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Table of Contents
I. Introduction and Overview
  • Pros and Cons
  • Why Play a Mistweaver?
  • General Overview of our Mechanics
  • II. Spells, Talents, and Glyphs
  • Chi Generators
  • Chi Spenders
  • Miscellaneous spells related to Healing
  • Cooldowns/Utilities
  • Talents
  • Useful Glyphs
  • III. How to use these spells
  • Single Target
  • AoE
  • Cooldown Usage/Thunder Focus Tea Usage
  • IV. Secondary Stats, Reforging, and Gemming.
  • Secondary Stats
  • Recommended Stat weights
  • Gemming and Reforging guidelines
  • V. Miscellaneous tips, Addons, Credits, and other Random Stuff.

    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.

    Chi Generators

    Renewing Mists
    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.

    Expel Harm
    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.

    24,000 Mana
    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.

    Soothing Mist
    2831 Mana/Tick
    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
    4719 Mana/Tick
    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
    21450 Mana
    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.

    Surging Mist
    26400 Mana
    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.

    Chi Spenders

    Enveloping Mist
    3 Chi
    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.


    2 Chi
    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.

    Blackout Kick
    2 Chi
    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.

    Tiger Palm
    1 Chi
    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

    Healing Sphere
    6000 Mana
    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.

    Mana Tea
    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.

    Life Cocoon
    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
    1 Chi
    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.

    Zen Meditation
    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.

    7800 Mana
    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.

    9000 Mana
    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.

    Fortifying Brew
    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
    4500 Mana
    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.

    2100 Mana
    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.

    Grapple Weapon
    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.

    Trascendence/Trascendence: Transfer
    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
    3 Chi
    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.

    60300 Mana
    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.

    Tiger's Lust
    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.

    Chi Wave
    2 Chi
    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.

    Chi Burst
    2 Chi
    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.

    Zen Sphere
    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.

    Power Strikes
    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.

    Chi Brew
    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.

    Deadly Reach
    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.

    Leg Sweep
    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.

    Healing Elixirs
    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.

    Dampen Harm
    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.

    Diffuse Magic
    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.

    Chi Torpedo
    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.
    How to Use These Spells

    Single Target Healing
    As I previously stated, our single target healing is either below average or clunky. However, with the proper usage of chi builders, chi spenders, and healing spheres, we can put out more than enough healing to keep a tank up even in heroic content.

    Keeping the overall theme of Mana>Chi>Mana Tea in mind, here is a list of our practical chi generators and spenders for single target healing. When you have max chi, you should find a way to spend it as soon as possible, since capping chi means chi wasted and not spent to gain mana tea returns.

    Chi Generators
    Soothing Mists
    Crackling Jade Lightning
    Expel Harm
    Renewing Mists

    Chi Spenders
    Enveloping Mists
    Blackout Kick+Tiger palm (Eminence healing)
    Chi Wave, if talented

    Healing Spheres

    Picking which one of these to use depends primarily on the amount of incoming damage along with your positioning. Keeping Renewing Mists on the Tank is always a good idea, having a small HoT ticking on the tank constantly is always useful. Expel Harm on CD is good if you need cheap, instant chi without the need to be in melee. Since these chi generators have cooldowns, you have a decision of which spammable chi generator to utilize. Understanding how each of our chi generators and chi spenders work, and picking the proper one to utilize is of paramount importance. It is important to remember that chi generators are interchangeable throughout an encounter; you may be utilizing soothing mists for one phase, and then utilizing Jab for another phase in the same boss fight.

    Our healing options usable at all ranges (Direct Heals)
    Soothing Mists is most straightforward of these chi generators in that directly heals the target. Channeling this onto the target means guaranteed healing on our target, with a chance to generate chi that can then be utilized for one of our chi spenders. If the damage coming in is relatively low, and staying in melee is either impractical/dangerous, this spell is a good choice to use in this situation. If the incoming damage is too high for soothing mists to handle alone, you can supplement the healing done by soothing mists with Enveloping Mists, Surging Mists, or Healing Spheres.

    Enveloping mists is a relatively strong Heal over time spell that lasts for 6 seconds that also buffs the healing done by soothing mists, and is the most efficient of our stronger single target healing options. The main problem with Enveloping Mists stems from its nature as a HoT, and its chi requirement. If the the target needs to be healed back to full without a lot of incoming spiky damage taken, then this spell works just as advertised. Keep in mind that the time required to generate 3 chi also must be taken into consideration as well: it is advisable to keep some chi in store these moments of sudden single target damage, so you are not stuck trying to generate chi to actually use this spell. However, there are situations where the target must be brought up to full within a few seconds, instead of over a 6 second timespan, or when channelling soothing and enveloping mist just isn't enough to keep the target's health stable. Another possible scenario is the lack of chi when sudden unpredictable tank damage hits.

