Take two. Shorter and including feedback gathered so far.
The below is an attempt at creating a comprehensive list of BM monk strengths and weaknesses as currently observed on the PTR. Before diving into brew-details, first let me say that I am a raid leader and main tank for a guild that's involved in mythic raids. Nothing big, but we clear content while it's relevant. Most of the observations is therefore from the perspective of raids and raid utility. Needless to say, I am lucky enough to have access too legion PTR.
I am also a monk enthusiast. I'm not looking for a cheap excuse to reroll to whichever tank class is considered the strongest. I want to play as BM monk, just as long as it doesn't put the guild's progress in jeopardy.
The good – sadly, this part will be depressingly short:
- The aesthetics, the visuals – from the way our artifact looks, through how it sits on our shoulder and the new animations all the way to the visuals of some new talents (e.g. Invoke Niuzao), everything looks really good. The aesthetics makes you want to play the class.
- The Brew system, i.e. Ironskin and Purifying sharing charges. This can potentially make for some genuinely interesting gameplay and decision making. However, in order to be so, it cannot be automatic (Ironskin cannot be universally better than Purifying) and Ironskin cannot be our only form of Active Mitigation (more on that below).
- Celestial Fortune. Making other players benefit from your statistics is a nice idea, though I'm afraid this may get too strong eventually. More importantly, in order for such approach (“take more damage, but get healed easier), we seem to require a bigger HP pool than we currently have. You don't benefit from Celestial Healing, if you already ran out of HP. Again, more on Celestial Healing below.
- The idea of Gift of the Ox orbs spawning the more often the lower HP you have. Sound concept, but perhaps even it out a bit. The fact that the healing scales off mastery is very nice too.
- Majority of abilities matches the monk theme, lore. They may not work quite well, but the theme is maintained.
The bad – what doesn't feel good.
Not touching on numbers here, more so the general gameplay. Many bullet-points, admittedly of very different importance. The first two points are by far the biggest issues I have at this stage.
- BM monks currently have the same answer to every question. No matter what kind of damage you're about to take (single hard hit, many small hits, physical, magical, bursty, over time), you have exactly one way to react – use Ironskin Brew and hope for the best. If you ever find yourself at low HP and you know a big hit is coming, there's very little you can do about that. To be clear – this has nothing to do with balance, I would consider it an equally big problem even if Ironskin allow would allow me to survive in all circumstances. The gameplay is not very engaging, there are too few decisions to make.
- Our “rotation”. Two separate issues raised here. First of all, it is almost exactly the same as in the first bullet-point - no matter what tanking situation we're at (single target, multiple opponents stacked, few targets apart), the best course of action is to use the same abilities. Add insult to injury, other than using Keg Smash as much as possible, it hardly matters which other abilities we use. There are no buffs nor debuffs to maintain, no procs (unless talented for, but it just happens to be the worst possible option from the talent row). Second of all, many players have raised the issue of the “rotation” being cluncky and awkward. I personally don't necessarily agree with that, I don't think empty GCDs are a bad thing as such plus haste will change this over time. Notwithstanding, our “rotation” severely lacks some flavor, something to make us stay on our toes. At the same time, there are so many passive effects going on in the background, that it is honestly hard to list them all down. Maybe shifting some mechanics from passive to on-use could help.
- There is absolutely no trade-off between playing offensive and defensive. Attacks and defense never share the same resource, they are entirely unrelated. There is no way to sacrifice some of the damage/threat done in favor of reducing damage taken more and vice versa.
- Aoe threat. We are in a very similar situation as guardian druids were prior to Swipe being made spammable. No tools to quickly pick up threat on a pack of adds that just joined the fight in our standard toolkit. One could argue that this is what Summon Black Ox Statue and Rushing Jade Wind are for – and fair enough, with these 2 we have no significant threat problems – but to me personally it feels like being able to get snap threat on mobs is something a tank is meant to do without specing for it. I didn't get the chance to experiment with the Dragonfire Brew artifact trait, perhaps this helps/solves the problem.
