Advanced: Night Fae

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Welcome to PeakofSerenity’s Mistweaver Monk PvE Night Fae Guide. This guide is designed to be a more in-depth look at the Night Fae Covenant. Navigate quickly to the section you need using the sidebar on the right.

For information on how the Covenants compare to each other, see the PvE Quick Guide.

This guide has been updated for Patch 9.0 and is regularly updated when discussion, theorycrafting, or testing yields new information.

Abilities

Class Ability

The Night Fae grant the ability Faeline Stomp, which costs 4% of your mana and has a 30 second cooldown. On use, it creates a Faeline in front of you, healing up to 5 friendlies on top of it for 91% on the initial hit as well as dealing 40% of your attack power as damage to enemies. Additionally, it heals 5 allies for an Essence Font bolt. When standing on the Faeline, your abilities have a 6% chance to reset Faeline Stomp’s cooldown. 

Signature Ability

Members of the Night Fae also receive the ability Soulshape, which, when activated, teleports you 15 yards forward and gives you 50% move speed for 12 seconds. During these 12 seconds, you can press Soulshape again to teleport forward an additional time, on a 4 second cooldown. Overall, this isn’t too desirable as a Mistweaver as we already have Roll/Chi Torpedo and Transcendence. The one niche this could fill is to teleport over a mechanic that you can’t proactively set up Transcendence for. Soulshape is on a 1.5 minute cooldown.

Soulbinds Quick

Ratings
  • Overall: Meh.
  • Raiding: More max health and Mastery is nice… I guess…
  • Mythic+: Alright. Provides more Haste to allies to kill bosses faster.
  • Defense: More max health is nice… very nice.
  • Utility: Nice to give allies more haste and also you get more movement speed after you kill a pack in Mythic+!

 

Recommended Path

 

Ratings
  • Overall: Not half bad.
  • Raiding: Almost all of the Soulbinds themselves are really nice.
  • Mythic+: Alright to meh. Could easily not be able to pass vers around which drops a lot of power.
  • Defense: Very nice. A cheat death and on top of that you get some extra vers on you and allies.
  • Utility: Nice. You have evened the playing field against gravity.

 

Recommended Path

 

Ratings
  • Overall: Very underwhelming.
  • Raiding: Meh. Provides very little for throughput as people don’t fall below 35% for many GCDs.
  • Mythic+: Nice. Provides a lot of extra DPS.
  • Defense: Not very nice.
  • Utility: Lots of extra movement speed.

 

Recommended Path

 

 

Soulbinds In-Depth

Conduit Slots
  • Guaranteed: 1x Finesse and 1x Endurance
  • Choice 1: 1x Potency OR 1x Endurance
  • Choice 2: 1x Potency OR 1x Endurance OR 1x Finesse

 

Soulbind Nodes

1. Grove Invigoration – Healing or dealing damage has a chance to grant you a stack of Redirected Anima. Each stack increases your maximum health by 1% and Mastery rating by 25 for 30 seconds. These stacks overlap (meaning they can stack up but each stack disappears 30 seconds after gaining it). Using Faeline Stomp grants you 4 stacks.

25 Mastery rating for us is 3% Mastery. It won’t give us too much benefit, but it’s free healing as a Soulbind ability you’ll have to take to get further into the tree.

2. Run Without Tiring – While in Soulshape, you regenerate 5% of your maximum health every 3 seconds.

Seeing as our mobility is quite good already, we won’t use Soulshape that often. Still, this might actually make us use it to regenerate health while running between packs in Mythic+ or while running from abilities for a prolonged amount of time in raids (such as kiting beams).

3. Stay on the Move – Soulshape’s cooldown is reduced by 15 seconds and defeating an enemy reduces its cooldown by 1 second.

Sadly we can’t take both this and Run Without Tiring due to Soulbind tree design. Given that we don’t get extra benefit from using Soulshape apart from the mobility (which we already have plenty of), this won’t be a Soulbind ability we actively seek out.

4. Nature’s Splendor – You have a chance to obtain leather, meat and fish when you kill enemies that yield experience or honor.

Free materials = free gold.

5. Swift Patrol – Your movement speed is increased by 20% for 2 minutes after defeating an enemy. This effect is lost when you enter combat.

A small to moderate movement speed bonus while running between packs in Mythic+ and the open world (if you don’t mount). Useless in raids.

6. Niya’s Tools: Burrs – Your damaging attacks and spells have a chance to toss Niya’s Spiked Burs under your target. They reduce movement speed by 20% and inflict Nature damage over 6 seconds to the first enemy walking over them.

This might be nice for kiting, but seeing as we don’t have any control over when it’s dropped it won’t be a reliable thing.

7. Niya’s Tools: Poison – Your interrupts apply Niya’s Paralytic Poison to your target, dealing Nature damage over 30 seconds. Targets with this effect on them take additional Nature damage if interrupted once more.

