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MISTWEAVER MONK ADVANCED TIPS
LIFE COCOON
If there is one cooldown that will either win you or lose you games, it's Life Cocoon. This is our most important panic button and there are two important ways that you should be using it.
Now to get some basics out of the way, Life Cocoon provides the target with a massive Absorb Shield, while also applying our Hots automatically in the process. The absorption is so great that it's nearly impossible for the enemy team to land a kill while it's active.
With a cooldown of just over a minute, we're aiming to get at least two uses out of Cocoon in every solo shuffle round. The first and most obvious way to use Life Cocoon is in an emergency save.
Like other last resort cooldowns, this means pressing our Cocoon when there is absolutely no other way to save the target from dying. Like other emergency CDs, we'll often want to save our PvP Trinket for the sole purpose of using our Cocoon as needed.
This is a game-saving combo, similar to a Priest saving the Trinket for Life Swap. Sometimes, though, in the chaos of Arena, you're going to be forced to Cocoon without using your Trinket or you're going to need your Trinket for something else.
So while Trinket Cocoon is a bread and butter combo, don't rely exclusively on it. The goal when using our Cocoon as a last resort save is to be greedy, but not too greedy.
The lower the HP, the better, but only up to a certain extent. We need to prevent our target from dying, but we don't want to develop the habit where we only press Cocoon at 1% HP.
We want to save our Trinket for the last resort save. This is a way too risky.
Instead, we need to feel out the incoming damage. If it feels too fast for us to deal with in the next few seconds, we can trade our Cocoon almost like a proactive cheat death mechanic.
This is going to be the simplest and most consistent way to use our Cocoon, but it's time to get more advanced here. There is one situation where we'll want to use Life Cocoon at a much higher threshold, and that's when we know we're about to get put in a CC chain that could result in our partner dying.
This is what players could call a pre-Cocoon. If you know that incoming CC is unavoidable and you don't have your trinket available, you can preemptively use your Cocoon on a target even if they're at high HP so that they're guaranteed to stay alive while you sit CC.
REVIVAL & RESTORAL
Making a video about Revival and Restoril is honestly a little bit weird, since both of these abilities aren't just useful on their own, but because they activate Peace Weaver, which is a PvP talent that we play in almost every single matchup, providing 2 seconds of spell immunity, which doesn't seem like much, but is actually insanely powerful.
Anyway, it's important to understand that Revival and Restoril are sidekicks with Peace Weaver. So, what's the big difference between both of the spells?
They both proc a pretty big party-wide heal, but Revival has the additional perk of removing a maximum of 3 magical debuffs across your group, while also clearing all poisons and all diseases.
Restoril, on the other hand, doesn't clear any debuffs, but it has the unique perk of being usable while you're stunned, and for this reason alone, it's the preferred pick in 90% of the matchups. Now, because of this, let's cover how you should be using Restoril in a matchup.
First, we're going to talk about how to use Restoril in an arena, which, remember, is sometimes simply a tool for activating Peace Weaver. Let's look at one example of this here.
There are several CC chain combos that start with a stun into a magical ability, such as Stuntrap, Batch Clone, or Stun Rep. Sometimes we can definitely avoid these combos with our port, but in the chaos of arena, sometimes we're going to be forced to Restoril simply to avoid otherwise unavoidable CC.
Peace Weaver obviously does more than just immune crowd control. In its spell damage immunity is equally as important.
So as a second use of Restoril or Revival, we're aiming to immune large damage cast on our team. A great example of this is against elemental shamans during their Ascendance and Primordial Wave burst.
These abilities allow them to do an extraordinary amount of damage, which we can completely prevent with our Peace Weaver. This might seem like a suboptimal trade until you realize that by doing so, you're preventing millions of damage across your entire team.
Now at this point though, we might be getting slightly ahead of ourselves here since at its core, both Revival and Restoril are simply AoE heals. Now because of this, we should also never be scared to use them for the sole purpose of getting a big instant heal.
This can be done to make a save when Life Cocoon's on cooldown, or to delay us from needing to use Life Cocoon in the first place. If we're struggling to heal and need to quickly top someone in a pinch, sometimes we're going to need to shove Restoril or Revival into our team.