- Artifact Abilities:
- Flaming Keg - while the tooltip doesn't mention this, Flaming Keg actually debuffs the target it hits so that they do 15% less damage for the duration of the DoT. A little awkward to have an artifact trait that similar to what used to be part of standard toolkit in WoD (Dizzying Haze), but at this point we will take any help we can get, so it's ok.
- Dragonfire Brew – good stuff, should be the first artifact trait activated
- Brew-Stache – not an effect we will ever trigger on purpose. There are different factors when deciding when to use a brew. Feels passive and irrelevant, I'd say hardly anyone will know it's even happening.
- Fortification – add an extra defensive value to our biggest, 5 min long cooldown? Is it not strong enough to keep us alive without that? Feels extremely awkward and poor. Yet another passive effect.- Gift of the Ox. One of the harder aspects to touch on. Let me preface this by saying that I like GotO a lot, I find it entertaining to play with. Now, as it is on PTR I found GotO relatively fine during raid testing – you get a lot of orbs and just as long as you can freely walk over them, they do noticeable healing. However, fast forward to dungeons and it's much less enjoyable. Given the overall high damage taken, it felt like every orb was valuable, hence you'd want to pick it up, hence you'd move the boss around all the time. The latter is probably more of a balance issue than anything else though (damage taken is so high, that you're in panic mode more often than not). The GotO AI though is a whole different story. The orbs land in all sorts of bad stuff often, that seems to include spawning inside walls. Then there's the fact that if you cannot move for whatever reason (think Tyrant Velhari), you're not getting those sweet, free heals. Same deal if you just had to move the boss a good distance to a new location and you can see all those orbs left behind. One popular idea is to give players an ability to summon all the nearby orbs. This sounds nice, but I believe there ought to be a cost – maybe a cooldown in the range of 30 seconds, maybe orbs heal for less if summoned.
- Mastery. First of all, our new mastery gives no defensive benefit against magic attacks, but I guess by now we're used to that. Second of all, it also gives practically no defensive benefit against melee special attacks, as you're not commonly allowed to dodge these. Doesn't really have any wow-effect, but it's just a secondary stat, so so be it.
One good thing is that GotO healing scaled off our mastery.- Talents. Lots of good feedback on these already, so I don't want to make this post any longer than it needs to be. One thing though – Invoke Niuzao is very beautiful, but flawed per design – if it can taunt and keep raid boss busy for more than 2 attacks, it's going to be overpowered. If it cannot, it's going to be useless. Perhaps make it be a personal cooldown for the tank with some raid utility (like, for example, rallying Cry).
The ugly.
This next section was originally very long and it involved a very detailed comparison of guardian druid vs brewmaster monk. In course of gathering feedback for the post and discussions it was said that this is perhaps not the most valuable form of expressing feedback. Also, it naturally led to considerations regarding balancing and not design, which is against the purpose of the thread. Because of that I decided to shorten this bit greatly, however a few important points are still to be made.
For simplicity, the below only relates to core tool-set - talents and artifact traits are excluded as they are meant to make classes feel different.
Comparison of PTR BM monk and Guardian druid tool-set
A monk tank has:
Offensively:
Defensively
- abilities that you will use the very same way no matter what and many people consider the resulting rotation awkward
- if adds are involved in a fight, you're just about required to choose 2 specific talents (Statue and Rushing Jade Wind)
- Ironskin Brew, which you want to have up when any type of damage is incoming
- Purifying Brew if you took damage and want to loose staggered damage
- GotO orbs to run over if they are there and if the situation allows for it
- big tank defensive ability (Fortifying Brew) on a 5 min (minus x, if talented) cd
- Zen Med on a 3 minute cooldown, if we are desperately looking for advantages
Any time you know big damage is incoming you want to use Ironskin, no matter what sort of a damaging mechanic it is. If you survived the damage, you are maybe able to pick up some orbs to do some self-healing, if feasible.
