Mistweaver Monk Changes in Alpha Patch Notes for Warlords of Draenor

spincraneMistweavers have some pretty significant changes come Warlords.  On the positive side, they have a new stance which is designed specifically for those who want to fistweave, with the ability to swap between fistweaving and healing without too much difficulty.

First, Uplift now has a 1.5 second cast time, up from an instacast.  This is part of blizzard’s plan to tone down the abundance of instacast heals in the raid.

Mistweavers get a brand new passive called Focus and Harmony.

Focus and Harmony: Haste effects lower the global cooldown of your spells and abilities.

However, with this new ability, Mistweavers will lose Stance of the Wise Serpent and its ability to increase Haste from items by 50%.

Several abilities will no longer generate Chi for Mistweavers.  Crackling Jade Lightning and Soothing Mist won’t generate Chi.

Thunder Focus Tea has been redesigned.

Thunder Focus Tea now causes the next Renewing Mist to jump up to 4 times (used to cause the next Uplift to refresh the duration of Renewing Mists on all targets).

Ah Healing Spheres, Mistweavers love or hate them, and usually it is hate them unless it is a fight that sees raid members constantly on the move all over the place – but even then, it isn’t unusual for raiders to run around them, mistakenly believing they are some bad boss mechanic.

First, Healing Spheres as the spell are being removed. Instead, Gift of the Serpent will summon Healing Spheres.

They are getting a change that increases the range and healing they give on expiring.

Healing Spheres now heal an ally within 12yd (up from 6yd) for 100% (up from 50%) of their normal healing, when they expire.

Another new ability for Mistweavers is called Detonate Chi, which is another way to put those healing spehres to work.

Detonate Chi: Instantly detonate all of your Healing Spheres, causing each of them to heal a nearby ally within 12 yards of the sphere. 15 sec cooldown.

They’ve also solved the issue where a slightly damaged raid member could run through the Healing Spheres and detonate them all at once. Now, a player will only consume as many as needed, leaving the remainder on the ground.

Mana was another area where Mistweavers had no problem whatsoever.  They could happily choose gear without any spirit at all, and reforging away as much of the spirit as possible that they had, and mana regen still wasn’t an issue – so rather than solve that issue, Blizzard worked the class around low spirit instead.  Blizzard is trying to rectify this in the new expansion, back to a place where Mistweavers have to care about mana and spirit.

The alpha patch notes have quite a bit about the new Stance of the Spirited Crane, aka the Fistweaving stance.

Stance of the Spirited Crane is a new ability for Mistweaver Monks, which replaces Stance of the Fierce Tiger.

The Spell-Power-to-Attack-Power conversion effect has been moved from Stance of the Wise Serpent to Stance of the Spirited Crane.

The Eminence effect has been moved from Stance of the Wise Serpent to Stance of the Spirited Crane.

Teachings of the Monastery now makes Spinning Crane Kick heal friends instead of damaging enemies, while in Stance of the Wise Serpent (previously, it would heal allies in addition to damaging enemies).

Mastery: Gift of the Serpent’s Healing Spheres now scale with Spell Power instead of Attack Power.

Serpent’s Zeal has been removed. Eminence now always includes Auto Attacks.

Muscle Memory and Vital Mists have been merged. Muscle Memory now requires Stance of the Spirited Crane, and passively increases the damage of Crackling Jade Lightning by 100%, causes Tiger Palm to trigger the Vital Mists effect, and causes Blackout Kick to hit 4 additional nearby targets for 50% damage.

The following abilities now require Stance of the Wise Serpent for Mistweavers:

Enveloping Mist, Renewing Mist, Soothing Mist, Uplift

The following abilities now require Stance of the Spirited Crane for Mistweavers:

Blackout Kick, Jab, Tiger Palm

These are quite significant changes that Mistweavers will have to learn and cope with. It’s great that they’re getting to stance is so they can split between being that hybrid healer/DPS or a straight healer, something that’s is usually advantageous during progression when every little bit of DPS matters.

