Lemons' Mistweaver 101

Lemons

Legend
Table of Contents

1. Introduction

2. Races

3. Talents

4. Stat Priority

5. Healing Abilities

6. Equipment

7. Professions​



1. Introduction

This guide was created in patch 5.2 and has been last updated:
N/A

This guide was created to encourage twinkers to roll (no pun intended) a monk, specifically, a mist weaver monk. They are extremely fun and unique compared to other healing classes and bring some strong healing power to a battleground.

I may move on to create a guide for Windwalker and Brewmaster, however, I intend to specialise in Mistweaver, so don't get your hopes up.

This is also my first attempt at a guide, so please offer any suggestions and positive criticism.

2. Races

Monks are a widely compatible class, available to 11 races.

Human: Monks that choose to roll a boring, old Human gain access to 3 PvP beneficial passives.
- Every Man For Himself provides a CC breaker every 2 minutes, freeing up trinket space.
- 3% bonus to spirit
- Increased expertise with swords and maces.

Dwarf: Monks that choose to roll an ale-crashing, trogg smashing Dwarf gain access to 3 PvP beneficial passives.
- Stoneform provides a bleed remove, as well as a 10% reduction to damage every 2 minutes.
- Frost Resistance provides a 1% reduction to frost damage.
- Increased expertise with maces.

Night Elf: Monks that choose to roll a tall, tree-hugging Night Elf gain access to 3 PvP beneficial passives.
- Shadowmeld provides an on-the-spot stealth, useful for defending and getting out of combat every 2 minutes.
- Quickness, providing a 2% increased chance to dodge melee and ranged attacks.
- Nature Resistance provides a 1% reduction to nature damage.

Gnome: Monks that choose to roll a short, high-pitched annoyance gain access to 5 potential PvP beneficial passives.
- Escape Artist provides a removal of speed reducing effects/immobilisation every 1.5 minutes.
- Expansive Mind increases mana pool by 5%.
- Arcane Resistance provides a 1% reduction to arcane damage.
- Increased expertise with one-handed swords.
- Max engineering skill (if chosen as a profession) increased by 15.

Draenei: Monks that choose to roll magical space horses gain access to 3 PvP beneficial passives.
- Gift of the Naaru allows the monk to heal a target for 20% of the caster's max health over 15 secs.
- 1% increased hit chance with all attacks.
- Shadow Resistance provides a 1% reduction to shadow damage.

Orc: Monks that choose to roll male orcs, since there is no such thing as a female orc, gain access to 3 PvP beneficial passives.
- Increased expertise with axes and fist-weapons.
- Bloody Fury provides a small increase to spell power and attack power for 15 seconds every 2 minutes.
- Stun duration reduced by 15%.

Undead: Monks that choose to roll rotting, bad-breathed corpses gain access to 4 PvP beneficial passives.
- Shadow Resistance provides a 1% reduction to shadow damage.
- Cannibalise allows the monk to eat a slain player every 2 minutes, restoring health and mana… how delicious.
- Passive chance to inflict additional damage.
- Will of the Forsaken provides the monk with a fear, sleep or charm CC breaker every 2 minutes.

Tauren: Monks that choose to roll flying ninja cows gain access to 3 PvP beneficial passives.
- War Stomp allows a monk to stun up to 5 enemies in melee range for 2 seconds every 2 minutes.
- Nature Resistance provides a 1% reduction to nature damage.
- 5% increase to base health (not stamina).

Troll: Monks that choose to roll two-tusked, Jamaicans gain access to 4 PvP beneficial passives.
- 5% increase to damage vs beasts.
- 15% reduction to movement impairing effects.
- Increased health regeneration (also works in combat at a smaller rate).
- Berserking allows a monk to increase their melee and casting speed by 20% for 10 seconds every 3 minutes.

Blood Elf: Monks that choose to roll mana-hyped, roleplaying Blood Elves gain access to 2 PvP beneficial passives.
- Arcane Resistance provides a 1% reduction to arcane damage.
- Arcane Torrent allows a monk to restore energy or mana every 2 minutes, as well as silencing any enemies within 8 yards for 2 seconds.

Pandaren: Monks that choose to roll chubby, hairy panda bears gain access to 2 PvP beneficial passives.
- Double stats from Well Fed effects
- Quaking Palm allows a monk to incapacitate a player for 4 seconds every 2 minutes.