A druid tank has
Offenisvely:
Defensively
- a choice between spending resource on offense/threat (Mangle) or pooling it for defense (AM, self-healing)
- chance to proc a free resource builder use
- build Thrash stacks and either maintain them or spend them on Pulverize, depending on talent/gameplay choice)
- dot targets with Moonfire for both damage and bonus rage, if talented; absolutely not obligatory
- Active Mitigation (Ironfur) against physical attacks, this AM stacks with itself
- Active Mitigation (Mark of Ursol) against magic attacks
- very strong damage reduction ability (Survival Instinct) with 2 charges and fairly long cooldown
- on-demand self-healing over time Frenzied Regeneration), with 2 charges
- big tank defensive ability on a 45 sec cooldown (there's no stopping you from keeping this up for roughly 25% of any encounter
In my opinion, this comparison says a lot. The monk uses the same tools no matter what - ISB->PB if you can afford it, pick GotO if you have any and situation allows. The druid gets to choose which type of damage to mitigate (magical vs physical or even both if he preemptively saved up some rage), the physical mitigation can also be "stacked up with itself" for even greater reduction. If that is still not enough, he can use his yet another absorption. After that he gets to heal himself on demand.
This results in the monk feeling much less proactive. Instead of engaging gameplay that rewards skillful use of abilities you take all the damage head on using your one and only tool to reduce it, you sometimes clear Stagger and then you hope that the boss runs out of HP before the healers run out of mana.
Summary
So yeah, that's about it. So much for making a short post. I'm not sure if it's a sound idea or not, but let me just list few potential changes, additions that could help solve some BM problems:
Top priority – personal opinion, but without these fixed, the class will be hard to bare with. Again, none of this is about balance - we are not talking about whether what we have on PTR let's us stay alive, it's about whether we have fun doing so!
- Add a new offensive ability (more entertaining rotation) that gives a buff/debuff to track and maintain; or stacks of something to manage. Anything to counter the boredom of hitting the same buttons waiting for Keg Smash to be ready.
- Add a whole new layer of defense. Just one random idea out of many – a Dampen Harm'esque effect on a 30 sec cooldown; something to click when we know big hit is coming. Another idea is to create different varieties of Purifying Brew - one that will remove 100% stagger, another that will remove less than that but also heal, many options possible.
- In general, make less abilities and effects passive, give us some buttons we are excited to push depending on the situation.
Important – not game breaking, but changes would be very welcomed
- fix the issues with GotO highlighted above. This is not about it being a bad design idea, it can be really enjoyable, but needs some work.
- add a trade-off between playing more offensively and defensively, right now there is virtually none, even when it comes to statistics.
- make it so that out mastery is effective not only against melee hits. Our PTR mastery and Celestial Fortune could easily be swapped around – make it so that our mastery gives a healing taken increase and make it so that we get a stacking dodge buff of a fixed value. This way mastery becomes more universal.
Other – various level of importance, from idea to quality of life improvements
- fix AoE threat, so probably make Rushing Jade Wind baseline (yes, we do fine tanking many targets with RJW and Statue, but that's 2 talents, so ought to be optional).
- A blue post recently stated that it's ok to have a simple basic tool-set (“rotation”), which can then be made more complex with talents. Should your goal be to make Rushing Jade Wind our rotational filler – which is not a good idea, I seem to recall blue posters stating aoe abilities in single target rotation are not good design – give us a glyph to remove its green, blurry visuals (ok now and then, irritating in the long run)
- a short-term, strong buff to Celestial Healing is also a very interesting potential talent or self-standing tank cooldown.
- Invoke Niuzao is very beautiful but needs some attention. Maybe remove the possibility of it taunting strong opponents, but make him buff the tank and/or raid.
The original post
The good – sadly, this part will be depressingly short:
- The aesthetics, the visuals – from the way our artifact looks, through how it sits on our shoulder and the new animations all the way to the visuals of some new talents (e.g. Invoke Niuzao), everything looks really good. The aesthetics makes you want to play the class.
- The Brew system, i.e. Ironskin and Purifying sharing charges. This can potentially make for some genuinely interesting gameplay and decision making. However, in order to be so, it cannot be automatic (Ironskin cannot be universally better than Purifying) and Ironskin cannot be our only form of Active Mitigation (more on that below).
