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This guide is maintained by Myromon, a raider in on US-
Mistweaver Overview
Mistweaver is a fairly new spec, introduced with the Mists of Pandaria expansion. Mistweavers are primarily raid healers, but their single target healing is also fairly decent.
Compared to other healing specs, Mistweavers are rather good if you know how to play them. Their area of effect and single target burst are both extremely potent. Mistweavers also tend to have less mana problems than specs like Resto Druid or Shaman.
Monks have a dual resource system which uses Mana as a primary resource and Chi as a secondary resource. Some abilities cost mana, while others cost Chi. Managing these resources is extremely important in determining your success as a Mistweaver. Monks are also the only healer that still has a baseline mana regen tool. For Monks, Mana Tea exists to offset the relatively high cost of their spells. For every 4 Chi that you spend, you gain one stack of Mana Tea with a chance equal to your Critical Strike percent to gain an extra stack.
Mistweavers are considered by many to be the most complex of the healer specs, but they are a superb addition to any raid healing composition if played well.
Compared to other healing specs, Mistweavers are rather good if you know how to play them. Their area of effect and single target burst are both extremely potent. Mistweavers also tend to have less mana problems than specs like Resto Druid or Shaman.
Monks have a dual resource system which uses Mana as a primary resource and Chi as a secondary resource. Some abilities cost mana, while others cost Chi. Managing these resources is extremely important in determining your success as a Mistweaver. Monks are also the only healer that still has a baseline mana regen tool. For Monks, Mana Tea exists to offset the relatively high cost of their spells. For every 4 Chi that you spend, you gain one stack of Mana Tea with a chance equal to your Critical Strike percent to gain an extra stack.
Mistweavers are considered by many to be the most complex of the healer specs, but they are a superb addition to any raid healing composition if played well.
Single Target Healing
Use your single target healing in small groups or to prevent individuals from dying in raids.
• For single target healing, be in Stance of the Wise Serpent. Most of your healing abilities are only available in this stance and it will increase your healing done by 20%.
Use your single target healing in small groups or to prevent individuals from dying in raids.
• For single target healing, be in Stance of the Wise Serpent. Most of your healing abilities are only available in this stance and it will increase your healing done by 20%.
- Drop a Summon Jade Serpent Statue somewhere nearby. This statue will cast Soothing Mist whenever you do, so always have this placed somewhere when you are healing
- Cast Soothing Mist often if the tank or another player is taking light to moderate damage.
- Cast Surging Mist to generate Chi and spend that Chi on Enveloping Mist if the target is taking moderate to high damage.
- Cast Life Cocoon as a tank cooldown or to save a player from stupidity.
- If you have taken Zen Sphere or Chi Wave, then cast those on cooldown for some free healing. (lol jk don't use these please.
- Cast Thunder Focus Tea and use the buff on Surging Mist if you need a large burst of healing.
AoE Healing
Use your AoE healing in raids when many people are taking damage.
• Cast Renewing Mist on cooldown. You want to have as many Renewing Mists out before you cast Uplift. Renewing Mist generates 1 Chi and will jump to a maximum of 3 targets per cast.
• Cast Uplift when you have Renewing Mist on the raid and they are taking damage. Uplift costs 2 Chi and will heal each person with a Renewing Mist on them (uplift healing caps at 6 players, after that the healing is evenly distributed among however many players have it).
• Cast Rushing Jade Wind when you need more throughput than just Renewing Mist and Uplift. This can drain your mana quickly, so only use it for periods of high damage unless you have the spirit to sustain even more use.
• Cast Revival if the raid has taken heavy damage or at a specified time if your raid has organized the healer raid cooldowns.
• Cast Thunder Focus Tea and use the buff on Renewing Mist for AoE healing. It makes your next Renewing Mist cast jump to 5 targets, rather than 3.
Chi Explosion:
You should never really take this talent, as it is extremely poor compared to Pool of Mists.
Use your AoE healing in raids when many people are taking damage.
• Cast Renewing Mist on cooldown. You want to have as many Renewing Mists out before you cast Uplift. Renewing Mist generates 1 Chi and will jump to a maximum of 3 targets per cast.
