After killing Argus Mythic, I finally got access to the Battle for Azeroth alpha! Now I can check out all the changes by myself, and keep you freshly updated. Speaking of changes, a new build rolled out and it seems that Blizzard has turned its eye to healers. Down below are all the changes they’ve made to Mistweavers.
Enveloping Mist: Instant cast and immediately heals for (130% of Spell power).
Vivify Causes a surge of invigorating mists, around the target, healing them and their 2 nearest injured allies for (75%) healing the target for (100% of Spell power) and all allies with your Renewing Mist active for (60% of Spell power).
Cost changed from 4.0% of base mana to 3.2% of base mana.
Not many changes to Mistweavers, but it seems that Blizzard haven’t quite gotten to the healers specs yet. The damage classes and specs have first priority, and we’ll probably see the healer changes coming soon.
Monk Allied Races
New information on the Allied Races is trickling down the alpha mining. Two of the new races can be Monks, so here’s a small summary of the races and their racials.
After some quiet time, a new alpha build is up and running! This time, developers have officially announced that they’ve begun tuning (on everything except Artifacts, which will be later). Mistweavers’ artifact have had some touch-ups already though!
Sheilun’s Gift now heals for 200% of Spell power per cloud absorbed, up from 150%.
Our base toolkit has been buffed, while the artifact has seen both buffs and nerfs. Renewing Mist had Vivify have certainly been on a rollercoaster ride of buffs and nerfs, and it probably still won’t settle for a while.
Class Hall Monk Set (Icons)
The class hall sets are the old CM Pandaria sets, recolored and with some variation of the shoulders. The old set looked like this:
While we don’t have a screenshot of the new version of the set, we do have the icons, which reveal the color scheme of the set:
Jade green, anyone? Yes, please!
Raid Testing – Krosus and Elerethre Renferal
FatbossTV has posted a few more videos from raid testing:
Yesterday, a new build deployed, which mainly focused on bug fixes. There are however a few mistweaver changes to note. To boot, Brewmasters have had an intense discussion on the official forums with developers that can be of significance from a healer perspective.
Eminence (the PvP talent, that is) now also increases the healing of Mistwalk by 30%.
First off, Eminence now reduces the cooldown of Transcendence:Transfer by 5 sec AND increases the healing of Mistwalk. This is a beautiful case of alpha being alpha, since Mistwalk actually replaces Transcendence (that is still in place, I checked). I assume they meant “or” since we can’t have both buffs, or possibly if they are meaning to revert it so that you can have Mistwalk and Transcendence. I frankly have no idea at this point.
While I’m finishing up the last work for April’s Patreon rewards, more alpha news has trickled in. Developers have commented on the new Essence Font change, which now indirectly benefits from mastery, and a first look at Class Hall upgrades has also been released. Also, the gold cap will be raised to 9,999,999 gold in Legion. Hue hue hue.
Developer Feedback – Mistweaver
Posted by Sigma, Blizzard. It wouldn’t be surprising if the mastery has to come down a little, in terms of coefficient, after the EF change (what you’d expect for effectively increasing the number of spells affected by a mastery). It would also rein in the mastery benefit to Effuse somewhat. It’s not bad at all if the new mechanic introduces some more varied use cases for Effuse, but its tuning implications for will be a little clearer after seeing it in action more. Essence Font enabling those options is fine, but it’s important that mana is an important limitation on its uptime.
Effuse cost is already changed for next build, although not by much for now. We like the new mechanic, but Effuse, EF, and Gust of Mists are all pieces of the tuning picture that may shift around as it settles in. The nerf to mastery coefficient is simply to account for the fact that it now encompasses more spells, as would happen with any mastery. In fact, spreading the mastery benefit out slightly is something people have asked for.
A new alpha build sprung upon us yesterday, right before I went to sleep. But now that I’ve had my morning coffee, I’ve prepared myself for all the Mistweaver changes. There’s not many, but they are notable. Also, a new zone and a new dungeon. Have a look!
Essence Font now has an additional effect. Gust of Mist now heals twice on players affected by the HoT effect of Essence Font.
Healing Elixirs has been revised. It is now an ability with 2 charges that heals you for 15%. It still triggers automatically when dropping below 35% health.
A common complaint about Mistweavers have been that Essence Font doesn’t have any synergy with other spells. Now, we not only have the synergy with Refreshing Jade Wind, but also all our direct healing spells for a short while (the HoT lasts 6 seconds). It’s starting to shape up, in other words! And thankfully, Healing Elixirs is less of a catastrophe, though I’ve hard to imagine talenting for it in either case. Damage reductions have very high value, and not to mention that we don’t have that many defensives in our toolkit; Diffuse Magic and Dampening Harm will probably still be the strongest choices.
