Mistweaver Monk PvE Guide (WoW Legion 7.3.5)
- Main abilities
- Artifact and Relics
- Netherlight Crucible
- Set bonuses
A Mistweaver Monk has one key resource – Mana. Mana is spent on most of the healing spells, bursts and defensive spells.
Let’s take a closer look at the weakest and the strongest aspects of this specialization:
- In many encounters, Mistweaver is considered a Melee fighter which helps ignore some of the typically range mechanics.
- Quite easy to use.
- Extremely mobile.
- Has a potent raid healing cooldown which is Revival.
- No powerful instant spells.
- Few saves.
- Few unique features for a raid.
(Area of Effect) is basically the area where this of that effect is actuated regardless of whether its damage or healing. This command is usually used to act in a team/raid on several targets. It is also used to describe any ability of a Boss with the aforementioned effect.
Buff stands for any positive effect. Always reflected to the left of the mini-map, by its upper edge.
Burst is an ability to do – in multiple ways – massive damage within a short period of time.
Cleave is an ability to damage secondary targets through damaging the main one with no (or minor) loss in the damage done to the main target.
Cooldown (often CD) primarily refers to the ability recovery time. Can be often applied to bursts and various protective abilities.
Gear is what it is.
GCD (Global Cooldown) is the overall ability recovery time.
Debuff stands for negative effect. By default, it’ reflected to the left of the mini-map by its lower edge.
DoT stands for Damage over Time.
DPS (Damage per Second) is a measure that reflects the damage done within one second.
HPS stands for Healing per Second – the amount of healing done within one second.
Melee and Range. Melee is the close-range combat zone, also used in the titles of all the classes and specs that do effective damage in this zone. Range usually refers to a zone that is not a close-range one and is used, respectfully, in the titles of all classes and specs that do effective damage remotely.
Overheal is an inefficient heal that exceeds 100% Health.
Trait is a name for the ‘talents’ your artifact has.
Renewing Mist, for 33,000 Mana, instantly puts a 20-sec HoT on a target. If the Mist’s healing turns to overheal, Renewing Mist jumpsover to the closest injured ally within the 20-m range. There is 4% probability that each time Renewing Mist works allows your next Vivify restore 40% more Health. CD 8 secs.
- The trait Dancing Mists provides a 10% chance that your Renewing Mist instantly covers another target once cast or when jumping from target to target.
- The trait Extended Healing increases the action time of your Renewing Mist by 1 sec per point.
Effuse costs 22,000 Mana and has 1.5-sec casting; restores its target a major amount of Health.
Essence Font demands 79,200 Mana and allows you to pronounce a 3-sec channel spell that restores a medium amount of Health to at least 6 allies within the 25-m radiusand leaves an 8-sec HoT. The latter restores a bit more HP. Mastery: Gust of Mists restores Health to the players subject to these effects twice. This spell can be cast on the go.
- The trait Light on Your Feet increases your moving speed by 30% after the Essence Font casting is completely over.
Vivify, for 44,000 Mana, allows you to pronounce a 1.5-sec-long cast that restores major Health to the selected target and to 2 injured allies closest to it.
Enveloping Mist costs 57,200 Mana and allows you to cast a 2-sec spell which restores its target a major amount of HP over 6 secs. It also increases the efficiency of your other spells by 30% for 6 secs.
Detox, for 28,600 Mana, instantly cancells any poison, malady or magic effects on a selected ally. Provided successful cancelling, CD 8 secs.
Revival costs 48,114 Mana and instantly restores a major amount of Health to all the group/raid members within the 40-m range. It also dispells any malicious effects of magic, poison and malady. CD 3 min.
- The trait Blessings of Yu’lon restores additional 30% of the restored amount of HP over 6 secs.
- The trait Tendrils of Revival reduces the restoring time for your Revival by 10 secs per point.
Thunder Focus Tea allows you to empower your next spell:
- Effuse – by 200%;
- Essence Font is cast instantly;
- Essence Font is applied 100% faster;
- Renewing Mist demands no restoring time;
- Vivify demands no Mana to cast.
CD 30 secs.
- The trait Celestial Breath, after the utilizing of Thunder Focus Tea, restores minor HP to no more than 6 allies within the 12-m radius over 3 secs.
