Table of Contents
I. Introduction and Overview
I. Introduction and Overview
- Good Mobility
- Good Survivability, Defensive CDs
- Very strong, sustained AoE Heals unhampered by range or LoS
- Ability to deal some damage while healing, damage comparable to a DPS with multiple stacked adds
- Not targeted by raid mechanics that apply to ranged and healers.
- Good Mana efficiency assuming proper spell usage.
- Comparatively high heals while running on fumes.
- Generating Chi (our main secondary resource) at range is subject to RNG
- Single target healing is slightly below average, or clunky due to healing spheres
- Low controllability of heals
- Lackluster mastery
- AoE healing may be hampered by bad RNG
- Comparatively weak Raid CDs
- Mistakes while fistweaving are quite costly on mana
- No way to recover from a hard out of mana state: Once you’re OOM without mana tea, you only have spirit to fall back on for regen.
Why play a Mistweaver?
To summarize the above, Mistweavers are a leather-wearing healing class based around a combination of instant casts, Hots, casted heals, and channels. Mistweavers bring strong AoE throughput along with adequate single target healing. Mistweavers have the option to supplement their healing with melee damage, or can elect to stand at range and heal like traditional healers. Mistweavers have excellent mobility thanks to roll and teleport, and are considered melee for all encounters, allowing them to safely stack in melee without being targeted by ranged only mechanics such as Jin'rokh's lightning orbs, and the frostbite debuff on council. If you are looking for a class that has unique mechanics and does not play similarly to any other healing class, and enjoy a challenge, this is the healing class for you.
General Overview of Mistweaver Mechanics
Mistweavers differ from other healers in terms of how their healing works. Mistweavers have unrivaled raw HPS, which allows us to stomp fights with heavy, continuous raid damage such as Garalon in Heart of Fear, or Megaera in Throne of thunder. However, converting that raw HPS into effective HPS, or healing people that actually need it, represent the challenge of the class. Due to the nature of this setup, mistweavers tend to have more overhealing done compared to other classes, which is quite natural and should not be a concern.
We have two resources to juggle while healing, these being mana and chi. Our healing spells can be categorized as either Chi Generators, or Chi spenders. For every 4 chi we spend, we get charges of mana tea, which can be consumed to recover 4% of our mana for every charge. In other words, our general healing “flow” is:
Mana > Chi > Mana Tea returning some of the mana spent
With Patch 5.2, our healing toolkit has been simplified, but our choice of chi generators are much more limited compared to 5.1. As a general rule of thumb, Soothing Mist should be the primary chi generator, while Jab should only be used for Tiger Palm and Blackout kick.
Our Mastery, Gift of the Serpent, randomly procs healing spheres that are placed close to raid members when we heal. When a party or raid member runs over these little spheres, the get healed for a decent amount. While some may regard it as Lightwell 2.0, they can add up to a substantial amount of healing even if your raid members are not actively seeking them out. With patch 5.2, these spheres now explode if not picked up within 30 seconds, doing half the normal healing. This makes it a bit more reliable as a mastery, but still rather clunky and not very dependable.
All our healing should be done in serpent stance, as tiger stance locks us out from all our relevant healing spells.
II. Spells, Talents, and Glyphs
Mistweavers have a large variety of spells at their disposable when healing, here is a general outline of the properties and usage of the spells.
17500 Mana, 8 second CD
This spell is one of our main chi generators that should always be used on CD (every 8s seconds) in a raiding situation, and comprises of the first half of our strong sustained AOE healing. This spell places a HoT on the initial target, and the HoT jumps to either the closest injured ally 20 yards away, or the furthest injured ally 40 yards away, if glyphed. This HoT, while not particularly strong, does add up over the course of the fight, and is usually in the top 3 of our healing breakdown.
7500 Mana, 15 second CD
This spell is an extremely cheap self heal that is on a 15 second cooldown. This spell is our cheapest, most efficient guaranteed Chi Generator, so it should be used mostly on CD regardless of overheal if you are having mana issues. It can be delayed/not used on CD if you know that you will be taking some sort of damage and need a quick self heal, or don’t have mana isses.