- Celestial Fortune. Making other players benefit from your statistics is a nice idea, though I'm afraid this may get too strong eventually. More importantly, in order for such approach (“take more damage, but get healed easier), we seem to require a bigger HP pool than we currently have. You don't benefit from Celestial Healing, if you already ran out of HP. Again, more on Celestial Healing below.
- The idea of Gift of the Ox orbs spawning the more often the lower HP you have. Sound concept, but perhaps even it out a bit. The fact that the healing scales off mastery is very nice too.
- Majority of abilities matches the monk theme, lore. They may not work quite well, but the theme is maintained.
The bad – what doesn't feel good.
Not touching on numbers here, more so the general gameplay. Many bullet-points, admittedly of very different importance. The first and third points are by far the biggest issues I have at this stage.
- BM monks currently have the same answer to every question. No matter what kind of damage you're about to take (single hard hit, many small hits, physical, magical, bursty, over time), you have exactly one way to react – use Ironskin Brew and hope for the best. If you ever find yourself at low HP and you know a big hit is coming, there's nothing you can do about that. To be clear – this has nothing to do with balance, I would consider it an equally big problem even if Ironskin allow would allow me to survive in all circumstances. The gameplay is currently not engaging at all, there are hardly any decisions to be made when it comes to BM tanking
- There is absolutely no trade-off between playing offensive and defensive. Attacks and defense never share the same resource, they are entirely unrelated. As an indirect consequence, it is possible to play well and not be able to get Active Mitigation up for when a mechanic requires it – you Ironskin your way through incoming damage, big hit is coming, but you just happen not to have Ironskin charge available. I know this is not the case for guardian druids and protection warriors, as you can pool some rage in preparation for such situation. I believe same goes for remaining tank classes.
- Our “rotation”. Two separate issues raised here. First of all, it is almost exactly the same as in the first bullet-point - no matter what tanking situation we're at (single target, multiple opponents stacked, few targets apart), the best course of action is to use the same abilities. Add insult to injury, other than using Keg Smash as much as possible, it hardly matters which other abilities we use. There are no buffs nor debuffs to maintain, no procs (unless talented for, but it just happens to be the worst possible option from the talent row). Second of all, many players have raised the issue of the “rotation” being cluncky and awkward. I personally don't necessarily agree with that, I don't think empty GCDs are a bad thing as such plus haste will change this over time. Notwithstanding, our “rotation” severely lacks some flavor, something to make us stay on our toes. At the same time, there are so many passive effects going on in the background, that it is honestly hard to list them all down. Maybe shifting some mechanics from passive to on-use could help.
- Aoe threat. We are in a very similar situation as guardian druids were prior to Swipe being made spammable. No tools to quickly pick up threat on a pack of adds that just joined the fight in our standard toolkit. One could argue that this is what Summon Black Ox Statue and Rushing Jade Wind are for – and fair enough, with these 2 we have no significant threat problems – but to me personally it feels like being able to get snap threat on mobs is something a tank is meant to do without specing for it.
- Artifact Abilities:
- Flaming Keg - while the tooltip doesn't mention this, Flaming Keg actually debuffs the target it hits so that they do 15% less damage for the duration of the DoT. A little awkward to have an artifact trait that similar to what used to be part of standard toolkit in WoD (Dizzying Haze), but at this point we will take any help we can get, so it's ok.
- Brew-Stache – not an effect we will ever trigger on purpose. There are different factors when deciding when to use a brew. Feels passive and irrelevant, I'd say hardly anyone will know it's even happening.
- Fortification – add an extra defensive value to our biggest, 5 min long cooldown? Is it not strong enough to keep us alive without that? Feels extremely awkward and poor. Yet another passive effect.
