The most common question I get aside from CP is what trait is most important. Personally, I think he should have a sense of humour.
First thing’s first: you should have a resto staff on one bar and a destro staff (a lightning staff, specifically) on the other. Outside that rule, you have a lot of flexibility in determining what’s good for your build. By the way, the table below doesn’t include Sharpened trait, because sharper healing is not a thing.
|Charged||Increase chance to apply status effects||If it’s a lightning staff, absolutely. On Resto… at least with Training you get something out of it.|
|Defending||Increase total Physical Resistance and Spell Resistance||Useful in PvP and popular with healers|
|Decisive||Chance to gain additional Ultimate anytime that Ultimate is gained||Very helpful for those learning to weave and who have trouble generating ult, since horn uptime is critical|
|Infused||Reduce enchantment’s cooldown 40% & Increase Weapon Enchantment effect||Definitely a top choice if your enchantment increases spell dmg or Weakening|
|Nirnhoned||Increase Weapon Dmg||Increases your spell dmg, but perhaps not a top pick|
|Powered||Increase healing done||Popular with healers, its necessity varies|
|Precise||Increase Weapon and Spell Critical Chance||Definitely a top choice. More crits=more bigger heals|
|Training||Increase experience gained from kills||If you aren’t max CP yet, this may be a good choice for now. Also RNG being what it is… at least it’s not Charged.|
Set staves can be difficult to farm (I’m looking at you, SPC). So keep what you get and try for better. If all you have is a Charged Resto, I personally guarantee you can still make it through vMoL HM. When you do finally get a good one, gold it out. Try not to leave anything blue if you can help it; at least purple it. What are we, peasants?
Of note to mention is the Master Resto staff from vDSA. While you may not be quite ready to heal that yet, keep it on your to-do list. The Master Staff adds to your max mag and returns a little stam to your team when you use Grand Healing (AKA springs).
The vanilla rune on staves (mag dmg + return mag) isn’t useless, but there may be better choices for your build. As always, think about what your group needs. The most commonly used is Glyph of Weapon Damage. Keep in mind enchantments of the same kind will share a cooldown, so having it on both bars will not stack on itself, sorry. Also, don’t run Crushing until you talk to your tanks because it doesn’t stack and Divines forbid you override their Infused Crushing debuff 0.0
|Glyph of Weakening||Reduce target’s Weapon & Spell Dmg||Okori||5s|
|Glyph of Crushing||Reduce target’s Armor||Deteri||5s|
|Glyph of Absorb Stat||Deals mag dmg and returns mag, hp, or stam||Makko, Oko, Deni||4s|
|Glyph of Weapon Damage||Increases your Weapon & Spell Dmg||Okori||5s|
|Glyph of Hardening||Grants a Damage Shield||Deteri||5s|