
), my role often varies. In Astral I am usually a Caster DPS that takes some off heals, with my secondary spec as a Full Healer for those tricky buffs. In Raids I will either be a Caster DPS or Full Healer (who sneaks Frenzy burst into their spec for when the Raid leader isn't watching hehe
). In Dominion, well, I wouldn't like to give away any secrets on that but it does vary somewhat. I haven't done an awful lot with Melee Healer since 5.0, just some minor testing but it is something I plan on testing more in the coming weeks. Currently, I am not drawn to it as much as I have been in previous patches which is a shame because it was beast mode in the level 47 patch and very competitive in the 55 patch.
This post has been edited 43 times, last edit by "1aussieonly" (May 9th 2014, 5:18pm)

Holy Blast, and it's upgraded skill Celestial Judgement, are holy-based (divine) ranged DPS skills that have no cooldown. The cast time varies based on the associated rubies. For the Caster Healer build variant this is your main DPS skill but it also has some application in Full Healer builds, as shown later. These skills received a significant damage increase in the 5.0 patch.
Verdict, and it's upgraded skill Judgement (Anathema) are physical-based melee weapon attacks that have a varying cooldown, based on the weapon used and rubies allocated. This skill is in Melee Healer builds primarily. With the 5.0 patch the damage from these was increased by 38%.
Cleansing Flame puts a fire-based (elemental) DoT (damage over time) on the target. The duration of the DoT varies greatly based upon what rubies you take. This skill is usually taken in all 3 Healer builds in some capacity. With the 5.0 patch the damage from this was increased by 40%.
Particle of Light is a holy-based (divine) ranged attack that effects a single target. It has a moderate cast time but can be instantly cast, using one of your stacks of Fanaticism. With the 5.0 patch the damage was increased by 25% and the cast time reduced to 3.5 seconds.
Devoted Plea and it's upgraded skill Refreshing Light are a heal with no cooldown that provides a moderate heal. It has a reasonable cast time and is essential in all PvE Full Healer builds.
A Healers aspect is one of the most important things to a Healer. It signifies the role of a Healer (Caster/Melee/Full) and offers a bonus while performing the jobs of that role. Each rank of Aspect gives you access to another aspect. There are 3 Aspects.
Aspect of Light (Rank 1) - This is the Caster Healer aspect. While in this aspect your Holy Blast and Celestial Judgement cannot be interrupted (for example, by a knockdown effect) and you have a 35% chance to gain 1 stack of Fanatacism whenever you use Holy/Celestial Blast. Pre-5.0 the chance to gain Fanatacism was only 30%.
Aspect of Mercy (Rank 2) - This is the Full Healer aspect. While in this aspect certain heals cannot be interrupted while others, such as Perpetual Healing, have their cooldown removed. Additionally, everytime someone in your party or raid receives damage there is a chance you will receive a stack of Fanatacism.
Aspect of Rage (Rank 3) - This is the Melee Healer aspect. While in this aspect your Anger statistic is increased by 15 and you have a chance to receive a stack of Fanatacism every time you use Verdict/Judgement.
Heavenly Smite is an AOE (area of effect) lightning-based (elemental) ranged attack. This deals moderate damage and has a chance to knockdown all targets struck by it. It has a relatively short cast time but a long 25 second cooldown. Both the cast time and cooldown are effected by rubies. This is usually taken in both the Caster and Melee healer roles but often taken by Full Healers also. Smite received a 75% damage increase in the 5.0 patch and has one of the best visual/sound effect combinations in the game, in my opinion.
Holy Shield is an instant cast self-effecting spell that grants the Healer a temporary immunity to all damage and effects. While in "bubble" you cannot use any weapon-based attacks. The duration is increased and cooldown reduced at higher ranks. Certain rubies reduce the cooldown of Holy Shield also. This skill is a life saver, essential in PvP and strongly recommended for all builds. With the 5.0 patch this can no longer be used while under the effects of Knockdown.
Blind Faith is an instant cast ranged spell that temporarily blinds the target. The cooldown is reduced at higher ranks. This skill is very useful in PvP and has solid applications in non-Raid PvE content. It is worth considering for all Healer builds.
