1. #2301
    Quote Originally Posted by NirmalaZdC View Post
    Newest innovations from Blizzards genius brains:

    Stagger now has 40% effectiveness against Magic damage (was 50%).
    Brewmaster Monk Tier 20 2-piece now has a 40% chance to generate a Gift of the Ox Healing Sphere (was 100%).

    Source: https://us.battle.net/forums/en/wow/topic/20755796772#1

    At least they know how to destroy a class entirely.
    Yes, we are totally destroyed /s

    Still arguably the best going into Tomb but whatever floats your boat.
    It ignores such insignificant forces as time, entropy, and death

  2. #2302
    Quote Originally Posted by Gorsameth View Post
    Yes, we are totally destroyed /s
    Correction, we have a 40% chance to be destroyed.

  3. #2303
    Immortal Saverem's Avatar
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    RIP.

    It's like they nerfed GDru and then went back and was like "OK, now let's nerf the rest of the tanks to make the nerfed Gdru number 1 again..."
    "It's not what we don't know that gets us into trouble; it's what we know for sure that just ain't so." ~ Mark Twain
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  4. #2304
    Quote Originally Posted by Saverem View Post
    RIP.

    It's like they nerfed GDru and then went back and was like "OK, now let's nerf the rest of the tanks to make the nerfed Gdru number 1 again..."
    It's not really a nerf if it's something we never had.(speaking of set bonus not the stagger change).

    Hardly doubt the magic stagger change is going to suddenly make brewmaster low tier tanks.

    Is that all you do is make sky is falling posts?
    Last edited by Tech614; 2017-06-17 at 05:34 AM.

  5. #2305
    We will have Dampen harm for magic fights with ring.

  6. #2306
    Realistically this probably won't change much for brewmasters, but again it's a poor design choice, , nerfing gameplay/fun, introducing variance, and trivialising a tier bonus.

    The t20 2p was a good bonus, it was fun, it was strong but not really overpowered (was around a 100-150k hps increase assuming you could use it perfectly and not overheal, which is really hard to imagine), the interaction with 4p was strong but not broken (using 10 orbs is around a 40% purify, it created around 12 orbs a minute so it could be considered as 1.2 brews per minute in some way, which is lower than current 4p gives) .

    Now after the nerf, not only it's unreliable, but on average it's just a pile of crap, still going with 12 brews used a minute this creates on average 4.8 orbs which is pretty negligible healing, and kills the synergy with 4p .

    The 4p will still be decently strong to reduce overall damage on fights you generate a lot of orbs naturally, but the tier itself is just left broken, the orb generation from 2p is too low to be significant for anything, it's probably worse than having 2 well itemised/higher ilvl items.

  7. #2307
    Will it be better to ignore tier bonuses in favour of better ilvls/stat composition then?

  8. #2308
    No, you'll still want your 4p for progression.

  9. #2309
    Quote Originally Posted by Tech614 View Post
    It's not really a nerf if it's something we never had.(speaking of set bonus not the stagger change).

    Hardly doubt the magic stagger change is going to suddenly make brewmaster low tier tanks.

    Is that all you do is make sky is falling posts?
    its all the playerbase does in general.

    - - - Updated - - -

    Quote Originally Posted by Mokuna View Post
    Realistically this probably won't change much for brewmasters, but again it's a poor design choice, , nerfing gameplay/fun, introducing variance, and trivialising a tier bonus.

    The t20 2p was a good bonus, it was fun, it was strong but not really overpowered (was around a 100-150k hps increase assuming you could use it perfectly and not overheal, which is really hard to imagine), the interaction with 4p was strong but not broken (using 10 orbs is around a 40% purify, it created around 12 orbs a minute so it could be considered as 1.2 brews per minute in some way, which is lower than current 4p gives) .

    Now after the nerf, not only it's unreliable, but on average it's just a pile of crap, still going with 12 brews used a minute this creates on average 4.8 orbs which is pretty negligible healing, and kills the synergy with 4p .