    In such a scenario, you should consider using either surging mist or healing spheres. Surging Mist is advertised as our strong and fast heal, being instantly cast on the target of Soothing Mist, but its mana cost is absurd. Surging Mist is probably the main reason why mistweaver single target healing is considered weak/inefficient by many, since it is the immediately obvious tool when confronted with the all too familiar situation of I NEED HEALING, NOW AND FAST. Healing Spheres, on the other hand, can be utilized to the same effect as surging without the side effect of destroying our mana pool. Healing spheres can be cast on the move, are instant cast, cost little mana, and only trigger a GCD of 0.5 seconds. Utilizing them effectively may be difficult to get used to at first, since the low health target must first be located, and the spheres must dropped on top of that injured target. There are a few ways to make targeting healing spheres a bit easier. One way is to use target markers on the targets that need immediate healing. Another way to locate a target quickly is to channel Soothing Mist onto them, since soothing mist has a very obvious animation. Should you already be channelling soothing mist on the target, you can just start dropping spheres on top of them, topping the target's health bar very quickly. Healing Spheres is an extremely powerful spell that mistweavers should not overlook; it is entirely possible AND viable to single target heal effectively only with this spell alone. It does not generate chi however, so should you need to generate chi to either use a chi spender, a different spell is required. Overall, the usage of surging mist and healing spheres are rather similar, it is advisable to default to healing spheres and only use surging mist in a situation where spheres are hard to utilize.

    If talented, Chi Wave can be a strong single target healing option as well. It is more limited in application due to its bouncing mechanic and travel time. Should a Tank or a Melee target be low on health, Chi wave will bounce rapidly between the boss and the injured target, healing the targets for a substantial amount while doing some light damage to the boss as well. It is a bit more unreliable when casted on targets at range, because if they are not within a 20 yard range of a hostile target after the Chi wave travels to them, Chi wave will stop bouncing. Targeting a player or boss makes no difference in the overall healing done, assuming the same number of bounces occur, but targeting a player allows us to choose which target is guaranteed an initial heal. Its chi cost is indicative of its relative strength, it is a little bit weaker than Enveloping Mist.

    Our healing options available in Melee /options involving Eminence
    If you can safely stand in melee, Jab is a great chi generator, as it bypasses the RNG of Soothing Mist and allows you to generate chi on demand. This is very useful if you find that you need to get chi fast for a quick enveloping mist cast, or some other chi spender. Using Jab as a primary chi generator allows us to utilize Eminence healing very well.

    As a reminder of what eminence healing is, 50% of our non autoattack/tiger strike damage done is transformed to a smart heal that is distributed automatically 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.

    To utilize eminence healing to its fullest potential in melee at range, there are three things to keep in mind. First is maintaining 2 stacks Blackout Kick self buff, Serpent's Zeal, and Tiger Palm. Serpent's Zeal allows our autoattacks, which comprise most of our damage, to heal. At 2 stacks, some attention should be paid to the duration of the 30 second buff; it requires 4 chi to gain 2 stacks, but 2 chi to refresh the duration. Tiger Palm slightly buffs the damage of all our melee attacks by giving us a buff that allows us to ignore 30% of armor, and is relatively easy to keep up, costing only 1 chi every 20 seconds. Vital Mists, the second buff it provides, makes casting Suging mist from less painful to completely free, depending on the number of stacks. Should you have 5 stacks of this buff, try to spend the free surging mist before the next Tiger Palm. Second is the issue of range. If the party/raid member requiring healing the most is not within 20 yards of us or the Jade Serpent Statue, they will not receive eminence healing at all. Third is finding a way to use our other instant cast spells without switching targets, since switching targets means losing autoattacks, and thus heals. This can be easily avoided done via addons or mouseovers macros. The overall role of eminence healing is similar to soothing mists, providing a relatively steady amount of light, constant healing on a single target. If the incoming damage is too great for eminence healing alone to handle, it is a good idea to utilize one of our stronger heals available at all ranges listed above, such as enveloping, surging, or healing spheres. Serpent's Zeal and Tiger Power are buffs that last for a relatively long time, so it is perfectly acceptable to generate chi just to channel on enveloping mists. Overall, this is a viable and unique alternative to channeling soothing for chi gain, and is actually superior on fights with damage increasing mechanics.

    It should be noted that while utilizing eminence, Jab should not be spammed like soothing mist, our autoattacks combined with occasional Blackout Kick and Tiger palm are the equivalent of the heal component of soothing mist. Instead, Jab is only used to generate chi that will be utilized somewhere down the line. Trying to go for maximum DPS is generally ill advised, since it still will not produce more healing than enveloping mist, surging mist, and chi spheres. The only exception to this case would be a fight with an ungodly increase in damage taken by the target, such as the 600% increased damage taken during Heroic Wind Lord in the Heart of Fear encounter.

    Should you wish to utilize Eminence healing but cannot safely stay in melee, Crackling Jade Lightning can be used as a chi generator. This spell is similar to Soothing Mist in that it is a channel, but instead of a HoT it s a DoT on a target. The chi generation rate is the exact same as soothing mists as well, being 30%. The damage this spell does is converted to eminence healing, similar to the entire Jab/Blackout Kick/Tiger palm aspect. It does more damage, therefore healing, than the entire aforementioned melee aspect, as well as more healing than Soothing Mist channeled alone, but it is noticeably more draining on your mana than the other 2 options.

    To summarize the above:
    Use Soothing Mist or Eminence healing for low damage phases
    For Higher sustained incoming damage without any spikes, use Enveloping Mist, or Chi wave, if talented.
    For Burst Healing situations where the target can be easily located, use Healing Spheres.
    For Burst Healing where the target is stacked within a group, and otherwise cannot be easily targeted by Healing Spheres, use Surging Mist.

    Once again, the most important thing is that our chi generators can be used interchangeably, and being in melee does not remove our to cast our other spells such as Soothing Mist, Enveloping Mist, or Healing spheres.

