I’ve been doing some housecleaning in the teahouse and I’ve realized that some pages must be canned due to irrelevance. The Legion pages doesn’t have any bearing on today’s game. But instead of throwing them out the window, I’ve decided to keep them in a new Legacy tab, where I also archived my old Warlords of Draenor pages.
My blog is a constant work in progress, and I have a whole list of things I want to go through. For example, I want to update every single page for BFA, but also sort out the outdated pages. The standard procedure is that I remove the expansion-specific pages by changing their status from published page to a draft, and then they rest in my archive forever. But now I thought, maybe some people could still have use of all that content, so I’m gonna let it stay published.
After reaching the 610 ilvl benchmark, the heroic dungeons finally open up. From a healer perspective, these are very challenging. In my opinion it’s a very fun sort of challenge, the kind that test your abilities to the limits. I haven’t gotten around to trying all the dungeons, but those I’ve tried have been difficult to heal, and fun! The tanking role seems the easiest and the DPS role have had to relearn to use their CCs and interrupts more, an ability that had become obsolete in endgame MoP. But I’ve never used Paralysis as much as I do now.
The last boss in the dungeons seems to be the hardest ones (usually). We’ve actually had to stop several times, and think out a sound strategy to manage the boss mechanics. I’ve scouted the internet after some good dungeon guides, and I found Dayani’s on Wowhead (you can check them out here). But I’ve felt that I always needed something a little more specific to Mistweaver healing in heroic, so for the future I’ll be working on some encounter guides. The goal is that they cover everything you need to think of when healing as a Mistweaver, both in Serpent stance and Crane stance. It will take a while to write them though, so be patient.
I’ve also experienced that some bosses are just simpler to do completely in Crane stance. Like Roltall in Bloodmaul Slag Mines. As a melee it is much easier to counter the mechanics, but the damage pattern also put higher demands on Crane stance healing. Because of this I’ve added an “Advanced Crane stance healing” section to the Strategy guide, where I explain different ways to maximise your healing in Crane stance. Take a look!
Finally done with the first updates.
These pages are updated for Mistweavers 6.0 and beyond, so take a look!
– For a list of all MW abilites go to —-> Spellbook
– If you’re interested in the new talents go to —-> Talents
– If you want to know about stats and glyphs go to —-> Build
– If you need help with rotation and strategies go to —-> Strategy
Since the tuning keep changing the spell coefficients I have simply put in [X%] or [X% of Spell Power] where the spell equation is supposed to go. I will be updating them when Warlords of Draenor hits. Hopefully Blizzard has made up their mind by then.
In the meantime, take a look at the guides. Hopefully you’ll learn something new. I’ll keep working on the Proving Grounds guide for now. I’ll just might get it up before the next century (damn, it got immense).
While 6.0 have kept storming on and people have screamed themselves hoarse over the changes, there have been a few nuggets of news that have slipped by unnoticed. And to my great surprise, amazingly awesome changes for Mistweavers. I’m not talking about a big upheaval here, only a simply change that makes all the difference; two new spells are castable without breaking Soothing Mist. Thunder Focus Tea and Chi brew, people. Now this may not seem like much, but these small changes enabled me to clear up to wave 33 in Proving Grounds, compared to before when I struggled with Gold even.
Why is this so amazingly awesome then? It all takes it roots in the changes to how Soothing Mist and Surging Mist work. Before, we generated chi with Soothing Mist, and Surging Mist was basically an equivalent to Flash Heal; strong and expensive. Now Surging Mist is a base heal that gives us chi instead of Soothing Mist. This meant the loss of our Flash Heal equivalent, besides a slightly slower chi generation. But making Thunder Focus Tea castable during Soothing Mist means that we can use it to boost our Surging Mist instantly, making it a very strong Flash Heal. Making Chi Brew castable means that we can much easier get enough chi to do a quick Enveloping Mist.
When I did Proving Grounds on Beta, this has resulted in a much more fluid gameplay that is congruent with WoD healing (single-target heals are the way to go). Also, I could actually clear those bloody Chomps off the tank. That was an immense struggle before the change. Whoopie!
