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Mistweaver Spec Comparison & Experience and Reflections on 12-Key Ara'kala (Sanguine Depths, Halls of Atonement)


Hello. I'm a Mistweaver... user.
I've been thinking a lot about this, and since everyone seems to be struggling, I'm sharing some data based on my experience.
Grandmasters who are better than me, please just watch for fun.
Currently, my raid score is 97 based on Mythic 4 bosses, and my keystone score is 2780.
Comparison
Straw or Highmountain, Harmony or Celestial
Yes, I've experienced all the cases.
I obviously took Chi-Ji
The damage, healing, and proficiency below are relative to each other.
1. Harmony Straw
- Recommended: I think it's the most appropriate talent for me. It's biased towards healing rather than damage.
11+ keys! For those who know when to DPS
Except for the last line, remove the 2 Seirune's Choice talents, and Rushing Jade Wind is good! Damage boost, feels good
- Pros: Heals well, and does good damage, 200~300M. Can use Revival, Enveloping Mist, and Life Cocoon when in danger!
- Cons: I think it's ideal for the current meta, but I'm not healing while hitting, and I'm getting greedy for more damage.
Damage: ■■□□□
Healing: ■■■■□
Proficiency: ■■■□□
2. Celestial Straw
- Recommended: Beginners, 11 key vault, places where you need to spam Soothing Mist
Same as above, Rushing Jade Wind!
- Pros: It's not a beginner talent. But I think it's good for healing, so I think it's good for beginners, and you'll get a feel for when you can do damage as you gain experience.
Deals about 150~200M on the damage meter.
- Cons: Can get boring. Can become arrogant. The bar graph doesn't show up on the damage meter. You keep trying to stay at range.
Damage: ■□□□□
Healing: ■■■■■
Proficiency: ■□□□□
3. Harmony Highmountain
- Recommended: Those who are good at dealing damage, those who have a dynamic and wide view
If healing is a bit dangerous, how about removing the talent Volatile Mixture (buff after using Invoke Chi-Ji, the Red Crane) and tracking Soothing Mist while using Enveloping Mist and Life Cocoon?
- Pros: The damage is pretty strong. If you can supply healing stably, I think there's nothing better than this. (It's much more fun than applying Atonement with a Discipline Priest...)
- Cons: Can you save people or not in the Stonebreak big pull at the bottom of 10~12 keys?
Only I might find it fun. If you're not skilled, the DPS and tank will start watching the healer's meter. You might hear, 'You've done a lot of damage, so please heal.'
Damage: ■■■■■
Healing: ■■□□□
Proficiency: ■■■■■
4. Celestial Highmountain
- Recommended: Those who need strong symbiotic healing when they're hitting but something is lacking, rather than stable ranged healing. This was the meta before Chi-Ji came out!
- Pros: The damage is strong!! Of course, the gap with Harmony will widen in single-target encounters. But Celestial's power and buffs compensate for it to some extent.
- Cons: Same as above
Damage: ■■■■□
Healing: ■■■□□
Proficiency: ■■■■□
☆ 12 key Arakara Harmony Highmountain vs Harmony Straw
In conclusion, there was a difference of about 150M between 250M and 450M.
(It would have been lower without Chi-Ji)
But the clear time was faster with Harmony Straw... I think it's because there were fewer deaths.
- Situation
In Arakara, there are 3 places where things go wrong. 1st miniboss big big pull, 2nd miniboss, 1st boss after crossing the bridge and the second big pull (AoE damage, AoE poison interrupt, etc.)
There was one Shaman with each talent, and there was also a Ret Paladin.
Based on the first 12 key, we usually pull everything up to the first miniboss and use Bloodlust.
Either we wipe here or we continue.
Both talents forbid healing until the tank has gathered everything.
When the tank gets to the miniboss, we start by throwing out a cocoon.
Depending on the situation, we use Leg Sweep for AoE stun and interrupt one thing and start.
- Harmony Highmountain: Consumed 2 Invoke Chi-Ji, the Red Cranes with a time difference and skipped Chi-Ji. Have to cast Renewing Mist and dance to heal. I remember 1~2 DPS dying. The reason is not only because they're dry, but also because they die on the floor or have persistent poison. You have to dispel continuously. Used Revival, and I'm starting to worry about the 2nd miniboss because I don't have Revival.
(Even with Chi-Ji, healing is good if there are more than 5 mobs... you have to lay down the ground. If you don't, they'll fall off, so use what you've saved if you have room)
Conclusion: No room... If the DPS has poison, the required healing is greater than the healing going in. Why does the instant Life Cocoon feel so long? I comfort myself that I used Revival well. (I'm starting to worry about the second miniboss)
I have Soothing Mist on the frame above my right mouse button. I keep pressing the right button... Rising Mist and instant Life Cocoon are not enough...
Contributed 7% to the damage meter...
- Harmony Straw
Straw is the same. Consume 2 Invoke Chi-Ji, the Red Cranes with a time difference, cast Yu'lon, the Jade Serpent, apply Breath of Mist, and apply Enveloping Mist and Life Cocoon...
One person died. I saved Revival. The healing is abundant... As soon as I have room, I apply Soothing Mist (Essence Font) to the tank, put Yu'lon on them, and use the Chi-Ji I've saved, and then DPS. (But you still have to DPS when you have to)
Conclusion
Even with 2 people with poison debuffs, I was comfortable with overhealing.
But on my damage meter, I contributed 2%. I'm starting to feel self-conscious? You shouldn't be in the ranged DPS position! You have to go near the melee DPS and support with utility skills such as interrupts.
If the interrupt is on cooldown, use Barrel Slam too... If you don't do this, Mistweavers are even more avoided...
☆☆☆Considerations as a healer based on 11 and 12 keys (not just Mistweaver, but healer)
I do everything except Restoration Druid. I finished the previous season with 3500 points, and I don't have a team, so I mainly go through the group finder...
So I've had a variety of experiences and am in the process of having them. Below is the current season's dungeon polling.
* Considerations
Places where things go wrong by dungeon... Stonebreak polling
- Vault 1st big pull (we pull and kill up to the golem on the left of the boss)
- Sanguine Depths (Tank dies a lot here, so watch the tank)
First dragon pull + roamer, place where you fly + roamer
- Tirna Scithe front big pull (Are you using Life Cocoon on the targets that are cocooned?)
- Plaguefall: Front gate big big pull
- Boralus: Front big pull, then the big pull above the stairs (Shout + Pull)
- Spires: 2nd buff left or 1st boss front big big pull
- Underrot: 1st boss, cathedral, house...
You've checked the commonalities of the above dungeons, right?
Usually, you either progress for 5 minutes or go home as soon as you start.
It's a big pull...
DPS practice their DPS rotation, drink potions, and practice DPS,
As a healer, is DPS practice the first thing to do? (excluding those who experience it lightly)
Do you plan the places where things go wrong before you go?
Are you going to complain if the DPS doesn't drink damage reduction potions?
Are you tracking the DPS's damage reduction cooldowns with 12 key Omni CD or MRT?
You have to save everyone there to move forward, so you have to achieve the healer's original destiny before DPS.
I think the healer should do that first...
It's their problem if the DPS doesn't use potions or damage reduction
What can you do? You have to accept that you have to save them in this situation.
I wrote this rambling on my phone at work
Below is the authentication

월드 오브 워크래프트 인벤 수도사쩜쩜쩜쩜쩜
2024-10-29