Posted 12 November 2013 - 11:08 PM
Relatively "easy" fix would be to make the dispel protection already baked into Zen Spheres be affected more by our HoTs. For example, Zen Shere's healing/damage explosion would be 50-100% more effective if one or more of our HoT's were active on the target of our Zen Sphere.
You could work it so the bonus dispel healing only affected the Zen Sphere target, so it wouldn't be too OP for RBGs or anything, and it would protect our HoTs while making a mostly lackluster talent for PVP even more viable. Does anyone really spec this except for situational uses anyway?
As for our healing spheres, there is the level 100 talent (which, of course, can and probably will change over the course of the beta) that gives us the ability to activate the spheres on our own, which is nice...but doesn't really help if the issue is that our healing target is moving and/or latency. A possible solution to this would be a larger radius, as already mentioned, or they could keep them as is and change our mastery to something a little better, that would make up for it.
For a long time I think the MW mastery has been and will continue to be garbage. The level 100 talent will help, if it affects the spheres created from mastery, but personally I think they should change the mastery to something like a healing version of a shadow priest's shadow apparitions. Basically, convert the healing spheres placed on the ground near a target -- which is both annoying to the DPS as it gives them one more thing to look for on an already crowded (visually) ground, and annoying to us because it is wasted healing more often than not in certain fights -- and change it to a slow-moving sphere that travels towards the target of your soothing mist and/or the lowest health target with one of your HoTs (or Zen Sphere) active on them.
Our mastery then, while not perfect, would never result in missed healing, making it a stat that while perhaps not worth stacking (the amount healed would determine this), it would at least be a 100% bonus to healing, just like every other healing class out there. As it stands all the other healing classes have masteries that, while not all 100% perfect, all offer 100% healing/absorbing improvements. MW monks, however, have a mastery that can -- and too often does -- result in a lose of healing. Even if we were to stack mastery out the ass right now there is still no 100% guarantee that those orbs will actually do any healing whatsoever. That needs to change desperately.