On reflection, I think I should give a more complete "review".
There are a lot of addon classes, most of which I've looked at, and they frequently suffer from a lack of purpose - they don't add anything unique, or they have really scattered talents, or the like. There are some vanilla classes where I'm still not clear how they were ever supposed to contribute to the game (*cough*skirmisher*cough*). White Monk doesn't have that problem at all. It has a very cool, unique central gimmick in making "melee" attacks at long range and in AoE shapes. Sure, Wyrmic and Solipsist do some of that, but they don't do it very well, and those classes have really unfocused designs anyway. So you're already ahead of 95% of the pack in terms of core design.
When I first started with the class, I was worried by the length of Air Render's description - it's usually a really bad sign when a mechanic is too complicated to explain in a couple of lines. However, it didn't take long to realize that the complexity is
completely justified and necessary. Enervate interacting with the other three Rending talents prevents the boring rotations that you usually see with damaging actives. The pinning prevents excessive kiting.
And because of the clever design of the Rending tree, the class plays really well! You can make the obvious comparisons to archers and the like, but owing to mechanics like projectile speed and poorly designed actives, those classes play really sloppily compared to White Monk. And they don't get to use cool glove procs.
Transcend has obvious similarities to Shadow Veil - take the high risk of losing control of some actions, but with the high reward of getting greatly increased power - but it works
much better than Shadow Veil. Even Shadow Veil's theoretical design is kind of ruined by Ambuscade taking out most of the risk... and in practice, the risk of using Shadow Veil with your main body is so high that you pretty much never want to do it. It's especially awful if there's more than one monster around.
Transcend doesn't have any of those problems, and it's still risky enough to be interesting, which makes it great fun to use.
I also really like the emphasis Pummel (and eventually Measured Blows) puts on melee projection and glove talents on hit. You were right to change gloves' dammod to emphasize Wil; so many glove effects (breaths etc.) are mindpower-based and having some actual mindpower, unlike Brawler, makes them a lot more satisfying. The Wil also makes antimagic somewhat less bad than it would otherwise be =P
I don't have a lot to say about other categories/talents, they're just really cleanly done and all have clear purposes. Using movement to refresh talent cooldowns is neat.
I can't find anything to complain about balance-wise either. Sure the class is probably high-tier but it's definitely not broken like Archmage/PM/Possessor/AB are, and I'd argue it's not as strong as Archer/Sawbutcher/TW either (and probably more classes). I wouldn't mind it being nerfed but I also wouldn't mind it staying at its current power level.
Bug reports
- Your Combat:getDammod() superload can cause an error with weapons that don't have a dammod, such as Telos' Bottom:
Code: Select all
function _M:getDammod(combat)
local dammod = base_dammod(self, combat)
if combat.dammod.cun and combat.dammod.cun == 0.4 and combat.dammod.dex and combat.dammod.dex == 0.4 and -- likely not the best way to do this, but it works
[...]
Fixed version:
Code: Select all
function _M:getDammod(combat)
local dammod = base_dammod(self, combat)
if combat.dammod and combat.dammod.cun and combat.dammod.cun == 0.4 and combat.dammod.dex and combat.dammod.dex == 0.4 and -- likely not the best way to do this, but it works
[...]
(This is another one that can barely be considered your fault, since why the hell are there weapons with no dammod field in the first place?)
- Transcend increases resistance caps by 0.25%, not 25% as it says (or 30% as the timed effect's description says) - so basically nothing.
- Because Transcend only applies never_act in its on_timeout hook instead of its activate hook, if you have >100% global speed and align correctly with the turn boundary, you can activate it and still take actions before it actually starts attacking and stops you from acting. This does give you the sexy option of extending Transcend with Timeless, but I doubt it's the intended behaviour.
- Description-only bug: Chakra's description claims to remove 0 effects at sufficiently low talent levels (like, um, 1.3) but it actually removes 1.
- Typos:
Air Render description: "If the target is hit, the force of the blow has a chance to
enervate the them"
Focused Guard: "
Deactive your Aura of Protection"
Complaints
- Since Aura of Protection can be activated instantly, the -1.0 stamina drain per turn is more annoying than it is meaningful; it mainly serves to make you deactivate it when you rest. Perhaps increase the amount drained, but make it only drain when monsters are nearby, similar to Berserker Rage? Alternatively, I think removing the constant stamina drain and increasing the damage-based stamina drain would work.
- The passive movement speed bonus from Agile Combatant is really small. 5/5/5/5ing the tree gives you the same movement speed bonus as an ordinary pair of boots of speed!
- Secret Fist scales really poorly with talent level after the first few points, and even has an easily reachable hard cap. I think you could improve this without making it overpowered/overcomplicated by making talent level affect the number of turns it puts talents on cooldown for, instead of it always being 3.
- Revive also doesn't scale with effective talent level at all. Obviously, this is already a really really strong talent, but mastery should do
something. You could fix that without making it much more powerful/complicated by making the number of extra effective Chakra effects scale with talent level, instead of always being 8.
- The hard cap of 10%/20% speed on Energy Osmosis is unnecessary; the diminishing returns should already keep it in check. The hard cap on Deplete Spirit is obviously necessary, but it's too easy to reach, requiring only effective talent level 6.8 or so; putting on a +0.40 Transcending mastery amulet turned out to be really disappointing!
- This doesn't matter much outside of ID, but I'll say it anyway: the range caps on Enervate, Swift Strike, and maybe Aura Blast are oddly low. Especially Enervate, since Air Render can inflict the same status (if not as powerfully) and has a range cap that is 2 higher.
Anyway, thanks again for a great class addon!