Mistweaver Monk Healing Mythic+ Tips — The War Within (11.1.5)

Last updated Yesterday at 03:45 by Dhaubbs 46 comments
General Information

In this guide, you will find tips and advice to tackle Mythic+ dungeons with your Mistweaver Monk in World of Warcraft — The War Within (11.1.5).

1.

Mistweaver Monk Mythic+ Guide for The War Within Season 2

If you are unfamiliar with Mythic+ and its associated general mechanics, you can read more about it on our The War Within Mythic+ page below.

To learn more about the Mythic+ Meta, check out our Mythic+ Tier List below.

2.

Mistweaver Monk in The War Within Mythic+

Mistweaver Monk is an extremely mobile and durable healer that brings a deep pool of cooldowns tailored to 5-player content. Outside of throughput Mistweaver also brings a variety of utility abilities that allow for creative routing options, such as combining Paralysis Icon Paralysis and Ring of Peace Icon Ring of Peace to skip certain trash packs.

2.

Best Mythic+ Talents for Mistweaver Monk in The War Within

For a more general overview of Talents for Mistweaver Monk, please visit our dedicated Talents page.

3.

Best Mythic+ Talent Builds for Mistweaver Monk

Standard Mythic+ Talent Build: Conduit of the Celestials High Mythic+ Talent Build: Master of Harmony
3.

Mythic+ Utility for Mistweaver Monk in The War Within Season 2

This section talks mostly about the uses of different spells. For in-depth explanations of all Monk Abilities and Talents, including these, check out our Spells page.

4.

Utility of Mistweaver Monk in The War Within

Interrupts, Stuns and Stops Other Utility
3.1.

Interrupts, Stuns and Stops

Spear Hand Strike Icon Spear Hand Strike is your "kick" and your most important bit of utility in Mythic+, used to stop enemy casts for the benefit of the group and especially the tank. It is highly recommended to use a Focus Kick macro for this.

  • /stopcasting
  • /stopcasting
  • /cast [@focus,exists,nodead][@mouseover,exists,nodead] [] Spear Hand Strike

This macro will kick your focus target if you have one, mouseover if you have no Focus target, and your target if you have neither of those.

To quickly set a focus target in hectic scenarios, we also recommend a Focus Mouseover macro.

  • /focus [@mouseover]

Make sure that your UI shows your Focus Target's casts clearly so that you are always able to kick it on cooldown or in coordination with the rest of your group.

4.

Stunning and "Stops"

It should be noted that for many abilities that mobs will cast, "stopping" a spell is just a stopgap to buy time. If an enemy has a "kickable" cast that is stopped by anything other than an interrupt spell such as Spear Hand Strike Icon Spear Hand Strike, they will simply try to cast the same spell again.

Leg Sweep Icon Leg Sweep is one of your "AoE stops". It stuns all enemies within 6 yards for 3 seconds. Perfect for preventing multiple abilities from going off at once if your group is low on kicks or for saving your tank, allowing them to create some distance.

Ring of Peace Icon Ring of Peace is your second "AoE stop" and will be used the same way as Leg Sweep most of the time. However, rather than being a stun, Ring of Peace creates a zone on the ground that knocks any enemies out of it and will continue to knock enemies out that try to enter. This can be used to stop a large group of mobs from casting or placed on your tank to give them a window of safety. You can also use this ability to prevent a fixated mob from reaching their target.

Because Ring of Peace is a persistent area knock-back, in certain circumstances, you can lock enemy mobs down for longer than intended - if two Monks are in the same group, they can create a Venn diagram with their Rings in order to bounce mobs back forth between the two until one of them fades. In that same vein, if mobs are near a wall, with careful positioning, you can cause your ring to infinitely knock them against the wall. Finally, Ring of Peace also does not trigger combat with a mob, meaning it can be used to move a group of mobs out of your way so that your group can sneak by undetected.

Paralysis Icon Paralysis is an incredibly versatile spell, allowing you to instantly crowd control a single target from 20 yards away while also not engaging in combat with them. That means if a patrol is pathing towards your group, you can Paralyze the lead mob, and usually, the adds following them will stop and wait as well. You can also pair this with Ring of Peace in order to bounce Paralyzed mobs a bit further than they'd normally go while also preventing them from trying to run back to where they were.

When used in combat, it can be a simple ranged single-target stop, or if talented into Pressure Points Icon Pressure Points, it can be used to remove enrage effects from the target as well.

3.2.

Other Utility

Crashing Momentum Icon Crashing Momentum can be used to slow a large group of packs if you find that your tank has run out of cooldowns and needs to run away from a particularly scary pull.

Transcendence Icon Transcendence is easily one of our most powerful spells, allowing us to teleport through moving barrier mechanics, quickly reposition, or, if your reactions are fast enough, negate knock-back abilities that would otherwise knock you off a ledge.

4.

Mythic+ Tips for Mistweaver Monk in The War Within Season 2

Cinderbrew Meadery Darkflame Cleft Priory of the Sacred Flame The Rookery Operation Floodgate Theater of Pain Operation Mechagon The Motherlode
3.3.

Bosses

3.3.

Bosses

3.3.1.