    The 4p will still be decently strong to reduce overall damage on fights you generate a lot of orbs naturally, but the tier itself is just left broken, the orb generation from 2p is too low to be significant for anything, it's probably worse than having 2 well itemised/higher ilvl items.
    the thing is, people were all talking about how good the bonuses were, how "broken" it was - then get all up in arms when it gets nerfed. what do people expect? how would you have fixed it to make it?

  10. #2310
    Making something reliable into something of pure luck is always the wrong way to "fix" it. So they made Special Delivery a better talent, but went haywire with the set...

  11. #2311
    Quote Originally Posted by Gorsameth View Post
    Yes, we are totally destroyed /s

    Still arguably the best going into Tomb but whatever floats your boat.
    That thread has been deleted.

  12. #2312
    Quote Originally Posted by Just Another Monk View Post
    That thread has been deleted.
    Nope just US forums are broken. http://blue.mmo-champion.com/topic/1...r-500-and-404/

    Try this instead: https://eu.battle.net/forums/en/wow/topic/17615655418

  13. #2313
    Life became significally harder on M+ bosses (+16 or smth, ~old +20) who are using hard hitting magical attacks often. Even w/o tyrannical. With 20 june nerfs it will be pain. Would be manageable with 2 absorb trinkets and new lego though (hello dampen harm).
    Last edited by Grobovshik; 2017-06-17 at 05:16 PM.

  14. #2314
    Quote Originally Posted by ReD-EyeD View Post
    Making something reliable into something of pure luck is always the wrong way to "fix" it. So they made Special Delivery a better talent, but went haywire with the set...
    its either 100% or its not. its too good at 100% (apparently) but not good enough otherwise. do you make it spawn special orbs that heal for 1/3 the amount? would that change the overall numbers enough?

  15. #2315
    Quote Originally Posted by dcc626 View Post
    its either 100% or its not. its too good at 100% (apparently) but not good enough otherwise. do you make it spawn special orbs that heal for 1/3 the amount? would that change the overall numbers enough?
    I honestly don't know the best way to change it, probably just rework it from the scratch, but I like this idea:
    When you ISB or Purify (or rather just all brews for simplicity) you get the effect of the heal orb. Instantly.

    It's very different from the current one because it can't be used in large portions on demand and a lot of it will be pretty much wasted on full hp and/or low stagger. The thing is that you still can pool orbs from normal generation for extra heal/purify with full set and you will have an option of extra heal with ISB/Purify charges traded for hp (in a way similar to legendary belt, kinda).

    Anyway, nobody cares about it and we have to deal with random ass set bonus.
    Last edited by ReD-EyeD; 2017-06-17 at 05:10 PM.

  16. #2316
    Today i tested LB a bit and boy, with 30% Haste (unbuffed) it's damn smooth.
    During a medium damage fight (Moderate Stagger most of the Time) i'm ablo to PB 5/min.
    Sure, Double PB is mostly not doable, but it's not needed most of the time tbh.
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  17. #2317
    Any consensus on RJW vs SD on single target vs cleave?

    What about without chest equipped?

  18. #2318
    Quote Originally Posted by SantaMaria View Post
    Any consensus on RJW vs SD on single target vs cleave?

    What about without chest equipped?
    SD's theoretical dps didn't change, and RJW only had a minor change in that you have to cast it less for full benefit.

  19. #2319
    Are you guys gonna keep 2t19 in ToS? Im thinking about using 2t19+4t20.

    Any consensus on RJW vs SD on single target vs cleave?

    What about without chest equipped?
    Dps wise chest and rjw are must have for me. Too much awkward pauses need to be filled.

  20. #2320
    Quote Originally Posted by Tech614 View Post
    SD's theoretical dps didn't change, and RJW only had a minor change in that you have to cast it less for full benefit.
    No, they not only made RJW last longer for 50%, but they actually buffed it's damage by 50% so it's base dps is the same, but overall damage per button pressed is x1.5 now.

    Pressing RJW is actually more damage overall than Blackout Strike (even with +20% dmg trait and +12% crit chance, well unless you crit like crazy with it).
    Last edited by ReD-EyeD; 2017-06-20 at 12:48 PM.

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