Sheilun’s Gift has a 2-sec cast and allows you to pull in all the closest clouds of mist created before, and restores the corresponding amount of Health per each cloud consumed.
Life Cocoon demands 26,400 Mana and applies a shield on your target for 12 secs. The shield absorbs major damage and increases the efficiency of your periodical healing spells by 50%.
- The trait Mists of Life tags a target with Renewing Mist and Enveloping Mist upon the use of Life Cocoon.
Fortifying Brew reduces your incoming damage by 20% and increases your max HP by 20%. CD 1.5 min.
Tiger Palm instantly deals physical damage to an enemy.
Blackout Kick deals nice physical damage to the selected target. CD 3 secs.
Rising Sun Kick, for 16,500 Mana, deals major physical damage. CD 12 secs.
Spinning Crane Kick, for 11,000 Mana, deals physical damage to all the enemies within the 8-m radius over 1.5 secs.
Crackling Jade Lightning is a 4-sec channel spell dealing nice Nature damage. It can also kick back enemies attacking you in the Melee zone.
Resuscitate is your regular resurrecting an ally out of combat.
Provoke instigates your enemy to attack you wiithin the nex 3 secs. It also incresaes its running speed by 50%.
Zen Pilgrimage grants you an opportunity to teleport to your class Hall. Application time – 10 secs. When cast the second time, it teleports you back to the location you’ve left before, to the closest graveyard or a dungeon entrance.
Roll allows you to quickly relocate 15 m in the direction you character is looking in, or to the side you indicate for your character by pressing the corresponding key while utilizing the ability (W, A, S, D – forward, back, left, right, respectively).
Paralysis allows you to paralyze one enemy for 1 min. Costs 20 Energy. Any damage dealt to the target cancels this effect. CD 15 secs.
Reawaken is your mass out-of-combat resurrection that works on all allies within the 100-m range.
Transcendence allows you to leave your Spirit wherever you apply the ability for15 min. CD 10 secs. Keep in mind that your Spirit vanishes if you go over 100 m away from it.
- The trait Spirit Tether allows your copy to slow all your enemies near you down by 20%.
Transcendence: Transfer is the second part of the aforementioned spell. On utilizing it, you switch placeswith your Spirit unless your Spirit is more than 40 m away. CD 25 secs.
General information. On achieving several new levels you’ll get access to new talent ‘Tiers’. Talents may have different effect on abilities: add new features, replace old ones, modify passively different effects and spells. Talents can be changed in Sanctuaries or any recreational zones. However, if you don’t have any of those places nearby you can use the Codex of the Tranquil Mind which allows you to switch channels within a minute. You can’t change talents in combat. You can’t change a talent if the talent you’ve picked in the last Tier is on Cooldown. You’ll have to wait until it’s restored first.
Tier 1. Lvl 15.
- Chi Burst. A quick spell with a 1-sec casting allows you to send an Energy clot 40 m ahead of you and deal all the enemies on the way Nature damage, or restore Health to the allies. CD 30 secs.
- Zen Pulse. You apply the ability to the selected ally who emits an energy wave with an 8-m range and deals damage to each enemy within that action range. For each enemy hit that way, the respective amount of Health is restored. You canot apply it to a target with no enemies around. CD 15 secs.
- Chi Wave. You emit a small clot of Energy that bounces off your enemy towards a friendly target within a 25-m radius. The clot bounces between targets 7 times in total. Enemies receive damage, allies get healing.
Tier 2. Lvl 30.
- Chi Torpedo. Substitutes your Roll. Chi Torpedo drags you 20 m forward. It also increases your Haste by 30% for 10 secs after it’s used. The effects sum up, up to 2 times. This one also has 2 charges.
- Tiger Lust. This is a sprint that can be applied on both yourself or your ally. The talent increases your running speed by 70% for 6 secs. This effect cancels any movement impairing or stunning on the target.
- Celerity. Reduces the restoring time of your Roll by 5 secs and incresaes its charge count from two to three.
* Tiger Lust is your default choice as it is not connected to your Roll and provides you with an additional speed-up option. Also, keep in mind that you can pass your Tiger Lust over to one of your allies which can be quite useful.
