Tag Archives: throne of thunder

So Close…

Last night was Apotheosis’ last raid of Tier 15, and the 9th night we spent working on Heroic Lei Shen. I believe we were somewhere in the realm of 175 attempts on the boss. We made steady improvement on the fight over the last 3 weeks, progressing from wiping in the first transition every time to getting into phase 2 quite often and then finally getting into phase 3 a number of times. Our best attempt was 15%.

Unfortunately, we did not manage to get the kill last night. I hate to blame outside forces, but our last night of attempts was royally screwed by server input lag. It’s something I’ve personally experienced a couple of times in this tier, but not nearly to the extent the whole raid did last night. When we were working on normal Lei Shen some people in the raid often got lag on the pull (and blamed the Hunters), but last night it was just ridiculous. On many pulls the game was nearly unplayable as all ability use was delayed and people were pushing their cooldowns 2, 3, 4 times before they went off (if they did at all). This caused our dps to lag about 5% behind what it normally is, messing up pillar timings. The lag also made transitions even less fun than normal. It’s hard enough to master the most difficult boss of the tier for the first time under the best circumstances, and the lag made it pretty much impossible to make any progress. We ended up cutting our losses and calling the raid a little early.

It is disappointing that we lost our last chance to kill Lei Shen, but I’m still extremely proud of my guild and the progress we made this tier. We ended the tier at 11/13H, which is a huge improvement over last tier. We got through normals in good time and made short work of a number of the more challenging heroic bosses. We didn’t let the roadblock bosses discourage us, and kept pushing forward. In less than 200 attempts we almost killed heroic Lei Shen, when most guilds spent 300 attempts on it.

Even though we didn’t get the kill, I’m happy that we spent our last weeks in Throne of Thunder continuing with progression. We could have farmed some more gear, gotten a few more meta achievements (a number of people, myself included, didn’t get all the achievement requirements checked off), taken it easy. But we’re a raiding guild. Progression is what we do and I don’t want to stop progressing until there are no bosses left to kill. Lei Shen really tested and improved people’s awareness and ability to work together with the rest of the raid team and I expect the improvements we made will keep us rolling through Siege of Orgrimmar.

So, good job Apotheosis – we should all be proud of our progress this tier.

Patch day tomorrow!

Throne of Thunder Retrospective

Yesterday I read Beru’s Tier 15 Resto-spective, and I thought I may as well break my blogging silence and write my own. I’m not going to talk so much about specific bosses or healing, but more about mechanics I enjoyed (or hated) like I did last tier.

The Raid Instance

I’m not a story person, but I did enjoy how the raid instance this tier had a lot of content tied in with it. Isle of Thunder gave backstory around Throne of Thunder and made it seem much more a part of the rest of the game than the raids from the previous tier.

However, I wasn’t too crazy about the 4 section design (a decision which seemed to cater to LFR more than anything else). I found the 1st and 4th sections cohesive, while the middle 2 sort of came out of nowhere and seemed to have nothing to do with Lei Shen or the rest of the raid.

Some parts of the raid were visually interesting and a lot of the bosses were enjoyable. I’d rate Tier 15 about the same as Tier 11. Not nearly as enjoyable for me as Tier 6 (the ultimate in raid content), but better than a lot of tiers.

Healing

Healing as a resto Druid this tier was touch and go. There were fights that made me feel completely ineffective as anything but a dispel-bot (Heroic Horridon), and fights that made me feel like a superhero (Heroic Tortos). To be honest, I enjoyed healing in this tier more before we got buffed. I liked being able to ignore Mushrooms in 90% of situations because they were awful. The 25-man changes to Hymn/Tranq/Revival/HTT made raid bosses even more of a cooldown-stacking game. Healing was a lot more challenging (and therefore fun) before everyone got buffed and we were allowed to upgrade our gear again.