Sometimes we're going to need to shove Restoril or Revival into our team. Sometimes we're going to need to shove Restoril or Revival into our team.
Sometimes we're going to need to shove Restoril or Revival into our team.
INVOKE YU’LON & CHI’JI
The coolest part of playing Monk is the ability to summon Celestial Gods, and depending on your build, that means calling upon Yulan or Qi Ji. As a healer, you need to put your cooldowns in different categories.
Now of course by now you know that Life Cocoon is your emergency button, which we call last resort cooldowns. Restoral and Revival are reactive cooldowns, since you use them in reaction to certain things happening.
Yulan and Qi Ji are in their own proactive or tempo cooldown category, and let's explain what that means. Tempo cooldowns are designed to do one singular thing, prevent you from falling behind.
And in the case of both Yulan and Qi Ji, these both help you stay ahead by ramping up your healing just enough that damage is more manageable. You're not waiting until someone's dropped you to 10% before pressing these cooldowns.
Instead, you want to be using them liberally, ideally right before or immediately after the end of the game.
So if you're a pro, you can use them in a way that's more effective, the goal is to ramp up your healing in order to make the incoming damage much more manageable, which is why, in Solo Shuffle, these abilities are best used on cooldown.
Right as the initial clash starts when the enemy team is popping cooldowns, you should have already pressed or should be thinking about pressing your Celestial.
No matter what, this is going to help slow damage down, as the Celestial Harmony automatically grants your team small Qi cocoons that will absorb a small amount of damage. If you're playing the new hybrid Monk with Rushing Wind Kick or a strict Fistweaver build, you're always going to be playing with Qi Ji.
This is because it allows Rushing Wind Kick to make Enveloping Mist instant after three hits, which means if you can cleave three targets with one Rushing Wind Kick, you're going to be rewarded with instant Enveloping.
Now if you're playing a more standard caster Mistweaver build, then you're going to likely be playing with Yulan. This ability is a bit more plug and play, and once it's pressed, you don't necessarily need to change the ability to use it.
So if you're playing a more standard Caster Mist, you're going to be playing with Yulan. You can also use it to change your healing priority at all, as Yulan will automatically smart heal.
What we want to stress though, is that your Celestials are tempo cooldowns. In Solo Shuffle, they should be used incredibly early on into the fight, and then on cooldown throughout each round.
Again, you're not really using these abilities as emergency saves, but instead using them in order to empower your healing enough to make incoming damage easier to manage. Be sure to check out our Master in Minutes to learn a few ways to min-max these abilities.
Thanks for watching. We'll see you next time.
MIN-MAX YOUR CELESTIALS
In this video you're going to learn two quick tricks on how to min-max your Celestials. For one, even though both of these abilities don't have extremely high mana cost, it's very likely that during their windows you will be spending a lot of mana healing.
Now because of this, assuming you have the ability to do so, you should try in manatee before pressing your Celestials. This will not only help offset their mana cost, but make it less taxing to spend mana during your healing cooldown.
Secondly, what most people don't realize is that Qi Ji actually makes you completely immune to any movement impairing effects, which includes roots. This is extremely useful against any boomkin team for avoiding the dreaded root beam.
What you should do is check the cooldown of beam using Omnibar and aim to press your crane right before it's available. No druid is going to remember to play around this, and you're going to completely immune the beam.
And remember, when Qi Ji is active, you can get instant enveloping miscast guaranteed if you can hit at least 3 targets with your rushing wind kick. We explained in our healing course that you should aim to cleave anyway with your kick, but during your Qi Ji window it is extra important.
MASTERING RUSHING WIND KICK
Rushing Wind Kick is what defines the new hybrid Mistweaver, merging the traditional caster with the Fistweaver playstyle.
Now to get some basics out of the way here, Rushing Wind Kick is more or less a ranged attack, having an effect that covers a narrow 25 yard invisible cone in front of your character, which means you're going to have to do some aiming here.
The damage you deal will be converted into healing thanks to ancient teachings, and will also proc our mastery if we're playing crane style.