It is definitely worth it for Mistweavers to either hit the beta when it’s available to learn the new nuances of the class, or plan to hit 6.0 hard with raiding, so you can be fully competent once all these changes go live.

As always, these are Alpha patch notes and Blizzard is subject to change them at any time.

Lots of new healer changes announced for Warlords of Draenor

Healers finally got a nice big Dev Watercooler today and had a great deal of information tp finetooth comb over about the upcoming expansion and how it will affect healers in Warlords of Draenor.

First, we also have posts on the individual classes if you want more specifics where I am adding all the class specific tweets the Blues are making today, so definitely check them out for even more detail…. Resto Druid, Resto Shaman, Holy Pally, Holy & Disc Priest, and Mistweaver Monk

Rethinking Health Bars

Blizzard doesn’t really like how the healing game has changed from thinking about every heal and every individual player’s health pool, to the current “spam them as fast as you can to heal them to 100%” with *absorb* *smartheal* *absorb* that is happening now.  And this is actually the reason why we saw a lot more bursty damage this tier than in previous tiers, because bursty damage was the only way to challenge healers – and really, that’s not a challenge, its all about who has the fastest trigger finger and the most haste after the mass absorbs fall off.

One of our goals for healing in Warlords of Draenor is to tone down the raw throughput of healers relative to the size of player health pools. Currently, as healers and their allies acquire better and better gear, the percentage of a player’s health that any given heal restores increases significantly. As a result, healers are able to refill health bars so fast that we have to make damage more and more “bursty” in order to challenge them. Ideally, we want players to spend some time below full health without having healers feel like the players they’re responsible for are in danger of dying at any moment. We also think that healer gameplay would be more varied, interesting, and skillful if your allies spent more time between 0% and 100%, rather than just getting damaged quickly to low health, forcing the healer to then scramble to get them back to 100% as quickly as possible.

Watcher also tweeted the same sentiment about how it isn’t an ideal situation.

When healers can top off critically injured players in seconds, encounters have to try to kill players before healers can react. Not ideal.

Blizzard wants to see things back to the time where the raid wasn’t at 100% health, but you didn’t have the “OMG he/she is going to DIE!!!!” you sometimes get now.

To that end, we’re buffing heals less than we’re increasing creature damage. Heals will be deliberately less potent compared to health pools than before the item squish. Additionally, as gear improves, the scaling rates of health and healing will now be very similar, so the relative power of any given healing spell shouldn’t climb so much over the course of this expansion. For those concerned about what this means for raiding, don’t worry—we’re taking all of these changes into account when designing Raid content for Warlords of Draenor.

This will be nice and make healing a lot more challenging to healers over the course of an entire expac, rather than generally getting less challenging overall (raid mechanics aside) when healing.

Percentage of Health Spells

Blizzard is making changes to many spells based off percentage of health, although they say the changes are actually in line with the changes to other healing spells.  They haven’t gone into specifics yet, but hopefully we will know more soon.

Added: Gift of the Naaru is one that will be changing.  It is currently “Heals the target for 20% of the caster’s total health over 15 sec.”.  Will now be “Gift of the Naaru heals for 4% of your max HP, every 1sec, for 5sec.”

Many Instant Casts now have a 1.5 second cast time

Many, many instant cast heals have gotten reworked with a significant 1.5 second cast time.  Blizzard felt the mechanic of running and healing at the same time removed some of the complexity and decision making behind healing.   For instant casts, all of the following have been hit with a 1.5 second cast time: Druid’s Wild Growth; Monk’s Uplift; Paladin’s Eternal Flame, Word of Glory and Light of Dawn; Priest’s Cascade, Divine Star, Halo, and Prayer of Mending.  Shaman’s did not have their one instant cast (Riptide) reworked with the cast time.

The loss of insta-cast heals will be pretty significant from a “OMG, save the tank!” moments when all the healers decided to target someone else in those crucial seconds or if the tank missed a cooldown and the other tank forgot to taunt and you need to attempt to keep him up.