Perpetual Healing is a Healers only stable HoT. It lasts for 12 seconds and has a 25 second cooldown (please see Aspect of Mercy). It ticks every 2 seconds for it's duration. There are rubies to increase it's duration. This is essential in the Full Healer role and strongly recommended for all other builds, especially in PvP.
Chain of Light is a holy-based (divine) ranged attack that effects a single target but will also "jump" to another target, bouncing for a total of 5 hits at maximum. It has a moderate cast time but can be instantly cast, using one of your stacks of fanatacism. With the 5.0 patch the damage of Chain of Light was increased by 15%.
Holy Rage is a physical-based melee weapon attacks that have a varying cooldown, based on the weapon used and rubies allocated. It is the Healers hardest hitting melee skill. This skill is in Melee Healer builds primarily. With the 5.0 patch the damage of Holy Rage was increased by 62%.
Divine Prayer is a strong, single-target heal that has a long 50 second cooldown. It has a moderate cast time, unless in Aspect of Mercy which makes it an instant cast. This is essential in the Full Healer role and has some applications in other roles.
Purification is a Healer skill that is used to remove one ongoing negative magical effect from a friendly target. The cast time doesn't change per rank but the cooldown does, from 10 seconds, to 5 seconds to no cooldown. Not amazing in PvP but essential in PvE for a Full Healer.
Holy Healing, and it's upgraded skill Holy Rejuvenation, are strong, single-target heals. They have a moderate cast time but can be instantly cast at the cost of 1 stack of Fanatacism. This spell has a 1 minute cooldown, unless you are in the Aspect of Mercy aspect which reduces the cooldown to zero. Essential for Full Healers and recommended for both Caster and Melee Healers in PvP situations.
Aura of Potency increases your parties magical damage (divine, elemental, nature) by 5/10/15% at rank 1/2/3. While this Aura is active any heal you use, whether on self or others, are reduced by 50%. Strongly recommended for both Melee Healers and Caster Healers in PvE situations.
Binding Light is a crowd control effect that has a lot of weaknesses. It has a short cast time but a long cooldown that is reduced by the rank of the skill. It puts a debuff on the target that temporarily paralyses them until they receive damage. This is solely a PvP skill and, even then, it is only good in 1v1 situations. I would not recommend this skill to anyone.
This dragon tear skill applies a number of stacks (dependent on the skills rank) on a target, whether friend or foe. Whenever the target takes damage a stack of Providence is removed. If the target is friendly, they receive a heal. If it is an enemy, they take damage. The damage inflicted is holy (divine). This skill is great for all types of Healer roles, whether it's as a small but hard-healing "HoT" or as a burst damage skill for Melee/Caster Healers. Well recommended.
This dragon tear skill places a buff on a friendly target/self that absorbs a certain amount of damage. Once this shield is broken, through damage or the buff time elapsing, then all enemies in close proximity are knocked down. Great for a Full Healer in PvE and PvP while having applications for both Caster and Melee Healers in PvP also. 
This post has been edited 12 times, last edit by "1aussieonly" (May 9th 2014, 5:08pm)

Deep Concentration is split into 3 rubies. It reduces the cooldown of Holy Shield by 15/30/50% and reduces the cooldown and mana cost of switching aspects by 25/50/75%. While the aspect switch bonus isn't that great (though does have some applications in PvE content), the Holy Shield cooldown is great in PvP, reducing rank 3 Holy Shield to a 1.5 minute cooldown. I consider this essential for a PvP Full Healer and recommended for Melee and Caster Healer, if you have sufficient rubies.
Disciple's Reward is split into 3 rubies. When your health drops below 50% you gain a 10/20/30% bonus to all (elemental, divine, nature, physical) resistances for 10 seconds. This effect cannot happen more than once every 40 seconds. These rubies are amazing in PvP for all 3 types of healer and utterly essential for a Full Healer.