Now even though the tooltip does say that damage is evenly split, you're going to do an additional 6% more damage for every target hit, up to a 30% increase, which means you'll always get more healing if your rushing wind kick hits multiple targets.
From a healing perspective, more is better, however if you want to maximize damage on a single player, you should avoid hitting other targets. In any case, all you need to do is hit at least one target and you'll do a good chunk of healing.
Now at this point, you don't need to be too aggressive, but you can use Rushing Wind Kick to hit as many targets as you can to maximize healing. Alright, so now that we know some mechanics, how do we actually use Rushing Wind Kick?
Well for one, we want to be using it on cooldown, but before you jump ahead, it is most efficient that we have both Renewing and Enveloping Mist already active on injured targets since Rushing Wind Kick will automatically extend them, while also increasing the healing of Renewing Mist.
And remember, targets with Enveloping Mist already take 40% additional healing, so using our Rushing Wind Kick when our Hots are already up is the most beneficial. So now, on top of hitting as many targets as we can, we're going to aim to use Rushing Wind Kick on CD while trying to have our Hots up first.
Finally, what's important to understand is that GG will give our Rushing Wind Kicks an additional perk. For every target we hit, we're going to reduce the cast time on Enveloping Mist, by 33%.
So as long as we're hitting 3 or more targets, we're guaranteed to get an instant Enveloping, making our healing rotation much smoother during this time.
WHEN TO MANA TEA
Manatee is one of those abilities that seems simple on its surface, but actually has a little bit of depth. First some basics.
Manatee has three parts. The first part is that it starts as a buff that stacks as you spend mana.
The more mana you spend, the quicker you're going to gain stacks. The second part is the actual consumption of Manatee, as when pressed, it will not only restore your mana, but it will also make your healing spells cheaper, which is the third part of this spell.
And before we answer when to use Manatee, it's important to note that Manatee can only be used while moving, but it can also not be interrupted. The only way to stop Manatee is with CC, but doing so is not really that big of a deal since we're going to benefit from a partial channel no matter what.
Alright, so when do we actually want to use Manatee? Well, as a general rule of thumb, your goal is to press Manatee around 5 stacks, doing it slightly earlier on.
That's still fine, but holding onto your Manatee for too long is needlessly risky since if you ever fall behind, you might not have the Globals to press it later. And since Manatee reduces the cost of our spells for a short duration, we want to be using it whenever we're going to be spending a lot of mana.
So to be ultra efficient, once the buff is up, we should be trying to avoid CC so we can reap the rewards of lower mana cost. Finally, since our T is technically a physical ability and not a magical spell, we can use Manatee during any interrupt.
We can use T during any interrupt, but it doesn't really matter how many stacks we have. Using T during lockouts is always beneficial since we really can't do anything else.
TRANSCENDENCE
Welcome to our guide on Transcendence for Mistweaver Monks.
Having a teleport is a gift in WoW PvP, and when used right, it is arguably the most efficient defensive cooldown in the entire game, since with the eminence PvP talent, our port can be used while stunned, and thanks to Escape from Reality, it can even be used a second time ignoring the 30 or 45 second cooldown.
Now before we get ahead of ourselves, let's talk about where we should be placing this port. Ideally, it should be placed behind a pillar out of LOS of the enemy team.
This is going to give you instant safety for swaps, and it's going to allow you to avoid CC, but a little bit more on that later on. In addition to thinking about where your port should be placed, we also need to think about where we can position ourselves in order to get value from our Transcendence.
We don't want to be playing on top of our port all game, as it essentially just makes it useless. Instead, we want to position ourselves away from our enemy team.
Ideally, also near a pillar if possible. And if we have to play on the same pillar as our port, we should position ourselves on the opposite side.
Alright, now when do we know when it's time to port? Well, there are two main use cases that we need to talk about.
The most common is to avoid CC. Since we're extremely vulnerable to CC chains and are rarely the kill target, we're going to be using our Transcendence to avoid Crown Control.
This could be anything from Casted CC to the Crown Control. We're going to be using our Transcendence to avoid Crown Control.
This could be anything from Casted CC to the Crown Control. We're going to be using our Transcendence to avoid Crown Control.