Right now, these are the only instant-cast heals being affected by the new 1.5 second cast time, so you can breathe a sigh of relief over anything left.

Yes. The only currently planned changed to cast times are the ones listed in the blog.

That said, Nethaera says (in comment on the watercooler) they are planning raid encounters in WoD to take into account these changes.

We’re also taking a look at Raid design as a larger part of all of these changes. So, rather than having to make encounters that do a lot of damage to counter the large health pools and player healing ability, we can pace the damage in these encounters a bit better and allow healers to make better healing choices as a part of the gameplay.

However that won’t really help save people who stand in bad for a tick too long or don’t use personals.  And a bitter part of me suspects PVP also had a role in this change, since these are now interruptible.

Mana in WoD

They are planning to focus on making healers be but much aware of their mana and their subsequent healing decisions based on it.   However, there are changes to spirit and baseline regen according to Watcher.

Baseline regen will be higher, Spirit will still be good where you can get it.

But they did make one nice change – healers are so used to sucking mana dry at the start of an expansion, but they are making it easier for healers this time around.

All of this discussion of efficiency may cause most healers to start worrying about mana regeneration and their mana pool. To allay those concerns, we’ve increased base mana regen a great deal at early gear levels, while having it scale up less at later gear levels. This will make all of these changes play well even in early content such as Heroic Dungeons and the first tier of Raid content, and also play well in the final Raid tier without mana and efficiency becoming irrelevant due to extremely high regeneration values.

For some healers, it has almost become a game to see how low they can get their spirit (and then cry for Mana Tides).

Speaking of Mana Tide, Blizzard has not said anything about MTT, so it is unclear if it will be reworked yet again.  I do miss the Cataclysm days when it became an art to drop Mana Tide when your Tsunami Darkmoon Card Trinket proc’d, I would love to see there be some wiggle room again by allowing spirit proc trinkets work with Mana Tide, even if other tricks don’t work.

Baseline spirit is going to be higher, which is important since healers won’t be getting as many gear pieces with spirit, which is a definite turnaround from the usual “every piece has spirit unless you specifically choose a non-spirit one”.  Celestalon stresses that gear will not matter less to healers because of the change, although many guilds tend to gear DPS first to meet early DPS checks in early expansions.

Low Cost Spammable Heals Gone

Blizzard has given the axe to many heals they saw as being both “low-throughput, low-mana-cost heals” – basically the healing spells healers do when everyone is topped off, there is no imminent incoming damage, and you want to maybe spam heal the tanks without wasting mana if it is an overheal.

While it seems they haven’t included all the heals, they have listed several kinds as being removed including Nourish, Holy Light, Heal, and Healing Wave.  They are reusing some of these names with the less mana efficient big brother of the heals, such as Greater Healing Wave being renamed Healing Wave (yes, I can see this causing all kinds of confusion when it goes live).

I can see why Blizzard did this, as they want to make healers think about every heal they make, and lose some of the “afk spam” type heals we all do at some time or another.  The comparison was made that these low cost heals end up as being like an auto-attack for healers, which is probably a fair comparison.

However, how does this affect the “always be casting” mentality and the goal to have 100% uptime – even if healers feel this isn’t ideal, many raid leaders who don’t know much about healing will cite “But your uptime was only 82% according to logs!  FIX IT!!”  Perhaps that 18% was everyone topped off and it was a non-absorb class.  And by the same accord, healers don’t generally like fights where they sit around twiddling their thumbs with nothing to heal either.

