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Legion Monk Class Changes
2016/12/01 시간 16:26에 마지막으로 업데이트 됨
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This post covers all of the changes to Monks in Legion: talents, spec-specific abilities, artifacts, class changes, spell animations, glyphs, and tier sets.
Leveling 1-20 Guide
Wowhead has guides to each spec written by popular
community members, linked above. The Brewmaster guide is written by
, the Mistweaver guide is written by
, and the Windwalker guide is written by
New to Legion, you can also create and submit your own build guide! We designed a new user-friendly UI for writing class guides, which allows you to do the following new things:
Embed Talent, Honor Talents, and Artifact Calculator builds into the guide, with notes on each ability choice.
Leave tags specifying the skill level required for your build, and if it's suitable for different categories of PvE and PvP. Perhaps you're looking for a simple build for an alt, or something specifically for dungeons on your main.
Select stat weights and rank useful enchants, gems, and food.
Leave notes on any important items that impact your build, such as
To set up a Legion Class Guide, just go to "
Create New Guide
" on any guide page and select "Classes" from the guide category, then pick a spec. You can also set up a guide for a spec via the "Create New Guide" option on the
Legion Talent Calculator
Chi is no longer a resource for Brewmasters. Instead, energy spenders reduce the cooldowns on our active mitigation.
We no longer have any passive mitigation aside from
has been increased to 35%.
now works on magic damage at 50% effectiveness.
Mistweaver Monks are simplified so you can use the healing abilities you want without having to setup beforehand:
Healers now have a relatively static mana regen model. There is no longer any Spirit on gear in Legion. This means you will be able to utilize your full toolkit regardless of how much gear you have. There may still be regen increases via trinkets that give mana back or reduce spell costs, but Spirit as a stat is gone.
Chi has been removed from Mistweaver Monks. We no longer have Chi builders and spenders, instead you you have a variety of spells to choose from and it's up to you to choose the most appropriate one for the situation.
Stance of the Spirited Crane and Eminence have been removed from Mistweaver Monks. We can no longer translate damage directly into healing via Eminence. There are some talent builds that allow you to get back a similar playstyle, but we'll get to that in the talents section.
no longer has charges or stacks. It is now a single HoT, much more powerful than before, and it will jump to a nearby injured target if it overheals its current target.
removed and split into two abilities:
heals a target and two other targets near it.
is your large aoe heal.
no longer spawns Gift of the Serpent orbs. Our new
, is a percentage of our spell power applied to our direct healing spells including
now affects more of your spells and is a key part of being effective as a Mistweaver.
is no longer an active ability, but a passive channel that begins after you've cast
– Being able to move while channeling (formerly Glyph of the Floating Butterfly) has become baseline. Also requires a 1H weapon, most a non-issue once you get the Artifact,
– Formerly Storm, Earth, and Fire and
, with some additional modification. This is the other large change going into Legion. They've removed the individual control and summoning of the spirits. You will always be the Storm (blue) spirit. It now has two charges and a 1.5min cooldown, functioning as our large DPS increasing cooldown. Casting it once will summon the Fire and Earth spirits, if there are multiple targets they will jump to the targets and begin attacking them. Their first priority is tagging multiple targets for
stacks, prioritizing the target you're attacking last. However, if there are only 2 or 3 targets, they will attack and stick to their target. Pressing the button a second time will cause them to converge on your current target and remain there until that target dies or the buff runs out.
Raid-wide buffs are removed in Legion and only healers can mass-resurrect.
There are more spec-specific talents in Legion, with each talent tree row offering more playstyle variety--active, passive, and proc talents. In addition, there are less "themed" rows--eg mobility talents are split among rows, instead of being in the same row.
Create your own talent build with our
Legion Talent Calculator
and if you find a build particularly interesting, click on "Create a Guide" after selecting your talents and leave a little explanation to share with other beta testers!
Charging Ox Wave
Breath of the Serpent
Pool of Mists
The new max-level PvP Honor system allows you to select certain talents based on your Honor Level. These abilities selected will be active in addition to your regular Legion talents.