We don’t have an interrupt as Mistweavers sadly so this won’t do anything for us.

8. Niya’s Tools: Herbs – Your Healing spells and abilities have a chance to apply Niya’s Invigoration Herbs, increasing the target’s Haste by 5% for 10 seconds.

Free Haste for our friends! Mobs dying quicker saves us a bit of healing. This looks to be the best of the bottom row of the Soulbind tree. Sadly, you need to get a Finesse Conduit in to get it.

Conduit Slots
  • Guaranteed: 1x Potency and 1x Endurance
  • Choice 1: 1x Endurance OR 1x Finesse
  • Choice 2: 1x Endurance OR 1x Finesse OR 1x Potency

 

Soulbind Nodes

1. Podtender – When you take damage that would kill you, you rejuvenate in a wildseed instead, regaining 30% of your health over 10 seconds. If the wildseed takes more than 10 times your Attack Power in damage during this time, you die. Can only occur once every 10 minutes.

Basically a Cheat Death on a 10 minute cooldown. You can’t do anything yourself to prevent the wildseed from dying, though, so even if you get yourself up to full you might still die.

2. Soothing Voice – When your roots, stuns and incapacitating class effects expire or are dispelled, your target’s movement speed is reduced to 90%, decaying rapidly over 2 seconds.

It will help a tiny bit with kiting in Mythic+ and PvP, but as it decays rapidly it’s not of that much use.

3. Social Butterfly – When at least 2 allies are within 8 yards, your Versatility is increased by 3% for 5 seconds. When this expires, 2 nearby allies gain 33% of this effect for 5 seconds before passing it back to you.

Basically 1.5% free Versatility on average as long as you’re within 8 yards of at least 2 allies.

4. Empowered Chrysalis – 10% of your overhealing received or done remains as a shield on the target, up to 10% of the caster’s health. Lasts for 5 seconds.

Seeing as you don’t want to overheal, the amount of overhealing converted to a shield being low and it only lasts for 5 seconds, this is just bad.

5. Faerie Dust – When falling farther than 20 yards, faerie dust slows your fall for the next 30 seconds. Can only occur once per minute.

It will save you fall damage if fights involve mechanics like that, otherwise this is useless.

6. Somnambulist – After spending 60 seconds in a rested area, you gain 20% increased movement speed for 30 minutes.

Extra movement speed in the open world = world quests done quicker!

7. Field of Blossoms – Faeline Stomp puts flowers at your feet for 5 seconds, increasing Haste by 12% while you stand with them.

If you use Faeline Stomp on cooldown this will be at least a 3% boost to Haste on average. More if you account for Faeline Stomp resets. Pretty decent for a Soulbind ability.

Conduit Slots
  • Guaranteed: 1x Finesse and 1x Endurance
  • Choice 1: 1x Potency OR 1x Endurance
  • Choice 2: 1x Potency OR 1x Endurance OR 1x Finesse

 

Soulbind Nodes

1. Wild Hunt Tactics – Your damage to targets above 75% health and healing to targets below 35% health is increased by 10%. When your spells and abilities benefit from this, you gain 15% increased movement speed for 5 seconds.

Extra passive healing to targets who need it most is always good. The damage increase and movement speed is a nice passive bonus.

2. Horn of the Wild Hunt – Soulshape increases the movement speed of allies within 40 yards by 10%.

You won’t really use Soulshape and 10% movement speed is negligible. Kind of bad.

3. Wild Hunt’s Charge – While out of combat, Soulshape’s teleport becomes a charge, stunning your target for 5 seconds and ending your Soulshape.

This might make Soulshape kind of useful to get the stun in when you pull a trash pack in Mythic+ or a mob in the open world. It won’t do much in raids, though.

4. Vorkai Sharpening Techniques – Your weapon takes no durability damage.

Saves you some gold I guess?

5. Get in Formation – Your mounted movement speed is increased by 5% and allies within 50 yards behind you also gain this benefit.

5% mounted movement speed is nothing, so this Soulbind ability might as well not exist.

6. Face Your Foes – When in front of your target, your spells and abilities decrease the damage they deal to you by 3% for 2 seconds.

We’re not tanks, so you shouldn’t be in front of your target anyway.

7. First Strike – Damaging an enemy before they damage you increases your Critical Strike chance by 25% for 5 seconds.

As we are not supposed to take aggro, more often than not this will net you that 25% Critical Strike chance bonus when you first attack an enemy. Relatively short but still feels like a nice bonus when you can make use of it

8. Hold the Line – After standing still for 5 seconds, you take 15% less Physical damage until you move.

If you weren’t supposed to kite melee attackers this might see some use in PvP. But now it’s sort of lackluster as it disappears once you move.

 

Changes with Covenant

Rotation

Cast this often and early. Attempt to stand on this while fighting.

Talents

Rising Mist. You can extend the EF hots this produces.

Gear

None.