This spell is a melee hit that generates chi if it lands. The rather low damage that this spell does is converted to a smart heal based around a 20 yd range from you and your statue, similar to a disc priest’s atonement healing. In 5.2, every Jab will proc a 15 second buff called muscle memory.
This spell is a single target, channeled HoT that ticks for a modest amount. Every tick of this spell has a 30% chance to generate chi, and your Jade Serpent Statue will mirror the spell, targeting an injured party or raid member 40 yards away with a soothing mist roughly half of the one you channel. This spell has good synergy with Surging Mists and Enveloping Mists, making these spells instant cast on the target of soothing mist. This spell is our primarily Chi generator at range, but should you be in Melee and the tank needs some spot healing, feel free to target the tank with this spell, and follow up with an Enveloping or Surging Mist. This spell is also our most efficient chi generator, in terms of Mana/Chi gained, with the trade off of the chi generation being random as opposed to Jab. Similar to Expel Harm, don’t sweat the overheals too much, if you need to generate chi for upcoming damage, just go ahead and channel it on the tank/some other target. This move can be spammed for slightly faster ticks, meaning higher chi generation, without penalty since mana is expended per tick, not per cast.
Crackling Jade Lightning
This spell is a single target, channeled DoT that does damage which converts to Eminence Healing. Every tick of this spell has a 30% chance to generate chi. This spell is more inefficient than Jab or Soothing Mist as a Chi generator, but it has a few good perks. Since the healing provided by Eminence is smart, you can be sure that the overhealing is relatively small. Without any damage modifiers, the healing done by this spell falls between Soothing Mists and an Enveloping Mist+Soothing Combo, but with a Damage modifer, which is present on Elegon, or Heroic Wind Lord, one can do respectable amounts of eminence healing while channeling this spell. The spell‘s chi generation is similar to soothing mist, being random as opposed to Jab’s guaranteed chi generation.
Spinning Crane Kick
We get Ryu’s Hurricane Kick from the Street Fighter Series, except we can heal our allies while kicking them in the face! This is a channeled spell that only generates chi if it hits 2 or more allies or 3 or more enemies throughout the duration of the spell. It is one of the more mana inefficient chi generators, but when there is large amounts of AoE damage and every heal counts, this is the move to go to. In dungeons and 10 mans, this spell is mediocre since Renewing Mists can and should be on a majority of the members, so Jabbing for chi and casting uplift may be a better approach to AoE healing. However, in 25 mans, this move is quite strong due to it having no target cap and its interaction with mastery, but still, be mindful of the mana cost before you start the SPIN2WIN strategy.
This spell is a casted spell that heals for a large amount, while generating one Chi. If casted while channeling Soothing Mist, it will be instantly casted onto the target. While the idea of a large, instant cast heal that can be spammed during soothing sounds overpowered, this is held in check by the extremely high mana cost. With such a high mana cost, this move should only be used in emergencies, as spamming this move will run you dry within 20 seconds. If you require a large, fast heal and the target is not easily accessible with healing spheres, this is the spell to use.
This spell is similar to surging mists in its mechanics, except that it places a large HoT on the target instead of being one large heal. It is instant cast on a target if Soothing Mist is already on the target, otherwise it has the same cast time as Surging Mist. Aside from ticking for a respectable amount, Enveloping Mist synergizes well with Soothing Mist by buffing the healing done by Soothing Mist on the target by 50%. Enveloping Mist’s role in our toolkit can be thought of as a Greater Heal/Divine Light Equivalent.
This spell is comprises the other half of our primary AOE healing toolkit. This spell targets all party/raid members with Renewing Mists, and always does the same healing without diminishing returns past a certain number of targets. This spell is the main reason that Renewing Mists should be used on CD, because when big AoE damage comes, you can use this spell and heal up to 6-8 targets (or more with Thunder Focus Tea up, more on that in the CD section). This spell is usually our top heals done, if not, it’s close Renewing Mists. It should be mentioned that this spell has no range/LoS requirement, making it extremely powerful for spread out fights with pulsing raid damage such as Garalon.
