Advanced: Kyrian


Welcome to PeakofSerenity’s Mistweaver Monk PvE Kyrian Guide. This guide is designed to be a more in-depth look at the Kyrian 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 9.0.5 and is regularly updated when discussion, theorycrafting, or testing yields new information.


Class Ability

This covenant provides Weapons of Order, which is an ability that grants a 30 second buff and resets Essence Font’s cooldown upon use. This buff increases our mastery by 10% for its duration. Additionally, at the start and end of Essence Font’s channel, you emit a pulse of healing in a 15 yard radius. The mastery buff is a flat amount and follows scaling rules; so, for us, it actually provides a flat 42%. As this is a percentage amount and not Mastery rating, it does not contribute to the diminishing returns effect in stats that Blizzard has added in Shadowlands. The pulse of healing is capped at 6 targets and does about ⅓ of a Vivify cleave. Effectively, we get 12 vivifies if we hit Essence Font nearly on cooldown within the buff window. Weapons of Order has a 2 minute cooldown and costs 5% of your mana.

Signature Ability

Kyrian also grants the ability Summon Steward, which (as you guessed) allows you to summon a steward which can do a few things; the only one we really care about from a numerical standpoint is Phial of Serenity. This phial has 3 charges (similar to a Healthstone), and upon use, heals 20% HP and removes all diseases, poisons, curses, and bleeds; it has recently been patched to no longer put your other potions on cooldown, which is a nice QoL buff to this effect. It can be used once per encounter, on a three minute cooldown. It also allows you to change your talents (out of combat, on a 4 hour cooldown) and vendor stuff (on a 1 hour cooldown).


Soulbinds Quick

  • Overall: Meh.
  • Raiding: Underwhelming. This only really provides use with mastery which isn’t all too hot of a stat.
  • Mythic+: Good if you want more healing. Meh if you want mixed focus. Doesn’t really bring much to the table besides some mastery.
  • Defense: Pretty alright. Flat 3% magic dr is very powerful in raids as most damage you’ll take in raid is magic.
  • Utility: Pretty meh. Allows you to get your services back faster.


Recommended Path


  • Overall: Pretty good.
  • Raiding: Amazing. Provides a good bit of throughput directly with Valiant Strikes and 5% crit on top of it.
  • Mythic+: Pretty alright. Valiant strikes allows you to have a little more dps time and 5% crit is more damage.
  • Defense: Very nice. Provides you with a shield when you start the fight and in between trash packs as well as helping allies. 
  • Utility: Boosting ally hp before a bit hit is great. 


Recommended Path

  • Overall: Meh.
  • Raiding: Nothing notable to increase throughput.
  • Mythic+: Underwhelming. Bron does some damage I guess… 
  • Defense: Meh. A shield on fall is nice but doesn’t happen often.
  • Utility: Alright if you get stunned a lot.


Recommended Path



Soulbinds In-Depth

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


Soulbind Nodes

1. Combat MeditationWeapons of Order increases Mastery rating by 350 for 20 seconds and sometimes expels (up to 3) Sorrowful Memories. Walking through these extends this bonus by 6 seconds.

For us, this translates into 42% Mastery. However, as it’s Mastery rating and not a set percentage, this is affected by the diminishing returns on stats. Quite a decent addition. Its short duration however might make it a bit iffy to use, as you’ll be rushing through Memories to just keep the buff going which reduces how often you actually make use of it.

2. Focusing Mantra – Defeating an enemy lowers the cooldown of your Phial of Serenity by 1 second.

Decent for world content and M+. Useless in raids as you don’t really defeat enemies that count towards this on most bosses.

3. Road of Trials – Defeating an enemy gives you 10% increased movement speed for 20 seconds. Effect is increased if it’s a powerful enemy.

Decent for speeding through world content, but virtually useless in M+ and completely useless in raids.

4. Phial of Patience – Phial of Serenity heals for 35% additional health, but its healing is turned into a HoT effect that lasts for 10 seconds.

Whereas it’s a big increase in healing, most of it will likely be overhealing as you’ll already be healed to full before the effect ends. An instant heal, even though doing less healing overall, is more valuable.

5. Bond of Friendship – Defeating an enemy reduces the cooldown of your Steward’s non-Phial services by 30 seconds.

These services are useless in raids and M+, as you don’t loot stuff to sell and you’re not able to change talents in M+. For raids, defeating enemies doesn’t really happen anyway so you won’t really get reduction at all.

6. Cleansed Vestments – When you kill an enemy that yields experience or honor, have a chance to obtain cleansed cloth and enchanting materials.

This gets you some extra materials (and therefore gold) during world content.

7. Let Go Of The Past – Using a spell or ability reduces your magic damage taken by 1% for 6 sec. Using another spell or ability increases this amount by 1% when it is not a repeat of the previous spell or ability, stacking to 3%.