With 5.0 Frenzy became an activated ability instead of a random proc ability. It has 3 rubies and each ruby reduces the cooldown of the ability. The cooldowns are 10/5/1 minute. While in a state of Frenzy, the cast time of Holy Blast and Celestial Judgement are reduced to instant and the mana cost of Holy Blast and Celestial Judgement is reduced by 70%. Essential for Caster Healers but has some applications in PvE Full Healer builds, which I shall discuss later.
Holy Flame is split into 3 rubies. It increases the damage of Holy Blast and Celestial Judgement while in Aspect of Light by 5/10/15%. An absolute must for Caster Healers in PvE spec and strongly recommended in PvP spec.
Angelic Grace is split into 3 rubies. It reduces the cost of all Healer spells and abilities by 5/10/15%. While these are very useful rubies to take for all roles, it is worth noting that you can skim these rubies if you are trying to make a more "flamboyant" build with more utility. Personally, I always take these rubies as both a Full and Caster healer but it is personal preference.
Light's Reach is split into 3 rubies. While in Aspect of Light these rubies increase the range of Holy Blast, Celestial Judgement, Cleansing Flame, Heavenly Smite, Chain of Light and Particle of Light by 5/10/15 yards. Additionally, Particle of Light, Holy Blast and Celestial Judgement will slow a target by 10/20/30% for 5 seconds. These rubies are not useful in PvE and, imo, not great in Dominion due to not needing the extra range. They are, however, fantastic in Raid Dominion (18 v 1
as range isn't an issue at all and Caster Healers who regularly attend Raid Dominion should strongly consider these rubies.
Circle of Healing is a solitary ruby. Once used, the healer creates a 20 yard radius circle. All party members in the circle are healed every 2 seconds for 6 seconds, including once when it is cast, for a total of 4 ticks. This spell is a channeled spell, and thus can be interrupted, and last for 6 seconds. It has a 30 second cooldown. A must have for Full Healers in all specs and worth considering for Melee and Caster Healers as this is a great heal for the 1 ruby investment.
Power of the Pure is split into 3 rubies. Each ruby increases the healing or damage done by all holy heals/attacks by 3/6/9%. I consider these rubies essential for all builds of Healer. +9% heals for a Full Healer is huge. 75-80% of a Caster Healers damage is holy, so this equates to around an 8% dps increase. It is the least effective for a Melee Healer but it still increases the damage of their highest dps skill by 9% (Particle of Light and Chain of Light).
Crusade is split into 3 rubies. The rubies increase the damage of Particle of Light and Chain of Light by 5/10/15%. However, once rank 1 is purchased Particle of Light and Chain of Light can no longer be precast and can only be cast using fanaticism. In testing, this has never felt like a bad thing as fanaticism generates relatively reliably for both Caster and Melee Healers (more so for Caster Healer since the change to Frenzy) and you never get caught in the long cast time of either skill. This is essential for a Caster Healer and highly recommended for a Melee Healer. It is also worth considering for a Caster/Full Healer hybrid. These rubies were added in the 5.0 patch and were a great addition for both Caster Healer and Melee Healer, due to the effects and their accessibility on the ruby tree.
Heavenly Miracle is split into 3 rubies. These rubies reduce the cast time of Heavenly Smite, Holy Blast and Celestial Judgement by 10/20/30%. Absolutely essential for a Caster Healer. Not worth considering for a Melee Healer in my opinion. If you have an abundance of rubies, this is worth considering for a Caster/Full Healer hybrid.
Split into 4 rubies, 1 on the Holy Blast tree and 3 on the Cleansing Flame tree. Each ruby increases your Proficiency by 3 for a total of +12 Proficiency. A must have for all Healer specs. We all love our stat rubies, right? These used to be the Perception rubies.
Inevitable Punishment is split into 3 rubies. These increase the damage of Heavenly Smite and Chain of Light by 5/10/15%. Additionally, reduces the probably of casting interruption of Heavenly Smite and Chain of light by 50/75/100%. For Caster Healer these are a great damage boost and a must have. For Melee Healer these are essential in PvE and strongly recommended in PvP.