We're going to be using our Transcendence to avoid Crown Control. We're going to be using our Transcendence to avoid Crown Control.
We're going to be using our Transcendence to avoid Crown Control. This is a very common use case for CCs like Fear, Polymorph, or Cyclone, which can be hard to avoid, but it can also include stun trap combos from Hunters.
If a Hunter presses Intimidation on you, then you already know a trap is coming, and you should wait for the trap to be mid-air before pressing your port in order to avoid it entirely. And speaking of stuns, the second use case for Transcendence is as a first line of defense against a swap.
If you ever find yourself in a stun as the kill target, your port will be the most efficient way to instantly avoid damage, but once again, assuming you've already positioned yourself away from it. Even if you aren't stunned and are under pressure, your teleport is always there to bail you out of a scary situation.
Of course, there are more ways to use our Transcendence, and there are plenty of highly technical and offensive ways to teleport, yadda yadda yadda, but 90% of the time, you're going to either be using it to avoid CC or to survive a sudden swap.
SHEILUN’S GIFT
Alright, welcome to our guide on Shaleen's Gift. While this is technically a spot heal, we've decided to make a dedicated video for this iconic ability, especially now as Mistweaver Monks have picked up a brand new talent that makes it significantly easier to use.
Emperor's Favor is a new addition to the Mistweaver tree which allows Shaleen's Gift to be instant cast, but with the penalty that it will no longer AoE heal. Not to worry though, since being instant cast makes this talent extremely beneficial.
As it essentially gives you an NS heal similar to Restoration Druids and Shamans. But just like other NS effects, Shaleen's Gift is only effective with the right set of modifiers.
One of which comes from the ability itself, as every 4 seconds you spend in combat will generate a cloud stack, increasing the healing done by Shaleen's Gift by stacking up to 10 times.
This means that roughly 40 seconds into every arena, you're going to have a fully charged Shaleen's Gift loaded, which is a pretty good amount of time. But here's the thing, you don't always want to wait for 40 seconds to use this ability, nor do you want to sit on stacks for an extended period of time.
Generally speaking, you want to use your Shaleen's Gift somewhere around 7-10 stacks. And like our other forms of spot healing, we're going to want to have as many modifiers already on the target, including Zyn Sphere, Renewing Mist, and Enveloping Mist.
Now then, through all of this, you might be asking, what are the best times to use Shaleen's Gift? Well, like other NS-style heals, it's best used when a target is dropping critically low, and you don't have the time to quickly recover with your normal rotation alone.
And since it's instant now, Shaleen's Gift is extremely effective at spot healing when multiple kicks are available. Ideally, you're going to be pressing it either to avoid needing to Life Cocoon, or you're pressing it while Life Cocoon is on CD.
Now keep in mind though, that the healing is nerfed by dampening, so this ability will become less effective in longer solo shuffling. And if you're playing a lot of level games, where you really need to focus on squeezing out value by abusing healing modifiers.
MISTWEAVER MONK RING OF PEACE TIPS
Welcome to our guide on Ring of Peace for Mistweaver Monk.
In this video we're going to be teaching you some of the unique ways to use this ability, but before we do, to get some basics out of the way, Ring of Peace functions as an anti-zoning tool, because when it's placed on the ground, it will bounce players out of that targeted radius, which has endless applications in Arena.
Now, starting with the most common uses of Ring of Peace, we have Number 1 as an anti-pillar tool.
As you know by now, players really like to camp behind LOS, and since Ring of Peace is a targeted ground spell, we can actually use it to knock players out into the open, which is highly effective when playing with casters.
Now on the flip side, we have our second use of Ring of Peace, which is basically the reverse of Number 1, acting as a defensive zoning tool.
If someone on our team has taken brutal amounts of damage from a Maverick, they can use this ability to get a kill, or if they're in a situation where they're in a situation where they're in a situation where they're in a situation where they're in a situation where they're in a situation where they're in a melee and is unable to get away, we can use Ring of Peace to get them a small safety bubble in order to recover.
Now, with that in mind, we have our third major use of Ring of Peace, which is to counter various AoE mechanics from other classes, including Smoke Bomb from Rogues and Spear from Warriors. By placing our Ring on top of a teammate affected by these spells, we can offer temporary protection.