Windwalker Mastery but giving us flat DR. The buff runs out quickly but you should be able to maintain it, giving you a free 3% DR. The only thing that might make it run out is if you’re channeling Essence Font while running the Upwelling talent, as it dramatically increases Essence Font’s duration.

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


Soulbind Nodes

1. Valiant StrikesYour critical strikes grant you stacks of Valiant Strikes, up to 20. If a nearby party member drops below 50% health, you consume these stacks to heal them for 1% of their maximum health per stack. After healing this way, you may not benefit from Valiant Strikes for 1 min.

This can be an amazing Soulbind Ability depending on your party composition and the fight. This will stack up rather quickly due to having many HoTs out as a mistweaver. If people drop below 50% frequently, you can get plenty of healing out of this passive effect.

2. Mentorship – When your health is above 90%, your nearby party members’ maximum health is increased by 5%.

5% is a small amount and as 90% health is the threshold at which it disappears, it’s gone too quickly to make a difference.

3. Ascendant Phial – Phial of Serenity makes you immune to Curse, Disease, Poison and Bleed effects for 8 seconds.

This is huge to get rid of otherwise undispellable bleeds or debuffs that you or your co-healers cannot dispell due to class limitations.

4. Cleansing Rites – After 5 seconds out of combat you gain a shield for 10% of your maximum health.

Good for world content, decent for Mythic+ depending on how much you chainpull (more chainpulling = less time out of combat = less useful), useless for raids as you don’t reset combat on bosses.

5. Ever Forward – While above 90% health, your mounted movement speed is increased by 10%.

A small movement speed increase for world content and in some open-air dungeons that allow mounting, otherwise it doesn’t do anything.

6. Bearer’s Pursuit – Your damaging spells and abilities have a chance to decrease your target’s movement speed by 45% for 20 seconds.

This can be really good for kiting mobs in Mythic+ and for keeping distance from the opponent in PvP. In raids however you won’t see a use for this.

7. Pointed Courage – You gain 1% increased Critical Strike chance for every nearby enemy or ally, stacking up to 5%

This is immensely strong depending on the number of players around you in raids. If you don’t have to massively spread in a fight, you’ll likely see a near-permanent 5% increase in Critical Strike chance.

8. Resonant Accolades – When you receive healing while above 70% or you heal an ally above 70% health, 4% of the healing done is repeated over 5 seconds

This is a marginal amount of healing. Say you heal an ally from 70% to 95% health, this Soulbind ability will land your target at 96% health.Nothing a small Renewing Mist can’t handle. You won’t be aiming for this.

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


Soulbind Nodes

1. Bron’s Call to Action – After using 90 damaging or healing spells and abilities, your next spell or ability summons Bron. Bron knocks back enemies when he’s summoned and then attacks and heals your targets for 30 seconds.

He does no major damage or healing. It’s a required Soulbind ability to move into the rest of the tree, but apart from that it’s pretty useless.

2. Forgelite Filter – When reduced below 35% health, Phial of Serenity automatically heals you and consumes a charge.

Sort of a nice safety net, but having control over your Phial is more valuable as 35% health is still easily recoverable yourself in most situations.

3. Charged Additive – Using Phial of Serenity knocks back nearby enemies.

Thunderstorm lite when you use your Phial can be pretty useful in world content if you need to get away from mobs that are aggroed to you and heal at the same time. In Mythic+, however, it is more likely that your tank will complain because you knocked the mobs away from him as well.

4. Regenerating Materials – Casting or receiving healing has a chance to improve the remaining durability on your armor.

This might be useful when you’re wiping over 300 times to a boss and you can’t cover your repairs anymore. Otherwise, just a flavour thingy.

5. Resilient Plumage – You take 20% reduced fall damage and after taking fall damage, damage you take is reduced by 20% for 15 seconds.

This can be really useful in fights where there’s knock-up and falling effects as a 20% damage reduction is huge. Fights like Fallen Avatar come to mind. Unless we get fights with such mechanics though, this will be useless.

6. Soulsteel Clamps – After standing still for 5 seconds, incoming stun and incapacitate effects are reduced by 30%. Lasts for 5 seconds once you start moving.

Pretty big for PvP and some Mythic+ trash to reduce the effectiveness of CC. Raids however don’t really have that kind of stuff so it’s useless there.

7. Hammer of Genesis – Damaging a new enemy grants you 3% Haste for 10 seconds, stacking up to 5.

Pretty solid for Mythic+ for when you pull new trash packs and you need to stabilize your group quickly after getting your Spinning Crane Kick in. You won’t really get a use out of this in raids, though.

8. Sparkling Driftglobe Core – When reduced below 35% health, you stun nearby enemies for 3 seconds. Can only occur once every 45 seconds.

A nice safety net in Mythic+, but maybe a bit iffy in Sanguine weeks (although pairing with Ring of Peace could see some really creative plays!). In raids, most adds are immune to stun, so this won’t help you there.


Changes with Covenant


If you’re taking Chi-ji you will want to use this before hand or if you’re not use it right before damage goes out.


Chi-ji is more viable.