• Cast Uplift when you have Renewing Mist on the raid and they are taking damage. Uplift costs 2 Chi and will heal each person with a Renewing Mist on them (uplift healing caps at 6 players, after that the healing is evenly distributed among however many players have it).
• Cast Rushing Jade Wind when you need more throughput than just Renewing Mist and Uplift. This can drain your mana quickly, so only use it for periods of high damage unless you have the spirit to sustain even more use.
• Cast Revival if the raid has taken heavy damage or at a specified time if your raid has organized the healer raid cooldowns.
• Cast Thunder Focus Tea and use the buff on Renewing Mist for AoE healing. It makes your next Renewing Mist cast jump to 5 targets, rather than 3.
Chi Explosion:
You should never really take this talent, as it is extremely poor compared to Pool of Mists.
Defensive and Utility Spells
1) Fortifying Brew is one of your many many defensive cooldowns. Use it when you are going to be taking alot of damage.
2) Dampen Harm/Diffuse Magic. These are talents in your level 75 talent row. You can only have one of them, but they both have their uses. Dampen Harm is really good for multiple high damage attacks, while Diffuse Magic is better for magic attacks. Diffuse Magic tends to win out in HFC.
4) Nimble Brew isn't generally that useful for raid encounters, but you should use it when you can.
5) Wow look at all those cooldowns.
Utility:
1) Touch of Death is an ability that deals damage equal to your health to the enemy. It can only be used on targets with less health than you, or targets that are below 10% health. If used while in Crane Stance, the damage is converted into Eminence healing.
2) Transcendence and Transcendence: Transfer allows you to drop a spirit where you are standing, then swap locations with it later. This is extremely useful if you know you will have to quickly move to a specific location later in a fight. This ability also allows you to reset boss encounters if placed outside of the boss’ room. To do this, though, you will have to taunt the boss with Provoke.
3) Provoke is your taunt. I wouldn’t recommend using this too often, but it’s one common use is to cast Provoke on a boss, then swap locations with the Transcendence spirit that you would have placed outside the boss’ room before pulling. This is very useful for progression as it can save tons of time and repair costs.
4) Leg Sweep is an AoE, 5-second stun.
5) Spear Hand Strike is your interrupt ability.
6) Paralysis is a CC ability, it's generally not very useful because of it's range, but it can be used for CCing tough trash mobs.
1) Fortifying Brew is one of your many many defensive cooldowns. Use it when you are going to be taking alot of damage.
2) Dampen Harm/Diffuse Magic. These are talents in your level 75 talent row. You can only have one of them, but they both have their uses. Dampen Harm is really good for multiple high damage attacks, while Diffuse Magic is better for magic attacks. Diffuse Magic tends to win out in HFC.
4) Nimble Brew isn't generally that useful for raid encounters, but you should use it when you can.
5) Wow look at all those cooldowns.
Utility:
1) Touch of Death is an ability that deals damage equal to your health to the enemy. It can only be used on targets with less health than you, or targets that are below 10% health. If used while in Crane Stance, the damage is converted into Eminence healing.
2) Transcendence and Transcendence: Transfer allows you to drop a spirit where you are standing, then swap locations with it later. This is extremely useful if you know you will have to quickly move to a specific location later in a fight. This ability also allows you to reset boss encounters if placed outside of the boss’ room. To do this, though, you will have to taunt the boss with Provoke.
3) Provoke is your taunt. I wouldn’t recommend using this too often, but it’s one common use is to cast Provoke on a boss, then swap locations with the Transcendence spirit that you would have placed outside the boss’ room before pulling. This is very useful for progression as it can save tons of time and repair costs.
4) Leg Sweep is an AoE, 5-second stun.
5) Spear Hand Strike is your interrupt ability.
6) Paralysis is a CC ability, it's generally not very useful because of it's range, but it can be used for CCing tough trash mobs.
Talents
Level 15: The talents in this tree don't really matter that much, go with whatever you feel comfortable with. Though if you are using Chi Torpedo, you should take Celerity.
Level 30: Always use Chi Burst, as it consistently provides the most healing.
Level 45: Take Chi Brew over Power Strikes. Chi Brew offers you more control over when you get the Chi and gives Mana Tea stacks. The increased Spirit provided by Ascension is just not viable.