- Dragonfire Brew – good stuff, should be the first artifact trait activated- Gift of the Ox. One of the harder aspects to touch on. Let me preface this by saying that I like GotO a lot, I find it entertaining to play with. Now, as it is on PTR I found GotO relatively fine during raid testing – you get a lot of orbs and just as long as you can freely walk over them, they do noticeable healing. However, fast forward to dungeons and it's much less enjoyable. Given the overall high damage taken, it felt like every orb was valuable, hence you'd want to pick it up, hence you'd move the boss around all the time. The latter is probably more of a balance issue than anything else though (damage taken is so high, that you're in panic mode more often than not). The GotO AI though is a whole different story. The orbs land in all sorts of bad stuff often, that seems to include spawning inside walls. Then there's the fact that if you cannot move for whatever reason (think Tyrant Velhari), you're not getting those sweet, free heals. Same deal if you just had to move the boss a good distance to a new location and you can see all those orbs left behind. One popular idea is to give players an ability to summon all the nearby orbs. This sounds nice, but I believe there ought to be a cost – maybe a cooldown in the range of 30 seconds, maybe orbs heal for less if summoned.
- Mastery. This got surprisingly little attention so far. First of all, our new mastery gives no defensive benefit against magic attacks, but I guess by now we're used to that. Second of all, it also gives practically no defensive benefit against melee special attacks, as you're not commonly allowed to dodge these. Third of all, it feels extremely “behind the scene” - something is gong on there, you took less damage than you otherwise would over the course of an encounter, but you don't “feel” the mastery at all. Your HP pool doesn't grow, you don't see those nice blocks more often. That's probably more of a personal taste, but I lack the “oh wow, this extra mastery I recently got just totally saved me” sensation. One good thing is that GotO healing scaled off our mastery. Let's get back to Celestial Fortune for a moment here. I would believe that our PTR mastery and Celestial Fortune could easily be swapped around – make it so that our mastery gives a healing taken increase and make it so that we get a stacking dodge buff of a fixed value. This way mastery becomes more universal (good against everything) and you can feel it's working – that HP bar get refilled faster. Admittedly, that's perhaps not very monk ish way to go though.
- Talents. Lots of good feedback on these already, so I don't want to make this post any longer than it needs to be. One thing though – Invoke Niuzao is very beautiful, but flawed per design – if it can taunt and keep raid boss busy for more than 2 attacks, it's going to be overpowered. If it cannot, it's going to be useless. Perhaps make it be a personal cooldown for the tank with some raid utility (like, for example, rallying Cry).
- Breath of Fire. With all the ability pruning, it feels awkward to see this ability still present. Similarly, with so few buttons left to press, this one doesn't seem exciting nor intuitive to use. To be quite honest, even looking at logs extensively, I still don't really know if I'm meant to use it against a single target or not. Lacks fun element.
This whole next section is mostly about balance or lack of it, so I'm not sure if it is already the right time to address those issues. Curious about opinions on that.
Also, in the process of writing this part I realized I didn't really know how to interpret some bits and pieces of the logs - I specifically marked that towards the end of that part. Very interested to hear some clarification on that.
The ugly.
At first I meant not to touch on balance issues at all, but in course of writing the post I realized it wouldn't be complete without few notes on just that.
As stated at the start, before BM monks were added to PTR I have tried some guardian druid. Below some basic maths highlighting some of the tank issues I have observed. Admittedly, the data pool is extremely narrow, however the findings are in line with how it felt in game, therefore I decided to add this. I'm not entirely sure if the numbers are from mythic or mythic+ lvl 3, but in any case, there are from the same difficulty level. I compare a best pull on Hymdal, first boss in Halls of Valor, as BM monk with a kill scored as a guardian druid. The kill on druid took 1:46, while the wipe as a monk took a little longer, therefore for both characters I'm looking at the first 1:46 of the fight. It's by no means perfect play on either of the characters, but it's the same player, so somewhat reliable basis for comparison.
Pardon the format of the links
Druid log:
www [dot] warcraftlogs [dot] com/reports/tbJ8GTfK6ZzLRqy1/#fight=15&type=damage-taken&start=3347678&end=3454013&source=76
Monk log:
www [dot] warcraftlogs [dot] com/reports/tbJ8GTfK6ZzLRqy1/#fight=6&type=damage-taken&source=13&start=1350694&end=1457561
Health pool:
Druid: 3.1m (as scaled to ilvl 845)
Monk: 1.9m (as scaled to ilvl 845)
For those who may not know, guardian druid mastery is about extra HP, so this is not (just) a scaling issue.