Mechanics

Good things

  • Having other things to do. Example: Horridon’s pink dinos, Twins’ constellation drawing. I think I’m in the minority when I say I liked the dino mechanic. Mostly I just enjoy having something extra to do during some encounters. Managing healing, dispelling and knocking that dino back felt like a juggling act, which I found interesting.
  • Pick your poison bosses. Example: Megaera, Council, Lei Shen. I like council-type fights that let each raid group choose how they’d like to tackle the fight. On Megaera, you could never kill the Poison head so you wouldn’t have to deal with the AoE damage, but have to deal with increased damage from the other heads. Or you could cycle through killing each head so damage was more uniform. Giving players some control over how the fight works makes things more engaging.
  • Novelty. Example: Tortos’ crystal shells. The addition of this one mechanic made Heroic Tortos completely different than normal, especially from a healing perspective (and made it the only fight where my HoTs weren’t 50%+ overheal). It’s a mechanic I don’t think I’ve ever seen before. Keep the new things coming.
  • Meaningful dispels. Example: Megaera’s Cinders. These dispels required thought and awareness about the position of the person with the debuff. You didn’t want to dispel someone and have a flame patch drop in melee or on a group of people, but you also didn’t want to leave the debuff up so long that it would kill the person it was on. I also liked that this debuff required action on both the part of the dispeller and dispellee.
  • Awareness checks. Example: Durumu. I really like Durumu’s maze. Sometimes it was a pain to see, but it really did test people’s ability to not stand in the bad. I also really liked the Light Spectrum phase. Having the beams targeting random people and the fog positioning showing up briefly really showed who was paying attention.
  • Group challenges. Example: Ji-Kun nests, Lei Shen transition quadrants. I like when the raid gets separated into smaller task forces. It’s fun to learn to work with a sub-set of your raid to accomplish something in a fight.

Things that need to go away

  • Awful trash. Example: Horridon’s bridge trash, Ji’Kun’s trash. Really, why put people through this? I think it took my raid longer to get through Horridon’s bridge trash than it did to kill Horridon for the first time. This is not the way things should work. Since trash very infrequently has rewards, it should not be so much of a pain in the ass.
  • Mechanics where 1 person can blow up your entire raid. Example: Jin’Rokh’s Ionization. Seriously. This isn’t fun. Not for the person who accidentally kills everyone or anyone else. These mechanics are not conducive to happy raids.
  • Mindless, mass debuffs. Example: Horridon. Dispelling can be an interesting job that requires thought and planning (see above). Or, like on Horridon, it can be an annoyance. Having magics, poisons, diseases and curses going out on large amounts of people at quick intervals is not fun. Dispelling like this just seems like busy work.
  • Fights that require spreadsheets to plan a strategy for. Example: Heroic Ji-Kun, Heroic Dark Animus. Seriously, fights like these make me feel bad for 25-man raid leaders everywhere. Complexity can make fights interesting, but when it involves knowing at exactly what second of the fight every nest activates and which of 10 possible places a guardian will spawn, or assigning all 25 raiders a specific place to stand in a room, it gets to be too much.
  • Fussy positioning. Example: Dark Animus. One person stands a step too far to the right or left on the pull and it’s a wipe. Most wipes on this fight happen right at the beginning, almost always due to positioning or an add running away and it’s more frustrating than challenging.
  • Stay x yards apart. Example: Ji’Kun, Primordius, Iron Qon, Twin Consorts, Lei Shen. This isn’t a bad mechanic, it’s just an overused way to challenge the ranged and healers. And it sucks a lot more for 25s than 10s.

What did you think of Tier 15? What were your most and least favourite things about it?

 

Healing Throne of Thunder – Last Stand of the Zandalari

Here are some tips for the first three bosses in Throne of Thunder as a Resto Druid, including the best time to use cooldowns and which talents and symbiosis targets are optimal for each fight.