Level 60: Leg Sweep is your best option here if you choose to be in melee. If you cannot be in melee, but still need to stun, then you can take Charging Ox Wave.
Level 75: Go with Dampen Harm or Diffuse Magic here. Use Dampen Harm if the fight has high damage mechanics that will hit you multiple times such as Gruul’s Inferno Slice. Use Diffuse Magic if the fight has a magical mechanic that you want to completely negate, such as Flamebender's Firestorm.
Level 90: Rushing Jade Wind will give you the most healing, but it also has a high mana cost. Default to this if you are able to manage your mana properly. Chi Torpedo is an excellent, free alternative if your raid is stacking and you absolutely cannot afford RJW, but be sure to take Celerity with it. Invoke Xuen, the White Tiger should never be taken.
Level 100: Always use Pool of Mists. Currently the other two talent choices are not viable.
Level 15: The talents in this tree don't really matter that much, go with whatever you feel comfortable with. Though if you are using Chi Torpedo, you should take Celerity.
Level 30: Always use Chi Burst, as it consistently provides the most healing.
Level 45: Take Chi Brew over Power Strikes. Chi Brew offers you more control over when you get the Chi and gives Mana Tea stacks. The increased Spirit provided by Ascension is just not viable.
Level 60: Leg Sweep is your best option here if you choose to be in melee. If you cannot be in melee, but still need to stun, then you can take Charging Ox Wave.
Level 75: Go with Dampen Harm or Diffuse Magic here. Use Dampen Harm if the fight has high damage mechanics that will hit you multiple times such as Gruul’s Inferno Slice. Use Diffuse Magic if the fight has a magical mechanic that you want to completely negate, such as Flamebender's Firestorm.
Level 90: Rushing Jade Wind will give you the most healing, but it also has a high mana cost. Default to this if you are able to manage your mana properly. Chi Torpedo is an excellent, free alternative if your raid is stacking and you absolutely cannot afford RJW, but be sure to take Celerity with it. Invoke Xuen, the White Tiger should never be taken.
Level 100: Always use Pool of Mists. Currently the other two talent choices are not viable.
Glyphs
Major
Glyph of Renewing Mist
Increases the range of your Renewing Mist’s jump by 20 yards, allowing it to jump 40 yards. This glyph is required for raid healing.
Glyph of Soothing Mist
Gives you a 60% movement speed increase for a duration based on how long you spent channeling Soothing Mist. Good for fights with a lot of movement and any amount of single target healing.
Glyph of Detoxing
Detox now has a maximum of 2 charges, but its cooldown is increase by 4 sec.
Minor
All minor glyphs are purely cosmetic for Mistweavers, so use whatever you want.
Major
Glyph of Renewing Mist
Increases the range of your Renewing Mist’s jump by 20 yards, allowing it to jump 40 yards. This glyph is required for raid healing.
Glyph of Soothing Mist
Gives you a 60% movement speed increase for a duration based on how long you spent channeling Soothing Mist. Good for fights with a lot of movement and any amount of single target healing.
Glyph of Detoxing
Detox now has a maximum of 2 charges, but its cooldown is increase by 4 sec.
Minor
All minor glyphs are purely cosmetic for Mistweavers, so use whatever you want.
Gear
The Monk T18 Mistweaver 2P Bonus applies Extend Life to the first target of each of your ReM casts, healing them for 105,8% of your spell power and increasing all healing you do to them by 15%
The Monk T18 Mistweaver 4P Bonus Causes your Uplifts and Enveloping mists to also heal each target with Extend Life for 50% of the heal.
The Monk T18 Mistweaver 2P Bonus applies Extend Life to the first target of each of your ReM casts, healing them for 105,8% of your spell power and increasing all healing you do to them by 15%
The Monk T18 Mistweaver 4P Bonus Causes your Uplifts and Enveloping mists to also heal each target with Extend Life for 50% of the heal.
Stats
Spirit (until around 2500) > Multistrike > Intellect > Crit > Mastery > Versatility > Haste
Spirit is extremely valuable as it allows you to regenerate mana passively over time, but also because of the way Mana Tea works. Mana Tea restores mana equal to 3 times your unbuffed Spirit. Temporary spirit increases, such as those from trinket procs, do not count towards Mana Tea’s mana restoration. The more passive Spirit you have, the more mana each stack of Mana Tea will return.