Rows 1 and 2 cover general talents, Rows 3 and 4 are Monk talents, and Rows 5 and 6 have spec-specific talents. Please check out the
PvP Honor Calculator
to create your own build and save it with commentary as a guide.
In Legion, more abilities are becoming spec-specific to enhance the fantasy for each spec. To see how an ability has changed each Legion build, click on the spell, and then view the "Changelog" tab on the spell page.
Increases the damage you delay with Stagger by an additional 40% for 6 sec.
A fast and efficient spell, healing the target for (200% of Attack power).
Now Brewmaster, Windwalker
Now Brewmaster only. 7 min cooldown, up from 3.
Changed and renamed. Previously Blackout Kick.
Now Brewmaster Only
- Windwalker & Mistweaver Only
- PvP Honor Talent Only
Elusive Brew - Removed
Desperate Measures - Removed
- Windwalker Only
Dizzying Haze - Removed
Ferment - Removed
- PvP Honor Talent Only
Legacy of the White Tiger - Removed
Stance of the Sturdy Ox - Removed
: Chug an Energizing Elixir, instantly refilling your Energy and Chi.
Your abilities deal 10% more damage when they are not a repeat of the previous ability.
: A fast and efficient spell, healing the target for (200% of Attack power).
Now Windwalker Only, 2 min CD up from 1.5. Instantly kills a creature with less health than the Monk's maximum health.
Can also be used on tough targets when they are below 10% health, dealingUse ancient Pandaren knowledge of anatomy to inflict mortal damage on an enemy. After 8 sec, the target will take damage equal to the monk's maximum health (to them.damage reduced against players).
Now Windwalker Increases all damage dealt by 10%.
Grants you and your allies within 10 yards 10% increased movement speed, and improves the functionality of Jab, Expel Harm, Tiger Palm, Blackout Kick, and Rising Sun Kick.
Now Mistweaver, Windwalker Formula simplified to 15033%% of Attack power)].
Now Brewmaster, Windwalker
Energizing Brew - Removed
- Brewmaster Only
Legacy of the White Tiger - Removed
Windflurry - Removed
Brewing - Tigereye Brew - Removed
Stance of the Fierce Tiger - Removed
Battle Trance - Removed
Your Effuse, Renewing Mist, Enveloping Mist, and Vivify also cause a gust of healing mists, instantly healing the primary target for (X of Spell power).
Unleash a rapid twirl of healing bolts at up to 6 allies within 25 yds, every X sec for 3 sec. Will heal affected targets twice.
Each bolt heals the target for (90% of Spell power), plus an additional (60% of Spell power) over 6 sec.
Now Mistweaver, Windwalker Formula simplified to 15033%% of Attack power)]. Cost changed from 2.0% of base mana / 1 Chi to 1.0% of base mana / 3 Chi
A fast and efficient spell, healing the target for (200% of Attack power).
: Returns all dead party members to life with 35% of maximum health and mana. Cannot be cast when in combat.
Now Mistweaver only.
Uplift - Removed
Brewing - Mana Tea
Crane Style Techniques - Removed
Detonate Chi - Removed
Focus and Harmony - Removed
Internal Medicine - Removed
Jade Mists - Removed
Legacy of the Emperor - Removed
Meditation - Removed
Stance of the Spirited Crane - Removed
Stance of the Wise Serpent - Removed
Attack with the palm of your hand, dealing to 105% of Attack power) damage
Windwalker: Tiger Palm has an 8% chance to make your next Blackout Kick cost no Chi. Generates 1 Chi.
Brewmaster: Reduces the remaining cooldown on your Brews by 1 sec
- Mistweaver Only
- Brewmaster Only
Jab - Removed
Nimble Brew - PvP Honor Talent Only
- Brewmaster & Windwalker Only
- Windwalker & Mistweaver Only
- Windwalker Only
- Windwalker Only
Surging Mist - Removed
Tiger Strikes - Removed
Artifact Weapons and Traits
Brewmaster Fu Zan Calculator
Mistweaver Sheilun Calculator
Windwalker Fists of the Heavens Calculator
Our Artifact Calculators, linked above, let you browse traits, relics, and appearances in the modelviewer.