Brew Master Aldryr

Throw Cinderbrew Icon Throw Cinderbrew occurs roughly every 20 seconds, and will be the bulk of the damage taking place for this boss. It can largely be covered by Ancient Teachings Icon Ancient Teachings, however a Life Cocoon Icon Life Cocoon on a squishier target can help you catch up if you fall behind.

Every 33% Health, the boss will trigger his intermission: Happy Hour Icon Happy Hour. Your group will be taking moderate ticking damage during this event, and will likely have left over Cinderbrew DoTs on them from the previous phase. While the boss is running behind the bar, take that time to apply Chi Harmony Icon Chi Harmony and/or Enveloping Mist Icon Enveloping Mist to party members who are in danger. It can be tempting to just plant and heal to try and deal with the incoming damage, but unless someone is in imminent danger of dying, it is better to simply use your mobility to help quickly end the intermission.

Each phase and intermission together last a little more than a minute depending on your key level, so you should be able to use Invoke Chi-Ji, the Red Crane Icon Invoke Chi-Ji, the Red Crane once during each phase. I prefer to pop it as the boss is starting to get close to each 33% threshold to make sure my group is as healthy as possible going into the intermissions.

3.3.2.

Benk Buzzbee

There are two mechanics on this fight you need to be concerned with: Shredding Sting Icon Shredding Sting and Fluttering Wing Icon Fluttering Wing.

Shredding Sting Icon Shredding Sting is a DoT applied to a random party member by the adds the boss summons. By themselves these DoTs aren't particularly dangerous, however if they overlap with Fluttering Wing, they can be. Ancient Teachings Icon Ancient Teachings should be enough to cover them generally, but depending on your key level, be ready to use Enveloping Mist Icon Enveloping Mist and Chi Harmony Icon Chi Harmony.

Fluttering Wing Icon Fluttering Wing is cast every 25 seconds, so most of them can be covered by a Jade Empowerment Icon Jade Empowerment, with Invoke Chi-Ji, the Red Crane Icon Invoke Chi-Ji, the Red Crane filling in the gaps. A rough cooldown cycle might look like JE-JE-Chiji, with the occasional Sheilun's Gift Icon Sheilun's Gift tossed in for any scary overlaps.

3.3.3.

I'pa

There are two mechanics on this fight you need to be concerned with: Spouting Stout Icon Spouting Stout and Burning Fermentation Icon Burning Fermentation.

Spouting Stout Icon Spouting Stout is cast every ~45 seconds, and will be the majority of the damage taken during the fight. Use Invoke Chi-Ji, the Red Crane Icon Invoke Chi-Ji, the Red Crane on the first cast, then almost on cooldown after that point. On casts where you won't have Chi-Ji, precast Enveloping Mist Icon Enveloping Mist on squishier members of your group to get the healing amplifier on them.

Half away in between each Spouting Stout phase, I'pa will cast Burning Fermentation Icon Burning Fermentation on two players. Dispel one, and use Life Cocoon Icon Life Cocoon or Enveloping Mist Icon Enveloping Mist on the other while you wait for your dispel's cooldown to come up.

Make sure to use Ring of Peace Icon Ring of Peace and Leg Sweep Icon Leg Sweep to prevent the adds from reaching the boss. It can be good to hold onto Ring for a situation in which you need to clear a path for the tank to kite.

3.3.4.

Goldie Baronbottom

On this boss, any time a large barrel explodes it causes your group to get a stack of Cindering Wounds Icon Cindering Wounds. Four of these barrels go out per phase, and your goal is to only blow up one at a time so your group doesn't go above 1 stack. The way this will look in practice is your Tank will pop one big barrel with the boss's frontal, then your group can pop one on each set of Burning Ricochet Icon Burning Ricochet cast, and then the final one will explode during Let It Hail! Icon Let It Hail!.

Each Let It Hail! Icon Let It Hail! cast is 1 minute apart, so you can use Invoke Chi-Ji, the Red Crane Icon Invoke Chi-Ji, the Red Crane for every one, and cycle between using Diffuse Magic Icon Diffuse Magic and Fortifying Brew Icon Fortifying Brew as your defensive. Conversely, you can also use Thunder Focus Tea Icon Thunder Focus Tea + Expel Harm Icon Expel Harm instead of Diffuse Magic if you want to save that as a self-dispel for the Burning Ricochet Icon Burning Ricochet.

Goldie will cast Burning Ricochet Icon Burning Ricochet on two people, twice per phase roughly 20 seconds apart. Be sure to quickly dispel one, then Life Cocoon Icon Life Cocoon or Enveloping Mist Icon Enveloping Mist the other while you wait for dispel to come back off cooldown.

3.4.

Bosses

3.3.5.

Ol' Waxbeard

  • Damage is fairly flat on this fight, so Ancient Teachings Icon Ancient Teachings will over most of it.
  • Pay special attention to targets with Luring Candleflame Icon Luring Candleflame as it causes the adds to fixate that target and rapidly stack Crude Weapons Icon Crude Weapons on them.
  • Life Cocoon Icon Life Cocoon and Leg Sweep Icon Leg Sweep can help to buy you time on targets being fixated.
  • Use Touch of Death Icon Touch of Death and Jade Empowerment Icon Jade Empowerment to help quickly kill the Dynamite Mine Carts.
3.3.6.

