Resto Druid Guide
Updated for 5.4
________________________________________________
Hey all, I will be updating the guide VERY SOON, bear with me. My time has been very filled lately with rl events, but the time has come to refocus on the class/spec we all know and love. Thanks for the patience!
A huge thank you to Dendrek for keeping up amazing druid guides for so long and always adding a lot to this guide. Thanks also to Fumsy for originally updating this for MoP. Also a big thanks to Cambria for keeping it updated for as long as she did. I have been personally raiding in MMOs for 4 years now, 3 years in WoW, all 3 years being Resto druid. Also thanks to Earen on EJ, Tang and crew on inc Bear, and everyone else who have put work into resto druid theorycrafting.
1. Introduction
2. Stats2.1 Stat Priorities
2.2 Stat Pointers
2.3 Crit Vs. Mastery
3. Enchants
4. Gems
5. Reforging
6. Consumables6.1. Food
6.2 Potions
6.3 Flasks
7. Talents
8. Glyphs
9. Spells9.1 Healing Spells
9.2 Utility Spells
9.3 Passive Spells/Abilities
10. Mechanics
10.1 Mastery: Harmony
10.2 Symbiosis
11. Healing Strategies11.1 Healing Dungeons
11.2 Healing Raids
12. Professions
13. User Interface13.1 Weak Auras
13.2 Macros
14. Spreadsheets
15.Gear15.1 Tier Gear
15.2 Trinkets
15.3 Pre-Raid and Raid Gear Lists
16. PTR
17. Warlords of Draenor
18. FAQs/Links
19. Version History
Searching the guide: To make it easier to search this guide, each section is proceeded by a #. If you need to get to a certain section quickly, hit [Crtl]+[f] to open your browser's "find" option, then type the section number you're looking for, preceded by the # sign. For example "#2.1" (without quotes) will take you to Reforging.
#1. Introduction
I know this guide is long and may seem like a lot, but I have literally put every single thing I possibly can about resto druids into it. If you are a casual raider, a lot of it you wont need. Anyone else, this is pretty much everything you need to know. As always I expect everything I post to be proven by numbers and facts.
Feedback is Welcome!
Arguing and trolling is not. If someone asks a question or makes a comment do not flame them, this guide is here to help people learn and understand. If you see something you would like me to add please comment. If you know something is wrong or outdated please tell me with something to support it. This will be updated a ton so feedback and mature debate is encouraged.
#2. Stats
I will be taking most of my information from EJ and the new resto druid writer, Earen. Thanks to him for taking their guide over.
Basic Stat Priority:
Intellect = Spirit* > Haste Cap > Mastery > Crit > excess Spirit > excess Haste
More info below
Intellect:
Intellect provides 1 Spell Power and 0.00039% to Crit per point.
Several abilities and bonuses may interact with Intellect to provide an increased value for each point of Intellect that you have. There are three main abilities that will have this effect: Leather Specialization (5%), Heart of the Wild (6%) and Mark of the Wild (5%). As such, assuming use of Leather Specialization and MotW, 1 point of Intellect will be worth 1.1025. If you add in Heart of the Wild 1 point of Intellect will be worth 1.169 (this will also provide you with 0.00046% Crit per point). Note that it takes 2168 points per 1% Crit, which is about 3.5 times weaker than 1 Crit rating.
Intellect will be your best stat for throughput.
Spell Power:
Intellect, without the talent bonuses or Crit bonus. Basically a weaker form of Intellect that only appears on weapons and trinkets, but is still good.
Spirit:
Since Intellect no longer increases our mana pools, or has any effect on our regen (or Innervate), Spirit has become our primary regen stat. 1 point of Spirit will grant you roughly 1.128 MP5 (~.56 MP5 in combat). With Meditation (which is baseline), you will gain 56.4 MP5 in combat for every 100 Spirit.
Take enough Spirit, that's basically all anyone can tell you. I personally would recommend experimenting with different amounts, sometimes you'll be surprised how different of a play-style different levels of Spirit can create, and sometimes something that seems to be the best for you at first, might not be once you've tried something different. 25 man does generally demand a higher level of Spirit than 10, but the amount of Spirit you need will vary with your group makeup, the players, the encounters, your gear, along with many other things. When you feel comfortable with your regen, you can move on to other secondary stats.