Now of course, this even works in the opposite direction too, for countering any protective AoE mechanics from the enemy team, including Barrier from Disc Priest, AMZ from DKs, and Darkness from Demon Hunters.
If we're playing against any of these specs, this becomes one of the best ways to use Ring of Peace, countering enemy defensives by preventing enemy players from staying inside of them. Our fourth major use of Ring of Peace is as an interrupt.
Now, I know what you're thinking here, wait a minute, isn't that what our kick is for? Well, technically yes, but Ring of Peace allows us to interrupt players much further away from the enemy team.
So, if we're playing against a team, we can use Ring of Peace to counter the enemy team by using Ring of Peace to counter the enemy team. So, if we're playing against a team, we can use Ring of Peace to counter the enemy team.
Our Ring of Peace allows us to stop a cast without worrying about proccing precognition. The next major use of Ring of Peace is more map specific, but we can sometimes use it in order to trap enemy players in rooms.
This applies mostly to Ruins of Lordaeron, where the starting room entrance is almost the exact width of Ring of Peace. Now, on rare occasions, you can even use Ring of Peace to bounce enemy players repeatedly into the walls in order to micro-seize the enemy team.
This will prevent all spellcasting while they just bounce around mid-air. Finally, although this only applies to 2v2 and 3v3, Ring of Peace is even an effective way to stop drinks from enemy healers, since once again, it can be placed to wrap around LOS, where someone might try to get in a few sips.
MISTWEAVER MONK DEFENSIVE PLAY
Welcome to our Mistweaver course on defensive play in Arena. In this guide, we're going to be teaching you how to flowchart your survivability, starting from what you can do before you get attacked, to what you need to do in order to stay alive under pressure.
So with that in mind, let's go over part one of our flowchart, which is to use positioning and mobility to avoid threats. Now, while this might sound incredibly obvious, the best way to avoid dying is to avoid putting yourself in a vulnerable position in the first place.
There's a reason we've told you not to immediately push in and play aggressive in solo shuffle, since more often than not, trying to play hyper-aggressive is an open invitation to swaps. Defensive play starts by being proactive, even in the starting room by identifying threats before the gates open.
And once the gates do open, you always want to have your port defensively placed, always in a location out of line of sight, and then you want to position yourself away from your port, so that way we can get value from it if needed, and if we ever sense a swap, we want to rely first on positioning, and even using our mobility to get away from enemy threats.
Now of course, at some point we'll find ourselves stuck in a stun, and what can we do then? Well, assuming we're playing eminence, the next part of our flowchart is to immediately port to safety.
This will always be our snappy, immediate response to pressure, is that right? Especially during stuns.
And even if the enemy team manages to reconnect once we've ported, we're going to simply port a second time thanks to escape from reality. We can't stress how important it really is to trade port as a first line of defense into pressure.
It is insanely efficient, given that you can completely avoid damage and outvalue enemy cooldowns with a low cost investment. But what if you can't port?
Or what if you still find yourself under pressure once you do? Well, assuming the enemy team has cooldowns popped, your next line of defense will be Fortifying Brew.
This will provide modest damage reduction and will boost your HP too. Because of its long duration, you shouldn't be greedy with Fort Brew at all.
Like any damage reduction cooldown, you typically want to press this high on HP. Its long duration even allows you to preemptively use Fort Brew before a stun or micro CC lands.
Once again, assuming you're not able to port. Now, with all this, we're going to be able to get a good amount of damage from Fort Brew.
But with all that said, if it's a caster comp that's killing you, you're going to instead want to defuse magic. As this will provide more damage reduction than Fort Brew.
In any case, since both of these abilities have relatively short cooldowns, you don't really need to be greedy when trading them into enemy cooldowns. Now as a last resort, we can use Restoral as a potential defensive option.
If we're unable to port while stunned, or if multiple people on our team are getting cleaved, we can use Restoral to survive, or even completely immune magic damage when combined with Peace Weaver. Remember though, that this is a last resort option, and if you have a port available, rely on that port first.
But now we need to talk about recovering our HP. We're going to use a fairly unusual sequence specifically designed to top ourselves here.
