Shadowlands Beta - Death Knight Class Changes
Originally Posted by Blizzard (Blue Tracker / Official Forums)
In this week’s Shadowlands build, Death’s Due has been updated and its buff and debuffs are no longer applied each time it deals damage.

Now your Heart Strike, Scourge Strike, and Obliterate apply Death’s Due to the target, reducing the damage they deal to you and increasing your Strength by the same amount. The duration of the buff/debuff has also been reduced and the maximum amount of stacks has been reduced to 8.

In addition to these changes, Death’s Due has a unique bonus for Frost that allows their Obliterate to hit 1 additional target while they stay within Death’s Due.

These changes to Death’s Due are aimed at making it a little more rotation-impactful, rather than just a passive bonus when casting it, while making it more balanced against the other Covenant choices.

Shadowlands Beta - Demon Hunter Class Changes
Originally Posted by Blizzard (Blue Tracker / Official Forums)
This week’s Shadowlands builds come with a tuning pass to each of the Demon Hunter Covenant abilities.

The Hunt had recently been redesigned to have a lower cooldown DoT application to 5 targets, and the removal of the teleport and fury generation bonus. We’ve since the tuned the ability to be more competitive with Sinful Brand.
Similarly, Elysian Decree has had its damage increased significantly.

While we like the thematic texture of Fodder to the Flame, we’ve observed your feedback about the way it ties a very mobile class to a specific area. We think this could be an interesting tradeoff, but the benefits of standing in the pool of demon blood need to be compelling.

Stay tuned as we iterate on this idea further.

Shadowlands Beta - Hunter Class Changes
Originally Posted by Blizzard (Blue Tracker / Official Forums)
The Kyrian Covenant ability Resonating Arrow has received several changes in this week’s Shadowlands update. The radius has been increased, which should make it easier to use against targets who are near the pillars in maps such as Nagrand Arena. Additionally, when a target leaves the Resonating Arrow area, the effect that allows you to ignore line of sight towards them will last for an additional 4 seconds.

Flayed Shot has had a minor update that makes the bonus Kill Shot no longer cost any Focus, so it can be used more freely.

We’ve implemented many bug fixes to Death Chakram, and it will no longer chain to targets that are under crowd control effects that break upon taking damage.

The design of Wild Spirits has been simplified quite a bit. Now, when you cast the ability, all targets in the area now take some immediate Nature damage. Any ability you use, including Kill Command, will now cause up to 5 targets in the area to take extra Nature damage. This extra Nature damage will ignore targets that are currently affected by crowd control effects that break upon taking damage. There is no longer any difference in behavior when using single target versus area damage with this ability.

Shadowlands Beta - Mage Class Changes
Originally Posted by Blizzard (Blue Tracker / Official Forums)
In this week’s Shadowlands build, Mirrors of Torment has been updated with new functionality that grants you Brain Freeze, Fire Blast cooldown reduction, or Mana when a mirror is consumed based on your spec.

Mirrors of Torment will also now proc from auto attacks, but can only occur once every 6 seconds.

The goal with these changes is to give Mirrors of Torment a little more consistent PvE throughput and not just being a niche PvP ability for those Mages looking to join the Venthyr.

Shadowlands Beta - Monk Class Changes
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Hello, Monks! We have a slate of changes and updates in this week’s Beta build.

Changes

  • Energizing Elixir has been removed from the global cooldown.
  • Spinning Crane Kick’s damage is now increased by up to 6 unique targets (was 5) struck by Tiger Palm, Blackout Kick, or Rising Sun Kick, up to 60% damage (was 50% damage).
  • Haste now affects the periodic of Crackling Tiger Lightning.
  • Weapons of Order has been redesigned for Windwalker Monks. Now, for the next 30 seconds, your Mastery is increased by 13%. Additionally, Rising Sun Kick reduces Chi costs by 1 for 5 seconds, and Blackout Kick reduces the cooldown of affected abilities by an additional 1 second.
  • Faeline Stomp now deals Nature damage (or heals if Mistweaver) to targets in front of the Monk when cast and continues to deal additional damage to targets caught in the Faelines.

Bug Fixes

  • Fixed a bug where Rising Sun Kick and Whirling Dragon Punch were not contributing to Xuen’s Empowered Lightning.
  • Rising Sun Kick Rank 2 has been restored and increases the damage of Rising Sun Kick by 70%.

