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Mistweaver Monk PvP 5.4

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Introduction:

 

I would like to start a kind of Discussion/Guide on Mistweaver Monk PvP. I have been doing a few Battlegrounds and some 2v2 Arena match-up and would like to share my experiances with everyone. If you disagree with anything here, please feel free to comment, I will be adjusting this first post accordingly.

As a Mistweaver Monk, your role in PvP instances will be to heal your allies as well as dealing damage when you don't have to heal.

 

 

Strengths:

1) Very High Mobility

2) Able to burst heal while on the run.

3) Even as healer, you are able to deal sufficient amount of damage

4) Your damage done also counts as healing

 

Weaknesses:

1) You don't have many Crowed Controls

 

Stat Priority:

Intellect > Spirit > Crit > Haste > Mastery

You are a healer, and will need to have enough mana through the fight to cast healing spells.

Critical Strike is considered superior to Haste and Mastery since you will be able to generate more Mana Tea charges to regain more mana.

Haste is considered superior to Mastery since you will gain extra ticks on your Enveloping Mist and Renewing Mist.

 

Gear:

 

Getting Started:

 

Get yourself the latest crafted PvP gear. "Crafted Malevolent Gladiator" on Auction House, or let your friends / Guild craft it for you.

Crafted from Leatherworking:









 

Crafted from Tailoring:


 

Crafted from Inscription:


 

Skills:

 

Talents:

Tier 1:

ability_monk_quipunch.jpgCelerity - Recommended. You can use this sometimes when you feel that the enemy team has too much snares(slows), Your Glove piece allows you to remove all snares when you Roll or Chi Torpedo. Works very well with ability_monk_quitornado.jpgChi Torpedo

ability_monk_tigerslust.jpgTiger's Lust - Recommended. This should be your default selection. Not only does this remove snares AND Roots, but also provides a Sprint. You can cast this on melee allies so that they can catch up to their target.

ability_monk_standingkick.jpgMomentum - Not Recommended. Not as good as the other 2.

 

Tier 2:

ability_monk_chiwave.jpgChi Wave - Recommended. This is possibly the only option worth taking in Tier 2. Provides a nice heal and damage boost without costing mana.

ability_monk_forcesphere.jpgZen Sphere - Not Recommended.

spell_arcane_arcanetorrent.jpgChi Burst - Not Recommended. 

 

Tier 3:

ability_monk_powerstrikes.jpgPower Strikes - Not Recommended. You won't be able to fistweave all the time, and the other 2 options are better.

ability_monk_ascension.jpgAscension - Recommended. You will have more mana at the start of the fight and will regain more mana when using Mana Tea. Useful for when you don't have time to be sipping your tea.

ability_monk_chibrew.jpgChi Brew - Recommended. This should be your default selection, Not only does this provide a burst in Chi Generation, but also generates 2 Mana Tea stacks with each use.

 

Tier 4:

spell_monk_ringofpeace.jpgRing of Peace - Recommended. Usefull when playing againts a team that is focused on dealing damage and not on heals.

ability_monk_chargingoxwave.jpgCharging Ox Wave - Not Recommended. 

ability_monk_legsweep.jpgLeg Sweep - Recommended. Allows you to control the other team's healers if you queue this after a paralysis.

 

Tier 5:

ability_monk_jasmineforcetea.jpgHealing Elixirs - Not recommened. You wont be drinking your Mana Tea that often, unless you macro'ed a Glyphed Mana Tea with one of your spells

ability_monk_dampenharm.jpgDampen Harm - Recommended when facing burst damage dealers.

spell_monk_diffusemagic.jpgDiffuse Magic - Recommended when facing DoT classes like affliction warlock and Fire Mages.

 

Tier 6:

ability_monk_rushingjadewind.jpgRushing Jade Wind - Not Recommended. This normally used to heal a stacked team in raids.

ability_monk_summontigerstatue.jpgInvoke Xuen, the White Tiger - Recommended. Gives you a nice damage burst, also the damage done will also become healing.

ability_monk_quitornado.jpgChi Torpedo - Recommended when you are facing Melee classes.

 

 

Glyphs:

inv_glyph_majormonk.jpgGlyph of Life Cocoon - Mandatory. Boosts survival.

inv_glyph_majormonk.jpgGlyph of Paralysis - Recommended. Boosts the duration on one of your only Controls

inv_glyph_majormonk.jpgGlyph of Mana Tea - Recommended. Works well when you macro this in with your spells and ability_monk_ascension.jpgAscension

inv_glyph_majormonk.jpgGlyph of Transcendence - Recommended. Boosts mobility

inv_glyph_majormonk.jpgGlyph of Zen Meditation - Recommended when facing spellcasters.

