WW Monk Rework - Fix

Here are one of my WW rework models that I think would go a long way to resolving their fading uniqueness and low offering in both damage and utility.

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Don’t know why it used an irrelevant character for that post… at any rate, here are the changes I would like to see.

  • Remove Storm, Earth and Fire - So many problems fixed with the exodus of this ability.
  • Increase mark of the crane potency to compensate for loss of SEF stacks, not much just to 15%. Other abilities will carry this loss.
  • Add in an activatable ability for the wind walking passive that clears all snare, root and immobilisation effects from all allies affected by wind walking. 5min cd. Provide a gust of wind animation for all affected allies.
  • Increase wind walking passive move speed to 15% and make it stack with others movement speed bonuses.
  • FoF now either does 100% to 5-6 targets or does 100% to the primary target and maybe 30% to an uncapped amount. We need to not have two hard caps.
  • Add a 2 second stun to the primary target for FoF.
  • Expel Harm/Reverse Harm to be reworked to heal based on missing health. Heals 30% of missing hp, deals 60% of heal amount in damage. If you had a max hp of 20k and were missing 10k health then it would heal for 3k and deal 1.8k damage. 10 sec CD.
  • Have expel harm/reverse harm generate chi, ideally with it being situationally stronger than TP, such as when X amount of HP is missing.
  • Add a passive that when falling a distance that would be fatal and if roll is off cooldown it consumes and activates a charge of roll and reduces the damage taken from falling by 50%. Essentially, you don’t die from falling if you have a roll off cd, instead you lose 50% of your hp. Come on, we’re monks and we cant find a way to avoid dying from fall damage but everyone else can? Give us some parkour skills! This could use a similar trigger for activation as the hidden ability on the artifact weapons in legion or the “going down” achievement.
  • Bring back Zen Meditation baseline. Allow movement during the cast but it slows move speed by 80%.
  • Reduce Transcendence: Transfer to 30 seconds
  • Replace Vivify with healing spheres, add a mechanic where double tapping the HS ability places it in front of the monk. Max of 2 spheres out at a time if it’s too strong.
  • Remove the whole 100 tier talent row.
  • Baseline “Wind Awakening Brew” (WAB) as the fundamental dps cooldown - every 5th combo strike in a row builds 2 charges. Max of 20 charges. WAB can be consumed 10 stacks at a time for a 3% damage increase per stack, max of 30%, lasts 10 seconds. Additionally, while under the effect of WAB all your mystic touch applications will be increased by 0.5% per stack, max of an additional 5% for the duration of WAB. Total max damage increase from mystic touch during this time is 10% (5% from WAB, 5% base). You could tone this down so that it either only provided the additional 5% to the party the monks is in, or make it 0.25% per stack, for a total increase of 2.5% additional damage at max stacks. Also, add a mad wind based animation! No GCD on this ability.
  • Baseline WDP
  • Bring back the Tiger Strikes passive attack speed bonus (4 attacks at 400% speed) but tie it to a buff that occurs after a FoF channel has finished, this would make up for the lost Auto attack time during FoF, or instead you could allow auto attacks to occur during FoF.
  • Add the ability to aim FSK. Not OP but super fun around tight corners.
  • Xuen now becomes “invoke” xuen which shrouds you in tiger lightning and amplifies your most iconic abilities. Lasts 15 seconds, 3 min CD.
    • FoF has a chance when damaging a target to hit for additional tiger lightning damage and immobilise the target for 0.1 seconds.
    • RSK leaves an after image of the monk that explodes for tiger lightning after 2 seconds.
    • BoK leeches speed (20% slow + 20% move speed inc)
    • SCK has its AoE size increased and damage changed to nature.
    • Roll now teleports 15 yards instantly and leaves behind tiger lighting that slows targets that pass through it. Roll recharges 300% faster.
  • Remove the damage AND healing component of Touch of Karma - now it no longer needs a target - Change the name to Chi Barrier - have the healing and damage component as a PvP talent option. Change the mechanic to shield you for a base of 20% hp up to 50% hp based on how much chi you have spent in the last 10 seconds. I like the idea of the visual aesthetic of this spell becoming more overt/opaque as the potency of the spell increases. Like a white sphere around the monk with chi symbol and at 20% it is just visible, at 50% it is clear and obvious.
  • Implement 3 new talents on the 100 row.
    • Increases primary target damage from WDP by 30%
    • WAB now also decreases your cooldowns by 20% for the duration.
    • Adds a chance for you to proc “invoke Xuen” the same way “Fury of Xuen” does. Each time you cast FoF you have a chance to activate invoke Xuen based on the stacks you have. Each time you spend Chi, you build stacks. Each chi spent could be 2 stacks. Stacks to 100, each stack is a 1.5% chance. This invoke Xuen lasts 8 seconds. Essentially 20 seconds of constant building and spending, ignoring procs, would net a 60% chance to proc invoke xuen on FoF cast. Note: to feel good the tiger lightning benefit should apply to the FoF that procs it.
  • Implement new talents on the 90 row.
    • Add pre-prepared brew for WAB, making it significantly more usable at the start of fights. This passive would provide 1 stack of WAB every 3 seconds while out of combat. Up to 8 stacks.
    • Change rushing jade wind (RJW) to be a toggleable passive which works like the Diablo monks sweeping wind. It gains charges which improve its damage and radius for a short duration when you crit, maybe 8 seconds. Stacking 4 times.
    • As we have modified the Xuen cooldown to be something interactive that impacts our abilities instead of a summon, we can now leave this talent as a summon xuen for those that like a pet, this would just occur at the same time as when you invoke Xuen. (Would need to scale properly).
  • Implement new talents on the 75 row.
    • Inner strength -
      • changes to a “distance moved” buff that provides additional charges of damage reduction based on distance moved. 2% DR per charge, 1 charge every 5 yards moved for 4 seconds, stacks 5 times.
      • or perhaps it works off your combo strikes like WAB does, gaining stacks based on how many combo strikes in a row you have hit.
      • The other option is to have this tied to your WAB charges, the more stacks you have the more damage you mitigate, making you decide between damage and damage mitigation. For example, per stack of WAB you get 0.75% damage mitigation. Max of 20 stacks so max of 15%, although you would almost never have this because you want to be able to do damage.
    • Diffuse magic is fine, maybe make the ability taper down for 10 seconds from 100% to 0% magic damage mitigation, this adds another layer of timing to its usage.
    • Dampen harm is fine, but maybe adjust its damage reduction scaling to be pre-fort brew mitigation so that monks can stack these abilities for some serious damage reduction.
  • Implement new talents on the 60 row.
    • Tiger tail sweep, reduces the cooldown of leg sweep by 0.4 seconds for every chi spent.
    • Remove good Karma and replace it with a buff to the windwalking activatable mentioned above - increasing the move speed bonus aura in both potency and range (maybe 10% additional move speed and 5 yards more range). Also apply an immunity to snares, immobilisations and root effects for 3 seconds when activated.
    • Keep Ring of peace.
  • Implement new talents on the 30 row.
    • Combine celerity and chi torpedo, 3 charges, 20 yard distance, shortened CD, remove movement speed bonus.
    • New talent called “momentum” that improves movement speed based on distance travelled, such as every 10 yards travelled in 2 seconds you get a 5% movement speed bonus, stacking 10 times, lasts 4 seconds.
    • Change tiger’s lust talent to always apply on you, even if cast on another.
  • Implement new talents on the 15 row.
    • Chi Burst to be modified so that we can cast while moving. Make this cast longer but reactivatable to do more damage the longer it’s cast. Max of 3 seconds. Chi gained could be static or scaling based on charge time.
    • Chi wave to be modified so that it does more damage per bounce, rewarding maximum bounces.
    • Eye of the tiger to be modified to apply to all our attacks or at least allow the application onto multiple targets. Weaken the effect if need be.