On a different note, I’ve scanned the Theorycrafting thread on the official forums and came across an explanation of how Renewing Mist and Essence Font choose their healing targets.
Posted by Sigma, Blizzard.
–Renewing Mist will choose a random player who is both injured and without the caster’s Renewing Mist. If there are none, it will not jump.
–Essence Font will attempt to heal 18 people over the course of its channel. On each attempt, it will choose a random target who was not healed in the previous 5 attempts. If there are none, it will not heal.
It’s not new information, but good to have it confirmed.
Morning, dear readers! I am currently knee-deep in my Patreon work, so I haven’t been able to update the blog until now. There was a new alpha build a few days ago (though it took awhile before data diffs appeared), and here are the mistweaver changes!
Rising Sun Kick has reverted to its old cost, bumping up the relevance of Fistweaving 2.0 slightly. Spinning Crane Kick has had a serious buff that partly addresses the problem with leveling that I mentioned in the previous post.
Some of the other class halls have had a few updates, but we have yet to see that in the Monk Class Hall. Hopefully, we’ll get some more Monk-themed interior. It is still very much the same as when you level a Pandaren of any class. But we’re still in alpha, so there is lots of time for updates still. Speaking of which, Blizzard has now released all classes/specs on the alpha, all dungeons heroic/mythic, and almost all zones. Max level has increased to level 110 on the leveling servers. We’re getting closer to a beta, I believe.
There are still many aspects of the Legion Mistweaver I haven’t touched yet that I’d like to dig into. Having discussed the basic toolkit and the talents, let’s have a look at our damage rotation. Though not as proximal as other aspects of the new Mistweaver, we will still need to level as Mistweavers since we are initially locked to a single artifact. In raids we will spend downtime dealing damage which, however briefly, impacts the overall feel of the Legion Mistweaver.
In Legion, Mistweavers’ damage spells remain melee oriented, though the spec counts as a ranged spec. To safeguard us from killing the raid when we stand in melee, mechanics that would instantly wipe the raid if a ranged player stand in melee will not hit Mistweavers or Holy Paladins (who also have a few melee-based spells).
(Excerpt from official post)
For example, a Chain Lightning or Void Zone targeted at a random player with no warning will wipe or seriously disrupt the group if ever targeted at a person in a melee clump. If you can get targeted by it, there is no option but to avoid being in melee at any time during the encounter. Mistweavers and Holy Paladins should not be targeted by these sorts of abilities.
Having said that, the damaging spells we have in our baseline kit are:
Jab has been baked into Tiger Palm, and since we no longer have Chi, we have instead the passive Teachings of the Monastery to incentivise to use Tiger Palm. The rotation is Tiger Palm (30% extra damage on RSK and BoK) > Rising Sun Kick, then Tiger Palm > Blackout Kick until Rising Sun Kick is off cooldown. Spinning Crane Kick can be used independently for AoE damage.
After a short, but wonderful holiday to Edinburgh, Scotland; I am now back in action again (although slightly marinated). While I’ve been away there’s been a new Alpha build, which unfortunately only brought another batch of tooltip proofing for mistweavers. But other fun stuff has hit the alpha, so there’s no lack of news for me to talk about. I have prepared my tea cup.
Another build would have meant some new mistweaver changes for me to talk about, but in the shining absence of said changes, let’s talk a little about the legendaries and the new glyph system.
These actually came in a while ago, but I haven’t had the chance to comment yet. So here goes!
A few days ago, I wrote a post about my thoughts on mistweavers’ toolkit in Legion alpha. My opinion is generally positive to the changes; we have a more adaptable and flexible toolkit that allows the mistweaver to tackle different types of encounters with greater ease. (If you haven’t read that post yet – you can read it here.) Expanding on that discussion, here’s part 2 where I review the new talent tree.
The Talent Tree
In my mind, the purpose of a talent tree is to give depth to a base toolkit, and you should be able to create depth with different builds that emphasize different strengths. There should be opportunity to talent for greater AoE healing vs single target healing, or more mobility, add control, damage, passive healing, or active healing, etc etc. Ideally, the talent tree can deepen the strength of characteristic that are important within the same raid tier as well. It’s not interesting to talent for greater mobility unless some of the encounters have mechanics that make mobility an attractive choice.
Since I haven’t done any raid testing yet, I have to review the talents without a Legion raid context. It’ll be my preliminary opinion, bound to change once I have more experience of the content. But there’s still value to give feedback, even at an early stage like this. And once again; I will overlook the numbers for now and focus on the feel of the talents instead.