THIS GUIDE IS UNDER CONSTRUCTION.Note: monks are primarily considered melee, even mistweavers, which means we either do not get hit by attacks that target ranged and healing specs or we will get hit last with certain attacks. Use this to your advantage.SPELLS
There have been a lot of mistweaving questions in the last week, so I figured I'd give it a shot writing a guide. This is primarily a raid PVE guide, NOT PVP.
First and foremost, this is a mistweaving guide. I will lightly cover fistweaving and what is left of zealweaving, but for more information on that subject, see Reglitch's beautifully written guide and subsequent discussion at - http://www.mmo-champion.com/threads/1305950-Fistweaving-101-Hit-Boss-gt-Receive-Healing
So, with that out of the way, I'll start by going through our various spells. I would going through 5.3 changes but it's late in the patch so I feel that point is moot right now.
5.4 Notes: No major changes, so onto set bonuses.
Right now our 2pc, which gives an absorb of 25% of our mastery balls heal, is actually in a good place heal wise (1-2% of our total healing). It is inline with outher 2pcs. However, that still doesn't detract from the fact that giving us a random absorb is a pretty weak way to boost our mastery.
4pc: I believe it is currently at a 3%, previously 20% to proc a chi wave, healing 45k, EVERY time Renewing mist heals. At 20% it was overpowered, pulling roughly 35% of our healing. However, at 3% it is pretty gimped. I'd like to see an increase to 6-8% or an increase back to 20% and a nerf on the amount healed.
Discs need to be nerfed. That is all.
5.3 5.3 5.3 5.3 5.3 -
Mana using healing
I will delve into the “true” healing spells and then the “damage healing” spells.
All mana costs are based on BASE mana, if you have ascension these will still cost the same. All healing numbers are based off if you are in current TOT gear. Your numbers may be slightly lower, if they are higher, I doubt you need this guide.
Renewing Mist This is our bread and butter hot, that costs about 17500 mana at 90 and generates 1 chi. It will bounce to two other targets and has a duration of 18s, allowing us to spread it to at least 9 people at any given time. This heals in conjunction with uplift. This spell SHOULD be used on CD.
Soothing Mist A channeled spell that will cost 1% of mana and heals for about 9k a tick over 8 seconds. Blizzard has smoothed out the chi generation of this spell, each tick has about a 35% chance to generate 1 chi. Thus, soothing should be used as the primary means for chi generation
Surging Mist A roughly 80000 heal for 26400 mana. 1.5s cast. This spell is instant if used while channeling Soothing, and will heal whichever target soothing is currently healing. This is more of a flash heal, huge bang, huge buck. This should not be used regularly, but can be used in very dire situations.
Expel Harm This is a small selfheal that costs 7500 mana at 90 and generates 1 chi. 50% of the damage dealt is done as damage to an enemy within 10yards. The healing component of this is fairly nice, it is a mini healthstone (healing anywhere from 10-20% of your health depending on crits) on a 15 second CD, instant cast. Generally, you want to use this on CD. It’s low mana cost and guaranteed chi production make it a great chi generator at all times. So if you can’t predict incoming damage, just use this on CD.
Healing SphereA strange spell. A extremely low mana cost of 6000, for a heal of roughly 70000. Instant cast with a 0.5s CD. You must target and place these spheres and can have 3 active at any one time. Very hard to use if you don’t know where people are standing or moving to. Generally, not used at all except for very oh crap moments on yourself.
Jab 24000 mana at level 90. This spell also does damage to the target and generates 1 chi. Requires melee range. Very expensive, but reliable chi generator on the GCD. If used, we get muscle memory, allowing our next BOK or TP to generate 4% mana. Thus, jab should never be used without the intention of using the muscle memory proc. MM procs do not stack.
Spinning Crane Kick 21450 mana at 90 for a channeled heal/damage spell. Channel starts at 2.2s but decreases with haste levels. Has 3 ticks of healing that do roughly 7000healing to each person in an 8 yard radius. Fairly good for very clumped situations, especially because it generates 1 chi if 3+ people are healed. In tight AOE situations you can SCK SCK uplift etc.
Chi using spells
Uplift 2 chi cost. Heals every single target with REM for about 30-40k non crit. This is easily your main chi healing spell, and should be used as often as possible during heavy AOE situations. If you can’t manage REM on CD, this spell will greatly diminish in effectiveness.
Enveloping Mist 3 chi cost. 2 seconds cast unless cast during soothing mist, in which case it is instant. This is a very, very big HOT that heals for roughly 150000 over 6 seconds, scaling with haste. It also increasing healing received by soothing mist by 30% while active. Use this on tanks, low players, etc if only one or two people need healing. Never try to hard cast this.
Tiger Palm 1 chi cost. If used in conjunction with muscle memory, will return 4% mana. This deals damage based on attack power, must be in melee range. Less damage than BOK but less chi cost, so more easily spammable when using jab. Causes Tiger Power, allowing our attacks to ignore 30% of the enemies armor.
Blackout Kick 2 chi cost. Damages the main target and up to 4 additional nearby targets. Causes serpent’s zeal, which causes 25% of your auto attack damage to heal nearby targets. This effect is triggered by both you and your statue, so essentially a 10k white hit will cause you to heal for 2500 and your statue to heal for 2500.
Edited by Donnieyen on 7/1/2013 3:20 PM PDT