 

 

Gameplay:

 

Healing:

Use ability_monk_summonserpentstatue.jpgSummon Jade Serpent Statue at a location that covers most of the battlefield. Other players will generally ignore your Statue. Your Statue doubles the healing done by your ability_monk_soothingmists.jpgSoothing Mist.

You will normally heal with ability_monk_soothingmists.jpgSoothing Mist, and when you have 3 Chi, you will cast spell_monk_envelopingmist.jpgEnveloping Mist, this will increase your healing from ability_monk_soothingmists.jpgSoothing Mist yet again.

When on the move, or when your target is in a Smoke Bomb, you will use ability_monk_healthsphere.jpgHealing Sphere for healing. Healing Sphere is a burst heal for when you need it, but don't spam it because it will not generate any Chi.

 

You can also use ability_monk_chiwave.jpgChi Wave on cooldown since it doesn't cost anything to cast.

and ability_monk_renewingmists.jpgRenewing Mist on cooldown since it counts as a buffer when the enemy team is dispelling your Buffs, and it will also grant a stack of Mana Tea when they do dispell it due to your 2-set bonus. Renewing Mist also help when your target is not in your line of sight, then you simply need to cast ability_monk_uplift.jpgUplift to heal.

 

If you find your target less than 50% health, you can combo a ability_monk_chibrew.jpgChi Brew + ability_monk_soothingmists.jpgSoothing Mist, and then ability_monk_thunderfocustea.jpgThunder Focus Tea + ability_monk_surgingmist.jpgSurging Mist, and then spell_monk_envelopingmist.jpgEnveloping Mist.

Thunder Focus Tea doubles the heal of your next Surging Mist, and due to your PvP 4-Set Bonus you are immune to interrupts and silences for 5 seconds.

 

If your target is less than 25%, you can start with ability_monk_chicocoon.jpgLife Cocoon, and then use the above combo.

 

You also have a nice Healing Cooldown,spell_shaman_blessingofeternals.jpgRevival. This Heals and Detoxes all allies close to you.

 

Surviving:

As a healer, the opposing team will target you to stop your healing. When you see they are going to burst you, simply use ability_monk_fortifyingale_new.jpgFortifying Brew to reduce the damage.

If they open with a stun, you don't need to worry for incomming damage due to spell_arcane_arcane04.jpgDematerialize. This passive spell has a very short cooldown, and will save you more times than you think.

If they open with a fear/horror or they stunned you while Dematerialize is on cooldown, you can use spell_monk_nimblebrew.jpgNimble Brew, this will remove and then reduce all stun/fear/horrors/root effects on you for 6 seconds.

If you are controlled by anything else, or if the above is on cooldown, you can just trinket out.

 

If the other team's melee is on you, you can easily roll out of their range, or roll to block their line of sight.

If the other team only has spell casters, you can use ability_monk_zenmeditation.jpgZen Meditation to reduce the damage to almost nothing.

If the other team casted many Damage over Time effects on you, simply use spell_monk_diffusemagic.jpgDiffuse Magic to reflect the dots back to their casters. A great time to use this is when a fire mage uses Combustion on you.

 

As preperation for a fight, you should always cast your monk_ability_transcendence.jpgTranscendence on a location that is either:

1. Out of Line of Sight when you transfer

2. Out of Reach of Melee when you transfer. Generally this is on a upper level from the battlefield.

 

Keep in mind when you want to use spell_shaman_spectraltransformation.jpgTranscendence: Transfer:

1. You don't need to have line of sight on your spirit to transfer

2. Need to be 40 yards from your spirit

3. The Transfer does have a cast time, so it cannot be used while stunned.

4. Your Body and Spirit swaps positions, so you won't be able to use it a second time to take cover, but it does provide a chance to cover more ground when running or returning to the battlefield when you transfer.

 

When you placed your spirit, it is generally a good idea to cast ability_monk_healthsphere.jpgHealing Sphere 3 times on your spirit, so that when you transfer, you recieve a nice burst heal. Note these spheres disappear after a minute, or if you used ability_monk_healthsphere.jpgHealing Sphere on the run.

 

Controlling the Fight:

You have 4 Controls:

ability_monk_spearhand.jpgSpear Hand Strike - Interrupts their spellcasts, and if used from the front it silences them

ability_monk_paralysis.jpgParalysis - Your only "Lose Control" spell.

ability_warrior_disarm.jpgGrapple Weapon - Disarms your target and increases your healing.

ability_shockwave.jpgDisable - One of the best snares in the game. Using this twice will root your target.

 

Your Tier 4 Talent also counts as a control.

