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Mistweaver Healing Compendium
This guide was woefully out of date and has been removed.
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There is patch ongoing on beta servers, it brings us two major changes in terms of healing
Renewing Mists: Now heals every 3 sec for 15 sec, up from every 1 sec for 10 sec. Stance of the Wise Serpent: Now also increases your spell and melee hit rating equal to your Spirit gained from items or effects. Summon Jade Serpent Statue: Now has a 1.5 sec cast time, down from 5 sec Nerf of Renewing Mista and hooray, spell and melee hit! Aswell as some minor changes: Healing Sphere: Now sphere lasts 2 min, up from 30 sec. Meditation: Duration reduced to 8 sec, down from 10 sec. Roll: 50 energy cost removed. Spinning Crane Kick: Now as Channeled spell. Duration reduced to 3 sec, down from 6 sec. |
Roll has been given a longer cooldown instead of costing energy or mana. Roll starts with 2 charges and these charges have individual 18 second cooldowns, roll will display how many charges are available. So for instance you may use both charges, roll twice in a row, and wait 18 seconds.. or use them separately. Roll also has an updated animation.
Soothing Mists and Chi Wave have had their level requirements swapped. Soothing Mists is available at level 10 now, which should help monks in the first few dungeons that become available. Ghostcrawler has stated that Chi Wave is not intended to bounce from friendly -> friendly or enemy -> enemy targets but is intended to rebound to targets that have been hit. I don't know whether it is rebounding as stated, if this wasn't added in the last update at least this announcement will alleviate concerns regarding the viability of Chi Wave in raiding contexts. Given that it prefers the closest target, this could allow tanks to position themselves to assure that every bounce will hit them. I think all of these changes sound positive. Some helpful things such as hit rating and having soothing mists available earlier on will be greatly appreciated. And some things that were obviously too good were scaled back a bit. |
Is Clobber not costing energy for anyone right now?
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Using staves it costs nothing, using axe + oh it's unusable and using anything else it costs 500 mana at 85. I guess it's supposed to cost 500 mana since that's consistent between most of the weapon types. From what I've seen so far the Jade Statues and Healing Spheres also feel fairly clunky: Spheres having a cast time and healing for a negligible amount just don't feel rewarding at all. Jade Statues being on a 6 minute (?) cooldown and their healing effect only having 20y range also makes them feel fairly useless compared to e.g. Smite priests just having to change a glyph. In addition to that all your melee attacks only seem to scale off of weapon DPS and AP so you're actually better off using Agi gear or at least swapping to a DPS weapon if you really want to make use of that effect. At the same time, however, switching to a DPS weapon using Spinning Crane Kick on AoE packs is insanely fun and actually comparable healing to AoE healing without it. |
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Staff: None - Matches functionality Axe: 40 Energy and 500 Mana - Matches functionality - you still have Energy (even though hidden) and can only use it as long as you have 500 Mana and had >40 Energy when leaving your damage stance. Energy doesn't regenerate while in healer stance so you can do a maximum of 2 Severs before running out of Energy and having to change stances again. Any other: 500 Mana only - Matches functionality |
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Tank Monks who try to equip an axe in MH can't use Sever (chi builder) as it requires mana. |
Mistweavers aren't receiving any benefit from spirit so far as I can tell. No 50% combat regen, though they do have some static regen.
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This macro works for interrupts. Interesting fact is that Jab still costs energy and if you are a low the interrupt will not work.
#show Spear Hand Strike /cast [stance:1] Stance of the Fierce Tiger /cast [stance:2] Spear Hand Strike /cast [stance:2] Stance of the Wise Serpent |
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Stance changes cause no global cooldown if I am not mistaken, but I did not pay attention to this. Maybe it works only because Spear Hand Strike is off the GCD, like all interrupts. It goes so fast, that the energy bar is merely displayed. This is why it took me some time to figure out, why sometimes the interrupt did not work (energy). I hit the button twice of course.
Edit: While levelling I found Stance Dance to be quite effective, as it is not on the GCD and has no opportunity cost associated. So Jab/Clobber, Tiger Palm and Blackout Kick are 20% stronger in the Stance of the Fierce Tiger. So I switch for those into SoFT and for healing back / Chi Wave back. With some easy stance macros this works smoothly. I put them at the same position in both stance bars. #show Clobber /cast [stance:1] Stance of the Fierce Tiger /cast [stance:2] Clobber #show Chi Wave /cast [stance:2] Stance of the Wise Serpent /cast [stance:1] Chi Wave I also macroed Tiger Palm, Blackout Kick, Surging Mist and Soothing Mist. Note: Switching into Stance of the Fierce Tigers will make you lose hit gained from Spirit. Edit2: The damage of Chi Wave is increased by 20% if one switches after the initial hit. Combat Log Screenshot: http://www.abload.de/img/clipboard01znjj7.jpg Edit3: Switching back to the Stance of the Wise Serpent causes a Cooldown on abilities. If I am not mistaken it is one 1.0 and not 1.5 seconds, but this is not certain, as I may be dumb. |
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Stance of the Wise Serpent - Spell - World of Warcraft I don't know if the "no 50% combat regen" is on purpose and Blizz count on MW to use tea to regen, or if it's just NYI. |
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If this holds, then ignoring spirit, prioritizing other secondary stats (haste/crit/mastery), and mostly avoiding melee healing/melee chi generation might be optimal. I'm guessing they'll change it to where spirit affects mana regen at least somewhat, or maybe even make haste affect mana regen like they are currently doing with mages. |
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