Edit 4 may, path 15657
I update brewmaster feedback with the evoution of patches.
Overall: The evolution seems goods considering the fun. New mecanism (automatic stagger for exmple) open new form and fun form of tanking and various thing seems testes to see how it goes (increase parry for example.) When you play the fun increase and you get more and more the feeling to tank (because the passive mitigation has been modified). However some questions remain and some thing seems to not work properly (stagger stacking)
I will not describe the spell, there is a sticky that resume them better than i could do. If you discover the class and with some spell description you can go to read it before. I will just resume some thing and debate about some ask that i have about.
-chi generation have three forms:
-keg smash
-jab
-expel Harm
With a 30% buff in energy regen in new patch you really feel different, and chi generation becomes easiest, so the 1s brewmaster GCD is really used
Still the question with expel harm allowing chi generation outside fight. I think something that will allow brewmaster to refill chi outside fight directly like chi brew could be best.
Waiting 1mn to cast four expel harm can be annoying for the same
-abilities
-Stagger: Now you automaticly stagger. Baiscly with some mastery in my premade 85 monk, the brewmaster stagger 36% of the damage and take so 64% directly.
Since you get lower armor, you take basicly same amount directly than another tank with better armor.
For a short comparaison:
100k on a paladin will make 85k with the -15% passive of sanctuary, and 34k taken with a 60% armor mitigation
100K on the brewmaster will result in 80k with the -20% stance effect, than 56k by the 30% armor. Stagger effect will than be something like 36k directly take and 20k delayed
The idea is that the automatic stagger negate spike damage possibility.
Also you feel now really that you stagger some damage. I will write more about stagger after seeing some othe abilities
-Black out Kick
Now add very powerfullbuff: add 20% to the stagger part (so becoming 56%) for 6s, and 30% parry chance;
- Tiger palm, elusive brew, purifying brews, guards doesn’t change (but guards is no more in mastery)
New stagger mecanism is nice but currently you feel that it can’t stack so much. (Didn’t get any feedback that some have get the experience of a medium or high level of stagger)
They are obviously several reasons:
-With parry BOK buff, you go over 50% passive avoidance so you are hit less often
-You can even usive 50% dodge bonus for 10s with elusive brew and so are immune to physical hit with the added BOK bonus. And since stagger last for 10s, you clear it.
-Purifying brew is on 6s CD and also chi generation are much better, and you can use it more often without get the impress to sacrifice some other part of the defense
-Stagger is a 10s timer, so it’s quite short
-some debate about stagger
Lets take some hypothese for the brewmaster (that could be wrong of course)
-better stamina bonus
-a better passive avoidance (certainly too high in the current test but it look the good direction)
-but when you are hit you seems supposed to take potentialy more (direct+stagger DOT)
->the passive stagger effect seems here so the Brewmaster would not take more than another tank in a short time (spike damage, particulary in long fight raid)
->also it take some more damage form a stagger dot that the brewmaster is suppose to manage (three level, gree, yellow, red)
I think it can’t works properly because stagger timer is too short
If one of the brewmaster concept is to manage with its stagger dot, we can suppose that during the lenght of the fight stagger should increase.
several thing can be made
-increase timer (30s for example will alow multiplr stack more easely)
-Make a mecanism to dissociate the DOT tick and the stagger purge: i mean in my limited english, you take 100 stagger damage frome the tick but stagger overall damage decrease only 50 , next tick you will take 95 (and not 90)
It can be a not good idea, it just an idea
Than brewmaster could have some tool to manage it:
-guards: with stagger concept, guards will peharps fit more with the brewmaster with something like sacred shield concept: a 30s duration but with an absorb amount by 6s (can be 4s, 8s, just to get an idea)
-Intent to let stagger in the green level
There can be a sinergy in the guards scaling for example that will make brewmaster interest to keep stagger in the green level because it will buff more the guards than the stagger damage during the 30s for example.
When stagger grow too much (yellow level or higher) that will indicate that stagger increase but don’t buff anymore the guards capacity, overall the buff granted still better than the stagger reached (because there will be a cap limit, a % of the brewmaster health for example )
Stagger will become red when another critic limit of the stagger DOT is reached. (the dot bypass the bonus granted, it means that is time to clear it)
Guards will absorb of course another source of damage but it will atenuate them to compensate the stagger mecanism.
Than purifying brew would be used. Could be used early also but that will not be to the monk advantage.
Just some idea
For the rest, spinning crane Kick costing only energy is fine. Also with the energy regen you can use them without pause, i don’t know if it is the final intent or not.