Blazikon

All of Blazikon's abilities happen on a 1 minute timer, except for Enkindling Inferno Icon Enkindling Inferno which is every 30 seconds. With that in mind, this fight cycles between the boss trying to light the candles around the room, and him trying to extinguish them, with Enkindling Inferno Icon Enkindling Inferno and Wicklighter Barrage Icon Wicklighter Barrage doing the former and Extinguishing Gust Icon Extinguishing Gust and Dousing Breath Icon Dousing Breath doing the latter.

Of these abilities, Enkindling Inferno and Dousing Breath are what we have to worry about as a healer.

Dousing Breath Icon Dousing Breath is unavoidable damage that occurs once every minute and hits your whole group. Cycle between using Diffuse Magic Icon Diffuse Magic and Fortifying Brew Icon Fortifying Brew as a defensive and pop Invoke Chi-Ji, the Red Crane Icon Invoke Chi-Ji, the Red Crane before each one to shield your group. On higher keys this deals lethal damage without a mitigating cooldown.

Enkindling Inferno Icon Enkindling Inferno happens every 30 seconds and will cause the boss to attempt to light any unlit candles using a frontal cone aimed at them. He will put a stacking DoT that lasts for 8 seconds on your group for every candle he manages to light. If played correctly, your group should only get 1 stack of this DoT every minute. For half of the casts of this ability, they will be preceded by Wicklighter Barrage Icon Wicklighter Barrage, which allows your group to light candles ahead of time — if all 8 candles get lit, you can completely avoid the damage from the following Enkindling Inferno. The other half of the casts will be proceeded by an Extinguishing Gust Icon Extinguishing Gust + Incite Flames Icon Incite Flames combo in which your group will aim gusts of wind that will put out candles in order to create a safe spot from the following Incite Flames. You should only ever put out one candle to create a safe spot so that the boss will only light one candle using Enkindling Inferno Icon Enkindling Inferno and only give you one DoT. This will always happen prior to a Dousing Breath Icon Dousing Breath cast, so it's a good idea to precast Enveloping Mist Icon Enveloping Mist across your party to keep them healthy before the big hit.

All that can be boiled down into a few simple rules: always have the group topped and have a defensive running for each Dousing Breath Icon Dousing Breath; light at least 2 (ideally 3) candles when targeted by Wicklighter Barrage Icon Wicklighter Barrage; and only ever put out one candle using Extinguishing Gust Icon Extinguishing Gust.

3.3.7.

The Candle King

  • Use Spear Hand Strike Icon Spear Hand Strike to interrupt Paranoid Mind Icon Paranoid Mind. It casts roughly every 12 seconds so you won't be able to get every one.
  • The damage profile on this fight is constant ticking rot damage from the Eerie Molds Icon Eerie Molds. Use Invoke Chi-Ji, the Red Crane Icon Invoke Chi-Ji, the Red Crane early in the fight and again as soon as it comes off cooldown.
  • Make sure to Roll Icon Roll away from the puddles on the ground after you destroy an Eerie Mold with Throw Darkflame Icon Throw Darkflame, so you can bait the next set of Molds away from the puddles that spawn.
3.3.8.

The Darkness

There are two sources of damage that you need to be concerned about on this fight: Shadowblast Icon Shadowblast and Eternal Darkness Icon Eternal Darkness. Shadowblast deals very high damage to a single target and anyone around them. When you see someone targeted by this ability, make sure to top off their health before the cast finishes, and if they don't a defensive, use Life Cocoon Icon Life Cocoon. Equally, this ability can be avoided using combat drops like Shadowmeld Icon Shadowmeld and Feign Death Icon Feign Death.

Eternal Darkness Icon Eternal Darkness happens every 1 minute and deals extremely high group damage every second for four seconds. Every time it ticks, it also removes 20% of the candle's power, so you or someone in your group is going to have to recharge it right before, or during the channel. In order to handle this damage, you are going to ramp with Enveloping Mist Icon Enveloping Mist and use Invoke Chi-Ji, the Red Crane Icon Invoke Chi-Ji, the Red Crane; your cast sequence should look something like this:

  1. When the ability is within ~6 seconds to being cast, make sure you have 4 stacks of Teachings of the Monastery Icon Teachings of the Monastery;
  2. Make sure Jadefire Stomp Icon Jadefire Stomp is down;
  3. When the boss starts casting Eternal Darkness Icon Eternal Darkness press Invoke Chi-Ji, the Red Crane Icon Invoke Chi-Ji, the Red Crane;
  4. Hard cast 2 Enveloping Mist Icon Enveloping Mist on your DPS players;
  5. As the damage starts, use Diffuse Magic Icon Diffuse Magic, Thunder Focus Tea Icon Thunder Focus Tea, and press Rising Sun Kick Icon Rising Sun Kick to extend your HoTs and proc Versatility from Secret Infusion Icon Secret Infusion;
  6. Press Blackout Kick Icon Blackout Kick;
  7. Enveloping Mist Icon Enveloping Mist your last DPS player;
  8. Rising Sun Kick Icon Rising Sun Kick again (You may need to press Revival Icon Revival here instead if your group didn't use many defensives).
3.4.

Bosses

3.3.9.