Unbridled Wrath is split into 3 rubies. These rubys give you an 8/16/25% chance of receiving the Unbridled Wrath buff every 2 seconds while in Aspect of Light. The Unbridled Wrath buff lasts for 10 seconds and every holy attack that deals damage during this time reduces the cooldown of frenzy by 3 seconds. These are absolutely essential for Caster Healers. These rubies were completed reworked with 5.0 to match the new Frenzy rubies.
Light's Generosity is split into 3 rubies. These rubies increase the damage of Particle of Light by 6/12/18%. A must have for Caster and Melee Healers. These rubies can also be considered in a Caster/Full Healer hybrid.
Blessed Resolution is split into 3 rubies. Every time you cast Holy Blast or Celestial Judgement the cooldown of Heavenly Smite is reduced by 1/2/3 seconds. Great rubies for a Caster Healer that facilitates high AOE burst DPS in-conjunction with Frenzy and Chain of Light. A must have for Caster Healers. Can be considered for Caster/Full Healer hybrids. These rubies are of little value to a Melee Healer. This is a much welcomed change to how these rubies worked in the level 55 patch.
Righteous Fervor is split into 3 rubies. These rubies increase the critical chance of Holy Blast, Celestial Judgement, Devoted Plea and Refreshing light by 5/10/15%. The way critical chance rubies works now is different in 5.0. No longer do they grant a percentage increase based on your current critical chance, they grant a flat increase in critical chance. These rubies are a must for both Caster Healer in PvE and PvP and Full Healer in PvE spec. They are strongly recommended, but not essential, for a Full Healer in PvP spec. These rubies have been changed from the previous critical chance to be in line with how crits work in 5.0.
This post has been edited 8 times, last edit by "1aussieonly" (May 9th 2014, 5:03pm)

Blessed Steel is split into 3 rubies. While in Aspect of Rage these rubies increase your weapon attacks damage, such as Verdict, Anathema and Holy Rage, by 10/20/30%. Useless for all except a Melee Healer but it is a must have for the Melee Healer.
Divine Instincts is split into 3 rubies. These rubies increase your Vitality by 5/10/15. Great for PvP as it is a significant HP boost, not essential in PvE. It is worth considering if you find you are dying a lot in astral or raids.
Brilliant Faith is split into 3 rubies. Whenever you gain a stack of Fanatacism everybody in your group is healed for a certain amount. This amount is increased if you take rank 2 and further more if you take rank 3. Once purchased this passive buff is switched on by default but can be switched off should you get the Slap debuff in Astral. These rubies are fine but not great. I only ever take them as a Full Healer for Raid healing, as it's a nice little heal that doesn't cost you anything at all.
Excorcism is 1 ruby. This ruby grants you a new spell. The spell has a 40 second cooldown. Excorcism causes fear for 6 seconds in all Demons within 15 yards of the Healer. There are rubies that enhance this so it effects non-Demons. This is great in PvE, as there are few instances where you would need an AoE fear for Demons but it is worth considering for a Caster Healer in PvP, in conjunction with the Willpower rubies.
Execution is split into 3 rubies. These rubies give Verdict, Anathema, Holy Rage, Holy Blast and Celestial Judgement a 25% to inflict additional lightning (elemental) damage. The amount inflicted is increased when rank 2 and 3 of the rubies are taken. Once purchased this passive buff is switched on by default but can be switched off should you get the Reflections debuff in Astral. I would say this is essential for both Caster and Melee Healers.
Executioner is split into 3 rubies. These rubies increase your lightning (elemental) damage by 3/6/9%, thus increase the damage of the above and Heavenly Smite. Additionally, when a target is at 30% hp or less Holy Blast, Celestial Judgement, Verdict and Anathema inflict 10/20/30% more damage. A must have for both Caster and Melee Healers in PvE and PvP.
Eye of Light is split into 3 rubies. While in Aspect of Rage any successful Holy Rage, Verdict or Anathema places a debuff on the target. This debuff increases all holy (divine) damage the target takes from the Healer by 5/10/15%. A must have for a Melee Healer, not useful for other Healers.
Fortress of Faith is split into 3 rubies. This reduces the mana cost and cooldown of Verdict and Anathema by 6/12/20%. Melee Healer can be quite thirsty on mana, especially if you get good Fanatacism procs so these are well worth taking. These should be skipped for non-Melee Healers.