Dear Mr and Miss Foruma-Activa (can I call you that?). I address you after hearing the alarming news that the Sha of Negativity has gate-crashed the forums after the launch of 6.0. While he’s always been a bit of clingy bugger, he is now blooming like a teenager on her sweet sixteen (it’s an American custom, I’ve heard). According to the forums there is not a class that isn’t broken, boring or bonkers. The developers haven’t kept their promises and they surely doesn’t want their players to have fun! …Or so we are told to believe. It’s a bit of an orgy in cynicism and negativity.
This is of course a bothersome occurrence that result in people, including you Mr and Miss Foruma, disgorging bull’s feces in every direction without a single notion of soundness of argument or information scrutinization. But don’t worry, it happens all of us from time to time and thankfully it’s curable.
In fact, the best cure for Sha of Negativity is to look at the problem from all angles. Maybe you have missed something? Maybe your class isn’t broken, just different from what you have expected? Maybe you just have to re-familiarize yourself with it and see how it blooms at the endgame of Wod? Truly, do not judge a class in an environment that suits it ill, which almost all classes do in SoO at the moment. Especially Mistweavers.
Yesterday my guild and I had a go at Mythic SoO. We scraped up 20 players (we’re originally a 10-man guild), our pots and flasks and threw ourselves into the new raid design without having any idea what to expect. Turns out, it was incredibly easy. I don’t know if it was an effect of the tuning, or the transition to 20-man from 10-man that did it, but we’ve never had it so easy! Encounter wise, that is. Class wise? Crap. Crap on toast.
In all its essence though, SoO still is a Mists healing encounter. Absorbs are still overpowered and the fights are designed for people who can run and cast amazing AoE heals at the same time. It was bound to be a bit awkward. But I hadn’t expected that much awkwardness though.
6.0 has finally launched and it feels like early Christmas! I’ve already sunk my teeth into the new dungeon (easy peasy) and lolled around in Crane Stance (while admiring my new character model). Mostly of it feels pretty comfortable for me since I’ve already gotten accustomed to the changes by playing Beta. Not so for everyone though. Many questions has been raised in Trade Chat about what’s happening. Most of the answers can be found in the patch notes, so why won’t we go through them?
This is a list of changes I have shamelessly copied from MMO;
New Character Models– Often requested, finally here!
Stat Changes– The stat squish is finally here. Yes, you can still solo old raids.
Item Changes– Reforging, Hit, Expertise, Dodge, Parry, all gone!
Auction House Changes– The Alliance, Horde, and Neutral auction houses have all been merged. The BMAH has moved to Draenor.
Currency Changes– Justice and Valor? Gone! You can still buy most items (other than Heirlooms) for gold.
Toy Box– The toy box is here to hold your novelty items and free up some bag space.
Reagent Bank– More storage space for profession reagents has been added. Most also stack up to 200 now as well.
Void Storage Size Increase– Another Void Storage tab has been added. Try not to fill it up in a week.
Guild Changes– Guild levels? Gone! Most perks? Gone!
Group Finder– The Raid Browser is gone and the much improved Group Finder is here.
Siege of Orgrimmar Changes– SoO is giving out Heirloom weapons and now uses the new Warlords raid size system.
Level 90 Upper Blackrock Spire– You can grab some item level 550 gear and preview this dungeon for the next month.
Blasted Lands Quests– The Iron Horde have invaded the Blasted Lands and have a short quest line for you.
New Login Screen– The Dark Portal is back in this new login screen.
Arena Skirmishes– Proving that persistence pays off, the ongoing request for skirmishes has been granted.
UI Improvements– The default UI has received several upgrades, including Raid and Battleground specific graphical settings.
Darker Nights– A few areas such as Redridge and and Elwynn Forest are now actually dark at night.
Old World Dungeon Revamps– Blackfathom Deeps, Razorfen Downs, and Razorfen Kraul have been updated.
Undelete Character Feature– You can now restore characters above level 50 forever.
Server Responsiveness Improvements– The sever now processes events much faster, which should make gameplay feel even more responsive.
Anti-Aliasing– MSAA had to go away to move the client technology forward, so we only have FXAA and CMAA now.
Addons– As always, we need your help collecting data from in game by installing the WoWDB addon. Many other addons are also already updated for Patch 6.0.2.