Low throughput heals served a role of feeling like the auto attack for healers. Do healers frequently do nothing during combat?
Your efficient single-target heal (Healing Wave, Holy Light, etc.) should still be a mainstay. Unrelated: Big fan of Healer:ALitD (WatcherDev)

Having a heal you can always be casting without worrying about the mana cost seems important to prevent healers just watching.
Agreed, I see the value there. For some, a DPS filler can work fine (free Lightning Bolt for shaman, Atonement for Disc, etc.). (WatcherDev)

Which heals for which jobs

Along with the changes to the low-mana low-efficiency heals, they are also prioritizing which heals they feel healers should be using depending on the situation:

Druid Higher Efficiency: Healing Touch, Rejuvenation, Efflorescence
Druid Higher Throughput: Regrowth, Wild Growth

Monk Higher Efficiency: Soothing Mist, Renewing Mist
Monk Higher Throughput: Surging Mist, Spinning Crane Kick

Paladin Higher Efficiency: Holy Light, Holy Shock, Word of Glory, Light of Dawn
Paladin Higher Throughput: Flash of Light, Holy Radiance

Priest Higher Efficiency: Greater Heal, Circle of Healing, Prayer of Mending, Holy Nova (new Discipline-only version), Penance
Priest Higher Throughput: Flash Heal, Prayer of Healing

Shaman Higher Efficiency: Healing Wave, Riptide, Healing Rain
Shaman Higher Throughput: Healing Surge, Chain Heal

Watcher has also said that it will be your efficient single target heals that will be a big part of your healing toolkit.

Your efficient single-target heal (Healing Wave, Holy Light, etc.) should still be a mainstay.

Along with this, they want to stress that healers should be in the business of decision making which heals to use, rather than just using your go-to heal as many do currently.

The goal isn’t to make healing harder, actually. I’d say it’s to replace testing reaction time with testing decision-making.

Passive and Smart Heals

There has been a lot of backlash against passive and smart heals this time.  We had two trinkets this time around that did some form of smart healing (Cleave and Multistrike), heals have become “smarter” and it means a lot less healing is left to be done by true targeted healing.

We also took a look at healing spells that were passive or auto-targeted (so-called “smart” heals).

We want healers to care about who they’re targeting and which heals they’re using, because that makes healer gameplay more interactive and fun. To that end, we’re reducing the healing of many passive and auto-targeted heals, and making smart heals a little less smart. Smart heals will now randomly pick any injured target within range instead of always picking the most injured target. Priority will still be given to players over pets, of course.

On one hand while this will bring some cheers, it will also be jeers with the mechanics.  Remember some of the “dumb heals” we got from trinkets/weapons in previous expansions where we would see a trinket heal go and heal someone missing 2 health points and bypassing the tank who was about to die?  It became a contest of sorts after every boss to see whose trinkets actually did real healing instead of overhealing.

I’d almost rather see it go to the most injured player within a closer distance (ie. heals the most injured player within 20y instead of 40y) but then I could also see that cause a huge issue with Mistweavers rocking those heals because range healers had to be 30-40y out because of some boss mechanic.

So I am not sure what the real solution is, since smart heals have been so dominant, but I can see a lot more overhealing.

Celastalon has also confirmed that all smart heals will be changing.

It’s safe to say that we’re changing all smart heals.

Blizzard also likes the idea that “smart heals” will turn into “not-so-smart” heals, making them random and unpredictable.

That’s the point. It also emphasizes single target heals in supplement.

We are also going to see the 6 player cap on “smart heals” for performance issues.

Probably will have a target cap of 6 for better client/server performance. Will hit 6 random injured players.


Ah, absorbs, the bane of every healer’s existence but Discs and Holy Pallies.  While it wasn’t such a headache for non-absorb healers earlier this expac, this tier has been pretty painful.  Blizzard had previously said they were going to make some changes to absorbs, but while they once again acknowledge the problem, they haven’t really said specifics, other than they will stay true to Disc being an absorb class.

Additionally, we’re toning down the power of absorbs in general. When they get too strong, absorption effects are often used in place of direct healing instead of as a way to supplement it. We will, of course, take these changes into account when tuning specializations that rely heavily on absorbs, such as Discipline Priests.