In case you are interestedin long-distance relocations, Chi Torpedo would be best for you.
If you are craving frequent but short-span relocations, pick Celerity.
Tier 3. Lvl 45.
- Lifecycles. Enveloping Mist reduces your Mana spending by 20% on your next Vivify, and your Vivify reduces it by 20% for your next Enveloping Mist.
- Spirit of the Crane. Every additional Blackout Kick off Teachings of the Monastery restores you 0.65% of your max Mana.
- Mist Wrap. Enveloping Mist now lasts 1 sec longer, and its healing bonus is 10% higher. Also, your Soothing Mist can now be maintained on the go.
* Mist Wrap is your best pick for combats that are not too long, the ones where you focus on healing separate targets. This talent is also the best one for Mythic+.
In case you feel like you don’t have enough Mana, or if your raid or group is subject to massive unexpected damage, then Lifecycles would be a better choice.
If there are times in combat when your group/raid is not receiving damage, Spirit of the Crane becomes your perfect pick as it allows you to generate a load of Mana within those gaps. To provide max efficiency, save your Teachings of the Monastery until it has 3 charges, and then discharge with Blackout Kick. Obviously, if the phase with massive damage is coming up really soon, or if you need to get away from the target, discharge with whatever charge count you have.
Tier 4. Lvl 60.
- Ring of Peace. Creates an Energy Ring in the selected zone for 8 secs. Any enemy stepping into that ring will be thrown out of it. CD 45 secs.
- Song of Chi-Ji. Generate a slow forward moving cloud of mist that disorients for 20 secs all your enemies it hits.
- Leg Sweep. A mass stun allowing to stun all the enemies within the 5-m radius of you for 5 secs. CD 45 secs.
* Your default pick would be Leg Sweep because it guarantees you control over the enemy group.
The other 2 talents are extremely occasional and are barely ever used in PvE.
Tier 5. Lvl 75.
- Healing Elixir. 2 charges with 30-sec CD. Using this ability restores 15% of your max HP. If your Health indicator happens to fall below 35%, the effect is triggered automatically provided you have at least 1 charge of this ability.
- Diffuse Magic. Decreases Magic damage you receive by 60% for the next 6 secs. This ability also redirects any negative magical effect back onto the casting party if possible. CD 1.5 min.
- Dampen Harm. This ability allows you to reduce the incoming damage by 20-50% for the next 10 secs. The damage-reducign effect depends of the amount of damage coming your way – the more the damage, the higher the percentage.
* The talent choice depends on the encounter. Healing Elixir is usually the default choice unless there is major incoming damage delivery planned. Basically, this talent allows you to sort out the consequences you face after receiving any damage.
If you have an opportunity to reduce the damage coming in from a certain ability on the encounter, use Dampen Harm against physical attacks and Diffuse Magic against magic attacks.
Tier 6. Lvl 90.
- Refreshing Jade Wind. Costs 38,500 Mana, generates a jade tornado around you that restores Health to no more than 6 allies within the 10-m radius for 9 secs. CD 9 secs.
- Invoke Chi-Ji, the Red Crane. Summons for 45 secs Chi-Ji, the Red Crane which helps you heal the injured allies. CD 3 min.
- Summon Jade Serpent Statue. Installs the statue on the selected spot. Whenever you maintain your Soothing Mist, the statue starts doing it on your target, too, except with 50% efficiency of your Soothing Mist.
* Refreshing Jade Wind is a great choice provided each cast of it hits the max number of players which is 6. You are often allowed to be in the Boss’s Melee zone, which means you can reach almost any player on the Melee group at almost any time. This makes the talent perfectly effective for that kind of combat.
Invoke Chi-Ji, the Red Crane is your alternative to the Refreshing Jade Wind in case none of your allies are located compactly in groups. This talent is also perfect for Mythic+ when large tank pulls take place.
Summon Jade Serpent Statue is barely ever used, although it does have its niche. This talent is good for situations when you have to heal up huge incoming damage on separate single targets.
Tier 7. Lvl 100.
- Mana Tea. Reduces the cost of all the spells by 50% for 10 secs. CD 1.5 min.
