Mistweaver Monk Healing Mythic+ Tips — The War Within (11.2)
In this guide, you will find tips and advice to tackle Mythic+ dungeons with your Mistweaver Monk in World of Warcraft — The War Within (11.2).
Mistweaver Monk Mythic+ Guide for The War Within Season 3
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 3
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 3
Bosses
Avanoxx
Invoke Chi-Ji, the Red Crane can be used for each
Alerting Shrill, and
Ring of Peace
should be used to help control the spiderlings that hatch from the eggs. Before
Gossamer Onslaught begins,
it is a good idea to stack on the tank in order to drop your swirlies directly on theirs so you can save space.
Alternatively you can also just hug a previous patch of webbing if you are not confident in your movement.
Anub'zekt
- Place your
Transcendence around the center of the room so that you can quickly reposition during
Eye of the Swarm. Normally this shouldn't be a problem for us, but there are instances where you will need to quickly roll out to a Webmage in order to interrupt their cast, then port back to the safe zone before damage goes out.
- Make sure to send a charge of
Renewing Mist into players that get targeted by
Infestation as it deals very high ticking damage. Focusing them with
Enveloping Mist is also a good idea.
- Players targeted with
Burrow Charge will take extremely high damage if they are unable to dodge it, so be ready to send a
Life Cocoon on the squishier members of your group. Keep in mind that players with combat-drops like
Greater Invisibility,
Feign Death, or
Shadowmeld are able to cancel this charge entirely, so wait to see the charge start before using Cocoon.
Ki'katal the Harvester
This fight feels chaotic, always forcing you out of melee range, but once you get used to the cadence, it is very manageable. Ideally your tank will keep the boss parked in the center of the room, allowing for predictable positioning on the poisons and puddles.
The two main mechanics you have to worry about, are the poisons that periodically go out on the group,
and the Cosmic Singularity, both of which Mistweavers can handle with ease. For the poison, a second or two
before it is applied to the group, simply roll out to the edge of the room, dispel yourself the moment it is applied,
then dash back using
Lighter Than Air. This clears it from yourself, while also putting you back in range to heal the
rest of your group. You can also use
Revival if things are looking really hairy, however you want to
make sure that no one in your group is moving, otherwise they may run right into their own poison wave and die.
For the Cosmic Singularity, we can completely negate this mechanic using Transcendence, which alleviates
the pressure on your group to find a puddle, and leaves more open for them. The timing on this feels tighter than it is,
because at first glance it seems like the pull-in gets stronger and stronger, which isn't really what's going on.
The pull does get slightly stronger over time, but the lethal aspect of this mechanic is that around ~1 second left on
its channel, the boss will yank you into the center. As long as you teleport after that yank, it is virtually
impossible for it to kill you. If you're sitting in the center of the singularity, you can tell when this yank happens because
your character will do a little hop in place. Or if you prefer, you can just look at the time remaining on the cast and
use Transcendence at ~0.5 seconds remaining.
Lastly, if you don't feel comfortable using that transcendence tech to avoid the Cosmic Singularity, then just be aware
that Invoke Chi-Ji, the Red Crane makes you immune to roots for its duration, meaning that if you try to run
over a puddle, you'll consume the puddle but remain unrooted. Be ready to either cancel the effect early or try to time a
dash using
Lighter Than Air.
Bosses
Shadowcrown
Obsidian Beam is a sizable tank-buster, so be ready to use
Life Cocoon if you see your tank is light on defensives.
Collapsing Night will always prefer to target ranged characters, however if your group has fewer than 2 ranged, then this ability can target you. If that's the case, be sure to roll out of melee range before it goes off to bait the pool it drops in a good location. You can use
Lighter Than Air to quickly dash back into melee.
- Your group is very likely to still have
Shadow Shroud on them when the boss pushes to the 50% intermission.
Revival can be a handy way to remove the healing absorbs before everyone flies away. Alternatively, if your group is level headed, you can stick around on the boat for quite a while before needing to fly away, giving you plenty of time to heal off the debuff with
Vivify.
Anub'ikkaj
The main threat on this fight is Shadowy Decay, which happens every ~30-45 seconds depending on spell queueing.
You will want a cooldown rolling for each use of this ability. Between
Revival,
Invoke Chi-Ji, the Red Crane,
Celestial Conduit, and
Sheilun's Gift, you should have pretty good coverage.
The third Shadowy Decay always happens immediately after a
Dark Orb explodes, so that is a good place
for your group to use a health potion, or if you are in a pug, consider doubling up on some cooldowns.
Rasha'nan
The majority of the damage on this fight comes from Erosive Spray and the DoT it leaves on your party afterwards.
On its own, it is not terribly threatening, however when paired with other mechanics, such as the ticking damage your party
receives from holding an Arathi Bomb for example, it can be fairly lethal. The boss casts this ability every 30 seconds,
so you can use
Invoke Chi-Ji, the Red Crane for every other cast.
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
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.
- No fancy tips yet. Please check back throughout the Season, as I am sure to find fancy tips to put here!
- No fancy tips yet. Please check back throughout the Season, as I am sure to find fancy tips to put here!
- No fancy tips yet. Please check back throughout the Season, as I am sure to find fancy tips to put here!
- No fancy tips yet. Please check back throughout the Season, as I am sure to find fancy tips to put here!
Affix Tips, Tricks and Management for Mistweaver Monk in The War Within Season 3
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
- 04 Aug. 2025: Updated for Patch 11.2.
- 15 Jun. 2025: Reviewed for patch 11.1.7.
- 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 founder of the once World 4th guild Big Dumb Guild (BDG) on Illidan-US. You can follow him on Twitter, Twitch, and YouTube.
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