Furious Fanatacism is split into 3 rubies. While in Aspect of Rage there is a 10/20/30% chance that you will gain 1 stack of Fanatacism every 5 seconds. This is essential for a Melee Healer and useless elsewhere.
Holy Avenger is split into 3 rubies. These rubies increase the critical strike chance of Holy Rage by 10/20/30%. This rubies are fantastic. With a luck elixir and full 55 relics for Holy Rage you get solid crit rates on mobs/players. These are very good rubies to take for a Melee Healer but should not be taken for the other Healer variants.
Iron Will is split into 3 rubies. These rubies increase your chance of receiving a stack of Fanatacism by 5/10/15%. There has been some debate about whether this only works with Aspect of Rage but I haven't had a chance to thoroughly test this as of yet. Currently, I believe it works with all Aspects and thus recommend all Healers invest in all 3 of these rubies.
Justice is split into 3 rubies. These rubies reduce the cooldown of Binding Light, Silence and Excorcism by 10/20/30%. These aren't essential rubies in any spec but they are quite fun to take as a Caster or Melee Healer who is PvP orientated. In my opinion, there are better rubies to take but if you enjoy CC's or just testing 1v1 in the arena, these are worth playing about with.
Ray of Hope is split into 3 rubies. When the Healers HP is reduced to 50% or less, all incoming heals heal the Healer for 10/20/30% more. These rubies ONLY work for a Healer in Aspect of Light or Aspect of Rage (sorry Full Healers). Only worth considering for PvP specs or high raid-wide damage raid bosses and, obviously, should be avoided by Full Healers.
Silence is 1 ruby. It grants you a new spell which has a 1 minute cooldown (reduced by the Justice rubies). This spell silences a target for 6 seconds, which prevents spell casting. Very few applications in PvE situations but is great in PvP. I take this ruby in PvP as Caster, Melee or Full Healer, especially for Champion Dominion 6v6.
Veracity is split into 3 rubies. These rubies increase your Anger by 4/8/12. Additionally, while in Aspect of Rage your Holy Rage will slow a target by 50% for 4/8/15 seconds. Very useful in PvP as it can stop those pesky casters kiting you but useless in PvE. I would recommend taking these as a Melee Healer in PvP spec but they aren't essential.
This post has been edited 13 times, last edit by "1aussieonly" (May 9th 2014, 5:01pm)

Blaze of Faith is split into 3 rubies. These rubies grant Cleansing Flame a 10/20/30/40% chance that each tick will place a debuff on the target that increases the damage from the next 3 holy attacks you do by 20%. This has changed in 5.0, previously it was the next attack and was 40% additional damage. These rubies are a must have for both Caster and Melee Healers.
Valiant Guardian is split into 2 rubies. These rubies increase your Willpower by 4/8. Additionally, while in Aspect of Light, your Holy Blast/Celestial Judgement will mark the target for 20 seconds as a Demon allowing you to use Sacred Word and Exorcism on them. This changed in 5.0, before this the mark wouldn't allow the use of Exorcism. In my opinion this is essential for all variants of healer in PvP and can be considered for Caster Healers in PvE.
True Faith is split into 3 rubies. These rubies increase the healing of Holy Healing/Holy Rejuvenation by 10/20/30% and reduce the cooldown of Divine Prayer by 10/20/30%. Great rubies for a Full Healer, a must have. Caster/Melee Healers should consider these in PvP specs.
Split into 4 rubies, 1 on the Holy Blast tree and 3 on the Cleansing Flame tree. Each ruby increases your Proficiency by 3 for a total of +12 Proficiency. A must have for all Healer specs. We all love our stat rubies, right?
Divine Foresight is a single ruby. Places a buff on a target that restores a large amount of health once the targets health is reduced to 35% or less. You can only have 1 of these active at a time and, once cast, it has a 3 minute cooldown. This is essential for Full Healers and recommended for PvP for Caster and Melee Healers.