- Focused Thunder. Thunder Focus Tea now empowers 2 next spells.
- Rising Thunder. Rising Sun Kick completes the restoring time for your Thunder Focus Tea instantly.
* You best raid choice is Mana Tea as it gives you an opportunity to save a huge amount of Mana during phases when you need to heal up loads of damage.
For Mythic+, the best pick would be Focused Thunder, because you’d have to use Enveloping Mist a lot to provide burst heals to a certain target.
Rising Thunder is a bit behind Mana Tea in terms of HPS, but it does make a great alternative to it from the viewpoint of healing allies in separate locations.
Unlike talents, in the weapons branch there is no choice of what you can and what you can’t take. With the current Artifact Knowledge, the order of artifact acquisition is insignificant as to open all the traits, you only need to earn 2.23 billion artifact power which is extremely easy to do just over the first few minutes after you’ve reached level 110.
Mistweaver Monk uses 1 Frost, 1 Life and 1 Storm relics.
First and foremost, you should consider the relic’s ilvl; how much ilvl it gives to your artifact, to be precise. None of the traits costs over 3 weapon ilvl. In case the difference between the ilvls is not big enough, consult this simple list where the artifact ilvl equivalents are also indicated:
Tier 1 of any relic allows you to increase your weapon’s ilvl by 5 points.
Tier 2. This is where you face the first important choice between Light and Shadow as the result of your choice deprives you of one of the last traits on Tier 3. Your objective: to pick a way of the highest ilvl equivalent sum:
- Refracting Shell, Infusion of Light 6;
- Light’s Embrace 5;
- Murderous Intent, Secure in the Light 4;
- Shocklight 3;
- Master of Shadows 2;
- Light Speed 1;
- All the rest +0 ilvl.
Tier 3. Corresponds completely to the relic rating:
A Mistweaver Monk has access to the total of 14 Legendaries.
Velen’s Future Sight is the most HPS-effective Legendary in any of the cases as it has a relatively short cooldown and allows you to perform wonderful burst and effective healing.
Prydaz, Xavaric’s Magnum Opus has a huge number of stats on it which makes it second most effective for a Mistweaver. But it does have a second strong suit – its defensive absorb – which is great, because a Mistweaver doesn’t have that many personal cooldowns, and this absorb increases your survival significantly.
Ei’thas, Lunar Glides of Eramas is in top-3 HPS-wise.
Petrichor Lagniappe allows you to utilize Revival more often. If these Legendary bracers allow you to pronounce the cooldown an extra time some time over the combat, it makes them quite a potent Legendary. If the combat is too short, it’s efficiency may be considered equal to zero or so.
Leggings of The Black Flame is referred to average Legendaries due to its HPS bonus.
Sephuz’s Secret, provided you get to activate the ring per CD, makes for a really powerful one. In any other case don’t bother using it.
The Sentinel’s Eternal Refuge is a craft Legendary that’s okay to use at first, just until you get the first 2 class Legendaries.
Eye of Collidus the Warp-Watcher won’t be of much help to you, because lacking time to maintain Soothing Mist for long, you won’t be able to make the Legendary kick in thoroughly. A very weak Legendary for Mistweaver.
Insignia of the Grand Army empowers the traits of Netherlight Crucible’s Tier 2. Even with best traits at Tier 2 it is an average legendary.
- Healing a single target:
First of all, you should be maintaining your Soothing Mists on the priority target if the damage is not that massive.
If the incoming damage is growing, replace Soothing Mist with Effuse. If the damage gets to extremely high points, turn to Vivify. Keep in mind that your Vivify also heals 2 closest targets and costs way more Mana.
Sheilun’s Gift should not idle. Use it more often to save Mana.
- Healing a raid:
Renewing Mist per CD.
If 3-4 raid members are being injured, use Vivify.
If 6+ allies are receiving damage, use Essence Font, but consider, though, that its action range is 25 m. Keep in mind that this spell can be maintained on the go.
- Effuse for minor incoming damage.
- Sheilun’s Gift with the same damage level, but with the objective to save up Mana.
- Vivify for major incoming damage.
If you know when to expect major incoming damage, it’s reasonable you keep Sheilun’s Gift stacks at hand.
