As title says. The idea is that Keg Smash would be a choice node with Jadefire Stomp, and anything that upgrades/alters Keg Smash would do the same to Jadefire stomp.
Why this works: Jadefire Stomp does slightly less damage than Keg Smash, however, Jadefire Stomp looks better and can be aimed better. It also comes with a small amount of healing, which of course helps survivability.
Here is an example of what this could look like in the talent tree:
Jadefire Stomp (Mix from Mistweaver and Brewmaster)
40 Energy
Instant
30 yd range
8 sec recharge
Strike the ground fiercely to expose a path of jade for 30 sec, dealing (40% of Attack power) Nature damage to all enemies, reduces their movement speed by 20%, and restoring (91% of Spell power) health to up to 5 allies within 30 yds caught in the path. Deals reduced damage beyond 5 targets.
Brewmaster
Grants shuffle for 5 sec and reduces the remaining cooldown on your Brews by 3 sec.
Your abilities have a 6% chance of resetting the cooldown of Jadefire Stomp while fighting within the path.
Talent Upgrade Node: Awakened Jadefire (From Mistweaver) Mutually exclusive with Stormstout’s last keg, which would in this case grant an additional charge of Jadefire stomp.
Your abilities reset Jadefire Stomp 100% more often. While within Jadefire Stomp, your Tiger Palms strike twice and your Blackout Kicks strike an additional 2 targets at 20% effectiveness.
Why this does not work: Keg Smash is fundamental and goes with breath of fire and celestial flames (if you play like that) to reach 15% dmg reduction. You can’t just swap that out for a pretty green stomp with a slow and some healing.
Brewmaster is not a healer. Brewmaster is mobile, we weave through combat fluidly. Keg Smash has a much smoother, more reliable application than a ground-targeted, frontal ability.
Why introduce more rng? You want to rely on a 6% chance to reset a key rotational ability instead of a straightforward 8-second cooldown ability, which by talent can have 2 charges. This would add more inconsistency to a spec that already has its fair share of rng with stagger, brew cooldown reduction, orb spawns
If it ain’t broke, don’t fix it. Brewmaster already functions exceptionally well in high-end content. This is a Mistweaver player’s idea of how BM should work by reading this. Seems there is a fundamental misunderstands why Keg Smash is so vital to the spec. If you actually tank keys as a Brewmaster, you’d know that Keg Smash is not the problem.
Go play a single high key as monk bm and try to imagine replacing keg with some light-hitting, slow-applying, barely-healing stomp. And you will see how absurd this suggestion is. If you want Jadefire Stomp as an extra ability, sure, make it a talent somewhere else, fine. But replacing Keg Smash? No.
My ‘tooltip’ i made encourages an 8 second cooldown baseline (just like KS), with an upgrade node later on that has a choice between resetting more often or just a second charge.
The 8 second cooldown + 6% chance to reset baseline = more JFS than KS baseline.
The idea is that JFS would inherit all KS traits, including the coating for Breath of Fire damage reduction, and the rest throughout the talent tree.
I know that Keg Smash isn’t the whole problem, but it would be nice to have that as part of the solution.