Hey guys, am I the only one who hates FoF? Wind Walker is supposed to be about quick successive attack and combos, but FoF is just standing there and flailing for 3-4 sec. It’s the only animation for WW that doesn’t incorporate below the waist, and interrupts an otherwise fluid feeling rotation. I think we can all agree that WW needs some love overall, but I think Blizzard would be wise to re-work FoF. I’m not just here to complain though, I do have a solid idea…
Re-work:
Instead of standing still (or running) while throwing a flurry of punches, I’d suggest a brief focusing animation that grants a buff (Flurry of Blows) causing the next 3 abilities to strike the target and nearby enemies with additional punches for X damage. The idea being that the Monk centers themselves and unleashes an onslaught of strikes, without interrupting the fluidity of the rotation.
Damage:
Currently FoF’s damage is calculated as 5 x (120.75% of Attack Power) over 4 seconds and halve that to other enemies within 8rds. I’d suggest the buff to do (201.25% of Attack power) with each additional punch, and half that to other enemies within 8yrds. This keeps the damage output of FoF the exact same, with no need to alter the CD.
Animation and Sound:
For the animation, I don’t hate the “flurry” effect, I hate the “stand and flail” that the character does. I’d suggest for the initial focus a step back or crouching stance, something that feels like you’re keeping your center of gravity and collecting yourself to strike, accompanied by a minor aura to denote the focusing; both for sake of flavor and PvP. On consumption of the Flurry of Blows buff the current FoF animation can be used, but with a delay. You’re not going to do a Kick and a punch at the same time, but you will kick and follow it with a punch. if the same animation is used in the last 0.5sec of the GCD then it looks like a fluid strike combo. Sound wise, the same sound effect can be played when the current FoF animation is implemented. I think the biggest challenge for this is Blackout and Rising Sun Kick, getting the timing right will take some behind the scenes tweaking to be sure, but overall the animation, sound, and play style would come together much better than FoF in its current state.
Effect on PvE:
This idea will actually free up ~2 GCDs per FoF to cast other abilities. On average you want to cast FoF about 2.5 times a minute (according to simcraft T23 Patchwerk it should be cast 16 times in a 6min fight) which means this would free up ~5GCDs a minute. 5 global cool downs per minute! That’s a lot of extra damage! but wait… in reality you aren’t going to cast 5 more rising sun kicks because it still has a 10sec CD (reduced by Blackout Kick), you’ll really get 5 extra Tiger Palms or Blackout Kicks. In turn the BoK’s would give you an extra 2-3 RSK’s in a long fight. The downside to this is that you would spend less time waiting on FoF and letting energy regen naturally, it will feel like we have slower resource generation. Personally I wouldn’t mind a buff to that but energy=damage on a base level and there’s a lot more balancing that goes into that than I care to put on this page.
Effect on PvP:
It’s been a while since I did any PvP on a Monk, but to my understanding after FoF lost it’s stun FoF has just been WW burst (Correct me if I’m mistaken). In that regard, FoF is X damage over 4sec. With this re-work, it would be a GCD of no damage followed by 3 GCD’s with abilities + X damage. Because the damage occurs at the beginning of the ability the damage would be spaced out as:
Initial cast GCD (1sec if they keep the current FoF GCD)
Ability + 1/3 FoF
GCD (1.5sec)
Ability + 1/3 FoF
GCD (1.5sec)
Ability + 1/3 FoF
GCD (1.5sec)
Essentially this makes the damage burst about 4sec, the same duration as before. With a couple more damaging abilities being present there is more burst overall. The downside to this being that the initial animation will announce incoming damage to a veteran player, with the first GCD allowing reaction time. Overall I feel like this does not add or take too much value from FoF in its current state damage wise. It DOES stop WW burst from being uninterruptible with a 0.5 sec CC, which is needed. The current PvP talent that effect FoF (Turbo Fists) works perfectly with the re-work as well.