Our class guides have recommendations on how to spend Artifact Power and choose Relics.
comprehensive Artifact Weapon guide
covers the following:
All artifacts by spec
: any hidden abilities like
, and flavor effects like
: their perks, costs, how to acquire traits, and max level bonus traits.
: how they increase ilvl, how they modify traits, and how to acquire them.
: your first one and later ones for offspecs.
: how this increases the rate at which you acquire Artifact Power, how to increase your AK level, how much extra AK you get at each rank.
: Every appearance organized by spec, how to get them, and modelviewer and video links.
Artifact Lore, Wowhead's Art Interview on Artifacts, and FAQ.
Monks have class-specific sets from Raiding and PvP, as well as from the Order Hall. Dressing Room links and more armor sets are found in the
Legion Armor Guide
Major glyphs have been removed in Legion and cosmetic effects have either been converted to minor glyphs, toys, or class books sold on vendors.
. Sold by
in Peak of Serenity for ..
Class Fantasy and Gameplay Blog
The following information has been taken from Blizzard's
Legion Class Preview Series: Monks
The brewmaster is a quirky character, though dangerous when underestimated. Brewmasters may seem to struggle with balance as they chug their concoctions in the middle of a fight, but this unpredictable behavior is far from foolhardiness. Most opponents barely have time to process the erratic nature of the brewmaster’s fighting tactics before they find themselves laid low—possibly the result of a keg smash to the head. When an opponent actually manages to land an attack, it’s often unclear how much the brewmaster feels it . . . if at all.
"The brewmaster is a quirky character, though dangerous when underestimated."
The gameplay for Brewmasters hasn’t quite fit their archetypes to this point. Rather than being the tricky martial artists, staggering around with an evasiveness that frustrates their opponent while being a little squishy when taking an unmitigated blow, Brewmasters have been more focused around large absorption shields and clutch self-healing. Our new design approach is to get more gameplay depth out of their strong, thematic abilities. Instead of Chi as a resource, which had little depth for Brewmasters, we’re switching to charges on Brew abilities that other abilities still interact with.
Mistweavers are unique among those who heal. The energies they channel are mysterious, oftentimes misunderstood by commoners—who rarely travel beyond the borders of their homelands—as some form of folk medicine. But those who weave the mists wield the power of life’s essence, using a mixture of preventative and restorative spells to mend their allies’ wounds. The inner tranquility that guides mistweavers allows them to sustain their healing for long periods of time, and gives them the strength to care for multiple injured allies.
...those who weave the mists wield the power of life's essence, using a mixture of preventative and restorative spells to mend their allies' wounds.
Our goal with Mistweaver Monks is to accentuate the existing characteristics that define them, and resolve some core gameplay issues. In simple terms, this means we’ve redesigned their abilities so that you can directly use the spells you want rather than having to set up an excessive amount of other abilities first.The most prominent example of this was Renewing Mist, which served primarily as a setup for Uplift; we’ve reworked Renewing Mist to stand on its own, and replaced Uplift with a couple of new spells: Vivify and Essence Font. In addition, a new passive Soothing Mist mechanic gives Mistweavers a unique healing style with variable efficiency, over which you have more direct control.We’re also focusing Mistweavers solely on healing, rather than supporting a type of mixed attack-healing gameplay that felt awkward and ultimately didn’t live up to our goals for the spec—it was unintuitive, and chiefly useful as a mana management tool. Lastly, Mistweavers will now use Mana, not Chi, as a resource, since it reduced choices and restricted gameplay in many situations.