    AoE/Multi Target Healing

    Our AoE healing is mainly based around the interaction of Renewing Mist and Uplift; namely spreading the HoT to as many players as possible, then using uplift to heal them all at the same time. However, we have other spells at our disposal when confronted with AoE damage, namely Spinning Crane Kick, Chi Burst, and Chi torpedo. These other spells should not be ignored, as can be a better choice than Renewing Mist and Uplift in some situations.

    Since Renewing Mist is such a vital spell, it is of paramount importance to learn all its properties, behaviors, and gimmicks.

    A detailed look at Renewing Mist.
    Renewing Mist is a spell that casts a small Heal over Time spell on a single target, which will then spread to a second, and then a third target. This means that with every cast of Renewing Mist, a maximum of three targets can be affected by the HoT. The HoT itself lasts from 17-18 seconds, depending on haste. If you cast Renewing Mists on cooldown, you can have a maximum of 6 Hots out consistently, but during the first few seconds after every cast you may have 7 or 8 active Hots at once. The priority Renewing Mist follows when spreading generally seems to be:

    - Closest injured Party member within 20 yards without the HoT (or furthest injured within 40 yards, if glyphed)

    - Closest injured Party Member within 20 yards with the HoT (or furthest injured within 40 yards, if glyphed)

    - Closest Party Member at Full Health without the HoT (or furthest injured within 40 yards, if glyphed)

    - Closest Party Member at Full Health with the HoT (or furthest injured... I think you get the idea of the glyph now)

    On closer observation, Renewing Mist is not a completely "smart heal," as it does not automatically spread to the most injured target: it spreads to nearest (or farthest) injured targets, the amount of HP the injured target has is not considered at all. Renewing Mist currently CAN spread to the same target twice, which is highly undesirable. This can be avoided somewhat, as we can force Renewing mist to spread to more targets if we are careful with our target selection. A general rule of thumb when you want to force Renewing Mist to spread to the maximum amount of targets, is to cast it on a party member with full health. This is because of the spread priority listed above. For example, if there is one injured target within a group of 5 people, targeting the injured target will only result in 2 players receiving the HoT, assuming that the initial target is not fully healed before the 3rd spread. The way it bounces will be from initial injured target, to a full health player, back to the injured target. Casting it onto a player with full health will result in 3 HoTs, due to the spread order being initial topped up target, to an injured player, to a topped up target without the HoT. If a large amount of the raid members are injured, target selection is less important, as Renewing Mist will generally spread to 3 targets per cast.

    Keeping Renewing Mist on as many players as possible allows us to properly cope with AoE damage when it comes; the spread time and 8 second cooldown pretty much demands that we use this on cooldown, so uplift will work at maximum efficiency when damage actually comes. This makes our AoE healing style more preemptive than reactive. Renewing Mist will usually put us on top of the overheal charts, but this is quite normal.

    Uplift is a lot simpler mechanically than Renewing Mists: It heals everyone with Renewing Mists on them for a good chunk of healing, and it is not limited by range, or Line of Sight. It is relatively easy to see when to use this spell: use it whenever raid members that have Renewing Mist on them are injured, and need Healing. Generating the chi for uplift though, is more complex than the actual usage of the spell itself, since we have a lot of chi generators to choose from.

    Uplift and Chi Generators: Which one to use?
    For generating Chi to use for uplift, the primary concern is not how much healing the chi generator can do, as most of them do a negligible amount of healing during an AOE healing situation. The primary concern is how quickly the chi is generated, and how much mana it costs to generate it.

    Statistically speaking, Jab is the fastest way to gain chi, giving us 1 chi every second. The mana efficiency of Jab, assuming that it is not glyphed, is also very good. Should you find that AoE damage is moderately high, and you need to get uplifts out quickly, jab is a good choice for those scenarios.

    Expel Harm
    This is useful for getting an instant guaranteed chi regardless of positioning, but it is on a 15 second cooldown.

    Soothing Mist/Crackling Jade Lightning
    If you are unable to safely stand in melee to use jab, you are stuck using one of the ranged chi generators. These chi generators have the same rate of chi generation, but Crackling Jade Lightning is noticeably more expensive. The randomness of these chi generators is more noticeable here, bad RNG can give you no chi in one complete channel, or it can give you 1 chi every tick.

    Surging Mist
    If you need to spot heal someone particularly low while generating a guaranteed chi, this is a viable option. However, I would not consider this ability to be a spammable chi generator, as the aforementioned mana cost prohibits liberal use of it. For what it's worth, it is a way to guarantee chi generation at range, use with extreme caution.

    Spinning Crane Kick
    This chi generator differs from the previous chi generators in that it actually does substantial healing while guaranteeing chi. This Chi Generator can be used at melee or at range as it's only requirement to generate chi is to hit 3 hostile or friendly targets, not including yourself. It has a higher mana cost compared to jab and soothing mists as chi generators costing twice as much as jab, but does more significantly more healing than them. Since there is no target limit on this spell, it becomes more efficient as a heal when it can hit more targets. This spell also tends to proc a lot of mastery orbs as well, since it involves a lot of individual heals on many targets. This spell is strong when you require guaranteed chi for uplift, while doing substantial amounts of healing at the same time.

    While Renewing Mists and Uplift is a strong tool for most AoE situations, sometimes you may be caught off guard and not have enough Renewing Mists out, or cannot generate enough chi to keep up with the damage. In such scenarios, we may have other AoE healing options to consider, depending our talent choices.

