[SUMMARY] - Collecting all Monk related Wishes/Ideas

Many Changes happened to this opening post: Last edited on 10.03.2023 - Post reached: #219

This thread has been closed due to (no reason given). Let’s hope it helped.


In this thread I aimed to:

  • Keep an updated list of all ideas people post at here (and some that I find on other threads/topics) that could be implemented or being adjusted/tweaked before being implemented.
  • Provide an overview for community and devs
  • (Speed up the process of improving monk in general)
  • All monk specializations are welcome and wanted!

Completely absurd ideas will be filtered by myself - as objectively as possible but being human means I can be mistaken, flawed by my own subjective perception.
Discussions are welcome but please be respectful and don’t insult/provoke each other.

Minor/Medium/Major changes are defined due to the difficulty of implementing/changing talents. They don’t necessarily reflect their impact on the game.
If I am mistaken at some points I appreciate comments to correct my rankings.


High Priority

  • Monk-Class-Tree Changes
    – Clearing / Merging weak talents
    – Buffing/Reworking lackluster talents
    – Capstones should be on line / competitive with those of other classes
  • Windwalker-Spec-Tree
    – Needs a rework, like Ret Paladin
    – It’s not fun to play. Too many gimmicks and unwanted talents
    – Doesn’t feel like playing monk. It’s more like playing unwanted Shadowlands gimmicks while having a nerfed dmg overall to compensate them.
  • Some Animation / SFX changes
    – Fists of Fury sounds like someone is getting slapped with a fish and doesn’t feel satisfying to use
    – Invoking Celestials feels like spawning a pet instead of a celestial

PTR 10.1 Discussion

Some notes about fistweaving/mistweaving

As of now, the mistweaving-build provides stronger single-target and cleave-healing, not depending on the amounts of enemies, being able to consistently heal good amounts.

While the fistweaving-build constantly provides damage and healing, consumes less mana (while restoring it) to do maintenance healing and has strong AoE healing, especially when bursting at a 3+ enemy target situation with Chi-Ji.

In my opinion - if it’s intended to provide both playstyles and keep both viable and interesting, you should have clear benefits, making each other feel appealing.
10.1 changes will make the fistweaving build even more appealing while also directly and indirectly make the mistweaving playstyle weaker and less appealing.
Either both playstyles should be viable (if both are provided in the same tree) or there should be some hybrid possibilities, opening doors for even more possible builds (for example by moving Ancient Teachings and Clouded Focus further up the tree and not making them a choice-node but individual nodes).

Arguments for my statements are in the parts down below.

Chrysalis

It’s a good idea to put this talent in the spec-tree. But I feel like they should put Chrysalis on a Choice Node with Nourishing Chi, without banishing the Calming Coalescence.

Deleting Calming Coalescence shrinks the advantages of the caster build, building up quickly (through the Jade Statue and the capstone Unison which bith aren’t taken as a fistweaver) a buffed version of our only external. If you could keep it at it’s place, it would be healthy as casters would rather choose the stronger shield while fighters would rather stick to the healing cocoon.
Both playstyles would benefit a lot through Chrysalis as both lack externals / damage reductions and this way at least our only one would be quicker up again.

Along with the Ancient Teachings change (notes on it below), you have even less reasons to run the “mistweaving” build over the “fistweaving” build.

Ancient Teachings / Clouded Focus

A good buff. Havung the healing spread on up to 5 injured allies will reduce/remove the RNG, benefiting the fistweaving a lot. This change will make this talent even more worth taking over Clouded Focus, indirectly making the mistweaving build less appealing.

Clouded Focus is strong on paper but it rarely reaches it’s full effect. Often you only profit from one stack, rather rarely already from two. Changing it so you start off with one stack would already make this more valuable by a lot.

And as mentioned above, splitting this choice node into 2 would allow for more creative and viable hybrid builds.

Song of Chi-Ji

– Don’t put it on the same choice node as Ring of Peace. That way this spell will almost never be taken at all as it’s underperforming both in PvE and PvP, compared to Ring of Peace
– Song of Chi-Ji removes DoT’s, so it’s decreasing damage / annoying people for a soft interrupt
– In PvP you have a soft CC that needs to be cast first, that moves slowly so it’s rather useless on range and doesn’t have really interesting benefits over Ring of Peace
– In PvE the only benefit is to disable more than one mob that you wouldn’t fight in a boss fight (which very rarely happens, plus other classes can help with that, too)
– Song causes threat, so you can’t even use it to skip mobs in PvE (you don’t get out of fight even if you use the nightelf racial ability while enemies are sleeping)
– All in all, this change will effectively only make that spell even a rarer take than it’s already currently is

Vivify Changes / On Spot Healing

If Spot Healing is an issue, the solution should be different.
Vivify should do good Cleave Healing through Invigorating Mists - it shouldn’t be nerfed.

We have Enveloping Mist, which purpose is exactly made for that situation: Strong spot-healing.
So instead this ability should be tweaked instead. Like… Reduce it’s cast-time to somewhat like 1,5 or 2 seconds. Give it a starting value, similar to Thunder Focus Tea.
Or give it a damage reduction aspect. When a person is enveloped by mists, isn’t there the potential for that?

