Advanced: Night Fae

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Welcome to PeakofSerenity’s Windwalker 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.

Recommendations

Night Fae is fortunate enough to have three very strong Soulbinds, largely due to their final row of options. Niya is generally the preferred Soulbind to start due to Grove Invigoration providing Mastery; Dreamweaver tends to become strongest once you have access to Social Butterfly. Lastly, once you have access to all the Soulbind’s path Korayn’s final row includes First Strike which is just incredibly overpowered in many situations. Niya also catches up due to the insane strength of Niya’s Tools: Burrs.

Abilities

Class Ability

Faeline Stomp. This gives you an additional “rotational” button to use as close to on cooldown as you can. It lays a decorative line on the ground that deals two hits of damage to any enemy caught in its path. It also has a chance to reset when you cause damage with other abilities, so it is one that you’ll want to use as often as possible to maximize the potential for resets.

The strength of this ability comes in the frequent pressure that it puts into multiple targets. While it may not be automatic that it hits each target, it has a very high damage ceiling.

 

Signature Ability

Soulshape. This is another mobility cooldown that will instantly blink you forward 15 yards and also grants a 50% movement increase for 15 seconds. Monks have a large number of mobility spells and cooldowns. Having another blink is nice, but there isn’t a huge benefit for monks on this one. If you do like to potentially roleplay as a spectral fox, you now have a pathway to live out that fantasy in WoW.

 

Soulbinds Quick

Ratings
  • Overall: Great
  • Raiding: Great
  • Mythic+: Great

 

Recommended Path

 

Ratings
  • Overall: Great
  • Raiding: Great
  • Mythic+: Great

 

Recommended Path

 

Ratings
  • Overall: Great
  • Raiding: Great
  • Mythic+: Great

 

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 0.892%. Its not a ton, but if you can get a few to overap totally 3.57% Mastery, which is a decent amount of passive Mastery. With the Class Ability benefiting from Mastery, more procs that increase our Mastery just means more damage for what we’ll already be doing.

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 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.

Now that its clear that this affects Bosses, this results in a HUGE amount of damage, making this worth taking even at the loss of a Potency conduit.

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.

Depending on how often you interrupt, this can be no benefit or a HUGE amount of damage especially if something needs to be consistently interrupted.

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.

We don’t do much healing thats not overhealing, so we won’t get much use out of this.

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 which you pretty much always will be.

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 how much of our healing from Expel Harm is going to be overhealing, this should keep a shield on you most of time unfortunately it wont be very much since it doesn’t heal for very much.

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 7.5 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 haste means slightly more resets and you’ll almost always be aiming to stand on a Faeline, so its more benefit for doing the same thing.

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 damage is great to start a fight with, as that’s when most of the burst is done. Some bosses will even have multiple phases where their health, or the health of an important target, starts again at higher than 75%, making this even more useful. It won’t last as long in Mythic+, but its one of the strongest initial Soulbind slots.

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

Night Fae‘s Class Ability benefits from being used as often as possible to maximize the resets. Like previous abilities with resets, you want to use it as often as possible, ideally on cooldown. However, in practicality you’ll still prioritize abilities like  Rising Sun Kick Whirling Dragon Punch, and  Fists of Fury.

 

Talents

There is no special changes in Talents that are prompted by taking Night Fae.

 

Gear

There is no special changes in Talents that are prompted by taking Night Fae.