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Posted Snuggli on 24 March 2014 - 08:00 PM
Posted rizzy on 24 March 2014 - 07:02 PM
Posted Zekrom on 24 March 2014 - 06:59 PM
General criteria to be considered "Scum of MoP":
1. For purposes of this thread, MUST have been relevant most or all seasons of MoP (12-15).
2. Ability to get decently or very high rated.
3. Less setup required for a kill.
4. Ability to easily produce high amounts of damage.
5. Extremely effective turtling
6. Extremely gimmicky kills (IE Swifty One Shots, 100-0 in Bomb, etc.).
7. Infinite, unbreakable CC chains.
I’ve gathered opinions from many different people, melee, casters and healers alike, and I’ve compiled their feelings on the comps that they felt met this criteria. I’ve also attempted to represent most of the classes equally, however, some classes have just been redesigned in Mists to play more like scum than others (see “warrior” and “hunter” versus “ret” and “priest”).
For those unfamiliar with any of the comps listed, I'll explain each a bit and why it’s placed here.
KFC ( / / )
My personal contender, KFC has been prevalent and strong seasons 12 - 15, with a small dip in prevalence in season 13. Warrior Hunter synergy has been undebatebly strong the whole expansion. KFC often had trouble beating some caster teams when they played with paladins, and by season 13 had started largely playing with Resto Shamans. The infamous "sham goat" strategy largely involves throwing all their instant CC at the healer while training one DPS target with heavy single-target pressure. Some will go on healers depending on the comp. Largely, a very scummy comp with a scummy strat.
LSD ( / / )
With heavy buffs rolling in for ele shamans in 5.2 and 5.3, LSD emerged as a strong caster comp beginning in season 13 and remains strong to this day. This comp has earned its scum status by being nearly unkillable plus having the rot with the RNG one shot from the ele. LSD has been favored largely by the addition of Dampening in Season 14. Many comps have a hard time being able to beat LSD, and the games generally always last longer than 10 minutes. No one enjoys facing LSD and it can be played at rank 1 levels.
Beast Cleave ( / / or )
Buffs to enhance in season 13 increased the prevalence of this comp and has made it strong ever since. With the strength of hunter CC and burst damage, combined with Ascendance one shot, beast cleave has been known to train mages to the ground and one shot them before hypothermia (Ice Block debuff) is off cooldown. However, Beast Cleave's high single target sustained damage and insane burst damage plus hunter's ability to perform a long CC chain makes beast cleave's strategy of training one target with intense damage fairly scummy. Beast Cleave is largely played to counter caster teams, especially mage teams.
Kitty Cleave ( / / or or )
A comp known to have virtually no CC and extremely high single target constant damage, Kitty Cleave's strategy is by all definitions of the word "scum". High rated and low rated kitty cleaves alike will all start on one target and finish the game, win or lose, tunneling the same target. Largely, they will train resto shamans who can't escape their grasp, or less mobile casters like shadow priests, or squishy casters like mages. Their CC abilities can generally be counted on one hand, shockwave, cyclone, and whatever their healer may bring to the table. However, Kitty Cleave's skill cap generally doesn't allowed it to be played at extremely high ratings, and its prevalence has varied largely throughout Mists.
God Comp (Shatterplay) ( / / )
Strong since the release of Mists and still to this date, God comp has been seen all throughout Mists, with the largest dip in prevalence during Shadow's week season (14). A comp with buttloads of CC at its disposal with high burst damage, God Comp has been known to CC the other team down to a 3v1 and burst and almost always force the other team's cooldowns or trinkets or both. This comp could almost always be played to really high ratings and is strongly disliked by the many teams it counters.
PHP ( / / or )
Gaining large popularity in season 13 and being a ret's signature comp since, PHP has been known to only land traps off Fist of Justice and pop all its cooldowns the second the trap lands, sometimes if it's not successful. The idea of the global kill hasn't been stronger, only being seen as strongly in beast cleave, and is considered scummy by all those who die in half a second from 50% to 0.
