PvE Healer Theorycrafting – Staves & Enchants

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.

Patch: Summerset

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? But seriously, this weapon is your main source of spell power, so gold even bad ones if you’re able.

Of note to mention are the Master Resto staff from vDSA and the Resto staff from Asylum Sanctorum:

Master Staff While you may not be quite ready to heal DSA yet, keep it on your to-do list. The Master Staff adds to your max mag and returns a little stam to your allies within 8 meters of you when you use Grand Healing (AKA springs). Just be aware this means you have to stand very very close.

Asylum Sanctorium Staff can be farmed in both normal and vet. The imperfect version reduces cost of healing abilities by 27% for 3 seconds after casting Combat Prayer. The perfect version is available from HM and leaderboard  rewards, and reduces it by 30%.


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.

Target Debuffs
Glyph of Weakening Reduce target’s Weapon & Spell Dmg Okori 5s
Glyph of Crushing Reduce target’s Armor Deteri 5s
Benefits Caster
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