Works in Progress

We’re aware of balance concerns Windwalker Monks have about dual wield and 2 handed weapons. We’re considering different options to address the problem, and we’ll have more to share in the future. We’re also aware of many bugs related to Storm, Earth and Fire, particularly in relation to other spells. We’re making every effort to improve the reliability of this ability.

Shadowlands Beta - Priest Class Changes
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Recently, we changed Fae Guardians to apply to your selected target on cast, to help address some usability problems. In this most recent Shadowlands build, there is now also a conduit available that allows you to replicate additional Faeries onto your party. This redesigned conduit is aimed at addressing the feedback (particularly from Discipline and Holy Priests) that it feels punishing to cast healing spells while the Faeries are active.

Over the last few weeks, we’ve also added some notable changes to the Shadow priest.

In some situations, the Priest may want to spend Insanity by casting two Devouring Plagues on the same target in a short time. This can cause a situation where damage in the DoT can be wasted. To address this, we’ve made a change where subsequent Devouring Plagues will cause its damage over time effect to add into the existing DoT. Players may notice how this functionality is similar to the Mage Ignite mechanic.

We’re also introducing a new talent to replace Legacy of the Void: Hungering Void. The intent with this talent similar to Legacy of the Void – to be ideal in situations where the Priest focuses on a single target.

Additionally, we’re changing Void Torrent to apply Devouring Plague when cast, rather than refreshing the existing Devouring Plague on the target.

We really appreciate your thoughts and feedback – and thank you for testing!

Shadowlands Beta - Rogue Class Changes
Originally Posted by Blizzard (Blue Tracker / Official Forums)
With updates coming soon to the Shadowlands Beta, we’re updating the Venthyr ability for rogues. It will now be called Flagellation (was previously Slaughter).

Flagellation is an instant cast with a 25 second cooldown that starts once Flagellation is removed from the target. The rogue lashes the target with Anima 3 times, dealing Shadow damage and applying a debuff for 45 seconds that causes an additional lash for each Combo Point you spend. Once the target has been lashed at least 25 times, reactivating Flagellation cleanses their torment and increases your Mastery by 10% for 25 seconds.

We’re looking forward to your feedback on this, once you’ve had a chance to test it out!

Shadowlands Beta - Shaman Class Changes
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Hello! We have some updates in this week’s Shadowlands build.

Chain Harvest will now ignore targets that are under crowd control effects that break upon taking damage for the portion of it that deals damage to enemies.

Fae Transfusion has had the number of targets it heals reduced from 8 to 4 to match the number of targets to which the ability deals damage. The damage done by Fae Tranfusion will now be evenly split to, up to 4 targets, and Enhancement Shaman specifically will receive a stack of Maelstrom Weapon for fully channeling the ability.

Primordial Wave has been changed to be an instant cast ability, which should make the ability much easier to use in all situations, and has received a number of bug fixes.

Shadowlands Beta - Warlock Class Changes
Originally Posted by Blizzard (Blue Tracker / Official Forums)
This week, Soul Rot has had its health cost removed, while retaining a minor mana cost. Additionally, the primary target of your Soul Rot will now take increased damage compared to the secondary targets.

Decimating Bolt has been tweaked to help balance out some talent choices that could greatly swing the value of this ability. For Affliction Warlocks with Drain Soul talented, Decimating Bolt will now only affect your next Drain Soul (was previously your next three). Destruction Warlocks with Fire and Brimstone chosen will have the bonus damage value reduced. For Demonology Warlocks, the buff has been altered to affect your next Shadow Bolt or Demonbolt (rather than just Shadow Bolt).

In an upcoming build, the buff will only interact with Demonbolt for Demonology Warlocks.

Shadowlands Beta - Warrior Class Changes
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Hello.

In our latest updates to Shadowlands, Colossus Smash and Warbreaker (if talented) will apply Deep Wounds from Arms Warrior’s Mastery. This change is aimed primarily at giving Arms an additional option for applying Deep Wounds in multi-target scenarios via Warbreaker, without having to rely solely on Bladestorm and Cleave (if talented), and to have Deep Wounds be reliably applied to both Colossus Smash targets when Sweeping Strikes is active.

This change should be testable, but will not yet be reflected in the Deep Wounds tooltip.
This article was originally published in forum thread: Shadowlands Beta - Monk Class Changes started by Lumy View original post
Comments 30 Comments
  1. Broombot's Avatar
    Thank you Blizzard
  1. Segus1992's Avatar
    Not to be that guy but.. is that it?

    I guess it's at least a blue post, but that's a meager blue post about class design if I've ever seen one, and I don't even play Monk.