PHD ( / / or or Monk)
Being the go-to comp for a DK for the expansion, PHD was viable to rank 1 during MoP and was buffed mid Season 14, making PHD a team almost guaranteed to force cooldowns during the 30 second window that the DK uses his Gargoyle and Unholy Frenzy. The games are generally extremely short as someone is bound to die, due to a lack of peels that DKs have, or the just intense amount of damage coming out plus hunter and priest CC. Many healers and casters really hate this comp due to its high sustained damage and ungodly burst.
Turbo Cleave ( / / or or Monk)
One of "those" comps, Turbo Cleave has been more or less a good train one target comp throughout Mists, just like Kitty Cleave, and a few people have managed to secure decent rating as it. A fear class's nightmare, some people just really hate the idea of turbo cleave and wanted me to include it here.
RMD (RMP) ( / / or )
Emerging as of Season 13 again, the notorious RMP has been degraded strongly into a gimmick comp, with cheap shot/tricks/orb being able to kill something in a matter of mere seconds. Rogue mage synergy has become god-like again by the end of Mists, and RMP/RMD has reclaimed its position as a strong comp, but has more recently been noted as an extremely gimmicky one.
MLD (MLS) ( / / or )
“I just wanna play the game!” is probably the most common thing said when facing this comp. A universally strong comp, avoiding CC is nearly impossible when facing MLD/MLS, and as such has become hated by many. With a destro lock, the comp’s burst is extremely large and will nearly always force cooldowns. The idea of MLD/MLS being scum, however, is debatable, but some felt the need for it to be in this list.
WMD (WMM) ( / / or Monk)
Being “that” flavor of the month comp, WMD takes 3 overtuned classes and just pops damage with mage CC and cyclone to kill its target. Similar to KFC in design, WMD has been seen as being largely unskillful and thereby scum, especially considering that warriors and mages have not normally been two classes to synergize well at all, and just rely on pure damage to land kills.
Ele/Mage ( / / or )
“Did they even cast anything to kill me?” is probably the best question to ask when you lose to this comp. This comp is another that has taken 3 overtuned classes and put them together. Especially when playing with a holy priest, this comp completely embodies the “castless casters” that MoP has been known and hated for. For this reason, this previously nameless comp, comprised of more flavor of the month classes, has occasionally been referred to as names such as “instant scum” or similar.
TSG ( / / or Monk)
Last, but certainly not least scummy, TSG has actually been played at rank 1 levels and has been seen since the beginning of MoP. With the re-emergence of melee cleaves with monk healers by Season 14, TSG can commonly be seen at decent ratings. Many feel TSG largely exemplifies “no skill” as they brainlessly train one target and pop all cooldowns to force major defensives off the other team, and will eventually land a random kill from their intense single target pressure.
If you think I’ve missed something, please feel free to comment below. If your argument is compelling, I may include it here.
Posted Aces on 16 March 2014 - 09:40 PM
Posted Regent on 16 March 2014 - 07:27 PM
Posted spelgubbe on 24 February 2014 - 03:08 PM
Posted Batenx on 15 May 2013 - 02:06 AM
1.1 About me
My name is Douglas, also known as Båten, and I’m a 21 year old boy from Sweden. I’m currently a full time law student, but on my free time (read: when my head isn’t buried in books) I work out and play this addictive game called World of Warcraft. I just finished one of my last seminars this semester, so I figured I’d celebrate by writing a Mistweaver Monk guide. I hope you find it useful!
1.2 My Experience
First of all, I’ve been playing this game on and off since vanilla. As arena was introduced in TBC I was still playing my Mage, which was my first character. Ever since season 1 I always ended top 3 on the ladder, but somewhere at the end of season 3 I started playing a Resto Druid and managed to obtain the prestigious Gladiator title in full greens/blues. In the beginning of MoP I made a monk and the rest is history…
As of now I’ve achieved multiple rank 1 titles as a bunch of different classes, including Monk, but I’m focusing on my Resto Druid and Mistweaver Monk.
2 A Mistweaver’s Abilities
If you’re reading this guide you probably have a fair perception of how Mistweaver Monks work and what their abilities do, but for the sake of it I’ll explain what they do, how they work and how to use them. I’m intentionally leaving out a couple of abilities that will be covered under section 3.