Among monks, none have mastered the martial arts as the windwalkers have, and few across Azeroth can fight with their grace. Windwalkers possess unparalleled physical finesse, and are capable of overwhelming their enemies with a dizzying flurry of punches and kicks. Their skill comes primarily from a lifetime of intense training and discipline, but the power they exhibit is shrouded in more mysticism than meets the untrained eye. The combination of their peak physical conditioning, state of inner calm, and leveraging of mystical chi makes windwalker monks a true force to be reckoned with.
Windwalkers possess unparalleled physical finesse, and are capable of overwhelming their enemies with a dizzying flurry of punches and kicks.
Similar to Brewmasters, here we focused on getting more depth out of less complexity. Windwalkers’ new Mastery, Combo Strikes, encourages mixing a variety of abilities, which provides a constant gameplay hook that influences every ability they use and draws inspiration from classic fighting games. In addition, we’ve polished Storm, Earth, and Fire to remove some cumbersome mechanics. Windwalkers still use a combination of Energy and Chi, along with a heavy dose of short cooldowns.
Monks were introduced in Mists of Pandaria, and their story is woven directly into the expansion’s rich and vibrant lore. Monks bring a unique martial arts style to any fight, and harness an exotic form of magical energy that’s unfamiliar to those who practice other arcane arts. They seek spiritual balance in life and in combat, and as dangerous as Monks can be on the battlefield, they’re rarely looking to pick a fight without just cause. They view the world through a different lens, finding power through serenity and inner peace—then expressing it through artful combat techniques and powers that mend life. Perhaps most surprisingly, Monks are also adept at producing powerful brews they consume to aid them in battle.In Legion, we’re focusing on making sure Monk abilities and gameplay better match the class’s vivid backstory. We’re also looking at abilities that already lend themselves well to the Monk’s character, but whose mechanics are in need of polish.
Blizzard has lately been very
active on Twitter
, posting clarifications on Legion developments in response to user questions. We track all of the significant tweets with our
Blue Tweet Tracker
, which lets you filter conversations by class and role.
These class tweets are grouped by month and topic--some of the earlier tweets are included for archival purposes, but may reflect outdated design choices.
All November 2015 Tweets (Click to view)
Fistweaving (and Gladiator Stance) will not be joining us in Legion.
We love the fantasy that each of those “subspecs” promise, but leaving them as subspecs has proven to be problematic, making us unable to properly deliver on their fantasy. Trying to support two different playstyles within one spec restricts how much we can focus and bring out the strengths of either of them. We still love both of their concepts, however, and will look for opportunities to bring them back in the future.
Fistweaving in particular ended up being used mostly as a mana management tool to support Serpent Stance, instead of a damage/heal hybrid, which didn’t support its fantasy well. While we recognize that the initial goal for Mistweaver Monk -- combining a ranged healer with a melee healing style -- attracted some people to the class, quite a few things have changed since then. Most importantly, there’s been a huge shift away from smart heals in Warlords, which is continuing in Legion.
Mistweaver gameplay for most players was centered around their ranged healing spells, and our focus for the spec in 7.0 consists of reinforcing their unique array of healing tools and adding talents and artifact powers that support this style.
In the latest Legion Alpha build, tanks and healers will notice significant changes to the tuning on many of their defensive abilities. These may appear to be “nerfs” at first glance, but are actually part of a widespread adjustment to improve overall tank (and tank healer) gameplay, that includes reducing the strength/frequency of defensive cooldowns, and adjusting creature tuning to compensate.
Over the course of Warlords of Draenor, tanks have been mostly self-sufficient, providing the vast majority of their own survival, with only minor direct assistance required from healers. Encounter design has unfortunately reinforced this, focusing tank damage into more and more bursty moments in an attempt to challenge tanks. This has made long-cooldown defensive ability usage more and more important, while also further trivializing direct healing requirements.
For Legion, we want to return the overall tank gameplay to a more stable environment. In that, we have laid out some specific goals that we aim to hit:
Tanks will require more direct healing. This will also improve on healer gameplay, as it’s more engaging when there’s a mixture of the types of healing that need to be used on any single encounter.
