Game Info



Home > updates > WoW 5.0: Guide to Monk Healing Part 2

WoW 5.0: Guide to Monk Healing Part 2

Date: May 07 2012 Views: ( ) Comments ()
Mimiron WoW 5.0: Guide to Monk Healing Part 2
By Mimiron
My name is Stan, I am 19 years old. Currently I am studying at a University. I am the founder of the FB group which posted Cataclysm news since 8/23/09. I am playing WoW since the release of Burning Crusade. I like writing articles regarding Cataclysm. The most time I enjoyed playing was high-end TBC - Sunwell Plateau.

For those not lucky enough to participate in the BETA, here is an overview in some aspects of the monk healing class.

 

Mana Management

Can become tricky in most situations. But then again, nothing is as bad as it looks.

There is a passive ability, which grants mana regeneration and another ability, a channeled spell used to regain a portion of mana, when enough Chi is consumed.

Level

Spell Name

Description / Tooltip

10

Brewing: Mana Tea

For each 4 Chi you consume through use of spells and abilities, you gain a charge of Mana Tea. Use Mana Tea to consume the charges. Mana Tea can stack up to 50 times.

 (Requires Serpent Stance)

56

Mana Tea

Restores 4% of your maximum mana per stack of Mana Tea active. mana Tea must be channeled, lasting 1 sec per stack. Canceling the channel will not waste stacks.

(Requires Serpent Stance, Instant (Channeled))

 

The first spell is a passive, it is interesting enough, that you will want to charge up as much Mana Tea stacks as possible before a raid. Ability like this has not been introduced to Warcraft yet. There is even a glyph, which makes Mana Tea instant at a cost of a 10 sec cooldown.

Brewing: Mana Tea is a passive obtained when choosing the Mistweaver specialization.


Here is a screenshot of the spell's animation. A monk regaining mana, while drinking tea.

 

Other spells worth attention

There are some interesting spells, which I would like to point out. Here is a list of them, below you will find detailed information about these spells in the tooltips, as well as screenshots of the spell animations.

Level

Spell Name

Description / Tooltip

70

Summon Jade Serpent Statue

Summons a Jade Serpent Statue at the target location. Lasts for 15 min. Limit 1 Statues. Only one statue can be active at a time.

 

Eminence (Passive)

When the Monk deals damage, the summoned Jade Serpent Statues will heal the lowest health nearby target within 20 yards equal to 50% of the damage done.

 

Serpent's Salve (On-Click Effect)

Allies can right-click the statue to instantly be healed for (10,510 + 111.0% of SP). 10 Charges.

(40 yd range, Requires Serpent Stance, 3 min cooldown, 6% of base mana)

64

Healing Sphere

You form a Healing Sphere out of healing mists at the target location for 2 min. If allies walk through it, they consume the sphere, healing themselves for (100.5% of Spell Power + 9 or 986.50.25% of AP + 9,986).

 

Maximum of 3 Healing Spheres can be active by the Monk at any given time.

 (40 yd range, Requires Serpent Stance, 2% of Base Mana / 60 Energy, 0.5 sec cooldown, Instant)

50

Life Cocoon

Encases the target in a cocoon of Chi energy, absorbing (374% of Spell Power + 39,958) damage and increasing all periodic healing taken by 50%.

(40 yd range, 4.5% of Base Mana, 2 min cooldown, Requires Serpent Stance, Instant)

82

Zen Meditation

Reduces all damage taken by 99% and redirects to you all harmful spells cast against party and raid members within 30 yards. Lasts 8 sec.

 

Being the victim of a melee attack will break your meditation, cancelling the effect.

(8 sec cast (Channeled), 3 min cooldown)

 

Let's now have a detailed look at the spells listed above.

Summon Jade Serpent Statue

is similar to Lightwell, but has a different, more attractive mechanism behind itself.

While the monk deals damage, a party member with the lowest health is healed for 50% of the monk's damage done and at the same time, the members can right-click in, to be healed for a certain amount.


The statue looks like this...

Healing Sphere

the mechanism behind this spell is unique,  because you actually summon three spheres on the ground and a player who runs through it will be healed. There is no limit, so if you let's say, place the spheres on one another, it will heal a single target thrice in a row.


If you summon a fourth sphere, the first one will disappear.

 

Life Cocoon

This spell shall be used when the tank is taking too much damage, you increase all healing effects by 50% on that target and he also absorbs a certain amount of damage depending on your spell power. I would define it as Power of Word: Shield, but with a higher cooldown.

 

Zen Meditation

This spell is a life-saver. It is used, when the tank and/or party/raid members are taking loads of damage. When you use this spell, you'll absorb 99% of all the damage and harmful spells will be transferred from the party members to you. You cannot move while channeling and melee must not interrupt it.

Make sure you use the glyph to empower the ability, so that you can channel while moving.

 

Glyphs

Have not been implemented yet, even though they appear under the 'N' talent tab right now. They are greyed out, since you cannot obtain them, but you can still see the tooltips. There are three interesting healer glyphs, I'd like to point out.

Level

 

Spell Name

Description / Tooltip

25

Glyph of Mana Tea

Your Mana Tea is instant instead of a channeled and consumes two stacks when used, but causes a 10 sec cooldown.

25

Glyph of Surging Mist

Your Surging Mist no longer requires a target, and instead heals the lowest health target within 40 yards.

25

Glyph of Renewing Mists

Your Renewing Mists travels to the furthest injured target within 40 yards rather than the closest injured target within 20 yards.

25

Glyph of Meditation

You can now channel Meditation while moving.

Note that Prime glyphs no longer exist. There are only Major and minor ones. You can choose up to three major glyphs at a time, let's now have a look at the glyphs above.

 

Glyph of Mana Tea

It is plausible whether or not choose this glyph. I think it depends on encounters. On one hand it's definitely nice to have it instant, so you don't loose time while channeling, but at the cost of a 10 second cooldown. It's worth, presumably, if you don't want to spam Mana Tea, thrice in a row...

Glyph of Surging Mist

Is simply a must-have. You won't need a target and you won't be overhealing anyone, since it automatically chooses someone with the lowest health within a certain range.

Glyph of Renewing Mists

This can depend on encounter. If a boss requires you and your allies to be spread  further away from each other than 20 + yards, then this glyph is certainly a must, if no, choose Glyph of Meditation instead.

Glyph of Meditation

You won't have to remain seated while channeling this spell, in 'oh crap' situations, when the tank is overwhelmed and you can't afford not to move.

 

LAST WORDS...

I hope you liked this lenghty preview of the Monk healing. It is a pleasure seing a different mechanism of healing being slowly implemented to  World of Warcraft. I just hope it won't make you stop playing your healing class toon! Remember, play, what you really like!

 

Related Articles:

* WoW 5.0: Guide to Monk Healing Part I


Bookmark and share to your friends



Player Comments ( Totally Comments... )