If someone hit me with a stick that had a mini-keg of beer on the end it would probably hurt.
If someone hit me with a stick that had a mini-keg of beer on the end it would probably hurt.
Plenty of good ideas in this thread so far, nice to see.
I mentioned before that I'd like the base purify amount of Purifying Brew to be more, but never considered having that and ISB use separate charges, which would be awesome.
The artifact ability could use some tweaking as well. If I had it my way, I'd rather have it be a 100% purify that you could use every 40 seconds, would be more useful than dodging one melee attack. What was mentioned before was instead have it cause you to dodge X number of attacks, which would be more useful as well. The damage from the ability is nice though.
I hope that the most recent changes BrM got won't be the last ones for a while. Still need just a bit of a push in the right direction.
Personally I'm fine with the artifact ability...I would like it to have a lower CD, but I wouldn't go as far as to say it definitely needed one.
I still don't agree with calls to make PB clear 100% or give it its own CD. I agree it needs to be reworked but I still think a system where it scaled based on stagger would be better (i.e. g=50%, y=62.5%, r=75%).
Dampen Harm could possibly be reworked into a purify related CD as it seems completely redundant now that we work around a 100% ISB up-time. Possibly make it a purify related CD if only to give us a way out of the stupid 'stagger trap' where stagger is out of control and the only way out is to chain PB...which we don't have charges for.
I'd also like some for of raid/group utility (even if its only minor) but I don't see it happening.
On top of that it's the only weapon that's wielded over the shoulder while in fighting stance, which makes it so awesome.
The artifact ability is fine IMHO but it's cooldown is a bit too long. 45 Sec cooldown would be fine I think, it's not really powerful, just a useful range aoe pull or "take a bit less damage over 3 seconds". Or keep it's cooldown and at least make it a brew.
I think the class is fine as a tank, though it REALLY could need SOMETHING for other party or raid members, like every other tank has
* Warrior: leech aura, intercept
* Paladin: BoP, offheals, damage cooldown talent, lay on hands, some more I forget
* Druid: Battlerez, aoe movement speed shout, something else?
* DK: Battlerez, Gorefiend's grasp, dunno if something else
* DH: Sigil of Chains (i.e. Gorefind's grasp sigil)
DH's are on the low end of utility too but a 1 minute cooldown gorefiend's grasp (aoe deathgrip to location basically) can still be really useful in a lot of mythic dungeon and/or raid situations.
But monks don't even have that. All can can do is take smooth damage. If nothing else I'd take a battlerez over no utility.
*I'd really love for the PVP Guard talent to be baseline or a PVE talent.* Absorbing some damage on 45 seconds cooldown for us and a friendly player would be nice utility and would give us something to press in oh shit situations when all brews are on cooldown.
Last edited by AetherMcLoud; 2016-10-09 at 09:56 PM.
You know what is better than drinking a beer? Brewing your own beer. And then drinking it. And then... Drinking another beer. And then, punching somebody in the snout! That's what!
BrM used to be my main tanking character, but new gameplay is really too different from what I liked about BrM. Blackout Strike feels so out of place with that basic special attack animation, no more self healing, tossing brew gone... It just lost it's charm for me, maybe I will give it another try, but being underdog spec in terms of performance on top of boring design and loss of class identity made me pass on my monk this expansion.
Well in an overall sense the BRM artifact needs some tweaking. The ability itself is quite useful but the CD-defensive capability ratio is questionable. Its for melee-only similar to prot warriors and shares the same dps in regards to its CD. However where prot warriors artifact ability is interesting is how it also interacts with other abilities/traits, our does not but we're invulnerable in 3 secs against melees.
On that note, while the artifact ability is fine the golden traits are not. They are the most atrocious tanking traits in the game and for some reason BRM is the only tank with a major CD tied to a golden trait. Ideally we want to strive to get these traits and look forward to them and thus BRM progression-wise feels you're not rewarded for the effort. The fact that we barely have any self-sustainability before we acquire OB is messed up.