Captain Dalicry

  • Make sure to quickly dispel Divine Judgment Icon Divine Judgment from your Tank when they get it.
  • Pay extra attention to your Tank's health when they are hit by Pierce Armor Icon Pierce Armor.
  • Elaena will cast Holy Radiance Icon Holy Radiance roughly every 40 seconds, so alternate Between using Invoke Chi-Ji, the Red Crane Icon Invoke Chi-Ji, the Red Crane and Jade Empowerment Icon Jade Empowerment to handle the incoming damage.
  • Be ready to toss a Life Cocoon Icon Life Cocoon on you teammate if they aren't being broken out of Savage Mauling Icon Savage Mauling quickly enough.
3.3.10.

Baron Braunpyke

This boss will cycle through three abilities every 35 seconds: Hammer of Purity Icon Hammer of Purity, Sacrificial Pyre Icon Sacrificial Pyre, and Castigator's Shield Icon Castigator's Shield, in that order. Every 2nd cycle (every 70 seconds) he will cast Vindictive Wrath Icon Vindictive Wrath which causes his abilities to hit 5 targets instead of 3.

Ideally, here is how the fight ought to play out — Braunpyke casts Hammer of Purity Icon Hammer of Purity, and your group runs across the room, away the hammers. Then he'll cast Sacrificial Pyre Icon Sacrificial Pyre, and your group will bait away from it to get ready for the incoming Castigator's Shield Icon Castigator's Shield. Once the shields hit, move out of the circles they leave on the ground, and you group can stack up next to the Pyre, allowing you to heal up the damage from the shield. Once your group is healthy, you can all take turns taking a stack of the Sacrificial Pyre Icon Sacrificial Pyre. You are in no rush to soak the Pyre, it lasts for 30 seconds before it explodes, so do not rush in and soak during damage events. Bait the hammers, bait the shields away from the Pyre, then run out of the circles on the ground before worrying about soaking.

Invoke Chi-Ji, the Red Crane Icon Invoke Chi-Ji, the Red Crane can be used to heal up after Castigator's Shield Icon Castigator's Shield, which will also give your group Chi Cocoon Icon Chi Cocoons to help soak the Sacrificial Pyre Icon Sacrificial Pyre.

3.3.11.

Prioress Murrpray

  • The main source of damage on this fight is Inner Fire Icon Inner Fire, which the boss casts every 25s. It will tick 4 times per cast, so be sure to use Invoke Chi-Ji, the Red Crane Icon Invoke Chi-Ji, the Red Crane, or Jade Empowerment Icon Jade Empowerment to keep your group healthy.
  • Blinding Light Icon Blinding Light is the other major source of damage on this fight, just make sure your back is to the boss when the cast goes off.
  • During the intermission phase, use Ring of Peace Icon Ring of Peace to protect your group from the Neophytes. You can completely block off one side of the stairs with it, so if your group baited them all to one side, you can solo a wave.
3.4.

Bosses

3.3.12.

Kyrioss

The only real damage you have to worry about on this fight is the passive ticking damage from Lightning Torrent Icon Lightning Torrent during the intermission, and the Crashing Thunder Icon Crashing Thunder during the first phase. Lightning Torrent can effectively be healed just by your Ancient Teachings Icon Ancient Teachings, and Crashing Thunder should be mitigated by your group's defensives.

Annoyingly, Crashing Thunder Icon Crashing Thunder's timings don't neatly line up with our cooldowns. The 1st and 3rd cast are 1 minute apart so you can Invoke Chi-Ji, the Red Crane Icon Invoke Chi-Ji, the Red Crane to block those, but the 5th, 7th, and so on are all 55 seconds apart instead. Cycle your defensives as best you can, but for the 5th Crashing Thunder, you may find yourself with only a Thunder Focus Tea Icon Thunder Focus Tea + Expel Harm Icon Expel Harm to shield yourself with, before being able to Chi-Ji again for the 6th.

3.3.13.

Stormguard Gorren

This is another fight where the timings of the boss's abilities don't neatly line up with our answers to them. Crush Reality Icon Crush Reality is cast every 20 seconds, Chaotic Corruption Icon Chaotic Corruption is every 34 seconds, and Dark Gravity Icon Dark Gravity is every 40 seconds. These timings are further complicated by the boss's spell-queuing which also offsets other timings.

Your goal is to have as many answers to Crush Reality Icon Crush Reality as you can. Most can be covered by using Jade Empowerment Icon Jade Empowerment after you roll away from the impact zone, but it won't be up for every one. After you get Thunder Focus Tea Icon Thunder Focus Tea on cooldown, you can use Invoke Chi-Ji, the Red Crane Icon Invoke Chi-Ji, the Red Crane early in the fight and you'll be able to basically use it on cooldown after that. Damage events are frequent enough that you'll get good value of it regardless; Chi Cocoon Icon Chi Cocoons block Crush Reality, and the passive healing is great for Chaotic Corruption Icon Chaotic Corruption.

In PuGs, it will probably be up to you to manage the Chaotic Corruption Icon Chaotic Corruption debuff due to your mobility. There's a fairly simple algorithm you can follow to make sure it goes to the right places:

  1. If it's not on you, Roll Icon Roll next to the person who has it;
  2. Once it's on you, put it on the Tank;
  3. Once it's on the Tank, put a DPS inbetween you and the Tank;
  4. Repeat step 1.
3.3.14.

