20121122, jeudi
Happy Thanksgiving.
A. Regarding the upcoming 5.1.x patch, Egal sent me some of the rumoured changes to come for monks in general:
- Monk
- Spear Hand Strike now
costs 10 energy (was 30).
- All healing spells which cost mana have had their
mana cost increased by 10%.
- The energy costs of Legacy of the Emperor, and
Legacy of the White Tiger have been reduced to 20,
down from 50.
- The energy cost of Healing Sphere has been reduced
to 40, down from 60.
- The Tiger Power provided by Tiger Palm now reduces
target armor by 30% with a single application and no
longer stacks.
- Stance of the Fierce Tiger now increases the
Monk's movement speed by 10% in addition to its
other effects. This movement speed increase stacks
with other effects.
- The healing provided by the Healing Sphere base
spell has been increased by 20%.
- The chance to generate 1 Chi while channeling
Soothing Mist and Crackling Jade Lightning has
increased to 35%, up from 25%.
- The Power Strikes talent now grants the Power
Strikes effect every
22 20
seconds, which causes the Monk's next attack to
generate 1 additional Chi.
- The Healing Elixirs talent now grants the Healing
Elixirs effect every 18 seconds, which causes the
next Brew or Tea consumed to heal the Monk for 10%
of maximum health.
- Mistweaver
- Enveloping Mist is now available at level 16,
down from level 34.
- The healing provided by Chi Burst and Chi Wave
has been reduced by 25%.
- You now have a chance equal to your crit
chance to generate double the amount of Mana Tea
charges.
- Renewing Mists now travels to 2 additional
targets (was 3 targets).
- The mana cost of Soothing Mists has been
reduced by 33%.
- Haste for Mistweavers is now 50% more
effective through Stance of the Wise Serpent.
- The healing provided when detonating Zen
Sphere has been reduced by 25%
Changes about monks that refer to Energy are about Windwalkers (dps) or Brewmasters (tanks), not Mistweavers (heals) who use mana. At level 30, Mistweavers choose one (not two, not three) among {Chi
Wave, Zen Sphere, Chi Burst}. I chose Chi Wave, so I don't have Zen
Sphere or Chi Burst. At level 75, I chose Diffuse Magic, not {Dampen Harm, Healing Elixirs}.
B. Point by point, for the changes that would affect my character,
- "All healing spells which cost mana have had their
mana cost increased by 10%." That's a nerf.
- "The chance to generate 1 Chi while channeling
Soothing Mist and Crackling Jade Lightning has
increased to 35%, up from 25%." Some spells require chi rather than mana, so that's a buff. For each 4 chi generated, 1 Mana Tea is produced, so there is collateral good.
- "The healing provided by Chi Burst and Chi Wave
has been reduced by 25%." OK, that's a nerf. Chi Wave is one of my top performing healing (and damage) spells.
- "You now have a chance equal to your crit
chance to generate double the amount of Mana Tea
charges." That's a buff. More mana tea means fewer tight mana situations.
- "Renewing Mists now travels to 2 additional
targets (was 3 targets)." If Renewing Mists currently hits 3 targets (sounds about right), then adding 2 more means that Renewing Mists (a Heal over Time spell) will cast on entire 5-toon dungeon teams. This seems like a big buff, but if they also weakened its effect per toon, it might be a break even.
- "The mana cost of Soothing Mists has been
reduced by 33%." Soothing Mist is the central spell. Reducing its mana cost by a third is a huge buff.
- "Haste for Mistweavers is now 50% more
effective through Stance of the Wise Serpent." I use only Stance of the Wise Serpent when I'm Heals. Haste is the second most important stat according to Noxxic. So this is a buff.
So there was two nerfs, and five buffs. We'll see how it actually works out. I see from this that I am not the only one having mana shortage problems with Mistweaver monk.
C.
An un-trumpeted nerf on Mistweavers was on the fall back spell Revival. As I remember using it in dungeons, Revival topped off (made 100%) each team member's health, and dispelled magic, poison, and disease effects, all in one shot, instantly. Its 3 minute cooldown made it a spell I had to use carefully.
In the last week or so, I noticed that it no longer did the job, and indeed, the text of the spell changed. It now heals all members for 108,599 HP in my current armour. The dispels and cooldown are the some.
This is a huge difference. For most of my team mates, 108k HP is less than one third of their total health, whereas it used to restore 95% in extreme cases.
The ace in the hole spell is gone.
D. I'm debating starting to use the monk spell '
Zen Meditation'. Here's the text:
Channeled, 3 min cooldown
Reduces all damage taken by 90%
and redirects to you up to 5 harmful
spells against party and raid
members within 30 yards. Lasts 8 seconds.
Being the victim of a melee attack
will break your mediation,
cancelling the effect.
I remember during the Seige of Niuzao Temple (Heroic) dungeon, Flynt in particular and almost everybody got affected by very damaging spells that prevented casting or executing melee. This would include at least long stuns, silencing, putting to sleep, and the like.
This looks like a good trade-off. If team members determine that they would greatly benefit from this, then I could (1) stop healing and (2) use Zen Meditation to take away the mind-stunning (or whatever) spells.