But with the changes to the health pool, where Blizzard doesn’t necessarily want everyone at 100% nor healers have the ability to just easily top the entire raid off quickly and efficiently, absorbs will have a lot less of an impact to overall healing numbers, and could make them quite poor on some fights (think of a fight like Valithria Dreamwalker, Tsuong or Chimaeron where raw HPS output is needed)

Single versus Multi-Target

Blizzard wants to make healers have to think about what kind of heal they want to use, a single target or multi-target heal.   As such, they are reducing the mana efficiency for many multi-target heals.

Another of our goals for healing in this expansion is to strike a better balance between single-target and multi-target healing spells. We’ve taken a close look at the mana efficiency of our multi-target heals, and in many cases, we’re reducing their efficiency, usually by reducing the amount they heal. Sometimes, but more rarely, raising their mana cost was a better decision. We want players to use multi-target heals, but they should only be better than their single-target equivalents when they heal more than two players without any overhealing. This way, players will face an interesting choice between whether to use a single-target heal or a multi-target heal based on the situation.

There is no word on how this change will affect Shamans, whose toolkit is really geared towards multi-target healing with Chain Heal and Healing Rain, and it really is their niche.

Back to Cataclysm?

The changes seem to be another throwback to Cataclysm, and I am not the only one who sees that and is concerned about it for the health of healing overall (no pun intended!), but Watcher had a bit of reassurance for those with bad memories of the start of the first Cataclysm raiding tier.

Cata’s healing had upsides and downsides. We’re capturing the upsides, and preventing the downsides.

But Cataclysm also brought a fair amount of healing issues with healing being so difficult and painful that a lot of healers switched to tank or DPS instead.  And don’t even mention the abuse we endured back them while trying to heal a some of those dugeons, like heroic Grim Batol – if you got past the first boss, you were #winning.

It may give exceptional healers more room to distinguish themselves. But we plan to avoid the pitfalls of early Cata healing.

Fortunately, Blizzard does acknowledge that mana regen was a serious issue in early Cataclysm days.  I remember farming non-stop for the Darkmoon Card: Tsunami trinket and the Archaeology trinket Tyrande’s Favorite Doll just so I had a tiny bit more mana and mana regen for bosses because going OOM was such a real issue.  And yes, it would be really awesome to have another version of Tyrande’s Favorite Doll for WoD, so those who are really suffering (or want to be super awesome) can farm it.  It was a real shame that the Archaeology items this expac were only blue quality and not epics, and no decent healing item.

Mana regen was a huge issue early Cata, along with overtuning. Created a trap for many healers; too easy to OOM.

Final thoughts

Fortunately, Blizzard says they will keep a close eye on how testing goes with the changes (speaking of which, hopefully we get beta soon, especially since we will have to do the 90-100 grind to get true level 100 testing in for healing).

The developers plan to keep a close eye on how testing goes in the beta with all of these changes. It’s a lot of interconnected systems changes so there’s a lot to take into account. Hopefully, with some great focused (and constructive) feedback, they’ll be able to continue making solid decisions to get the results they (and the community) are looking for. (Nethaera)

And don’t forget this is just a slice of the current changes – I have many things in my mind I think would be pretty awesome if they changed for healers, so my fingers are crossed that some of them could possibly happen.

What do you think?  And don’t forget the indivudual class posts which have more class-specific info from the Dev Watercooler and all the zillions of tweets the blues are doing today: Resto Druid, Resto Shaman, Holy Pally, Holy & Disc Priest, and Mistweaver Monk

Happy healing :)

New Mistweaver Monk Changes for Warlords of Draenor

There is new healing info for Mistweaver Monks announced today in the Healer Watercooler.

With Instacast heals bring largely removed, Mistweavers will see their Uplift now has a 1.5 second cast time.

Blizzard didn’t announce any low-thoroughput, low-mana-cost heals from Mistweavers, although they could still have something in the works and just not mentioned it.

Monk Higher Efficiency: Soothing Mist, Renewing Mist
Monk Higher Throughput: Surging Mist, Spinning Crane Kick

Mistweaver Monks had a hard time this tier, a lot because their healing style didn’t really mesh well when healing with super absorb classes like Disc Priests. So the toning down of absorbs should help Mistweaver’s shine once again.

