Windwalker Monks have remained largely unchanged since Dragonflight launch receiving only small damage tweaks. Our Windwalker Writer, Babylonius, discusses the current state of Windwalker heading into Season 3 and what changes would help the spec feel more cohesive.

Windwalker Monk Guide

Recently, there has been a lot of talk about a rework for Windwalker. Since Retribution Paladins got theirs, with Ion Hazzikostas saying that Retribution needed to be solid because it’s the only DPS option for Paladins, it felt only natural that Windwalkers would be next on the docket… that was more than 6 months ago. Windwalker has seen positive changes during that time, and for the first raid in a long time has enjoyed a period of statistically mediocre performance in single target damage, a significant improvement from 10.0 and the past few years.

After spending much of one night trying to math out the current state of Windwalker resources, I came to the opinion that even if Windwalker is not in need of a “rework”, it is in need of is a solidified identity and the best way to solidify that identity would likely be a rework. So, I wanted to take some time and discuss what I mean by that and why I, and some others, feel that Windwalker is stuck between the past and the present and how those opposing forces are limiting each other’s potential.

To put it as succinctly as I can, because the rest of this certainly won’t be succinct;

Windwalker is a spec designed around resource management, that currently has huge chunks of time where resources are irrelevant. It’s a spec designed for you to plan out your ability usage in advance to minimize cooldown or resource waste, but has so many things to track and consider, that planning for even some of them is nearly impossible for all but the most cerebral of players. On top of that, any forethought or resource management can be completely invalidated in a second or two by one of the many, many procs that can force you to throw out planning and react.

Windwalker was built on a foundation that has few similarities with what has been added to it, and Dragonflight furthered this dissonance.

Resources and Mastery

Mists and Warlords

Windwalker has seen many iterations over the decade since it was created. Starting in Mists of Pandaria Alpha and Beta, Windwalker has always been a dual-resource specialization, similar to other Energy-based classes with Combo Points. We started with managing “Light” and “Dark” Chi before settling on Energy and Chi as our dual resources by the time that Mists of Pandaria was live.

Managing these resources has been a hallmark of Windwalker play and performance. As the primary Guidewriter for most of that time, my guides have recommended prioritizing our abilities based on how much damage those abilities do for the resources they cost, known as “Damage Per Chi”. We needed to prioritize abilities this way because our resources were the limiting factor. Other specializations have used similar resources: Holy Power, Soul Shards, Combo Points, or others. However, some of these specs are more limited by time than the resources they have to spend, because they can more freely use abilities.

Two good examples of this are Retribution Paladins and Fire or Frost Mages. Retribution Paladins use Holy Power to deal damage, but can freely generate it. The only limitation to how much Holy Power they can generate is how often they can cast their generators. When Judgment is ready, they can cast it and get Holy Power. Windwalkers, on the other hand, have to think about having enough energy for Tiger Palm when it is needed. Tiger Palm having no cooldown is the tradeoff for needing to manage energy.

Similarly, Fire and Frost Mages “have” mana, but they can freely cast spells and don’t have to worry about how much mana they have. They have other procs that control what they do, but can theoretically fill every second of a fight with casting something, hence the ABC, or “Always Be Casting” guideline. For most of our history, Windwalker has had to keep a near constant eye on where our Energy and Chi is at a given moment to decide whether or not we could afford to do something like Blackout Kick > Tiger Palm > Blackout Kick between the bigger abilities or whether it was best to sit and wait so that you had the resources you needed when Rising Sun Kick or Fists of Fury came off cooldown. This has been a difficult concept for new Windwalker players for years, with the desire to fill every moment being a natural one when coming from other classes.

Warlords of Draenor gave us Serenity, and a chunk of time where resources didn’t matter, everything was functionally free for 10 seconds every 90 seconds. However, it was comparatively weak, ONLY making our spenders free, so it was not used very often. In Legion, Serenity saw the cooldown reduction and damage buff added, and it started to get more complicated, but continued to be, largely, predictable.