What is this, a damaging spell? Thats right, this move hits for a respectable amount that gets converted to Eminence healing (50% damage done by you, and mirrored by the Jade serpent statue), but thats not the main reason you would use this move as a chi spender. The main reason is Serpent’s Zeal, a self buff that you get from using this spell. Serpent’s Zeal stacks twice and lasts for 30 seconds, and each stack will turn 25% of our autoattacks+Tiger Strikes damage into healing. With our Jade Serpent Statue up, that means 100% of our white attack damage total (50% you, 50% statue) gets turned into smart healing.
While this sounds great, one must be mindful of the gimmicks of and the role of the healing provided by Serpent’s Zeal. In a raid situation, unless you heavily, heavily outgear the encounter, the healing provided by Serpent’s Zeal and Eminence alone is hardly enough to keep anyone up barring encounter gimmicks such as damage modifiers. Also, to benefit the most from Serpent’s Zeal, you should keep the boss/kill targeted at all times as to not lose autoattacks, so this limits your choice of chi generator to Jab and Expel harm if you want to keep up the autoattacks. However, should someone be dipping low, feel free to channel soothing and enveloping onto that target while stopping autoattacks, the buff only has to be maintained every 30 seconds.
Another damaging spell that has its damage converted to Eminence. While it doesn’t hit as hard as blackout kick or gives Serpent’s Zeal stacks, it provides two useful self buffs. Tiger Palm will give you the Tiger Power buff, which is a 20 second self buff that allows you to ignore 30% of the target’s armor when you attack. This buff will increase the damage and healing done by Blackout Kick, Jab, and your autoattacks, allowing you to do more healing with them as well. The second buff this brings is Vital Mists, a 30 second self buff that stacks 5 times. For every stack, the Mana Cost and cast time of Surging Mist is decreased by 20%. This buff is more of a bonus, as it makes the otherwise astronomical mana cost of Surging Mist a little more manageable, but spamming Tiger palm to 5 stacks just to cast a free Surging is rather silly, you could’ve done the same amount of healing more efficiently using other means.
Miscellaneous Spells Related to Healing
These little suckers are quite cheap, and have a GCD of 0.5 seconds. They heal for a lot, can be spammed, and can be casted on the move. All this make them sound quite overpowered, except for its main drawback: it uses a targeting reticule, making it rather clunky to use. Should you be able to locate a target that is low on health however, a few spheres dropped on top of them will top them up in no time; faster than an Enveloping/Soothing combo would, and much, much more mana efficient than spamming Surging Mist. It is only slightly less efficient than an Enveloping/Soothing mist combo, but when taking into account the overheals that Enveloping Mist usually does, it should be just as if not more mana efficient. Keep this spell keybound, and get used to using it, this is one of the oft-ignored but extremely strong spells in our toolkit.
Jade Serpent Statue
27000 Mana, 30 Second CD
This spell drops a totem that interacts with Soothing Mists and Eminence Healing. It mirrors the eminence healing done by you, distributing it as a smart heal in a 20 yd radius around the statue. Should you choose not to utilize eminence healing, this totem will mirror your soothing mist channel, choosing the target with the lowest health in a 40 yd radius. This spell has a 30 second Cooldown and a 15 minute duration, and should be placed before every pull. The placement of this statue should be carefully considered, as it requires a substantial amount of mana to place. It should be noted that the statue does not pull aggro, so you can drop it right on top of a boss before a pull without any hesitation.
4% mana returned/stack; stacks up to 20 times.
This is our mana return mechanic. For every 4 chi we spend, we generate 1 stack of mana tea. Mana tea is consumed a a channel, with every stack lasting one second. Should you choose to interrupt the channel, no mana tea stacks are wasted. Mana tea generation can be affected by our crit chance; we have a chance equal to our spell crit chance to generate 2 stacks instead of 1 stack of mana tea for the usage of 4 chi. Use this when you need mana, preferably during a phase with relatively low incoming damage, or on CD should you choose to glyph it.
