Advanced: Venthyr

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Welcome to PeakofSerenity’s Mistweaver Monk PvE Venthyr Guide. This guide is designed to be a more in-depth look at the Venthyr 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 denizens of Revendreth offer the ability Fallen Order, opening a mirror for 24 seconds. This mirror summons Fallen Monks of the Ox, Crane, or Tiger school every 2 seconds, which last for 6 seconds each. These Fallen Monks will cast an ability based on their school: Ox will cast Keg Smash, Crane will cast Enveloping Mist and Soothing Mist, and Tiger will cast Spinning Crane Kick. As it stands, this will always summon 6 monks of your spec’s school, (Crane for Mistweaver, Ox for Brewmaster, and Tiger for Windwalker) the other 5 being a random combination of the other two. For us, this means we get 6 Crane monks. This is a 3 minute cooldown that does a large amount of healing which costs only 2% of your base mana.

Signature Ability

Venthyr also learns the ability Door of Shadows, which allows you to teleport to a target destination within 35 yards. This destination can be through walls, creating opportunities for more unique skips.

Soulbinds Quick

Ratings
  • Overall: Pretty good.
  • Raiding: Provides a good bit of extra stats which all go into throughput.
  • Mythic+: More stats and the haste proc is really nice for DPS.
  • Defense: Not really any to speak of.
  • Utility: Okay? Disorients mobs on a 1.5 second cast.

 

Recommended Path

 

Ratings
  • Overall: Pretty nice.
  • Raiding: NICE!!! Provides a good bit of throughput by raw stat and shields.
  • Mythic+: Alright. Break some roots.
  • Defense: Not any to speak of.
  • Utility: Not much to see here.

 

Recommended Path

 

Ratings
  • Overall: Really good.
  • Raiding: Really nice. Lots of extra throughput.
  • Mythic+: Nice. Provides a bit of extra throughput.
  • Defense: Nice. You can get a lot of extra shielding.
  • Utility: Nice. Spend less gold from the Hunter pulling a random pack.

 

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. Thrill Seeker – While in combat, you gain a stack of Thrill Seeker every 2 seconds, or 4 stacks when you kill an enemy. At 40 stacks, they are consumed to grant you Euphoria, which increases Haste by 20% for 10 seconds. Thrill Seeker decays rapidly while not in combat.

20% Haste for 10 seconds every 80 seconds in raids is a 2.5% bonus on average. Not bad for a passive bonus which you have to do absolutely nothing for to maintain it.

2. Agent of ChaosDoor of Shadows disorients all nearby enemies at the target location for 6 seconds when you appear.

This can make you use Door of Shadows as an AoE interrupt in Mythic+ which is really strong to have. In raids however this will be practically useless.

3. Fancy FootworkDoor of Shadows increases your movement speed by 40%, decaying over 6 seconds.

It might help you with kiting to get away quicker, but other than that we don’t need the extra movement speed.

4. Friends in Low Places – You loot 20% more Infused Rubies, and dredgers throughout Revendreth offer you an expanded selection of goods.

Open world stuff only, this doesn’t do anything for you in PvE or PvP content.

5. Familiar Predicaments – The duration of incoming interrupt, snare and root effects are reduced by 25%.

Pretty big in PvP. Can be useful in PvE as well if you’re snared/rooted and Tiger’s Lust is on cooldown.

6. Exacting Preparation – The benefits of Well Fed, Flask and weapon enchant effects are increased by 20%.

These bonuses aren’t big enough to warrant taking an Endurance Conduit to get to it.

7. Dauntless Duelist – The first enemy you damage in combat is marked as your Adversary. You deal 3% more damage to them, and they deal 1.5% less damage to you. You can only have one Adversary at a time.

3% more DPS on boss fights (less on Mythic+ due to AoE and targets dying), but not worth taking because of the Finesse Conduit required 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. Soothing Shade – Your spells and abilities have a chance to call Tubbins and Gubbins to your side for 12 seconds, who have a parasol in hand. Standing in the shaded area grants you 525 Mastery rating.

This gives us 63% Mastery when active, but due to it being Mastery rating it’s affected by diminishing returns. Still, 63% free Mastery is kind of big.

2. Watch the Shoes!Door of Shadows frees you from roots and snares.

We have Tiger’s Lust for this, but it’s a nice quality-of-life effect if that’s on cooldown.

