Instead of it doing a small heal it should have a 30% proc chance to give 15% haste for 5 seconds to whoever it procs on
No healer mastery gives damage. It would have to be something that gives only hps.
Maybe this is inspired by the augmentation invoker because the haste is given to other people, not the healer itself. Could be an interesting concept if given as an optional talent.
Make Mastery useful for Fistweavers. Allow it to trigger from Ancient Teachings with reduced effectiveness.
But I like our mastery. Big chunky heals feel good.
I was around when we had healing orbs for our mastery. When you healed there was a chance the orbs would drop on the ground where people could run through them or could pop on their own and heal a nearby person. I concede there were some that did not like them and I myself liked them but that time has (sadly) past.
Now we have Gusts of Mists that heals a flat amount regardless of the single target spell cast: so you get the same heal be it Vivify, Enveloping Mist, Renewing Mist, or a chance on Soothing mist channel.
Given that it does not matter what spell of those, or similar of those as i may have missed one, that you cast it does sorta give a feeling of a 1 trick pony where you kinda at times wish it healed more when you cast an expensive heal like Enveloping Mist compared to Renewing Mist.
It also has a… i suppose unique but i think clunky at times, interaction with Essence Font where targets with the hot now get 2 procs of Gusts of Mists/Mastery instead of one which i suppose you could cast your AOE heal and then rush into single target to take advantage of the double proc. But that really just feel awkward given we don’t actually have an aoe spell that procs our mastery on EVERY target.
If vivify proced the mastery on every target that would be different (but fully concede broken given that vivify increases with power by the number of targets of renewing mist so you would have this big thing of just renewing mist and vivify spam to get mastery procs everywhere).
Some people like this version of the mastery and that’s ok. Can’t say that i do, but we all have our likes and dislikes.
That all being said: If given the power to make a change to the mastery i believe i would go in one of two directions (again my bias but concede everyone has their own tastes and ideas).
The first option could be to bring back the old mastery where you spell would drop healing orbs nearby that could heal people. I would DEFINITELY adjust them to be better in terms of pick up range, dividing the healing amongst targets in range, duration of orbs adjusted, and if not picked up to explode healing distributed to the nearest target in (LONG) range. Numbers could always be tweaked but just one option.
This also could then be of benefit to Fistweavers as they could have a chance when they use their attack skills to proc orbs meaning their mastery becomes LESS useless.
The other way to take mastery actually builds on an existing piece of our kit which is the Essence Bolt we get from Essence Font. If any of our skills could proc an essence bolt that would go onto the target of our spells or onto a nearby injured ally this could be both a unique mastery for the monk for what it does but also visually nice to see Essence bolts flying to heal allies nearby. This could also help the Jade Statue issue where for Brew and WW monks it’s rather useless since you don’t cast soothing mist but what if the Statue procced Essence bolts for them.
The counter argument, playing devils advocate, could be smart healing is too powerful to just target an injured ally and i concede that could be a real issue. But i would argue that some spells are built around smart healing anyway and are thus weakened to account for effective healing so it could be balanced over time.
This would also be another option that Fistweaving could take advantage of by having a chance to proc font bolts to heal allies. And as far as Essence Fonts additional perk where it would gain double the proc of Mastery you could easily leave it out since now as mastery increases the Font’s bolts get stronger anyway.
Again, just my two cents, i concede EVERYONE has their own thoughts on the matter, and that whatever the future holds i think we can agree that the monk healing mastery could certainly be better in some shape or form then it currently is in now ( especially for Fistweavers).
Kinda like our current mastery.
If it went away they would need to buff ST healing and Revival to not feel as depressing. Plus it makes up a large % of healing on my logs, generally doing over 4 mil healing and usually beating out revival for me.
I wish we had more ways to buff mastery, resplendent mists should just be a flat buff to our mastery, and I wish Chi Burst also Procc’d mastery on people it hit. ( would make CB more useful )
I love the higher skill cap the synergies between EF/Mastery/RenMist/Vivify provide. Beats boring masteries like h priest, paly, R sham…etc.
Chi orbs, and chasing them down, sound annoying as all heck.
Gusts of mist is usually my highest or second highest healing at the end of a dungeon for me. I enjoy the nuance of getting as much use out of it as I can.
If you’re fist weaving, you’ve still got quite a number of things that benefit from mastery. Chi’ji gusts are based on your mastery where yu’lon beams are not, for starters, and even though you’re not channeling SooM you’re still throwing out fresh ReMs and instant vivify and sheiluns, both of which trigger mastery on the primary target. And Revival/Restoral gives one for everyone!
Even if you have less gusts triggers on average during maintenance healing without the SooM channels and with fewer hardcast EnvM and Vivify than a CF build, they tend to pile up when you need them the most anyway. It isn’t even necessarily true that you have that many fewer trigger events either, due to getting two of them off each button press during the Chi’ji window. That adds up!
CF ramp is a better general raid build at the moment but if you compare logs between AT/Chi’ji builds and CF ramp, you’ll actually see roughly the same counts of gusts triggers. And as noted, that means they’re mostly happening when you most want extra healing, during your high impact cooldown window.
Your also running clouded focus with 129% mastery.
Exactly!
A quick and dirty method for fistweaver would be to just make AT use mastery value rather then a damage conversion. I don’t know what the value change would be between RSK losing healing and Tiger Palm gaining but they could make RSK use twice the value or cause two healing events if a particular loss.
Overall though, mastery is definitely one of the least problematic points for playstyle and I’d rather see ReM counts made more steady before any particular mastery changes.