BlizzCon 2011: Early monk abilities and the dark side of the force

This is how it works. The basics are very similar to playing a rogue except that there is (currently) no auto-attack. You have a bar of chi that mimics the rogue energy bar. You also have a bar with slots for four light orbs and four dark orbs. The basic level 1 attack, Jab, consumes 40 chi (out of 100) with every shot and grants you both a light orb and a dark orb.
Also at level 1, you get an attack that consumes one light orb that does twice the damage of Jab. If the target is over 50% health, it inflicts three times the damage of Jab. At level 2, you get a kick that inflicts three times the damage of Jab and consumes two dark orbs but returns one if the kick kills the opponent.
So your basic attack sequence becomes: Jab a few times to build up orbs and spend chi, then use the light orb attack while the mob is over 50% health, then one or two dark side kicks to finish them off. Another variation is build up orbs using Jab on an easy opponent, then approach a new enemy and unleash your high-damage, orb-only attacks one after another. The mob will drop like a rock.
Level 3 grants you a fast, forward roll ability which is great for getting to the mob faster, though it will cost you chi. Level 5 grants you a flying kick attack similar to feral druid Pounce including the stun component. So now you can close with enemies quickly and stun them for a few seconds, allowing you to use Jab to build up orbs. By the time the stun wears off, you should have enough orbs to unleash your higher-damage attacks. The flying kick ability costs no chi but is on a 30-second cooldown.
Some people have been concerned about no auto-attack in all this, but I barely noticed. By the time multiple Jabs drained your chi, you have plenty of orbs for high-damage attacks. When you run out of those, your chi will have regenerated.
Though I only got to level 5, I found the class fun to play and look forward to seeing what other abilities the monk gets at higher levels. For more on the Pandaria new player experience, check out Joe Perez's impressions from Friday.
The news is out -- we'll be playing Mists of Pandaria! Find out what's in store with an all-new talent system, peek over our shoulder at our Pandaren hands-on, and get ready to battle your companion pets against others. It's all here right at WoW Insider!Filed under: BlizzCon, Monk, Mists of Pandaria
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Reader Comments (Page 3 of 4)
James Oct 24th 2011 10:49AM
Only worgen and goblins can't be monks at this point.
Amanda A. Oct 24th 2011 10:52AM
Everything but worgen and goblin can roll a monk, at this point.
Also, on a related note, pandaren are the first race that cannot be death knights. They just weren't in Kalimdor or Northrend until well after Wrath ended (with a notable exception.)
michiel.weggen Oct 24th 2011 10:53AM
All except goblin & worgen.
Amanda A. Oct 24th 2011 10:55AM
Of course draenei can be monks. First of all, the whole peace and balance thing is very draenei-ish. Secondly, there have been NPC draenei monks since BC. Granted, they're insane necromancer monks who you have to kill but... they exist!
Orrine Oct 24th 2011 10:57AM
I think that Worgen and Goblins can't be monks because their starting expirience is taking place at the beginning of cataclyzm. There were no panda teachers then on Kezhan or in Gilneas.
Kuro Oct 24th 2011 12:20PM
@I think that Worgen and Goblins can't be monks because their starting expirience is taking place at the beginning of cataclyzm. There were no panda teachers then on Kezhan or in Gilneas.
I dunno. They've explained away things like Goblin and Worgen DK's in the past without the bat of an eyelash as to timeline reasons like that. Blizz is really good at retconing thigns.
I think it might be a more mechancial reason -- dev time needing to create animations for extra races or not wanting to take the time to fit those two classes in those new, extensively phased, starting zones. For all of the other races you just drop a (soon to be obsolete) class trainer next to all of the other class trainers and call it a day.
I just hope they adjust it.
Boobah Oct 24th 2011 12:21PM
Well, the revamped starting zones for the other races take place less not much earlier; the Anvilmar quests take place less than a week after.
I suspect it's more that the worgen and goblin trainers are actually active NPCs and questgivers during the starting zone and there really wasn't a graceful way to integrate monk trainers into them.
Or, going back to the idea that the new animations for martial arts are tied to the new character models, it's also possible that the two newest races aren't getting the revamp and consequently won't have the monk animations.
There's also some indication that the Pandaren starting experience takes place right after the Cataclysm, since there's this whole thing about elemental spirits acting wonky. And it means that they're not experiencing weird time-shifting when they hit the mainland... that waits until they get to the Dark Portal.
yujie.max Oct 24th 2011 10:39AM
I promise I'll play one if they promise they'll give me one more character slot.