2.1 Healing Abilities
Soothing Mist: Their main way of getting Chi. You want to use it as often as you’re allowed to. It’s channeled and has a 30% chance to generate 1 Chi with each tick. Low mana cost.
Surging Mist: A fast, strong, but expensive heal. Similar to Healing Surge for Shamans. It generates 1 Chi and becomes instant when channeling Soothing Mist. Try avoid using it unless you have Thunder Focus Tea activated.
Enveloping Mist: The only heal you are supposed spend your Chi on. It’s a strong short HoT ability that costs 3 Chi. Similar to Surging Mist, this one becomes instant when channeling Soothing Mist. Basically, as soon as you have 3 Chi and someone is taking damage, this is what you want to use.
Renewing Mist: Hybrid between Rejuvenation and Prayer of Mending; on the first tick it spreads to a second player, and continues to spread until it has healed a total of 3 players. Despite its high mana cost it should still be used almost on cooldown as it generates 1 Chi. Only 8 sec. cooldown. Also works as a trash debuff for your Enveloping Mist.
Chi Wave: Talent in the second tier that bounces between friendly targets and enemy targets. The healing portion of Chi Wave is a smart heal, in the sense that it prefers healing low health players. It has a 15 second cooldown and should be used on cooldown, though it can be used preemtively as described above under section 2.
Uplift: Not very strong AoE heal that costs 2 Chi. Should never be used in a PvP enviroment, not even in RBGs. You should not spend your Chi on Uplift, as Enveloping Mist is a way more effective heal at the cost of 3 Chi.
Expel Harm: 15 sec. cooldown. Probably one of the most underrated abilities for Mistweaver Monks. It heals you for a rather significant amount and has a short cooldown. It also generates 1 Chi, which is huge! Even if you are full hp, you should use this talent on cooldown for the Chi, as it has a low mana cost. In order for you to play as mana efficient as possible, this ability is important. It also deals a low amount of damage to a nearby enemy, but have no fear – it no longer breaks CC!
Healing Sphere: Does a ridiculous amount of healing, but should not be abused as it does not generate any Chi. If you prioritize this one over Enveloping Mist, you’ll end up going OOM. That being said, you should always look for a way to use Enveloping Mist, which sometimes can be tricky considering the amount of interrupts in this game. These spheres are especially useful when your party member is stunned as they could be hard to place under a moving target. They also work when the target are in Smoke Bomb, which makes Smoke Bomb next to useless against Mistweaver Monks unless they're in CC.
2.2 DPS Abilities
Jab: A basic attack and generates 1 Chi. Also grants you the buff Muscle Memory, causing your next Blackout Kick and Tiger’s Palm to deal 150% increased damage and restore 4% mana. Basically when dealing damage you want to do every other Jab (Jab -> Tiger’s Palm/Blackout Kick -> Jab -> Tiger’s Palm/Blackout Kick and so on).
Tiger’s Palm: Stacks up the Vital Mists buff, which reduces the cast time and cost of your next Surging mist by 100%. Stacks up to 5 times. Also grants you Tiger Power, which causes your attacks to ignore 30% armor. Tiger’s Palm is the ability that should be used when dealing melee damage as it only costs 1 Chi, whereas Blackout Kick costs 2 Chi. You want to save Chi for Enveloping.
Spinning Crane Kick: Does AoE damage to enemies and AoE healing to friends within 8 yards. Generates 1 Chi if it heals 3 targets. Should only be used to try get enemies out of stealth.
Crackling Jade Lightning: The DPS version of Soothing Mist. A good way of getting Chi if nobody is taking any damage. Does a fair bit of damage and should be used more often than Jab -> Tiger’s Palm in a 3v3 situation as it has a long range and won’t cause you to overextend. Eats Grounding Totem and Spell Reflect.
Transcendance: Similar to the warlock’s Demonic Portal, except you have to replace your portal after you use it. The transfer has a 30 sec. cooldown whereas the portal itself has a 45 sec. cooldown. Should be used to avoid CC. Remember to use 3 Healing Spheres on your portal in the beginning of the game!
