- (2) Ethereal Quarterstaff (optional): Ghost touch will be superior to most other item buffs against Reapers. Keep this until you've got other swap options (eg,
Spectral Gloves)
- (2) Nicked Quarterstaff: 2d6 force and deadly 3 at level 2
- (4) Chieftain's Spear (optional): +2 Crit Range ~= +10% damage. 3.5 bleed on-hit + 15%*4.5 bleed on-crit = 4.2 average proc damage, vs. 7 for nicked quarterstaff. The equilibrium point between this and Nicked Quarterstaff will be at ~40 damage per hit; if you're doing more, you'll want Chieftain's Spear. IMO not worth the farm, but YMMV
- (7) Elemental Bloom: +1 Crit Range and Multiplier. This is a keeper
- (12) Broken Oar (optional): Damage is likely roughly on par with Elemental Bloom thanks to Crit Range boost. Depending on your build, Felling the Oak might be a life-saver. Personally I skip this one, as I can't stand Crystal Cove. Level 16 version equally optional.
- (20) Stout Oak Walking Staff: Felling the Oak and x3 multiplier
- (23) Sireth (optional): Some folks have crunched the numbers on endgame builds and found this one to be surprisingly competitive, beating out Gul'Thas. Can be tough to get
- (28) Staff of Shadow (optional): Not sure if this has better damage than Legendary Moonbeam, would likely depend on build. Also difficult to get.
- (29) Legendary Moonbeam: Non-raid and one of the best endgame weapons, it's only beaten by...
- (29) Spear of the Mournlands: Current best-in-slot, AFAIK