Skardyn Monstrosity

This fight hinges on cramming as much damage as possible into the Storm's Vengeance Icon Storm's Vengeance phases, so save 2 charges of Jade Empowerment Icon Jade Empowerment, and another charge of Thunder Focus Tea Icon Thunder Focus Tea to use during the points where the boss is vulnerable.

The boss casts Null Upheaval Icon Null Upheaval every ~35 seconds, but that timing gets interrupted during the damage amp phase. Normally, you should only get two Null Upheavals per shielded phase, so you can use Invoke Chi-Ji, the Red Crane Icon Invoke Chi-Ji, the Red Crane to mitigate one of them. The other can be handled by precasting Enveloping Mist Icon Enveloping Mist, and using Life Cocoon Icon Life Cocoon on squishier targets.

The last thing to worry about is the Unstable Corruption Icon Unstable Corruption debuffs. This ability has a 15 second cooldown, but the boss can spell-queue so sometimes they go out later. Dispel one as quickly as you can, while HoTing up the other player. Your group is going to be very spread out due to the area denial and positional requirements on this fight, so ensuring you have solid Renewing Mist Icon Renewing Mist coverage is vital to being able to heal them when they run out of range.

3.4.

Bosses

3.3.15.

Big M.O.M.M.A.

There's only really two major sources of damage on this fight: Shoot Icon Shoot from the Mechadrones, and Jumpstart Icon Jumpstart. Shoot can be passively healed using Ancient Teachings Icon Ancient Teachings, and Jade Empowerment Icon Jade Empowerment. Due to the number of targets, Jade Empowerment brings a lot of value, so healing the first phase isn't that difficult.

The real damage comes from Jumpstart Icon Jumpstart, which the boss casts after all her adds are dead. The exact timing depends on your group, but the time between each cast will generally be long enough that you can use Invoke Chi-Ji, the Red Crane Icon Invoke Chi-Ji, the Red Crane on every one. The damage channel lasts for 12 seconds, so Chi-Ji can cover the whole thing, but you may find that near the end you need to also send a Jade Empowerment Icon Jade Empowerment once you've got Enveloping Mist Icon Enveloping Mist and Chi Harmony Icon Chi Harmony on most of the group.

Lastly if you find yourself targeted by Sonic Boom Icon Sonic Boom, simply aim it away from the group, and Roll Icon Roll directly through it once it is cast.

3.3.16.

Demolition Duo

This fight revolves around Keeza Quickfuse dropping Big Bada BOOM! Icon Big Bada BOOM! everywhere, and your group attempting to remove those bombs before they explode. Bombs are destroyed either when a Kinetic Explosive Gel Icon Kinetic Explosive Gel is dispelled on top of them, or when Bront's Barreling Charge Icon Barreling Charge is aimed at them.

The majority of the damage your group will take on this fight is from Keeza Quickfuse casting Quick Shot Icon Quick Shot. For the most part, you will be able to passively heal through it using Ancient Teachings Icon Ancient Teachings, however when the boss forces you to handle other mechanics like dispelling Kinetic Explosive Gel Icon Kinetic Explosive Gel or aiming Bront's charges, you will likely need to pay more attention to your raid frames.

Kinetic Explosive Gel Icon Kinetic Explosive Gel does a lot of damage, both from it's DoT, but also from being dispelled. Make sure to look at who the boss is casting it on, and have both Enveloping Mist Icon Enveloping Mist and Chi Harmony Icon Chi Harmony on them so that they are healthy before you dispel.

Lastly, despite how they look, the bombs from Big Bada BOOM! Icon Big Bada BOOM! don't have collision, and won't explode if you touch them, so feel free to Roll Icon Roll right through a couple if you need to quickly reposition to aim Barreling Charge Icon Barreling Charge.

3.3.17.

Swampface

This fight is non-stop, constant ticking rot damage on the majority of your party. The boss will cast Razorchoke Vines Icon Razorchoke Vines which will link up 2 pairs of players, causing them to take steady damage and be pulled towards each other if they move too far apart. This ability prefers to not target healers, so as long as your whole group is alive, it will never target you.

The other threatening part of the fight is when the boss casts Awaken the Swamp Icon Awaken the Swamp. This does heavy ticking damage to the group, and summons waves that need to be dodged. This ability happens once every 30 seconds, so you can use Invoke Chi-Ji, the Red Crane Icon Invoke Chi-Ji, the Red Crane on every other one. It should be noted however, that the waves can push Chi-Ji as well, and if he gets stuck in a wave, he won't be able to heal and your cooldown will do nothing for the duration of him being CC'd. It can be a good idea to pop Chi-Ji slightly before this ability actually goes out in order to top up your group beforehand.

3.3.18.