On Nagrand Arena you should place the portal behind a pillar. On Blade’s Edge you should always have it behind one of the pillars by the ramp. On Ruins of Lordaeron you should place it in your starting area. However, if your team wants to take middle and you think it’s likely that you will manage to push the enemy team back to their starting area, you should place it by the tomb. On Tol’Viron Arena you should place it by one of the pillars closest to your starting area. You might end up switching it to the other pillar, but you never want to have your portal in the middle of the enemy team. Mistweaver Monks are all about positioning as they have very few ways of avoiding CC.
Nimble Brew: 2 min. cooldown. Clears you of all root, stun, fear and horror effects and reduces the duration of future such effects for 6 sec. Should be used if it can be used instead of your normal PvP trinket.
Thunder Focus Tea: Mistweaver Monks aura mastery on a 45 sec. cooldown. Doubles the healing of your next Surging Mist. Do not feel bad for using a Surging Mist with Thunder Focus Tea activated; it’s the only time you’re supposed to use Surging Mist unless you’re facing a team where mana absolutely won’t be a problem.
Life Cocoon: 2 min. cooldown. Your big ”oh fuck”-button. Encases the target in a cocoon, absorbing around 250k damage in arena and increases all periodic healing taken by 50%. Can be used preemtively; if you know you’re going to eat a CC or blanket silence from the enemy casters with Thunder Focus Tea on cooldown, this can be used to ruin the enemy team’s entire swap.
Revival: Huge instant AoE heal and dispel on a 3 min. cooldown. Used almost like Nature’s Swiftness and can be used on targets out of your line of sight. Also works when a target is in Smoke Bomb. As of 5.4, Revival got nerfed by 30% and will only roughly 110k in arena, which opens up the possibility to use it as a dispel for your partners when they're going offensive.
Fortifying Brew: Increases your health by 20% and reduces damage taken by 20%. Has a 3 min. cooldown, so be careful with what you use it on. I tend to use it when big cooldowns are being used by the enemy team. Try use it before you take damage; the last stand effect is just a bonus unless you’re being locked out.
Zen Meditation: 3 min. cooldown and 8 sec. channel. Interrupted by melee hits. Reduces all damage taken by 90% and redirects to you up to 5 harmful spells cast against your party members. As Mistweaver Monk it’s difficult to use this ability as Counterspell and Spell Lock can be redirected to you when you’re standing behind a pillar and end up with you being locked out on cast. If you’re playing with a Warlock, you can use Zen Meditation as the gates open to ensure a mage can’t stop your Warlock from getting a Demonic Gateway.
2.4 Other Abilities
Summon Jade Serpent Statue: 30 sec. cooldown. The statue will heal the lowest health nearby party member within 20 yards for 25% of the your damage done and when you cast Soothing Mist, the statue will also cast Soothing Mist on an injured ally within 40 yards. Since patch 5.2 it no longer costs any mana, so there is no excuse not to use it! Remember to switch locations if needed. Usually you only have to change position of the statue on Tol'Viron Arena.
Disable: A spamable 50% slow. Similar to the Warriors' Hamstring. If you re-apply it when the enemy is slowed already, it will root them.
Paralysis: A physical, 20 yard range, 4 sec. incapacitate. Double duration if used from behind. Used for CC or to avoid getting CC’d.
Spear Hand Strike: A melee range interrupt on a 15 sec. cooldown. Also silences for 2 sec. if the enemy is facing you when cast. Keep in mind that this the blanket silence is slightly delayed, so use this ability 0.5 seconds before you want the blanket to hit.
Grapple Weapon: The Monk's disarm. Use when enemy melee uses some sort of offensive cooldown, i.e. Summon Gargoyle for Death Knights, Recklessness for Warriors and Berserk for Feral Druids (Feral Druids do 50% less damage while under a disarm effect). It can also be used to stop Hunters from trapping you. Hunters can not use Trap Launcher when they are disarmed, so if you time it well you can get the disarm when they use Scatter Shot and therefore they will be unable to trap you from range.
Tip: Use Disable twice on the target first to immobilize him; it’s much easier to hit an ability with a positional ’requirement’ if the target is standing still.