3. Leisurely GaitDoor of Shadows has 2 charges, but its cooldown is increased by 30 seconds.

Given how mobile we are already, a second charge won’t change much. We would very, very, very rarely use Door of Shadows twice in a row if we had it.

4. Life of the Party – During the Ember Court, your guests gain additional happiness for each event completed. When the Court concludes, the effects of any decrees bestowed upon you are increased.

Doesn’t do anything for you in either PvE or PvP content.

5. Exquisite Ingredients – You have a chance to obtain an assortment of flavourful herbs and beverages when you kill an enemy that yields experience or honor.

Free materials = free gold!

6. Token of Appreciation – Grant a shield that absorbs 1544 damage to allies who aid you with healing or beneficial magic effects. You will only shield each ally once every 20 seconds.

As you are, in fact, the healer, in Mythic+ this will only really proc on Bloodlust/Heroism and refreshing buffs. In raids, this might give a shield to other healers, but it isn’t anything major.

7. Refined Palate – The effects of combat potions last 100% to 200% longer.

This is a nice passive bonus to how much you benefit from potions. Them being active for up to 3 times as long is pretty big. It does work with the Mana potion that makes you sleep as well, providing extra Mana. The only downside being you need to just sit there for a while longer, but you can just cancel at any time if needed.

8. Wasteland ProprietyFallen Order signals the start of tea time, giving you 6% Versatility and up to 4 nearby allies 4% Versatility for 30 seconds.

This is a nice bonus to have while Fallen Order is up as it increases their Enveloping Mist healing as well. Seeing as you’d only really press Fallen Order when you need heavy healing, the Versatility comes in handy. The 4% Versatility for 4 allies is a nice bonus to make your group do more DPS.

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. Service in Stone – Damage taken below 40% health is reduced by 10%. Upon death you leave a stone husk behind which shatters after 3 seconds, inflicting 100% of your maximum health in damage split among nearby enemies, and healing for 100% of your maximum health split among nearby allies.

Taking less damage when it’s most dangerous is a nice thing. It can help finish off trash when you die towards the end of a pull in Mythic+ or give your allies a little bit of a health boost while you run back to them. In raids, the on-death effect won’t do that much.

2. Move As One – When a nearby ally gains temporary increased movement speed, you also gain the benefit, up to 30% for 8 seconds.

A free moderate movement speed increase. We don’t really have a use for it, but it might make the difference in being able to move out of a mechanic in time.

3. Enduring GloomDoor of Shadows grants you a shield that absorbs damage equal to 15% of your maximum health. Lasts 8 seconds.

The shield doesn’t really last long enough to make it good. It might be useful in niche situations in which you’re missing health and you know you can’t survive a mechanic without the shield, but due to the cast time of Door of Shadows it is probably better to heal yourself up with a vivify in that time anyway.

4. Unbreakable Body – Your equipment takes 50% less durability damage from dying.

Less repair costs, saves you gold!

5. Expedition Leader – Leaving a resting area increases your mounted speed by 10% and your out-of-combat regeneration by 100%. Lasts for 10 minutes. The effect is refreshed when completing a World Quest.

It speeds up doing world quests, but that’s it. No impact on PvE or PvP.

6. Hold Your Ground – Standing still for at least 4 seconds grants you 10% increased Stamina and 4% increased healing done. This effect persists for 6 seconds after you start moving.

Increasing your health pool by 10% to survive a mechanic just by standing still can make the difference between life and death in some situations. Even though 6 seconds after you start moving isn’t much, you can still use it to make it a bit easier to barely survive otherwise lethal damage.

7. Superior Tactics – Interrupting an enemy or dispelling an ally increases your critical strike chance by 10% for 10 seconds. This can only occur once every 30 seconds.

If you can consistently dispel allies this might see some use. However, if you can’t, its value quickly diminishes.

8. Built for War – While you are above 80% health you gain 1% Intellect every 3 seconds, stacking up 4 times. If you fall below 50% health, the effect is lost.

On higher Mythic+ and when doing challenging raids this might be more difficult to keep up. However, if you can, a 4% Intellect bonus is pretty nice.

 

Changes with Covenant

Rotation

Cast a few second before damage comes out or on cooldown if you want to do more damage.

Talents

Mist Wrap. This actually buff’s the clones’ enveloping mists.

Gear

None.