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 4 of 4)
Jyotai Oct 26th 2011 4:05PM
No auto-attack means the Monk might not need the same +x% damage boost in raids that the other melee are getting.
Or at least a different percentage...
That will then lead to problems balancing them in PvP - as they'll likely out-DPS the other melee there.
My thinking here is that the biggest reason melee lose out in raid DPS is mobile mobs getting kited around by a tank. Unless the tank follows a predictable pattern, melee tend to spend a noticeable portion of the fight out of range for auto attack. Most melee have a few abilities that that have a semi-ranged range that they hit in these moments until the tank just gets too far or while closing back in.
- The better your tank, the less of a problem this is. Tanks that like to bounce around like a PvP match hurt their melee DPS a lot, tanks the kite in paths based on the situation do the least harm to melee DPS.
But with no auto-attack and boosted specials, the Monk is likely to have more moments in the 'gap widening or gap closing' space where she can hit, and not as much desire to close 'all the way in'. Chances are they'll be able to be a little bit outside of the hit-box more often than a rogue, warrior, or kitty. I suspect they'll be like a shaman - who can fall back on shocks and lightning while closing in again.
Except the Monk equiv to "shocks" will likely be heavier hitters to make up for no 'white damage'.
evoxpisces Oct 26th 2011 4:54PM
I have said this in the comments sections of a few articles already but I will say it again: I have waited for a Monk class since Vanilla and I don't care what race it is, but the Monk will be my new main. And I couldn't have been happier to hear that they start from level 1 either. I love the 1-60 leveling experience, something DK's really missed out on, and I'd just extremely pumped for the new Monk class overall! Sounds amazing!
Cheats Oct 26th 2011 5:13PM
I think he was more likely implying that Blizz had a ton of trouble balancing the rage mechanic for the first few years (anyone remember BC rage normalization?). Blizz took the lessons learned from the Warrior and applied them to the DK, making for a completely unique but ultimately easier to balance class.
I guess you can say the same thing about the Monk/Druid relationship. Lessons were learned, and a new class that's unique and fun-looking came as a result.
While I think the 2.0 statement was fallacious, I see an underlying point that could have been made.
Cad Oct 26th 2011 5:22PM
Hey, I know what we need in this game! Another melee dps.
Darky Oct 26th 2011 5:45PM
Because another ranged is needed too? We have 12 ranged dps specs;mage(3) ,lock(3) , shaman (1) ,priest (1), hunter (3) druid (1), and 10 melee dps specs, DK (2), Pala (1), shaman (1), druid (1), warrior (2), rogue (3).
Crispn Oct 26th 2011 5:47PM
Except they can also be healers and tanks.
Also rdps : 12
mdps: 10
snarkygoldfish Oct 26th 2011 8:52PM
As someone who vastly prefer melee to ranged...YES! :D
Hih Oct 27th 2011 2:44AM
There's nothing wrong with melee, except that Blizzard likes to use mechanics that punish melee more often than ones that punish ranged.
Cad Oct 27th 2011 1:07PM
Yes, because Blizzard frequently punishes raids that are melee heavy. That's a pretty good reason and comparing 12 to 10 means nothing.
hairy_fedd Oct 26th 2011 6:14PM
Wanna know the best part about the monk class? It probably forced Blizzard to upgrade the old race models- the old models probably need new ways to move around in order to pull off the Monk class abilities.
If I get this expansion, I'll be happy to try out my new Gnome Monk.
Suzaku Oct 26th 2011 6:20PM
If you've been keeping up with the news at all, they've already said that updating the old race models is a priority and that the art team is currently working on the designs.
hairy_fedd Oct 26th 2011 7:25PM
"If you've been keeping up with the news at all, they've already said that updating the old race models is a priority and that the art team is currently working on the designs."
...that's kinda the whole reason I made that comment...
Hih Oct 27th 2011 2:43AM
"I think we very well might see the first melee class in the game for which weapons are just a cosmetic choice/stat stick."
Actually, this kind of reminds me of vanilla rogues and the "World of Roguecraft" videos where the guy is killing everyone with nothing but a level one dagger equipped because of the way eviscerate did static damage.
Bahamut Oct 27th 2011 3:24AM
I'm really happy with Monks! ^^
I don't care about the class but they use agility-based Fist Weapons, and with the absence of auto-attacks I could argue that they will be slow (2.60+), so MORE WEAPONS FOR MY ENHANCEMENT SHAMAN! :D Yeaaah!!
brain314 Oct 27th 2011 4:16AM
Here's another thought:
Considering that monks have no auto-attack, their skills will be high DPS like caster skills. So would you say playing a monk would be like playing an arcane mage with, say, a 10-yd range?
marblex Nov 1st 2011 8:19PM
In every other game in which monks are a playable class, they are fist fighters, not weapon or magic users.
Toasters Nov 2nd 2011 6:20AM
I honestly can't decide whether to roll Dwarf Monk or Pandaren Monk! either way, my Enh Shaman will be going which ever race my Monk ISN'T! (he's currently a dwarf maybe soon to be pandaren :P)
anyways, I think it should be noted Blizzard mentioned Monks would only actually use their weapons in their finishing moves, and I personally, REALLY hope that Windwalkers become the first spec/class (semi-excluding Ferals Druids) to use Polearms as an actual melee weapon! Come on Blizz! look at Donatello from TMNT! He uses Polearms in combat with total BAD-ASSERY! :)