2.1.
New Content
The Midnight Season 1 has launched, and comes with new things to play with, including
a new Tier-Set, to three new raids, as well as the beginning
of the Mythic+ and PvP Season 1. There is a lot of new content so, if you
want to check out anything new, make sure to head over to the dedicated sections!
2.2.
Class Tuning
For the start of Season 1, Windwalker did not receive any tuning in the announced
March 17th patch notes. However, Blizzard mentioned that you can expect many things to change in the
first few weeks of the Season. We will ensure to update this guide as soon as new changes occur,
or new theorycrafting findings have been made.
When it comes to tuning adjustments, our next planned pass is expected to arrive
with the Midnight Season 1 launch on March 17. Our next pass will follow immediately
afterwards utilizing data gathered during the week Heroic difficulties are available;
these changes will go live with the launch of Mythic raid difficulty and Mythic+ on
March 24.
Beyond these dates, we will look to perform more tuning passes based on data gathered
during the starting weeks of Mythic difficulty for Season 1 and the March on Quel’Danas
available the week of March 31.For these two passes we err on the side of caution with
the amount of tuning we do until their respective Mythic end-bosses die to avoid being
overly disruptive to progression. After these key dates we will have several check-in passes
planned roughly a month apart. Once players obtain higher item level and better optimized gear
sets, the throughput of several specs will shift up or down relative to others and we feel
it’s important to be diligent in looking at the current state of class balance as time goes on.
2.3.
Midnight Changes for Windwalker Monk
With Midnight, there are a large amount of changes
to Windwalker Monks, both for the Spec itself as well as changes to the Monk
class in general. The main goal behind these changes is to prune the excessive
number of buffs and mechanics that you could track but largely ignored and to shift
damage back into the base abilities.
As a result of these changes, a lot of skills have been pruned or re-designed, and we
have outlined the most impactful changes below, highlighting how they affect your regular
gameplay compared to the version of Windwalker that you might already be used to. Fret not,
however, as the rotational gameplay loop is still very similar to the one that Windwalker
has relied on for years, so even if you are returning to the game with Midnight after a longer break,
you won't feel lost!
2.3.1.
Apex Talent: Tigereye Brew
Tigereye Brew is the new Apex talent node and is a callback to
Windwalker's original damage cooldown, although mostly in name only. As the tooltip
suggests, during combat you generate stacks that are then spent when you cast
Zenith
to increase your chance to Crit. Outside of combat it stacks back up to 10 very quickly, or
will maintain its stacks if you are already at or above 10.
Generally you do not have to play around this buff, as you should be naturally using
Zenith frequently enough to not need to worry about the cap of 20 stacks. The primary
way that this buff affect's your thought process is that it lessens the incentive to use both
charges of
Zenith back-to-back because the second use will have very few stacks.
Most of the time, spreading them out is a reasonable choice to make, but sometimes you will still
want to use them one after the other. This talent can be taken and ignored outside of the more extreme
min-maxing situations that may be figured out as time goes on.
After the first talent point, the other three are passive damage increases that don't change anything.
2.3.2.
Hero Talent Changes
Conduit of the Celestials is mostly the same as The War Within, except with the addition of
Invoke Xuen, the White Tiger as a button you press so that you can then press
Celestial Conduit.
Activating
Heart of the Jade Serpent has also been added to
Zenith instead of
Slicing Winds
which will take some getting used to.
Shado-Pan has also remained mostly the same, but has seen much of its Hero tree simplified.
Windwalker no longer has to track how much Energy you've spent in order to maximize your
Flurry Strikes,
Wisdom of the Wall has been simplified and the Shadow buff that provided considerable AoE has been
moved to a separate talent node with
Shado Over the Battlefield.
2.3.3.
Rotational Aspects
For the most part, the core playstyle and priority has changed very little, with the
design focus being on cutting out excess rather than changing what was already there.
Because of this, the general playstyle and button pressing remains largely the same
from The War Within, just with fewer buffs to track or ignore.
2.3.4.
Cooldown Adjustments
The largest changes to Windwalker is that
Storm, Earth, and Fire has been replaced with
Zenith,
Invoke Xuen, the White Tiger has been moved strictly into the
Conduit of the Celestials
talent tree, and the large haste buff from
Invoker's Delight has been removed.
Zenith functions almost identically to
Ordered Elements except is is now a cooldown that you can use.
Because it has two stacks and a variable cooldown, able to be 60, 70, 80, or 90-seconds,
Zenith provides an
enormous amount of flexibility in how often you use your cooldown.
Zenith can pivot between 1-minute, 90-second, 2-minute,
and 3-minute cooldown usage easily with minor changes to the talents. However, with the loss of things like
Invoker's Delight,
Windwalker lacks some of its burst capability that many people will have been used to from The War Within.
This is largely the new norm for most specs, but it will be quite different at first.
2.3.5.
AoE DPS
With the changes for Midnight, most of Windwalker's AoE damage profile is squeezed into
Fists of Fury and
Slicing Winds.
Spinning Crane Kick is very week compared to other abilities and will rarely be used, even in AoE. Because of this,
Windwalker will likely be considerably weak in AoE, even compared to The War Within.