Or take into account my idea mentioned above:

  • Split Ancient Teachings/Clouded Focus
  • Move Ancient Teachings a bit higher into the tree, making it more a base talent.
  • Buff Clouded Focus to start off with 1 stack.
  • Both talents could be taken at the same time, immediately improving the On Spot Healing. Vivify itself wouldn’t need as much of a change.

Base Changes

General
  • Aerial Movement
    – (As a mobile class it lacks the possibility to do anything when falling/launched)
    – 1. Chi Torpedo could be usable mid-air (and actually launching us forward)
    – 2. A new mobility type like some sort of “Chi Dash”. Being able to doublejump but instead doing a second jump it would push us forward and stop our fall
  • Bring back old skills/functionalities
  • Make the class more Chi based
  • Vivify
    – Buff to BM/WW specs
    – (Even with 6 talent points into buffed healing amount it’s still weak)
  • Waterwalk
    – We see monks walking on water - even in Legion we were having a nice fight on it. It would fit thematically to be able to do so (naturally?)
  • Zen Flight
    – If flying isn’t possible, it should become a levitate instead

Talent Tree Changes

Class Tree Capstones - Ideas
Zen Meditation

Bringing back the old/tweaked Zen Meditation could be a worthy capstone talent and move it from the BM tree to the general tree. This could look like this:

  1. Choice Node Capstone
  • 1st Choice
    – Zen Meditation will have a reduced CD (2-3 min)
    – Usable while moving
    – Uninterruptable (neither attacks/kicking/M+ quake affix)
    – Usable while being CC’d (arguably, but monks would receive a strong defensive while stunned. Both for PvP and PvE great.)
  • 2nd Choice
    – Zen Meditation will have a slightly reduced CD (4 min)
    – Will redirect offensive spells done to group/raid to the monk
    – Usable while moving
    – Won’t be interrupted by attacks
    – Can be interrupted through kicks/CC’s
    – Not usable while being CC’d
  1. Base Spell in 2nd Row + passives
  • Zen Meditation as it currently is in BM’s tree
  • 1st passive talent beneath
    – The CD will be lowered to 3 min
    – Movement will be possible
    – Won’t be interrupted by attacks
  • 2nd passive talent beneath
    – Will redirect offensive spells to the monk

Touch of Death - Variations
Improved Touch of Death

One possibility is to tweak this passive talent:

  • Touch of Death can now be used on healthy targets, dealing 35% of your maximum health in damage. This spell will be highlighted if the target can be killed instantly.
  • Using Touch of Death will apply “Improved Mystic Touch” to the target.
    – This will additionally increasing all physical damage done by 5% (10% withy mystic touch) and magic damage done by 5%.
  • Knowing the target’s weakest point, the monk focuses on hitting it repeatedly. Monks damage is increased by 20% for x seconds.
"Deep Focus" (Placeholder Name)

Touch of Death will be replaced by Deep Focus.

  • Deep Focus is a passive talent.
  • Targets below 35% health will receive more damage.
  • The damage will increase as the health decreases (X~Y %).
Touch of Death (similar to BfA/SL)

If tweaked, Touch of Death could work nicely in a similar way compared to the earlier expensions:

  • Touch of Death will be usable on any enemie’s health state
  • The enemy receives a debuff, lasting for 15 seconds (won’t be a proc as finishing blow)
  • Some % of (only monk’s) damage done will be saved and released as additional dmg
  • Fatal Flying Guillotine would still be a viable WW choice but weaker at finishing AoE targets

Touch of Death would lose some of it’s finishing potential and leave place for core-damage-buffs. The single-target damage would naturally increase with this variation as well.


Improved Statue of...

Every spec should have their own being baseline. The other Statues could be baseline as well or somewhere (not as capstone) accessible in the tree.
Additionally, there could be one capstone that would truly be worth it’s place.
Some classes already have tweaks (in form of different numbers) to talent nodes, depending on the specialization. Monks should have them, too (for different healing amounts, for example Vivify being baseline stronger and the talent node will be weaker for Mistweaver but stronger for the other specs).

In this case I have something more special in mind: Improving the Spec-Statue
No matter if you have only yours or more, this talent node will alway tweak only “your own” statue, depending on your spec.
All statues could additionally receive another effect that works interactively.

Brewmaster

Improved Black Ox Statue

  • Shield the Brewmaster, depending on damage done
  • Shield the group, depending on damage done

A little tweak that would make the statue actually a valuable take.