Legion

Going into Legion, our Mastery received the last change, in a long line of changes, that gave us the “non-repetitive” playstyle that is a core concept for Windwalker. This playstyle further built off of the resource management of the spec, becoming another limiter to how many resources you could gain or spend in any time frame. You could not cast Tiger Palm then Tiger Palm to quickly convert a lot of Energy into Chi or Blackout Kick into Blackout Kick to quickly get rid of excess. You had to plan ahead and know whether it was better to delay something like Fists of Fury by a second, to cast Tiger Palm, so that you are not wasting Energy during the channel, and thus wasting potential damage.

In Legion, we started to see things that gave us resources back, and we had to take them into consideration when planning things out. During Mists, Warlords, and Legion we had Power Strikes that gave us a small boost of Chi every few seconds, but this was easily predicted and managed. Legion gave us the Antorus tier set that gave us one extra Chi when we used the Blackout Kick! proc and other mechanics to increase the frequency of that proc. This was our first instance of the “RNG resources” that has only become more frequent since.

Battle for Azeroth

Battle for Azeroth gave us Azerite Traits, and those Azerite traits: Fury of Xuen, Open Palm Strikes, and Glory of the Dawn, gave us resources via Chi or increased energy regeneration from Haste. These randomly procced resources made it more difficult to plan out our resource management, something that many people complained about at the time. We had enough downtime that these random resources could be managed, but there were still times where “good RNG” could leave you saying “ARGH I HAVE TOO MUCH CHI”. Little did we know how much some of us would be pining for the days of “only” three things that disrupted our planning.

Shadowlands

While we saw a decrease in the amount of “random resources” moving to Shadowlands from Battle for Azeroth, it wasn’t a complete removal. Touch of Death Rank 3 was added to give us 3 more Chi after using Touch of Death, but since it happened toward the end of fights and was predictable, it wasn’t problematic.

We had things like Invoker’s Delight that gave us a huge chunk of Haste during our other cooldowns, giving us more resources to spend during that time. When we didn’t have Invoker’s Delight active we were back to the old way of watching our resources and being limited by them. When combined, Weapons of Order and Invoker’s Delight gave us a pseudo-Serenity, where we were generating resources as fast as we could spend them. During Bloodlust or if you tricked your Priests into giving you Power Infusion as well, you almost certainly had more resources than you could spend, but this was a lot of things that needed to happen for that to be a problem. Similarly, the Chi refund that Bonedust Brew gave us resulted in a situation where we ignored Mastery: Combo Strikes in favor of building Chi quickly and dumping as many Spinning Crane Kicks as possible.

Dragonflight

In Dragonflight, we have seen the amount of resources get turned up to 11; quite literally in the case of our energy regeneration which is at 11 energy per second at 0% Haste with the Ascension talent. In addition to that, we saw the return of Power Strikes, Open Palm Strikes, Glory of the Dawn, Fury of Xuen, Invoker’s Delight, and more play and a longer duration for Serenity. Any one of these would have had a noticeable effect on the amount of resources we had to manage, but all of them together give us frequent periods of time where we no longer have to think very hard about our resources, we just have what we need, or more.

However, the major problem for this, and one that I’ll touch on in the next section, is that many of these resources do not come predictably. It is very easy to pick a Windwalker’s logs and see 15-25% of their Chi generated coming from unpredictable sources. Open Palm Strikes, Glory of the Dawn, and Fury of Xuen are things that happen on a % chance that cannot be counted on. Power Strikes is “consistent”, in that when you have the buff, you’ll get 1 more Chi next time you cast Tiger Palm and have the room. However, due to its background refresh timer and other spinning plates to manage, it is not practical to put thought into maximizing it, making it inconsistent. While the law of large numbers means that these effects occur at a semi-consistent rate when looking at a simulation or a large amount of live data, the pull-to-pull difference can be enormous.