Geezie Gigazap

This fight is fairly straight forward, and the only truly threatening part is during the intermission when the boss casts Turbo Charge Icon Turbo Charge. This does very heavy ticking group damage, and requires you to move out of lines on the floor. Position yourself so that no group members are behind you to reduce the risk of a line being aimed under your feet. This ability goes out once every ~65 seconds so you can Invoke Chi-Ji, the Red Crane Icon Invoke Chi-Ji, the Red Crane for every one. Equally, you should also pop Thunder Focus Tea Icon Thunder Focus Tea to spend your Aspect of Harmony Icon Aspect of Harmony on your group as well

Outside of the intermission, the only thing that you should be worried about is the Gigazap Icon Gigazap casts. This will go on two players dealing heavy damage and putting a nasty DoT on them. It should be noted that the boss casts these two DoTs in order, and if the first person immunes the hit, the boss won't cast it on the second target. Outside of that though, make sure you are precasting Enveloping Mist Icon Enveloping Mist on the targeted players, and be ready with a Life Cocoon Icon Life Cocoon if things get scary. If you're feeling comfortable with your survivability during the intermissions, it can be a good idea to save Diffuse Magic Icon Diffuse Magic and Fortifying Brew Icon Fortifying Brew for if you're targeted by Gigazap Icon Gigazap.

3.4.

Bosses

3.3.19.

An Affront of Challengers

This fight is fairly straight forward, with most of the incidental damage being covered by Ancient Teachings Icon Ancient Teachings. Here are a few notable mechanics you need to look out for:

  • Searing Death Icon Searing Death will do heavy ticking damage in an area around all players, just don't overlap them and use Jade Empowerment Icon Jade Empowerment to heal through it.
  • Mighty Smash Icon Mighty Smash is a huge burst of damage on your whole group, make sure you have a defensive or Invoke Chi-Ji, the Red Crane Icon Invoke Chi-Ji, the Red Crane to mitigate the hit.
  • If your group pulled the Raging Bloodhorn into the bosses, watch out for Raging Tantrum Icon Raging Tantrum and use Paralysis Icon Paralysis with Pressure Points Icon Pressure Points to remove the enrage which will interrupt his cast.
3.3.20.

Gorechop

There's not much to say about this fight; all the damage can be covered by Ancient Teachings Icon Ancient Teachings. Just make sure to position correctly for the hooks as they begin to move across the room, and use Roll Icon Roll to get out of the way in time.

One little trick we can do to help the Tank out is using Paralysis Icon Paralysis on one of the Leftovers as they spawn in. These little adds passively take damage over time, so if you CC it off in a corner, it will just rot to death on its own without your Tank having to try and pick it up.

3.3.21.

Xav the Unfallen

The only bit of damage you have to worry about on this fight is Might of Maldraxxus Icon Might of Maldraxxus. Every 30-35 seconds the boss will jump to the center of the arena and deal extremely high Physical damage to your party. Thankfully, due to Dance of the Wind Icon Dance of the Wind, we are effectively immune to this damage. Enough time passes between each hit that we can just about full stack our buff each time. You group however, isn't as lucky, so try to cover as many hits with Invoke Chi-Ji, the Red Crane Icon Invoke Chi-Ji, the Red Crane as you can, while also tossing out Life Cocoon Icon Life Cocoon on squishier players.

Another thing to be aware of is that when the boss is doing his Brutal Combo Icon Brutal Combo, the Deafening Crash Icon Deafening Crash he can cast will silence you if you are casting, whether you were in the circle or not, so avoid trying to sneak in some extra damage with Jade Empowerment Icon Jade Empowerment during his cast.

3.3.22.

Kul'Tharok

This fight boils down to dodging the orbiting balls in the room (Death Spiral Icon Death Spiral), not stacking on players who have Well of Darkness Icon Well of Darkness, and interrupting Necrotic Bolt Icon Necrotic Bolt. Assuming your group's kicks are on point, the majority of the damage on this encounter comes from the Well of Darkness Icon Well of Darkness, and even then a lot of it can be covered by Ancient Teachings Icon Ancient Teachings. Just be sure they have Chi Harmony Icon Chi Harmony on them, and toss the occasional instant Vivify Icon Vivify their way.

The only other thing that happens on this fight is roughly every minute the boss will cast Draw Soul Icon Draw Soul. Just make sure you group up with your party so you all drop your adds against the same wall. If you find they're getting close to reaching the boss before they die, use Ring of Peace Icon Ring of Peace to stop them.

3.3.23.

Mordretha, the Endless Empress

This boss has a lot of discrete abilities that aren't very dangerous on their own, but become incredibly lethal when they overlap. Outside of the mechanics that will just one-shot you if you get hit, the ones you need to be concerned with are Grasping Rift Icon Grasping Rift and Manifest Death Icon Manifest Death. The former will pull your group towards a rift, dealing ticking damage for the duration, and the latter will place a circle around every group member, dealing ticking damage followed by a huge spike of damage to anyone in the circle upon expiration. The overlap of these abilities makes it very annoying to stay in range of the boss to maintain HPS uptime, while also not endangering your fellow party members.

The first time these abilities are cast, they overlap so be sure to use Invoke Chi-Ji, the Red Crane Icon Invoke Chi-Ji, the Red Crane to help deal with it. From there, the overlaps get tricky due to the bosses spell-queueing and 50% intermission RP. If you are a night elf Shadowmeld Icon Shadowmeld can be used to cancel the Grasping Rift Icon Grasping Rift on yourself, allowing you to plant for the overlaps.