Mistweaver

Improved Jade Serpent Statue

  • The statue will additionally accumulate some of your mists (overhealing or normal healing) from all your healing done
  • When the statue is respawned: All stored mists will blow up on the new location, dealing X damage to enemies within 10 YDS and healing all injured allies within 20-30 YDS evenly for Y healing

Windwalker

Improved White Tiger Statue

  • Spinning Crane Kick will trigger an empowered damage pulse (200% increased dmg)
  • Tiger Palm will cause the statue to trigger Tiger Lightning on the target (multiple targets possible)
  • Tiger Lightning stops when the statue disappears. Until then it keeps channeling for X damage per second
  • When the statue disappears, a Great Tiger Lightning occurs, dealing X damage, splitting between all channel-targets (very strong on single-target enemies, weaker for AoE)

This way DD would receive a strong CD through the statue for both, AoE and Single-Target damage


Windwalking

Windwalking could become an interesting capstone, becoming an active/passive/linger talent. Linger means being on CD. All following numbers can be adjusted, they are examples.

  • 2 min CD
  • While Windwalking is not on CD, all friendly targets within 20-40 YDS (range needs to become bigger) have a 15% increased movement speed
  • When activated, all allies affected by Windwalking will break out of snares and movement impairing effects, and become immune to them for 5 seconds.
  • While lingering (on CD), all friendly targets within 10-20 YDS have a 5% increased movement speed

Transcendence "Accompany"

Transcendence is already a really nice talent and it has potential to receive a fun and effective power-up.
What if we were able to actually fight together with our own spirit? Tell me about your ideas as our spell has lots of fun potential!
For example it could work a little like SEF for WW but with differences:

  • A 3rd active talent for Transcendence (capstone) - “Accompany” (temporary name)
  • CD and duration would depend on it’s strength
  • After “invoking” our Transcendence, the exact same skill/button could be a stance-change for it (we also have glyphs that lets it look differently).
    – Meditation Stance would slowly regenerate Health/Energy/Chi/Mana to us (and maybe have some effect on stagger - delaying it by a few seconds or absorbing some of the damage ticks). We are linked to our spirit and if it meditates we would benefit from it as well.
    – Active Stance could let our transcendence fight/heal with us, copying our moves or act by itself, similar to Fallen Order. My other ideas would likely be too complex for our WoW setting, so I kept it simple.

Touch of Life - Variations

It could be developed in several ways and fit the class-theme well.

Health/Stat increase

The monk runs to a friendly target, sending his Chi into it. Having a second Chi-source (life energy), the ally is energized and it’s vitality is temporarily improved.

  • Touch of Life has a 40 YD range, instantly cast, with X CD (depending on it’s strength)
  • Leaves a buff on the target, lasting for X sec
  • Only usable on (other) friendly targets
  • The allie’s max HP and the primary stat are increases by X% and Y%.
  • Cheat Death
    – The spell could leave a HoT effect that prevents an ally from dying once.
    – It could be usable on death allies as Battle Rezz.
  • Healing through Damage
    – The target could receive a buff - healing allies for a certain % of damage done.
  • Transfering HP
    – Transfering the own chi to an ally, healing it similarly to priests Void Shift

Class Tree

Minor

  • Chi Burst/Chi Wave
    – Improve their value (healing/damage) significantly
    – May cost mana/energy as compensation. But make them feel like they deserve having a CD
  • Close to Heart
    – Fuse it with Grace of the Crane
  • Dampen Harm
    – Reduce it’s CD to 1 or 1,5 min
    – Or give it a flat 35 or 40% damage reduction
  • Diffuse Magic
    – Giving again a 90% Damage Reduction
  • Disable
    – Moved to an inner node with no following connections
  • Escape from Reality
    – Positioned immediately beneath Transcendence
  • Fortifying Brew
    – Node moved - connected directly to Tiger’s Lust
  • Healing Elixir
    – Move the talents into the class tree
  • Improved Detox
    – Add the possibility to dispel bleed
  • Improved Roll
    – Basekit (and removed from class tree) or
    – move to middle (no connection to Soothing Mist)
  • Improved Vivify
    – Become the starting node instead Soothing Mist
    – Only 1 point needed for it’s full strength
  • Nimble Brew
    – Move this PvP talent into the class tree
  • Paralysis
    – Fuse with Improved Paralysis
  • Ring of Peace
    – Can be a starting node in the middle of the tree (see Evoker tree - Tip the Scales)
    – Should be able to disarm and silence enemies hit (maybe with a choice node or extra talent point)
  • Soothing Mist
    – Basekit / Replaced with Renewing Mist or with Improved Vivify
    – Buffed strength on BM/WW spec

