Insights and observations on early Monk DPS mechanics

What do we know about monks?
We know that monks will be agility-based melee DPSers (and tank and healer, but I'm focusing on DPS today). We know that they'll be able to use staves, polearms, fist weapons, and one-handed maces, axes, and swords, which means they'll need to be balanced with both two-handed weapons and dual wielding in mind (that is, unless Blizzard restricts dual wielding to DPS and two-handers to tanking, which is a possibility).
We know the resource system has two parts: first, you have chi. Like rogue's energy, chi starts at 100 and is consumed by using abilities. From Joe Perez's first impressions, it looks like chi replenishes over time, and it also replenishes more quickly by completing combos. The other resource is orbs called light and dark force. These fill up by using abilities that cost chi and are then consumed to use other abilities. The light and dark force abilities don't seem to cost chi.
The last thing we know for sure is that in current plans, monks do not have an auto-attack. Explained in the game as "needing to focus their energy between strikes," this is the main thing that separates monks from all other melee classes. As a result, the ramifications of what this means is what I'm going to focus on first.
Why does not auto-attacking matter?
First things first: Monk special abilities that consume dark and light force are going to hurt. They're going to hurt lots. Since we've only seen them up to level 10 so far, we don't have a scope on how strong they're going to be yet, but Dan O'Halloran has a few comments on the matter. Why will they hurt so much? Well, Blizzard does a lot of things to balance damage-per-second between casters and melee. The main source of this is melee's use of auto-attack vs. caster's high-damage cast times.
As an extreme example, compare an enhancement shaman to an arcane mage. The enhancement shaman has a few high-damage abilities on long cooldowns, such as Lava Lash and Stormstrike. In between their cooldowns, they have a few lower-damage specials -- but more importantly, they have auto-attack. Auto-attack for melee is a constant source of background damage in between specials. It's also generally tied into procs that result in more damage such as Windfury Weapon, rogue poisons, death knights' Killing Machine, or retribution's The Art of War.
Individual melee attacks rarely ever hit as high as a caster's individual spellcast. An arcane mage has Arcane Blast and Arcane Missiles, with no other small damage going on in the background. While melee classes have a bunch of smaller hits going on constantly that add up, individual spellcasts by the arcane mage need to somewhat equal to the amount of damage that's adding up for melee in the same span of time.

Since the only melee cast-time spell in the game is definitely not a fan favorite, Blizzard will probably forgo the route of putting cast times on melee spells for monks. This means that damage will need to be throttled in a different way, so that monks can't pour out all their highest damaging abilities up front. This is where combos will come in. Much like arcane mages who needs to stack Arcane Blast's debuff four times to hit their hardest, monks will need to build up light and dark force to unleash their most devastating attacks. You can bet, though, that once built up, they're going to hit pretty darn hard.
What about weapons?
The other thing that stands out to me about monks at the moment is their use of weapons. First off, I wonder if they'll have off-hand attacks to use while dual wielding and if those attacks will suffer from the 50% off-hand damage penalty. With no auto-attacks, I don't really see the point.
Second, though, I wonder if they'll even use weapon attacks at all. This is where I'm really putting on the tin foil hat, but I'll say it: I think we very well might see the first melee class in the game for which weapons are just a cosmetic choice/stat stick.
My evidence is in the playable demo at BlizzCon. If we look at the abilities presented to us, none of them are the typical percent weapon damage abilities we're used to on melee. Instead, both sites that reported monk abilities reported them as doing static amounts of damage at each level. MMO-Champion says Jab does 5 damage (presumably at first level), while Wowhead News' reports 11. This trend of using static numbers stays consistent through the rest of the monk's abilities, such as Tiger Palm and Blackout Kick.

The second option is that these abilities are the Primal Strike of the monk class -- that is, low-level abilities designed to be replaced by other moves once you get your specialization bonuses. They're designed to be useful to the monk leveling through the Wandering Island but will quickly fall out of common use as you progress through your specialization.
The third (and this is what I'm most hoping for) reason is that Blizzard is designing these abilities purely off an attack power coefficient, much in the same way that spells are designed with only a spellpower coefficient. Since you're not auto-attacking, you won't actually need your weapons to do damage. As a result, weapons could become pure stat sticks, much in the same way staves and other spellpower weapons work now. This is definitely the most farfetched theory but also the route I'm truly wishing Blizzard will go. It's also held up in a small way by the idea that Blizzard wants to normalize melee classes so that they all use similar weapon speeds in Mists of Pandaria, which has been said in a few forum posts.
This all might change!
No matter which route Blizzard chooses go, the monk is looking to be a truly fresh and exciting class in Mists of Pandaria. Their gameplay is different than any melee we've ever seen before, and I can't think of any reason not to be excited about that.
It's important to note that we're not even in the friends and family alpha yet and that everything can change. Auto-attack can make a comeback, light and dark force could be scrapped entirely, and everything I wrote in the post could be proven false -- and that's all fine. All I can say is that I'm terribly excited and eagerly anticipating any more news about the monk class, even if everything in this speculative post turns out to be wrong.
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: Analysis / Opinion, BlizzCon, Monk, Mists of Pandaria