The other thing that Manifest Death Icon Manifest Death does when it expires is spawn an add that will try to cast Death Bolt Icon Death Bolt on random part members. If this cast goes off, it will kill someone. As soon as your add spawns, use Spear Hand Strike Icon Spear Hand Strike to interrupt it, then use AoE stops like Leg Sweep Icon Leg Sweep to prevent further casts while your group AoEs them down.

At 50% the boss will cast Echoes of Carnage Icon Echoes of Carnage which does heavy party damage, then will deal constant ticking damage for the remainder of the fight.

3.4.

Bosses

3.3.24.

Tussle Tonks

The only unavoidable damage that happens to your party during this fight is Ground Pound Icon Ground Pound. It goes out once every 20 seconds, and can be largely covered by cycling Jade Empowerment Icon Jade Empowerment and Invoke Chi-Ji, the Red Crane Icon Invoke Chi-Ji, the Red Crane, though you might not even need those.

When Gnomercy 4.U. targets you with Foe Flipper Icon Foe Flipper, place your Transcendence Icon Transcendence on the ground so you can quickly teleport back to it after you get tossed in the air. If your Transcendence is on cooldown, you can use Roll Icon Roll mid air, then dash with Lighter Than Air Icon Lighter Than Air to land in a spot without bombs.

3.3.25.

K.U.-J.0.

This fight follows a straight forward, repeated pattern of abilities that are cast in this order:

  1. Blazing Chomp Icon Blazing Chomp;
  2. Explosive Leap Icon Explosive Leap;
  3. Blazing Chomp Icon Blazing Chomp;
  4. Venting Flames Icon Venting Flames.

Each Venting Flames Icon Venting Flames happens 34 seconds apart, and acts as a little breather to catch up on group healing. Your goal throughout this fight is to keep your group as healthy as possible so you can dispel each Blazing Chomp Icon Blazing Chomp the moment they go out. Falling behind on dispels will only put you further behind, as you won't have time to heal up the group for the Explosive Leap Icon Explosive Leaps.

Luckily, Explosive Leap Icon Explosive Leap is an extremely "gameable" mechanic, that offers a few avenues to completely negate its damage. For one, the boss will always leap to the furthest target first, and if that target is a class with a combat dropper like a Hunter's Feign Death Icon Feign Death or a Mage's Greater Invisibility Icon Greater Invisibility, they can use those abilities to negate the damage entirely, which also has the effect of cancelling the subsequent jumps as well. However if you are in a PuG and can't coordinate that ahead of time, then you can simply use Roll Icon Roll, Lighter Than Air Icon Lighter Than Air, or Transcendence Icon Transcendence when the boss is mid-air leaping at you in order to dodge the hit.

3.3.26.

Head Machinist Sparkflux

The only unavoidable damage on this fight comes from the Activate Plant Icon Activate Plant spawns. They pop up every ~50 seconds allowing you to have a charge of Jade Empowerment Icon Jade Empowerment for each one. Touch of Death Icon Touch of Death is also good to use on these plants to quickly stop them from dealing damage.

The rest of the fight is just correctly placing your Jadefire Stomp Icon Jadefire Stomp and keeping as high uptime on the boss as possible to let Ancient Teachings Icon Ancient Teachings heal the Tank.

If you find yourself cut off from your group during the Hidden Flame Cannon Icon Hidden Flame Cannon you can place Transcendence Icon Transcendence, then wait for one of the fire lines to pass over it before teleporting to your group.

3.3.27.

King Mechagon

This is another fight that is largely handled passively by Ancient Teachings Icon Ancient Teachings. The only major group damage that goes out is from the Magneto-Arm Icon Magneto-Arm in phase 2. Those happen once per minute so you can use Invoke Chi-Ji, the Red Crane Icon Invoke Chi-Ji, the Red Crane for each one. Also remember that the arm does less damage the further you are away from it, so make sure you and your group are as close to the boss as possible.

The only other little trick is that if you are a Night Elf, Shadowmeld Icon Shadowmeld can be used to cancel a Mega-Zap Icon Mega-Zap cast if you are targeted by it.

3.4.

Bosses

3.3.28.

Coin Operated Pummeler

By and large, you can simply DPS the boss and let Ancient Teachings Icon Ancient Teachings take care of the healing on this fight. The boss only does one ability that damages the group (Static Pulse Icon Static Pulse), and it is on a 50 second cooldown.

The only other thing to be aware of on this fight is that the bombs from the Footbomb Launcher Icon Footbomb Launcher are coded as enemy mobs, meaning Ring of Peace Icon Ring of Peace can move them. This can be helpful if you are trying to get a bomb out of the Shocking Claw Icon Shocking Claw frontal. Conversely, it can be extremely detrimental to your group if you accidentally drop your ring on the boss, as any kicked bombs will simply bounce off the ring before they are able to hit the boss.

3.3.29.

Azerokk

The main thing you have to worry about on this boss is Azerite Infusion Icon Azerite Infusions. They go out every ~40 seconds and empower one of the available adds causing them to do very high ticking group damage. Invoke Chi-Ji, the Red Crane Icon Invoke Chi-Ji, the Red Crane can be used on the first one, then again on every other cast. You should also try to save charges of Jade Empowerment Icon Jade Empowerment for the infusions as well, as they will both heal your group as well as help kill the empowered Earthrager.