3. Talents

Tier 1

- Celerity:
Passive - Increases available roll counter to 3 and reduces cool down by 5 seconds.

- Tiger's Lust (RECOMMENDED):
30 second CD - Removes immobilising and speed-reducing effects and increases movement speed by 70% for 6 seconds. Usable on friendly targets.

- Momentum:
Passive - Increases movement speed by 25% for 10 seconds when you roll, stacks up to 2 times.

Tier 2

- Chi Wave (RECOMMENDED):
15 second CD - Bounces up to 7 times between friendly and unfriendly targets, healing friendly targets and damaging unfriendly targets. 20 yard range.

- Zen Sphere:
10 second CD - Places a HoT on a friendly target, which explodes, healing additional amounts, when the effect expires, is dispelled or the player reaches 35% health. Maximum of 2 spheres at one time.

- Chi Burst:
30 second CD - Hurls a burst of chi toward a target, healing all friendly targets in the line (as well as the monk) and damaging all unfriendly targets. 40 yard range, 1 second cast time.

Tiger's Lust - Why?
Tiger's Lust is an extremely potent utility in WSG, it enables a monk to basically dispell root effects and slow effects and increase movement speed massively. Great for breaking a mage's novas and increasing FC speed.

Chi Wave - Why?
Chi wave is the most versatile healing spell out of the 3. Zen sphere's healing has been massively reduced, making it the worst to use at low levels. Chi wave works best 1v1 or in small groups, usually bouncing the full 7 times. In larger groups it can get lost between the crowd. Timing is essential to get the full 7 bounces. Heals a decent amount and has a small CD. Great move overall.

4. Stat Priority

33 haste > Stamina > Resilience > Spirit ≥ Intellect > Critical Strike

The 33 haste MUST come from equipment, as the healing stance increases haste from equipment by 50%. There may be alternatives to achieving the breakpoint (approx. 8.39% haste), however I found that reaching 33 haste from equipment was very easy.
You may be thinking… wait, why is he telling me to get haste?!
Haste is an EXTREMELY strong stat for monks. Especially since our healing stance increases haste from items by 50%.

Benefits of 33 haste:
- Hitting the first breakpoint for Enveloping Mists increases it's total healing ticks by 1. A massive change.
- Haste also reduces GCD, which is also important for monks because it takes us at least 2 GCDs to do large amounts of healing (Soothing Mists -> Surging Mist).
- Haste reduces the channel time of Soothing Mists, increasing the rate at which it ticks (Note: The amount of ticks for Soothing Mists will not change). This can potentially raise your chi generation and reduce mana costs.
- Haste increases attack speed, if you ever need to put out some damage or you choose to fistweave (melee heal).

Quick explanation of the rest:
Stamina is important as a monk's healing ability is quite high, even without equipment. I would value stamina over spirit/intellect any day. It keeps you alive for a longer time, increasing the amount of healing you can put out. It is also helpful if you are opened on.

Resilience is secondary to Stamina, as it doesn't scale as efficiently.
For example, if you had 5% resilience, ignoring the passive 40%, it would only reduce a hit of:
500 by 25 damage
1k by 50 damage
1.5k by 75 damage
2k by 100 damage.
You can acquire 25 health, 50 health, 75 health, 100 health etc, MUCH more easily than 5% resilience.

Spirit will increase the amount of mana you generate in and out of combat and also increases your hit chance/expertise while in healing stance.

Why is Intellect so low down on the chain?
Intellect is not very important to monks at level 39 as their heals are already VERY potent. It would be wiser to invest in stats that keep you alive rather than stats that will slightly increase your healing capability.

