Mistweaver Covenant Abilities Feedback
Since not much is going on atm on the EU forums, I took the liberty of posting my feedback here for the sake of visibility and sharing it with more people. I’ll probably post a copy in the EU to see if it sparks things a little bit back there.
My take on these covenant abilities is strictly from a PvE healer point of view.
Fallen Order - Venthyr
I’ve not given this ability a good try since it just doesn’t feel interesting at all. I really dislike the lack of control and interaction. Pressing it won’t affect directly our healing, survivability or damage output, instead making us rely on those images to do something for us. Perhaps if they would focus or heal our current target, or leave a buff that we could interact with, this ability would become more interesting. But its current design makes this ability too inconsistent to consider using it in a dire situation, or even any situation.
Bonedust Brew - Necrolords
The current design of this ability is plainly awful. If the ability was a passive, it could be somewhat ok. But from a healer (or any) perspective, casting a spell thinking “it might do something, or it might do absolutely nothing” is extremely bad. You do not want to waste a GDC for such a spell, not even a slot on your action bars. The damage increase and the additional Gust of Mists heal increase are insignificant at the moment. Hopefully those are tuning issues and will be addressed later during the beta.
While I’ve been testing this ability the cleave bug was active, allowing vivify to cleave on all targets affected by the brew. And it felt good.
It felt good to aim the cask to hit as many targets as possible and cleave the vivify out of them. It felt good to have a ability that directly increase my healing output instead of random procs within a short window. Finally it felt good because this bug actually make some sense with the theme on the ability. Coating all targets with a misty dust made with bones of fallen warriors, somehow linking them together and empowering this dust to heal them with the monk’s casts.
This bug will probably not remain, but nor can the base design of this spell. I really do hope that this event of serendipity can change Bonedust Brew into a more impactful ability. Removing the RNG factor and adding flat increase in healing or damage would be a start. Damage-wise it could work like the Sunrise Technique azerite trait, making it a relevant ability in M+. With its 1m CD AND with decent tuning of the bugged version, this ability can be really useful and fun to use in both raid and M+. But again, with its current design, it is absolutely useless.
Faeline Stomp - Nightfae
An interesting ability, though the reset chance is not very appealing. Being able to spam it with some luck shouldn’t be what makes it valuable. In my opinion a reduction of its CD whenever you use an ability while standing on it would feel more consistent in the course of a fight or of a whole dungeon. At this stage of the beta, the healing part of this spell is not working properly. Even when you are surrounded by friendly players it can throw no orb at all, and at best it launched 4 orbs at completely random targets. This is probably a bug of early beta, but we need to have a better idea of how it works in order to evaluate it. More precisely we need knowledge of the real range of the spell, because its strength will depend on it. Another issue is the fact that when you stomp, the faeline doesn’t start under the monk’s feet, forcing him to run towards it to make use of it.
For M+ I’m sure it can bring some extra aoe damage with proper tuning, and might allow us to apply the EF buff without the need of casting EF (which can be nice in M+). In a raiding environment, if it can launch orbs with the same range of the EF cast, then it might be quite decent.
Time Range will tell.
Weapons of Order - Kyrians
At the current state of beta, this will be our only raiding covenant option, and by far the strongest one. For a 2min CD (and a whole lot of mana), you get roughly the amount of 6 revivals as a pulse around you. I tried it out last Friday, and it was quite fun to use. On the downside, the spell did an average of 25% of my HPS with 75% overheal. Yes, it might need some tuning. But I do fear that without something of this caliber, mistweavers will again fall far far behind the other healers in raids.
Allowing MW to have a healing cooldown that has an effect during 30s is in my opinion really cool. They desperately need one to match the strength of other classes’ healing CDs. I enjoyed canceling the EF channel to proc the pulse prematurely and thus choosing when it healed the raid. The mastery bonus is quite irrelevant because this stat is just bad for raids. Boosting another stat or giving another spell synergy would be nicer. For example I was thinking it could make your next 3 EF casts pulse while giving the monk some CD reduction for 30s, thus giving an interesting choice for the rising mist playstyle. The only real downside of this ability is that it doesn’t do any damage, but as it is designed for raiding I guess it would be ok.
When I first read the monk covenant abilities, they didn’t bolster my hopes for the state of mistweavers, especially for raids. After testing them at this stage of the beta, I am still a bit disappointed, but I really do think there’s potential for turning them into powerful and fun abilities that can have a good impact for the spec. They need many changes, refining and polishing, but there’s potential. The weird/fake synergies with mastery are concerning for it is not an appealing stat in the current state of the game (again especially for raids). I might get back to this subject in another post.