Since prepatch Monks have been doing INSANE damage in just seconds, their “touch of Karma” is also too OP with everything combined.
I can’t really understand how a lvl60 Monk can do 60k DPS in Dungeons or how they can take down 4 fully geared players alone, I was thinking it was because they were level 60 or so, but they are doing the same thing at level 70, they can easily top damage meters, kill multiple players fast.
Their Damage needs to be reduced drastically against players and also overall.
its WW super bursty , super squishy. + they lost all their healing , if they reduce the damage of WW , class will be useless,
Glass Canon class like WW and ENH will kill someone in 3 skill , but you die on 1 stun.
Windwalker damage will go down much faster than other specs once m+ releases.
It is, and has always been, S tier in easy content with extremely low hp mobs. Current mobs in dungeons reach the threshold for full Touch of Death damage at around 1/3rd of their max hp. The fast scaling health totals of m+ mobs will quickly “nerf” the spec naturally after next week.
Also, there is lopsided scaling in leveling dungeons so if you were level 66, being out damaged by a level 60 is probably expected.
Tell that to DHs
Bad take. Touch of death nerfs itself as monsters health/stats increase.
We have huge burst it’s true, but it’s front loaded and as m+ other classes with catch us with ramp up time.
Also DH and rogue are doing more than us.
They finally for once balanced monk correctly, since all they have is burst they made sure our burst was far and above most others, WW bring no real utility to raids and its armor debuff can be brought by both the healer and tank specs, many classes can do the same burst while also being literal tanks or having access to game breaking mechanics like group stealth
Just because a WW used aoe TOD on some trash and did 100k overkill damage means literally nothing
any person with more than a single brain cells breaks karma in 2 globals and passively heals off the dot
I believe damage scales up in dungeons at level 60 since you are mixed with level 70 players. So if the player have good gear at 60 he will do insane damage because his item level is way above the standard. It will naturally correct itself as the player gets closer to 70
Check your spec before speaking.
ToK is useless… You can literally blow through it with 2 spells, if anything karma needs to be buffed back to 100% of max HP or to 75%.
Kekw 10char
My WW monk isn’t specced for double ToD and do a lot of DPS. I dislike ToD builds for some reason…kinda cheesey.
Edit: Dropped Dragon punch and Ingition for ToD stuff and am gonna try it out. Hope it’s not addictive…
The problem is, at least for M+ it doesn’t make sense to not take. That is currently, but honestly with mine doing 3-5m per dungeon I don’t see another single talent point bringing that damage.
I have run Whirling Dragon Punch as an alternative and it works, but it adds a bit of hecticness to the rotation. Also is doesn’t bring the same amount of damage.
Ignition probably is good, but requires that first point. Which is fine, but not all that amazing. Meanwhile to get to the ToD points it’s all Spinning Crane Kick buffs. And that’s easily my highest damage ability in M0’s currently. So it’s all wins.
Also it is very fun, but I’m sure it’s effectiveness will drop off. But if there is a tough trash pull we can start it with insanely high damage and end it early, makes it much easier on the group.
kinda missing bfa tod
Yup…I just tried it out after making my edit and I don’t see why I’d go back. My DPS is good without it, but it’s insane with.
In SL I loved WDP, but the alternatives in DF are just so much better it seems.
Ignition wasn’t as good as it was in S1 SL, and didn’t do as much damage in my few runs as I’d have liked. As for Crane kick being top damage, my Blackout Kick cleave tends to win out; I’m sure that’d change if each pull was huge.
First pull of my first dungeon with it in Uldum…1 elite 4 non-elites. Was only heroic, but I essentially solo killed them and ended the ‘fight’ with 130k DPS.
So yeah, I’m going to stick with it. I can’t gimp myself after understanding.
WW damage in easy dungeons is a bit of an illusion, because of ToD padding and the 6-second crit window from Skyreach. ToD means very little as the m+ key level starts going up, and it means positively nothing in raids. That 6-second crit window will mean less and less the more health enemies will start having soon. Further, DPS that needs 1) a little more ramp or setup, or 2) better sustain, will be slinking their way up as we get to actual content where things don’t die in 10 seconds.
You saw a guy that played monk for 10yrs and the only thing he does is play wow 24/7.
I’m sure they can do that with any other class too.
Plus, what makes you think the other 4 was 2k gladiator geared players?