    Alternative methods of AoE healing
    Chi burst
    Chi burst (aka Hadoken, Healdoken, Kamehameha... etc etc) is one of our level 30 talent choices. For a cost of 2 chi, this spell fires an energy ball in a straight line towards a friendly or hostile target, healing all players and damaging all enemies in its wake. In terms of raw healing potential, it is actually more powerful then Renewing Mist and Uplift when it heals 6 or less allies. After 6 targets, diminishing returns cause uplift to overtake it in throughput potential. Since the only time Renewing Mists can be on more than 6 targets is when Thunder Focus Tea is available, Chi Burst is a good go to spell provided you can hit enough players with it. Compared to other healing spells that requires stacking, this spell is rather unique in that it has a relatively small lateral range, but has a range of up to 40 yards to compensate. For example, if a particular fight requires some spreading, you can inform your targets to line up, in order to make this spell hit more targets. In stacked situations though, just make sure you are standing far enough behind the stack in order to hit everyone with it. Since it causes 2 chi like uplift, you will have to find the most effective chi generator for the specific situation. A general description of the usage of chi generators for AoE situations can be found in the Uplift section.

    Chi Torpedo (taken along with Tier 1 Talent Celerity)
    This talent operates similarly to Chi burst... except that you become the Chi burst. In all seriousness though, it operates very similarly to chi burst, except that you torpedo about 20 yards in the direction that you are traveling while doing the almost the same amount of healing, and having diminishing return penalties past the 6th target. This spell does not require mana or chi; it instead relies on a charge system, where one charge is generated every 15 seconds, up to a maximum of 3 charges. It can be said true cost of this spell is in our mobility and time, instead of mana or chi - there is no free lunch after all. While this spell might be awkward to get used to at first, there are a few ways to utilize it to make it less awkward on positioning our positioning. It is advisable to use this spell, regardless of how much it heals for, at least once every 15 seconds, so that charge generation will continue. One simple method of using it is to torpedo in one direction, and immediately follow up with a torpedo in the opposite direction. This will do substantial healing to all the targets in the path, about the same as 2 chi bursts, and will place you back in your original location. Sometimes, we may only have 1 charge available. To minimize the distance you torpedo, jump and start the torpedo in midair, as this will shorten the distance traveled by about 1 half, so you can move back to the initial location quicker. As mentioned in the spell description, Chi torpedo can be used off the GCD, but it triggers a GCD when used on its own. This property allows us to bypass the GCD of Chi Torpedo, by using it during the GCD of an instant cast spell, allowing us squeeze a little more efficiency out of our GCDs. This talent is really that great, but use with caution, as this spell does not grant invincibility during its duration. Remember to use this spell with caution when raid wiping mechanics are present, such as Wind Bombs on Wind Lord, or the Crush Radius in Garalon.

    Overall, our AoE healing is a lot less straightforward than single target healing. However, once you understand the many tools available to us and optimizing their use, you can put out some very competitive numbers.

    AoE Healing Summary:
    - Use Renewing Mist on Cooldown, targeting players at full health if you want to encourage better spreading.
    - Uplift to Heal the targets with Renewing Mist on them.
    - Chi Burst (if talented) when the raid is stacked, and/or when Renewing mist coverage is poor.
    - Chi Torpedo (if talented) use it whenever you need a free heal, or use it multiple times in a row for "free" AoE heals.
    - Use SCK as a Chi Generator if incoming AoE damage is absolutely brutal, but watch your mana.

    Cooldown/Thunder Focus Tea Usage
    There is a general consensus amongst all healers that Monks do not bring a lot of Cooldown utility. This is generally true, but with good planning and preparation, Thunder Focus Tea, a 45 second cooldown, can allow us to put out healing that can rival some of the bigger raid cooldowns, such as Tranquility or Divine Hymn.

    How to utilize Thunder Focus Tea to maximum effect.
    Thunder Focus Tea is your go to cooldown for a majority of situations that we may be presented with. It is a very versatile cooldown, as it can be used as a throughput cooldown, or as a burst healing cooldown, or as a clutch single target heal with surging mist. It is also our main tool to fight against the RNG spread of Renewing Mist prior to incoming burst damage. Upon its usage, Thunder Focus Tea consumes 1 chi and grants a buff that will modify the next surging mist or uplift that is casted.

    Casting a surging mist with the Thunder Focus Tea buff active will double the amount of healing that the surging mist does. While this can be useful for saving players low on health, you will find yourself using Thunder Focus Tea to refresh all your Renewing Mists by casting uplift.

    Casting an uplift with the Thunder Tea active will refresh all the Renewing Mists within the raid or party. This allows us to have Renewing Mists on more than 6 targets, up to a maximum of 16 at once, dramatically increasing the throughput of uplift. This allows us to either use it as a throughput cooldown, or as a burst AoE healing cooldown.

    - Using Thunder Focus Tea as a throughput cooldown is the easier use of the two. Since Thunder Focus Tea refreshes the duration of all active Renewing Mists, regardless of their current durations. Therefore, it is in your best interest to cast Thunder Focus Tea+Uplift when there is a large amount of Renewing Mists Active. Depending on your haste, it is possible to refresh up to 8 uplifts. Further subsequent casts of Renewing mist will increase that number further, so for the next 18 seconds, you can have Renewing Mists active on up to 14-16 targets, making them all eligible for healing via Uplift, which is not affected by diminishing returns.

