Mistweaver Monk Talents
This section of the Mistweaver Monk guide provides an overview of all talents, information on which talents work well in different situations, and popular builds in Wowhead's talent calculator. Updated for Legion patch 7.2.5. This guide is written by
, Mistweaver in Antisocial Club on Hyjal, main author and theorycrafter of the Mistweaver side of
Peak of Serenity
, and the Mistweaver admin of the Peak of Serenity class discord server.
Rotation & Abilities
Macros & Addons
Level 15 -
is an excellent raid healing spell. It does moderate healing for no mana, so you should try to use it often. This should be your default choice for raiding.
can be a really strong single target heal if there are multiple enemies near the target. This is a great spell for dungeons since there are almost always many enemies surrounding your tank and melee.
does less healing and damage than
with multiple mobs around a single target. However,
is useful when doing solo content as a Mistweaver.
Level 30 -
and causes you to go farther, as well as increasing your movement speed after casting it. This can be a really strong burst movement choice or if you just enjoy the way it looks.
tends to be the raider's go-to choice since it has an extra bonus of being able to remove roots and snares, which can counter some boss mechanics, saving mana on dispells. Otherwise, an on-demand sprint is generally a strong thing to have.
more often which can be useful if you have a more frequent need for extra mobility.
Level 45 -
saves mana whenever you alternate casts of
. This encourages using more
than is usually needed in raids, which can make this talent amount to a healing loss if not used properly.
is a good choice for when there's both consistent single target damage and group damage in a raid.
is one of two talents in the tree that allow your damaging abilities to help your healing. This is commonly referred to as Fistweaving.
is regarded as the best talent in the row for sustaining and regenerating your mana, but at the cost of needing downtime between healing, as well as using almost never
in order to maximize mana return. Use the
combination described in the
Rotation and Abilities
section to maximize the mana return of
is an amazing choice for dungeons as it not only increases the effectiveness of one of your main dungeon spells,
, but it also allows you to cast
while moving. Can be used in raiding when the fights aren't suitable for
Level 60 -
, and knockbacks used in PvE, have generally niche uses in fights. Whether you use it to speed up adds that need to get somewhere quickly, or if you need to protect your tank while you heal them up from a particularly nasty trash pack.
is in a similar position to
, but for different reasons. There is very little non-stun crowd control used in raids and even in dungeons the short duration (20 seconds) often is not worth having over the other option in this talent row. Could potentially be used in very niche situations where multiple adds must be controlled, but only for a brief amount of time.
is the go-to choice for this talent tier. Stuns are widely used in both raids and dungeons and an AoE, 5-second stun with a 45 second cooldown is a welcome addition to most groups.
Level 75 -
, with two charges and a 30-second cooldown, you will want to use this often to save your and other healers' mana. This can be a great default choice for any situation, however, the other options may be better overall with the right planning.
is a strong defensive cooldown against magical damage. This can be an excellent choice if you know you will take huge magical damage at predictable moments in a fight.
is good for the same reasons as
, but it will reduce all damage instead of just magic.
is more versatile than
, but it's also less powerful.
Level 90 -
is a powerful Player-Based AoE heal, centered around the Mistweaver. With the changes its received in 7.2.5, it is now recommended to take this talent in raids if you can reliably use it at least 4 times in 3 minutes.
is a free, sustained healing cooldown. With a 45-second duration, you would want to take this for situations where you will need to be healing the group or raid for extended periods of time. Chi-Ji will cast
, during which he will pick three targets to heal. This means he is extra powerful when the raid or group is clumped up or even just lightly spread out, as the time it takes for him to travel to each target eventually takes away some casts. He is the recommended talent for dungeons, as he helps healing in dangerous situations, and
will not be as effective in a smaller, spread out group.
is a good option if you're going to be doing mostly single target healing. It can be really good in dungeons if you find yourself struggling to keep the tank alive or if you're going to be the main tank healer in a raid. The statue will only channel on the targets that you begin your own
channel on, but it will continue to channel its own
if you cancel yours. It will continue that channel until the duration ends or you cast
on another target.
Level 100 -
is a good choice for healing periods of burst damage in raids by maximizing both mana spent and healing done in a short window. This can be done as such:
s back to back, preferably on low health targets with the
With around one second remaining on the
buff, you can cast
to your group again, this time at half cost.
an extra use per cast. This is the default choice in dungeons, as the extra charge will come in handy whenever you use
is the other talent that, allows our damaging abilities to help with out healing. When talented,
to reset the cooldown of
. This can be very powerful as
's cooldown is reduced by Haste. With
, you'll be making much more frequent use of
, so it's important to quickly assess how you will use it depending on the situation. You don't have to take
and vice versa, but together they make a very powerful combination that can be a lot of fun. You'll want to be using
, and thus
, as often as possible to get the most out of this talent.
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