Lighter Than Air - Meh

Just got to try this new talent on the test realms and it is quite underwhelming for a capstone talent.

The dash is not that much more significant than that little speed boost you get with demon hunter’s double jump. It being locked behind a roll feels very clunky also. Maybe just make it passive with monk’s double jump. An internal CD if too spammy kind of like Hanzo in overwatch.

And the worst is that it adds 2 seconds to your roll CD. For a capstone ability it should at least read reduce roll by 2 seconds. Id take that over the dash jump itself.

I think for a capstone ability it needs to give some kind of performance enhancement else it will be ignored just like the old statue capstones again, and even some of those did damage.

7 Likes

I love it tbh.

Being able to “redirect” and jump a different direction ( or even back the way we came if you move your camera fast nuff ) for up to 5 seconds after rolling is pretty useful, plus the tooltip doesn’t state it but you can walk on water too for those 5 seconds. It also prevents falling damage if used at the right time.

I dont really notice the extra 2 seconds for recharge because of 3 roll charges. I dont think the extra 2 seconds should have been added on to the talent though.

If you want to talk about useless: “Bounding Agility” is pretty bad. The extra distance is only like 1-2 steps ( about an inch ).

Bounding Agility should reduce the cd of roll/torp by 1-2 seconds imo. The extra distance is negligible already but if you take lighter than air the jump distance is 2-3 times farther that what Bounding agility gives you distance wise.

8 Likes

in my opinion lighter than air is like those small things some classes have that are nice to se and seems really cool, but is completely useless and has zero real uses, like:

-Dk’s Path of Froze, is nice to have an ability that allows you to walk on water, but it has zero real usses beside fishing and maybe going back quickly on maps with water on rbgs/bgs

-Warlocks Unending Breath, again an ability interesting to say the least but has 0 real utility besides world questing

In my opinion this shouldn’t be a capstone unless it does something else like dmg or idk something, for now i have zero reason to ever pick it besides “oh look what i can do, im so cool”

4 Likes

It’s a fun flavor talent, but it sure as hell shouldn’t be a capstone talent.

9 Likes

Lighter Than Air is actually an incredibly strong node, specifically for PvP against ranged. Being able to air dash when getting knocked is invaluable at times.

You can also use it to psuedo-glide a few times in the air.

I will say that they have nerfed it. Those additional 2 seconds of cooldown weren’t there until the most recent build, and I don’t think it should’ve been added.

The node is still really good tho.

7 Likes

it quite literally changes things for how monks can escape and engage especially in PvP. I welcome any kind of actual change and this is probs a better one as far as monks go

3 Likes

This guy world pvps

I think being able to negate fall damage is a great bonus to have, and it makes/keeps Windwalker as the undisputed king of mobility.

Fun talent but not particularly powerful, shouldn’t be where it is on the tree.

If its mostly flavorful and fun then it should be located on the tree accordingly, not stuck at the bottom of the tree where some of your most important decisions are being made. This talent will get dropped in almost all content, except for maybe for some fun during levelling and possibly PvP (tbd).

As much as this is true it is gated behind roll, putting a whole global between you and being able to dash. If this talent was just baseline “double jumping makes the monk dash a short distance, can not occur more than once every 3 seconds” then it definitely would work exactly as you described.

4 Likes

In my opinion this is not even as good as you make it sound for pvp but honestsly i dont pvp at all so my opinion is pointless.

But talking about pve the only use i could find is in fights like Dathea that knocks you up well you have a way to mitigate fall dmg, or fight like in magmorax, you could also negate the push with this like dh or dractys, but in this scenarios youu could also use transcendace which is way better since you also get a heal (talent) or could even trans to an ally that doesnt get pushed like a dk, mage, dh, dracty, etc.

the othe scenario where this could be usefull is in fights like “Eonar the life-binder” back in antorus, where you had to move long distances to kill pack of adds, that’s a great mobility, but we haen’t seen fights like this one in a long time

I think this should be a combo with jade walk honestly.