5. Healing Abilities

As a monk healer at 39 you have 6 healing abilities.

a) Soothing Mists
- This ability is a channel cast spell, healing a moderate amount of health over it's duration
- Without haste it has an 8 second channel
- This ability will ALWAYS have 9 ticks, regardless of haste
- It costs 22 mana, plus 22 every second (at 39)
- It has a 30% chance to generate chi every time it ticks
- This ability will allow you to cast Enveloping Mists and Surging Mists instantly on the target affected by your Soothing Mists.

b) Enveloping Mists
- This ability heals a large amount of health over it's duration
- Without haste, it has a 2 second cast (unless channeling Soothing Mists)
- This ability will have 6 ticks without haste, and 7 ticks with the first breakpoint
- It costs 3 chi
- Increases the amount that your Soothing Mists heals the target by 30%

c) Expel Harm
- This ability heals a moderate amount of health
- This ability is instant
- This ability costs 55 mana (at 39) and has a 15 second CD
- Generates 1 chi.

d) Chi Wave (RECOMMENDED)
- This ability heals a large amount of health over it's duration
- It bounces between enemy and friendly targets, healing and damaging (up to a maximum of 7 bounces)
- This ability is instant
- This ability has a 15 second CD

e) Surging Mist
- This ability heals a large amount of health
- Without haste it has a 1.5 second cast (unless channeling Soothing Mists)
- It costs 194 mana
- Generates 1 chi

f) Eminence (or better known as fist weaving)
This healing only occurs when you are attacking with non-auto attack hits. Blackout kick allows you to use eminence with auto attacks for a short time. This type of healing is the least efficient as of the new patch, however, it seems to do decent damage.

6. Equipment

As I said, reaching 33 haste is extremely important for Mistweaver monks. Therefore my equipment list/options are based around my stat priority. I have also provided a link to the armoury of my 39 monk (notice that I do not have the Cloak of Coordination with Cata chants as I was just too late).
I do not believe in "Best-in-Slot" for twinking because how you play and gear your characters is totally up to you and your play style. However, I will include a list of the items I have used and then provide alternatives. Please do not feel like you HAVE to use the same combination of items as me, I am simply providing options.
Note: This list DOES NOT include GF items, as they are impossible to obtain unless BoE. This is a compilation of items that are currently available.

- Head

Mine: Preened Tribal War Feathers

Other: Barovian Ritual Hood, Clever Hat, Green Lens, Soothsayer's Headdress, Tattered Dreadmist Mask

- Neck

Mine: Anarchist's Pendant

Other: Necklace of Calisea, Tempest Talisman, Gemshard Heart

- Shoulder

Mine: Revelosh's Spaulders of the Eagle

Other: Warpwood Leaf Mantle, Incarnadine Scarlet Spaulders, Lasting Feralheart Spaulders, Preened Ironfeather Shoulders

- Back

Mine: Ancient Bloodmoon Cloak

Other: Cloak of Coordination, Cloak of the Reverend, Energy Cloak

- Chest

Mine: Robe of the Thousand Needles

Other: Warpwood Bark Vest, Nature's Embrace, Preened Ironfeather Breastplate

- Wrist

Mine: Windchaser Cuffs

Other: Unearthed bands of the Eagle (GF drop, still obtainable through trading), Deadwalker Bracers, Agamaggan's Gift

- Gloves

Mine: Revelosh's Gloves of the Eagle

Other: Rattling Gloves, Gloves of Shadowy Mist, Gloves of Restoration, Zaetar's Gloves

- Waist

Mine: Belt of the Gentle Lady

Other: Incineration Belt, Whipvine Cord

- Legs

Mine: Preened Wildfeather Leggings

Other: Leggings of Unleashed Anguish, Stoneweaver Leggings, Tattered Dreadmist Leggings, Brusslehide Leggings

- Feet

Mine: Waterspout Boots

Other: Riptide Shoes, Sandals of Glorious Life, Merciful Greaves

- Rings

Mine: Tumultuous Ring of the Sorcerer & Band of Uldaman (working on Underworld Band)

Other: Underworld Band, Tumultuous Ring (7int/7stam/7spirit), Ring of Demonic Guile, Hidden Treasure

- Trinkets

Mine: Heart of Noxxion & Inherited Insignia of the Horde

Other: Arena Grand Master, Price of Progress, http://www.wowhead.com/item=93900, Swift Hand of Justice Discerning Eye of the Beast

- Weapons and Offhands

Mine: The Blessed Hammer of Grace + Musty Tome of the Lost (RECOMMENDED COMBO)

Other: Grand Staff of Jordan, Dignified Headmaster's Charge, Staff of Jordan, Greatstaff of Righteousness


MY ARMORY

7. Professions

Mining - Gives +10 stamina at 300.

Skinning - Gives +12 crit strike at 300.

Engineering - Allows the use of bombs, Green lens and other useful items.

