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- We'd rather you try out Soothing Mist in a combat situation rather than try to predict how it will feel, but the chi proc chance is 15% plus 15% for each tick that it doesn't proc. The chance to generate chi increases with each tick that doesn't proc and resets when it does.
Could we get some clarification on how the "time since last chance to proc" variable in the RPPM equation interacts with ICDs?
For RPPM procs with ICDs, none of the attacks during the ICD are considered chances to proc. So if I have a 22 sec ICD, the first attack after the ICD ends will have the full capped 10 sec ICD. In other words, option “A”, as you have it working already.
Jabx2 - BOK costs 6% more mana (100% increase), requiring BOK to be preceded by jab to proc muscle memory. The cleave change is a nice mechanic change and will make BOK circumstantially less unviable.
Against a single target, you should pretty much never be using 2 Jabs in a row (at least when efficiency is a concern). To Blackout Kick, you’ll use a Jab plus the chi from Renewing Mist. In a 3+ target situation, you’ll likely want to use Spinning Crane Kick instead of Jab, which is considerably more efficient, and does more damage.
Surging Mist now costs 8.8% of base mana, up from 8%.
It already did cost 8.8% mana by default. The glyphed version was mistakenly still at 8%.
Water Jet is back on the Frostbolt tooltip. As much as I would dearly like this to indicate a return for Water Jet in some form, am I right in assuming this is just a result of a rollback to the tooltip of the version that buffed Frostbolt's damage? (Or, of course, just a datamining error.)
Unfortunately, that is just a persistent tooltip bug. We still are interested in the concept, but are not introducing Water Jet for now.
I would really like to know why Monk healers were given a dps increase and healing decrease?
Assuming you’re talking about fistweaving, that’s always been the intention (and always been the case). Fistweaving is an alternative that provides less HPS in exchange for very significant DPS.
Think about it like this:
Holy priest / Mistweaving monk: 100% healing
Combat rogue / Windwalker monk: 100% DPS
Atonement priest / Fistweaving monk: 50% DPS AND 50% healing at the same time
DPS Tuning
- Standard, yes, this is a roller coaster. Our process is to try things out and iterate if we don't like them. If the churn offends you, just hang on for another week or two.
- Undid the buff to Vitality for Combat. It's back to 30% AP.
- Partially reverted the -25% nerf to Execute. It's now -15%. (As mentioned previously, we adjust the meta-gem.)
- Rising Sun Kick now increases your damage to the target by +10%, down from +15%.
- Sword of Light now increases damage by 15% up from 10%.
- Haunt now increases damage to the target by 30% up from 25%. This is partially in compensation because we also nerfed Sacrifice for Affliction because it was looking too mandatory.
- Partially reverted the buffs to Conflag and Immolate. They were +20%, and are now +15%.
- We are concerned that fully geared Subtlety, Enhancement and Windwalker DPS are still too high. None of these are particularly easy specs to play, so it might be okay that given that players won't realistically be able to hit their theoretical maxima. Just wanted to let you know they are on our radar.
What I'm wondering, is how long it'll take you to notice/nerf/fix fistweaver monks using agility 2h weapons while fistweaving. Is that going to be intended game play?
Do you have some evidence or numbers of this? We've heard it a few times from the community, but we don't see how it would work.