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Krazyito

Monk Tier 16 (T16) Set Bonuses

9 posts in this topic

Brewmaster:

ability_rogue_feigndeath.jpgT16 Brewmaster 2P Bonus -  When your monk_ability_summonoxstatue.jpgBlack Ox Statue ability_monk_guard.jpgGuards another player, you also get a ability_monk_guard.jpgGuard for 8% of that amount.

ability_rogue_feigndeath.jpgT16 Brewmaster 4P Bonusinv_misc_beer_06.jpgPurifying Brew also heals you for 15% of the amount of staggered damage cleared.

 

Mistweaver:

ability_rogue_feigndeath.jpgT16 Mistweaver 2P Bonus - When tradeskill_inscription_jadeserpent.jpgGift of the Serpent spheres heal a player, they gain an absorb for 45% of the amount healed.

ability_rogue_feigndeath.jpgT16 Mistweaver 4P Bonus - When your ability_monk_renewingmists.jpgRenewing Mist heals a target, you have a 4% chance to cast a ability_monk_chiwave.jpgMist Wave healing bolt at a nearby low health friendly target

 

Windwalker:

ability_rogue_feigndeath.jpgT16 Windwalker 2P Bonusability_monk_palmstrike.jpgCombo Breaker: Tiger Palm increases the damage of ability_monk_tigerpalm.jpgTiger Palm by 40%.  ability_monk_roundhousekick.jpgCombo Breaker: Blackout Kick increases the damage of ability_monk_roundhousekick.jpgBlackout Kick by 40%.

ability_rogue_feigndeath.jpgT16 Windwalker 4P Bonus - Every 10 stacks of ability_monk_tigereyebrandy.jpgTigereye Brew consumed cause your next ability_monk_risingsunkick.jpgRising Sun Kickability_monk_roundhousekick.jpgBlackout Kick  or monk_ability_fistoffury.jpgFists of Fury to consume 1 less Chi.

 

 

Opinions on 2pc:

  • Brewmaster: This is a flat increase to your survivability. You gain a shield every time you do enough damage to shield someone else..  albeit a very small shield but its an absorb nonetheless. This also increases the value of crit to allow you to do more damage to gain more shields (on top of do a ton of damage as a tank)
  • Mistweaver: Very Bad.  Healers are already littered with "smart heals" and absorbs. Then put the 2 together? No it just does not work.  This will make up less than 2% of your total healing on most fights. Stacked up fights may find a better use, but its still pretty shit.
  • Windwalker: Flat increase to Tiger Palm and Blackout kick when you proc combo breaker.  Decent increase in DPS.

Opinions on 4pc:

  • Brewmaster: I feel this is a good bonus, though I will sorely miss the old one.  This has the potential to be very good when you need it, but also be crap when its mediocre. Regardless, the buggest effect of this bonus will come into play when you're taking huge hits and are pretty low on health.  The other side of it is if you take the giant hit but you are so stacked with absorbs that you barely dent you health, the heal will go to waste.
  • Mistweaver: Decent bonus.  The very first version of this spell on PTR was absolute madness.  You would have chi waves shooting off like fireworks on the biggest holiday of the year.  Sadly, it will not go like that on live, but this current version is just barely good enough to be worth it.  It will usually be about % or so of your healing. Remember NOT to go for 5pc, because there are 2 pieces with mastery gear and as I ALWAYS stress, mastery is the shittiest stat for a mistweaver.
  • Windwalker:  It's no doubt an increase in DPS allowing you to use more chi (or even combo some chi finishers together quicker because of the cost reduction) but in the end its still kinda "meh".  Its worth going for, but windwalkers are already in danger of chi capping too much.

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I am feeling so bad about my MW monk now =[

They have been nerfed pretty bad in 5.4 compared with all the other class healers...the tier bonus are just more that useless.......

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Yea.. Revival was fun in 25m... High haste breakpoints are going to be useless... a worthless mastery all tier and a 2pc that "tries" to make it seem stronger =/.

 

The 4pc is good enough (unfortunately) to go for it, but it still sucks that there is mastery on 2 pieces of gear.

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I have been wondering how the 2pc will work with the orbs expiring.  Basically wondering the following things:

  1. Will the absorb shield still hit players if the heal going to over healing?
  2. If so, the absorb will be 20% of an already 50% nerfed orb when it goes off.  Still, the amount of orbs coming out, would have to make this at least 'ok' rather than terrible.  Correct me if I'm wrong :)

Anyway, just some food for thought.

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I'm sorry, I don't have the answer those questions )=

 

I just know on PTR it was pretty shit and barely did like 1%~ of my healing.  I'm not breaking my current 2pc until I get 4pc.

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Hopefully they play with it on live, because if the expel does really give an absorb I can see it being at least somewhat useful, even with the low levels of mastery we go for.

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Does anyone think that that the stats for the tier pieces are backwards (for flex at least)?  The tank (Armor) set has haste on 4 pieces and none with mastery. The WW (Battlegear) set has mastery on 3 and haste on 2.  I understand that you can reforge about 35% or so of a stats you don't like to one you do, and these 5 are only part of your kit, but doesn't this seem backwards?

 

piece       armor        battlegear
 
hands        HE             MC
helm          HC             MC
chest         HC             MC
legs           EC             HC
shoulder    HE             HE
 
The other secondary stats seem more reasonable.  Am I mistaken?

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Yes it is backwards, Thats across the board though. Disc priests get mastery and no crit on gear.

 

If the gear was perfectly itemised you wouldnt need reforging.

 

This is why for some classes and specs its more lucrative to have the offset pieces and forego the set bonuses for the better itemisation. Especially seeing as the tier cannot be warforged this also means that offset pieces can be much better for you.

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