First tier: Tiger’s Lust is the obvious choice. It clears the target of all immobilizing and movement impairing effects and increases their movement speed. In other words, this basically works as an inferior version of dispel as you don’t have to ’waste’ dispel on roots. It can also be used as a sprint, which is very useful when your Priest or Warlock wants to go for a fear on the enemy team’s healer. Only downside with the talent is the short range (20 yards), but if used correctly it can win you games.
Second tier: Chi Wave is the best, even after the nerf in 5.2. It still does a great amount of healing and can/should be used preemtively, i.e. when you know you’re going to get CC’d and you can’t avoid it. Observe that it breaks traps, so use it carefully!
Third tier: As of 5.4, Chi Brew has been buffed. It now has a 45 sec. cooldown and instantly restores 2 Chi aswell as generates 2 stacks of Mana Tea. Has 2 charges. This means you can get two quick Enveloping Mists out whilst regenerating Mana Tea. This is the talent of choice.
Fourth tier: You swap between all talents in this tier depending on what you play and what you're facing. Ring of Peace silences and disarms all enemies within the ring for 4 seconds. Ring of Peace was generally the talent of choice in 5.2, but since 5.3 Ring of Peace shares diminishing returns with other silence and disarm effects, so keep that in mind if you choose this talent. Now in 5.4 it got slightly buffed and it a good choice.
Leg Sweep stuns all enemies within a 5-yard radius of you for 5 seconds. In some cases, this talent can be amazing. This is especially true in 2s when facing DPS/healer comps and you need as much CC as possible to score a kill. Depending on what comp you play and what comp you face, you may find use of this talent in 3s aswell. For the sake of it, I’ll explain how Leg Sweep can be used in the following scenario. You’re playing a comp with very few stuns so you don’t have to worry about putting your partners’ stuns on diminishing returns and you’re facing a Shadow Priest/Mage/healer comp, which is fairly common these days. The enemy Priest will most likely push in on you to get fears as often as you let him. On some maps, such as Ruins of Lordaeron and Blade’s Edge Arena it is difficult to avoid every fear by running away from him as it might completely ruin your positioning. A Paralysis followed up with a Leg Sweep could be just what you need to avoid the fear and still maintain a decent positioning. It is also an excellent follow-up stun on the kill target.
And last, but certainly not least, there's Charging Ox Wave. This talent stuns all enemies stuns all enemies in front of you within 30 yards for 3 seconds and has a 30 second cooldown. The use of this talent is endless; you can stop Priests when they're going for fear without worrying about putting yourself in an awkward position and you can stop Scatter into trap combos as Charging Ox Wave has a travel time. If you use it well, you should be able to stun 2-3 enemies every time.
This tier is very interesting because you seem to change it all the time depending on what comp you're playing and what you're facing.
Fifth tier: This is the tier you change depending on what comp you’re up against. Diffuse Magic reduces all spell damage taken by 90% and clears all magical effects on you, reversing them back to their caster. Observe that this talent does not reduce damage taken from UA dispel, so using this one and following it up with a Revival is not the best idea. Been there, done that…
With Diffuse Magic you can reflect a full row of dots back on the enemy caster (Warlock or Shadow priest) and make a hard swap to him. It can be risky, so be careful!
Dampen Harm reduces the 3 next attacks that deal damage equal to 20% or more of your total health in half. Now in 5.2 it can be used while stunned, which makes it a solid choice. This talent can be taken when facing a team where atleast one enemy can deal more than 80k damage in one hit. Against Death Knights this talent is worthless. But against warriors, rogues, hunters and Fire mages this talent is useful. Dampen Harm is off GCD, unlike Diffuse Magic, so in some cases Dampen Harm could be more valuable.
Healing Elixirs is a passive talent that causes your next Brew of Tea (in this case Mana Tea, Thunder Focus Tea and even Fortifying Brew) to heal you for 15% of your total health. It’s particularly useful against melee cleaves where no enemy can deal more than 80k damage in a single hit. As of 5.4, Healing Elixirs will no longer activate if the Monk is already at full health, and activate automatically when the Monk has less than 35% if their maximum health. This is a huge buff to the talent, and you should really look into using it whenever you feel Diffuse Magic or Dampen Harm won't be a good choice.