Medium

  • Blackout Kick
    – Add a talent that reduces the CD on roll
  • Bounce Back
    – Apply the Damage Reduction before this damage hits
    – Change to activate instead if taken 20% damage within 1 second
  • Close to Heart / Generous Pour
    – increase the range of the buff
  • Elusive Mists
    – Buff the amount of damage reduction (maybe to 5/10%)
    – The target of Soothing Mist should as well benefit from the damage reduction
  • Escape from Reality
    – Transcendence will be usable when stunned
    – (It already needs proper placement and positioning)
  • Expel Harm
    – Fuse talent nodes into 1
    – Increase its base value
    – Reverse Harm (WW PvP talent) baseline
  • Eye of the Tiger
    – Needs to become stronger
    – Applicable to 3 targets
    – Maybe a massive buff → becoming a capstone beneath resonating fists
  • Hasty Provocation
    – Fuse the effect with Black Ox Statue or
    – make it basekit
  • Healing Sphere
    – Add this talent into the class-tree
  • Ring of Peace
    – Add dispelling of rage effects or silence/disarm (maybe as Choice Node)
  • Rising Sun Kick
    – Add a talent that allows 2 charges
  • Vivacious Vivification
    – Make it a 2 point talent
    – Reduce time needed to receive the buff to 6 or 8 seconds
    – With the 2nd point: Remove it’s CD completely or
    – reduce the time needed to gain a stack (multiple stacks being possible - maybe 5?) to 3 or 4 seconds
    – Fix it to not being consumed if using while channeling Soothing Mist or if already hard-casting
  • Windwalking (1st way)
    – Improved Value (higher % per point)
    – Represents a spec’s name, should be stronger (back to normal, 1 point for 10%)
  • Windwalking (2nd way)
    – Fuse with Tiger Statue, make it a 2 point talent
    – 1 point gives 30% movement speed
    – 2 points prevent from dropping beneath 110% movement speed
  • Zen Meditation
    – Move the talent into the class-tree
    – Give it’s earlier functionality back (maybe in form of additional talents). One passive from the Brewmaster tree and the PvP Talent
    – With those passives it could become a capstone in the general tree

Major

  • Capstones
    – Replace capstones (making statues baseline, at least to corresponding spec) or
    – move them up a line or two, providing talents that buff them
    – Statues are in a desperate need of being reworked or being replaced instead
    – Black Ox Statue could apply a group-wide stagger effect with of course less efficiency than a Brewmaster or it could receive it’s old shielding-through-damage effect back from MoP
  • Chi Burst/Chi Wave
    – Improve their value (healing/damage)
    – Synergy with specs (a choice node to buff these in each spec)
    – Or rework as they are underperforming (for example add the possibility to empower the spell, increasing it’s value by a lot)
  • Dampen Harm and Dampen Magic
    – Merged and turned into two charges
  • Dampen Harm and Fortifying Brew
    – Merged and turned into two charges
  • Ironshell Brew
    – Needs to be a lot stronger for a 6 min CD
    – Make current effect baseline in Fortifying Brew
    – Replace with a 2nd life bar or
    – becoming an (almost) immunity spell or
    – having a 2nd charge
Brewmaster

Minor

  • Celestial Brew
    – Remove the GCD
  • Clash
    – Add a stun to the talent
  • Graceful Exit
    – It’s still an underperforming talent and could be deleted
  • Weapons of Order
    – Remove the GCD
  • Zen Meditation
    – Should not be interrupted through the M+ affix quaking

Medium

  • Blackout Combo
    – Interaction with Celestial Brew will instead reduce it’s CD by around 15 sec
  • Celestial Brew
    – Add the possibility to have 2 stacks → Maybe inside the Improved Celestial Brew talent beneath
    – If Black Ox Brew becomes too strong → make it add only 1 charge instead
  • Rushing Jade Wind
    – Change into a guaranteed passive proc when casting Spinning Crane Kick

Major

  • Clash
    – Change logic to: Charge if target can not be pulled; pull if self is rooted; clash if both parties can be moved, and null if else.
  • SEF
    – Add SEF as it was in WC3, providing an extra life bar for Chen Stormstout
  • Keg of the Heavens
    – Add to capstones

Mistweaver

Minor

  • Invoke Chi-Ji / Yu’lon
    – Remove GCD
  • Soothing Mist
    – Add a haste-scaling for it’s GCD
  • Song of Chi-Ji
    – Remove aggro-production (having the possibility to sleep enemies to get around them). Even as nightelf you can’t get out of fight when the enemies are sleeping. How do they know where you are / if someone’s there?
  • Teachings of the Monastery
    – Blackout Kick should have a 15% chance to reset the CD again

Medium

  • Crackling Jade Lightning
    – Usable while moving
    – Significantly buffing the damage (similar to WW’s talent Last Emperor’s Capacitor or Evoker’s Scarlet Adaption)
  • Faeline Stomp
    – Remove CD, replace direct healing/damge with HoT/DoT to prevent spamming or
    – Easier to reset the CD
  • Rapid Diffusion
    – Vivify will as well place a Renewing Mist
    – Possibly nerfing the duration to 2/4 seconds
  • Refreshing Jade Wind
    – Increase range to 15 or 20 yds
    – Add a 3-5% damage buff or increase healing received by the monk by some %
  • Renewing Mist
    – Reduce CD and/or add charges
  • Unison
    – Crackling Jade Lightning will be as well affected by Unison
    – Jade Serpent Statue will as well cast it, benefiting from Unison
  • Vivacious Vivification
    – Make it a 2 point talent
    – Reduce time needed to receive the buff to 6 or 8 seconds
    – With the 2nd point: Remove it’s cast time or
    – reduce the time needed to gain a stack (multiple stacks being possible - maybe 5?) to 3 or 4 seconds
    – Fix it to not being consumed if using while channeling Soothing Mist or if already hard-casting