From EJ: Over the course of a 3-minute period, you get to cast one extra Rejuv (9600 mana) for roughly every 480 Spirit added. Putting those 480 into Mastery instead would make all your heals 1% stronger.
Spirit is not the spell to stack past what you need to get through a fight.
Haste rating:
425 Haste rating gives 1% spell Haste. This reduces the cast time and GCD of all of our spells, to a minimum of 1 second GCD (there is no effect on Rejuvenation, which automatically has a 1 second GCD from talents). It also causes our HoT's to tick faster and potentially gain extra ticks (see below for more on break-points). Aside from a few very significant break-points, Haste is a weaker secondary stat since it doesn't improve Rejuvenation at all, and increases mana consumption.
Break-points:
- The first major break-point we will want to try to reach if it is not too much trouble is 3043, for your first Rejuv and Tranquility tick.
- One thing to note about the Tranquility break-point is that it only affects the HoT portion of Tranquility and you do not gain extra ticks of Tranquility itself.
- A lot of people agree the second major break-point (6652) isn't worth losing Mastery/Crit over. If you have a ton of pieces with pure Haste on them, and you aren't actually losing a ton of other stats that's the main point you want to consider the second break-point. Other than that, it's probably best to stay at the 1st.
- The third major break-point, and the only one after 6652 you'll want to consider, is the 13,163 break-point. It may seem out there, but it starts becoming possible around ilvl 540+. Whether or not this break-point is worth it in current gear is a topic of much debate, but the general consensus seems to be that if you can do it without losing too much Spirit or Mastery, then it's worth it. Hamlet talks about this more in-depth here. It's important to note all the possible benefits of such a Haste level, and not just the ticks you gain. You also gain a faster GCD, a better proc rate on anything RPPM (Meta, trinkets, etc), and a faster casting time on everything. If you are debating this break-point, make a post in the forums, or comment here, and the community will help you decide if your current gear would be a good fit for the break-point. Expect this break-point to become standard in 5.4.
- There is no rounding when it comes to Haste and there hasn't been for a long time now. You want to get as close to the number as possible if not right on it.
- Credit to theincbear.com, Binkestein of totemspot.com, wtsheals.com, and Hamlet for some of my research on Haste break-points.
Mastery rating:
480 Mastery rating adds 1% to our Harmony bonus. This is essentially a flat bonus to all healing (albeit an additive bonus, so slightly weaker than it looks). Aside from Haste break-points, Mastery is the secondary stat giving the best throughput increase.
Critical Strike rating:
600 Crit rating gives 1% to Crit. All healing effects are able to Crit. Due in part to its greater itemization cost, Crit adds slightly less throughput than Mastery.
#2.1 Stat Priorities
In general: Intellect = Spirit* > Haste Cap > Mastery > Crit > excess Spirit > excess Haste
*Enough, nothing more
Things to know:
- Once we're comfortable with regen, we will be Int stacking again (for the most part).
- Haste break-points are still important.
- For now when choosing secondary stats, take the highest ilvl/socket count, reforge the worst stat if needed.
- Excess Haste is worthless, don't take it, it's our worst stat.
- Mastery vs Crit is explained below.
#2.2 Stat Pointers
Few Pointers:
Never, use cloth. 5% int is too much to waste. To begin raiding, make sure you have no cloth pieces.
Direct Healing:
If you are doing heavy tank healing and relying on LS procs, Crit may be better for you.
Raid Healing:
Haste between break-points brings nothing. Mastery is better for raid healing.
#2.3 Crit Vs. Mastery in MoP
Between Mastery and Crit, Mastery winds up being a slightly better throughput benefit. In theory you can stack Mastery so high that it starts to fall behind Crit, but that is unlikely to occur until extremely high gear levels - if at all this expansion. Crit may be stronger in certain limited situations; in particular, if you're frequently spamming direct heals and hoping for high Living Seed procs (i.e. performing heavy tank healing).