Additionally, we’re toning down the power of absorbs in general. When they get too strong, absorption effects are often used in place of direct healing instead of as a way to supplement it. We will, of course, take these changes into account when tuning specializations that rely heavily on absorbs, such as Discipline Priests.

For concerned Mistweavers that there isn’t much change going on here (although lots has been announced previously), Watcher says:

Mistweavers will be seeing other improvements — we’re not looking to leave their effectiveness at the mercy of random jumps.


The role of Mistweaver Monks in Melee & Fistweaving

spinning crane kickThere was an interesting exchange about Monk Mistweavers and healing on Twitter, with discussions about whether Mistweavers are given an unfair advantage because they are considered melee.  Right now, Mistweavers can stand at range, yet won’t be targeted for range abilities by bosses, or they can stand in melee, which tends to have fewer mechanics anyway.

Blizzard also brings up the idea of smart healing and how they believe all healers, not just Mistweavers, are suffering from too much in the way of smart heals.

Here is the entire exchange…

Quick Monk Question, do MW monks count as Melee right now, or will that only be in WoD?
Yes, they do. (Source)
Any chance of that being extended to other healing specs to avoid an unfair advantage? All healers benefit from being in melee
Unlikely. It’s a perk we give to specs intended to be in melee, not an unfair advantage. (Source)
It just feels like something that should be either all healers or none rather than allowing some to ignore mechanics.
There are mechanics that they would have to handle that you don’t; a tradeoff for Fistweavers. Just a perk for MW, which is fine. (Source)
But MW aren’t required to be in melee to be effective. They could stand at ranged and ignore both melee and ranged mechanics
That’s why I said “Just a perk for MW, which is fine.” Every difference between classes isn’t an “unfair advantage”. (Source)

The more I think about it, the less it seems like Statue of the Jade Serpent adds any real gameplay value. Thoughts?
It does a bit for Fistweaving, but is fairly passive otherwise. Doesn’t necessarily need to be involved gameplay. (Source)
Do you think it would be more interesting with a shorter radius?
I think many Mistweavers would say that its radius is already short feeling. But, as a gameplay element to be handled, possibly. (Source)

is it possible that maybe we can see fistweavers being able to dual wield in WoD? It would be really awesome imo 
Cool look / feel, but that would necessitate all Mistweavers that want to even dabble in Fistweaving to get a second weapon. (Source)
Use “way of the monk”? Doable but possibly not worth the effort; WotM never properly balanced for WW, who all DW.
Another community misconception. Way of the Monk does balance DW vs 2H for Brewmaster and Windwalker, extremely closely. (Source)

MW relies too much on smart heals. MW would be even better if players would have more direct control.
We agree, and think that statement applies to all healers, not just MW. (Source)

Mistweavers definitely seem to have the advantage on many fights (I can’t count the times I enviously looked at Mistweavers as they could stand wherever they wanted on heroic Lei Shen knowing they wouldn’t be targeted for Thunderstruck and could be happily healing while the rest of us ran.

But on this tier, Mistweavers definitely got the short end of the stick.  For the last few heroic bosses, no one seemed to bring Mistweavers in for progression, and they were stuck riding the bench (along with the rest of the healing team that heroic Thok required).

Duel wielding would look pretty cool, and they could make fist off-hand weapons for Shamans as well, so it wouldn’t be a strict Mistweaver thing.

No plans to remove the dispelling CD

Remember the days (oh how we loved you Heroic Sinestra and Heroic Spine of Deathwing) when healers could lovingly dispel their fellow raiders every global?  And the much beloved Cleansing Totem?  Ever since Blizzard made the change to put a cooldown on dispelling, there have been cries from healers to remove it.  While a CD makes sense for PVP, when it comes to PVE, you sometimes have to plan comp around which healers you have to dispel (cough, Horridon).  Well, Blizzard has officially said there are no plans to remove the dispel cooldown in Warlords of Draenor :(

What do you think about removing the cooldown on dispel in the near future?
Holinka: We don’t plan to remove it. (Source)

Sorry to crush all your hopeful dispelling dreams for Warlords.