The variable nature of these effects makes planning and managing your resources a constant struggle of trying to balance how much you put in and how much you take out. You can try to plan for “good” RNG and a bunch of random resources, you can try to plan for “bad” RNG and very few random resources, or you can try to plan for “average” RNG and “average” random resources, but you simply cannot plan for what WILL happen. If you pick one of those choices, you’ll inevitably have to contend with the others whether you want to or not.

Ultimately, this means that the “correct” way of playing Windwalker right now is to spend some of your time planning, but most of your time reacting to how the RNG treats you. It is clear that this situation is partially intentional, or at least the unintentional consequence of intentional choices. It is obvious that it was a design choice to put all of these resources into our talent tree. Later, I’ll touch on how this is almost entirely due to people asking for this (myself included) and merely getting what we “wanted”.

Two Worlds

Bringing this section all together, Windwalker has spent most of its life being a spec that focuses on managing and correctly using its resources. Since Battle for Azeroth, we saw more and more random resources added to the pool, and Dragonflight took all of those random resources or increased generation effects and put them together into one talent tree. Having “all the things” has put us in situations where we’re often overwhelmed with how much of our resource management is out of our control. This is both antithetical to the history of Windwalker and clashes with Mastery: Combo Strikes.

Gods forbid you play Timewalking and get Azerite Traits on top of our current talent tree.

Gotta Go Fast?

One of the most frequent clashes I have with others who are passionate about Windwalker is how “fast” the playstyle should or shouldn’t feel. Personally, I long for the days of high, but distributed, downtime and I am not as much of a fan of the times, including now, that Windwalker is “GCD-locked” and pressing something every second. I understand that this is a personal preference, but it was what drew me to Windwalker in the first place and sustained me for years. There have always been plenty of specs that spend every second of a fight casting something, so I feel that the slower and more thoughtful pace of Windwalker in the past is what made it unique. Not every spec needs to be Fury Warriors furiously Warrioring.

Hastewalking

You can’t talk about the speed of Windwalker without talking about the meme that has always been “Hastewalking”. This is the desire, by some misguided souls, to speed up the pace of Windwalker by stacking Haste. The logic behind it is sound, and there is plenty of evidence in other specs that more Haste equates to more casting, and more casting equates to more damage. Unfortunately, that is not always how math works with the three other secondary stats to consider, but it is something that has been true for many classes over the years.

Windwalkers have almost always had a tense relationship with Haste. It has spent time as a stat we avoided or a stat we merely tolerated, but never a stat we sought out to gem or enchant for. This has changed slightly in recent years, with the addition of the cooldown reduction aspect of Blackout Kick that allows us to turn more Haste into more Blackout Kicks, then into more Rising Sun Kicks and Fists of Furys. This connection between these abilities gives us unique things we can do with high levels of haste, such as during Invoker’s Delight, Bloodlust, or Power Infusion. However, it is not enough to promote Haste outside of those big cooldowns.

Without getting into the math too deeply, Windwalkers don’t have a negative relationship with Haste, but we have a severely limited one. More Haste means more Energy. More Energy means more Chi. More Chi means more Blackout Kicks. More Blackout Kicks means more Rising Sun Kicks and Fists of Furys through the cooldown reduction. **HOWEVER** more Rising Sun Kicks and Fists of Furys mean more Chi is needed for those abilities, so there is less excess Chi. Less Chi means less for Blackout Kick which means less cooldown reduction, and the cycle continues back and forth.

To put this into easy math terms, 5% Haste generally means 2-3% more casts. This keeps the value of Haste permanently hampered and prevents us from considering stacking it.