- Healing and dealing damage:
Dealing damage for DPS or Mana regeneration means using Spirit of the Crane. You can use Rising Thunder to use alongside Spirit of the Crane.
Picking these talents implies using Tiger Palm, Blackout Kick and – sometimes – Rising Sun Kick (it does demand Mana) apart from your healing spells.
- Always use 3 Tiger Palms to get max Blackout Kick charge count off Teachings of the Monastery.
- This combo should be used every time there is a pause in receiving damage by your group/raid.
- When using Rising Thunder, you should also use Rising Sun Kick to cancel Thunder Focus Tea‘s CD. Do not forget that your Blackout Kick has a 15% chance of restoring the CD for your Rising Sun Kick. So, use Rising Sun Kick as often as possible.
- Utilizing cooldowns:
- Thunder Focus Tea is used for Renewing Mist, Vivify and Essence Font.
To save Mana, in long combats spend it on Vivify.
If you need to deliver more healing or just dispose of some Mana, use Renewing Mist.
In case the raid is subject to major damage, use Essence Font.
In Mythic+, you are likely to combine Thunder Focus Tea with Effuse and Enveloping Mist more, as massive incoming burst damage would be frequent there.
- Life Cocoon is, unfortunately, an extremely weak cooldown. It empowers your HoT on a target by 50% for the whole action time – which is 12 secs – or until the whole absorb is spent. Since this spell is going to be cast mostly on a target that’s about to receive damage, the shield is not going to last long. Life Cocoon can also be used to heal a target that’s already pretty low on HP just to insure your ally doesn’t die, due to more intensive healing.
- Revival can be utilized as a very potent healing cooldown, or as a mass dispel on magic, poisons or maladies. You should try to use it as often as possible when you raid is suffering extreme HP loss. Due to the traits and the possibility of getting the Legendary bracers, this cooldown has a relatively short restoring time which helps use it quite often.
Depending on the executed gaming style as well as on whether you’re in a raid or in Mythic+:
Pure raid HPS, no damage dealing:
Crit > Versatility > Haste > Mastery > Intellect
Healing and dealing damage in raids:
Versatility > Haste >= Crit > Mastery > Intellect
Haste = Mastery > Versatility > Crit > Intellect
Depending on your build and your situation, use the following gear enhancements:
- Neck: Enchant Neck – Mark of the Ancient Priestess.
- Rings: Enchant Ring – Binding of Haste, Enchant Ring – Binding of Mastery or Enchant Ring – Binding of Critical Strike.
- Cloak: Enchant Cloak – Binding of Intellect.
- Lavish Suramar Feast, 500 Intellect; Azshari Salad, Nightborne Delicacy Platter or The Hungry Magister.
- Flasks and Potions:
- Flask of the Whispered Pact, 1300 Intellect for 1 hour.
- Potion of Prolonged Power, 2500 Intellect for 1 min.
- Suffering Mana shortage, you can use Leytorrent Potion – the potion use takes 10 secs.
- In case you need Mana instantly, use Ancient Mana Potion.
- 2 pieces: The chance Renewing Mist empowers healing by Vivify grows by 1%.
- 4 pieces: The ability Vivify restores your main target 25% more Health, and the action time of Essence Font‘s periodical healing grows by 2 secs.
- 2 pieces: Essence Font has a 40% chance of applying the effect Surge of Mists reducing the cost of the following Enveloping Mist by 75%.
- 4 pieces: When the effect Surge of Mists is absorbed, your healing becomes 12% more effective for 10 secs.
- 2 pieces: When Gust of Mists restores Health to your target, the latter has a 100% change to get the effect Tranquil Mist restoring 6 HP over 12 secs.
- 4 pieces: Casting Renewing Mist provides a 100% chance of you redirecting a bolt of healing Chi to all the targets under Tranquil Mist thus restoring them (300% of Spell Power) HP.
Tiger Lust at cursor’s position, as, sometimes, it is useful to hand it over to your ally:
/cast [target=mouseover] Tiger Lust
To begin with, you should get mouseover macros for all your healing spells meaning whenever you cast a spell, it will be applied to the target your cursor is on at the moment. For example:
#showtooltip Effuse /cast [@mouseover] Effuse