First, a few general tips:

  • Feline Swiftness is the level 15 talent that I recommend for any fight.
  • Nature’s Swiftness is the level 30 talent I recommend for any fight. Remember the cooldown is only 1 minute. It makes your next heal instant, 50% bigger and mana-free, so use it often.
  • The major glyphs I usually recommend are: Glyph of Wild Growth, Glyph of Lifebloom and Glyph of Regrowth.
  • For the good of the raid, using Symb on a tank is a good bet in most cases (a Paladin or Warrior would be my last choice since, really, who wants Cleanse or Intimidating Roar on a boss fight?) If you use this on a DK or a Monk, be sure to use IBF or Fortifying Brew during the encounter.
  • Carry lots of Tome of the Clear Mind. Which talents are strongest can change from fight to fight. It you want to maximize your healing potential, you will be changing talents often.

Jin’rokh the Breaker

This is a fairly simple and undertuned fight compared to the rest of the raid instance. However the damage can get high, especially if people mess up.

The fight follows a simple pattern. After a brief period at the start of the fight where not much happens, the boss will throw the active tank at one of the 4 pillars around the room. When this happens, a pool of water will spawn and grow until it takes up almost a quarter of the room. This pool increases damage taken and received, and is conductive – so any damage taken by someone in here is shared with everyone else. After 90 seconds, Jin’rokh will electrify the pool so the raid can no longer stand in it. Shortly after, Jin’rokh will hurl the tank at another pillar and the cycle will repeat. Jin’rokh needs to be killed before you run out of room to stand.

There are a few abilities to be aware of:

  • The tanks take moderate damage, but the real dangers are Static Burst and Static Wound. When the active tank has this debuff, any damage done to them will do damage to the raid as well. Make sure you can see this debuff on your frames.
  • Focused Lightning will focus on a random player and do significant damage to them when it hits them. They will need to be topped up before they get hit and will need a heal afterward as well. If someone gets hit by FL while in Conductive Water, everyone in the water will take damage.
  • Lightning Storm deals heavy raid damage over 15 seconds and happens in between every pool.

Keep your HoTs rolling on the current tank. While the raid is in Conductive Waters I try to keep Swiftmend under the melee stack, while healing the ranged with Wild Growth. When someone gets Focused Lightning, get a Rejuv on them before they run out and be ready with a direct heal after they take the hit (or before if they are at low health). Lightning Storm is the most damage intensive part of the fight. Make sure you’re using your AoE and group heals on cooldown while everyone is stacked up, along with Rejuvs and Regrowths on those low on health.

Talents

Level 60 – This is one of the few fights where I think Soul of the Forest might be more worthwhile than Incarnation, but it depends on your raid group. If your raid dps is good, this fight will be short – less than 4 minutes. If that’s the case the extra output from SotF should outperform Incarnation, since you’ll only get to use it once.

Level 90 – Heart of the Wild. The first 30 seconds of the fight is quite uneventful, you should be able to help out a bit by doing some damage.

Symbiosis

I give Symbiosis to a tank to give them an extra cooldown (even if it’s a Paladin), or to a Monk/DK for an extra damage mitigation cooldown for myself.

Cooldowns

Wild Mushroom – I set up Mushrooms in the center of the room, where everyone will be standing for the Lightning Storm. You should be able to Bloom them during each Storm.

Tranquility – Lightning Storm is the best place to use this since you know everyone will need healing. However, it can also be used in an emergency – like if someone gets hit by Focused Lightning in the Conductive Water.

HotW – If you take this, you can spend some time doing DPS at the start of the fight since there’s not much to heal.

Horridon

 Horridon is a 5 phase fight with four different groups of troll adds to kill. Each add phase will have one of the tanks handling Horridon while the rest of the raid deals with the adds. On each add (or gate) phase, the goal is to damage a Dinomancer which will drop an Orb of control which will let one of your raider will be able to use on Horridon to end that add phase. Once all the adds have been cleared, you will fight Warlord Jalak and Horridon himself. A very important part of this fight is to dispel.

Here are the major damaging abilities to be aware of.

  • Triple Puncture stacks on the current tank, increasing their damage taken. They will need more and more healing as their stacks increase.
  • Double Swipe does heavy damage, but is completely avoidable. No one should be taking damage from this.

Farraki Trolls

  • Stone Gaze is the priority dispel target.
  • Blazing Sunlight will go out on many members of the raid. This is a stacking DoT. Don’t try to dispel every single one, you’ll run out of mana. Only dispel when the stacks start getting high (3-4).
  • Sand Traps is a ground effect that does a ton of damage, but are completely avoidable.

