Brewmaster talent changes

They finally announced it for 11.2

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Yeah I’m excited to see what’s coming!

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it is good that blizz remembered you guys exist

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This is blizzard, if they make it good they will hammer monks back into obscurity.

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Will need to see what else they have planned. So far:

celestial flames was removed, replaced with Your healing spheres now heal over 10 sec, and their healing is increased by up to 80% based on your missing health

Zen meditation was removed, replaced with The effectiveness of your stagger is increased by up to 20%, based on your missing health

niuzao was changed to stomp whenever you purify instead of randomly and will heal for x% of stagger purified (patch notes say 20%, ptr is 100%, so idk which is correct), walk with the ox changed to a chance to proc some extra damage, and improved invoke changed to cause a charge+knockup once per cast of invoke. Also works with call to arms.

face palm was changed from 50% for a chance to increase tiger palm by 200% + reduce brews to just increase tiger palm by 100% + reduce brews.

and a choice node to celestial brew was added with the same ap scaling as celestial brew that causes it to absorb 20% of incoming damage for 15 seconds instead of 100% for 8 seconds.

You forgot Celestial infusion and Niuzao’s resolve.
Overall, these changes are insane, brew might be the next season meta tank (unless they want us to play the silence comp like the current one)

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I didn’t list any of the new abilities by name, but they’re all there.

They’re rather tame tbh, probably won’t actually change anything, but then again I never thought brewmaster needed to be completely redesigned from the ground up.

I wanna see what the heal sphere to hot + 20% more stagger based on missing health and celestial infusion giving a 20% absorb instead of a 100% absorb will do.

Kinda feels like you’ll be riding with low HP but stable because of the healing sphere hot.

I won’t how this hot will function by being refreshed. Hopefully it’s like iron fur.

Kinda sucks that its still the same “based on” gameplay wordage

The absorb amount? Or do you mean the 20% increase in stagger is based on missing health?

Im going to miss zen meditation. It was my fallback when stacks were going wrong and i had to take a massive hit, or live through a killer dot. A relic of stranger times when we had raid utility and it redirected hostile spells to you

The hot talent sounds like it will have negative synergy with expel harm and strength of spirit.

Yeah but expel harm’s heal is about 1/3 of a single healing sphere before talents. Though it would be nice if they removed the negative synergy by making expel harm an absorb or have it purify stagger.

Correct me if I’m wrong but healing spheres cap at 5 and if a 6th is proc’d one is automatically consumed?

Edit:

I’m also curious how healing spheres scale with mastery and vers. Because you spawn healing spheres based on how much damage you take and each of these secondaries reduce that damage then we’d spawn less sphere. However, mastery scales up AP which healing spheres scales off of as well as vers.

It seems like the relative value of crit will go up.

I’m cautiously optimistic, these changes could help, but boy they better just be the start cause it’s not near enough.

They do that with all 3 specs. Windwalker maybe makes it a couple weeks once it’s anywhere near the top. Mistweaver gets beat down a bunch once it starts topping the healing meters despite that being all it really does since it has no real DR and weak utility. It’s always a tenuous situation when it’s meta in any category because there always seems to be some heavy handed nerfing that can last multiple patches and sometimes even expansions.

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Unless I’m misremembering, expel harm takes in all healing spheres and uses them to amplify it’s own healing. Normally I’d log in and double check, but I’m at work so could be wrong. I think the combat log will show it all as expel harm healing, which would mean the healing spheres are essentially amped by strength of spirit

My logs have expel harm and healing spheres separate.

How the advanced combat log interprets it and how the regular combat log interprets it may differ, but I’m certain that the strength of spirit bonus applies to healing spheres triggered by expel harms activation

The average heal from healing sphere seems to be much high when consumed by expel harm then when it’s not. So it seems like strength of spirit does buff the healing sphere heal. But they’re still separate in my logs.

So, maybe the hot will be buffed by strength of spirit.

Do you know if you automatically consume a healing sphere if you go over the cap of 5? Or is it wasted?

I wish this information was more freely available.