Sixth tier: The general choice is Chi Torpedo as it actually does quite a bit of healing on you and the ones you hit when you roll. It no longer breaks your own CC, thank God for that! It also does a tiny amount of damage to enemies and even totems. Though, if you’re up against a Rogue and you don’t want to sit a full Blind followed up by a Sap, you can use Invoke Xuen, the White Tiger preemtively. Yes, it does keep you in combat. I prefer Chi Torpedo. As of 5.4, it now has a pet bar so your pet tiger won't go rambo and break CC anymore. You can also move your tiger manually so can be used to pick up traps against Hunters.
Your glyphs depend on which comp you’re playing and which comp you’re facing, however there are a few specific glyphs we’re going to look into.
4.1 Major Glyphs
Glyph of Life Cocoon: The first obvious choice. Being able to use Life Cocoon while stunned is not only a lifesafer for you, but also for your partners. If you get stunned and you know you’re going to eat an unavoidable follow-up CC, you can use Life Cocoon at the end of the stun and potentially save your partner(s). With this glyph you’re also able to use Life Cocoon when you’re trapped and feared by a Warrior provided he targetted you when he feared.
Glyph of Paralysis: This is my second choice. it could be gamebreaking if you manage to land a full Paralysis without it breaking from dots. However, if I play a comp where we rely on having tons of split pressure but still I need to use Paralysis on cooldown to avoid CC, I might swap it out for Glyph of Renewing Mist. Generally I tend to just keep the glyph and use Paralysis more carefully.
Glyph of Enduring Healing Sphere: My third choice. Basically increases the duration of your spheres, including the mastery ones, by 3 minutes. This is probably the way to go as you'll have spheres all over the place for you and your partners to pick up.
Glyph of Nimble Brew: This glyph could be useful against a team that you know will tunnel you. If you're not certain they will go for you, it will most likely be a waste.
Glyph of Detox: Could be used in rare situations. For example if you're playing a comp that relies heavily on DoTs and you're facing another DoT team, i.e. when you don't want to remove your partners DoTs because you'll lose a ton of pressure and if you want get that extra heal as you dispel Unstable Afflicted or Vampiric Touch.
Glyph of Mana Tea: I It removes the channeling behavior and causes Mana Tea to simply use two stacks (8% mana) instantly, with a 10 second cooldown. Just make sure you use it on cooldown; you don’t want to sit on 20 stacks at the end of a game. As of 5.4, Mana Tea without glyph got buffed and the glyph is no longer mandatory in PvP.
4.2 Minor Glyphs
Minor Glyphs are only for cosmetic purposes, so these glyphs are unimportant. Though, if you must know, I use Glyph of Fighting Pose and Glyph of Crackling Tiger Lightning to look like a badass. I gotta look good when I beat my enemies, right?
Gemming as Mistweaver isn't difficult. There are basically only two ways you can gem your character. You can go either go for Intellect or Spirit. I have tried both of them out and I found that Spirit was most beneficial for me. The reason is simple.
Mistweaver Monks have an insane healing output so gemming Intellect isn’t really necessary; it could be sweet with some extra healing, but if you use your Chi correctly and most importantly if you land your Healing Spheres, your partners won't die. That extra Intellect won’t make a difference when it comes to keeping your partners alive – atleast not in a 3v3 situation. But as most of you know, Healing Spheres does not generate any Chi and eventually you'll start feeling a bit dry on mana. That is why I'm going for Spirit gems. Healing Spheres are simply too powerful.
Please bear in mind that this is merely from my own experience, but I'm sure any top rated Mistweaver Monk would agree.
Meta: The meta gem of choice is either Ember Primal Diamond or Tyrannical Primal Diamond. It all comes down what you're playing and what you're facing.
Blue: 320 Spirit
Yellow: 160 Spirit and 160 Critical Strike
Red: 80 Intellect and 160 Spirit
Reforging as Mistweaver is fairly straightforward; you go for soft Haste cap (2348 Haste in Stance of the Fierce Tiger) for an extra tick of Enveloping Mist. After that you max out your Crit and then Mastery. I suggest you download the AddOn ’ReforgeLite’ to ensure your reforge is as indefectible as possible.