    - Using Thunder Focus Tea as a Burst AoE Cooldown is more tricky, as good timing and preparation is required to make the maximum use of it. The main idea behind this is similar to using Thunder Focus Tea as a throughput cooldown, except you are using Thunder Focus Tea to preemptively spread Renewing mists to as many raid members as possible, regardless of whether they need healing before the actual damage comes. This results in a lot of overhealing before the damage comes, but being able to hit all the active Renewing Mist targets with multiple uplifts in a row after a large AoE hit is invaluable. Learning the timing for this may be tough at first, but when we break it down, we see that:

    Thunder Focus Tea+Uplift 8 active Renewing Mists=8 RMs with 18 seconds left.
    1st Renewing Mist cast after Thunder Focus Tea= 8 RMs with 17 seconds left, 3 RMs with 18 seconds left: 11 total.
    2nd Renewing Mist Cast after Thunder Focus Tea: 8 RMs with 9 seconds left, 3 RMs with 10 seconds left, and 3 RMs with 18 seconds left: 14 Total
    3rd Renewing Mist Cast: 8 RMs with 1 second left, 3 RMs with 2 seconds left, 3 RMs with 10 seconds left, 3 RMs with 18 seconds: 17 Total.

    As you can see here, the time window for having 14-17 Renewing Mists active is about 9 seconds. The setup time required to get that number of Renewing Mists is roughly 9 seconds after the initial Thunder Focus Tea+Uplift. Remember that you must find a way to generate chi throughout all this as well, unless you chose to glyph uplift. In situations such as these, the level 30 Talent Chi Brew is extremely helpful, giving us 2 free uplifts without using a GCD. Learning the timing of Thunder Focus Tea before bursts comes with practice and experience, but once you have it down pat, this can be as powerful as Tranquility or Healing Tide.

    Aside from Thunder Focus Tea, we have Revival as our other usable raid cooldown. Revival is a one shot, large heal on a 3 minute cooldown that also functions as a mass dispel. The range is unlimited, as it works via line of sight, which means that as long as you can see the targets, they will receive the heal Due to its nature as a large single heal, it is strong for healing the raid back to full quickly after a single large hit, but it is weaker on when used for pulsing damage. Since Revival only takes one GCD, we can continue healing as we normally do after casting it, unlike some other raid cooldowns that are channeled. As mentioned in the spell description section, Revival suffers from diminishing returns, and is considerably weaker in 25 mans than in a 10 man or 5 man scenario.

    Life Cocoon is our single target cooldown. After the hotfix buff, this has become quite a formidable cooldown, as it provides a huge shield that upwards of 350,000 that also buffs all HoTs on the target by 50%, all on a 2 minute CD. This cooldown can both be used as a preemptive AND reactive cooldown. As a reactive cooldown, it is cast on a low health target, which is quickly brought back up to full by our single target heals, which are mostly HoTs. As a preemptive cooldown, it is best to cast this right before the damaging hit, so the shield isn't weakened by any prior attacks.

    Xuen, the White Tiger if taken as a talent can be used as an effective cooldown as well. After being summoned, Xuen will proceed to attack your current target (so make sure you attack the target once to get Xuen to focus on it) and all that damage is converted to free eminence healing. To maximize Xuen's damange (and healing), try to align it during a phase where the boss takes increased damage, during trinket procs, or bloodlust. However, remember that we are healers before DPSers, so there is nothing wrong with popping Xuen you need that extra bit of healing.

    In closing, learning how to use Thunder Focus Tea well will allow us to deal with many situations that other healers would need to pop bigger cooldowns on. Revival and Life Cocoon have their respective uses as well, but since they are on relatively longer CDs, Thunder Focus Tea will be our main go to cooldown as mistweavers.
    III. Secondary Stats, Reforging, and Gemming
    As healers, our secondary stats aren't set in stone, but some secondary stats are decidedly better than others.

    Secondary Stats

    This stat gives us mana regeneration in combat as well as hit and expertise. Spirit converts to hit and expertise at a 2 to 1 ratio, so in order to cap hit and soft cap expertise (so your melee attacks don't miss), you need 5100 spirit from your equipment alone. This is the stat to stack if you find that you are having mana issues. There is no right amount of spirit; the right amount of spirit is variable from player to player based on spell selection and healing style.

    This stat makes us cast faster. Since a lot of our heals are instant casts, this stat benefits only a part of our toolkit. This stat primarily interacts with Enveloping Mists, Renewing Mists, and Soothing Mists. Enveloping and Renewing Mists have haste breakpoints, where at certain levels of haste they gain one additional tick of the HoT per cast. It is advisable to meet the first haste breakpoint for Renewing Mists (the 11th tick), as it is easily achievable at relatively low ilvls of gear (assuming 5% spellhaste buff is provided). After the haste breakpoint, haste negatively affects Renewing Mists by shortening the duration, which makes it more difficult to utilize Thunder Focus Tea to maximum effect. However, it does speed up the ticks of Soothing Mist and Crackling Jade Lightning, which somewhat alleviates the RNG of our ranged chi generators.

    Haste Breakpoints (all haste values are tiger stance values)
    Renewing Mist
    With 5% haste buff: 3145, 6141
    Without 5% haste buff: 4719, 7864

    Enveloping Mist
    With 5% haste buff: 887, 5376
    Without 5% haste buff: 2348, 7062

    This stat buffs all our heals by making them stronger. If you want pure throughput without the RNG of Crit, this is the stat to gem for. Note that this stat can only be provided via gems, it cannot be reforged into or out of.

    This stat is both provides both throughput and regen. While some may dislike the RNG of crit when it comes to throughput, a lot of our heals are hots, so overhealing due to crits does not affect us that much as say... a Resto Shaman's healing wave crits. Crit interacts with our mana regen by giving us back an extra proc of tea when we spend 4 spirits. In other words, if you have a 25% spell crit chance, then you have a 25% chance to gain 2 stacks of mana tea instead of 1 when I spend 4 chi.

