In arena this change is very good for castweaver, it’s bad for fistweaving style.
Crackle playstyle doesn’t function against insane players. Everyone should be playing wind kick, generally.
During your tea, you’re not going to be vivifying every other kick when you’re trying to do damage. That’s how you half your damage, and end up with 0 teas. The way this was done historically was, wait for your internal timer to be at 8 seconds, go in, burn all your teas on damage, time it so you can double vivify right before vivification came up, port out, by the time they connect you get another one, port back, and by the time they connect again, you’ve done another one. That playstyle is what was good in arena, this is a direct nerf, to that.
If you’re asking “how is that a nerf” the reason is because, running away, playing around your mobility and vivification procs, would allow you to stall long enough, to hold another tea, build vitality, and get another “go” ready the moment you had DR’s again. Mistweaver was all about momentum and pressure, and this was a way to slow down Mistweaver, substantially. while giving them more options for when you get swarmed at ranged. You now have to intelligently go in, and when you commit to a kill that doesn’t happen, you can be punished now (by melee.)
while cast weaving you can just hold wind kick for when you need instant heals, and then kick/viv/kick/viv/kick/viv. You don’t even have to hit anything, just shoot it into air. Still provides the buff to renewing mist, and will allow you to refresh your own hots by playing rising mist. Insane value.
Stop thinking of wind kick as anything other than a renewing mist buff, and learn how to play around that. That’s the piece you Castweavers are missing.
Anyone that thinks this isn’t a nerf to Fistweaving, doesn’t know how the spec worked in pvp.
Credentials:
6 monks at 2700 in 2v2 and #3 currently on ladder with a 80% win rate.