Stat Boosters
Talents which increase a baseline state by a very small amount (+2% to all damage). The presence of these stats mean that developers have to balance around the assumption that they’re going to be picked. They’re effectively canceled out by the hidden spec passive which tweaks numbers up an down. They shouldn’t exist in any talent tree. They’re lazy and tax player agency away from more interesting options. As an example:
Monk Class Talents | Hidden Windwalker Modifiers |
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If there should be any sort of “throughput” talents placed into a class talent tree, they can be done in far more interesting ways. The following examples are focused around fun more-so than balance (numbers are easy to tweak later):
Ferocity of XuenChoice Node:- Twin Tiger Palm: Tiger Palm strikes an additional time, gaining all bonuses and modifiers associated with the first strike. However, this additional strike does not grant Chi, stacks of Teachings of the Monastery, or reduce the cooldown of your brews.
- Grand Tiger Palm: Tiger Palm’s damage extends to nearby enemies within a small radius.
Calming PresenceChoice Node:- Karmic Trance: Expel Harm now produces a shield that absorbs both damage and healing for 3 seconds instead of immediately healing you. Once the shield breaks or expires, all damage and healing absorbed is returned onto their original sources. Any remaining absorption after Karmic Trance expires instead heals you.
- Energy Meridians: Successfully Incapacitating a target with Paralysis resets the cooldown of Expel Harm or automatically triggers the effects of Expel Harm without triggering its cooldown.
Grace of the CraneChoice Node:- Swift Karma: Expel Harm is no longer affected by the global cooldown and its cooldown is reduced by 3 seconds, but it now costs 5 more Energy.
- Patient Karma: Expel Harm gains an additional charge but heals for 20% less. Every second that any charge of Expel Harm is off cooldown, Patient Karma increases the healing of your next Expel Harm by 5%, stacking up to 20 times.
Chi ProficiencyChoice Node:- Chi Proficiency: The cooldown of Chi Wave is reduced by 5 seconds and it releases 2 additional waves. Chi Burst becomes an empowerment spell that can be charged up to 3 times, increasing its projectile radius up to 12 yards.
- Touch of Jade: Crackling Jade Lightning becomes instant and deals its full damage instantly based on the amount of Energy consumed, up to 100 Energy. This damage will automatically trigger Touch of Death if it is off cooldown and can be used on the target. Slain enemies turn into a jade statue.
Martial InstinctsChoice Node- Expanded Teachings: [Mistweavers/Windwalkers] Teachings of the Monastery can stack 2 additional times. [Brewmasters] Your other abilities reduce the cooldown of Blackout Kick by 1 second.
- Black Sun Kick: Rising Sun Kick has a chance to cause your next Blackout Kick to benefit from all effects which benefit from or are triggered by Rising Sun Kick.
Two-Point Talents
Sinking more than one talent point into “upgrading” an existing talent never feels good. Two-point talent nodes clog up pathing on the tree, limit flexibility, and generally have to be “lazy stat boosters” by design. I already mentioned more interesting alternative ideas in the previous section. Even if the existing two-point talent nodes didn’t change at all for what they provided per talent point but were just reduced to 1-point talents, they would STILL feel significantly better than their current iteration.
The two-point nodes still plaguing the Monk Class Tree are:
- Ancient Arts
- Chi Proficiency (especially painful because it blocks “Lighter than Air”)
- Martial Instincts
Weak Talents
Some talents aren’t picked simply because they’re slightly weaker or more niche than other talents, but the Monk runs out of talent points to use (curse you two-pointers!). Some talents aren’t picked simply because they’re very weak or so incredibly niche that they’re rarely useful.
I won’t reference any of the other talents I’ve already talked about in the previous two sections. Otherwise, the weakest talents (in my opinion) are:
- Bounding Agility. Decreasing Roll’s cooldown by 3 seconds would be more useful.
- Quick Footed. Swift Art is more useful, and Quick Footed’s benefits seem redundant.
- Hasty Provocation. I know there’s niche “high-skill-cap” uses for this. But it still takes up a talent point. If it also allowed taunt to be used on allies (but not yourself) as a speed boost, that would make it more interesting.
- Song of Chi-Ji. This is absolutely in the correct place. It should be competing with Ring of Peace. The problem is that Ring of Peace is just too powerful compared to Song of Chi-Ji. Something like the following (example) would make it much more enticing:
- Song of Chi-Ji: Paralysis emanates a hypnotic wave from its affected target while active which causes nearby enemies to fall asleep, Disoriented for 20 sec. Damage may cancel the effect.
- Peace and Prosperity would increase the radius of Song of Chi-Ji rather than reducing its cast time.