This is a passive talent that allows us to convert some of our damage done to healing, should we choose to get down and dirty with our enemies. 50% of our non autoattack/tiger strike damage done is transformed to a smart heal that is automatically distributed to the lowest health party/raid member in a 20 yard range. Our Jade Serpent Statue also mirrors this healing, distributing another 50% of our non autoattack/tiger strike damage done to a smart heal, also delivered to the lowest health party/raid member within 20 yards. Since autoattacks do a large part of our damage done, and therefore healing, you should always maintain 2 buffs of Serpent's Zeal, which is triggered by using Blackout Kick. Serpent's Zeal allows us to turn 25% of our white damage into healing for each stack, so it caps out at 50% at 2 stacks. By maintaining this buff, and having a Jade Serpent Statue placed, we can provide a substantial amount of healing and damage over the course of an encounter.
Cooldowns and Utilities
23100 Mana 3 min CD
Our big raid Healing CD, this instantly heals everyone in LoS for a substantial amount, as well as dispelling them as well. This spell is a lot stronger in 10 mans, as it does not suffer from diminishing returns present in 25 mans.
14850 Mana, 2 min CD
This spell is our tank saving CD, it basically is a PW:S on steroids and on a 2 minute CD. It provides a huge absorb shield that increases all HoT healing done to the target by 50% for 12 seconds, or until the shield is broken. It’s a great life saving button, the 2-3 seconds that it takes to break the shield should buy you enough time to top off the target.
Thunder Focus Tea
This spell, after activation, can do one of two things, depending on whether you decide to cast Surging Mist or Uplift. If you choose to cast surging mist, it will be twice as strong as normal, making it great for getting a low health target up as quickly as possible. However, you will generally use Uplift after casting Thunder Focus Tea, which will refresh all the Renewing Mists currently active in the raid. This allows us to potentially have up to 16 people with Renewing mist ticking on them; combined with subsequent uplifts, allows us to put out very strong and fast raid heals.
This spell is a channeled spell that redirects the next 6 damaging attacks to you for the duration of the channel. This is rather unreliable as a raid cooldown, as trying to use it as written in the spell tooltip usually results in “sorry guys, the tooltip was wrong.” Think of it more as a personal cooldown, and it serve you, and only you, well.
This is our dispel, it dispels all magic, poison, and disease effects from the target. It is on an 8 second CD, like all other dispels.
A melee range Crowd Control ability that incapacitates the target for 30 seconds, or 60 seconds if you hit the target with this from the back. This spell has a 15 second cooldown, making it easy to get the 60 second version, by refreshing this CC on a target from behind. The drawback of this ability is that it breaks on basically anything, so don't be surprised when it breaks too early.
This spell is our baseline defensive spell. It provides us with 20% increased HP and reducing our damage taken by 20%. Use this during high damage phases to spare yourself and fellow healers some strain.
Spear Hand Strike
This is our spell interrupt. It is on a 15 second CD, relatively cheap to use, and also acts as a blanket silence if the target is struck from the front, and is not immune to silence.
This spell is a melee ranged snare on its first application, and a 3 second root on the second application. Useful for slowing an add that is on you before you roll away.
This move is the cornerstone of our awesome mobility. This move works on a charge system: we get a charge every 20 seconds, up to a maximum of two. At the maximum of two charges, no more charges will be generated until at least one is used. This move, when activated, moves you forward a set distance in the direction that you are currently traveling For some reason, this move is not usable during a druid's Stampeding Roar.
This move is a ranged disarm on a 60 second cooldown. If the target can be disarmed, it should be used to reduce the damage taken. If you cast this on a target wielding a better weapon than you, you get a 5% buff to your healing done for the duration of this spell.
Setting the copy is on a 45 sec CD, Transfer takes 1500 Mana and is on a 25 second CD
These two spells constitute our teleport. The first, trascendence, places a copy of yourself in a location that disappears if you move 100 yards away from it. After placing the copy, you can use Trascendence: Transfer, to switch the current location of you and the copy. This spell is good to move quickly between a predetermined location, or to move quickly between melee and ranged.
Touch of Death
This move costs 3 chi, and is only usable on a target whose current health is lower than your maximum health. If these conditions are met, you kill the target instantly, dealing damage equal to your max health to them. This move is useful as a clutch kill in last man standing scenarios.
