Mistweaver Monk Healing Mythic+ Tips — The War Within (11.1.5)
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).
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.
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 and
Ring of Peace to skip certain trash packs.
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.
Best Mythic+ Talent Builds for Mistweaver Monk
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.
Utility of Mistweaver Monk in The War Within
Interrupts, Stuns and Stops
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.
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,
they will simply try to cast the same spell again.
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 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 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, it can be used to remove
enrage effects from the target as well.
Other Utility
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 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.
Mythic+ Tips for Mistweaver Monk in The War Within Season 2
Bosses
Bosses
Brew Master Aldryr
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,
however a
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.
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 and/or
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 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.
Benk Buzzbee
There are two mechanics on this fight you need to be concerned with: Shredding Sting and
Fluttering Wing.
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 should
be enough to cover them generally, but depending on your key level, be ready to use
Enveloping Mist and
Chi Harmony.
Fluttering Wing is cast every 25 seconds, so most of them can be covered by a
Jade Empowerment, with
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 tossed in for any scary overlaps.
I'pa
There are two mechanics on this fight you need to be concerned with: Spouting Stout and
Burning Fermentation.
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
on the first cast, then almost on cooldown after that point. On casts where you won't have Chi-Ji, precast
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 on two players. Dispel one, and use
Life Cocoon or
Enveloping Mist on the other while you wait for your dispel's cooldown to come up.
Make sure to use Ring of Peace and
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.
Goldie Baronbottom
On this boss, any time a large barrel explodes it causes your group to get a stack of 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 cast, and then the final one will explode during
Let It Hail!.
Each Let It Hail! cast is 1 minute apart, so you can use
Invoke Chi-Ji, the Red Crane for every one, and cycle between using
Diffuse Magic
and
Fortifying Brew as your defensive. Conversely, you can also use
Thunder Focus Tea +
Expel Harm instead of Diffuse Magic if you want to save that
as a self-dispel for the
Burning Ricochet.
Goldie will cast Burning Ricochet on two people, twice per phase roughly 20 seconds apart. Be sure to quickly dispel one,
then
Life Cocoon or
Enveloping Mist the other while you wait for dispel to come back off cooldown.
Bosses
Ol' Waxbeard
- Damage is fairly flat on this fight, so
Ancient Teachings will over most of it.
- Pay special attention to targets with
Luring Candleflame as it causes the adds to fixate that target and rapidly stack
Crude Weapons on them.
Life Cocoon and
Leg Sweep can help to buy you time on targets being fixated.
- Use
Touch of Death and
Jade Empowerment to help quickly kill the Dynamite Mine Carts.
Blazikon
All of Blazikon's abilities happen on a 1 minute timer, except for 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 and
Wicklighter Barrage doing the former and
Extinguishing Gust and
Dousing Breath doing the latter.
Dousing Breath is unavoidable damage that occurs once every minute and hits your whole group. Cycle between using
Diffuse Magic and
Fortifying Brew
as a defensive and pop
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 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, 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 +
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 and only give you one DoT. This will always happen prior to
a
Dousing Breath cast, so it's a good idea to precast
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; light
at least 2 (ideally 3) candles when targeted by
Wicklighter Barrage; and only ever put out one candle using
Extinguishing Gust.
The Candle King
- Use
Spear Hand Strike to interrupt
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. Use
Invoke Chi-Ji, the Red Crane early in the fight and again as soon as it comes off cooldown.
- Make sure to
Roll away from the puddles on the ground after you destroy an Eerie Mold with
Throw Darkflame, so you can bait the next set of Molds away from the puddles that spawn.
The Darkness
There are two sources of damage that you need to be concerned about on this fight: Shadowblast and
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. Equally, this ability can be avoided using combat drops
like
Shadowmeld and
Feign Death.
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 and use
Invoke Chi-Ji, the Red Crane; your cast sequence should look something like this:
- When the ability is within ~6 seconds to being cast, make sure you have 4 stacks of
Teachings of the Monastery;
- Make sure
Jadefire Stomp is down;
- When the boss starts casting
Eternal Darkness press
Invoke Chi-Ji, the Red Crane;
- Hard cast 2
Enveloping Mist on your DPS players;
- As the damage starts, use
Diffuse Magic,
Thunder Focus Tea, and press
Rising Sun Kick to extend your HoTs and proc Versatility from
Secret Infusion;
- Press
Blackout Kick;
Enveloping Mist your last DPS player;
Rising Sun Kick again (You may need to press
Revival here instead if your group didn't use many defensives).
Bosses
Captain Dalicry
- Make sure to quickly dispel
Divine Judgment from your Tank when they get it.
- Pay extra attention to your Tank's health when they are hit by
Pierce Armor.
- Elaena will cast
Holy Radiance roughly every 40 seconds, so alternate Between using
Invoke Chi-Ji, the Red Crane and
Jade Empowerment to handle the incoming damage.
