Mistweaver Monk Essences — Shadowlands Pre-Patch 9.0.1
On this page, we go over the Essence system in Patch 8.3 of World of Warcraft — Battle for Azeroth, and we tell you which are the best essences to use as Mistweaver Monk, both for minor and major powers. Please refer to our Patch 8.3 Essence Guide for more information about the new essences introduced in Patch 8.3 and to our Essence guide for more general information about the Essence system and where Essences can be obtained from.
Azerite Essences for Mistweaver Monks
The introduction of the essence system allows new avenues for players to customize their characters while adding a new ability to use. This section will cover each of the Healer-specific and general essences, as well as how strong they are for Mistweaver Monks.
For more information about essences, please check out the following:
- our Essence Guide, with all the essences and how to get them;
- our article on the new essences from Patch 8.3;
- our list of Patch 8.3 essence changes.
As is often the case with Healers, the strength of these new abilities will depend largely on the type of encounter. However some are clearly stronger than others generally, while a few might be taken to counter very specific conditions.
Quick Essence Setups
The following are a few examples of good Essence combinations:
- Major: Memory of Lucid Dreams
- 1st Minor: Conflict and Strife
- 2nd Minor: Formless Void
- 3rd Minor: Ever-Rising Tide
This is the default "jack of all trades" set up. Strong passive minors, coupled with excellent Mana return makes this a safe, easy build to learn new fights, or practice mistweaving.
- Major: Life-Binder's Invocation
- 1st Minor: Memory of Lucid Dreams
- 2nd Minor: Formless Void
- 3rd Minor: Conflict and Strife
This is sort of a "parse" set up. For maximum effect, it should be used when fight times are under 4 minutes. Otherwise, it is a reasonably strong combination that is fairly easy to pull off.
- Major: Worldvein Resonance
- 1st Minor: Memory of Lucid Dreams
- 2nd Minor: Conflict and Strife
- 3rd Minor: Formless Void
This build can be used for parse strategies on low movement fights The active on Worldvein provides a ludicrous Intellect steroid for heavy damage phases, while also buffing the DPS of those around you who are also using the trait.
- Unwavering Ward ( Guardian Shell + Unwavering Ward) allows you to release 12 orbs that radiate outwards. The first ally to touch these orbs gains a shield, and you and that ally are healed for a small amount. The minor power is what what we are actually interested in, however. Every 10 seconds, you place shields on allies within 15 yards that also reduces damage taken by 3%. It is a pretty powerful effect that falls off at higher item level.
- Worldvein Resonance ( Worldvein Resonance + Lifeblood) will drop Lifeblood shards around you randomly that will increase your Intellect while you are within 12 yards of them, stacking up to 4 times. Anyone who is also using this essence will gain the effect of your shards and you theirs. The major ability on this essence was buffed by 600% in 8.3, making it a very attractive choice.
- The Ever-Rising Tide ( Overcharge Mana + The Ever-Rising Tide) provides an 8 second buff that halts Mana regeneration and increases your healing by 4% each time you cast a spell that costs Mana. This healing bonus buff also lasts 8 seconds, so you will be spending 8 seconds building up your buff, then 8 seconds making the most of it. This essence is also very strong, more so for other healers, but will still reward smart play in the hands of a Mistweaver. A good way to think about the cost of this ability is that you are paying 6,400 Mana in order to gain a 16-second healing buff. So in moments when you would want to spam your abilities anyway, then this essence will reward that play. It should be noted, that currently it has some bizarre interactions with Soothing Mist. For most of the PTR, each cast of Soothing Mist would grant a stack (many of you might remember Lively Spirits during Uldir). However, now it seems as though Soothing Mist grants stacks semi-randomly. The first cast always grants a stack, but spamming Soothing Mist on the GCD will result in 4-6ish stacks. It seems as though we are able to weave in a cast or two of Soothing Mist during the ramp, but any more than that, or casting too many in a short enough span of time, will result in lost stacks. Finally, the minor power grants a proc that either increases Intellect, or grants Mana with a 20% chance of giving both.
- The Well of Existence ( Refreshment + The Well of Existence) causes a portion of your overhealing to be stored in a floating ball of Azerite that follows your character. You can charge up this ball prior to the beginning of a fight, if you would like. The major power allows you to discharge the stored Healing at a target, while the minor power will automatically release a small amount of the stored Healing when you heal a target below a certain Health threshold. The major power is fairly lackluster when compared to other majors, but the minor power offers a great way to get some return on unavoidable overhealing.
- Memory of Lucid Dreams ( Memory of Lucid Dreams + Lucid Dreams)'s major power essentially grants you 9,600-12,000 Mana and about 15% leech on a 3-minute cooldown. It is nothing to write home about. However, the minor power gives your spells a chance to refund 50% of their cost as well as heal you for a small amount and grant you a Versatility buff for 8 seconds. This is incredibly powerful for a minor power. Over the course of a fight the Mana refunded on average is substantial, with a high uptime versatility buff as well.