:
Revynn Oct 24th 2011 11:08AM
- " . . .and play a Pandaren monk two times in a row. (It was a short line.)"
This line intrigues me more than anything else out of the rest if the article. I can't imagine why a playable demo of the next expansion that shows the new class and race would have such a short line. I know there are a lot of Panda haters, but . . . Were you playing during the opening ceremony or something?
AudreyR Oct 24th 2011 11:20AM
They had stuff from all three current franchises. I imagine those excited for the next SCII expansion and Diablo III, along with the newest WoW expansion, were fairly busy trying to take everything.
Also, the tournament play this year was phenomenal.
Japith Oct 24th 2011 11:28AM
Anyone remember Panda Khan from TMNT?
http://tmnt.wikia.com/wiki/Panda_Khan
I had that figure as a kid. Looks like a less rotund version of the game's panda.
evoxpisces Oct 24th 2011 12:08PM
I remember! That guy was awesome! Not as awesome as Ray Fillet, mind you!
Vrykerion Oct 24th 2011 12:28PM
Now, if Pandaren do not have access to a Fusion Blaster, I will be sorely disappointed.
Sharlatan Oct 24th 2011 11:50AM
As a long time Rift player I find this disturbing:
"Another variation is build up orbs using Jab on an easy opponent, then approach a new enemy and unleash your high-damage, orb-only attacks one after another. The mob will drop like a rock."
I have horrible memories of champions charging you in pvp wiht a full 3 action points to spend right of the bat on a "finsher" before it was fixed. They REALLLY need to be careful how this is balances.
Bapo Oct 24th 2011 11:57AM
Worst case scenario, if it does become extremely OP, they'll probably move it to combo points style (where the orbs actually build up on your target) but atm, it seems more like a HoPo system.
brain314 Oct 24th 2011 9:12PM
Hopefully, it'll be no more OP than someone running in with a full bar of rage or runics.
evoxpisces Oct 24th 2011 12:04PM
I am ecstatic about the monk class! I have wanted to play one since Vanilla! So I will definitely be rerolling and this monk will become my new main. Not sure about which race I want though. I know everyone will be a Pandaren Monk and I really don't want to be "yet another Pandaren Monk". I also can't wait for the rebirth of fist weapons...my favorite weapon type! I can definitely say this though, that whoever this new monk class columnist is I will definitely be following him/her!
gabenerio Oct 24th 2011 12:36PM
To encourage steady damage, chi buildup, and a good rotation at early levels, I found this to be quite capable:
Jab - Tiger Palm - Jab - Blackout Kick - Tiger Palm, repeat
Say the opponent/creature you fight dies with Blackout Kick:
Jab - Tiger Palm - Jab - Blackout Kick (enemy dies) - Tiger Palm - Jab - Blackout Kick - Tiger Palm, repeat first rotation.
I would be interested to test these two against just straight Jab buildup; 3 Jabs early would give 3 light and dark force., which can set up for: 3 tiger palms, 1-2 blackout kicks depending on if the opponenet is killed, or Spinning Crane Kick and 1 Tiger Palm.
The 3xJab buildup rotation would give one the opportunity to try to dump a lot of damage in at one time and set up for a timed Blackout Kick, while my first rotation gives a steady flow of damage, but would require an extra jab or two to initiate a Spinning Crane Kick.
Greg Oct 24th 2011 1:14PM
But the biggest question of all:
What does the /train sound like? /roar? /cheer? /silly? etc.
Cowgirl Oct 24th 2011 2:08PM
It looks like Monks will be the first healer class without mana. Mana is so tied into healing now, that it will be interesting to see how they balance this. For instance, unless they update spirit to also regen chi, Monks won't want spirit on their gear. But if they do update it we could have Monk tanks rolling on spirit rings. Intel will also become less desirable to Monk healers, since they don't need the mana (although I assume the spell power would still be helpful). Also, you have all the other class abilities tied into helping restore mana during long fights, like a priest's Hymn of Hope. Will that now restore chi too, or just be useless to any Monk healers in the group? Balancing the chi regen between all 3 roles will be tough too. You want to make sure healers can reasonably last until the end of a tough fight, without allowing the tank and dps to have constant access to their biggest abilities. Look at Paladins. The mana pool for a healadin is 5x bigger than their prot or ret brothers. It will be interesting to see how this plays out.