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Mistweaver Monk Rotation and Cooldowns Page
This section of the Mistweaver Monk guide provides an overview of all spec abilities, when and how to use them. This guide is written by
, Mistweaver in Antisocial Club on Hyjal, main author and theorycrafter of the Mistweaver side of
Peak of Serenity
website, and the Mistweaver admin of the Peak of Serenity class discord server, and is up to date for Patch 7.2.5.
Rotation & Abilities
Macros & Addons
Some of this info may change as Blizzard finalizes changes in 7.2.5, as well as tuning hotfixes that will be ongoing for Tomb of Sargeras.
also heal the primary target for an additional amount, based on your Mastery rating. This amount is a percentage of your spell power. If you have 200% Mastery and 500 spell power, then your Mastery will heal for 1000 health.
: A spell that channels on whoever we target and heal with
, , or
. Heals for a small amount very rapidly, for free, as long as its channel isn't interrupted.
: A single target HoT that will jump if it heals a target at full health. There is also a 4% chance each time
will proc, increasing the healing of your next
: Large single target HoT that will increase the healing all of our other healing spells by 30% on the target until it ends.
: Fast, single target heal. A cheap way to proc
, as well as build stacks of
: Heals a single target in addition to two injured nearby targets. Only the primary target will receive the healing from your Mastery, but all three will receive the additional 40% healing from
: A channeled AoE spell heal that shoots out mist bolts at targets within 25 yards of you. Each bolt does direct healing and also places an 8-second HoT on the target. Healing affected targets with a spell that procs your
will cause your
to heal twice.
Every 1 second, this ability will attempt to heal up to 6 unique targets. It will not heal the same target more than once within a second. It's a bit technical, but just know that you will only want to use this ability when there are multiple (5+) targets within range.
: Is a 30-second cooldown ability that affects all of our core healing spells. You will want to use this as often as possible and be sure you choose the most appropriate spell for the situation. Good
usage will be one of the key factors in playing your Mistweaver effectively. In raids, you'll mostly want to use
for sustained healing,
for mana conservation, or
for burst group healing. In dungeons, the other options are much more appealing.
being instant can help you greatly with spike damage and
gains a huge boost in healing which can be a large heal when cast on a target already affected by
: Places a large absorb shield on a single target that also increases all of our own healing over time spells on the target by 50% as long as the shield holds. The
trait from our artifact makes this a very powerful cooldown, used to stabilize low health targets.
: A large, instant heal that affects all allies within 40 yards. It will also remove most harmful Magical, Poison, and Disease effects on targets; it shouldn't remove debuffs that could cause a wipe or are otherwise integral to a fight.
The most important thing to remember when healing in Legion is that you're not healing the raid alone. Don't waste mana on healing people that can be covered with just the HoTs from yourself and other healers. Mana is a valuable resource that could be used later in the fight. If you're at a point in the fight where the healing needed is low enough where HoTs can take over, then you can deal damage to the boss, reposition yourself, or just plan out what you're going to do next, all the while regaining mana.
on cooldown. It provides a steady stream of healing and its jump-on-overhealing mechanic means that even if your target gets fully healed, the HoT will just find another injured target.
is an excellent choice to use often with
as having more of the raid/group blanketed not only makes damage intake smoother, but also greatly increases your chance of getting an
Single Target Healing
is your go-to spell for heavy single target healing. If you know an ability is going to hit a certain target, then pre-cast
so that its cast ends right as the damage hits the target. You can then channel
to stabilize further, as
boosts the rest of your healing done to the target.
If the target is taking more damage beyond that, you can spam
into them, making sure to refresh the
as needed. When you're pumping so many
into the target, you're also making heavy use of your Mastery,
. This combination of spells is a very high throughput method of burst healing single targets, but it can also drain your mana if done too often.
You could use
to supplement your single target healing as well if there are other targets in range that also need healing. It is not recommended that you use
for purely single target healing though.
Our Artifact ability,
, is a large single target heal that increase in power as it gains more stacks. You can have a max of 12 stacks, gaining 1 every 10 seconds, as well as through each
cast, thanks to
, so try to use it as often as possible.
You also have
, which begins its channel after casting
. It is free to channel, but does a low amount of healing per tick.
to save a target if you feel they are about to die and you won't be able to heal them quickly enough.
For basic group healing,
is our go-to heal, especially with an
For more involved group healing, channel
on injured targets, using the HoTs to cast
-proccing spells to burst them back up.
During fights, assess when a big burst of unavoidable damage is going to hit the entire group. From that point, a loose priority of group healing can be formed:
stacks with the light spot-healing of
in preparation for burst, making sure you're positioned by a group of players that will receive damage.
so that it heals a target as soon as the damage affects players. This is so
will heal as many injured people as possible.
, possibly with
if the damage is severe.
Gauge the healing needed from here. Whether you'll need to group heal with
, or if you can use the more mana efficient
If you have the mana to spare, use
is on cooldown, or you don't want to spend mana, you will want to cast
in order to get stacks of
. Each stack causes your next
to strike an additional time, stacking up to 3 times.
Once you've reached 3 stacks of
has a 15% chance to reset the cooldown of
will come off cooldown very soon, then it would be best to wait for it to become available before using your
in order to maximize the effectiveness of a potential
is a very useful ability being one of the best stuns in the game, as it is instant and stuns all enemies around you (that can be stunned). If a boss fight has adds that need to be controlled for burst, or that need to be interrupted, this can extremely valuable.
has a root and snare removal component that can be useful on a number of boss mechanics. Also being able to put a speed boost on a particular member of the raid could help them move around to handle mechanics or on a tank to assist with boss movement.
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