Our out of combat resurrection, nothing special worth noting.
With the advent of Mists of Pandaria, our talent trees have been cut down to a choice of 3 abilities every 15 levels. However, unlike some other classes, we actually have a lot of choice when it comes to selecting a talent. It should be emphasized that there is no best talent, but some talents are stronger for some situations than other.
Lvl 15 Talents
These talents all enhance our already strong mobility in different ways.
This talent reduces the charge generation time of Roll to 15 seconds, and increases the maximum number of charges by 3. Simply put, this talent allows us to roll more often. Since Roll is our main form of mobility, being able to use it more is always a good thing.
1 Chi, 30 second CD
This move functions as a 70% sprint, and a root/snare break as well. For fights where the set distance of roll is disadvantageous, this is the talent to pick. However, its use is restricted by the 1 chi requirement, which means 1 less chi is used for healing spells.
This talent adds a buff to our roll, so after every roll, we get a buff that increases our movespeed by 25%. This buff can stack to a maximum of 2 times, resulting in a 50% movespeed increase total. This talent compared to the other 3, allows us to travel fastest over a long distance, but the ability to do this is not really required in this raid tier.
Lvl 30 Talents
These talents are all chi spenders, and help us fill out niches in our healing toolkit.
This move bounces between friend and foe a total of 7 times, so this amounts 4 damaging hits and 4 healing hits per cast. This talent is a strong choice for fights with heavy tank damage, or damage that affects a few specific raid members. The travel time of this spell may prove to be problematic occasionally, as it may take too long to reach a party/raid member before they move out of the fire. However, should you cast it on a damaged Tank, it will bounce back and forth between the tank and the target quite quickly, giving the Tank a substantial amount of health back in a short period of time. The bounce distance of Chi Wave is 20 yd, so make sure there is an enemy/ally within range of the first bounce; if there is no suitable target found within 20 yds, Chi Wave will just fizzle out.
HADOKEN! This move may feel a bit awkward at first to use because it has a cast time. It fires an energy ball in a straight line towards a target, and heals/damages all friends and foes in its path. This move does not have a target limit, but it does have diminishing returns past 6 targets. This move is great for stack and raid heal situations, because you can use this in place of Renewing Mist and Uplift for Great Effect, provided your party/raid stacks together tightly enough. The 40 yd range of this spell makes it somewhat more versatile than a shaman’s healing range, because you can hit both a melee and a ranged stack point at once.
2 Chi for the HoT, 2 Chi to detonate.
The last of our Lvl 30 Talents, this move has two parts. The first part is a weak HoT about as strong as Renewing Mist on the target. The 2nd part will detonate the HoT around the Target, causing healing/damage to everything around it. Like Chi Burst, it will have diminishing return penalties applied past the 6th target. This spell does less healing/chi than either Chi Wave or Chi Burst, making it a weaker choice in our Lvl 30 Talents.
Lvl 45 Talents
These Talents help us generate or conserve our resources.
This Talent allows Jab, Soothing Mists, and Crackling Jade Lightning to generate an extra chi every 20 seconds. If power strike procs and you would otherwise cap chi due to the extra chi generated, a light blue chi sphere will be generated near you, so the proc will not be wasted. Out of the tier 30 talents, this talent gives us the most mana back mathematically, but requires the most micromanaging in having it proc every 20 seconds. Power Strikes' ICD starts when you get the buff, not when you expend Power Strikes. So when the buff comes out the ICD timer ticks down, and even if you hold onto the buff for 10 seconds, the next PS will come out 10 seconds later, despite not using it until 10 seconds later. So this means is that you don't have to immediately put it off cool-down, as long as you use it before the next one comes out.
This Talent increases our chi cap by one, and increases our maximum mana cap by 15%, to 345000. The extra chi cap allows us more flexibility in chi generation, as we can pool 5 chi instead of 4 chi before incoming damage, saving us a a GCD should we choose to chain uplifts. While this talent does not give us extra chi like the other talents, it does increase our mana tea returns by 15%, as well as giving us 45000 extra mana to start the fight with. It also saves us some GCDs on channeling mana tea, since you have to channel less stacks to get the same amount of mana otherwise. However, even with the buffed mana tea returns, this talent is the weakest in terms of raw mana regeneration, being only half as effective as Power Strikes.
