What does this tank spec bring that makes them unique or different from the others? It’s a legitimate question from my end. I’ve never played one. Does it have a utility unique to it or a anything? Good defensive or amazing dps?
I don’t have much experience, and I’m not in the beta… I think exploring the Midnight class/spec/hero trees in one of those Talent Tree Calculator websites is a good option.
They bring the beer to the table.
Jokes aside, brew brings the inability to be one-shot by a melee and a lot of mobility for a tank. They have an aoe stun and an area denial thing to disrupt or move things. Outside of that, the rest is up to tuning.
Nothing special. You can use vivify on allies every now and then, applies phys buff. Subjectivly fun rotation
I haven’t tried in yet on the Beta, but generally/historically BrM has been one of a healer’s favorite tanks due to their consistent damage intake (relative to other tanks) and some pretty crazy survivability tricks using their mobility (at least against trash).
We have the smoothest damage intake of any tank, making us very low stress on healers. We have very, very high aoe damage because everything cleaves if you’re MoH. We are the most mobile of any tank by a wide margin. We have multiple ways to cheese a lot of mechanics in raid, and there are a lot of surprising things you can dodge to negate them entirely, and it’s actually fairly consistent to do so because of our mastery. The tradeoff is a higher skill floor than most and in the beginning of expansions when stats are much lower we’re often the weakest tank by far. In the first weeks of season 1 we were borderline unplayable in high end content, now at the end of season three I can do almost anything while barely paying attention.
Heavy aoe and single target damage that at times compete and beat DPS
The ability to not get one shot by large nukes using their passive defense stagger
Extremely mobile tank and in midnight even more mobile.
The ability to cheese mechanics using transcend as well as dodging abilities outright with their mastery and usage of black out kick timing etc.
Area denial with ring of peace good aoe stun.
Nothing.
If your question is ever “how can a monk improve this dungeon team comp,” the answer is always mystic touch (which loses its point of argument any time the spec/class is so bad you’d rather forego it altogether,) or you’re asking the wrong question and the the right question is “how can brewmaster make this dungeon harder for no reason?” Every other tank will bring something that makes certain aspects of the dungeon easier. Brew master doesn’t and unless it’s the meta tank (basically never) pulls are never designed with bm in mind, so the “pull 20 casters,” thing that works when prot paladin is overpowered is what you’ll run and find more frustrating with a brew master or might require a different route.
With monk specs you’re often building your team comp around them. What are all the things they CAN’T do that every other spec CAN do? And for mw and bm the list is long. They are sometimes the only specs of their role that don’t have certain tools. Brew master for instance doesn’t have an ability that helps them gather trash. Prot paladin has divine toll, dh has sigil of chains or silence, bear has infinite moon beams and free reflective damage and perma threat dots and doesn’t hurt as bad to back shots because their mitigation is flat reduction and not tied strictly to dodge/block/parry, warrior has disrupting shout, bdk has gorefiends grip and regular grip and ranged kick and can move around their aoe circle relatively easy, but brew master only has exploding keg (which is also a weird defensive sort of,) on a one minute cd with no way to cool it down faster. This is also your only “oh shoot,” button if you lose threat. It’s literally the only button that can fix a bad situation and once you don’t have it, you don’t have anything.
So again it’s easier to ask “how can brewmaster make this harder than bringing a different tank?”
They should revise the PVP talent Rodeo and convert it to a talent in the class or spec tree for BrM. The talent should resemble what we see in Kung Fu movies where the main character is surrounded by a group of enemies who take turns rushing to their defeat.
Taking All Challengers - Casting Provoke at a target more than 20 yrds away causes the target to charge you. Provoke may be cast again within 3 seconds before triggering its cooldown, up to 3 additional times. When you cast Provoke an additional time this way, its cooldown is increased by 10 seconds, stacking.