Gurubashi Trolls

  • Rending Charge is a bleed effect that can occur on anyone. This person will need some dedicated heals. At least keep a Rejuv on them.
  • Venom Bolt Volley – Hopefully many of these can be interrupted, but your raid is doing to get pelted by this stacking poison DoT. Again, don’t try to dispel every one. If you have a Monk, they can clear everyone’s poison once it reaches 3-4 stacks.
  • Living Poison is another ground effect that does lots of damage but can be avoided.

Drakkari Trolls

Amani Trolls

  • Fireball will do damage to random players.
  • Chain Lightning will damage 3 random players. It will only jump to 3 people so it’s not worth spreading out for.
  • Hex of Confusion – Dispelling this should be your priority as not everyone can get rid of curses.
  • There are also 2 avoidable sources of damage – Swipe (don’t stand in front of bears) and Lightning Nova Totem.

Once all four troll gates have been cleared, the fight becomes a simple burn of Jalak, then Horridon. Jalak will cast Bestial Cry often, since the damage increases every time, he needs to be killed quickly. Once Jalak dies, Horridon will enrage, doing more damage to the tank.

As a healer, how difficult this fight will be for you depends very much on how well your raid avoids all the avoidable mechanics. If no one gets hit by Double Swipe or stands in Sand Traps and such there’s actually very little to heal (but lots to dispel!). I keep Lifebloom rolling on the current Horridon tank, as they are usually taking more damage than the add tank. Keep your AoE and ground healing spells on cooldown and be ready for some quick spot heals on those who stand in bad things. For dispels, prioritize Stone Gaze on the first gate and Hex of Confusion on the fourth.

When you reach the final phase of the fight, do everything you can to keep the raid topped up before each Bestial Cry – this shouldn’t be too hard as everyone can group up. Once Jalak is dead the current tank is the only one who should be taking damage so just pile heals on to them.

Talents

Level 60 – Incarnation. This is a long fight and the extra mana efficiency will be needed.

Level 75 – I like to take Disorienting Roar here so I can help out a bit if adds are getting out of control.

Level 90 – Either Heart of the Wild or Nature’s Vigil can be used here. There won’t be much of a chance to use the HotW cooldown to help with damage, but the passive Intellect is always good. Nature’s Vigil will allow you to help put out a little damage while also giving you a weak healing boost that can be used pretty much on cooldown.

Symbiosis

If you’re short on Paladins and Priests, you can use Symbiosis on a Paladin so you can help cleanse on the third gate.

Cooldowns

Wild Mushroom – Mushrooms are not great for this fight. I try to set them up around the front of each gate (pre-pull for the first, as we’re running over for the next), but with all the ground effects to get out of and varying behviour of the troll adds, it’s hard to predict where people will end up standing. In the last phase you should be able to set up Mushrooms where the raid is grouped up while fighting Jalak and you can Bloom them after one of the later Bestial Crys.

Tranquility –  I try to get in as many uses of Tranq as I can. The first time I use it is usually on the 2nds gate, when poisons are ticking on everyone. After that, use when it’s up when needed – 2nd use tends to be either at the end of the 3rd gate or start of the 4th and then hopefully it can be used a third time after a Bestial Cry.

Incarnation – Use this early and often. Keep LBs up on both tanks.

Nature’s Vigil – If you take this use it pretty much on cooldown. Try to line it up with Tranquility if you can.

Ironbark – Be free with your Ironbark usage during the first 4 phases of the fight. The best place to use it is on the Horridon tank as their Triple Puncture stacks are getting high. In the last phase make sure Ironbark is up and ready to be used when Horridon is enraged.

Council of Elders

Council is a fight against 4 bosses at once who do not share a health pool. Each boss has their own abilities you need to worry about plus one at a time gets empowered, giving them a new ability or modifying an existing one.