    The Weapons of Order change seems good but there's seemingly no intention to do anything drastic about SEF, despite it having been broken since its inception.
  1. xaerus's Avatar
    Quote Originally Posted by Broombot View Post
    Thank you Blizzard
    What are we thanking them for? This does NOTHING. The issue is with WW that you don't have anything to even spend CHI on, you're always capped.. this doesn't address that at all. It's a pointless change.
  1. Whackadoodle's Avatar
    About damn time, but this is abysmal in the amount of updates for monks. This is update... 2? Maybe?
  1. Puupi's Avatar
    Sounds good, although need more.

    Celestial Brew and Mana Tea should be off global cooldown.

    Fix the bugs!
  1. Segus1992's Avatar
    Quote Originally Posted by xaerus View Post
    What are we thanking them for? This does NOTHING. The issue is with WW that you don't have anything to even spend CHI on, you're always capped.. this doesn't address that at all. It's a pointless change.
    Eh, Weapons of Order isn't a problem the way it is after this change, with you spamming BoK to reset CDs on spenders.
  1. La's Avatar
    Nice to see they're finally getting around to monks when the expansion is almost out, too bad that's pretty pathetic in terms of changes when they need a loooooot more. I guess that's what happens when you're the least played class.
  1. Kendros's Avatar
    Balance issues regarding 2 different weapon types? No! Shocking! Who would have thought. I wonder why it was changed before to be locked in one weapon type.
  1. Wuusah's Avatar
    It's really sad that the dev who works on the WW monk changes never played WW monk in their life...
  1. Stormykitten's Avatar
    I realize it would probably never happen, but something I would love, is if Windwalker actually fought with a staff or spear if 2h. like, visually it changes Tiger palm and the AA to a monk-specific polearm animation set, keeps the kicks, and just have it be a polearm master. It would be so cool, and you could more organically introduce passives to tune it, not necessarily constrained to the current animations etc. So dualwield would represent full unarmed combat and such.
  1. Inukashi's Avatar
    Is this all for Warrior? When is Prot Buff comming?
  1. Uglytoes's Avatar
    Blizzard is hell bent on making this crappy demon pool ability work on a melee class... melee already have to deal with this stupid new M+ affix that punishes melee and you want melee to stand still in a lame ass demon blood pool...

    Then again, M+ is just a mini game...
  1. Squishlee's Avatar
    No Boomie changes, sad day is sad.
  1. Sluvs's Avatar
    This is a lot of changing... As a monk, weapons of order still looks boring but at least it seems to be slightly more interactive?
  1. Sorshen's Avatar
    That's cool and all, but arms still hits like a noodle w/o conduits.
  1. Eapoe's Avatar
    No Hunter updates regardless of Necrolord being the go to.
    Monks don’t seem to be in a good spot. If I’m not mistaken this change allows Monks to use BoK more while negating their Mastery bonus, as well as if they pick the talent for nonrepeated abilities.
    Locks seemed to have been nerfed a little, which I’m okay with as they have been so strong in Beta for pretty much everything.
    Mage at least seem to get a little use out of PvE now from a bosses auto attacks, but still seems underwhelming.
  1. Mightytasty's Avatar
    I’m confident that Blizzard can balance the covenant class abilities. After all, it’s only 4 spells per class. There will be one or two more tuning passes before launch, and then several after - I presume.

    But what about the soulbinds and conduits? The legendaries?
  1. Ilyiana's Avatar
    mages can finally acknowledge the venthyr covenant's existence clap everybody clap
  1. Cyi's Avatar
    Quote Originally Posted by Eapoe View Post
    No Hunter updates regardless of Necrolord being the go to.
    Monks don’t seem to be in a good spot. If I’m not mistaken this change allows Monks to use BoK more while negating their Mastery bonus, as well as if they pick the talent for nonrepeated abilities.
    Locks seemed to have been nerfed a little, which I’m okay with as they have been so strong in Beta for pretty much everything.
    Mage at least seem to get a little use out of PvE now from a bosses auto attacks, but still seems underwhelming.
    Monks not strong, unless you consider Brm, which is shaping up to once again be the go to tank for pretty much all content.
  1. Eapoe's Avatar
    Quote Originally Posted by Cyi View Post
    Monks not strong, unless you consider Brm, which is shaping up to once again be the go to tank for pretty much all content.
    Think you might have misread. I stated Locks were strong, Monks I just stated the change seems to go against how their Mastery and a Talent choice work.

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