    This stat is rather hard to mathematically quantify, due to it requiring other raid members' cooperation to make it matter. It increases our chance to generate random healing spheres that heal when people run through them. It is generally agreed that this stat is worth more in 25 mans as opposed to 10 mans, simply because the orbs are more likely to be picked up in 25 mans. The value of this stat highly depends on how aware your fellow raid members are when it comes to picking up spheres, but throughout the course of a fight, they can add up to a substantial amount of healing. Anecdotal evidence on elitist jerks suggests that a full crit and a full mastery reforge priority put out similar numbers, so crit would be the better stat due to its interaction with mana tea.

    Recommended stat priority

    Spirit (to comfort)> Haste to 3145 > Int > Crit > Mastery => Haste

    This is the general stat priority that is good for all situations. Once again, since stat weights are not set in stone, there may be other gemming/reforging priorities that you may find to work just as well, if not better. For example, if you find yourself utilizing ranged chi generators more often then Jab, then you may consider stacking more haste than the priority above to reduce the RNG of those chi generators.

    Gemming and Reforging guidelines

    - Matching Sockets is not an absolute must due to our rather fluid stat weights.

    - Secondary Stat Gems are on a 2:1 ratio to intellect, so they can be quite appealing if you feel that the benefit of the secondary stat is more valuable than a static boost to throughput.

    - Meta Gems no longer have color requirements; our main choices of Meta gems are
    Revitalizing Primal Diamond - Use this if you need more mana regen
    Ember Primal Diamond - Use this if you want a bit of both mana regen and throughput
    Burning Primal Diamond - Use this if you want more throughput

    - Generally, Mastery and Haste should be reforged into Spirit and Crit.
    V. Miscellaneous tips, Macros, Addons, Credits, and other Random Stuff.

    Miscellaneous tips
    Before a pull, make sure to have the maximum amount of chi, this allows us to begin the encounter with a little bit more effective mana.


    Mouseover Macros are important if you wish to utilize autoattacks to eminence heal. Since you must keep the primary target targeted at all times, Mouseover Macros are almost mandatory in order to cast your instant cast spells. It is recommended to have mouseover macro for Renewing Mists, Surging Mists, Level 30 Talents, Detox, and Life Cocoon.

    Typical Mouseover Macro
    #showtooltip Spellname
    /cast [@mouseover] Spellname

    This macro places a Moon over the current target. This is useful for marking players to make them easier to target with healing spheres. The number is changeable from 1-8, depending on what symbol you want it to use. There is no way to make this work as a mouseover, unfortunately.

    /script SetRaidTarget("target", 5);

    This following macro makes you start autoattacks upon using melee attacks. This is useful for ensuring that autoattacks will start when you decide to open a can of Whoop___ on the target.

    #showtooltip Meleeattack
    /cast Meleeattack


    Deadly Boss Mods
    This addon displays raid warnings, along with timers for boss abilities. This is very useful for timing Thunder Focus Tea for high incoming damage phases.

    Vuhdo, ElvUI, Grid
    These addons are all similar as in they replace the default blizzard raid frames, and display buffs/debuffs more clearly and efficiently. I believe that Vuhdo and ElvUI both track Renewing Mist out of the box, and having a way to efficiently track Renewing Mists is crucial to doing well as a Mistweaver. Grid has to be configured, and is done so as follows:
    Taken from Etherstratus' post
    1. type /grid and enter
    2. Click on the Status tab.
    3. In the Status tab, click Auras. At the very bottom, click the box for Show Advanced Options (important for the later steps).
    4. Type Renewing Mist in the Add new Buff box (should have a drop-down with the name) and click Okay.
    --- (If you already have the buff added, 3-4 can be skipped)
    5. Click on Buff: Renewing Mist
    6. Check the boxes, Enabled and Show if Mine (you don't want to track other MW's ReMs).
    7. In the Status Information tab, have the Color selected as Time Left
    8. In Duration colors, the square icon in Grid will be either Low, Mid or High color depending on the duration of the HoT. The High threshold is when the color of the box changes to Middle color (and will be High color until then), and the box will change to Low color when it reaches the Low threshold number.
    9. Change colors to what you like.
    10. Click the Indicators tab.
    11. You can now choose where you want the box to show for ReM. Click on "insert side" Corner, and check the box for Buff: Renewing Mist.

    You should be able to see it on your Grid now. It'll change colors depending on how low the HoT duration is and you can see who has it. Useful to help you decide which target you want to use ReM on (aka, someone without it), but it doesn't exactly tell you the duration in seconds. Although I use a weakauras that tracks it so I don't need to know exactly. There are also Grid plug-ins that can do the job too but I try to keep the frames from having too much clutter, so the boxes have done really well for me ever since I used Grid.

    Edit2: In the Indicators tab, if you check Buff: Renewing Mist in Center Icon, you can see the exact duration. I don't have it there though since I use Grid: Raid Debuffs (I HIGHLY recommend this plug-in if you raid, really helps) for that slot.

    This mod gives you a small line of "boxes" each of which corresponds to one of the people in your raid (and their pets). When a debuff you can dispel is cast on someone, Decursive lights up & gives you a sound cue. You click the Decursive box that's lit up, and presto, player is dispelled.