Here are the major damaging abilities to be aware of:

Malakk

  • Biting Cold targets one player and does heavy damage to them for 30 seconds. They will need some dedicated heals and to get away from everyone else.
  • While Malakk is empowered he uses Frostbite instead, whose damage is shared among anyone in range of the target.

Kazra’jin

  • Kazra continuously uses Reckless Charge. People should be getting out of the way of this as much as possible.
  • While empowered, Kazra will become Overloaded at the end of each charge. He will be stunned, but will reflect 25% of all damage taken. Since he’s the kill target when he’s empowered, the dps will need extra healing here.

Sul

  • Sand Bolts inflict heavy damage on random players. They can be interrupted, but some are bound to get off.
  • Quicksand is a ground effect that heals very heavy damage. People must get out of this asap. People in this will be slowed, then eventually Entrapped and will need a dispel.
  • While empowered, Sul will cast Sandstorm which deals heavy raidwide damage over 8 seconds. While this is happening, Living Sand adds will spawn from quicksand pools. Be sure you are standing near the add tank and have a mitigation/threat drop ability ready if you’re anything like me and have a tendency to pull threat on adds.

Mar’li

  • Wrath of the Loa inflicts heavy damage on random players. It can be interrupted, but some are bound to get through.
  • Mar’li will also summon Loas spirits. These aren’t something you have to worry about from a healing perspective, but they can be stunned and knocked back, so you should be able to help control them.

 On this fight I keep Lifebloom on whichever tank is currently tanking two bosses. I try to keep Swiftmend down on either the melee pile or under the Frostbite target if Malakk is empowered. Be prepared to Regrowth anyone who takes a hit from Wrath of the Loa or Sand Bolts and watch out for people who get trapped in Quicksand. The most healing intensive parts of the fight are the Sandstorm and Kazra’s Overload.

Talents

Level 45 – Take Typhoon so you can help knockback Loa Spirits before they reach their target.

Level 60 – Incarnation. This is a long fight and the extra mana efficiency will be needed. It will also allow you to keep Lifebloom on both tanks at times.

Level 75 – I like to take Disorienting Roar here so I can give myself a brief reprieve if the Living Sands aggro on to me.

Level 90 – Either Heart of the Wild or Nature’s Vigil can be used here. There won’t be much of a chance to use the HotW cooldown to help with damage, but the passive Intellect is always good. Nature’s Vigil will allow you to help put out a little damage while also giving you a weak healing boost that can be used pretty much on cooldown.

Symbiosis

Either give it to a tank (preferably a Monk or DK so you can get a mitigation cooldown for yourself), or use it on a Shaman. Between the Quicksands and Kazra’s charge you may have to move a lot and you don’t want Tranquility interrupted when you use it.

Cooldowns

Wild Mushroom – Mushrooms are okay for this fight. There are two places I will set them up – either around the melee, or at the Frostbite stack point. The amount of movement on this fight makes Mushroom healing a little hit and miss, but they should be able to help out a bit.

Tranquility –  I generally use Tranquility while Kazra is Overloaded and reflecting damage back at your dps.

Incarnation – I like to have this up during Sandstorms. The extra output is great for all the damage the raid is taking and having LBs on both tanks is also useful since one of the tanks will be dealing with adds.

Nature’s Vigil – If you take this use it pretty much on cooldown. Try to line it up with Tranquility if you can.

Ironbark – Use this often to help reduce damage on whichever tank has two of the bosses.

Happy healing!

Resto Druid Gear for 5.2

The following is the new gear available to Resto Druids in 5.2. It includes gear from the new raid, new reps and some new leatherworking patterns. I assume this list will also come in handy for Mistweaver Monks (though I haven’t included your tier pieces).

As always, this stuff is all from the PTR, so it may not be entirely accurate, things may be missing or it may change. I’ll try to keep it as up to date as possible. The drop locations of a few of the items is currently unknown, they are likely trash drops in Throne of Thunder.

