As of 8/7/21 (almost six weeks since 9.1 release), the WW Monk PvP Talent “Wind Waker” is still utterly nonfunctional.
Seeing hotfixes for other classes’ PvP talents is really disheartening when this one is not simply tuned incorrectly–it’s literally an empty slot. Not only that, but the talent was specifically redesigned for 9.1, which assumedly would require some degree of testing/notice.
I’d be more resigned if monks had simply been forgotten in 9.1 (as they have often felt in the past), but I know they haven’t since we’ve gotten more than one ‘unintendedly strong’ bugs fixed this patch…
I mean honestly when are you gonna use it? The only ones used really besides the main 3 are disarm and tigerseye brew (rarely)
Alpha tiger/ turbo fists / reverse harm are gonna be played into 90% of comps
Wind waker is almost pointless. Mobility is not an issue for you and for your partner it’s too situational. If you aren’t within 10 yards of them they won’t get any use out of it and you can always tigers lust them
I agree that it is not a must-pick talent like alpha tiger/turbo fists/reverse harm (which I also run 90% of the time), especially in any rated PvP. However, I tried it out when it was still working on the PTR and it was honestly kinda fun running around at 130+% movespeed. Sure, even if it’s fixed it won’t replace any of the main talents in serious play, and WW monks don’t need more mobility, but it could be a fun/offbeat option in casual/world PvP.
My biggest gripe isn’t even about the talent itself–it’s simply that it currently doesn’t work at all, and hasn’t the entire patch. Do any other specs have a PvP talent (regardless of strength or utility) that does literally nothing?
Let’s be real here gentlemen. Turbo Fists and RH should honestly be returned baseline (maybe back as a stun in the case of Turbo), and we should get actual new PvP talents. I’m still waiting for Windwalker to get WC3 Windwalk.
I absolutely agree that RH should be baseline. Not picking the talent (or being in a PvE instance) and having the spell only generate 1 chi and do half the healing (not to mention the meaningless damage) just feels bad.
I think my favorite iteration of Expel/Reverse Harm was the BfA version of the PvP talent–10 second cooldown, generate 2 chi, heal self/friendly target for 8% of you max health, deal 8% of your max health as nature damage to a nearby enemy. While it wasn’t technically baseline, with Conflict and Strife the spell was essentially baseline and a talent slot was freed up, which was great.
Agreed. This let me outlast and kill tanks easy back in BfA. I still remember sitting 90% vers in most fights in PvP, chunking tanks every 10 sec with RH, burning them with TeB, then executing them for millions of damage at a time with ToD PP at 10% and sometimes 15%. Most fun I’ve had in PvP in a while.
CC had little to no value on a kill target, and I frequently had Comp Stomp levels of killboards against people. Good times. Shame they nerfed defensive vers. Otherwise I’d have been functionally immortal while CC’d.