Proc Fiesta

Haste isn’t a feasible way to speed up the spec, but many people have still been clamoring for less downtime over the years. (Likely) In response to this, Blizzard has been giving Windwalker random effects to help fill the time. Procs were always a part of the spec, even from the beginning where we had the Combo Breaker: Blackout Kick (now Blackout Kick!!) and Combo Breaker: Tiger Palm (long gone). Our original Mastery was the % chance for those effects. As I said above, Power Strikes gave us a semi-predictable proc that was easier to manage in years past when we weren’t so flooded with resources.

Apart from those instances, Windwalker had very few things that changed how many resources we had, what abilities we had available, or how they did damage. Sure, we had procs that gave more damage or stats, but only Blackout Kick! in terms of things that happened randomly and changed the buttons we pressed. We did have tier sets during Throne of Thunder (Item – Monk T15 Windwalker 2P Bonus), Tomb of Sargeras (Item – Monk T20 Windwalker 4P Bonus), and Antorus (Item – Monk T21 Windwalker 4P Bonus) that gave us resources or cooldown reduction, but they were the exceptions.

As I talked about above, Battle for Azeroth introduced a lot more, and the number went from 2 or 3 things: Blackout Kick!, Power Strikes, and the occasional tier set, to 5 things: Dance of Chi-Ji, Blackout Kick!, Open Palm Strikes, Glory of the Dawn, and Fury of Xuen. This added a startling amount of variability to a spec that had spent the previous three expansions as one of the most consistent specs in the game.

Shadowlands saw a step back in that we dropped to three random things; Dance of Chi-Ji, Blackout Kick!, and Faeline Stomp. Faeline Stomp was something that only a few played with consistently in Shadowlands, but Dance of Chi-Ji spent months dominating our ability to do AOE damage in raid and Mythic+. The swings of damage between getting back to back Dance of Chi-Ji procs or not was enormous and another thing that many people lamented, even though big damage was fun. Inevitably, when you set up for a big AOE, sometimes you simply wouldn’t get a Dance of Chi-Ji proc until after most things were dead.

Dragonflight, again, has taken the number of random procs to new heights. Currently we have 9 procs that can alter how many resources we have, what abilities we have available, or when our cooldowns will become available:

  1. Dance of Chi-Ji
  2. Blackout Kick!
  3. Teachings of the Monastery
  4. Open Palm Strikes
  5. Glory of the Dawn
  6. Fury of Xuen
  7. Faeline Stomp
  8. Xuen’s Battlegear (the Fists of Fury cooldown reduction)
  9. Power Strikes

This has taken the old days of a select few random effects that are easily managed, and turned Windwalker into a spec that can play completely differently from moment to moment depending on how RNG goes. The amount of things that can change in an instant makes it unrealistic to react correctly to all of them. There are times where you can do nothing but sit back and react, which is, as I said earlier, antithetical to how Windwalker has operated for most of its existence.

10.2 is adding another proc with Blackout Reinforcement. While it does slow the spec down a little bit, by giving us more Rising Sun Kicks, Fists of Furys, and Strike of the Windlords, it is simply a 10th proc that we have to try and adjust to. I love the interplay between our abilities, but managing different cooldown durations and the effect that a few seconds off has on them, is simply too much mental bandwidth for me, and I’d venture I’m not alone in that.

No Control Over Our No Control

Having effects that change how or when you press your buttons is not a concept that is alien to World of Warcraft; some specs have procs as their core mechanic. For a good example of this, I return to Fire Mages. Fire Mages have long been built around abilities hitting critically. Being controlled by the chance to crit is not always people’s favorite thing, but Fire Mages have been given plenty of tools to help those crits come more reliably. When they can fill every second with abilities, they primarily need to worry about the state of these procs. Compare this to Windwalkers, who have to worry about the state of their random effects but also the state of their resources.