This Talent gives us 4 chi on use, with a 90 second CD. It is best to use this when you have 0 chi, maximizing the amount of chi gained. When used on CD, it provides slightly less mana gain than power strikes on CD, but it still provides substantially more mana than ascension. The real advantage of this talent is the ability to generate 4 chi on demand, making it somewhat of a mini cooldown when used with a TFT uplift combo.
Lvl 60 Talents
These talents all augment our Crowd Controlling abilities, or introduce new ones.
This talent increases the range of Paralysis from melee range to 20 yards. This talent is useful if you need to Crowd Control a Target from range.
Charging Ox Wave
1 min CD
This talent provides us with a ranged AoE stun that lasts for 3 seconds. Aiming this move may prove to be tricky, but with practice this becomes a non issue. If you need to stun a lot of targets from far away, this is the talent to choose.
45 sec CD
This talent gives us a melee AoE stun that has a duration of 5 seconds. The range of this move is not that great so make sure that you're right on top of the targets to be stunned before using it. If you need require a long stun without regards having to aim anything, this is the talent to pick.
Lvl 75 Talents
These talents provide us with greater survivability, either by increasing self healing or providing us with a new defensive CD.
This talent lets mana tea heal us for 10% of our health once every 18 seconds. This talent can amount to a decent amount of healing on a fight with large, constant AoE damage such as Garalon, but it's niche is already taken to an extent by Expel Harm. However, should you feel the extra healing it provides is necessary, there is no reason not to take this talent. Usually though, Diffuse Magic and Dampen Harm are stronger talents, as they give us actual defensive cooldowns as opposed to an occasional periodic heal.
This Talent places a 45 second buff on you with 3 charges. If you are hit with an attack that does more than 20% of your maximum health, you will only take half damage from the attack, and consume a charge. This Talent is particularly strong on fights with large physical damage hits, since Diffuse Magic does not apply to physical attacks. The CD of the spell does not start until all 3 charges have been consumed, or after 45 seconds.
This Talent is essentially our equivalent of a DK's anti magic shell, but does not prevent the applications of magical effects. This spell prevents 90% of incoming magic damage for 6 seconds, this allows us to survive many mechanics we otherwise should not be able to survive. If the fight has a large magic damage component, or deals primarily magic damage, this is the talent to choose.
Lvl 90 Talents
These talents are harder to classify, 2 of them buff our AoE healing, and the other provides us with a relatively long Damage and Healing Cooldown. Overall, it should be noted that Rushing Jade Wind is a weaker choice compared to Xuen and Chi Torpedo.
Rushing Jade Wind
2 Chi, 30 second Cooldown
This talent is a damaging spell that does eminence healing, and buffs our Spinning Crane Kick healing by 50%, and damage by 30% for 12 seconds. It is useful for stacked raid situations in which Spinning Crane Kick would be an optimal Chi generator, but many mistweavers simply do not have the mana regeneration to keep up consistent SCK usage as this spell demands. For situations where you do not have the freedom of mobility and require short bursts of large AoE heals, this is the talent to pick.
Invoke Xuen, the White Tiger.
45 second duration, 3 minute CD
This talent lets you summon an electric blue white tiger that fixates on whatever target you currently are attacking. Aside from melee attacking the target, he will channel a dot called Crackling Tiger Lightning on up to 3 targets around him. All the damage he does is converted to eminence healing, making Xuen quite versatile, as it can be used as a DPS or Healing Cooldown. In order to ensure that Xuen starts attacking right away after being summoned, it is a good idea to Jab or channel Crackling Jade Lightning on the target. This talent shines if the raid is struggling to meet enrage timers, or if the fight has a large damage modifier that increases the damage, thus healing done by Xuen.
