick of seeing stomps shoved into the toolkit.
It also doesnât fit within the Apex Talent design thematically with the first rank being this extra crit cooldown thing, the 2nd rank involving crit and then out of left field is a charge based aoe stomp thing.
I also donât really like what it does to our damage profile by making it more paddy even if you arenât trying to pad because of how much passive cleave you have. Rotationally, itâs kind of annoying because you have to fit it inside Zenith or risk losing a charge so you somewhat often overcap the Chi that it provides to do so.
Thereâs also a newly introduced (mostly tuning) related problem where both Shado-Pan and Conduit of the Celestials is dropping the 4th rank of the Apex in Single Target situations. This comes as a result of the changes given at the start of the patch but also Windwalker just doesnât really have the globals to fit inside Zenith this patch it seems.
Tier Set Feedback
Tier Set Feedback
Initially I would set I was hesitant on the design of this tier set when I first saw it. After all, weâve seen Tier Sets like this for Windwalker nearly a half a dozen times at this point. But after playing with it, I do think it provides a band-aid fix to a problem that Windwalker has which is that Spinning Crane Kick is largely not pressed in AoE.
This tier set sort of solves that by making it so you ideally want to press Spinning Crane Kick on 2+ targets with the 4pc buff. However, after doing some M+ PTR dungeons it does highlight some issues with not necessarily the tier set but with Spinning Crane Kick.
Spinning Crane Kick just needs to basically function as an AoE Rising Sun Kick at this point because it feels really bad and breaks the flow when you use Spinning Crane Kick with a 4pc proc and you just donât have the Chi to cast a Rising Sun Kick that is off cooldown afterwards where you would if you did it the other way because of Glory of the Dawn procs (and youâd get roughly 3x the amount of Fists of Fury CDR too!)
Misc Problems/Food for Thought
Rotational Gameplay
Rotational Gameplay
One thing that has become very apparent over this patch and heading into the next is that Windwalker is basically almost always doing the same rotation in all situations. This has really started to make the spec feel bland and is not a super uncommon thing across all classes but it really sucks to see this.
From what I can tell the problem mostly sourced from the spec talents not giving Spinning Crane Kick enough power and ability uniqueness to shine. Thereâs just enough interesting gameplay hooks with AoE spells.
As this relates to 12.1, the buff to Blackout Kick has made Shadowboxing Treads a must pick in any AoE setting and pushes it up the priority list quite a bit which sort of feeds into this problem. Also, Tiger Palm damage being higher than Blackout Kick on single target feels strange.
Lack of Build Variety
Lack of Build Variety
I was really surprised to not see any spec talent tuning for Windwalker as it feels like you play mostly the same talent build in all situations.
Strike of the Windlord/Whirling Dragon Punch could really use some love. Their damage is way too low and thereâs not enough identity between them to make them shine in any particular situation (also Whirling Dragon Punchâs âfirst target struckâ damage should be changed to affect your current target if they are within range).
Slicing Winds and itâs supporting nodes have been woefully under tuned this whole expansion and I think most people have forgotten this talent exists.
Jade Ignition needs to scale its damage based off Spinning Crane Kick somehow as itâs fallen behind significantly and looks like it wonât be played despite us using Spinning Crane Kick much more frequently this patch.
Thereâs a lot of misc nodes such as Flurry of Xuen, Meridian Strikes, Thunderfist, and Knowledge of the Broken Temple that just feels blatantly under tuned and it says a lot that when Windwalker is dropping one of their apex points on Single Target, you pick up Touch of the Tiger instead of one of these nodes much lower on the tree.
Buffing or tweaking the above nodes would help with talent diversity this patch to prevent the spec from feeling quite stale. I do think more drastic redesigns of the spec talent tree are going to be necessary going forward into Midnight as I donât feel like the iteration of this tree is better overall than what we had before in the last patch of TWW.
Thanks for reading and I look forward to testing more upcoming PTR builds.