Mistweavers will still be considered melee in Warlords of Draenor

For Mistweaver monks a bit on the hesitant side about the changes in relation to Mistweavers and fistweaving can be rest assured that they will still be considered melee regardless of stance.  And it does make sense, as you don’t want to have a mistweaver switching stances and forgetting he or she needs to run in or run out to do it…. I can just imagine all the very unhappy raid leaders when a Mistweaver forgets to run out and gets targeted for something that screws the entire melee.

.Given the changes to Mistweaving/fistweaving you discussed before, will this also change based upon healing stances?
Mistweavers will count as melee, regardless of stance. Don’t want them afraid to swap between stances. (Source)

This could change by the time Warlords of Draenor comes around, but this is the current plan.

This is a bit of a change where Blizzard had previously said:

For the new mistweaver stances, will MWs still count as melee in both?
Undecided, but leaning toward yes. Don’t want someone Fistweaving to feel like they can’t swap back to Mistweaving in emergency (Source)

Ease of swapping will be nice, when a healer dies or massive damage goes out, you want your Mistweaver to be able to pick up the slack.

Mistweaver monks can switch between fistweaving and healing easily in Warlords

With all the changes being made to Mistweaver monks (new stance for fistweaving, Crane Stance), Blizzard will make it easy to swap between the two stances.  The idea is that a Monk can easily switch when high damage unexpectedly goes out, or for phase changes, but not switch every few spells.

Is the intent with fist stance that you pick it and stay in it the whole fight or swap based on high/low damage phases?
Swap based on phase is fine. Swap in between every few GCDs is not fine. (Source)

That said, I am sure once PTR hits that people will be testing out the new stances to find the max healing output versus damage that will likely include some stance switching rotation, but even if that is the case, Blizzard could change it to be “less efficient”.

Mistweaver Monks to get new Crane Stance for Warlords of Draenor

Mistweavers will officially get a new healing stance specifically for fistweaving in Warlords of Draenor.  The new stance is called Crane Stance.

Monks will be able to switch between the two of them easily to be able to heal when the situation warrants it on the fly, then go back to fistweaving when things stabalize.

Are you removing stance of the fierce tiger for mistweavers/brewmasters in WoD?
Yes. Mistweavers get a new Crane stance for Fistweaving, in addition to Serpent stance. (Source)

Crane is healer, Serpent is dd, so why Serpent Stance is for healing and Crane’s is for damage? 
Honestly, because we switched Mistweavers to Serpent for aesthetic reasons during MoP development (Mistweaver heals = Jade color). (Source)
Funny story: Early on, Mistweaver heals were patterned after the Crane, so many of them were red. That felt somewhat odd… (1/2) (Source)
The oddest one was Spinning Crane Kick. It was red and had feathers flying out of it. It got nicknamed “Poultry Slaughter”. (2/2) (Source)

We had heard originally at the beginning of December about the new stances, but hadn’t heard much about it other than there would be two stances for Mistweavers, one for strictly healing while the other is for fistweaving.

Curious. Which is a larger concern going into 6.0, lack of control with Monk healing, or their lack of need for spirit. Also What do you plan on doing with fistweaving?
Both are large concerns that we intend to address. Preserving Fistweaving, but it’ll be a separate stance.

Wait wait wait, by seperate stance do you mean SotFT? Will FW be energy based?
No, new stance. No, still mana. No, not at all like Chakra.

Are you aiming to keep the same seamless fusion between DPS and healing. I miss 5.0 fw.
What do you mean by ‘seamless fusion’? If you mean Jab-Jab-Uplift, no. No cherrypicking.