Active Mitigation abilities for tanks (such as Shield Block or Death Strike) should feel rewarding, allowing an experienced tank to meaningfully reduce damage taken.
Healers should care about the time and mana required to heal tanks, so that taking less damage as a tank is considered valuable.
Tanks and healers’ long-cooldown defensive abilities (such as Barkskin or Shield Wall) should feel like a valuable resource. These abilities should be strong, but not necessarily available for every danger during a specific encounter.
Tanks should have much more survivability than a non-tank. However, they don’t necessarily need to be extremely more sturdy. If the difference in ‘tankiness’ between tanks and non-tanks becomes too much of a gap, we then risk having situations such that if any one add gets loose, it’s likely to instantly kill any poor healer or damage dealer they hit–as the damage that these creatures deal would need to be exponentially higher to offset the sturdiness of the tank. This also brings a risk that tanks would opt to ignore enemy abilities that are designed to be dangerous to non-tanks, just taking those relatively minor blows rather than trying to avoid them as intended.
In raid encounters, tanks should spend more time tanking, and less time waiting for their turn to tank.
Tanks should be able to handle solo content quite effectively. They need to do less damage than dedicated damage dealers, but that difference can be moderate. It doesn’t have to be a massive difference.
Looking at these goals, we’ve made the following changes for tanking in Legion. We hope that these explanations will help you understand the bigger picture, in that these should be viewed as an overall improvement to the style of tank gameplay, rather than nerfs.
In order to ensure that tanks require direct healing from healers, we’re increasing the amount of damage that makes it past a tank’s mitigation. This will include reducing or removing passive defensive abilities, along with the below changes.
We’re toning down how frequently you’re able to use Active Mitigation abilities. This change will generally affect the length of their cooldowns, and not necessarily the strength of the ability. We believe these abilities are important to tank survival; but, when the uptime on these abilities gets too high, skill in knowing when to use them strategically matters less.
EDIT: Passive healing from healers (such as Beacon of Light) will be toned down, and other tank heals adjusted to compensate.
There are many long-cooldown defensive abilities that will be able to be used less frequently, and, in some cases, these abilities may be weaker. Many of these abilities are currently either too numerous or usable too frequently, resulting in a strong cooldown for almost every threatening moment of every encounter.
Encounter design will be adjusted to account for these changes. Overwhelming burst damage will be toned down, in favor of more steady and consistent damage on tanks.
The damage of creatures that are intended to be tanked in group content will be reduced overall, in order to ensure that tanks can still perform their role just as well as before.
Damage output by tanks will be increased, and their scaling with gear will be improved. This is being done so that tanks can stay in-line with damage dealers as a group gears up together.
Please note that many of these changes are preliminary, and we’ll be tweaking our changes based on testing and feedback. We’ll continue making adjustments as the Alpha moves along, until classes are in a more balanced state, and we look forward to hearing your thoughts throughout this process.
For more info on the latest Legion Alpha changes, see our summary thread:
A lot of great discussion here, and we share a lot of the concerns (even the cynical ones), and will be doing our best to actually meet the stated goals.
Tanks will indeed have much more health than DPS; apologies if that was unclear. It's just that their total effective health can safely be in the 5-15x of a DPS range, doesn't need to be 50x. 50x is kinda silly. Raid bosses will still 1-shot DPS, and that's fine.
Healers are being adjusted with tank healing in mind.
The comments about tanks spending less time waiting for their turn to tank isn't an indication that they'll be expected to run around more, just that they'll have more engaging encounter gameplay.
We especially look forward to more feedback based on playtesting; thanks for what you've given so far! This is going to be an iterative process, and we'll keep adjusting based on it. It surely isn't perfect yet, but we'll keep reading, responding, and tweaking!
Are encounters going to be tuned to have longer time-to-kill for tanks as well?
I ask because in a world where tanks need to be actively healed, dying so quickly that they must be spammed all of the time (read: less than 3 or 4 seconds for 100-0) just leads to a WotLK situation where one person gets to spam the tank forever and everyone else ignores it and nothing is really any different.
