Shadowlands - Monk Discussion

Hi !
Starting this thread to keep track on the monk specs specially if i can found some interesting things that need changed in the rotation.

First things first, i’m gonna look into the mistweaver.
Using the default rotation and pretty mutch default settings for raid healing.


https://beta.askmrrobot.com/wow/simulator/report/55fed153af7d4058be965b69dbca7964

So idk what to think here, should the Essences be supported for the Pre-patch periode ? or not ?
For the time beeing i’m editing the rotation and removing any Essences calls.

Mistweaver - raid healing
I’m having trouble withthe spell InvokeChijiRedCraneBuff, it doesn’t seems to work.

I guess it’s because i’m doing somethings wrong here but none of the “invokechiji” and"invokechijibuff" doesn’t seems to what what i was looking for. I was looking to use envelopping mist with 3 stacks of the buff because when using the talent “invoke chi-ji, the red crane” we should see a lot more envelopping mist
https://beta.askmrrobot.com/wow/simulator/report/625ed9b5c6a74a0ca917b85a1f91d624
In this one it’s only used once. I guess it will look into that later.

With your last comment i’m gonna let the “raid healing” for now on look into the MM+ one.
saved for later the rotation : https://beta.askmrrobot.com/wow/theory/rotation/6c58db72201d45bcabba48c1e27b0afd?spec=MonkMistweaver&version=live&share=true

Mistweaver - MM+

Really late on this one but the only things i’ve found is the amont of heal done from Renewing Mist.
Compare to a Waycrest +20 on the live. Renewing mis seems lower. Not sure if it’s due to the script or the spell in the simulator itself.
https://beta.askmrrobot.com/wow/simulator/report/4cc7d18905264bec86780d9e194451e1

We don’t support any azerite or essences in the shadowlands simulator. I think I forgot to make a new rotation for raid healing for mistweavers. I made it for mythic+ though, so you can test there for now.

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Mistweaver is still buggy in a lot of areas. Yu’lon is doing weird stuff on the beta - really like to heal itself, and soothing breath is proc’ing gust of mists (which I think is a bug) but usually only on itself.

Enveloping Breath isn’t happening at all with Chi-Ji and when Yu’lon casts it… doesn’t seem like it actually increases healing on targets. I’m not sure what the intent really even is there…

Looks like they did go to some effort to make fistweaving a real thing in Shadowlands though. Seems like it will be just as effective as more traditional healing from the back lines.

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You’ll have to tell me if you have any luck with Expel Harm. From the messing around I’ve done with it so far… it is rarely worth using. Seems like a bit of a trap button to me. They’ll have to reduce the mana cost or increase the healing for it to be really worth casting instead of Vivify.

Yeah this button is trap their is few nich where it can be used:

  • it’s a heal on the move
  • It allow to heal one specific target using smoothing heal
  • It allow to heal a target who doesn’t have renewing mist on it as well as yourself
  • it does dmg

So for a PVE mistweaver, those case are almost non existant.
The big point for this spells his the pvp used out of it. One of the big problem of mistweaver in pvp in case of heavy dmg on 2 targets the monk have difficulty to handle the situation. It help in this direction but i’m not an expert in pvp so…

Hi !

I’m looking into the windwalker right now; could you explain this to me :

?

Is this a residu from BFA rotation ? Or maybe i’m missing sometings

also i’m not really understanding :


“StormEarthAndFireFixate” is a custom buff for you how is it resulting ingame ? Make sure the littles ghost are not on the same target ?

Yeah I haven’t gone over the windwalker rotation in detail yet - touch of death is instant now so it doesn’t need that condition anymore.

That “fixate” spell is a spell for when you press the button again after you summon them to make them all attack your current target. There is a conduit or something that gives you a buff when you make them fixate, so I added in a spell to simulate that behavior.

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Hi again !
Thanks for the previous answers.

  1. One point i’ve dig into and could possibly be validated using the simulation.
    Using Touch of Death on target under 15% but that have more health than you is a dps loss
    In other terme, you need to wait till the target is <maxplayerHP to get a touch of death to hit for almost maxplayerhp or as close as.
    Currently if i use touch of death on target <15% hp i hit for 7k if i wait till the target have less than 20k hp (my max hp currently) i will hit between 10k and 19k depending on how fast i can trigger it.

  2. The function PowerSecToMax used in the current rotation.
    While i understand how it’s supposed to work it seems very complicated to convert In Game. Maybe it will be less true, but more usable to state somethings like : “energy to max < 10”. Energy regen depend on haste but does it has a real impact ? (like if you have a gear full of haste does it really change to "energy to max < 11) ?
    But may it will need at least a split with or without the buff from the talent “Energizing Elixir”.
    I know nothing about rogue that use energy too does they more to take in consideration than haste and some buff ?

I am only simulating the version of Touch of Death versus “stronger” targets, not targets that can be killed instantly if they have less health than you. So in the simulator it always does 35% of your max hp as damage.

As far as translating PowerSecToMax into something you can use in-game… you could probably use an approximation and be fine. I find when I’m playing that it is something that I eventually get a feel for. During bloodlust, you will regen at least 13 energy/sec with no other source of haste, so you’d at least need a condition to handle that. Haste procs and buffs can further change it. You can obtain your current energy regen in-game with a function the game has, so you should be able to use it in a formula if you’re trying to make a weak aura or something similar.

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As far as i tested the Touch of Death enven on “stronger” targets you can hit for 20k (less than the player max hp) and not be limited to the 35% of the player max hp. Meaning when the spell light up IG it doesn’t mean we should use it actually, we should wait till the boss has less than 20k hp.
The only problem is : on single target when everyone is hitting the boss it means 80k dmg per sec. so you have litterally less than 0.2s to be able to hit the boss for the full 20k so litterally not humanly not possible.
In the other hand in multi targets at max you have 20k/s dps on one target. Which is possible to snipe the good one and do the full 20k on them.

You’ve conviced me to do the custom trigger for my WA. It wasn’t very long to do, just had to found the good function in lua.

Yeah, you could mess around and try to snipe a tad more damage when a mob is about to die. That’s just meter-padding for fun though :wink:

Yeah if it increase for 0.2% dps it doesn’t matter.