Major

  • Healer utility
    – Add at least one (lust, brez, group damage reduction) that all other healing specs have
  • Calming Coalescence
    – (The stacks could also be able to be consumed by Expel Harm. That spell is already rarely used but would get a huge usage through it. Mainly the DPS lackluster caster build would benefit as they are using lots of Soothing Mists, quickly building stacks. Fistweaving does rarely make use of that - even the statue isn’t really used anymore. So the stronger DPS subspec would benefit from it less and the “weak subspec” could contribute in DMG a lot better)
    – Expel Harm will cause all stacks to detonate, similar to WW’s Jade Ignition
    – Amounts of damage done won’t be affected by the actual healing received. It will be a flat value instead
    – Any overhealing should be transferred into an absorb shield instead
  • Zen Pulse - Rework
    – (As this talent is very situational - strong for melees at bigger pulls (overhealing a lot for doing some damage or waiting for it’s use), weak at single target and useless on ranges, it should be reworked to have a better overall performance.)
    – This talent will no longer have the requirement of a nearby enemy - the monk will become the center of this spell. Instacast / 30-60 sec CD (with GCD)
    – The monk will trigger a Zen Pulse around himself, dealing X (good amounts of) damage to enemies within 8 yds (becomes weaker with more targets but is strong by itself). Additionally, Domes of Mists (similar to the PvP talent or just a decent absorb shield) will appear on all allies inside your group, absorbing X damage.
    – Choice Node 1 (Accumulating Mist - rather benefiting the “caster subspec”): Similar to above’s Calming Coalescence, this choice node should provide permanent stacks through Soothing Mists (max. 100), definitely benefiting from Unison and the Statue (for synergy). Depending on base damage/shield amount, each stack should provide a 3-5% buff to them. (The stacks will accumulate quickly with a caster build but very slow with fistweaving - but possible with using the statue. The amounts of damage should be high to enable a strong burst spell for casters while also providing a small to good shield → Choice Node 2 will be more valuable for fistweaving/throughput instead.)
    – Choice Node 2 (Echoing Reverberation - rather benefiting the “fistweaving” subspec): The monk connects his Chi with his allies and enemies hit, feeling their state of health and getting a sense of their currently most sensitive spots. Knowing who needs it most, for 5 seconds his healing done also reverberates with a 30-50% efficiency to the most injured ally. His damage done is also increased on enemies hit by X% (small amount). The Spell’s GCD will also be removed with this passive. (This would implement a limited smart-heal that fistweavers are dying to have. Permanent smart-healing would be too strong but with this change the big kicks will always have at least some value where it is really needed. Having heals in general replicated could also catch a caster’s eye to increase his throughput for a short duration)

Windwalker

Minor

  • Bonedust Brew
    – Remove the branch
    – Buff Spinning Crane Kick / Mark of the Crane accordingly
    – Move Touch of Death talents to this branch instead
  • Drinking Horn Cover
    – Fuse with Spiritual Focus
  • Faeline Stomp
    – Replace the Branch with the talent from MoP/WoD that debuffs enemies hit with increased damage intake
  • Fists of Fury
    – Delete the “deals reduced damage to secondary targets” tag
  • Flying Serpent Kick
    – Add a talent that replaces Roll with charges of this spell
  • Jade Ignitoin
    – Don’t have it locked by Inner Peace
    – Increase damage done
  • Touch of Karma
    – Possibility to be 100% health and 100% damage
    – Possibly implement Good Karma again to achieve something like that. It should be connected to the Touch of Karma node
  • Xuen’s Battlegear
    – Revert nerf to 65% crit buff and 5 sec CD reduction on Fists of Fury
  • Xuen’s Bond
    – The CD reduction can be buffed to be better in line with the other CDs
  • Xuen Talents (amount reduce)
    – Fuse with Empowered Tiger Lightning
    – Fuse with Fury of Xuen

Medium

  • Dance of Chi-Ji
    – Delete (or reduce) the damage buff
    – Instead make it possible to accumulate 3 charges
  • Fists of Fury
    – Adding stun
  • Flying Serpent Kick
    – Make it possible to control it’s direction
    – If targeting an enemy, charge quickly into it instead
  • Last Emperor’s Capacitor
    – Buff it’s damage
    – Reduce the channeling time of Crackling Jade Lightning by 5% per stack
    – Don’t lock this talent behind Xuen’s Bond
  • Mark of the Crane
    – Remove and adjust single-target / multi-target damage accordingly or
    – buff the damage increased back to 50% per stack with no mark limit
  • Refreshing Jade Wind
    – Make it benefit from Mark of the Crane
  • Skyreach
    – Keep the 50% crit buff from Tiger Punch
    – Let it increase the range of other abilities by 10 yards (possibly deleting Disabling Reach from PvP talents)
  • Strike of the Wind Lord
    – Cap to 5 targets instead of 2
    – Let it benefit from Blackout Kick’s CD reduction
    – Or instead buff it’s damage by 100%
  • Touch of the Tiger
    – Penetrates armor istead
  • Whirling Dragon Punch
    – (Feeling boring, weak and unrewarding)
    – Buffing it’s strength (by 100% and add interaction with other talents) as the conditions are too high for it’s value
    – Removing self-root
  • Windwalking
    – New Talent with 10% movement speed increase (aura).
    – If already learned in the class tree → additional 5% speed + immunity to snares/slows