As such I won't even bother finishing the BRM artifact (stopping after KS range trait) because those AP are better off spent on either WW or MW.
*Another thing that is discouraging is how its not easy for the newer players and others to measure your performance due to the actual damage mitigation through PB.
No idea what is going on with class design in this expansion. They're slowing spreading around utility back into the game but... only to select classes?
Seriously, who the fuck is making these classes? This expansion is great EXCEPT for the fucking awful class design. How many years of bullshit, daily hotfixes, etc, does it take for Blizzard to realize they need to shit can a few of these people?
[Bar Crawl]
Your Fortifying brew now effects up to 2 allies for half the effectiveness. and fortifying brew cd is reduced by 30 sec.
[On the Wagon]
When you use purifying brew twice within 10 seconds, the second purifying brew will be 100% more effective.
huh?
nobody is surprised that they are the least played, that is perfectly fine and even expected given the class distributions. people are more concerned about the disparity between populations of the different tanks.
being the sixth most played tank, slightly behind the fifth, which is slightly behind the fourth...etc
is _not_ the same as:
being the sixth most played tank, and being 1/5 as likely to be seen as the next least played tank and 1/10 as likely to be seen as the most played tank.
The latter is not really acceptable.
The Golden Traits need to have a bit of a boost, and I'd be fine with them. For example Dragonfire Brew seems like it could be cool, and combo well with Hot Blooded, but it doesn't. It neither refreshes the debuff on the enemy, nor does anything, but piddly damage.
Why not allow it to refresh the damage reduction of the fire breath? Or why not let each breath add 2% more damage to the total so that if you land all 3 breaths it's a 10% reduction for the debuffs duration?
Brew-stache it's just...I don't like it at all. Why not let it allow you to stagger spells at 2/3 of your normal rate (since you stagger at half currently).
Fortification isn't terrible, but I wouldn't mind if it was changed to also granted you a charge, or two of your brews when you activate it.
The mastery also needs to be changed. Perhaps instead of losing all your stacks on a dodge you lose half, or 2/3 of them?
I'd also like to see the Artifact ability changed to lower the cool down on it, or increase the time they miss attacks for to something like 5 seconds.
Zen Meditation just needs to be reworked. Allow it to be channeled while moving, and drop the cool down to 3 minutes. Or change it to allow it instead to completely stagger the next magical ability cast on you with no channeling, or anything like that. Just a CD you pop for big magic damage every 5 minutes. Every orb you heal with expel harm reduces the cool down by 5 seconds, or something.
You know what is better than drinking a beer? Brewing your own beer. And then drinking it. And then... Drinking another beer. And then, punching somebody in the snout! That's what!
Most of the DPS and Tank Monks I know have rerolled to DH, I guess there's quite a bit of fantasy overlap between the two as both are leather melee classes.
My 'main' tank prior to MoP was a DK. I then switched to Monk because I liked the mobility of the class and got fed up with the plodding that DK's did.
I also liked the keg-tossing Dizzying Haze which made it so easy to pickup packs and also all the ability weaving you had to do to keep the various buffs up on you.
Now I've switched to DH as my main tank - has the same (or better) mobility, has a 'ranged' debuff with their Sigils and also you've got buff weaving on them as well. Basically - everything that they removed from the Brewmaster
for me the main problem with monk tanks in dungeon is their freaking stagger. u cant ever sit down to drink, because they wont stop droping in health like crazy. tanking mobs and stuff is no problem, one of my guilds tank is brm, but walking from one pack to another with a monk tank is annoying as fuck for healers.
You know what is better than drinking a beer? Brewing your own beer. And then drinking it. And then... Drinking another beer. And then, punching somebody in the snout! That's what!
A lot of the people that played Monks got alienated between WoD and Legion changes. A lot of WWs dropped during WoD, even more for Legion. Every MW I know changed classes with the Legion changes (but I've seen a resurgence in new people picking up the spec). BMs for a while just simply didn't bring anything new to the table, without being near the top of the food chain, other tank classes are just more intuitive to play.