Average melee hit:
Druid: 260k
Monk: 451k (I believe this is pre-stagger value, else the logs make no sense)
Average melee hit as percentage of health pool (as scaled to ilvl 845):
Druid: 11,9%
Monk: 23,7%
Miss chance (aka dodge) on melee hit:
Druid: 14%
Monk: 35,2%
Average Horn of Valor hit:
Druid: 598k
Monk: 567;
Average Horn of Valor hit as percentage of health pool (as scaled to ilvl 845):
Druid: 19,3%
Monk: 29,8%
I must admit I thought this would look even more one-sided in favor of the druid. Still – as a druid you get hit by melee attack to Horn of Valor to melee and you loose an average of 45% hp (and you end up with a DoT decreasing healing taken). As a monk you take the same combo and loose an average of 77% hp. And this is exactly how it feels – as a druid you bounce around 50% hp, as a monk it's in the red zone, around 25%.
This part here requires some looking into. I'm not sure how to interpret the value of average melee hit – is it pre- or post-stagger? If the log shows an average melee hit of 451k, is that the total amount of damage, part of which is then applied over time as stagger or is that the initial hit?
As an interesting point of reference, over such a short sample (1:46) Celestial Fortune gives 2.5m healing, GotO 1.8m.
That's numbers, tuning is yet to come, so it's not a big deal. The problem, however, is how different it feels to play a BM monk versus a guardian druid.
While I found comparing Guardian druid and BM monk very informative, if at times depressing, I realize there's a lot of non-BM-specific information following. I personally believe this is just the kind of feedback Blizzard keeps asking for (i.e. not "this is bad because I don't like it", but instead specific elements of the gameplay that seem missing or wrong). Again, curious to hear if people think this is something that might be interesting for them or not so much.
Comparison of PTR BM monk and Guardian druid tool-set
A monk tank has:
Offensively:
Defensively
- abilities that you will use the very same way no matter what and many people consider the resulting rotation awkward
- if adds are involved in a fight, you're just about required to choose 2 specific talents (Statue and Rushing Jade Wind)
- Ironskin Brew, which you want to have up when damage is incoming
- Purifying Brew if you took damage and want to loose stagger damage, however Ironskin is more important to keep up almost always
- GotO orbs to run over if they are there and if the situation allows for it
- next-to-meaningless (very weak) healing ability through lvl 15 talent
- big tank defensive ability (Fortifying Brew) on a 5 min (minus x, if talented) cd
- lvl 75 talents
- Zen Med on a 3 minute cooldown, if we are desperately looking for advantages
- starting artifact trait acting as a small cooldown
Any time you know big damage is incoming you want to use Ironskin, no matter what sort of a damaging mechanic it is. If you're afraid you will die, once every 1.5 minute or less often you can use a talent or big cooldown. If you survived the damage, you are maybe able to pick up some orbs to do some self-healing, if you're lucky.
A druid tank has
Offenisvely:
Defensively
- a choice between spending resource on offense/threat (Mangle) or pooling it for defense (AM, self-healing)
- chance to proc a free resource builder use
- build Thrash stacks and either maintain them or spend them on Pulverize, depending on talent/gameplay choice)
- dot targets with Moonfire for both damage and bonus rage, if talented; absolutely not obligatory
- Active Mitigation (Ironfur) against physical attacks, this AM stacks with itself
- Active Mitigation (Mark of Ursol) against magic attacks
- very strong damage reduction ability (Survival Instinct) with 2 charges and fairly long cooldown
- on-demand self-healing over time Frenzied Regeneration), with 2 charges
- big tank defensive ability on a 45 sec cooldown (there's no stopping you from keeping this up for roughly 25% of any encounter
- another big tank defensive ability available through talents
- starting artifact trait acting as yet another cooldown
In my opinion, this comparison speaks for itself. A druid has tools for almost every situation. The monk has one tool no matter what.