Multistrike gives your spells two chances to deal damage or healing for 30% of the original amount. Multistrike is Mistweaver’s attunement stat via the passive ability, Jade Mists. It gives Mistweavers 5% more Multistrike from all sources and gives your Renewing Mist and Rising Sun Kick a chance equal to your Multistrike chance to not go on cooldown when used.
Critical Strike gives your spells and abilities a chance to deal double damage or healing. This stat also contributes very largely to your Mana regen, because you have a chance equal to your Crit percent to generate a second stack of mana tea when you spend 4 chi, or when you use Chi Brew.
Intellect is a primary stat that provides 1 Spell Power per point.
Mastery Mastery: Gift of the Serpent, gives your healing spells a chance to spawn a Healing Sphere that will heal an injured target who moves through it or detonate after 30 seconds, healing a nearby target. Mastery is a very poor stat for Mistweaver monks.
Versatility increases all damage and healing done, and decreases all damage taken.
Haste increases your attack and spell casting speed as well as reduces the global cooldown on all of your abilities. Haste also gives your HoTs extra ticks. Haste is generally considered a poor stat for Mistweaver monks.
Enchants
Rings: Enchant Ring - Gift of Multistrike
Cloak: Enchant Cloak - Gift of Multistrike
Neck: Enchant Neck - Gift of Multistrike
Weapon: Enchant Weapon - Mark of the Frostwolf or Enchant Weapon - Mark of Shadowmoon if you aren't quite comfortable with your spirit.
Gems: Immaculate Multistrike Taladite
ConsumablesFood: Salty Squid Roll / Pickled Eel
Pickled Eels for fights where you will be using alot of RJW, Squid rolls for everything else.
Potion: Draenic Mana Potion
Flask: Greater Draenic Intellect Flask
Spirit (until around 2500) > Multistrike > Intellect > Crit > Mastery > Versatility > Haste
Spirit is extremely valuable as it allows you to regenerate mana passively over time, but also because of the way Mana Tea works. Mana Tea restores mana equal to 3 times your unbuffed Spirit. Temporary spirit increases, such as those from trinket procs, do not count towards Mana Tea’s mana restoration. The more passive Spirit you have, the more mana each stack of Mana Tea will return.
Multistrike gives your spells two chances to deal damage or healing for 30% of the original amount. Multistrike is Mistweaver’s attunement stat via the passive ability, Jade Mists. It gives Mistweavers 5% more Multistrike from all sources and gives your Renewing Mist and Rising Sun Kick a chance equal to your Multistrike chance to not go on cooldown when used.
Critical Strike gives your spells and abilities a chance to deal double damage or healing. This stat also contributes very largely to your Mana regen, because you have a chance equal to your Crit percent to generate a second stack of mana tea when you spend 4 chi, or when you use Chi Brew.
Intellect is a primary stat that provides 1 Spell Power per point.
Mastery Mastery: Gift of the Serpent, gives your healing spells a chance to spawn a Healing Sphere that will heal an injured target who moves through it or detonate after 30 seconds, healing a nearby target. Mastery is a very poor stat for Mistweaver monks.
Versatility increases all damage and healing done, and decreases all damage taken.
Haste increases your attack and spell casting speed as well as reduces the global cooldown on all of your abilities. Haste also gives your HoTs extra ticks. Haste is generally considered a poor stat for Mistweaver monks.
Enchants
Rings: Enchant Ring - Gift of Multistrike
Cloak: Enchant Cloak - Gift of Multistrike
Neck: Enchant Neck - Gift of Multistrike
Weapon: Enchant Weapon - Mark of the Frostwolf or Enchant Weapon - Mark of Shadowmoon if you aren't quite comfortable with your spirit.
Gems: Immaculate Multistrike Taladite
ConsumablesFood: Salty Squid Roll / Pickled Eel
Pickled Eels for fights where you will be using alot of RJW, Squid rolls for everything else.
Potion: Draenic Mana Potion
Flask: Greater Draenic Intellect Flask
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