Stagger too OP for bosses and too weak in M+ Large pulls.
Utility is weak compared to other Tanks in M+
Requires help from other healers for healing.
Suggestions
Reduce general stagger effectiveness. Make mastery increase stagger effectiveness based on how many mobs we are in combat with. make mastery also give us a shield against stagger based on the damage we are doing (Like in DF S3, But this time make it all damage).
For utility honestly a just a simple fix to adding a node to Ring of peace talent : Make targets in Ring of peace stop attacking and casting spells for 2 seconds, Increases Cooldown of Ring of Peace.
Make Exploding Keg Disorient.
Revert healing changes that were done at the start of TWW from DF.
this is a very simple fix while u redesign this class.
Honestly it sounds weird but I feel like the only thing theyâd need to do to make brew better is to change the stat priority, a few targeted talents kind of like the ones WW received that massively buffed haste, but instead moved us away from the boring malaise of Versatility and to either Haste or Mastery would be majorly beneficial.
As to your points
I 100% agree, was doing a 13 Cinderbrew and did a regular pull clearing trash for 2nd boss that id done just fine on my bear a million times, and just fell over from excessive dmg when i ran out of brews like 30 seconds in.
I think Monk actually has decent utility, as compared to Bear, but so does everyone compared to Bear, I will say though constant AOE taunt with Black Ox Statue is really nice when playing with people who think its ok to do 10 million dmg while the tank is gathering. If anything I think brew just needs a group cd to prevent dmg to the party.
Brew definitely needs extra attention from healers during M+ pulls that last a while.
I disagree with making stagger less effective, but I do think the mastery should do more. Also thatâs not how Ring of Peace works, targets canât be in Ring of Peace unless they are CC immune, this talent would incentivize you to use it on elite targets you cant CC who are also casters, but youâd knock all the other adds away from them leading to less dmg on them.
I think rather than making Exploding Keg disorient, it should be a stun, as disorients can break meanwhile a stun would keep it functionally the same as it already is with denying melee attacks for 3 seconds, but now affecting casters too.
Lastly, itâs my personal opinion that Brew doesnât need an extensive redesign. Iâve not been playing it long as I was put off by the mass amount of buttons when I attempted it in BFA and SL, but now with a few less buttons, I find it to be an engaging tank that requires me to actually think a little compared to the mindlessness of Ironfur spam Iâm used to.
These sound interesting. All I would insist upon is more talents like blackout combo, particularly on choice nodes. Idk if itâs RJW combo, Expel Harm and/or roll combo.
This way more monks can get the changes they want, as the combo enhances multiple abilities. So you can get a stun on exploding keg if you combo correctly, assuming you choose that combo talent.
Not having a group wide buff nor brez definitely hurts us. Warriors compensate by Battle Shout and really solid damage output. Bears are definitely âstrongerâ for pugged content in 12âs-14âs than Brew by all measurements. Having instant cast brez and AoE speed is huge for keys. Not saying it beats leg sweep or RoP utility, but bears still got really good toolkit for M+
In very large pulls, yes, we get tucked. First pull in Cinderbrew is the prime example, but for medium pulls, Brews can really go without any excessive healing.
Per meters healing done with my brew in 12âs and 13âs, healerâs overall healing on me is roughly 1/4 of their overalls. We got very spotty self sustain. Itâs good for tank busters on boss or just smaller packs, but we get TRUCKED in big 4-5 packs pulls.
5% physical is such a niche buff, that it really needs some rework. DHâs magic damage buff is far superior in every aspect.
Here are my Brew suggestions:
Increase keg smash AOE effect - people been asking for it since the inception of M+
Give brews additional threat modifier if not keg smash radius
Increase Charred Passions damage in M+ environment.
Increase BoK+Kegsmash combo CDR
This season and going itno Season 3, Vivify on Brews needs a buff.
Remove Rushing Jade Wind from GCD or make it get activated on BoK
All Spheres overall should go into an absorb shield, preferably Ignore Pain style.
Purifying Brew should be un-nerfed to clear all stagger again. This doesnât change Brewâs position of being really good on boss, while giving Brew more leeway with packs because theyâd get better self-sustain through Gai Plinâs as well as having more efficient brews via big stagger clears and even bigger celestial brews.
Other than that, maybe increase Keg Smashâs damage, and definitely give Brew access to DoCJ. And for godâs sake, make the choice node for Ring of Peace a choice between area denial RoP and MoP RoP.
But our burst heals are kinda bad now especially since healing elixir is gone. PvE wise more absorbs sounds effective with a guaranteed healer on your side though. PvP wise thereâs a lot of unforeseeable bursts damage. Getting low makes you a juicier target in pvp.
Actually facts.
This would come in clutch in a lot of situation for me but I would be kinda bothered by having a harder time keeping up purified chi stacks. If healing sphere RNG fails to spawn orbs I guess the next purify chi within a time window could clear it.
I always thought it strange that Brewmaster doesnât dole out brews to party members. Kinda wish we could see some group utility in that form. Grant some chance to avoid damage or something.
When I say make it less effective, itâs purely so it doesnât just become a top face roll in raids. The idea is to buff stagger effectiveness through mastery and have it scale based on how many mobs there are
Maybe something like Druid Symbiotic Relationship could be a good direction.
Talent: Drinking Buddy
Form a bond with an ally. Whenever you drink from your brews, your bonded ally has a random secondary stat increased by X% for Y seconds.
Could also make specific buffs for each different brew. And/or have a buff effect each time you Keg Smash.
Talent: Master of Toasts
Whenever you Keg Smash, party members within 40 yards gain X% Mastery for Y seconds.
Lots of ways to incorporate the theme of the Brewmaster sharing their concoctions.
Another angle could also be better debuffs. Slowing attack / cast speed, reducing (or eliminating) critical strike chance, disorients, increasing damage taken and/or critical chance on attacks made against them.
Talent: Potent Vapors
Enemies affected by your Keg Smash have the time between their attacks increased by X%.
Tons of room for thematic stuff in either direction.
i love your idea! blackout combo: Vivify; could grant refreshing jade wind; blackout combo: Provoke; could reduce targetâs dmg by 5% (also aplies with aoe statue taunt)
Increase the damage of brew. I can only say what I experience in Delves but of all the tanks I paly (pally, warrior, brew, druid) damage from brew is the weakest and it takes a lot longer to take packs vs other tanks. Also ti seems to need more healing pots from barnn. spec like warrior and druid their hp bar hardly moves at all and take larg packs like nothing. Pally is even better. Brew just really weak compare to other tanks. At least in devles.
If you want a viable Brew Iâd highly recommend playing Brew in MOP classic. Theyâre not gonna do much of anything with Brew the remainder of this expansion.
No, itâs just how gift of the ox has worked since Legion. I canât say these numbers reflect exactly how it works now (100% of your max health in cumulative damage prior to armor/stagger = 1 orb), since this was 9 years ago, but Iâm pretty sure it still works in a similar caliber.
Q: Is the Brewmaster Gift of the Ox proc chance based on the amount of damage the player takes? It appears so given the "inconsistency" of the proc.
A: It's no longer a random chance, under the hood. When you are hit, it increments a counter by (DamageTakenBeforeAbsorbsOrStagger / MaxHealth). It now drops an orb whenever that reaches 1.0, and decrements it by 1.0. The tooltip still says âchanceâ, to keep it understandable.