Another big difference between Fire Mages and Windwalkers is Fire Mage’s procs are based on their critical strike chance, so as their gear gets better and they can get more Critical Strike stats, they can get more procs. In the past, this caused Fire Mages to often scale too well throughout an expansion, whereas Windwalkers have lived under the dark cloud of awful stat scaling for years. Fire Mage’s procs can get better as the expansion goes on, Windwalker’s stay the same because almost all have a static chance to occur. While Fire Mages haven’t always looked to stack Crit, having the procs connected to one universal stat means that they have the same chance and occur under the same conditions. Windwalkers have an enormous variety of chances to proc, making it even more difficult to predict them:

  1. Dance of Chi-Ji – 2 procs per minute on any Chi spender
  2. Blackout Kick! – 8% chance on Tiger Palm cast
  3. Teachings of the Monastery – 12% initial chance plus additional 12% chances per stack on Blackout Kick cast
  4. Open Palm Strikes – 5% chance per tick of Fists of Fury
  5. Glory of the Dawn – 25% chance on Rising Sun Kick cast
  6. Fury of Xuen – 1% chance per stack on Fists of Fury cast
  7. Faeline Stomp – 6% chance to reset on ability cast, 12% with Faeline Harmony; 100% with Chi Burst
  8. Xuen’s Battlegear – Chance equal to crit chance on Rising Sun Kick cast
  9. Power Strikes – 100% chance if you have space for the extra Chi, but the timer ticks on in the background whether you use it or not
  10. Blackout Reinforcement – 1.5 procs per minute on melee ability casts, 100% chance on any free Spinning Crane Kick cast with Dance of Chi-Ji (another random proc) or during Serenity

All of these also mean that many abilities can proc multiple random effects. For example; Fists of Fury can proc a free Spinning Crane Kick, 1 Chi generated (potentially multiple times per cast), a 5% Haste increase, a reset to Faeline Stomp’s cooldown, and a buff that increases Blackout Kick’s damage and cooldown reduction. It can proc all of them, none of them, or any combination of them. If you count the theoretical potential for each tick of Fists of Fury to proc Open Palm Strikes and/or Blackout Reinforcement, then one cast of Fists of Fury has 288 different combinations of random outcomes. Similarly, Rising Sun Kick can proc Dance of Chi-Ji, Glory of the Dawn, Faeline Stomp, Xuen’s Battlegear, and Blackout Reinforcement for a potential 32 outcomes. Complicating this EVEN FURTHER, the second Rising Sun Kick created by Glory of the Dawn may ALSO be able to trigger some of those effects.

Lastly, and most relevantly to this section, Fire Mages have Fire Blast and Phoenix Flames that allow them to guarantee a crit, giving them literal control over their random procs. Their major offensive cooldown, Combustion, also makes all of their abilities crit, removing randomness from their burst damage. The new Blackout Reinforcement gives us “some” control over when we get the procs, but that is a small drop in a large bucket of no control.

Self-Limiting and Self-Defeating

As you may have noticed, many of the topics above are all things that are, in some way, limited by other interactions that hold them back, not push them forward. This goes beyond the difficult relationship that the spec has with Haste, but into core design choices that have seemed more and more dissonant over recent years.

Windwalkers have two resources to manage, but so many free procs and random resources that managing them is often irrelevant. I know this is something I’ve brought up several times in this article, but I feel that it is at the core of the disparate identities that Windwalker is struggling with now. You cannot be a spec that is GCD-locked AND a spec that has to manage resources. Either you have so many resources that the number of GCDs is what holds you back, or you have so few that the number of resources is the limiting factor. Right now Windwalker seems to be trying to do both, and doing them both poorly.

Windwalkers have some of the highest mobility in the game, yet have abilities like Faeline Stomp and Whirling Dragon Punch that lock you into one place. If you haven’t died to Rolling or Flying Serpent Kicking off the edge of a platform, then you haven’t played Monk long enough. However, the flip side of that is many deaths caused by being up in the air from Whirling Dragon Punch, or trying to stand on your beautiful Faeline Stomp line. These issues are certainly “skill issues”, but with so many random effects, resources, cooldowns, and other things to manage, at some point, something has to give. Having variance in a playstyle is good, it keeps things from getting stale, but when that variance is so often that it becomes the new norm, looking at you Faeline Stomp, then it is at odds with the foundation of the spec.