Enchanting your gear has always been very simple, so I won't go into deeper detail than just listing the enchants.
Shoulders: 200 Intellect and 100 Critical Strike
Cloak: 180 Intellect
Chest: 80 All Stats
Bracers: 180 Intellect
Gloves: 170 Haste
Legs: 285 Intellect and 165 Spirit
Boots: 140 Mastery & Minor Speed Increase
Weapon: Jade Spirit
Off-hand: 165 Intellect
It doesn’t matter which professions you decide to go for as long as it’s ’crafting’ professions. I always go for BS and JC, because those are the only professions that offer extra PvP Resilience. This saves me time, as I don't have to change professions whenever PvP Resilience is the best stat.
To make this guide as Monk specific as possible, I’ll only mention macros designed for my Monk.
Paralysis: You’re unable to use Paralysis if you’re channeling Soothing Mist unless you interrupt the channel first. To make it all easier for me I added /stopcasting to my Paralysis macro.
/cast [modifier: shift, target=focus] Paralysis; Paralysis
Paralysis Arena 1/2/3: These macros are mandatory for Monks as you can stop the enemy team’s entire opener by stopping the stealther’s first cast. You can also interrupt Night Elves when they try to get a free cast after using Shadowmeld. I also added /stopcasting to these macros so I don’t have to manually interrupt the channel.
/cast [target=arena1] Paralysis
/cast [target=arena1] Paralysis
/cast [target=arena1] Paralysis
Spear Hand Strike: Similar to Paralysis, Spear Hand Strike is unusable when channeling Soothing Mist, so adding /stopcasting to this ability is helpful. I also added /cancelaura Spinning Crane Kick so I can kick people even if I'm spinning around like a ballerina.
/cancelaura Spinning Crane Kick
/cast [modifier: shift, target=focus] Spear Hand Strike; Spear Hand Strike
Grapple Weapon (Disarm): Only reason I made this a macro is because Grapple Weapon can’t be used if you’re channeling Soothing Mist unless you cancel the channel first, so I smply added /stopcasting to make my disarm more effective. When you have the buff Hand of Protection you are unable to disarm enemies, so /cancelaura Hand of Protection is amazing too. As it has a short travel time it’s important to use it as soon as possible.
/cancelaura Hand of Protection
/cast Grapple Weapon
I also have a focus macro for this one as I swap my focus in arena very often.
/cancelaura Hand of Protection
/cast [target=focus] Grapple Weapon
Tiger’s Lust: If you are under the effect of Stampeding Roar or Body and Soul, you can’t use Tiger’s Lust on yourself to break a root. You must first cancel the first movement speed increase effect. No need to add /stopcasting as Tiger's Lust already cancels the channeling of Soothing Mist.
/cancelaura Stampeding Roar
/cancelaura Body and Soul
/cast Tiger’s Lust
7 How To Heal
Healing as Mistweaver is rather simple once you understand how all the abilities work. Enveloping Mist always has highest priority as it could be difficult to get it off in consideration of all the interrupts in this game. Soothing Mist should be used whenever you need Chi and should be used prioritized over the other Chi generating abilities. You still want to use Chi Wave, Expel Harm, Rewewing Mist and Mana Tea on cooldown. Avoid using Surging Mist when Thunder Focus Tea is not activated. Healing Spheres should be used when enemy team has many ways of interrupt you and you can’t risk getting caught on cast. Healing Spheres are also very effective when targets are stunned, as mentioned above under section 6.1. Try save your Revival for when the enemy team uses major cooldowns. It’s a really good way of catching up on healing if you’re having a hard time keeping up with the healing. It should also be used when enemy team has CC for you and you can’t risk going in range to heal your partner because of them having no cooldowns or you having no PvP trinket available.
8 Best Comps For Mistweaver Monks
This is currently not 100% updated for Patch 5.4 as we have to wait and see which comps will be best for Mistweaver Monk, but I imagine Death Knight/Affliction Warlock/Mistweaver Monk will be strong.