Absolutely, yes. It's very important that this is the case.
I'd like to note that "use Active Mitigation to avoid X ability" isn't usually engaging gameplay. How about I use AM because it helps me survive a powerful attack, not because I get a debuff if I don't.
Binary AM checks like you mention will continue to be extremely rare. They're still an interesting mechanic to see everyone once in a while, but will not be common. Sorry if what I said gave the impression otherwise.
In regards to tank healing, I am very much a fan of "Many hits to be killed, many heals to be healed." This adds variety and allows the engaging task of healing prioritization (i.e. what makes healing fun).
Most of the posts on here have pretty much already spelled out the problem which is scaling. Once you start scaling these heals more than you scale the HP pools, you run into near instant top offs. Then this begins the slippery slope of competitive (raids) top offs, and the trivialization of mechanics. Then the mechanics become more bursty to make healing more engaging and the cycles repeat.
More attention needs to be paid to ensuring that the gear scaling doesn't lead to instant topping off, so that encounter design no longer needs to keep ratcheting damage to extremely bursty levels. Exponential gear curves work great for DPS, but terrible for healing and tanking. We are of a symbiotic relationship in this regard.
We generally agree with this thought process. The fact that tank healing gets spikier as ilvls rise is a huge problem that we're making some significant changes to help address. Most notably, Spirit's removal, and the changes to how secondary stats scale with ilvl will help. The % of a tank's healthbar that you can heal per second went up over the course of Warlords, by a massive amount (probably about 3x). We don't want it to not go up (it gives a good feeling of progression), but it should only go up a little (probably to 1.5x).
I echo the sentiments of other tanks in this thread regarding the removal of active mitigation abilities. Being responsible for accurately recognizing and appropriately responding to potential threats is fun, is engaging, and does not need to be changed. Requiring active responses to incoming damage increases the skill cap, and is one of the things that allows good tanks to outshine other more mediocre players.
We agree with your sentiments; perhaps my wording was not clear. We are not removing active mitigation abilities; we're making them more active. Apologies of my original post was unclear about that. Currently, you can maintain 70-100% uptime on most rotational active mitigation, making them rather passive-feeling. By making them 40-60% uptime, the choice of when to use them becomes more skillful.
On the topic of tank offense, we see lots of discussion about how tanks need to have ways to trade defense for offense, such as choosing to use resources on defensive abilities or offensive abilities, what choices they are for that, how effective they are, etc.
We actually completely disagree with that whole premise, because it leads to a lot of un-fun cascading effects. You may focus more on damage, and frustrate healers with needing more healing. You may focus on your assigned role of tanking, maximizing defense, while doing meager damage. While there are definitely upsides (it can certainly be fun trying to ride the line of not giving up too much defense, while maximizing offense), there is a better way.
Instead, we think that how skillfully you play your class should affect both your offense and defense. If you're trying hard to play your character well, you should be performing well at all of your jobs, and that includes both survival and damage dealing for tanks, not sacrificing one for the other. You shouldn't have to give up your mitigation in order to deal respectable damage. You shouldn't have to accept doing trivial damage if you want to really make sure you survive and minimize healer assistance. Both of those goals should be aligned, and you should be rewarded for playing well with great damage and survivability.
We won't be removing absolutely all damage/survivability tradeoffs, but the few that remain will be significantly toned down.
Links to major datamining updates:
22201 on July 12
22133 on July 5
22053 on June 28
22018 on June 23
21996 on June 21
21952 on June 14
21874 on June 8
21846 on June 2
21796 on May 26
21737 on May 19
21691 on May 9
21655 on May 5
21570 on April 27
21531 on April 21
21491 on April 13
21414 on April 6
21375 on March 30
21287 on March 17
21249 on Mar 9
21215 on Mar 3
21134 on Feb 23
21108 on Feb 18
21063 on Feb 10
20979 on Jan 27
20914 on Jan 13
20810 on Dec 15
20773 on Dec 2
20740 on Nov 20
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