![]() ![]() How can this be? Why am I still playing one? Why does the community at large think they’re terrible? What can be done to fix it? So brewmasters aren’t so popular anymore, but they’re still as powerful as ever. Also, since this group is made up of mostly trinkets, I can easily share it between my tanks. I did this because the main defensive cooldown group was getting too busy, especially on the demon hunter. Item cooldowns have been moved to their own group (trinkets, artifact spells).Charges having their own icons emphasizes the psuedo-resource state of these abilities. I made these changes to emphasize when I am full on charges of active mitigation, or when I am about to run out completely.Demon Spikes, Empower Wards, and Soul Barrier are now grouped and displayed as “pills”, with Demon Spikes getting one icon per charge.Ironskin (& Purifying) Brews are now displayed as “pills”, one icon per charge.I made these changes because in my experimentation, I found it incredibly useful to see the abilities whose relative importance depends on my current or max health displayed in the same way.It’s designed to sit on top of the health bar so you can easily compare the two. Stagger is still a bar, but it’s no longer color coded (since you typically don’t decide when to Purify based on color in Legion).Soul Cleave prediction is now a bar that displays your estimated Soul Cleave compared to your max health.The biggest changes you might see if you import these are: These two talents were built in a time when infrequent defensive cooldowns were necessary, and clung to that ideology even when tanks changed to value frequent defensives much more.īut, in 7.1.5, that’s all going to change!Ĭontinue reading “Brewmaster 7.1.5 Talent Changes” Dampen Harm could be used to reduce those giant physical attacks, but if it was used at the same time as Ironskin it was unlikely to even trigger. Diffuse Magic could reduce magic damage pretty well, but why waste a talent on it when Ironskin Brew is nearly as good, and most boss burst magic were designed to be countered by frequently usable active mitigation anyway. Compared to Ironskin Brew, both abilities were ineffective. In a world where big defensive cooldowns were neutered, and active mitigation was molded to fill that role, Diffuse Magic and Dampen Harm fell into disuse. The choice between the three talents was always compelling and varied the universally useful (but minor) Healing Elixirs, the strong damage reduction (but restricted uptime) of Dampen Harm, and the impressive magical damage reduction (but situational use) of Diffuse Magic.īut when the tanking paradigm changed in Legion, these talents suffered. Throughout Mists and Warlords, our level 75 defensive talents have been exemplary. It’s like I built a tolerance to it, always craving a stagger that’s higher than the one before. Why should I ever purify such a small number? It’s such a chore, to have to purify in a dungeon when I just faced off against Guarm, a tiny 10% stagger compared to my earlier 110%. ![]() Whenever I fight weaker bosses, that low level of stagger leaves me unsatisfied. There’s some gambling there, trying to get the pool high before cashing out, or before losing it all. When I see my stagger start to rise, I want to Purify at the highest point, before it goes back down. And then you can see exactly how much damage you’re throwing off with every purify. You can see exactly how hard that hit was in how much stagger you have. But the feedback is nowhere near as obvious as on a brewmaster. Maybe you got hit by the same attack without active mitigation up before, and now you see just how much more health you have remaining when you got your timing right the second time. On any other tanking class, you can imagine how much damage you just reduced. I get a little surge of happy brain chemicals, like you get with most games, but it’s built into the class. When I see my stagger reach really high numbers, and I purify it mostly away, it’s like a drug. Tanking something that hits hard feels so damn good on a monk.
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