This talent replaces Roll, and is best taken with Celerity from the Lvl 15 Talents. This talent turns roll into a free AoE heal that hits about as much as uplift. Chi Torpedo does not have a target cap, but does suffer from diminishing returns past 6 targets, similar to the Lvl 30 talents. This talent, when taken with celerity, has the highest potential healing out of the Tier 90 talents, but requires us to sacrifice some of our mobility in order to utilize it. It is useful for Burst AoE healing Situations, provided that we can move around freely without worrying about killing ourselves or the raid. This talent also helps with our mana efficiency since it is free to cast that generates an additional charge every 15 seconds (or 20 seconds without celerity... why do i bother mentioning this, take celerity if you use this talent). For this talent to outperform Xuen (assuming no damage modifiers are present), you must hit 2 targets other than yourself for relatively little overhealing, every 15 seconds. This is actually easier than it sounds, even in a 10 man situation with less people. Like Roll, this talent can not be used while a Druid's Stampeding Roar, or a similar buff, is active.
Glyphs improve, augment, or in one exceptional instance caused by developer oversight while applying kneejerk nerfs, hamper our talents and spells. We have a choice of 3 Major glyphs and 3 minor glyphs to choose from.
All Major Glyphs usable by Mistweavers:
Here is a description of all the major glyphs that affect mistweavers. Out of all the glyphs, the Glyph of Mana Tea is the only one that results in a throughput increase. The other glyph slots are interchangeable depending on fight mechanics.
Glyph of Renewing Mist
This changes our Renewing Mist spread mechanic to hopping to the furthest injured target within 40 yards. Since Renewing Mists stops spreading if it cannot find an eligible target within 20 yards, this glyph makes Renewing Mist a bit more reliable during situations where the raid is spread out, and the distance between each member is greater than 20 yards. In 10 mans, this glyph is very useful, while it's usefulness in 25 mans is less obvious due to the shorter average distance between each raid member. Along with Glyph of Mana Tea, this glyph proves to be a strong choice for a glyph slot.
Glyph of Mana Tea
This glyph turns our mana tea channel into an instant cast with a 10 second CD, consuming up to a maximum of 2 charges. This change to mana tea has 2 implications. Glyphed Mana Tea maths out to be a throughput increase most of the time, since it allows us to drink 2 stacks of mana tea instantly, as opposed to channeling 2 stacks for 2 seconds. However, glyphed mana tea puts a cap on how fast we can consume our mana tea stacks: if we have 10 stacks of mana tea stored up, it will take 50 seconds to consume all the stacks, as opposed to channeling for 10 seconds. To prevent such a situation from happening, glyphed Mana Tea should be used on cooldown, provided you have at least 2 stacks of mana tea. This is our only glyph that increases our throughput, so it is highly recommended by most mistweavers, if not considered outright mandantory.
Glyph of Surging Mist
Turns Surging Mist into a smart heal that automatically targets the raid member with the lowest health in a 40 yard range. It can be useful for mistweavers utilizing eminence healing, as they no longer have to switch targets to cast it. However, you can do the same thing with mouseover macros or other means, allowing you manual target selection, so you don't end up healing a low health hunter or warlock pet as opposed to a dying tank. In other words, it's a waste of a glyph slot.
Glyph of Uplift
This removes the chi cost of uplift, replacing it with a 19800 Mana Cost. Compared the chi based uplift, it is less mana efficient, and does not generate mana tea stacks at all. However, without the chi requirement, we can continuously spam uplift, assuming we have the mana to sustain it. Since spamming back to back uplifts is a huge drain on mana, this glyph is only really useful on fights where some sort of mana regeneration mechanic is in play, such as Gara'jal in Mogu'shan Vaults. Very situational glyph, but not recommended for everyday use.
Glyph of Retreat
This glyph changes roll to drop our threat for 10 seconds. This glyph is very useful on encounters with lots of adds, or if tanks are slow at picking up threat. Since we're a HoT based healing class and have HoTs rolling most of the time, we tend to be aggro magnets during fights. Having the ability to drop threat at a moment's notice is quite useful, making this glyph a good contender a glyph spot.