Eternal Fire is split into 3 rubies. These 3 rubies increase the duration of Perpetual Healing by 10/20/30%. Cleansing Flame has a 10/20/30% to restart it's timer, adding a "stack" this stack adds 10% per stack damage to Cleansing Flame. A target may not get more than 5 stacks. Essential for a Full Healer and recommended for Caster/Melee Healers at least at rank 1.
Illuminated Mind is split into 3 rubies. These rubies increase your Vigor by 3/6/9%. These rubies are essential for all variants of healer. Before 5.0, these rubies gave a bonus to Intelligence.
Enlightenment is split into 3 rubies. These rubies increase your Determination by 3/6/9%. These are not worth takin in PvE spec but are well worth taking for all healers in PvP speccs. Before 5.0, these rubies gave a bonus to Wisdom.
Entreaty is a single ruby. This instant cast heal only effects the caster and may only be used in either Aspect of Light or Aspect of Mercy (sorry Melee Healers). This is a large heal with a 30 second cooldown. A must have for Full Healers and recommended for Caster Healers, especially in PvP specs.
Sacred Blessing is split into 3 rubies. These rubies provide Holy Healing and Holy Rejuvenation a 15/30/50% chance to place a HoT on the target that heals them over 10 seconds. Definitely worth taking as a Full Healer in PvE and PvP. Worth considering for any healer variant that takes Holy Healing or Holy Rejuvenation in PvP.
Strengthening Heal is split into 3 rubies. These rubies provide a 33/66/100% chance that Divine Prayer will make the target immune to Fear, Stun and Knockdown effects for 5 seconds. Essential for a Full Healer in PvP. I wouldn't personally take these as a healer in any other spec, except on the way to the Inquisitor rubies.
Inquisitor is split into 3 rubies. These rubies increase the healing of Holy Healing, Holy Rejuvenation, Devoted Plea and Refreshing Light by 3/6/9% on energy users. Additionally, they increase your damage by 3/6/9% on targets that use mana. Essential for a Full Healer in PvE. I personally take these usually as a Full Healer in PvP and as both Caster and Melee Healers in both PvE and PvP as they frequently prove quite useful for pushing through some extra damage.
Surge of Faith is split into 3 rubies. These rubies increase the damage done by Cleansing Flame and the Healing done by Perpetual Healing by 5/10/15%. Essential for a Full Healer in PvE and PvP. They are also highly recommended for Melee and Caster Healers in PvE.
Divine Infusion is split into 3 rubies. These rubies increase the critical chance of both Cleansing Flame and Perpetual Healing by 10/20/30%. These rubies are fantastic for a Full Healer in PvE and PvP and for both a Melee Healer and Caster Healer trying to squeeze out every little bit of DPS that they can.
Holy Advantage is split into 3 rubies. These rubies reduce the mana cost of Cleansing Flame and Perpetual Healing by 10/20/30%. Essential for a Full Healer in both Pve and PvP. Not really worth considering except for that.
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Aspect of Light active
Heavenly Smite
Frenzy
Celestial Judgement until Frenzy buff end
Heavenly Smite
Aspect of Rage
Chain of Light




This post has been edited 21 times, last edit by "1aussieonly" (May 9th 2014, 4:54pm)

Vigor is your base damage/healing. Approximately every 4 Vigor increases your damage/healing by a factor of 1. You want this stat as high as possible. Vigor appears in all gear of all quality, as well as in Glyphs.
Proficiency increases your damage/healing by 1% for every point of it you have (so 50% increases your healing and damage by 50%). This is an important stat.
Brutality increases your damage/healing as the targets health is lower. The lower the health, the more effect Brutality will have. For example, 25 Brutality will increase your damage and healing by 13.8% when the target is at 75% health but will increase it by 41.4% when the target is at 25% health. In my opinion you want more Brutality than you do Proficiency, especially in PvP and Raid situations.
Determination increases your damage/healing based on damage you have taken. Underneath your Health and Energy/Mana bar you will see the Determination meter. The higher this is, the more effect you get from Determination. For example, at 25 Determination you gain a 0.5% increase in all heals and damage per 1% in your Determination bar (so at 50% Determination bar you would get a 25% increase, at 100% you would get 50%). Seems good, right? Well, yeah it is good but only in PvP. This stat is basically useless in PvE. In PvP, especially as a Full Healer, this is amazing 
Anger increases your chance of inflicting wound complexity on an opponent. Honestly, just ignore this right now, it isn't good enough.
