That's what I had feared. However, there is a difference to ignite: All events (in PvE) that lead to a stagger dot are triggered server-side instead of client-side as in the case of fire-mages, so it should be easier to get things right.
Taking a look at our toolbox, we can see that mobility is absurdly good (roll + flying serpent + transcendence teleport every 3mins),
Single target threat will be made fine, AoE isn't trivial due to the cone shaped damage of Breath of fire.
Picking up adds could be done with drunken haze... Does drunken haze generate a measurable amount of threat? Else we can provoke
using the statue, although I do not like the fact, that provoke is only a x second taunt and does not deal damage. Another option is to cast crackling jade lightning for a single target (that seems to be baseline).
What I am still missing (or did not see) is a "in your face" skill for burst aggro like shield-slam (used to be). Or are Tiger Palm or even Clobber going to hit hard?
Channeled, 3 min cooldown
Reduces all damage taken by 99% and redirects to you all harmful spells cast against your allies within 30 yards. Lasts 10 seconds.
Being the victim of a melee attack will break your Meditation, cancelling the effect.
Does anyone have a high enough leveled Monk yet to test if Drunken Haze works on raid bosses? It doesn't have to be a Cata raid boss, any boss in Molten Core would for example (so a level 60 monk with a healer should be fine).
You'd need to combat log and have it analyzed with WoL though since addons aren't allowed yet.
If you can a second player to come with you, could you also check if Drunken Haze works him and not just Monks specifically?
I had a list of a couple of tests to run, but since I still haven't received access - if anyone is willing:
- [Answered: Yes]Stagger is a 25% proc - is this a 2-roll system like the new block
- [Answered: 3 seconds]How often does the dot from Stagger tick
- How are procs of stagger combined
- Does Guard scale with AP (some datamined versions have it as 1.9xx * AP)
- [Answered: Yes]Is the Tiger Palm buff consumed when Guard is used
- [Answered: Yes] - Does Guard absorb magic damage
- How is excess damage handled by Avert Harm - does it kill the Monk, does it absorb less damage, or is all the damage absorbed on the raid while the Monk is left at exactly 10% (during a single large AOE)
- [Answered: Yes]Does the monk still avoid attacks during Shuffle
- [Answered: Yes] - Can Fortifying Ale be clicked off / removed with /cancelaura
- [Answered: Drops Aggro]How does Dematerialize affect threat/aggro
- (not testable yet) How do the "friendly cyclone" talents affect aggro/threat
- Drunken Haze (mentioned above) - affects some bosses, not others
2 things of note:
[EDIT: Stamina increases are planned and included in Blizzard's current internal build]Monks do not appear to have any stamina or Armor increasing talents, but do have higher passive damage reduction than other tanks.
Brewmasters appear to not have any threat bonus in the current version of beta, so holding aggro is extremely difficult
I think people might be misunderstanding what you are getting at Liar (your original wording made it sound like you were asking if party members got the debuff). As far as whether or not other players get the miss benefit, that should be fairly easy to check as the mobs damage themselves whenever a miss is forced by Drunken Haze. I know I've kept Nóam's debuff rolling on several occasions as we've been levelling, but I didn't check if it was still giving the same benefit, we can check that next time we're on pretty easily (just check the combat log for any self-damage from the mobs in question). If it does, I think it's safe to assume that it will be changed, as it's too huge of a benefit that can be applied externally.
 Also, regarding the Guard question, it absorbs every kind of damage. [/edit]
The latest change to Roll made it free, but now has 2 charges that regenerate. You get one charge back after 10 seconds and the other after another 10 seconds.
That seems a bit long, but it means tanks can finally make use of it without sacrificing large amounts of damage and or mitigation. We'll also be able to consider different T1 talents and pick up Chi Torpedo.
Why does there have to be a drawback for something that doubles your health? Icebound fortitude, survival instincts and guardian of ancient kings reduce damage taken by 50%, which is effectively doubling your health, and they don't have drawbacks. Those abilities last I think 12 seconds and fortifying ale does last up to 20, however. It will be interesting to see how often you can make use of those 8 extra seconds.
That is assuming when you cancel the buff your % hp remains the same, otherwise you could use and cancel it for an instant full heal, or just cancel it after your health is lower than your normal maximum which would make it more like an absorb effect that blocks healing.
The real test of whether this ability can match up to other tanks' will be how well you can coordinate the timing for healers. Using it right after healing comes in, having healers swap effectively so as not to waste time or mana trying to heal you, and getting heals right after you cancel it or it falls off will be a big deal, and it adds a serious layer of complexity that other tanks don't have to worry about.
I wouldn't be surprised at all if this ended up as a more cookie-cutter shield wall type cooldown. Maybe some kind of small flavor added in like icebound fortitude granting stun immunity.