I have listed 3 levels of loot in this list (LFR, Normal, Heroic). However, there are actually 5 different ilvls for all raid loot excluding Tier pieces (because things clearly needed to be more complex). Bosses in Throne of Thunder have a small chance to drop Thunderforged gear in normal and heroic modes (not in LFR). Thunderforged gear is 6 ilvls higher than it’s regular counterpart gear. So the new gear levels are:

  • 502 -LFR
  • 522 – Normal
  • 528 – Normal Thunderforged
  • 535 – Heroic
  • 541 – Heroic Thunderforged

Head

Item iLevel Location
Spirit Keeper Helm 522 Leatherworking

Hood of Smoldering Flesh
LFR Normal Heroic

502/522/535 Maegara
Helm of the Haunted Forest (T15)
LFR Normal Heroic
502/522/535 Twin Consorts

Shoulders

Item iLevel Location
Heartroot Shoulderguards 522 Shadow-Pan Assault – Revered (1750 VP)
Spaulders of Diplomacy
LFR Normal Heroic
502/522/535 Horridon
Mantle of the Haunted Forest (T15)
LFR Normal Heroic
502/522/535 Iron-Qon

Chest

Item iLevel Location
Robes of Treacherous Ground
LFR Normal Heroic
502/522/535 Council of Elders
Robes of Concussive Shocks
LFR Normal Heroic
502/522/535 Tortos
Robes of the Haunted Forest (T15)
LFR Normal Heroic
502/522/535 Dark Animus
Robes of Contagious Time 541 Ra-den

Wrist

Item iLevel Location
Hearthfire Armwraps 522 Shadow-Pan Assault – Friendly (1250 VP)
Infinitely Conducting Bracers
LFR Normal Heroic
502/522/535 Jin’rokh the Breaker
Vampire Bat-Hide Bracers
LFR Normal Heroic
502/522/535 Tortos

Hands

Item iLevel Location
Gloves of Enduring Renewal 522 Shadow-Pan Assult – Honored (1750 VP)
Handwraps of the Haunted Forest (T15)
LFR Normal Heroic
502/522/535 Council of Elders or Nalak, the Storm Lord
Anima-Ringed Fingers
LFR Normal Heroic
502/522/535 Dark Animus
Gloves of Slicing Electricity
LFR Normal Heroic
502/522/535 Lei Shen

Waist

Item iLevel Location
Cinch of the Dead Forest’s Vigil 476 Kirin Tor Offensive/Sunreaver Onslaught – Honored
Martien’s Splitleaf Girdle 522 Shadow-Pan Assault – Revered (1750 VP)
Abandoned Zandalari Moonstrap
LFR Normal Heroic
502/522/535 ??
Girdle of Night and Day
LFR Normal Heroic
502/522/535 Twin Consorts
Worldbender Waistband 541 Ra-den

Legs

Item iLevel Location
Trousers of Waning Shadow 522 Shadow-Pan Assault – Honored (2250 VP)
Roots of Rampaging Earth
LFR Normal Heroic
502/522/535 Horridon
Legwraps of the Haunted Forest (T15)
LFR Normal Heroic
502/522/535 Ji-Kun or Nalak, the Storm Lord
Leggings of the Malformed Sapling
LFR Normal Heroic
502/522/535 Primordius
Kilt of Perpetual Genuflection 541 Ra-den

Feet

Item iLevel Location
Spirit Keeper Footguards 522 Leatherworking
Deeproot Treads
LFR Normal Heroic
502/522/535 ??
Sandals of the Starving Eye
LFR Normal Heroic
502/522/535 Durumu the Forgotten
Roots of Pain 541 Ra-den

Neck

Item iLevel Location
Mender’s Battletags 522 Shadow-Pan Assault – Neutral (1250 VP)
Necklace of the Terra-Cotta Mender
LFR Normal Heroic
502/522/535 ??
Horridon’s Tusk Fragment
LFR Normal Heroic
502/522/535 Horridon
Passionfire Choker
LFR Normal Heroic
502/522/535 Twin Consorts
Soul Prism of Lei-Shen
LFR Normal Heroic
502/522/535 Lei Shen