As sad as it is, there is always a healer better suited for the comp than a Mistweaver Monk, but there are a few comps that work well with a Mistweaver too. I’m not going into how the following comps should be played as it all comes down to what comp you’re facing and which map you get. The general playstyle from your point of view is very defensive, similar to Holy Paladins in previous expansions. Don’t overextend, play it safe, make sure you manage your cooldowns. You want to make it as hard as possible for the enemy team to CC you – try keep that in mind! Don't rely on your partners to get you out of CC, even if they can.
Elemental Shaman/Destruction Warlock/Mistweaver Monk: This was the best comp for Mistweaver Monks in 5.3. Elemental Shamans does not only bring ridiculous RNG damage, but also Tremor Totem and Grounding Totem. Destruction Warlock is actually better than Affliction Warlock for this particular comp, because aforementioned has slightly better survival with Ember Tap. You also have Demonic Gateway, which is incredibly good if you use it well with your partners.
Shadow Priest/Mage/Mistweaver Monk: A very strong comp for a Mistweaver Monk as the synergy from a Shadow Priest/Mage is amazing. Shadow Priests bring so much utility to the team and that is very good for Mistweaver Monks as they’re vulnerable to CC. This comp gets somewhat countered by other Shadow Priest/Mage/healers though, especially the ones with Resto Shaman or Resto Druid.
Elemental Shaman/Mage/Mistweaver Monk: Elemental Shaman/Mage synergy is very good aswell; they can kill anything in a Deep Freeze with a blanket Counterspell on the healer.
Death Knight/Hunter/Mistweaver Monk: A very strong comp. Death Knights and Hunters together have extremely high damage output. Even though they don’t bring much utility, the comp can still be played to top ratings.
I have played a countless amount of comps to 2.6k+, but the comps mentioned above are in my opinion the best ones you can play as Mistweaver Monk. Elemental Shaman/Destro Warlock/Mistweaver Monk is the most solid one.
9 Armory Links
Also, I have a stream that you can check out if you want to see some top rated play from a Resto Druids and Mistweaver Monks PoV.
Well, that wraps up the guide! If there’s anything specifc you’d like me to add or discuss, or perhaps something I got completely wrong, don’t hesitate to let me know! I will probably update this guide a little bit the following days whenever I have time.
Sidenote: English isn't my native language, so try not to be too harsh on my grammar.
Posted Shawir on 18 February 2014 - 11:08 PM
Posted talaax on 18 February 2014 - 10:59 PM
People prefer nowadays to blame the victims instead of the perpetrators.
Such mediocre people.
also make a real id broadcast that you're queing while you're at it
oh and tell every1 in ur skype
and then come cry here when you get the boot
im not saying its ok to ddos, or its his fault..but he couldve EASILY avoided it. thats like walking in the hood with j's on, a rolex and some nice clothes...you're asking for it. common sense, brother. use your head..
Posted Seu on 19 February 2014 - 10:57 PM
Don't expect much development from WoW unless it involves the in-game store and more ways for Blizz to make money off of a game we already pay $15/month for...
I remember back when mounts were rare drops, rewards for random shit, etc... Now you just wipe your ass $30 and POOF you have your new mount, pretty epic!
Edit: I wonder what all the PVE people will do... They have already been farming the same content for months at this point, and there will be NOTHING new for over 8months, wtf?
wod arena and raid changes look incredible and I am all for them devoting the vast majority of their dev team to make it great, its pretty obvious there is no hope for mop anyway. the proposed changes arent just good on their own, they are a clear indication that blizzard cares about small scale competitive pvp again which hasnt been the case for a few years.
I cant believe anyone on this website would complain about blizzard focusing entirely on endgame pvp and pve content, and offering players a way to skip grinding levels to get there immediately.
do you really give a fuck if anyone buys a level 90? It just means when your friends buy the xpacs to come back they will be able to arena with you right away, and if you are too busy irl to grind a character up that you want to arena on you can just drop $60 and have it. its an old game and as a result a lot of us who play it are in our 20's now, with less free time to grind levels and more disposable income we can put towards ensuring the free time we have is enjoyable.
i honestly dont get the backlash with the buying level 90s, its not like being max level in this game is an achievement to be proud of anyway.
Posted Icekingx on 19 February 2014 - 09:00 PM