Mistweaver Monk Essences — Battle for Azeroth (BfA) 8.3
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: Unwavering Ward
- 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: Unwavering Ward
- 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: Unwavering Ward
I suspect this build will be the go-to for most high level play that does not heavily punish movement. 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%. Additionally, this new essence increases corruption resistance by 10. This is an incredibly powerful minor and will likely be picked 100% of the time.
- 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.
- Conflict and Strife ( Conflict + 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 ( 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 (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, some main-stay minor choices are Conflict and Strife, Memory of Lucid Dreams, and Unwavering Ward. Major choices can vary based on the fight; sometimes you might want to make Conflict and Strife the major, other times, you might want Worldvein or Life-Binders. Try to judge what aspect of the fight is give your raid the most trouble, and select a major to help counter it.
Mythic+ is much more up in the air at the moment. In very coordinated group, Conflict and Strife major is very powerful, however it needs large pulls to be effective. Equally your group needs to play around your windows, and your tank needs to be ready to kite if things look rough. Way of the Crane's healing is not smart, meaning if your DPS are at 99.99% Health, and the tank is at 50%, it is possible for the tank to receive 0 healing, while Way of the Crane overheals your group.
If you are just pugging your way through Mythic+, it can be a good idea to just run raid essences.
- 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.
- 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, and also increases corruption resistance by 10. Neither power on this essence seems particularly strong. If you are going to steal someone else's essence, you might as well just use your own. The only real application this might serve is for healers to steal DPS essences.
- 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.
- Vitality Conduit ( Vitality Conduit + Transference) allows you to redistribute health from healthy players to injured ones. While neat in theory, it just does not stack up against competing essences.
- 14 Jan. 2020: Added the new essences introduced in Patch 8.3.
- 16 Jul. 2019: Added quick setup section.
- 25 Jun. 2019: Page added.
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