#3 Enchants
#4 Gems
It should be noted that, unlike in past expansions, socket bonuses are generally quite strong. This means that, outside of extraordinary circumstances, you will want to match your sockets for desirable bonuses.
Fits red sockets:
Fits yellow sockets:
Fits blue sockets:
Fits red and yellow sockets:
Fits yellow and blue sockets:
Fits red and blue sockets:
Meta sockets:
#5 Reforging
- Spirit - Make sure you have enough Spirit to avoid going OOM.
- Haste - With the 5% Haste raise buff, you have the 3043 or 6652 Haste break-points. Without the 5% Haste raise buff, you have the 5320 Haste break-point. Minimal excess Haste over these numbers.
- Mastery - All Crit and excess Spirit or Haste should be reforged into Mastery. Reforge out of Mastery if you need more Haste or Spirit.
- Crit - Reforge out of Crit to one of the other three secondary stats based on the guidelines above unless heavy tank healing.
#6 Consumables
It’s important to note that, unlike gems, secondary stats are equivalent to primary stats in these categories. If you need additional secondary stats in lieu of Intellect, first try to make the necessary changes with gems before relying on these temporary consumables.
#6.1 Food
It's generally better to eat a feast if it's available. But if you need Haste for a cap or if your gear has a really low amount of Spirit, you may opt for one of those food sources instead. Generally, the priority of food choices should be as follows:
Feasts:
All Banquets provide a minimum* of 250 to a primary stat (Int, Agi, Str) or 375 to Stam for a tank.
However the Banquets may also provide additional benefits depending on the player's primary stat:
Note:
- The Pandaren Banquet is the only Banquet that provides a bonus for all primary stats. All other Banquets provide a bonus to (at most) one primary stat (as specified above).
- Steamer is the only feast that provides Spirit. Eating any other feast will provide a healer with Int. Casters eating a Steamer will get 250 Int.
- Eating any feast that does not provide your main stat (Pot for Int or Steamer for Spi) will give 250 points to your main stat or 375 Stam for a tank.
- Feasts only provide one stat per user (you can't get Int and Stam at the same time). People are sometimes confused by this so I thought I'd make it clear.
Intellect:
Spirit:
Haste:
#6.2 Potions
In almost all cases, Potion of Focus should be the potion of choice. Try to coordinate with your fellow healers for a chance to drink up. The other potions should only be used in special cases.
#6.3 Flasks
#7. Talents
You can now change individual talents with the use of a single Dust of Disappearance (at level 85) or a Tome of the Clear Mind (level 86 or above), purchasable from Inscription vendors. This means, you could use a unique spec for every boss in a given raid without ever having to visit a trainer.
In fact, you should plan on changing talents regularly through the raid night.
There is no longer a cookie cutter talent tree.
For a given fight, there might be some “best options” for you to choose, but every single boss might have different “best options.” With a strong understanding of boss mechanics and class mechanics, you should have some freedom to be creative. I highly encourage creative uses of your talents to counter specific fight mechanics.
Tier 1 (Level 15)
This talent tier focuses on movement mechanics.
Tier 2 (Level 30)
All of the talents in this tree allow more healing utility.
Tier 3 (Level 45)
All the CC's! Use them! All Situational.
Change these per fight as needed.
Tier 4 (Level 60)
Healing CD's
- Soul of the Forest - Steady throughput
This ability is very strong when coupled with Wild Growth. You get an extra 2 ticks, which is a huge HPS increase. - Incarnation - Situational, can be used as mana gain CD, a throughput CD, or an "oh shit" button.
- Force of Nature - Free smart heals
Soul is for burst AoE for mass raid damage and great for heavy tank damage. Tree is still amazing as always being a healing and regen CD. Force has been updated and it is a lot better. This tier has become our most controversial in terms of choosing.
Tier 5 (Level 75)
All the CC's! Use them! All Situational.
Change these per fight as needed.