Glyph of Life Cocoon
This allows us to cast Life Cocoon while stunned. It is quite useful for situations where lots of unavoidable stuns occur. However, the only relevant content that actually has stuns being a concern is challenge mode Scarlet Halls trash packs, so the usefulness of this glyph is limited.
Glyph of Spinning Crane Kick
This allows us to move at full speed as opposed to the default 70% speed while channeling Spinning Crane Kick. This glyph is useful if you need to use Spinning Crane Kick a lot while dodging stuff. A good choice for fights where Spinning Crane Kick is utilized more often.
Glyph of Stoneskin
This glyph modifies Fortifying Brew to reduce 20% of Bleed damage on top of its 20% overall damage reduction. There is no currently relevant PvE encounter to demand the use of this glyph.
Glyph of Foritifying Brew
This glyph modifies Fortifying Brew to reduce 25% of damage taken, up from the default 20%. However, the glyph reduces the max HP increase of to 10%, down from 20%. Take this glyph should you require the extra damage reduction provided by it.
Glyph of Transcendence
This glyph increases the maximum range of Trascendence: Transfer, our teleport, by 10 yards. If you are in a fight where the extra distance on the teleport is needed, take this glyph.
Glyph of Zen Meditation
This glyph allows us to channel Zen Meditation while moving. If you need to move around while channeling Zen Meditation, then this is the glyph to take.
Glyph of Enduring Healing Spheres
This glyph changes the duration of healing spheres from 3 minutes to 6 minutes. If it takes someone 6 minutes to pick up a healing sphere, it probably means the healing sphere is placed in a very poor location. This glyph provides no real utility compared to other glyphs, but it can be used if you feel that the 6 minute duration is needed for some reason or the other.
Glyph of Crackling Jade Lightning
This glyph increases the knockback portion of Crackling Jade Lightning by an extra 3 yards. The knockback component of Crackling Jade lightning is almost never utilized, so there is really no practical reason to take this glyph.
Glyph of Touch of Death
This glyph removes the chi cost of Touch of Death, but increases the cooldown by 2 minutes, up to 3 minutes and 30 seconds. If you are called to utilize touch of death more than once during an encounter (usually on a fight with add burn phases, namely Gara'jal in Mogushan Vaults, or Elegon in the same instance), then don't use this glyph. If you only use Touch of Death once in the encounter, then taking this glyph might be a good idea, as it would prevent those 0.1% wipes.
All Minor Glyphs usable by Mistweavers:
Here is a description of all the minor glyphs that affect mistweavers. Most of these are cosmetic or flavor glyphs except for one...
Glyph of Jab
NEVER TAKE THIS GLYPH!!!!!!! Taking this glyph will increase the mana cost of Jab from 9000 to 11700. The reason for this is due to an oversight on Blizzard's part when applying the untested on PTR 5.1 "hotfixes" that increased the mana costs of all our chi generators except expel harm. However, since the different versions of Jab use different spell IDs, only the Fist animation version has the actual nerf. If you feel that jabbing with your fists is infinitely more important than mana conservation, go ahead and take this glyph.
Glyph of Zen Flight
This glyph basically gives us a slow version of druid flight form. It is an instant cast spell that allows us to float around at 160% flying speed, not increased by flight training. We can do all sorts of fun things with this glyph, such as changing mounts in midair, gathering/mining while floating, or playing chicken with the ground after dismounting. Take not that this spell cannot be cast in combat, so it cannot be used as a quick get away if you happen to be in combat in world PVP. All in all, this glyph is extremely fun and well done, definitely a glyph worth taking.
Glyph of Spirit Roll
This glyph allows roll to be used while in spirit form. This is useful for getting back to your body/instances fast after a wipe/death.
Glyph of Water Roll
Allows Roll to be used over Water, not much else to be said.
Glyph of Honor
Will cause you to bow every touch of death. Make a SKADOOSH macro for maximum effect.
Glyph of Fighting Pose
Will cause the spirit left behind by transcendence to take on a fighting pose, namely the combat ready stance of tiger stance.
Glyph of Crackling Tiger Lightning
Changes the color of Crackling Jade Lightning from jade to white. If you like the sound of channeling white lightning to your target, pick this glyph.