Mistweaver Monk Essences — Battle for Azeroth (BfA) 8.2.5
On this page, we go over the new Essence system in Patch 8.2 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 8.2 Guide to Essences for more 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 a general guide to all the essences, as well as how to obtain them and increase their ranks, check out our Essence Guide.
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: Life-Binders Invocation
- 1st Minor: Memory of Lucid Dreams
- 2nd Minor: The Well of Existence
This setup is a great all-round combo that provides solid mana return and overhealing protection from the Minor Essences, while also adding a sizable HPS boost in the form of a minor raid cooldown. Keep in mind that Life-Binders is best used when the raid is going to take more than one damage event, since the seeds proc one at a time.
- Major: The Ever-Rising Tide
- 1st Minor: Memory of Lucid Dreams
- 2nd Minor: The Well of Existence
This setup is similar to the last, however it is suited more to doing large amounts of healing in small burst windows. Ideally, you would want to use Ever-Rising Tide 8-10 seconds prior to a large damage event, spot healing and using Renewing Mist to generate stacks. On the last global cooldown of the build-up phase of ERT, you will want to press Refreshing Jade Wind, then go right into your Essence Font healing cycle.
- Major: Conflict and Strife
- 1st Minor: Memory of Lucid Dreams
- 2nd Minor: Worldvein Resonance
This setup is geared towards Fistweaving. Conflict and Strife grants Way of the Crane, allowing you to convert damage into healing. The Worldvein minor will grant you and your melee a flat main stat increase, however if no one else is running this Essence, it is probably better to take The Well of Existence.
- Conflict and Strife grants us Way of the Crane, a PvP talent that increases our physical damage and causes all damage we deal to heal three targets for 150% of the damage dealt, as well as making us immune to snares/roots. This essence is very powerful, it allows us to deal damage comparable to that of a tank in single-target encounters, while also gaining HPS during that time. Additionally the minor power grants us a nearly 100% uptime versatility buff. However, this comes at a cost: the essence requires you to be in melee range and costs 25% of your maximum Mana each time you cast it. Also, the healing is random, only picking injured targets, so your other healers will need to watch for priority targets to make sure they do not die.
- 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 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'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 (think about winning the lottery and having Way of the Crane's Mana cost reduced). Over the course of a fight the Mana refunded on average is substantial, with a high uptime versatility buff as well.
For raids, you are generally going to want to aim for Well of Existence and Memory or Lucid Dreams as your Minors, while picking between Conflict and Strife, and Ever-Rising Tide as your Major. The choice between CaS and ERT will come down to which encounter you are progressing on, as well as your person preference.
Mythic+ is much more up in the air at the moment, but the damage from Conflict and Strife is certainly appealing. However, in raids where you are usually casting free spells like Tiger Palm and Blackout Kick during your Way of the Crane windows, in dungeons, you will likely be spamming Spinning Crane Kick. While Spinning Crane Kick is still barely Mana positive at some haste levels, you will need to drink much more often while taking this essence.
- Life-Binder's Invocation's major power 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 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, however it is tremendously easy to acquire, so during the early days of 8.2 it will serve as a good pick while you gather your other essences and rank them up.
- Worldvein Resonance 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. This is a pretty mid-tier level essence, but we might take it as a Minor for niche strategies that revolve around stacking.
- 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.
- Vision of Perfection's major power 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 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 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 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 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.
- Vitality Conduit allows you to redistribute health from healthy players to injured ones. While neat in theory, it just does not stack up against competing essences.
- 16 Jul. 2019: Added quick setup section.
- 25 Jun. 2019: Page added.
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