Ideally, we're going to want to start with renewing Mist in order to benefit from Chi Harmony. Then we'll Thunder Focus T.
And if we have time, we'll then Enveloping Mist, followed by Expel Harm. Which we'll always press with Thunder Focus T while under pressure.
This is because it's going to provide us with a shield. Following this combo, we'll simply stick to our spot healing priority, using instant Vivify procs if we have them, and potentially relying on Shaleen's Gift if needed.
While under pressure, we want to avoid hard casting any spells if interrupts are ready. At this point, if we've recovered, that means we've now come full circle, and we're going to once again rely on our mobility to get away.
But before we wrap up, let's talk about some other ways to survive. Remember that most of our CC is usable while interrupted or while silenced.
Leg Sweep and Disarm are both incredible defensive options. AoE stunning multiple DPS will dramatically halt damage while potentially allowing your team to counter pressure.
Just do be careful not to ruin the kill setups of certain classes like Sub Rogues. Disarm is one of the most efficient ways to shut down melee damage, and your gut reaction should be a little bit more effective than the other two.
The best way to do this is to trade Disarm 1-1 into any melee cooldowns where it's effective. Remember that Disarm does nothing against Windwalker Monks and Feral Druids.
MISTWEAVER MONK CROWD CONTROL
Welcome to our course on Crowd Control for Mistweaver Monks. In this guide we're going to be focusing on a few different spells, Leg Sweep, Paralysis, and Song of Qi Ji.
First let's cover some goals that's going to help teach you how and when to CC. Overall your Crowd Control needs to accomplish something for your team.
It should never be used randomly or without purpose. And to break this down we have one main CC goal.
To find a moment where it's safe to cross the map and use our Crowd Control to take out an enemy healer for an extended period of time while also potentially cross CCing the DPS. We're going to focus primarily on Solo Shuffle but what you're going to learn will easily apply to other brackets too.
Let's start off with our bread and butter cross CC combo Leg Sweep on DPS with an in-cap onto the enemy healer. This is going to be ideal when there aren't that many stun effects already on your team.
Since Solo Shuffle is all about gaining and keeping momentum and keeping your team in the game. This is going to be ideal when there aren't that many stun effects already on your team.
Since Solo Shuffle is all about gaining and keeping your team in the game. Since Solo Shuffle is all about gaining and keeping your team in the game.
This is a fantastic combo for building pressure. But before we push in we need to make some checks.
Number one are the enemy DPS off of stun DR and is the healer off in-cap DR? If they're both on DR already we might want to wait.
And number two are there any threats in our path? If there are mages or warlocks or any class with spammable CC in our way we might want to hold off to avoid getting CCed ourselves.
As long as we can address these conditions here we're now ready to push for our combo, stunning the DPS and then getting in range of the healer for an in-cap. If we manage to land both and if we're playing with Song of Qi Ji then now is the time to use it on the healer extending our CC chain.
Now let's talk about our second combo which involves using all of our CC on the enemy healer. This combo is going to be ideal when playing with other classes that will stun the kill target.
Once again we need to check first for DRs and check for any possible threats on our path. If there are any threats on our path we might want to hold off to avoid getting CCed.
We'll then start our combo with incapacitate since it has a long range and allows us to push towards the healer easier. If we're playing Song of Qi Ji we're going to want to cast that first since in the event we get locked out we can simply leg sweep and cast it again.
No matter what though the goal is to take the healer out for a long period of time. Both of these combos are most effective when your team is actively popping offensive cooldowns attempting to score a kill or force defensives.
In an ideal world we would always pair our CC with a healer and then cast it. Now of course solo shuffle is far from perfect and instead we simply want to focus on using either one of these combos as often as we can.
Alright now that we know how and when to use our CC let's go over some potential mistakes. What you need to remember about Paralysis is that it removes dots which can be a very big issue when using it with assassination rogues, affliction warlocks, balance druids, elemental shamans, and even feral druids.
We don't want to paralyze a target with dots if they're being killed. And speaking of rogues we cannot stress the fact that you need to be careful using leg sweep especially when playing with sub rogues as they typically want to stun targets themselves in order to set up kills.