The idea of stance dancing to do the same thing seems kind of daunting.  I never want to go back to Jab Jab Uplift, I just like how the two styles integrate easily.
The problem is cherrypicking. Don’t want to allow you to pick the best parts of both.
Thus, we need to have some cost to switching modes. Doesn’t take much; 1 GCD may suffice.

Would FW still maintain the “DPS healer” model that we were sold on? Will it be “viable?”
Yes. Separate stance allows us to balance it separately.

Is this going to make mistweaving gimped w/o stance swapping to fist?
Gimped? At what? Maximum HPS is purely Mistweaving, no Fistweaving.

Mistweaver Monk pure healing will all be in the form of channelling

Another tidbit about the upcoming Mistweaver Monk healing changes, is that for straight healing (ie. not in fistweaving mode), healers will be channeling to get the highest HPS.

On Twitter, Blizzard dropped a few more tidbits about healing changes.

Would FW still maintain the “DPS healer” model that we were sold on? Will it be “viable?”
Yes. Separate stance allows us to balance it separately. (Source)

Is this going to make mistweaving gimped w/o stance swapping to fist?
Gimped? At what? Maximum HPS is purely Mistweaving, no Fistweaving. (Source)

So to clarify… If I want to heal I have to channel?
If you want to do maximum HPS, yes, Mistweavers gameplay involves channeling. (Source)

Just to add to this, what do you plan on doing with fistweaving?
Both are large concerns that we intend to address. Preserving Fistweaving, but it’ll be a separate stance. (Source)

Wait wait wait, by seperate stance do you mean SotFT? Will FW be energy based?
No, new stance. No, still mana. No, not at all like Chakra. (Source)

Are you aiming to keep the same seamless fusion between DPS and healing. I miss 5.0 fw. 
What do you mean by ‘seamless fusion’? If you mean Jab-Jab-Uplift, no. No cherrypicking. (Source)

Monks are looking more and more like the healing class that will be undergoing the most amount of changes.

New Monk Talents for Level 100 in Warlords of Draenor

We have the new talents that were on preview today for the new expansion Warlords of Draenor.  Here are the Monk talents (I am including the Windwalker and Brewmaster talents for reference as well):

First Talent Choice – Vital Convictions

Detonate Chi
1,000 Mana – 100 yd range
Causes your Healing Spheres to instantly trigger, healing the nearest ally within 6 yds.

Soul Dance
You are not able to shrug off even spells, such that 30% of your normal stagger amount works against magic damage.

Hurricane Strike
15 yd range
Instant – 45 second cooldown
Unleash a rapid series of kicks, dashing between nearby targets, dealing 14000 damage over 3 sec.  While kicking, you are immune to all damage and effects.

Second Talent Choice – Chi Explosion
1 Chi – 40 yd range
Consumes up to 4 Chi to cause the target to explode with Chi energy, causing additional effects based on Chi consumed.

1+ Chi: Heals an ally for 2500.
2+ Chi: This healing also heals all allies within 8 yards of the target.
3+ Chi: Also summons 8 Healing Spheres in an 8 ys radius ring around the target.
4 Chi: Healed allies are also healed for an additional 800 over 6 seconds.

1+ Chi: Deals 2500 Nature damage to an enemy
2+ Chi: You also gain shuffle for 6 sec.
3+ Chi: Also purifies all of your staggered damage.
4 Chi: The damage also hits all enemies within 8 yds of the target

1+ Chi: Deals 2500 Nature damage to an enemy.
2+ Chi: Damaged enemies also take an additional 1500 Nature Damage over 6 sec.
3+ Chi: Also generates a charge of Tigereye Brew
4 Chi: The damage also hits all enemies within 8 yds of the target.

Third Talent Choice: Serene Mists

Soothing Tendrils
Your Soothing Mist now also chains up to 2 additional allies within 15 yds of the last ally, and has a 50% higher chance to generate Chi.

Brewmaster & Windwalker
Chi Serenity
Instant – 1.5 min cooldown
You enter a state of mental and physical serenity for 10 sec.  While in this state, all Chi consumptions are instantly refilled.