    Allows you to customize the bar setup as opposed to the default blizzard one: quite useful since we have quite a large toolkit to heal with; more space for keybinds is always nice.

    Weak Auras are useful for all sorts of things. You can set up an Aura to show you the cooldown of a spell, or the duration of a buff, or the proc of a trinket... the list goes on and on and on. And each Aura you set up is highly customizable (can be the actual icon the game uses, or it can be one of hundreds of nifty graphics which come with the addon, or it can be text... you pick the size, placement, and colour too... and it's also possible to add a sound cue). Various strings can be found in the following links

    Useful Resources

    Valen's Mistweaver Calculator

    Huge Kudos to the guys that coded this, this allows you to sim various builds and stat weights, and seeing the interaction of 2ndary stats with our spells and abilities.

    Credits: (not alt code accurate, I'm too lazy)
    Mist - Thanks for the podcasts, helpful stuff

    Astraios - provides lots of helpful info throughout various forum posts, especially pertaining to 25 man situations

    Suzushirou - Thanks for coding the MW calculator, that thing is awesome.

    Meditation - Providing Information on Addons, I don't use many addons so the explanations on them were helpful.

    Etherstratus - Info on Power STrikes and how its ICD is calculated.
    Guess I'll Keep this last reserved post as a FAQ section.

    1 Hand+Off Hand or Staff (2H) for healing?
    Due to our "Way of the monk" passive that balances 1H and 2H dmg, the damage from autoattacks alone of the 1H+OH will actually be higher than the 2H dmg. However, since Blackout Kick, Tiger Palm, and Jab benefit from higher weapon damage, the 2H will make our yellow attacks stronger. Overall, the difference between 1H and 2H for healing is very slight, with the 1H+OH providing more stats, giving you slightly stronger direct heals, while 2H will give you slightly more damage off Jab, Tiger Palm, and blackout kick. 2H turns out to be slightly behind 1H+OH unless the fight heavily favors eminence healing, but both are perfectly viable. Simply put, take the one that will give you the higher itemlevel.

    1/12/2013 Introduction, Spell and Talent Descriptions Complete.
    1/13/2013 Glyph Descriptions Complete
    1/14/2013 Single Target Healing Complete
    1/15/2013 AoE/Multitarget Healing Complete
    1/16/2013 Cooldown Usage Complete
    1/17/2013 Stat descriptions, priority added
    1/19/2013 Finished last section, Guide is pretty much complete.
    Doing a great job so far!
    Keep it up and it'll stick for sure!
    Weakauras strings - people generally put them up on Pastebin, and link that, right?

    What I'll link for now is Affinitii (of Blood Legion)'s Youtube video about Mistweaver Weak Auras; the video's an excellent explanation, and he has Pastebin links in the comments under the video for the auras he uses (... I heard him say a few weeks ago it might be time for him to change his set-up, but the auras used in this link work quite well).

    I use a modified version of those.
    Corrections: RJW is a healing loss at all times comparing to using another chi burst or uplift. Dampen or Diffuse is better than healing elixirs on pretty much every fight. (Burst kills, not sustained.)
    Chi Brew used with TFT uplift (as said) is effectively worth 4 uplifts, giving it throughput far above power strikes or ascension. What you said is correct, this is mostly just a note which I feel should be stated.

    Otherwise I like what you've done so far, good job, looks great.
    01/13/2013 10:56 AMPosted by Astråios
    Chi Brew used with TFT uplift (as said) is effectively worth 4 uplifts, giving it throughput far above power strikes or ascension. What you said is correct, this is mostly just a note which I feel should be stated.

    ... for fights where you need more burst, yes, however Power Strikes still maths out to the most Chi you can gain for most fights.

    There are "fight lengths" where technically Chi Brew can give you more Chi, however fight lengths are incredibly unpredictable, obviously, and even if you can squeeze an extra Chi Brew into a fight (to give it that edge over Power Strikes) it doesn't mean you can squeeze it in at a moment where it matters (ie, timed for burst healing).
    01/13/2013 05:30 PMPosted by Meditation
    There are "fight lengths" where technically Chi Brew can give you more Chi, however fight lengths are incredibly unpredictable, obviously, and even if you can squeeze an extra Chi Brew into a fight (to give it that edge over Power Strikes) it doesn't mean you can squeeze it in at a moment where it matters (ie, timed for burst healing).

    The same can be said about power strikes, who's to say the 20s cd doesn't fall on a bad spot, sure math wise it may outshine chi brew, but on demand usefulness, its easily outshined. But this varies obviously for any given fight, things like length of the encounter, how many times it proc'd in total, how often its procs, assume it procs evenly and with enough "wiggle" room to properly use that extra chi.

    This honestly from my Pov comes down to a your favorite flavor OR fight requirements. Both are useful given the right situation.
    This honestly from my Pov comes down to a your favorite flavor OR fight requirements. Both are useful given the right situation.

    Agreed, however my point is simply that Power Strikes fuels you through the whole fight if you're "working" it, and Chi Brew is all about three or maybe four moments in a fight.

    Do those three or four moments line up with when you need burst healing Then absolutely, Chi Brew is probably the way to go... do some of the burst healing moments *not* line up with a Chi Brew cooldown? Then Power Strikes is superior, so long as you're not "talenting it and forgetting it".

    As with everything else, it comes down to "do you know what to talent when, and are you using it appropriately."
    01/13/2013 08:33 PMPosted by Meditation
    As with everything else, it comes down to "do you know what to talent when, and are you using it appropriately."