1 Like

If it worked this way then every single time you get knocked you negate it on a 3s cooldown with no conditionals or resources to have to trade. That would be hilariously overpowered.
On top of that you can Roll whenever? Wew lad.

The node is powerful as it is for PvP content. Other content not really.

I love this talent so much and I will probably run it regardless of content.

2 Likes

I mean, DHs can do this right now, with no cooldown and I don’t think that its considered overpowered at all… I mean where in the game are you getting knocked every 3 seconds? Even if you made it 10 seconds it would be better that being attached to roll.

The point is that because its use is gated behind using roll within 5 seconds of when you need it you are always at least 2 seconds from being able to use it as a reaction, which by that time is likely irrelevant.
Lastly, I didn’t say this was a bad talent, although I think there is plenty of room to develop this talent so that its more functional, but mostly I think its just poorly located considering its mostly fun and not really at all powerful.

2 Likes

They’re designed for staying on top of you at all times. They’re a hyper mobile, psuedo flying class. Then again, on DF at least, they’re absurdly strong on top of having that mobility, but that’s a whole other topic.

If you were to give something like that to Fistweavers, that would almost completely negate their main counterplay (And now they also get CLASH), which means more numbers tuning and a lot of effort and headache. I doubt they’d want to go through the hassle. Myself included.

I’ve won a lot of Arena games on Beta because of this talent in its current state. It’s incredibly strong and has its uses. And, it being gated by something that requires a resource is fine with me, because otherwise it’d be too good.

It is a powerful talent. More mobility is always good, and in some cases really strong.
It makes Fistweaving into Ranged a lot more bearable + Clash.

I can’t think of a way to make it more intuitive without it being too strong.

I honestly can’t wait to have this. Triple roll. And clash for all monk specs in pvp. Clash is gonna be really nice for ww pvp since it’s also an aoe root.

Chasing a caster be like …

Clash. Disable. Smash.

Being able to dance around like this with lighter than air makes it easier to set up.

I mean, as much as it is another topic its also a fair comparison and the main reason I mentioned it is because you suggested that Monks having this very short dash not tied behind roll would be OP against knockbacks, I simply pointed out that it isn’t by pointing to a class that currently can do this even easier than I suggested and can do more damage from ranged that WW can. WW monks more than any other spec need to be on top of their target to have effective up time, more so than a DH. Every other spec can do more from range than a WW. I think its a solid point.

I would have to defer to your experience here as I’m yet to test arenas on the Beta, however I remain sceptical. I would have no issue with it being its own resource, I mean if the dash was longer it could even share the same cd as roll and I think it would be better.
Honestly, that might be the best way to deal with it .

To be fair, and clear, I’m looking at this from the perspective of a Mistweaver rather than a Windwalker. I don’t think it would be that extreme for Windwalker to be able to do so, but even still, I’d rather give them something else…like SKYREACH lol. Still don’t know why it was removed, but if there’s a good reason I’d want to hear it from Blizzard.

I disagree. It’s good because it can be used after Roll, and making it share the cooldown with Roll would instantly remove its value.

Really, if we wanted to go the route of it having it’s own cooldown, it could have the same CD on a charge system like Roll, but I still think that would be too strong.

Yea that’s fair. Not all things are equal across the specs and what’s reasonable on WW might be OP as a MW. For WW I couldn’t agree more with the dash component of Skyreach.

Hmm, maybe instead the dash buff you get after using roll stacks 2 times and last 20 seconds. That way you can bank a charge and use the dash reactively without it being independent of roll and without it being “spammed”. Thoughts?

1 Like

I’m actually in favor of stacking and extending the duration, since getting micro’d right after Roll makes you lose the charge after 5s, which is actually more often than people would think.
10s + stacks to 2. After 10s, all stacks are lost.

1 Like