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
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Reader Comments (Page 2 of 4)
Diop Oct 26th 2011 1:20PM
I really hope some of their attacks use weapons, even if it's only the occasional power move, getting new weapons and watching your damage rocket is one of the best things about being a melee imo, I don't want to get an awesome new weapon and only see marginal damage increase.
The other reason for them to use weapon damage is to make me feel like less of a jerk, if a weapon is only a 2% damage increase to me, but a 10% increase to a rogue or enhance, I'm going to feel crummy taking it over them, or the other option is I pass all the time like I did to hunters on ranged weapons when I played a Rogue (and consequently never had a decent ranged weapon).
Suzaku Oct 26th 2011 6:18PM
They said at Blizzcon that monks keep their weapons sheathed and attack with their hands and feet, and only draw their weapons for "finishing move"-type attacks.
So a series of monk attacks will be like, "palm thrust, punch, spin kick, sword slash."
Which I honestly think is pretty ingenious.
Teaspoon Oct 26th 2011 8:27PM
From what's been announced about the monk only drawing a weapon for strong finishers and using fist and foot the rest of the time, I'm picturing a class that fights a lot like Taki from Soul Calibur. Go check her out on Youtube.
stoppableforce Oct 26th 2011 1:20PM
The only thing I remember reading about monk weapons (or hearing from the panel) is that they're going to be "pulled out to use for your finisher." I'd say this is a Primal Strike scenario - your earlier finishers won't use weapons at all, but later on your monk might smack his opponent a few times with fists and feet then whip out a staff to smack them in the cranium.
Or something like that.
Chivvy Oct 26th 2011 5:03PM
"Ow! Stop smacking me with your fists!"
"Okay!" *stabs*
Quark1020 Oct 26th 2011 1:23PM
I wonder how the monk class is gonna do in pvp....
ScrubRogue Oct 26th 2011 1:25PM
Druids and Rogues are gonna *ahem* dislike the MASSIVE number of monks taking all the leather gear.
I can see it now I'm in a random dungeon, me and 4 pandas. Leather drops...5 need rolls lol.
Imnick Oct 26th 2011 1:34PM
It's pretty rude of them to be honest, Pandas are surely already made of leather
Just in its raw form
Boobah Oct 26th 2011 1:44PM
Two points:
A) Pandas may be made of leather, but it's hard to argue most of the other monk races are made of leather thick enough to make armor out of.
B) Feral and (especially) Guardian druids aren't?
Curzen Oct 26th 2011 2:15PM
How's that going to happen, your rogue is currently level 1 and will remain that way until MoP to get into that situation?
I could make up a level 90 scenario, but we all know that the overwhelming majority will stick to their current mains making 4 panda 1 rogue groups as likely as winning the lottery.
Ilmyrn Oct 26th 2011 3:01PM
Keep in mind that the worst case scenario for you in an LFG pug would be you rolling against the tank for MS and the healer for OS. The LFG tool does a VERY good job of avoiding having multiple DPSers with the same armor type.
ScrubRogue Oct 26th 2011 4:22PM
During wrath I often had several DK's (up to 4) on my drood...trust me this will happen lol
Shinae Oct 26th 2011 6:20PM
I felt the same way with my warrior at the beginning of Wrath.
snarkygoldfish Oct 26th 2011 8:50PM
You'll sit and deal with it and get in line with the Enhancement Shaman that have seen our weapons go to rogues, and the rest of our gear to hunters. ;P
rapsam2003 Oct 26th 2011 6:51PM
I'll probably still keep my DK as my main. However, I may use a monk as my main alt. It all depends on whether I end up liking the mechanics or not. Regardless, this is a bold move by Blizzard.
Thumb Oct 26th 2011 1:32PM
do you think Monks will use the caster hit cap or the melee hit cap?
Imnick Oct 26th 2011 1:35PM
As they don't seem to have any spells
Guess
Thumb Oct 26th 2011 1:47PM
yes, but they don't have an auto-attack (like casters), and their abilities hit for more than normal melee abilities (like casters), so Blizz might use hit rating to throttle them (like casters), so...
Boobah Oct 26th 2011 1:54PM
While those are decent points, monks will still have to deal with positioning to avoid parries (something no caster has to do) and stacking expertise to avoid dodges, two disadvantages hunters don't have while still having auto-attacks and the physical hit cap.
And while I wouldn't be surprised to see some magic-type finishers, my guess is that they're likely to have a spell hit boost the way DKs and Paladins do.
Thumb Oct 26th 2011 2:26PM
good point. the dodge and parry I hadn't considered (I play a healer, sue me :)