- Be ready to toss a
Life Cocoon on you teammate if they aren't being broken out of
Savage Mauling quickly enough.
Baron Braunpyke
This boss will cycle through three abilities every 35 seconds: Hammer of Purity,
Sacrificial Pyre, and
Castigator's Shield, in that order.
Every 2nd cycle (every 70 seconds) he will cast
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, and your group runs across the room, away the hammers. Then he'll cast
Sacrificial Pyre,
and your group will bait away from it to get ready for the incoming
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. 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 can be used to heal up after
Castigator's Shield, which will also give your group
Chi Cocoons to help soak the
Sacrificial Pyre.
Prioress Murrpray
- The main source of damage on this fight is
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, or
Jade Empowerment to keep your group healthy.
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 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.
Bosses
Kyrioss
The only real damage you have to worry about on this fight is the passive ticking damage
from Lightning Torrent during the intermission, and the
Crashing Thunder during the first phase.
Lightning Torrent can effectively be healed just by your
Ancient Teachings, and Crashing Thunder should
be mitigated by your group's defensives.
Annoyingly, 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 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 +
Expel Harm
to shield yourself with, before being able to Chi-Ji again for the 6th.
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 is cast every 20 seconds,
Chaotic Corruption is every
34 seconds, and
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 as you can. Most can be covered by using
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 on cooldown, you can use
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 Cocoons block Crush Reality, and the passive healing is great for
Chaotic Corruption.
In PuGs, it will probably be up to you to manage the 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:
- If it's not on you,
Roll next to the person who has it;
- Once it's on you, put it on the Tank;
- Once it's on the Tank, put a DPS inbetween you and the Tank;
- Repeat step 1.
Skardyn Monstrosity
This fight hinges on cramming as much damage as possible into the Storm's Vengeance phases,
so save 2 charges of
Jade Empowerment, and another charge of
Thunder Focus Tea to use during
the points where the boss is vulnerable.
The boss casts 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
to mitigate one of them. The other can be handled by precasting
Enveloping Mist, and using
Life Cocoon on
squishier targets.
The last thing to worry about is the 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 coverage is vital to being able to heal them when they run out of range.
Bosses
Big M.O.M.M.A.
There's only really two major sources of damage on this fight: Shoot from the Mechadrones, and
Jumpstart.
Shoot can be passively healed using
Ancient Teachings, and
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, 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 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 once you've got
Enveloping Mist and
Chi Harmony on most of the group.
Lastly if you find yourself targeted by Sonic Boom, simply aim it away from the group, and
Roll directly through it
once it is cast.
Demolition Duo
This fight revolves around Keeza Quickfuse dropping Big Bada BOOM! everywhere, and your group
attempting to remove those bombs before they explode. Bombs are destroyed either when a
Kinetic Explosive Gel
is dispelled on top of them, or when Bront's
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.
For the most part, you will be able to passively heal through it using
Ancient Teachings, however when the boss
forces you to handle other mechanics like dispelling
Kinetic Explosive Gel or aiming Bront's charges, you will
likely need to pay more attention to your raid frames.
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 and
Chi Harmony on them
so that they are healthy before you dispel.
Lastly, despite how they look, the bombs from Big Bada BOOM! don't have collision, and won't explode if you
touch them, so feel free to
Roll right through a couple if you need to quickly reposition to aim
Barreling Charge.
Swampface
This fight is non-stop, constant ticking rot damage on the majority of your party. The boss will cast 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. 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 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.
Geezie Gigazap
This fight is fairly straight forward, and the only truly threatening part is during the intermission when the boss casts
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 for every one. Equally, you should also pop
Thunder Focus Tea to spend your
Aspect of Harmony on your group as well
Outside of the intermission, the only thing that you should be worried about is the 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
on the targeted players, and be ready with a
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 and
Fortifying Brew for if you're targeted by
Gigazap.
Bosses
An Affront of Challengers
This fight is fairly straight forward, with most of the incidental damage being
covered by Ancient Teachings. Here are a few notable mechanics you need to look out for:
Searing Death will do heavy ticking damage in an area around all players, just don't overlap them and use
Jade Empowerment to heal through it.
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 to mitigate the hit.
- If your group pulled the Raging Bloodhorn into the bosses, watch out for
Raging Tantrum and use
Paralysis with
Pressure Points to remove the enrage which will interrupt his cast.
Gorechop
There's not much to say about this fight; all the damage can be covered by Ancient Teachings.
Just make sure to position correctly for the hooks as they begin to move across the room, and use
Roll
to get out of the way in time.
One little trick we can do to help the Tank out is using 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.
Xav the Unfallen
The only bit of damage you have to worry about on this fight is 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, 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 as you can, while also tossing out
Life Cocoon on squishier players.