Tier 6 (Level 90)
- Heart of the Wild - Situational
Offers a static 6% increase to Intellect, a bonus to healing when used, and also offers the ability to enhance specific abilities outside of the resto specialization for 30 seconds. While the "enhanced" portion of the ability is debatable, the Intellect increase is quite strong. While the healing CD is nice, due to the long CD, Nature's Vigil would be better. - Dream of Cenarius - Situational
Increases Wrath damage by 20% and your Wrath spell causes a nearby ally to be healed for 100% of the damage done. Can be useful to give support healing when damage is the priority (Norushen solo phase). - Nature’s Vigil - Recommended
Increases all damage and healing done by 12% for 30 seconds. It also permits your single target healing spells to do damage to nearby enemies and healing to nearby allies for 25% of the healing done and permits your single target damage spells to do healing to nearby allies for 25% of the damage done. This is a strong option due to the increased healing provided, which offers us an additional cooldown during high damage times. This ability has become very strong now that it makes our Rejuv ticks, our LB ticks, SM any single target casts to do extra healing.
If you're not sure, choose Heart of the Wild . If you're in need of a CD, Nature’s Vigil pairs well to make Incarnation stronger, but many druids find themselves not needing Incarnation anymore, let alone Nature’s Vigil, in terms of raid-saving CDs. Heart of the Wild also allows for the utility of peforming another role temporarily, which can honestly make or break a pull during progression if used wisely. I'd also recommend having all your Bear/Cat/Wrath casting bars or setups done, and to learn the abilities, to make it easier to play those other roles.
#8 Glyphs
The way glyphs work and the types that are available have changed somewhat. The two glyph types are "Major" and "Minor." The Major are the powerful glyphs that make spells stronger and/or change how they work. The Minor glyphs are mostly cosmetic changes that add fun twists to appearances or spells, but don't provide combat bonuses.
Major Glyphs
Efflorescence - Recommended
This glyph is pretty much mandatory. It gives you basically 100% up-time on your green circle, it increases your Swiftmend by 20%, and it has no downsides, and now that Lifebloom is no longer a glyph, it competes with nothing else for the slot.
Rebirth
Bringing your ally back to life at 100% health can be valuable. It provides some nice leeway for players who accidentally resurrect at inopportune times.
Regrowth - Recommended
Crit is our worst stat. By using this glyph you can run as little Crit as possible with pretty much no downside since RG is pretty much our most solid direct heal right now.
Rejuvenation
If you use nourish as a filler this glyph is priceless. Going to depend on your character and playstyle. Spreadsheets seem to show that nourish now does next to nothing, and it's almost no longer worth casting. Will need to see in raids.
Wild Growth
You should always use this glyph for 25-man raiding; for some 10-man fights you may be too spread out to gain the benefit of an extra target; for 5-mans, you generally won't gain much (if any) benefit from having an extra target so you might want to pass on this glyph.
Glyph of Stamp Roar is also good for certain situations.
Minor Glyphs
Cosmetic so won't be covering them.
#9 Spells
Taken from EJ: Edited by me. Not going to fix what isn't broken.
#9.1 Healing Spells
Healing Touch
Has the same cast time as Nourish, but is less efficient and much larger. While a typical use was to top off a tank who needs a direct heal, glyphed Regrowth now does this quicker and more efficiently. As such, you will almost never cast Healing Touch in its current state.
Lifebloom
You want to keep this rolling on a tank at virtually all times. It is a strong, cheap HoT, has a very fast tick rate to help stabilize the tank. It is also helps to enable Omen of Clarity procs, so that you enter a clearcasting state. Try to get used to the timing of refreshing this on the last tick without breaking your casting rhythm, both with Lifebloom itself and with Nourish/HT/RG. With the increased duration of Lifebloom, you should always have an opportunity to refresh it in your healing rotation. Always have a Lifebloom stack on one person, even if there's no tank at the moment. Additionally, you can swap around your three stack for the cost of one GCD and utilize it as a quick ticking HoT for quick, emergency healing on another member of your raid, provided it's not needed on the tank at that time.
Nourish
The Druid's cheap heal. Nourish's healing per mana is now quite low, and your mana may be better spent filling time with extra Rejuvenations instead, when you can afford them, even if it means you have some down time in casting. Based on this there is almost no optimal time to utilize nourish where another spell will not better serve you.