Mastery: Combo Strikes is designed to promote planning ahead and carefully generating and spending resources, but with so many possibilities, Mastery: Combo Strikes is often a barrier to managing the randomness. The “flow” of Chi in, Chi out, weaving Tiger Palm, Blackout Kick, and other abilities, is thrown out the window when the RNG nation attacks. Similar to resource management, you cannot be a spec designed to plan ahead when you have almost a dozen separate things you need to be ready to react to at any moment.

One new dissonance that has arisen in Dragonflight is the battle for the soul of Windwalker AOE. The Mark of the Crane mechanic is unique, and has been tweaked over time to be much less disruptive and brain-power intensive. However, in Dragonflight, we’ve seen Touch of Death dominate our AOE damage through Fatal Flying Guillotine and 4 other talents that modify Touch of Death. You can spin yourself dizzy, getting all the Dance of Chi-Ji procs you want, but too often, all of that is invalidated by two button presses that cleave Touch of Death onto many of the targets and deal most of your AOE damage. Big damage is fun, it’s what caused the population of Windwalker to more than double at the start of Dragonflight, but the problems that it has caused and the continued departure from core Windwalker mechanics has infuriated many like myself. Not to mention the fact that Touch of Death, and its contribution to our damage, is terrible for our horrendous stat scaling, since it scales from only a few of our stats.

Lastly, a new honorable mention to something that feels like it doesn’t always mix; Skyreach. This talent has been a decent addition to the tree, and one that is technically reliable and predictable. Like many other things I’ve discussed, needing to track the debuff and know when you’ll get your next 5 seconds of 50% more crit chance is something that is another bridge too far with all the other things we have. It is highly rewarding when you do it, but often comes at the cost of lost damage elsewhere as you focus on that and where your cooldowns are in order to make the most of the small window. In the grand scheme of this article, these talents are barely a problem, but I feel it further highlights the fact that there are too many things to track.

We Got What We Wanted

I alluded to it above, but many of these “problems” are all the direct result of things that people, like myself, have advocated for. I wrote several articles, and others wrote numerous forum posts, about how, if Blizzard is looking for things to bring from the past, mechanics like Xuen’s Battlegear, Glory of the Dawn, and Open Palm Strikes, were often at the top of our lists. During testing and early in the expansion, there was much excitement over things like Teachings of the Monastery and all the resources of Power Strikes and Ascension. However, because these things were all put together in a “here ya go” style, the ability to have all of them at the same time has oversaturated the spec with randomness and resources.

In an ideal world, choosing between Open Palm Strikes and Glory of the Dawn, or Teachings of the Monastery and Dance of Chi-Ji, depending on the type of content you’re doing, would provide meaningful choices without just throwing “all the things” into the spec. Moreover, because we can get most, or all, of these extra things at the same time, it locks us into these choices. Most of these effects are binary in their strength, you either can make use of the extra resources and will use the talents all the time, or you don’t need them or can’t use them, and you will never use the talents. They are, for the most part, early on in the talent tree, so they’re easy to access and often connect to very important nodes, meaning that you couldn’t NOT take them even if you didn’t need the resources.

Although all, or most, were things that we asked for, it is clearly a problem of getting what we wanted but in a way that we didn’t want it.

Solutions

It wouldn’t be one of my articles without proposing solutions. However, I will take a moment to act against my best interests and suggest two different paths. The overall crux of this article is that Windwalker is stuck between the foundation of the past and the new tools of the present. I don’t believe it is healthy to straddle or try to rectify these two opposing playstyles, so Windwalker needs to pick one as its new primary identity.