Stamina is much like Vigor except for your life total. I haven't worked out the ratio between Stamina and HP yet however.
Vitality increases your maximum HP. This is the best stat for raiding as it reduces your chance of getting 1 shot against harder bosses with heavy AoE.
Willpower provides you with a chance to resist control effects. For example, at 25 Willpower means that every 9 seconds or 82.2% of your health loss while under the effect of a control effect you gain immunity to control and slowing effects for 3.92 seconds. This is an essential stat in PvP, unless you like getting CC'ed to death 
Bloodlust heals you for an extra amount based on your damage/healing output. At 25 Bloodlust 11.3% of the damage you do and 3.78% of the healing you do additionally heals you. So you hit someone for 100k, you'd get healed for 11300. Pretty nice!!! I love this stat in PvE as it allows me to heal myself somewhat, relieving the pressure from the healer. Also, this is great for farming 
Tenacity increases the amount of damage you need to receive before you gain wound complexity. This is basically useless, unless you are a tank.
This post has been edited 12 times, last edit by "1aussieonly" (May 9th 2014, 4:47pm)

Adrenaline Rush is a Warrior reincarnation skill. This skill grants you increased energy/mana regeneration for a short period of time. A great skill for extended fights, as it's another method of restoring mana. This doesn't feel like the most optimal reincarnation skill to take but it is worth considering.
Charge is the second Warrior reincarnation skill. This skill lets you charge your target, knocking them down once you hit. A great PvP skill, mainly for Melee Healers, as it allows you to close the distance from someone who is kiting you and then begin full DPSing. Again, there are better reincarnation skills but this is a good PvP skill for Melee Healers.
Fear is a Summoner reincarnation skill. This skill lets you, surprisingly, fear your target. It's a great little CC, whether it's as a Full Healer/Caster Healer to prevent some damage and allow you time to break distance or heal up, as a Melee Healer to prevent someone running or in Dominion to fear someone off of the point to let your team cap. It also isn't horrible in PvE as you can fear mobs in Astral to prevent some damage or get a mob in a position where it can be "hard" cc'ed. Well worth considering for all Healers.
Howl of Death is the second Summoner reincarnation skill. This skill does reasonable damage to your target and slows them for a few seconds. If you are a Caster or Melee Healer and just want to squeeze out a little more DPS in Raids or Astral, this is a solid skill. Otherwise I wouldn't use this.
Rupture is a Psionicist reincarnation skill. This skills gives you a temporary buff with 3 stacks. This skill decreases the caster time and cooldown of the next 3 damaging skills you use. This isn't good for a Caster or a Full Healer but has some applications as a Melee Healer for burst DPS in PvE.
Strike of Justice is a Paladin reincarnation skill. This works exactly like the Charge skill above.
Telekinetic Pull is the second Psionicist reincarnation skill. This skill lets you group up all mobs with the radius of it's cast (illuminated by a nice large circle when you begin targetting), pull all enemies within together then knocking them down. Great in PvP to group people up for your team to AoE, great as a temporary little CC, great in Astral. It is the skill that doesn't really have an outstanding upside but is consistently good in all scenarios. I can highly recommended this skill, especially in Astral.
Vengeance is the second Paladin reincarnation skill. This skill gives you a buff whenever someone in your group dies. This buff adds some holy (divine) damage to each of you next 10 (need to check the exact number) attacks. This skill adds solid burst damage to a Melee and Caster Healer in situations where group members die relatively often. I wouldn't recommended this skill but, if you really want to nuke someone, Providence + Vengeance + Frenzy = GG

This post has been edited 7 times, last edit by "1aussieonly" (May 9th 2014, 4:43pm)

). I have tried to be as detailed as possible and give you everything you need to go away and be the best Healer you can be. 

This post has been edited 15 times, last edit by "1aussieonly" (May 9th 2014, 4:41pm)