But enough with the druid talk already (they might be - and I think are - just overpowered this build), I mean, if I'm so fascinated with a druid I should just play one, right? Maybe I just got bored with BM monk, I don't want to play it, but I'm just lieing to myself about it? Well no, that's not really it, so let's compare PTR and live, WoD, BM monks. Specifically, let's look at the available “lines of defense”.
Should the consensus be that Guardian druid talk has no place in BM monk feedback, the below next section sure is fine. Right?
Comparison of PTR BM monk and live-WoD BM monk tool-set
Live, WoD:
- keep Shuffle up at all times while tanking, so in effect you need to choose whether to use Purifying Brew or Blackout Kick
- build and spend Elusive Brew stacks when high melee damage is expected
- use Purifying Brew liberally, whenever it seems appropriate
- Guard when any sort of big damage is incoming or just not to sit on 2 charges. Guard has a whole minimage to it, with bonus armor, mastery and resolve all affecting it's strength
- Expel Harm when self healing is required, spammable at low HP. With T18 four-set and Guard effect on Expel Harm, you can game Guard even further
- GotO orbs if even more healing is needed
- big tank defensive ability (Fortifying Brew) on a 3 min cd
- lvl 75 talents
- Zen Med on a 3 minute cd, if we are desperately looking for advantages
PTR, Legion:
- Ironskin Brew any time you expect to take damage
- Purifying Brew, but not really, because maintaining Ironskin is a better choice 9 out of 10 cases
- GotO if available and feasible
- big tank defensive ability (Fortifying Brew) on a 5 min (minus x, if talented) cooldown
- lvl 75 talents
- Zen Med on a 3 minute cd , if we are desperately looking for advantages
In comparison PTR BM monk feels gutted, pruned and most important, not cool to play.
Summary
So yeah, that's about it. So much for making a short post. I'm not sure if it's a sound idea or not, but let me just list few potential changes, additions that could help solve some BM problems:
Top priority – personal opinion, but without these fixed, the class will be hard to bare with
- Add a new offensive ability (more entertaining rotation) that gives a buff/debuff to track and maintain; or stacks of something to manage. Anything to counter the boredom of hitting the same buttons waiting for Keg Smash to be ready.
- Add a whole new layer of defense. Just one random idea out of many – a Dampen Harm'esque effect on a 30 sec cooldown; something to click when we know big hit is coming.
- In general, make less abilities and effects passive, give us some buttons we are excited to push depending on the situation.
Important – not game breaking, but changes would be very welcomed
- fix the issues with GotO highlighted above. This is not about it being a bad design idea, it can be really enjoyable, but needs some work.
- add a trade-off between playing more offensively and defensively, right now there is virtually none, even when it comes to statistics.
- fix AoE threat, so probably make Rushing Jade Wind baseline (yes, we do fine tanking many targets with RJW and Statue, but that's 2 talents, so ought to be optional).
Other – various level of importance, from idea to quality of life improvements
- A blue post recently stated that it's ok to have a simple basic tool-set (“rotation”), which can then be made more complex with talents. Should your goal be to make Rushing Jade Wind our rotational filler – which is not a good idea, I seem to recall blue posters stating aoe abilities in single target rotation are not good design – give us a glyph to remove its green, blurry visuals (ok now and then, irritating in the long run)
- Make us feel we have a mastery designed for tanking. Not talking about the maths behind it, but give it at least some wow-effect. One idea is to make Celestial Healing scale of mastery instead of crit and turn current PTR mastery into a passive
- a short-term, strong buff to Celestial Healing is also a very interesting potential talent or self-standing tank cooldown.
- Invoke Niuzao is very beautiful but needs some attention. Maybe remove the possibility of it taunting strong opponents, but make him buff the tank and/or raid.
- while I don't want to address balancing issue here, the difference in HP pool between various tanking classes when scaled up to the same ilvl is alarming
If anyone wants to discuss, suggest something ask anything about PTR BM monks or just chat-monks, feel free to add me to RealID at Lamme#2288
edit: I wanted to reserve the post below for changelog, but apparently I don't know how to do that. Oh well.