You can chain ability_monk_legsweep.jpgLeg Sweep with ability_monk_paralysis.jpgParalysis to control their healers.

 

Dealing Damage:

You are the only healer class who can deal enough damage to be a difference in a fight. This is largely due to:

monk_stance_wiseserpent.jpgStance of the Wise Serpent - The Eminence effect, remember your statue also doubles this healing

passive_monk_teachingsofmonastery.jpgTeachings of the Monastery - Upgrades finishing moves

spell_arcane_mindmastery.jpgMuscle Memory - Upgrades finishing moves and restores mana

ability_ghoulfrenzy.jpgTiger Strikes - a Minor addition to the above list.

 

Healing using Eminence and ability_monk_ascension.jpgSerpent's Zeal is called Fistweaving. I'll refer to Krazyito's Guide on Fistweaving for more infomation:


 

Keep in mind you are a healer, and that running towards your opponents is considered handing yourself over on a silver platter. Rather use ability_monk_cracklingjadelightning.jpgCrackling Jade Lightning to keep a distance. I noted one effect of this spell is that when you successfully start casting it, even line of sight or Out of Range won't break it.

 

That is all folks, thanks for reading, Please leave some constructive comments/tips.

Edited by Archimage

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Couple things to add coming from a primarily rbg point of view...

 

concerning talents

 

Zen Sphere can be quite potent on the fc maps, On these maps its guaranteed that at some point u will be cced while your fc is dipping in health and the burst that zen sphere applies (not overwhelming by any stretch but still potent) when they get low can save them.

 

healing elixirs is actually quite strong as it activates not only off your mana tea but also off of chi brew, thunder focus tea and nimble brew. Its great for topping yourself off passively and continuously throughout the course of a fight.

 

Chi brew is really miles above ascension, That extra mana and chi are nice but with proper resource management u shouldnt need the extra little bit they offer. Plus the chi generated from chi brew can crit meaning you will get 4 tea charges instead of 2. When taking chi brew get one off early to give yourself a little ramp with some extra chi and mana tea.. Use the first charge on cooldown and leave the second in reserve for on demand burst healing. This guarantees that you will never go low on tea stacks.

 

As far as glyphs.. 

 

Glyph of renewing mist is mandatory imo. If u get feared to africa or your partner gets out of range or los more then 20 yards then u can renewing mist on yourself and it will jump to them from TWICE as far. Thats huge when considering hot uptime.

 

Glyph of detox can also be quite potent as u as a healer should be dispelling pretty much on cooldown. that extra 5% heal can add up quite quickly. 

 

As far as healing priorities.. expel harm should be used on cooldown unless you are chi capped.. then spend some chi and use it. 

 

You didnt mention much on resource management which is a huge part of playing mw well.. Its of the utmost importance to not cap your chi. using spells that cost chi should flow naturally with those that cost mana and generate chi. When you do this well you will NEVER run out of mana, you can keep healing long after the priests, druids and pallies have snuck off to have a drink. If u are using mana spells while at 4 chi you will eventually go oom.

 

One last note.. slip in little sips of mana tea when u can.. if u have 3 seconds of "downtime" and are at 80% mana.. slip a couple charges off your stack (if u are prioritising your heals correctly u should sit at 20 stacks after the first round of cooldowns is over) because u never know when u will need to do some heavy burst healing.

 

Thumbs up on the guide.

Edited by ironballs

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My 2 cents on this:

 

Charging Ox Wave is a great spell - when used right. A 3s ranged AoE (cone/frontal) stun is damn useful when you have to lockout someone far away from you and you won't have enough time to reach/don't have Paralysis/Grapple Weapon available. Teh only thing that puts it off is teh latency, since you tend to miss when you have those pesky melees lagging out teh hell of it or those frog-players, but still - a lot of possible uses.

 

Glyph of Paralysis gives a cleansing effect, not a time extending one. If you meant that your CC won't be broken instantly, okay - still, rewrite that part, since it's incorrect/misleading.

 

Add more info on teh gearing part - crafted Malevolent gear is teh staaaaaaaart of teh staaaaaaaart.... Things start getting interesting once you suit up your Grievous set, and your gameplay may/might change once you hit Prideful - a shitload of stats to play with, more healing output, more Crit, more Spirit... Gives space to other gemming styles (PvP Resil anyone? Heavy Int for high output on small timewindows, perhaps?)

 

Else, great initiative. Keep it up. =)

(And I play as WW Monk, lol)

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In regards to the amount of CC.  There are 3 in particular that stand out to me.  Paralysis, Spear Hand Strike, and Leg Sweep.  This is all we really need because you have to work with your partner to use his cc's so that you aren't getting high deminishing returns on the cc's.

Edited by Marco
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