To start with, I currently have two 120 Monks, a 110 Monk, along with a myriad of lower level ones (81, 67 off the top of my head), and have been playing them since they first came out. I also owned the MoP Collector’s Edition, and got to see a bit of the behind the scenes design for Monks, namely the old balance of Dark Chi vs Light Chi (which was ultimately discarded). To be clear, I’ve seen a LOT of variations for WW Monk over the years, start with back when Tiger Palm stacked three times, onto now.
I would choose to reform the visuals of much of the class to be more in line with the thematic Celestial that they embody (Xuen), and as a result should like to see some new visuals matching that (Lightning, and Tiger).
A few changes to the playstyle:
First and foremost, Monk should feel fluid, while also having meaningful choices to make, and be, most importantly, fun. Keeping in line with this, and the aforementioned visual and thematic rework, a few of the current abilities (i.e. Storm, Earth, and Fire) would be removed entirely from the game, with a more ‘traditional’ kind of cooldown in its place (one that doesn’t create unreliable, and buggy assets => That awkward moment when your clone decides to go on strike while in the middle of an encounter, and runs off into the sunset).
Storm, Earth, and Fire => Removed from the game
Replacing it:
Fury of the White Tiger
X% of attacks from the Monk is dealt as % Nature (lightning themed) damage, chi-generating abilities generate 1 additional chi point (more fluid combat, increased burst, armor penetration, relates to Xuen, the Lightning Tiger)
Visually, it would be interesting to create a see-through Lightning Tiger effect overlaying the Monk (Xuen’s Head visually with lightning occurring sporadically)
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The point of this change is to make it a more reliable cooldown, entertaining to look at, and create a bit of flair to the class. It mixes Serenity (more ability usage) with Tiger Eye Brew, without sacrificing the effectiveness of it. The additional Chi Generation assists in making the spec feel fluid, and ultimately should result in a consistent set of gameplay that doesn’t get old as fast.
Gathering Storm
(replaces current Spinning Crane Kick Empowerment System)
Blackout Kick, Rising Sun Kick, and Fists of Fury apply a stacking debuff to targets hit - called Gathering Storm, Fists of Fury may apply this multiple times (once damage tick)
Spinning Crane Kick consumes the Gathering Storm, converting it into bonus Nature Damage
This keeps with the theme, and makes Spinning Crane Kick useful even in Single Target at a point (where the damage may eventually equal or exceed that of comparable abilities)
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Main goal, make Spinning Crane Kick useful in single target scenarios at time, albeit not something that is used continually, builds on the theme (storm => lightning), and gets rid of the often annoying tab targeting spam that’s otherwise necessary to keep up the full bonus for Spinning Crane Kick (as AoE Fists of Fury likewise marks targets) .
New Talent (replacing old of same name)
Ascension, of the Storm
Chi Generation Talent
Chi Consumed Generates Stacks of Ascension, after hitting X number of stacks, your next Chi Consuming Ability will trigger Ascension, granting 1 chi per Y seconds, and empowering Roll to ‘Lightning Dash’, allowing the character to instantly ‘blink’ (lightning themed) instead of rolling (faster travel time, ignores damage and other effects in the interluding space)
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To start with, you may be asking “Why would roll become a ‘blink’-like effect?”, there’s no answer for a reason other than thematic gameplay elements, it alters a little bit of mechanics (allowing the user to circumvent certain events or effects if they’re fast enough; i.e. dodging a laser from boss by ‘blinking’ ‘through’ it).
As for the other effects, it’s meant to change the current Ascension, into something that has a bit more User Interaction, and that has a noticeable (direct) impact on the gameplay minute to minute (i.e. I know that it is about to come up, so I save it, trigger the effect, and then instead of rolling into the Frost Mage I blink onto them dodging a Ring of Frost that was set up), as well as just, in general, more fluid gameplay.
The least ‘fun’ aspect of a Windwalker Monk is when you have nothing available to be used, this (among other changes) would seek to rectify that.
New Talent
Lightning Blade (low level talent)
Replaces Jab; deals increased damage (minor), all damage is dealt as Nature Damage, Lightning Blade gains a 3yd Range (quality of life, not major)
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To preface it, this is meant as a very low level talent (comparable to like a 15), is not meant to add a significant amount of DPS, but does add a few interesting effects, namely the bonus by means of ignoring armor (nature damage), visual changes (an increased range ‘lightning jab’), and a 3yd range.
The range increase is minimal, just meant to make the talent slightly more interesting to use, without taking up a lot of ‘power allotment’ in terms of comparable talents.