Alchemy - Increases the stat output and duration of elixirs and potions

Herbalism - Lifeblood (not very useful for healing monks)

I personally chose Mining and Skinning, as I found that I did not need Bombs, Green Lens or the benefits of Alchemy. My twink is still currently under progress with professions at the moment.


As I stated before, please offer your insight and criticism, plus anything you think I may have missed. I will definitely take it into consideration.
Hope it was helpful.

- Lemons
 
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How valuable is haste after reaching 33 haste rating compared to other stats?

The next breakpoint isn't until 24.98% haste - I'm not sure exactly how much rating that would be, roughly 100 or so.

I did some chardeving of this in the past, and mistweavers can reach around 33% haste.
 
The next breakpoint isn't until 24.98% haste - I'm not sure exactly how much rating that would be, roughly 100 or so.

I did some chardeving of this in the past, and mistweavers can reach around 33% haste.
Well, I was interested in the value of haste outside of hitting breakpoints compared to other stats.
 
Good looking guide so far Lemons.

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Keep up the good work!

Thanks, I wasn't entirely sure where to post it. You're a legend. :)


The next breakpoint isn't until 24.98% haste - I'm not sure exactly how much rating that would be, roughly 100 or so.

I did some chardeving of this in the past, and mistweavers can reach around 33% haste.

They can, however, the amount of stamina you would have to lose to reach the next breakpoint is probably not a good switch. :p
 
Well, I was interested in the value of haste outside of hitting breakpoints compared to other stats.

It's isn't very valuable after the first breakpoint at 39. The main thing that it would be doing would be reducing your Soothing Mists channel time slowly. You'd be better of investing in stamina/spirit/intellect.
 
Really quality guide, Lemons! The information about break points and the sheer detail in many places really made me think.

I want to help correct one section, the stamina vs. resilience part.

At first blush, stamina looks better than resilience because the health "gained" via resilience's damage reduction doesn't look anywhere near what you can gain in stamina. But looks are deceiving: while resilience stacks linearly, it scales logarithmically. Before we had base resil, the scaling didn't matter -- stam remained on top. But thanks to the 40% base resilience, extra resilience now makes a much greater difference. If you want to get into the arithmetic details, check out Effective Health: Resilience vs. Stamina | Twinking.net and use the formula to plug in numbers for your monk. Here's how the math works for my 39 shaman:

effective health = hp / (100% - resilience)
= 3624 / (100% - 54.54%)
= 3624 / 45.46%
= 3624 / 0.4546
= 7972

So with my current resilience, it will take 7972 damage to kill me.

Now, let's switch my 15 resil chest enchant for a 150 health enchant. My health goes up, and my resil goes down, as follows:

= 3774 / (100% - 51.93%)
= 3774 / 48.07%
= 3774 / 0.4807
= 7851

While I have more health, my effective health actually drops from 7972 to 7851 because my resilience doesn't mitigate as much incoming damage.

That's the trap we fall into when considering resilience: it has nothing to do with how much health you have. Surprising statement, yes? Resilience (and other damage mitigation stats like armor, dodge, etc.) only concern incoming damage, with your health as the largest limit of that damage before you die.

Think of it like this: if you pour water into a glass, you can increase the size of the glass (i.e. increase your stamina) or divert some of the water away from the glass (i.e. increase your resilience) as you pour. Resilience is about the poured water, not about the glass.


With that in mind, take a second look at my stats above. I have 3624 health on my 39 shaman. With 54.54% resilience, we can easily make the mistake that we get another 54.54% of my 3624 health, which is 1977 health. Add the two together, and we get 5601. But that's not correct. Resilience isn't 54% of my health. It's the elimination of 54% of incoming damage. That is why my "effective health" is much higher -- 7972. So in my case, 54% resilience acts the same as increasing my health by 211% -- a huge difference!

To extend the waterglass analogy, imagine a pitcher the same size as the glass. With 54% resilience, a little over half of the water pours outside the glass, leaving the glass a little under half full. Then you fill up the pitcher and pour a second time. Again, a little over half of the water pours outside the glass, and now the glass is almost full but not quite. It takes 211% of the capacity of the same-size pitcher to fill up the glass, when the glass has 54% resilience.

For any 39 seeking survivability, resilience is now the way to go.
 
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