To our great delight, we will finally be rid of the most boring stats in WoW as soon as the pre-patch launches. Say goodbye to expertise, hit, parry and dodge on gear (parry and dodge will still exist in other forms). Say hello to our new friends Multistrike and Versatility.
Multistrike is a stat which will give you two chances to proc an additional strike for 30% damage or healing of the original strike. Let’s say you have 20% MS. You do a heal for 100; this means that you have one 20% chance to do an extra strike, and another 20% chance to do an extra strike. If both procs you will get a 100 heal + 30 + 30. In total you will get a heal of 160. Multistrike is not only eligible for cast spells, but also for HoT ticks. The multistrikes can also crit, which is pretty nice. In addition, it is easy to stack since you only need 66 rating for each % MS.
Versatility is a very straightforward stat. For each 1% versatility, you do an additional 1% damage, 1% healing and 0.5% damage reduction. While it is a very handy stat, it is harder to stack. You need 130 rating for every % versatility.
But wait, there is more. The tertiary stats are bonus stats that have a small chance to proc on gear. The list is;
Warforged (additional ilvls) Gem socket (slots for gems) Bonus armor (damage reduction and ATP increase)
Leech (returns a portion of your healing/damage as healing to you)
Speed (movement speed increase)
Avoidance (damage reduction from aoe effects)
Warforged items and gem sockets are rare and a fine upgrade to your gear. In the start of the expansion gem sockets are more valuable than warforged, but warforged will surpass gems as we excel in ilvls in future patches.
The stats are meant to be a fun bonus on your gear. It will not change your gameplay by any large degree. It can be a fun addition to your gear though!
Warming up for the upcoming pre-patch to one of the most long-awaited (and long overdue!) expansion, I will be discussing the changes the Mistweaver spec will be undergoing.
Like every expansion, there are a whole set of revamps and roller-coaster-rides of tuning and changes. The following segment of WoD-know-how is entirely subject to change and I will not profess any sort of certainty. We know Blizzard, they are queen of decision anxiety. And so we smile and nod every patch only to expect another revamp the next month. But maybe that is what keeps the game interesting?
First off, and rather excitingly, I present to you a whole new stance for Mistweavers; the Crane Stance! This is our brand new stance, wholly dedicated to fistweaving (for those who like this rotation, it’s like Christmas, right?). Stance of the Spirited Crane replaces our old and unused Stance of the Fierce Tiger. MWs have a total of 2 stances then, and to actually make the stance-changing a worthwhile and tactical decision, some spells are restricted to either stance. The following spells have stance restrictions;
Stance of the Spirited Crane Jab Blackout Kick Tiger Palm Rising Sun Kick
Serpent Stance is our traditional healing stance (and most likely, the one we’ll use for progression raids where heavy healing is called upon). Crane Stance is our hybrid, hybrid stance where we gain Eminence, or healing through DPS. Eminence is entirely restricted to Crane Stance, accompanied by our set of DPS abilities. As far as Beta has gone, Crane Stance does inferior healing compared to Serpent Stance. But most likely, as with all fistweaving, it is intended to be used during the downtimes of healing. Strategic choices, remember?
To change stance it costs one GCD and you lose all chi. This is to hinder willy-nilly stance changing and preserve it as a strategic and tactical decision. But it does suit our slightly uh, frenetic style of healing. Downtime means DPS time. Furthermore, fistweaving seems to more mana efficient this time around, so it is definitely a suitable option.
A new expansion is at the horizon and of course, many changes are about to happen. To healers this will mean a start at something new, because healing will not be the same as in Mists. Warlords healing philosophy has been a hot topic to cover, and there are many posts and discussions revolving around the new changes. In this post I’ll will discuss parts of it and how it affect mistweavers.
Taepsilum did an extensive post in the forums about Blizzard’s goals with Warlords healing. And it looks like Warlords will be much more fun than Mists regarding healing. First off, at the end of Mists, we had too much regen and the only viable strategy was to spam AoE heals. Since our health pool was small compared to our heals, we could top everyone off pretty quickly. This also meant that single target heals were less useful since AoE did the same job, faster, and raid-wide. On top of that we had a plethora of smart heals that always healed the most injured raid member, making strategic choices redundant.