Credit goes to Siedre of pvpscene, he wrote this guide.
I'd like to see a little guide and theory about the best PVP trinkets. What does everyone use? Obviously slot #2 is the Medallion of the Horde/Alliance. But what do you use in your interchangeable slot #1? I've been playing as DPS for awhile now, so only really have thoughts on DPS trinkets. Please add your thoughts and correct me and I'll try to update this so all the good stuff appears at the top!
Physical DPS:
#1 [Berserker's Call] -- Gives 90 AP and 360 AP On Use. I'm told this is the best DPS trinket available, mostly because it gives added boost to burst damage.
#2 [Bloodlust Brooch] -- Gives 72 AP and 278 AP On Use. I'm told this is the second best DPS trinket available, mostly because it gives added boost to burst damage.
#3 [Abacus of Violent Odds] -- Gives 64 AP and increases haste on use. The Brooch is a direct upgrade to this trinket's AP. But the On Use is unique with it's Haste bonus, and can be very good for sword specs.
#4 [Bladefist's Breadth] -- Gives 26 crit rating and 200 AP on use. It's nice if you're building crit to cancel out resilience, but otherwise the On Use is just a lesser version of the Brooch.
#5 [Battlemaster's Cruelty] and [Battlemaster's Determination] -- (??) While a steady 40 crit rating or 80 AP is nice, I'm not sold yet on the value of a 1750 temporary heal every 3 minutes for DPS. What do you think?
[Warp-Spring Coil](Rogue Only) -- Rogues have it lucky. Their class specific t5 trinket is amazing for PvP if you go for the new Armor Penetration hype. It's said this has a 25% chance to proc its 1000 armor penetration. It's a shame theirs is virtually the only class-specific trinket that I can list here.
#6 [Darkmoon Card: Crusade] -- Builds up in strength to ultimately give you a stacked 120 AP until you cannot hit anyone for a full 10 seconds. It's a nice average way to buff your AP for an entire battle.
#7 [Tsunami Talisman] -- Gives +10 hit and +38 crit rating and a chance on crit to gain 340 AP. Decent, but you'd really have to be stacking crit to make this useful, and even then there's no guarantee.
#8 [Hourglass of the Unraveller] -- Gives 32 crit rating and a chance on crit to gain 300 AP. The Tsunami Talisman is a direct upgrade, but at least this trinket is available early on from normal Black Morass.
#9 [Darkmoon Card: Wrath] -- Every damaging hit you do that doesn't crit awards you with 17 crit rating until you do crit. This card can be especially useful for players with abilities that depend on crit, like Flurry, Unleashed Rage, and Vengeance. It can also help people who have good +crit damage talents but don't normally depend on crit. Arguably gets less useful as gear gets better.
#10 [Goblin Rocket Launcher] -- Fire a powerful rocket at the enemy that does 960 to 1440 damage and stuns them for 3 sec. This trinket is situationally useful, allowing the player to raise their HP and have a nice little damage and stun if no one sees them casting it. One of our visitors had this to say about it
Magical DPS:
#1 [Hex Shrunken Head] -- gives +53 dmg and +211 dmg every 2 minutes for 20 secs. New in Zul'aman, and a direct upgrade to the [Icon of the Silver Crescent]
#2 [Icon of the Silver Crescent] -- gives +43 dmg and +155 dmg every 2 minutes for 20 secs. A good standard spell damage trinket.
#3 [Battlemaster's Audacity] -- gives +47 damage and can heal you temporarily for 1750 every 3 minutes. I have similar questions here as I did in melee DPS. How useful is a heal every 3 minutes compared to bonus spell damage?
#4 [Battlemaster's Depravity] -- Gives a steady 40 to spell crit which is fine for crit stackers, but Audacity is likely better overall.
#5 [Xi'ri's Gift] -- gives 32 spell crit rating and it's On Use gives a decent +150 dmg for 15 seconds. At first look it's not as good as the other spell dmg trinkets here, but it's cooldown is only 1 minute. The real difference is that it gives crit instead of dmg, which isn't helpful unless you're really stacking it.
#6 [Quagmirran's Eye] -- gives +37 dmg and a chance on spell hit to increase spell haste by 320. Like other haste trinkets there is no guarantee, but if you're stacking haste or use lots of cast time spells this is a solid way to go.
Healers:
#1 [Bangle of Endless Blessings] -- long considered THE healing trinket by many. It keeps your mana regenerating well since it procs all the time, and is especially nice if you can keep an Innervate on you while using its On Use ability.