Regrowth
The Druid's fast, inefficient direct heal. When people in the raid need immediate healing to avoid death, use this (also use Swiftmend if it's available). Whenever a Clearcast procs, you can more liberally throw a Regrowth on anyone in the raid who isn't topped off. With the [Glyph of Regrowth], Regrowth becomes a very powerful, fast, direct heal and will be your main direct heal. If you are utilizing the glyph, Regrowth has almost equal healing to Healing Touch, and will also plant a living seed on your target. As such, you may want to consider pairing it with Nature's Swiftness. You can utilize the macro above to achieve this - just replace "Regrowth" with "Healing Touch". Regrowth has another important use during Incarnation: Tree of Life, discussed below.
Combined with Nature's Swiftness (now on a one minute cool-down), it provides an emergency instant heal which is somewhat stronger than Swiftmend. You'll usually use it with Swiftmend when you need two consecutive instant heals on someone.
Rejuvenation
Though we have to manage our mana, and will not be able to sustain blanketing the raid, this spell is still central to our healing. It does very high amount of healing, is quite efficient, and it enables Swiftmend. Because it is a moderately expensive instant, it can burn your mana quickly if you start spamming it. But whenever you can cast a Rejuv that will not be mostly overheal, it is an excellent choice. In addition, you will often maintain Rejuvenation on a tank who's taking any significant amount of damage. In general, your "filler" healing is a mix of Nourish and Rejuv, based on your mana. It is also worth noting that your rejuvenation will now also instantly heal for the equivalent of one tick upon being cast.
Swiftmend
A strong instant heal on a short cooldown. Swiftmend now has efflorescence baked into it as one of the base effects of the ability, so in addition to the instant heal, you will also provide AE healing to those 10 yards around the target. Additionally, if you are spec’d into Soul of the Forest, your Swiftmend will provide a haste boost to the next spell cast, and is very complimentary when used in concert with Wild Growth.
Swiftmend is one of our best spells. Always be vigilant for people at low HP on whom you might use this. It's great for helping stabilize a tank anytime you see them sit low for more than a GCD, or making sure any raid member is safe while your HoT's do their work. You can Swiftmend another Druid's HoT's, so you want your raid frames to show who's Swiftmendable. Using Swiftmend on cooldown also helps to ensure high Harmory uptime.
Glyph of Efflorescence: While this is not a spell, I do feel that it deserves a note of its own. This glyph will make Efflorescence a permanent spell as long as you have a Wild Mushroom active in the raid. Additionally, utilizing the glyph will allow you to decouple swiftmend from efflorescence, which effectively means that you no longer have to rely on swiftmend to place efflorescence and will be able to utilize the two abilities individually without any negative consequence.
Tranquility
#13.1 Weak Auras
Weak Auras is a powerful tool that you can adapt to create auras and notifications to alert you to important events, either with your character or in a given encounter. While they certainly are not necessary, learning Weak Auras and utilizing them will help to allow you to monitor important things while healing. Below are some basic auras for Resto Druids. You can use them as they are, or modify them to better fit your needs.
Nature's Vigil
Wild Growth
Swiftmend
Soul of the Forest
Nature's Swiftness
Wild Mushroom: Bloom
Mushroom Charges
Lifebloom Missing
Lifebloom Active
Iron Bark
Innervate
Incarnation: Tree of Life
Harmony Missing
Harmony Active
Clearcasting
Low Mana Warning
Legendary Meta Proc
Mana Tide
Berserking
Trinket - Soothing Talisman of the Shado-Pan Assault
#13.2 Macros
Now that we will be more frequently changing single talents, it makes sense to have the talents from a given tier bound to the same key. I recommend making a macro that incorporates all the abilities from a single tier so you don't need to constantly mess with your bars/bindings.