- Conflict and Strife ( Conflict + Strife) grants us Chrysalis, a PvP talent that reduces the cooldown of Life Cocoon by 25 seconds. The real reason you want this essence is for the minor, which grants you a considerable amount of Versatility.
- The Formless Void's major power ( Replica of Knowledge) allows you to copy the essence of your target, but incurring a longer cooldown. The minor ( Symbiotic Presence) grants you main stat and Haste whenever anyone within 40 yards uses their essence. This is another essence that we are primarily interested in because of the minor. However, in Mythic+ sometimes it can be good to take this in order to steal a DPS's major essence.
For raids, some main-stay minor choices are Conflict and Strife, Memory of Lucid Dreams, and Formless Void. Major choices can vary based on the fight; sometimes you might want to make Memory of Lucid Dreams the major, other times, you might want Worldvein or Life-Binders. Try to judge what aspect of the fight is giving your raid the most trouble, and select a major to help counter it.
- Spirit of Preservation ( Spirit of Preservation + Devout Spirit)'s major allows you to channel a healing beam into an ally, restoring a large amount of health over 3 seconds to them and up to 6 people inside the beam. The minor grants you a stacking buff causing your next Vivify's healing to be increased. Consuming this buff increases the critical strike chance of the following Vivify by 20% per stack consumed. This minor also increases corruption resistance by 10. This minor might see some play in Mythic+, however since it only affects the primary target of Vivify, it is simply weaker than other options.
- Life-Binder's Invocation's major power Life-Binder's Invocation) grants you a 2.5-minute cooldown that evenly distributes 40 seeds across your allies. These seeds last 15 seconds, heal for a small amount over time, and will be consumed and do a moderate burst of healing when the target takes damage. The minor power (WoWLifeBindersInvocationMinorRank3) has a very high chance to plant one of these seeds on a target each time you heal them. This essence is sort of middle the pack, but provides large throughput if fight times are short.
- Artifice of Time ( Standstill + Artifice of Time) allows you to put a very large shield on a target absorbing all healing and damage for 6 seconds. When the shield expires the target will receive all absorbed healing and damage over the course of 10 seconds, though the damage will be reduced by 20%. The minor grants has a high chance to grant your target Haste and speed for 8 seconds. This essence is sort of a like a Void Stone, and Stagger wrapped into one. If a strategy revolves around blocking an enormous hit, and allowing your healers to try to catch up afterwards, then this might see play but otherwise it is a pretty niche pick.
- Vitality Conduit ( Vitality Conduit + Transference) allows you to redistribute health from healthy players to injured ones. This can be very powerful in specific situations where single target healing is needed. It also counters Necrotic very well.
- Vision of Perfection's major power ( Vision of Perfection) is entirely passive. It gives your heals a small chance to proc a miniature Revival while also granting you and two other allies a haste buff for 10 seconds. This proc is a real Revival, in that it functions identically to Revival, and will dispel everything that Revival can. The minor power ( Strive for Perfection) reduces the cooldown of Revival, increases your Versatility by a small amount, and causes you to heal for 5% of your health when Revival is cast. This trait is, at best, pretty bad for us, and at worst, can quite literally wipe your raid on at least one encounter in The Eternal Palace. The chances of revival proccing at a good time is pretty small, and when compared to other essences that you have control over, this one is both less powerful and less fun.
- Ripple in Space's major power ( Ripple in Space) allows you to place a beacon roughly 20 yards away, that will teleport you to its location after 2 seconds, dealing a small amount of Fire damage to enemies where you land. For 10 seconds after the port, you will take 10% less damage. The minor ( Reality Shift) increase your movement speed by 5% and grants you a moderate Intellect buff whenever you move more than 25 yards in under 4 seconds on a 30-second cooldown. The only reason to ever take this Essence would be to blink over some mechanic in a fight, or if you could blink up to some weird geometry in a dungeon/raid. However, seeing as how Monks have a move similar to this already, this essence is likely not worth your time.
- The Crucible of Flame ( Concentrated Flame + Ancient Flame) is the default essence you get when unlocking the essence system. While it is not bad, it simply gets outclassed by the other options. The minor power causes your abilities to either apply a stacking HoT or DoT on friendly and enemy targets respectively, while the major power is a targeted burst of healing/damage followed by an over time effect for 75% of the amount dealt. Each cast of the major increases its effectiveness by 100%, resetting after 3 casts. This is a reasonable pick up during the start, but look to replace it as soon as you can.
- 12 Oct. 2020: Page updated for the Shadowlands pre-patch.
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