Slow Down

The first option is to cut down on the resources and procs and get back to the foundation and history of the spec. Continue the interplay between abilities, but put an end to the flood of resources clogging up the flow. Many of us who have played Windwalker for a long time look back at a time like Tomb of Sargeras as the pinnacle of Windwalker design. Although we currently have Xuen’s Battlegear as a talent, it is one bright spot in a sea of flashing procs. What many people do not realize, is that Tomb of Sargeras was one of the slowest playstyles Windwalker has ever seen, with upwards of 25-30% of the fight spent not pressing anything. This was less noticeable because it was spread out relatively evenly throughout the fight rather than in big chunks.

This was followed by Antorus where Windwalker was technically GCD-locked, but spent large chunks of the fight channeling Fists of Fury or Crackling Jade Lightning, giving frequent bits of 3-4 seconds where no button needed to be pressed. These are two of the more popular examples from the past that people really liked, but are a completely different spec when compared to today. It is also worth noting that both playstyles, despite vastly different amounts of downtime, were mostly consistent from pull-to-pull, with very little variance.

By reducing the free resources and free casts, stats like Haste will become more valuable, as the primary way to get more damaging abilities out. It is unlikely that Windwalker will convert to the Church of Hastewalking, due to the cooldown reduction mechanic that exists on Blackout Kick, but it would avoid the chance that we look at Haste as a completely worthless stat due to an excess of resources.

Embrace the Speed

There is a reason that many people have been wanting Windwalker to speed up over the years, the desire for more buttons to equal more DPS is natural with plenty of examples in other specs. However, if Windwalker is going to continue that direction, then something has to give and the foundation of the spec as slow and thoughtful needs to give way to the new style.

An easy example is for Windwalkers to no longer work off Energy; generating Chi in a similar way to Retribution Paladins generating Holy Power. This would cut out one aspect of things to manage and one less resource to waste. On-demand Chi from Tiger Palm would still have to filter through Mastery: Combo Strikes, preventing you from spamming it, and needing to work in Blackout Kicks to keep Mastery: Combo Strikes going and provide cooldown reduction. Without energy, Windwalker could hold off on generating Chi if the RNG gods are good and give you a ton of procs without worrying about overcapping. They could also simply Tiger Palm more often if the RNG gods were negligent. Being able to adjust when needed is different from HAVING to react and decide what resource or cooldown to waste.

If speed is going to be embraced, then double down on the procs by connecting them to a stat. Critical Strike is the obvious choice because of the martial arts connection, and striking specific points to deal extra damage is within that fantasy. However, if people do not want Windwalker to simply be the melee version of Fire Mages, then Haste is the next logical choice. More Haste providing more resources, faster cooldowns, and a higher chance to proc more, could massively increase the value of Haste and push us closer to Hastewalking.

This is certainly not my preferred playstyle, but if Blizzard wants to give the vocal ones what they’re vocal about, then it is important to do it well. I know there are plenty of people out there who enjoy this playstyle.

Conclusion

If you’ve made it this far then congratulations, as this was a long one, even for me. I hope you can see why I feel that Windwalker in Dragonflight is at odds with Windwalker of the past and that it would benefit from picking a direction rather than trying to build a tower of speed and randomness on a foundation of planning and predictability. A rework, or at least major changes, to solidify the identity that Blizzard wants for Windwalker would be very welcome, even if it means that players like me who are too old, tired, and slow to react to all the procs, have to find a spec more fitting to our proverbial arthritis.

While it is likely too late for 10.2 to make big moves to help pick this direction, changes can start soon to help the community know what the future will hold for a spec that many of us have loved so intensely for so long.

About the Author
This guide is written and maintained by Babylonius; former moderator on MMO-Champion; current owner and administrator of the PeakofSerenity Monk class discord; founder and Windwalker author of the Monk Class site, PeakofSerenity.com and those that came before it; Windwalker main since early Mists of Pandaria, guide writer/theorycrafter/teacher for almost that whole time.



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