Changes were pretty much flawless.
The only thing I don’t like is sky touch still existing.
But I’m not gonna detract many points for just that, everything else was perfect.
At least for the spec tree itself .
Changes were pretty much flawless.
The only thing I don’t like is sky touch still existing.
But I’m not gonna detract many points for just that, everything else was perfect.
At least for the spec tree itself .
There were certainly a ton of well appreciated changes.
Time will reveal the new flaws, but the changes are welcome all-the-same.
I was hyped until I saw that we’re back to using SEF. Any ability that makes your character feel weaker is terrible. And the fx for it are awful too.
i never liked sef because it was a normal damage amp.
But now… Now it’s different…
except the loss of serenity…
One thing actually…
I noticed that you can no longer cast other abilities during spinning crane kick, that thing i do not like.
Luckily spin is a pretty short channel.
I’d say a golf clap would be more appropriate. It’s good changes were made, and there were a lot of good changes, but the new tree still raises some concerns. The biggest things on my mind regarding the changes are:
No real capstones on the main tree while statue is still around.
Skytouch is still around.
JFS is still around even though it has been made more stomachable.
New bloat to take up the space of old bloat that was removed on the main tree.
RIP Serenity.
How is Healing Elixirs still not on the main monk tree? Especially with Dampen becoming BrM exclusive.
For all the emphasis on roll, how did BoK CDR for Roll not make it onto the main monk tree? Especially considering it used to be an SL conduit (and Blizz has chucked one of those onto the Hero Talent trees).
Haste flat damage scaling for WW.
TP costing 60 energy for some reason.
Why still no 2 charge RSK?
And this isn’t even taking into account for the Hero Talents which definitely need to be looked at.
My biggest concern is losing agency on expel harm as a WW with the new tree
Expel Harm was a “use on cooldown” rotational skill for WWs so there wasn’t any agency there anyways, and a comically weak self-heal for PvP.
Defensive power from EH is shifted from it to baseline Touch of Karma and 2 minute Fort Brew.
Absolutely wrong, unless something has changed after I quit last year, EH had respectable healing in pvp.
When have you ever used it when your health was full? Even then, removing chi generation fixes that issue
I am really excited to try the new spec changes, the only thing I’m worried about and I’m sure it’ll work out is tiger palm being 60 energy now. I really hope windwalker doesn’t turn into a slow paced class rotation wise. I want it to stay as an agile martial artist feeling rather than a slow paced brawler.
What i know is that it has a couple of dead gcd, but downtime is VERY minimal.
But yea, i also don’t really like that.
Unfortunately this isn’t the first time they slowed us down
Yeah I know, I understand windwalkers current rotation “works”. I just think it’s a very awkward thing that someone who trains their body beyond normal physical limits gets essentially “gassed” after 2 tiger palms. It’s a really petty thing for me sure I admit. I just think when a martial artist “runs out of steam” from 2 of its most simple attacks in a row (yes 2 of the same attack in a row on ww = bad before someone jumps on this statement), it completely destroys the class fantasy of being a martial artist.
Oh no I absolutely agree and I hated it then hate it now.