Regional FlagWindwalker Monk Feedback -- Build 21466 -- 13-AprSource
Community Manager
Target Source
#1 - 2016/04/13 07:11:00 PM
Please feel free to reply to this thread with feedback you have on this specialization in the most recent version of the Legion Alpha.

You'll find class designer notes on this build here.

This thread and subforum are for class feedback. We may not be attentive to other threads on this subject. Please confine discussion in this thread to issues related to this spec only.

Thank you!

Game Designer
Target Source
#2 - 2016/04/13 07:16:00 PM
Hey Windwalkers. Today’s build includes the previously-described new design for Windwalker AoE. Please give it a try, run a dungeon, and let us know how it feels. There are a few changes still to come that we’ve made internally, but not in time for today’s build, that are further revisions to this, that I’d like to describe.

It feels odd for the only throughput benefit of SEF to be the bonus SCK damage, in most situations (since on <5 targets you likely already have tagged them all for SCK even without SEF). Fantasy-wise, SEF is a really cool spell, and we think this version is too restrictive on its use case. As such, we’re going to merge it with Tigereye Brew, to function in all the ways you used Tigereye Brew as well. With the below changes, SEF will become your primary DPS cooldown, for both single-target and AoE, with the added bonus of quickly tagging targets for Spinning Crane Kick.

  • Tigereye Brew has been removed.
  • Storm, Earth, and Fire has been revised again, in order to fill Tigereye Brew’s purpose:
  • Each spirit does 45% of normal damage, for a net gain of 35% damage.
  • It has 2 charges.
  • It no longer increases Spinning Crane Kick damage.
  • The spirits will no longer attack CC’d targets.
  • While SEF is active, the button can be reactivated to direct your spirits to focus their attacks only on the selected target.
  • Serenity now replaces Storm, Earth, and Fire, instead of Tigereye Brew.

This is intended to be a pure upgrade to Tigereye Brew, so let us know if you see any issues this may cause. You’ll be able to try this out in the next build.

Game Designer
Target Source
#11 - 2016/04/13 09:39:00 PM
04/13/2016 12:37 PMPosted by Xadí
Any changes to healing brew? Because of the removal of TEB we will lose a trigger for the talent.

Healing Elixirs was already thin on triggering effects, for all specs. We're considering that as its own separate problem that we will solve. Current thought on how to best do that is to just make it an active button itself, instead of tied to other abilities, but with the nuance that it'll auto-activate if you get knocked low, just like it currently does (so you can still treat it as a passive if you prefer).

EDIT: Yeah, gunna try that for next build.

Game Designer
Target Source
#21 - 2016/04/13 10:44:00 PM
04/13/2016 12:25 PMPosted by Babylonius
SEF will be used like TEB is being used previously, the clones can/will attack your target and all damage will still be increased?

Will the clones automatically go toward other targets or will you have to target them and reactivate to send them elsewhere?

What will their initial target priority be?

The change and stacks of SCK are remaining, correct? You'll still tag unique enemies to build stacks for bonus SCK damage?

Will activating SEF a 2nd time send one spirit or both to the selected target?

Basically, how will the spirits function in a single target and AOE environments both with and without player intervention? What if you pop it with one target then others spawn?

Will they copy any additional % damage increases like the current ring type buff, or just stat increases?

When you cast SEF, the clones will spawn and pick two nearby targets. Whenever you attack something, they'll repick their target, based on the aforementioned logic. However, if you press the SEF button again they will immediately jump to the targeted enemy and attack only them, never swapping off them. If you swap targets and press it again, they'll swap to that target. If they're focused on a target and that target dies, they'll revert to autopicking (bouncing around like crazy).

The SCK changes should be in today's build. Yes, SEF spirits hitting anything does count as you tagging it for SCK.

Whether they benefit from % damage increase buffs will have to be handled manually per effect (they're pets, under the hood, of course), but we intend for them to almost always benefit from whatever you benefit from. Please let us know when they don't, and we'll fix it if we can.

Game Designer
Target Source
#22 - 2016/04/13 10:46:00 PM
04/13/2016 12:55 PMPosted by Leeflow
There's no mention in the description, but since you said it is our "single target dps button" as well, I imagine the clones can attack the same target we are attacking for full dmg, right?

Also, whats the planned duration / recharge time cd?

Yes, they can attack the same target as you. You and your spirits each deal 45% of normal damage, for a total of 135% of normal, a net gain of 35% increased damage.

Same duration/recharge as Tigereye Brew had. 2 charges, 90sec recharge, 15sec duration.