Back

Item iLevel Location
Static-Collecting Cloak 496 Sunreaver Onslaught/Kirin Tor Offensive – Revered
Shan’ze Gravetender Cloak 496 Sunreaver Onslaught/Kirin Tor Offensive – Revered
Dreamweaver Drape 522 Shadow-Pan Assault – Honored (1250 VP)
Deadly Glare Cape
LFR Normal Heroic
502/522/535 ??
Drape of Booming Nights
LFR Normal Heroic
502/522/535 Jin’rokh the Breaker
Shimmershell Cape
LFR Normal Heroic
502/522/535 Tortos
Constantly Accelerating Cloak
LFR Normal Heroic
502/522/535 Dark Animus
Black Night Thundercloak 541 Ra-den

Finger

Item iLevel Location
Ancient Primalist’s Seal 496 Kirin Tor Offensive/Sunreaver Onslaught – Exalted
Signet of the Shadow-Pan Assault 522 Shadow Pan Assault – Friendly (1250 VP)
Ring of the Shadow-Pan Assault 522 Shadow Pan Assault – Friendly (1250 VP)
Petrified Eye of the Basilisk
LFR Normal Heroic
502/522/535 Horridon
Durumu’s Captive Eyeball
LFR Normal Heroic
502/522/535 Durumu the Forgotten
Ro’shak’s Remembrance
LFR Normal Heroic
502/522/535 Iron Qon
Ra’den’s Evolving Signet 541 Ra-den

Trinkets

If you’re looking for some analysis on the new trinkets, check out Therya’s very detailed post. Personally, my top choices are Horridon’s and Chalice. The absorbs from the other two sound nice, but I really don’t like Spirit-based trinkets (and Stolen Relic of Zuldazar will require a whole new click binding and I’m pretty much out of those).

Item iLevel Location
Soothing Talisman of the Shadow-Pan Assault 522 Shadow-Pan Assault – Friendly (1750 VP)
Horridon’s Last Gasp
LFR Normal Heroic
502/522/535 Horridon
Inscribed Bag of Hydra-Spawn
LFR Normal Heroic
502/522/535 Maegara
Stolen Relic of Zuldazar
LFR Normal Heroic
502/522/535 Primordius
Lightning-Imbued Chalice
LFR Normal Heroic
502/522/535 Lei Shen

Weapon

Juvenate has done a good analysis of 1-handed weapon drops in 5.2. A one-handed weapon plus off-hand is superior stat-wise, since off-hands get an extra Intellect enchant. However, there are only 2 off-hands available, and they come from the 10th and 12th bosses in the tier. If you pick up a nice 1H weapon, you could be stuck with your Feng offhand for a while. It might be worth it to pick up a staff (or the 2H mace, depending on where it drops) if you get the chance.

Item iLevel Location
Saurok Ritualist’s Sacrificial Dagger (1H dagger) 476 ??
Lightning Snare (1H mace) 476 ??

Jerthud, Graceful Hand of the Savior (1H mace)
LFR Normal Heroic

502/522/535 ??
Invocation of the Dawn (2H mace)
LFR Normal Heroic
502/522/535 ??
Amun-Thoth, Sul’s Spiritrending Talons (1H fist weapon)
LFR Normal Heroic
502/522/535 Council of Elders
Giorgio’s Caduceus of Pure Moods (2H staff)
LFR Normal Heroic
502/522/535 Ji-Kun
Ritual Dagger of the Mind’s Eye (1H dagger)
LFR Normal Heroic
502/522/535 Durumu the Forgotten
Athame of the Sanguine Ritual (1H dagger)
LFR Normal Heroic
502/522/535 Dark Animus
Suen-Wo, Spire of the Falling Sun (2H staff)
LFR Normal Heroic
502/522/535 Twin Consorts
Torall, Rod of the Shattered Throne (1H mace)
LFR Normal Heroic
502/522/535 Lei Shen

Off-hand

Item iLevel Location
Orb of Arcing Lightning
LFR Normal Heroic
502/522/535 Iron Qon
Lei-Shen’s Orb of Command
LFR Normal Heroic
502/522/535 Lei Shen