5/20/2023 0 Comments Brewmaster rotation![]() We've been doing a slight rework of some of the Brewmaster's mechanics. ![]() there's like 5 choices where 2 are useless and the rest is like "whatever". but I don't really remember many bleed effects on pve.Īnd that's it. the other one from fort brew (the one related to bleed) is ok. and brewmasters have really dull choices. as a mistweaver I honestly only applied 1 major glyph because the others felt useless or pvp oriented. One thing that I found REALLY underwhelming are monk glyphs. now how about that rotation tweaks and number tunning? because killing one at a time is taking up to 20 seconds. In those new builds, killing mobs is SO painfully slow that i'm getting the point where I just aggro half a dozen mobs and cheese them with SCK > BoF and enjoy my almost perma disable. We NEED something in return from power strikes nerfs. I'm pressing something (given that things to miss, and god forbid you if KS misses) every 2-3 sec. in the 8 seconds between that I have enough resources to perform TWO attacks. KS > BoK and accept 1-2 sec gap in between BOK refreshes. but rotation feels SO slow, that so far what i'm doing is: and when you have limited resources (enphasys on the "limited") and a few choices you'll always going to pick the best one and forsake the rest. We still have to syphon most of our resources to BoK, because it's the best choice by eons. now it got nerfed, likely because of windwalkers swimming in resources, and brewmasters got nothing in return. With 15 sec power strike we could ALMOST have a good rotation (almost. I can see birds migration in between my key presses. It's just flat out "have this weaker interrupt, when everyone have it on lower CD and cost free. like "here, have this interrupt with a cost, but more powerfull". it's a guaranteed headache down the road just for the sake of having a "flavourish/weaker" interrupt. It's beyond me why this hasn't been fixed yet. You guys are REALLY going to gamble on this? Just so we can come here down the road in fights where interrupts are needed and it will be a major issue. why this skill STILL have 25 sec cooldown AND a cost? so before it gets nerfed in a dumb way, i'd much rather see it fixed. So you can pretty much disorient everything in front of you for 3 seconds every 6sec or so. it's disorient effect doesn't have a diminish return. Yesterday I got back to beta and here are the issues I've found:Ĭurrently.
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