#2 [Battlemaster's Perseverance] -- Gives a steady +88 healing and can heal you temporarily for 1750 every 3 minutes, which can be key for a healer if he's getting locked down while taking damage and his teammates need time to help.
#3 [Battlemaster's Depravity] -- Gives a steady 40 to spell crit which is probably great for Paladin healers, but Perseverence is likely better overall.
#4 [Scarab of the Infinite Cycle] -- Well loved in PvE, it's not terrible for PvP, what with +70 healing and a (hidden 10%) chance to increase spell haste by 320 rating. Best of all, it drops in normal Black Morass so you can get it early.
#5 [Ashtongue Talisman of Zeal] -- A nice trinket, but not accessible to everyone. Flash of Light and Holy Light have a 15% chance to grant your target 760 healing over 12 sec.
#6 [Ribbon of Sacrifice] -- This trinket gives +73 healing, and on use it gives your target a buff each time you heal him, giving a debuff filter.
Protection Specific:
#1 [Darkmoon Card: Vengeance] -- +51 stamina + a 10% chance to deal minor holy damage. The stamina bonus is one of the best on a trinket. The fact it deals damage to your attackers is nice, but not very strong.
#2 [Spyglass of the Hidden Fleet] -- +40 stamina. A little 1300hp/12sec HoT every 2 minutes. Great HP boost but relatively poor On Use spell.
#3 [Argussian Compass] -- +31 stamina isn't shabby for a trinket that drops out of a heroic. It has a decent On Use spell that protects you from 68 damage per hit over multiple hits.
Resilience Specific:
#1 [Talisman of the Horde] -- +34 resilience and a ~900 heal make this trinket a great to boost resilliance or save yourself in a tight spot.
#2 [Timelapse Shard] -- +24 resilience and +27 stamina make this trinket a great pvp stats stacker. Unfortunately the On Use spell reduces Threat so it's completely useless in PvP.
#3 [Alembic of Infernal Power] -- +33 resilience is nothing to sniff at. But 2% chance to proc to return 260 mana seems awfully low.
Theories about what to wear... please correct me here. I really don't know the answers and am just writing what I've been hearing from more vociferous friends:
The Melee stats: AP, Crit, Haste:
I'm bombarded with knowledge that you just want to stack AP. Crit isn't good for anyone. Haste could be better than AP but really only for rogues and sword-spec warriors. I disagree about crit for some. If you can stack your crit high enough to negate resilience, then it's still useful. It especially comes into play for classes who use crit based attacks or have crit based talents or buffs. Feral druids for example. Leader of the Pack gives a party 5% crit. That's good for building a team with other players who use crit based abilities or rely on crit like ret paladins and enhancement shamans. Overall though, people are probably right. AP is steady. And an AP trinket with a reliable On Use allows you to burst at just the right moment, when the healer is just getting comfortable.
How about Armor Penetration?
I just don't know yet. Armor Penetration is relatively untested, but you'd likely have to stack a lot to make it truly worthwhile. On the up side, it seems like a good balance against resilience.
Magical DPS: Spell Damage all the way:
This I know little about. It seems that most people wear a standard spell damage trinket the same as they do in PvE. I know of less viable talent builds that rely on crit as much as certain die-hard melee DPS. Haste is great if you can stack it enough, because there is less chance you'll be silenced, but overall you're already watching for those interrupts, and most spell DPS teammates just want to get those big consistent hits. Like melee, the boosted spell dmg trinkets add that sudden burst damage that could be just enough to kill an enemy before a healer can react.
Healing: Regen quickly or stack the Heals:
People keep pointing me at the Bangle of Endless Blessings, so it stands to reason everyone likes mana regen. Druids were up in arms about season 3 gear changing from mp5 to Spirit, and they changed it back. It makes sense; the more mana you save, the longer a dangerous fight can last and your team lives and can turn things back around. Even better, more regen means your team can handle the unexpected long fights. If you already fly great mana regen, your next best thing is +Healing. But not necessarily +Healing On Use. There's no guarantee that just because you proc a trinket that boosts healing you will ever get to cast it. Half the pvp battle for a healer is often evading interrupts and avoiding taking damage. That's why the new Battlemaster trinket may be the next best thing. It's a free healthstone in an emergency.
How about the new Battlemaster Trinkets?
They seem great for any player who finds himself targeted first nearly every fight. They also seem especially good for healers, or anyone who often can't get out of trouble because they're silenced or interrupted and need an extra second of life for an incoming heal or a timely CC. I don't see them being very useful for players who rarely find themselves targeted first, however, and that leans towards the DPS classes.