Another thing to be aware of is that when the boss is doing his Brutal Combo, the
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 during his cast.
Kul'Tharok
This fight boils down to dodging the orbiting balls in the room ( Death Spiral), not stacking on players
who have
Well of Darkness, and interrupting
Necrotic Bolt. Assuming your group's kicks are on point,
the majority of the damage on this encounter comes from the
Well of Darkness, and even then a lot of it can be
covered by
Ancient Teachings. Just be sure they have
Chi Harmony on them, and toss the occasional instant
Vivify their way.
The only other thing that happens on this fight is roughly every minute the boss will cast 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 to stop them.
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
and
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 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 can be used to cancel the
Grasping Rift on yourself, allowing
you to plant for the overlaps.
The other thing that Manifest Death does when it expires is spawn an add that will try to cast
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 to
interrupt it, then use AoE stops like
Leg Sweep to prevent further casts while your group AoEs them down.
At 50% the boss will cast Echoes of Carnage which does heavy party damage, then will deal constant ticking damage for the
remainder of the fight.
Bosses
Tussle Tonks
The only unavoidable damage that happens to your party during this fight is Ground Pound.
It goes out once every 20 seconds, and can be largely covered by cycling
Jade Empowerment and
Invoke Chi-Ji, the Red Crane,
though you might not even need those.
When Gnomercy 4.U. targets you with Foe Flipper, place your
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
mid air, then dash with
Lighter Than Air to land in a spot without bombs.
K.U.-J.0.
This fight follows a straight forward, repeated pattern of abilities that are cast in this order:
Blazing Chomp;
Explosive Leap;
Blazing Chomp;
Venting Flames.
Each 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
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 Leaps.
Luckily, 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 or a Mage's
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,
Lighter Than Air, or
Transcendence when the boss is mid-air leaping at you
in order to dodge the hit.
Head Machinist Sparkflux
The only unavoidable damage on this fight comes from the Activate Plant spawns. They pop up every ~50 seconds
allowing you to have a charge of
Jade Empowerment for each one.
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 and keeping as high uptime on
the boss as possible to let
Ancient Teachings heal the Tank.
If you find yourself cut off from your group during the Hidden Flame Cannon you can place
Transcendence,
then wait for one of the fire lines to pass over it before teleporting to your group.
King Mechagon
This is another fight that is largely handled passively by Ancient Teachings. The only major group damage
that goes out is from the
Magneto-Arm in phase 2. Those happen once per minute so you can use
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 can be used to cancel a
Mega-Zap cast if
you are targeted by it.
Bosses
Coin Operated Pummeler
By and large, you can simply DPS the boss and let Ancient Teachings take
care of the healing on this fight. The boss only does one ability that damages the group (
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 are coded as
enemy mobs, meaning
Ring of Peace can move them. This can be helpful if you are trying to get a bomb out of the
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.
Azerokk
The main thing you have to worry about on this boss is 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
can be used on the first one, then again on every other cast. You should also try to save charges of
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. 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.
Rixxa Fluxflume
This is another fight that is largely handled by
Ancient Teachings. For extra safety, you can
cast
Enveloping Mist on your party members when they are targeted by
Propellant Blast.
Mogul Razdunk
During the main phases of this fight, the only unavoidable damage comes from the Homing Missile.
Ideally, this will only hit one ranged and your
Ancient Teachings will be enough to keep them healthy.
Occasionally, two untargetable NPCs will shoot a line of 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 every 30 seconds. Normally, this deals lethal damage to anyone it hits, but
since the damage is Physical, our
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 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 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.
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.
Affix Guide for Mistweaver Monk in The War Within
Ascendant Affix Management for Mistweaver Monk
Our myriad of crowd control is excellent for this Affix. Between Ring of Peace,
Leg Sweep,
Spear Hand Strike, and
Paralysis, we have got more
then enough tools to assist the group.
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 out to tag a ranged player
instead.
Devour Affix Management for Mistweaver Monk
Revival can clear this in a pinch; otherwise, use
Detox on priority targets
and just heal the rest of it off normally.
Diffuse Magic can be used to remove it from
yourself if you think you aren't going to need the damage reduction soon.
Voidbound Affix Management for Mistweaver Monk
Touch of Death can be used the moment these mobs spawn, as they have 1hp, but a
large shield. If talented into
Fatal Touch, you can use Touch of Death on every other
spawn.
Mythic+ Gear for Mistweaver Monk
On our Gear Page below, we have compiled BiS items for Mistweaver Monk that also apply to Mythic+.
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.
More Monk Guides
Guides from Other Classes
This guide has been written by Dhaubbs a Mistweaver Monk theorycrafter, and moderator on the Monk Discord Peak of Serenity. He raids in Big Dumb Guild on Illidan-US, where he also produces encounter videos. You can follow him on Twitter, Twitch, and/or YouTube.
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