Alright, I was waiting for a couple more changes to go through, but there’s enough changes to revisit what I’ve said before.
For the General Tree (As a WW):
I think Expel Harm being baseline is fine, considering it was in a weird spot in the tree.
Fort Brew is still gated behind something we might not use since both Paralysis AND Disable are situational (in raids), while Fort Brew is kinda mandatory and usefull/needed in all types of content.
Windwalking is still too weak, still not sure why it can’t be like, or better than the current version. I was hoping for the version we had with the Legendary back during Legion.
The Tiger statue feels very plain? Like I was kinda hoping something similar to a Roar/Windrush that would interact directly with our Windwalking, like maybe putting down the statue would increase the range of it to 40 yards and give it a boost or something.
A fire and forget kind of ability every 2-3 is just too boring. Especially when it doesn’t interact with anything at all.
AND especially because it’s something you place on the ground and basically roots your damage there, and that directly contradicts being able to move freely and being agile as a Monk.
Again, a Roll charge being gated behind Soothing Mist is still a bit weird, but not that much of a loss considering we most likely will be taking Celerity in all situations. Though that removes the ability of Chi Torpedo ever being viable, because even with 2 charges it’s still VERY situational. At 1 charge it’s simply something you will never look at. If anything Chi Torpedo should have 2 charges baseline.
The nerf to the instant Vivify, while I understand and get that it could be problematic for a MW, it was something I was really looking forward to as both Brewmaster and Windwalker.
Because you have to compare Vivify to all the other abilities the other classes have.
As a DPS, Windwalker competes as a Hybrid MELEE dps with: Rets, Enhs, Ferals.
And Rets while they have Flash of Light, which basically outside downtime doesn’t interact with their dps at all, because they’re spending mana in order to be able to heal themselves. Word of Glory being the instant cast option they have in order to sacrifice their dps resource in order to have an instant cast heal. Enhancement shamans do exactly the same, they sacrifice Maelstrom stacks in order to make Healing Surge be instant. Ferals don’t even have to sacrifice anything and just get a free instant heal as part of their rotation. While Windwalkers not only have to spend their dps resource, being Energy BUT they also have to cast the heal. That makes their healing be competely inferior to all the other melee hybrids. Now, Elemental Shamans, Shadow Priests and Balance Druids have to cast as well, but Mana isn’t their damage resource, so it’s still not the same.
Brewmaster also has the same issue vs other tanks but it’s not as massive considering Brew has the orbs and a better Expel Harm.
That’s why I believe at least WW should get to keep the permanent instant cast Vivify.
Now for the Windwalker Tree:
Hit Combo isn’t fun, it wasn’t fun ever. It’s just some passive damage increase you get by playing the simple rotation WW has. Doesn’t interact with anything.
I still believe WW should go back to it’s old Tigereye Brew mastery, but that’s something else.
Adding Faeline Harmony makes more sense because it actually makes Faeline Stomp more viable in ST, but it’s still yet another ability that feels super bad to play around in any content that’s not solo content. And even then it’s weird.
Monk in general, and specially Windwalker should be a very mobile spec.
Having an ability that completely locks you in place for potentially 30 secs just doesn’t fit in the WW playstyle. Make Faeline be able to be reset without needing to stand on it, or just remove it completely.
After reading some PvPer opinions and talking with another Monk players, I believe Keefer’s should be removed. It’s not fun, it’s clunky and it’s generally bad in PvE. And while I thought it might have some place in PvP, apparently it’s not wanted in that type of content either, forcing WW to a particular playstyle and just being overall poorly designed.
Rushing Jade Wind still needs to be removed or reworked. Costing Chi is bad. Should be a just a toggle that costs Energy per second or something else.
I still feel like Jade Ignition is in the wrong place of the tree, and that Ancient Teachings of the Monastery has no place in the WW playstyle.
RNG is fun when it alters the playstyle and rewards the players without penalizing skill.
Too much RNG or reliance on it can cause a degenerate playstyle fishing for procs, and that’s just not fun at all.
I still believe Weapons of Order should replace the Faeline Stomp section on the Single Target part of the tree.
I still want Fist of the White Tiger to be back and replace Power Strikes.
Other than that it’s looking a bit better.
Really hoping to see more changes to Monk in general.