I want to preface my comments by clearly stating that I am not an amazing player, and that many of you probably have far more knowledge on the subject than I do, and that this is not meant to be any kind of end-all-be-all guide or reference.
I'm just looking to get more information to increase the effectiveness of my Mistweaving!
Celerity: this allows you to roll up to 3 times (instead of 2), and shortens the cooldown by 5 seconds. Not only does this allow you more mobility, but the PVP glove bonus removes snares when you roll, so rolling more = more snare removal.
Zen Sphere: I choose this talent because it places a HoT on the target, (which I like to combine with Renewing Mists and Enveloping Mists to make your healing target extremely hard to kill) and also allows you to cast Zen Sphere on the same target while Zen Sphere is active and it performs an AOE heal/damage. This allows you to time the discharge of the second Zen Sphere for when your healing target is in the middle of a crowd.
Also, if you have 4 Chi, you can cast Zen Sphere twice in a target for instant burst AOE healing.
I like this over the alternatives because Chi Burst is directional and I have less control over Chi Wave's AOE capability.
Ascension: I take Ascension because 5 Chi allows me to get an Enveloping Mist (3 Chi) and Zen Sphere (2 Chi) on my healing target at the same time from a full bar of Chi. It also helps ensure I am not wasting Chi by using abilities which earn Chi will I am at a full bar of 4.
Also, the other 2 abilities (Power Strikes and Chi Brew) are lackluster. Chi Brew is the only obvious alternative but I find I get more use out of being able to stack and use 5 Chi more regularly than the 1.5 min CD on Chi Brew.
Leg Sweep: I'm actually a little torn with this decision because I really want to take Deadly Reach (20 yard paralysis) so I can assist with CC for kills, or lower incoming damage or incapacitate caster so I can get a free heal without being silenced, but I find that with so many strong melee classes, this really is the most effective too of the 3 choices.
Plus, the Leg Sweep stun doesn't break on damage like Paralysis, so it's better for helping secure a kill on a focus target.
Healing Elixirs: I choose this talent because I am glyphed into Mana Tea which causes my Mana Tea ability to instantly consume 2 Mana tea (not channeled), but places a 10 second CD. The Healing Elixirs talent grants me a heal for 10% of my max health every 10 seconds.
This is great because Monks are a bit of a mana hog, so this amounts to a free, instant heal every 10 seconds for an amount that scales with buffs and gear.
I've used Diffuse Magic (which is think is a great ability), and Dampen Harm (which I've found to be fairly lame for survivability), but overall I'm finding I get more mileage out of Healing Elixirs than either of the alternatives.
Chi Torpedo: Overall, I feel our level 90 abilities are lackluster, but out of the choices, Chi Torpedo couples a heal with your mobility and isn't nearly as wonky as trying to fire a tornado (Rushing Jade Wind) directionally and then SCK everyone to for additional healing.
Glyph of Mana Tea: This is awesome, no channeling - just chug 2 Mana Teas on the run. The real value of this in PVP is that Monks are such a high mobility class that we don't have time to sit around channeling Mana Tea.
Glyph of Fortifying Brew: Extra 5% damage reduction on your Fortifying Brew. I'm a bit of a survivability hog, so this was a no-brainer for me.
Glyph of Life Cocoon: Again, with so many stuns in the game now, I find it to be extremely valuable to pop LC while stunned. Your mileage may vary.
Glyph of Water Roll This ability is fantastic for crossing the river in Twin Peaks (with the flag, or without) or cutting through the water on the backside of the BS to get to the LM or Stables. You just roll across the water!
Transcendence: If you aren't abusing the hell out of this ability, even if only for a good laugh - you're doing it wrong. In my opinion, this is one of the best teleports in the game! No line of sight, 40 yard range, .5 second cast to set and port, it doesn't drop the flag in WSG/TP, and your transfer point changes to where you last ported from! This means that the other team isn't going to be able to easily keep track of where your port was last set!
Spinning Crane Kick: Amazing for hitting cappers or popping stealthies.
Grapple Weapon: 40 yard ranged disarm which buffs your damage or healing if you steal a "better" main hand weapon than your own? Yes, please.
Disable: Root a snared target, or snare the target and root it! This is great for helping to keep melee off you.
Paralysis: 5 second disorient on a 15 second CD is OP, use it.
Spear Hand Strike: 5 second silence on a 15 second CD, this is great to use in conjunction with Paralysis to really help shut down a caster/healer.
Thunder Focus Tea: This is a great ability for 2 reasons! The first is that it boosts your next surging mist by 100%, or causes your next Renewing Mist to refresh the duration of all Renewing Mists (which is nice, if you are good at keeping RM up). Second, your 4pc PVP bonus grants you 5 seconds of interrupt immunity (just like Priests and Pallies get).
Since we have access to so many abilities, I've chosen to use Help/Harm macros to consolidate the number of hotkeys I need to use. This means that targeting a friendly player will cause the [help] ability to go off, and targeting an enemy will cause the [harm] ability to go off. The Help/Harms I use are as follows:
/cast [help]renewing mist; [harm]disable
/cast [help]soothing mist; [harm]grapple weapon
/cast [help]surging mist; [harm]Paralysis
/cast [help]enveloping mist; [harm]spear hand strike
Because they are some of my most used abilities, I have them placed on my 1-4 hotkeys and doing so condenses 8 abilities into 4 hotkeys.
Interrupt Bar: This is a fantastic addon for seeing how long you have until your opponent has their interrupts/silences back up, so you know when to freecast. This (or something similar) is a must for any PVP healer.
Tidy Plates w/Plate Buffs: This combination places large icons on the players around you to let you know what debuffs they are effected by, and makes it faster and easier to see who needs that critical dispel.
Thoughts on the Spec:
Overall, I'm having a blast playing Mistweaver. The mobility is amazing and the playstyle is engaging. The only things i would like to see changed are the following:
Leg Sweep: This ability is a little buggy and sometimes doens't hit the person you are standing on top of. Good luck if you are trying to hit someone running past you!
Surging Mist: Mistweavers are a bit of a mana hog, even if maximizing your Chi heals, and Surging Mist is the main culprit. I would love to see the mana cost of this scaled back from 24k to maybe even 20k.
Revival: I love this ability, and I love the fact that it dispels your entire party or raid, but there is a very good chance someone in that raid or party is going to have some type of crazy dispel protection on them (unstable affliction), and you are going to get whacked with the result. Not sure what fix, if any, there is for this, but it's annoying and I probably just need to L2P.
Mastery: I'm finding that for your Mastery to be effective, your team needs to essentially plan the fight around little green balls of healing goodness. Now, I am not all for dumbing the game down or catering to the lowest common denominator, but I can't get my team to do simple things like hit cappers, CC healers, don't stand in crap that kills you, so there is very little chance they are going to take advantage of my balls.
I know that Mistweaver master is probably better in PVE, but I would love to see our mastery be something which we were in control of like:
1) A chance to proc an extra mana tea on healing/damage (or while taking damage)
2) A chance to proc Renewing Mist on an injured target (because RM is pain to keep up)
3) A chance for Soothing Mist to proc additional Chi
Abuse the hell out of this ability, almost nobody knows you have it and it's devastating on most maps. Always make sure you place it down at the beginning of a match, then be smart about where you teleport FROM because that becomes your return point for your next teleport unless you replace Transcendence manually.
In a pinch you can drop the portal with melee on you, roll (once, twice, thrice) and teleport back and nobody will have a clue where you went. It's good times.
Please feel free to add any comments, questions or feedback!