Tier 2:
/cast Renewal
/cast Cenarion Ward
/cast Nature's Swiftness
/cast Healing Touch
Tier 3:
/cast Typhoon
/cast Mass Entanglement
/cast Faerie Swarm
Tier 5:
/cast Mighty Bash
/cast Ursol's Vortex
/cast Disorienting Roar
Instant Healing Touch:
/showtooltip Nature's Swiftness
/stopcasting
/cast Nature's Swiftness
/cast [target=mouseover] Healing Touch
(Take out mouseover if you use a click addon)
Rebirth in combat, revive out of combat:
#showtooltip
/cast [nocombat] Revive
/stopmacro [nocombat]
/cast Rebirth
/ra Rebirth on %t
Clique Mouseover Version:
/cast [target=mouseover,help,dead,combat] Rebirth; [target=mouseover,help,dead,nocombat] Revive; [target=mouseover,help,nodead] Regrowth
Auto Proc Trinkets on CD:
/script UIErrorsFrame:UnregisterEvent("UI_ERROR_MESSAGE");
/console Sound_EnableSFX 0
/use [combat] 14
/console Sound_EnableSFX 1
/script UIErrorsFrame:RegisterEvent("UI_ERROR_MESSAGE");
"max protection":
#showtooltip Barkskin
/cast Barkskin
/cast Nature's Grasp
/cast might of ursoc
Manually Proc Both Trinkets:
/use 13
/use 14
Mouseover Macros:
Some people like to use Mouseover macros instead. Unlike keybinds, this is still only 1 step instead of two, the same way clicking is in vuhdo, grig+clique, or healbot. Thanks to
Tempro. It's all up to preference.
http://www.mmo-champion.com/threads/...-s-Compilation #15.1 Tier Gear
T14 2 Piece Bonus: The 2T14 will be quite attractive as we enter the first tier of raiding, due to the reduced mana cost of Rejuvenation (10%). Use it as soon as you can get it.
T14 4 Piece Bonus: The 4T14 is also quite good largely due to the fact that the decreased cooldown on Swiftmend will make Soul of the Forest more powerful.
T15 2 Piece Bonus: This bonus will be quite nice in a 25 man setting due to the likelihood of consistently having four targets grouped for Swiftmend, but may not be as useful in a 10 man setting.
T 15 4 Piece Bonus: The value of this bonus is about a 16% increase to rejuv's healing, the later, more powerful, ticks are more likely to be overhealing - which synergizes well with the new mushroom format.
T 16 2 Piece Bonus: I think that this is an interesting bonus. Essentially, at 5 stacks you have a completely free HT. I’m not 100% sure it will be worth picking up until you have your four piece bonus – as I’m not sure it’s worth losing your 4 T15 bonus. That being said, if you are not in T15 Heroic Gear and/or you don’t have your T15 4 piece bonus – the item upgrades may be worth moving to right away, so keep that in mind and consider it as you make a gear plan for yourself.
T 16 4 Piece Bonus: This is a pretty powerful four piece bonus, and is something that you will want to try and pick up as soon as you can. It’s a very nice boost to Wild Growth, and gives it something it sorely needs in today’s healing environment: the ability to offer a nice heal instantly
Jina-Kang, Kindness of Chi-Ji: The Legendary Cloak - While not a set bonus, I do think that the cloak is worth mentioning. As a druid, this is going to be especially powerful given the nature of HoTs and the relationship that they have come to have with overhealing, especially in today’s healing environment. You will want to try to acquire your legendary cloak as soon as it’s feasible for you to do so.
#15.2 Trinkets
Based off EJ data,
check their page to see their updated info.