Major

  • Add a single-target branch.
  • Shadowlands covenant abilities replaced with something more related to the classes’ theme
  • Touch of Death (1st way)
    – Bring back the Legion version for WW
    – As a result remove Fataly Flying Guillotine and Forbidden Technique
  • Touch of Death (2nd way)
    – It becomes a passive talent - all skills and abilities against a target below 35% health deal something like 25~45% additional nature damage. Damage increases with shrinking enemy health.
  • Whirling Dragon Punch
    – Replace Faeline Stomp Section with this talent
    – Improve its initial damage by 100%
    – Add 2 nodes as improvements:
    – 1st node will remove the rooted effect, being able to use it on the move and knocking up enemies into the air
    – 2nd node will be a choice node for:
    – 1st choice: WDP Resets the cooldown of fists of fury and empowers your fists with fire, dealing additional fire damage and dealing a short DoT effect (maybe 6s). Makes the animation for fists of fury turn fiery
    – 2nd choice: WDP resets the cooldown rising sun kick, causing it to deal 70% increased damage and ignore armor

Adjustments for:

Monk Spells
  • Touch of Death
    – Change logic: While in fight, have an invisible aura pulse every 0.25 or 0.5 seconds to check if this spell can be used to instakill instead of having to do white damage first.
Brewmaster

General

  • Increase Armor and Stamina by buffing brewmaster’s balance
  • Stagger
    – Fixed physical stagger / with Shuffle: 40/80 %
    – Fixed magical stagger / with Shuffle: 30/60 %
    – Agility scaling will increase the purify % or Celestial Brew absorb amount instead
  • Training of Niuzao / High Tolerance
    – It’s very rare to have high stagger (outside of high keys) because of these amounts of magic
    – These talents need to achieve their strength earlier

PvE
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PvP
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Mistweaver

General

  • Burst damage for non-fistweaving
    – Enable some kind of mechanic, such as having Clouded Focus also accumulate (non-timed) stacks (up to X) that can be unleashed by Crackling Jade Lightning to increase it’s damage (by Y%) (and maybe the amount of targets?)
  • Improve single-target damage (by 10-20%)
    – Fistweaving heals through damage and should be buffed a bit when fighting one or very few enemies

PvE
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PvP
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Windwalker
  • Scaling
    – Better scaling with gear
    – Haste should affect CD’s of several skills
  • More interaction between skills
    – Being a combo-spec, the DD should have more interaction between skills
    – For example a full channel of Fists of Fury could empower Rising Sun Kick
    – Or the Spinning Crane Kick could empower Blackout Kick

PvE
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PvP

  • Increased threat as DD
    – A huge burst is missing
    – Return of the Sparring passive
    – Fists of Fury Stun
  • Touch of Karma
    – Needs a buff (too weak / ignored by enemies)
    – Add a healing effect or
    – add a better damage. Punishing enemies for not believing in Karma

Innovative Ideas (Extra)

Changes

General

  • Invoking Celestials
    – Instead invoking them, invoke their power instead
    – Replacing the pets with aura/visuals

Brewmaster

  • Keg design
    – Keg’s could become translucent to not appear as a physical keg being manifested out of nowhere but instead looking like a magical manifestation

Mistweaver

  • Placeholder

Windwalker

  • Mastery: Combo Strikes
    – Replace with Empowered Tiger Lightning
    – Will ignore Paralysis and such spells to not break them
    – Add a talent that further improves skills from the core-rotation
New Skills/Talents

General

  • Soothing Brew
    – Either in general or Mistweaver Tree
    – Mass Dispell with some amounts of damage reduction
    – As AoE - similar size to Ring of Peace

Brewmaster

  • SEF
    – The brewmaster goes into a meditative trance summoning Chi image of himself. For the next 30 seconds the monk is immune to death until a clone receives X damage (calculated before stagger) if a hit would have killed the Monk instead immediately despawn the clone. 1.5 min cd 3 charges.