    Agreed, in my point I was only tryin 2 clarify in case any new Mistweavers were reading your comment, you never specified that.

    Also I like how you worded this.
    RJW is good on fights you will use SCK a lot. I use it on Gara'ajl heroic, Zor'lok or Mel'jarak, it's one of the rare cooldowns you can have for stacked fights.

    Healing elixirs is a flat 2% to your healing on most fights since you drink mana tea on cooldown.. the others are just defensive cooldowns, you already gave fortifying brew, do you really need another one?

    And personally I tried Ascension since 5.1 and I kind of like it... the extra mana is always useful and banking extra chi is also a nice thing to have. Chi Brew is a CD you can use on demand if you really need it, while you can bank 5 chi instead.. personal decision.. I really think this tier is completely a matter of personal playstyle.
    Kung, in regards to addons:

    I use VuhDo (default raidframes will show you pretty much whatever you need to see, except VuhDo lets me filter abilities other players are casting on themselves - things like our paladin's Hand of Sacrifice or our OT's Barkskin - which helps me gauge which heals are needed in clutch moments).

    Something I feel bears mentioning about VuhDo - it comes "out of the box" set up for you to heal using a mouse with lots of buttons, each bound to different abilities. I play with a pretty old-fashioned mouse (and keybinds, instead of mouse-button binds), and it's entirely possible to have VuhDo work in that set-up too.

    I use Decursive - gives you a small line of "boxes" each of which corresponds to one of the people in your raid (and their pets). When a debuff you can dispel is cast on someone, Decursive lights up & gives you a sound cue. You click the Decursive box that's lit up, and presto, player is dispelled.

    I use Weak Auras (I mentioned that above) - Weak Auras are useful for all sorts of things. You can set up an Aura to show you the cooldown of a spell, or the duration of a buff, or the proc of a trinket... the list goes on and on and on. And each Aura you set up is highly customizable (can be the actual icon the game uses, or it can be one of hundreds of nifty graphics which come with the addon, or it can be text... you pick the size, placement, and colour too... and it's also possible to add a sound cue).

    Finally, something I feel bears mentioning is a bar mod. I use Bartender. Blizzard default bars are too restrictive for how I want to set up my bars, and Bartender lets me do whatever I want. I could even set up a bar of a single button in the middle of the screen, if I wanted to for whatever reason. Taking my "bar set-up" into my own hands was quite possibly the thing I did which changed me into a healer who wanted to improve, in a weird way.
    Thanks alot, Meditation, this stuff is gonna be useful.

    I'm glad I got to do a rage description on glyph of Jab :3
    And now blizzard is gonna fix it.

    Healing elixirs is a flat 2% to your healing on most fights since you drink mana tea on cooldown.. the others are just defensive cooldowns, you already gave fortifying brew, do you really need another one?

    The thing is, since we're healers we don't really need self heals, we can drop healing spheres or use expel harm to heal ourselves. Dampen Harm is awesome for Attenuation phases, or Dissonant field explosions in HoF, while Diffuse magic allows us to be one of the better soakers in Heroic Elegon. Usually, in heroic elegon, I can solo soak an add explosion without a healer to back me up, by using diffuse magic and casting an enveloping mist on me before the explosion.

    Just a note in general

    I guess the way I intend to organize the guide, I'm not really going to make any extremely strong recommendations for playstyles, I'm merely describing what spells do, and listing potential uses for them, as opposed to declaring one particular method of healing as the best for all situations. If I choose to do so, I would end up being a hypocrite, since I intend to suggest a general reforge/gemming priority of Spirit to comfort>Haste to 3145>Int>Crit>Mastery>Haste, while I personally follow a priority of Spirit to 5288>Haste to 3145>Crit>Int>Haste>Mastery. Overall, I just ask that everyone continues to help contributing, while providing reasonably valid information/experiences.
    The problem with Healing Elixirs is that on the fights where it is very useful (Heroic Will and Garalon), it's just as good to have Diffuse Magic (H Will particularly, since it has soaking mechanics). It's nice free healing and it lets you focus on other targets instead of yourself, but the other talents are just way better because most of the damage is burst rather than sustained.

    The thing is, since we're healers we don't really need self heals, we can drop healing spheres or use expel harm to heal ourselves.

    Well, it's not needed, but it's like Protector of the Innocent for paladin, it heals yourself without you knowing it. If you really need a cooldown for a fight, you can use fortifying brew, or simply respec for that fight. Plus Expel Harm should be used on cooldown for chi, I even put it in a macro with jab because I kept forgetting about it.

    Dampen Harm is awesome for Attenuation phases, or Dissonant field explosions in HoF,

    Quite possible, depends on your group make up obviously. Healing with a disc priest, I never felt I needed anything for those.

    while Diffuse magic allows us to be one of the better soakers in Heroic Elegon.
    Usually, in heroic elegon, I can solo soak an add explosion without a healer to back me up, by using diffuse magic and casting an enveloping mist on me before the explosion.

    I use Zen Meditation for that. Granted diffuse magic has a shorter cooldown.
    Point Taken from all the posts above, slightly modified the descriptions of the Lvl75 Talents

    @Karuzo, not all of us have disc priest healing buddies, I find Dampen Harm to be extremely helpful when I am forced to run through a Sonic Pulse on Heroic Vizier due to being in the wrong place at the wrong time. (Hitting the attenuation rings tends to screw over other people)
    Healing Elixirs just doesn't seem to be as convincing when we have so much throughput, but it is definitely the easiest to utilize.

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