[Prismatic Prison of Pride]ilvl: 528/540/553/559/566/572
Avg Spi: N/A
Avg Int: 1620/18112/2045/2162/2308/2442
MP5: Based on Current Spirit + Stat Increase
Location: Sha of Pride - Siege of Orgrimmar
Stat Increases are at: 6%/6%/7%/7%/8%/8%
[Nazgrim's Burnished Insignia]ilvl: 528/540/553/559/566/572
Avg Spi: N/A
Avg Int: *
MP5: N/A
Location: General Nazgrim - Siege of Orgrimmar
RPPM .92 Multistrike
[Thok's Acid Grooved Tooth]ilvl: 528/540/553/559/566/572
Avg Spi: N/A
Avg Int: 1620/18112/2045/2162/2308/2442
MP5: N/A
Location: Thok the Bloodthirsty - Siege of Orgrimmar
Cleave
[Dysmorphic Samophlange of Discontinuity]ilvl: 528/540/553/559/566/572
Avg Spi: *
Avg Int: 1552/1735/1959/2072/2211/2339
MP5: *
Location: Siegecrafter Blackfuse - Siege of Orgrimmar
RPPM .92
[Stolen Relic of Zuldazar]ilvl: 502/522/528/535/541
Avg Spi: 1218/1467/1552/1657/tbd
Avg Int: n/a
MP5: 686.95/827.39/875.33/934.55/tbd
Location: Primordius - Throne of Thunder
RPPM 3
[Inscribed Bag of Hydra-Spawn]
ilvl: 502/522/528/535/541
Avg Spi: 1218/1467/1552/1657/tbd
Avg Int: n/a
MP5: 686.95/827.39/875.33/934.55/tbd
Location: Megaera - Throne of Thunder
RPPM 1.13
[Lightning-Imbued Chalice]
ilvl: 502/522/528/535/541
Avg Spi: n/a
Avg Int: 1218/1467/1552/1657/tbd
MP5: n/a
Location: Lei Shen - Throne of Thunder
RPPM 6
[Horridon's Last Gasp]
ilvl: 502/522/528/535/541
Avg Spi: n/a
Avg Int: 1218/1467/1552/1657/tbd
MP5: tbd
Location: Horridon - Throne of Thunder
RPPM 1
[Soothing Talisman of the Shado-Pan Assault]ilvl: 522
Avg Spi: n/a
Avg Int: 1467
MP5: 828
Location: Friendly - Shado-Pan Assualt
[Spirits of the Sun]ilvl: 483/496/509
Avg Spi: 1166/1316/1485
Avg Int: 1021/1152/1300
MP5: 652.90/736.85/831.57
Location: Tsulong - Terrace of Endless Spring
15% proc chance, 105 sec ICD (confirmed)
[Qin-xi's Polarizing Seal]ilvl: 476/489/502
Avg Spi: 956/1079/1218
Avg Int: 1274/1450/1624
MP5: 535.36/604.24/682.08
Location: Mogu'shan Vaults Zone Drop
15% proc chance, 45 sec ICD (confirmed)
[Jade Courtesan Figurine]ilvl: 489
Avg Spi: 898
Avg Int: 1079
MP5: 395.08(unconfirmed)
Location: Trash
click to use, 15 sec. active time, 60 sec. CD
[Scroll of Revered Ancestors] ilvl: 489
Avg Spi: 898
Avg Int: 1079
MP5: 395.08(unconfirmed)
Location: Valor Points: Shado-Pan Revered
click to use, 15 sec. active time, 60 sec. CD
[Relic of Chi Ji]ilvl: 476
Avg Spi: 1345
Avg Int: 1157
MP5: 753.39
Location: Darkmoon Card: Crane Deck
15% chance to proc, 45 sec ICD (confirm)
[Thousand-Year Pickled Egg]ilvl: 470
Avg Spi: N/A
Avg Int: 904
MP5: N/A
Location: Coren Direbrew/Brewfest
Haste Proc 5082, can only be obtained during Brewfest
[Vial of Ichorous Blood]ilvl: 463
Avg Spi: 707
Avg Int: 847
MP5: 395.83
Location: General Pa'valak - Siege of Niuzao Temple
click to use, 2 min cooldown
[Price of Progress]ilvl: 463
Avg Spi: N/A
Avg Int: 847
MP5: 508
Location: Darkmaster Gandling - Scholomance
Healing Spells have a chance to grant 5082 mana.
[Empty Fruit Barrel]ilvl: 463
Avg Spi: 847
Avg Int: 1129
MP5: 474.32
Location: Ook-Ook - Stormstout Brewery
proc rate 15%, 30 sec. ICD (confirmed via beta logs)
[Zen Alchemist Stone]ilvl: 450
Avg Spi: 300 (after reforging Mastery)
Avg Int: 1140
MP5: 168 + Alchemy Bonus
Location: Crafted - Alchemist Only
+18,000 mana with Potion of Focus, +12,000 mana with Master Mana Potion, 60 sec. ICD (?)
#15.3 Pre-Raid and Raid Gear Lists
WTSHeals has compiled a nice list of gear, it includes pre-raid gear and raid gear.