Reader Comments (Page 1 of 4)
Imrik Oct 26th 2011 1:11PM
I dont care what other people think about pandaren monks (to silly etc...). Al i can say is hello new main! :D
WrecklessMEDIC Oct 26th 2011 2:11PM
Pandaren look ridiculous. Monks are cool, but not enough to make up for "Pokemon Panda Island Vacation". See ya later Blizz.
Arrohon Oct 26th 2011 3:42PM
Cya! Don't worry, you won't be missed. I'll just hope you're another dps that was making my queues longer!
Sols Oct 26th 2011 3:43PM
No, no, see you Wreckless
Darky Oct 26th 2011 5:34PM
I would make a new main if they make mounts account wide, god knows how long I've spent grinding my 110 mounts and I wont give them up lightly, with account wide companions, it seems closer than ever so my hopes are up :D.
Swallowcraft Oct 27th 2011 12:11AM
Why the hell do people keep QQing and posting "Goodbye WOW/Blizz" replies over a race? do they not understand we also have the goofy Goblins and Gnomes? and it's not like Pandaren are the only furry race in the game. Arggh, I wonder what age these whiners are. I can't help but see them as mega nerds with social problems. i just's can't help it. Sorry.
Joeygiggles Oct 26th 2011 1:11PM
This is a great change imo. No autoattack allows you to pay attention more and make sure that you will have enough light/dark points to execute your next ability. With this change players will have to focus instead of turning away for the tv and just hittin 1 1 1 1 2( im lookin at you mages) but I digress. New and exciting is a plus.
Narshe Oct 26th 2011 2:56PM
Your still doing the exact same thing, minus the auto attack white damage. your still going to be hitting 1112113 etc. It might be more fun, and involved but don't confuse auto attacking with simplistic dps rotation there buddy.
And to the OP, Blizz already confirmed that DPS will use duel wield and tanks will have 2h. No Windwalker DPSing with 2h.
Shade Oct 26th 2011 1:11PM
Let Monks use wands! I'll roll a gnome and he can be the WindWaker!
RayOfSunshine Oct 26th 2011 1:13PM
Death Knight = Warrior 2.0
Monk = Druid 2.0
Blizz fixes druid by making the Mock class.
glyakk Oct 26th 2011 2:45PM
umm what? DK's are nothing like warriors, the similarity stops at plate wearing melee class. And who said druids need to be fixed?! Unless you mean by finally giving us 4 separate specs! :)
paulmewis Oct 26th 2011 8:02PM
3 resource systems,
2 races per side,
And lots of orange nametags!
Nopunin10did Oct 26th 2011 1:15PM
There was some talk of weapons being used for finishing moves in the monk class.
I'm picturing a Monk tank using hand-to-hand combat on a primary target to build chi, then busting out a staff/polearm for a spinning AOE threat attack.
Pfooti Oct 26th 2011 1:16PM
Given that they're going out of their way to remove stat sticks from the game, I doubt that monks will avoid using weapons entirely (although there's still feral druids with their stat polearm or whatever).
I'm worried about the monk model primarily because high damage specials and no auto-attacks means a lot of burst potential (queue the pvp crying). There's also this weird thing about haste scaling; unless chi regeneration scales really well with haste, it'll be a pretty lousy stat for monks. Not that this is a huge issue, but there we are.
I predict: dual-wield for DPS, staves / polearms for tanking. Wands or staves for healing. I'd love a crouching tiger kind of sword-fighting scheme, but the challenge of balancing single-wield 1H weapons with no offhand, 2H and DW seems a bit strong.
The Dewd Oct 26th 2011 1:20PM
They could work it like Shaman/DK model and design the Tank and Healer specs to use 2h weapons (staves/polearms/whatever) and give a DW ability, baseline, to the DPS spec.
Pfooti Oct 26th 2011 1:23PM
Yeah, that makes sense. What I was getting at was balancing DW against a single 1H and no offhand (as you see in a lot of kung-fu movies) as styles for DPS.
Boobah Oct 26th 2011 1:42PM
I'd expect the tooltips just gave a final answer; it's not like the tooltips in-game tell you exactly how they get their numbers, even if you can datamine the formulas they use.
I'd be surprised if the strikes with unarmed visuals fail to take weapon damage into account, since weapon DPS is even calculated into feral druid damage these days.
If they don't take Weapon DPS into account, it'll be because Weapon DPS will be joining defense and armor pen as an ex-stat. And if that happens, all the spellpower will vanish from caster stat-sticks, too, since it fulfilled that same role. I mean, they're planning to re-stat pretty much the whole game anyway; seems the time to do it if they don't like the current system (not that I've not read anything to that effect.)
Carus Oct 26th 2011 2:12PM
For the single one-hander problem, perhaps a spec ability along the lines of:
"When wielding a one-handed weapon, if there is no item in the other hand, stats gained from that weapon are increased by X%."?
Lissanna Oct 27th 2011 12:37AM
I'm pretty convinced that they will use a method similar to feral druids, where we scale with the DPS/attack power of the weapon, but the weapon speed is meaningless. First, back in vanilla, druids ONLY scaled with agi & str found on the weapon (no bonus damage from the weapon DPS increase at all, no procs or anything). Later in vanilla, druids ran around with "feral attack power" instead of scaling from weapon DPS so that we could hit harder when our weapons hit harder, which Blizzard eventually corrected to now scaling off weapon DPS (but our claws hit the same speed and the weapon DPS just gets factored into scaling with our gear).
Given what Blizzard has learned about failed mechanics from feral druids, I would expect the monk to scale with weapon DPS in a similar way that feral druids do.
The Dewd Oct 26th 2011 1:17PM
From a purely aesthetic standpoint, I'd love to see monks have kata-like attacks based on the weapons they're using. From a gameplay standpoint, I don't think that would fly and, instead, we might see - at best - unarmed (fist), 1h, and 2h weapon attacks. It would mean adding weapon animations for each one in addition to the standard weapon attack animations all races have - but if they're going to re-do the skeletal frame of all the pre-Cata races this would be the time to do that.