Mistweaver

  • Settling Mists
    – Place a dense mist on target area 20 yards across X seconds. While standing in the zone all targets receive renewing mist and renewing mist gets an added bonus of 20% dmg reduction while the zone persists. At the end of it’s duration it explodes for a final burst of healing consuming all current hots.
  • Shrouding Mists
    – One monk shrouded a whole island - it would be nice if we were able to shroud our group/raid
  • Stances
    – Being able to switch a stance mid-fight was a fun idea, could receive some tuning/rework though and be implemented again
  • Starting node - Gift of:
    – Chi-Ji: Higher damage, maybe only 1 sec GCD overall
    – Yu’lon: Higher Crackling Jade Lightning damage, higher MP regen, GCD stay the same
    – (Similar, more detailed idea down below “Swap a spec’s Core”)

Windwalker

  • Avatar of Xuen, the White Tiger (choice node to invoke it)
    – Instant cast; 2 min cooldown
    – Bring forth the Avatar of Xuen, the White Tiger, to infuse yourself with lightning striking 3 enemies within 10 yds every 1.0 sec for % Nature damage and causing your Auto-attacks to deal nature damage.
  • Stances (names to be reworked)
    – One for All: (Possibly) no changes
    – All for One: All skills and abilities become single target only but receive a damage boost (strength needs to be tested for balancing)
Whole Tree Ideas
  • There is a website providing some interesting ideas to change/implement things into the class- and spec trees:
Swap a spec's Core (MW - fit both FW and MW in one Tree)
  • Soft splitting mistweaver and fistweaver subspecs
  • Still sharing one spec
  • Making it possible to balance both playstyles independently
  • Making both playstyles very viable without shrinking the other’s possibilities
  • Adaptable on other classes and specs, too
  • more information in this thread

Jokes and Fun area
  • Animation reworks
  • Broaden design inspiration
    – Gear sets that are (for example) inspired by OW2 e.g. Oni, Nomad and Sparrow Genji skins
  • Let the monk become a Super Saiyan
  • Instead invoking celestials invoke their power instead. Having a cool designed aura and (almost) the same functionality
  • Transform Fists of Fury into Kicks of Fury

Already implemented:

Checklist
  • Zen Pulse (PTR)
    – No longer requires nearby enemies to be cast (function still needs a rework as it will be close to useless at such people. But at least it’s a cheap mastery proc)

I will upgrade and update this thread regularly when I can.
If you find another category being useful or a smart design change → please share.


Lets help altogether to show the devs in one thread all the good (or adaptable) ideas we have. The more we gather the easier it will be for them to choose and pick some of these, maybe developing them even further.
Don’t hesitate to post. As long as I do have the spare time, I will read through all posts and trying to keep this opening post complete.

17 Likes

Lets add

“Remove mistweaver casting and make it only a fistweaving spec like its design is intended” to the mistweaver change list

6 Likes

As a monk player since it was released, I think the most immediate change at least for Windwalkers is to remove reliance on Xuen… or if keeping him then don’t associate so many branch talents to it. A class fashioned after a fighting game really shouldn’t have so many AI/pet skills.

WDP is a dead talent now. It’s very popular monk talent and it needs 1) buffed by a significant amount considering it needs to meet so many conditions to fire 2) remove self-root or if insist on keeping that air-time then it needs an even bigger buff to compensate for it.

7 Likes

This and the ToD nodes.

Feels weird to have something that its only used in very specific situations.

7 Likes

Make Improved Roll baseline and remove from talent tree altogether.

Connect Fort Brew directly to Tiger’s Lust, and move Disable to an inner node with no following connections.

2 Likes

Added them to the “Minor” tree as this is rather a minor change - only moving talents.

I will maybe remove the “hidden” effect, so minor, medium and major will all show up at once. If they get sometime “too many” I can revert the change.

replace WW shadowlands cov abilities with something that actually fits the theme of the class + feels good to use :slight_smile:

And buff WDP to be usable.

12 Likes

Ohh, sorry, I guess I misinterpreted what Minor/Medium/Major meant to you. I was thinking it’d have a medium impact to allow easier access, rather than being a minor change. :+1:

2 Likes

Don’t be sorry!
Misunderstandings happen :slight_smile:

3 Likes

Monk tree:
Swap Soothing mist with Improved Roll.
Dampen Harm and Dampen Magic merged and turned into two charges.
Windwalking reduced into single point node and up the %, Warriors get 5% run speed at 1 point that’s easily accessable.

Touch of Death in general:
Reduce total nodes required for Touch of Death to function.
Touch of Death logic changed, instead of having to white damage the target to check if Touch of Death can fire, have a aura that pulses every 0.25 or 0.5 seconds that does no damage and is only active when the monk in is combat to check if Touch of Death can be used to instagib.

Brewmaster (copy pasted my reply from another thread):
Take Celestial Brew off the GCD. It’s absurd to have a defensive that’s on the GCD, Ignore Pain isn’t so why is Celestial Brew on the GCD?
Speaking of GCDs, Weapons of Order also needs to be off the GCD, Avatar is also a damage / defensive but it’s not on the GCD.
Remove Bob and Weave / Black Ox Brew and in it’s place a talent that gives two charges of Celestial Brew.
Fixed 80% physical stagger and 55~60% magical stagger, make agi affect purify % or Celestial Brew absorb amount instead.
Interaction between Black out Combo and Celestial Brew changed to reduce Celestial Brew CD by something like 15 seconds.
Merge Rushing Jade Wind into auto cast when casting Spinning Crane Kick and remove Special Delivery.
Clash logic changed to charge if target can not be pulled, pull if self is rooted, clash if both parties can be moved, and null if else.