Roughly 20 seconds after the boss empowers one of his Earthragers, he will cast Resonant Quake Icon Resonant Quake. If the empowered Earthrager is still alive for this cast, it will very likely cause your group to wipe. However if it's dead, this ability is simply a large damage spike on the group with no follow-up damage.

3.3.30.

Rixxa Fluxflume

This is another fight that is largely handled by Ancient Teachings Icon Ancient Teachings. For extra safety, you can cast Enveloping Mist Icon Enveloping Mist on your party members when they are targeted by Propellant Blast Icon Propellant Blast.

3.3.31.

Mogul Razdunk

During the main phases of this fight, the only unavoidable damage comes from the Homing Missile Icon Homing Missile. Ideally, this will only hit one ranged and your Ancient Teachings Icon Ancient Teachings will be enough to keep them healthy.

Occasionally, two untargetable NPCs will shoot a line of Micro Missiles Icon Micro Missiles across half of the boss arena. There is a safe spot where your group can stack where the missiles cannot land. As you are entering the boss arena, there are four metal grate textures on the floor. If you stand in the top right corner of bottom left grate, you will be safe. In that same vein, the boss will cast Gatling Gun Icon Gatling Gun every 30 seconds. Normally, this deals lethal damage to anyone it hits, but since the damage is Physical, our Dance of the Wind Icon Dance of the Wind blocks almost all of it. If you have 9 stacks, feel free to let this ability pass right over you.

The only frightening moment in terms of healing comes from the intermission. When the boss reaches 50%, he will become untargetable and will periodically Drill Smash Icon Drill Smash a player's location. This deals heavy group damage and is cast every 10 seconds. To further complicate things, the boss will summon two Venture Co. Skyscorchers who will repeatedly cast Buster Shot Icon Buster Shot on random targets. The combination of these two damage events can quickly kill someone so feel free to cycle through all of your cooldowns as you won't be needing them during phase 1.

4.

Affix Tips, Tricks and Management for Mistweaver Monk in The War Within Season 2

This section has Monk-specific tips for dealing with the various affixes of Mythic+. If you want general guides for each of our Dungeons or Mythic+ in general, check out our dedicated page below.

5.

Affix Guide for Mistweaver Monk in The War Within

Affix: Ascendant Affix: Pulsar Affix: Devour Affix: Voidbound
4.1.

Ascendant Affix Management for Mistweaver Monk

Our myriad of crowd control is excellent for this Affix. Between Ring of Peace Icon Ring of Peace, Leg Sweep Icon Leg Sweep, Spear Hand Strike Icon Spear Hand Strike, and Paralysis Icon Paralysis, we have got more then enough tools to assist the group.

4.2.

Pulsar Affix Management for Mistweaver Monk

This affix is fairly straightforward for Mistweavers since we are in melee, our orbs will be easily soaked by nearby melee. Depending on your group, you may need to Roll Icon Roll out to tag a ranged player instead.

4.3.

Devour Affix Management for Mistweaver Monk

Revival Icon Revival can clear this in a pinch; otherwise, use Detox Icon Detox on priority targets and just heal the rest of it off normally. Diffuse Magic Icon Diffuse Magic can be used to remove it from yourself if you think you aren't going to need the damage reduction soon.

4.4.

Voidbound Affix Management for Mistweaver Monk

Touch of Death Icon Touch of Death can be used the moment these mobs spawn, as they have 1hp, but a large shield. If talented into Fatal Touch Icon Fatal Touch, you can use Touch of Death on every other spawn.

5.

Mythic+ Gear for Mistweaver Monk

On our Gear Page below, we have compiled BiS items for Mistweaver Monk that also apply to Mythic+.

6.

Changelog

  • 22 Apr. 2025: Updated Boss tips.
  • 21 Apr. 2025: Updated for Patch 11.1.5.
  • 24 Feb. 2025: Updated for Patch 11.1.
  • 15 Dec. 2024: Added a Master of Harmony Build.
  • 21 Oct. 2024: Added Boss and Trash tips for Patch 11.0.5.
  • 09 Sep. 2024: Updated for 11.0.2
  • 07 May 2024: Reviewed for 10.2.7.
  • 22 Apr. 2024: Updated for Season 4.
  • 21 Mar. 2024: Updated Talents for Patch 10.2.6.
  • 15 Jan. 2024: Reviewed for Patch 10.2.5.
  • 06 Nov. 2023: Updated Talents for Patch 10.2.
  • 04 Sep. 2023: Updated Talents for Patch 10.1.7.
  • 10 Jul. 2023: Reviewed for Patch 10.1.5.
  • 01 May 2023: Changed the Affix and Talent sections for Dragonflight Season 2.
  • 20 Mar. 2023: Updated to reflect the 10.0.7 talent tree rework.
  • 24 Jan. 2023: Updated to reflect the 10.0.5 talent tree rework.
  • 13 Jan. 2023: Updated Talent recommendations and added a special mention for Mote of Sanctification.
  • 11 Dec. 2022: Reviewed for Dragonflight Season 1.
  • 28 Nov. 2022: Updated for Dragonflight launch.
  • 25 Oct. 2022: Updated for Dragonflight pre-patch.
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