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10.2.5
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The Zen Garden: (Off-Topic)
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Post by
Adamsm
I honestly hope they don't; it's nice for a tank, since you can just use that and Harm to get the Chi needed to open with a Guard after all.
Post by
Thror
MY KEG SMASH FINALLY DOES NORMAL DAMAGE. THANK YOU PATCH.
Dizzying Haze targetting reticule is still broken. Oh my god /exaggerated sigh+facepalm
Post by
Rankkor
And here is another question for the lucky sods in the beta.
Its about this spell
Crackling Jade Lightning
I can't find how much energy it costs, everywhere I see its mana cost. Can this be used as windwalker/brewmaster spec? how much energy it costs? does it has a cooldown? Does it hit particularly hard? would it scale with AP? or this is only scalable with SP and thus only useful for mistweaver monks?
Post by
Adamsm
It can, but it drains your Energy to nothing so it's a useful/useless ability.
Post by
Rankkor
It can, but it drains your Energy to nothing so it's a useful/useless ability.
but how much energy does it costs? 60? 80? all 100?
Post by
Thror
It used to cost 30 energy per every tick the lightning does. Currently it costs 0 energy per tick, which I suspect is a bug. It would usually drain you out of energy sooner than the actual channeling of the spell finishes. It can be used as Wind/Brew. It does not have a cooldown. It hits for roughly 10-15k in my epic PvP gear. I assume that means it scales with AP somehow.
Crackling Jade Lightning is the only ranged damage ability that Brews and WWs have, and it should only be used when you really need a ranged ability for something. I like to use it to destroy explosive thingies from a long range, or to shoot down insectoids when I am bored during the last boss in the Gate of the Setting Sun instance, or during the second boss event in Niuzao Temple, when all my party members are very overzealous with throwing pods and the other alternative would be just stand there and do nothing. But otherwise it is not better than any other ability that we have.
Post by
Rankkor
ahh.
Thanks.
Yes I was asking because one of the things I don't like about my DK is our lack of ranged spells that can be used reliably.
Other than death coil and howling blast, we don't really get much to use, which makes soloing some content to be really hard. I always have to struggle when soloing the Battle for Mount Hyjal because when the gargoyles and wyverns show up, I just can't hit them.
So, with the monk I wanna know if I'll have any ranged attack at all, because all I've seen for brewmasters and windwalkers is melee.
Post by
Adamsm
Well the Ox Stance nerf happened; down to 15% health now rather then 30.
Post by
Rankkor
Well the Ox Stance nerf happened; down to 15% health now rather then 30.
Everyone saw it coming from a mile away.
I'm still amazed that they are dead-set on ABSOLUTELY NOT adding an armor modifier to the Ox Stance.
Post by
Adamsm
Well the Ox Stance nerf happened; down to 15% health now rather then 30.
Everyone saw it coming from a mile away.
I'm still amazed that they are dead-set on ABSOLUTELY NOT adding an armor modifier to the Ox Stance.
Stance reduces damage taken by 25% though.
Post by
Rankkor
And there you go, they fixed Crane Kick.
As it should be, it only gives chi if it hits at least 3 targets.
I mean really, imagine if ret pallys could use divine storm to max their holy power before every pull or every fight? secondary resources should not be so easy to gain out of combat.
Post by
Thror
Where did you get that information?
Sounds like a good change, but I think the problem with SCK generating Chi wasn't only in how you could spam up to 4 Chi before a fight, but mainly in how SCK was actually better than Jab in a single target rotation, because it did quite a bit more damage, and generated the same amount of Chi. On a single target, the Chi generator priorities used to be: Keg Smash > Jab when Power Strikes is up > SCK. Now it is Keg Smash > Jab. You can still generate 4 Chi before a fight by using Expel Harm and Jab on dungeon critters.
Post by
Adamsm
You can still generate 4 Chi before a fight by using Expel Harm and Jab on dungeon critters.
Yup; there's also a fun bug where you can target mobs and hit Keg Smash and still get the Chi even though it doesn't hit them.
Post by
Rankkor
You can still generate 4 Chi before a fight by using Expel Harm and Jab on dungeon critters.
Well............ one step at a time bro'
Next, they could add another change to make it so that Expel Harm only gives chi when used to heal yourself (And I mean heal actual damage, not overheal) and harming targets that give exp and honor.
As for using Jab on critters.......... I don't really see that as being much of an exploit, seeing as critters are usually in limited supply.
I just don't see it as a good idea to have a skill you can just top your secondary resource that quick. Specially when said secondary resource does not diminishes over time. If they've gone out of their way to prevent warriors from rage-capping before a fight, and DKs from RP-capping before a fight, and non-healing pallys from Holypower-capping before a fight, I don't really see the logic of allowing monks to chi-cap before every pull.
Post by
Adamsm
Mainly because, Monks need the Chi to pull off any of their specials; a DK can use his runes, bears have the shape shift, Pallies have mana, Warriors can get rage through abilites. Entirely possible they'll change it so they can't do it in places like PVP, but when it comes to PVE, there isn't much wrong with 'letting' monks get that....since you know, if we don't have the Chi, no Guard to open with to make sure we don't eat a heavy hit or Tiger Palm to put up a solid debuff to make us hit harder against targets.
Post by
Thror
I just don't see it as a good idea to have a skill you can just top your secondary resource that quick. Specially when said secondary resource does not diminishes over time. If they've gone out of their way to prevent warriors from rage-capping before a fight, and DKs from RP-capping before a fight, and non-healing pallys from Holypower-capping before a fight, I don't really see the logic of allowing monks to chi-cap before every pull.
There is no logical reason behind this comparison. Why should a Monk be unable to cap his Chi when a Paladin can not cap his Holy Power? (Besides both monks and paladins can start every fight with maxed out chi/HP if they are Mist/Holy. You are way too melee-centric.) Why do you think you can just compare resource systems like that? Apples to oranges man.
The only thing that matters is: Is it a game breaking advantage when a monk starts the fight with 4 Chi? No, it isn't. You get to do a BCK and Absorb 2 globals sooner,
big deal
.
I still think that the main reason for nerfing SCK Chi generation was that it was very superior to Jab.
Post by
Adamsm
I still think that the main reason for nerfing SCK Chi generation was that it was very superior to Jab.
Aye.
Post by
Interest
How interesting. Monk is finally alphabetized in the class forums section (dropdown menu)
Post by
Rankkor
'course they are, only WE (the DKs) deserve to be at the top.
Those are the rulez.
Post by
Adamsm
You know, I like the fact that Tiger Palm now costs no Chi as a Brewmaster; is very very nice.
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