Windwalker:
Get rid of Mark of the Crane and adjust single target / mult-itarget damage accordingly.

4 Likes

Adjustments for MW:

  • Give at least one impactful healer utility (lust, brez, group DR) that ALL other healing specs have.
  • Remove Chi-Ji from GCD.

Or renewing mist, the improved roll should just be baseline honestly.

3 Likes

Remove all the ToD nodes and roll them into one. We are propped up by aoe ToD and when it gets the nerf we all know is coming we going to be left with nothing.

Remove every statue. Seriously their is nothing monk like about dropping statues. This is totem level garbage and the aoe low dps fire totem was even removed for enh shamans because of how lame it is… so why is monk stuck with version 2.0 of it?

Get rid of invoke celestials. We are not a pet class. Give us chi attacks instead. We want to be like monks in every other mmo and play like goku meets ryu and hadoken our foes.

Give SEF to brewmaster since in WC3 that is what is was built for anyway. It was an extra life bar for chen stormstout in wc3.

Make a dedicated Fistweaver smart healing spec. Chi-ji spec should play like Karahzim from HoTs/D3. A true dps/heals just like disc priest is right now. Give this spec a blood lust also.

We need a single target branch in our WW tree. Right now no matter if you build left side tree, right side tree, or middle it is all aoe abilities… and even then they all suck except the ToD nodes. We need to be able to have competitive single target build and then our competitive aoe build.

It’s not fair for our only dps spec to be last place in single target and aoe fights when ToD cannot be used. We do not get a second dps spec we can swap into, if our only dps spec is bad then we get benched. We should never be the bottom of all single target charts and now aoe charts.

And I would also beg for worgen monks but that’s happening now :slight_smile: Thank you Blizzard for that one :slight_smile:

9 Likes

PVP WW needs a rework to karma. Right now to does not even slow down burst classes. It used to actually kill them. Karma needs to be a self bubble that heals or it needs to go back to killing players who go full zug zug into it.

It should not be cleaned off with mass dispell, or cloaked off, or ice blocked off, or bubbled off, if they go full zug zug into it they should die from it.

Ironskin needs to truly also be a you can’t kill me button when its up cool down. For a 6min cooldown it should be a 2nd life bar like lay on hands or a immunity BoP. Because right now reducing damage 20% and increasing life based on our HP (One of the lowest hp classes in game by the way) is worthless… add the massive 6min cooldown and it becomes a button almost not worth being even on my bar.

In pvp we need our one shot set up burst again or we need sparring passive and FoF stun back. We can’t go toe to toe with anyone. We can’t even trade with healing disc priests or healing evokers. Think about that healing specs can bully us in pvp and all we can do is port and run.

You can not be a sustain dps in pvp without the ability to sustain!

*Eye of tiger talent… why it does no healing and no damage… Just remove it

4 Likes

Honestly I’d rather them redesign invoke making us the avatars.
I think it would look cool having like actual xuen lighting aura around us empowering us and even working the exact same way, but with no pet.

7 Likes

That would be cool go a super sayien blue with lightning and maybe pulse aoe damage like xuen would have. And it would be something monk like.

7 Likes

I have written instead to increase the % per point. Making it possible to be stronger than that with a higher investment.

Thankful for that - it’s easier to find that way

I wrote instead to add instead to Improved Celestial Brew. This is a good place for it.
Bob and Weave is not bad and Black Ox Brew can be a nice little CD too. Do you agree?

I changed to make RJW a passive choice instead, doing exactly that. There might be people prefering the other node for the slow. Are you okay with that?

Main reason for ToD and Xuen being such a big part of our dps toolkit - laziness. Reused assets or something that barely has any visuals, interaction, etc.

Let’s face it, the popularity of monk simply does not justify the effort to redesign some stuff. Look at Pallies, I swear to god every other expansion they get something shiny and fancy to augment their striking skills.

My favorite “enhancement” they ever did is Enhancement Shaman. Almost everything they do down to the elemental dogs is cool. Sigh

5 Likes

Pallies are now getting heroic leap… And I’m thinking they already have more mobility then DK’s. Must be nice to be one of the Blizzard favored classes, can’t wait to see the rogue/mage/warrior reworks.

2 Likes

I’m not going to lie that’s 100% my motivation

I remember a comment back in MoP when people would watch me duel another good monk in front of shrine or the cities saying we basically were dbz fighting (especially with shooting out spinning fire blossoms at each other) with all the teleporting/dashing around and all the martial arts.

Even our own healing spec can literally force us to run and kite…

I still think karma should be a real wall reducing damage but make it like a thorns ability as well, and make it affect all modes of damage on you that way they have to force themselves off of you or potentially take too much damage with counter pressure.

While I wish we had mop sef back again (Transcendence capacity and all) I think a cool redesign would be

SEF the brewmaster goes into a meditative trance summoning chi image of himself, for the next 30 seconds the monk is immune to death until a clone receives X damage (calculated before stagger) if a hit would have killed the Monk instead immediately despawn the clone. 1.5 min cd 3 charges.

2 Likes