Would love to get some feedback as to whether you guys think that this would resolve a fair chunk of the issues.

9 Likes

i dont think you realize how badly all those mini stuns will hurt stun DR in pvp.

4 Likes

All of this plz

2 Likes

A lot of this sounds interesting. I like the idea of adding more wind and movement based effects to the spec (as it should have). Instead of falling consuming a charge of roll, they should just make it so you don’t take fall damage while using Flying Serpent Kick. You’re already flying on the wind when you use it.

I really like Invoke Xuen empowering your abilities. I think the effects would have to be changed and balanced (the FoF stun would be terrible for pvp, e.g.), but the idea is cool, especially if you can proc it like Fury of Xuen.

2 Likes

Very good point, could just drop the mini stun and swap it for micro second high potency slows, but really, so long as there was a lightning affect coming out of FoF I would be happy.

Ty for the feedback!

FSK would also work, and would almost be more interesting in some ways based on how it interacts with water (gliding on top). I just liked the idea of a parkour roll out of a huge fall, however I think we can all agree that a class that is meant to be in tune with the wind should be able to use it to mitigate fall damage…

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Blizzard, hire this man.

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I like some of your ideas, but there are a few that I dont agree with.

30% heal on 10 second CD? That’s insanity man. Even a 10% heal would be overpowered. Paladins would be jealous.

This would break the meta in pvp. Monks are already hard enough to catch.

So in regards to the heal, it would be 30% of missing HP, not you maximum hp. So in reality it would only be strong when you are almost dead, anywhere above 50% hp and it would operate likely less powerful than the current expel harm that’s available through conflict and strife. You could make it 20% to curb it a bit but it would only be healing you for 10% of your max health when you are at 50%.

As for the pvp meta, honestly, we have no idea what that will look like in SL because everyone is getting more movement through covenants anyway, as are quite few classes through legendaries. All i know is that right now, monks do not feel like the peak of agility and mobility, just upper middle.

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