With your Ascensions, note that scholars can craft your Journeyman, Expert, and Grandmaster upgrades with (reasonably) common materials. You have to have a scroll page for Adept and Master, but these can often be purchased on the broker. (You have to scribe each spell level in order, alas...). With each upgrade, the Ascensions become quicker to cast and do more. Did you do the Days of Summer quests for the panda in Sundered Frontier? They reward Ascension boosts, among other useful things. The quests are dead simple. On the NO-TRADE HEIRLOOM gear, I started a [BUG] thread on one item doing that! The two tags should never occur together. The step up from PoP to CD was, I think, too steep. DEFINITELY the step into CD Heroics is too steep. However, the advice about getting mastercrafted Academic gear in all 21 slots, and experimenting each piece to Visionary, is still good. You won't be replacing that until and unless you're running Heroic instances. Academic gear has 60 Resolve per piece, x21 slots is 1260 Resolve, which is enough for T2 Heroics. The reason people say to experiment it to Visionary is because there's not nearly enough Potency, so experiment at least 3x for Potency, then imbue for at least Potency and Crit Bonus so your spells actually hit and damage the mobs (or heal, if you're a healer). Reforging is something you will tend to need to do with any sort of armor to shift stats around. If you take a look at your toon on Dragon's Armory, you can hover over each stat and it will tell you what the soft and/or hard caps are, if any, and what that stat does. CD armor has no Crit Bonus... it's all on the jewelry. And ABMOD is mostly on selected armor bits. Stats that you will almost certainly want to use Reforging to fix are Reuse Speed/Recovery Speed (I can't recall now which it was, but I started with zero in one of the two), Accuracy, and Strikethrough. When you have stats that are over hard cap, they're a good candidate to reforge to move some of that stat into something useful. If you have stats that don't benefit you (say, Haste for a caster) those can be reforged into something more useful (for example, a caster wants Casting Speed). Stat mechanics are also not transparently clear. Through experimentation, my guildfolk have determined: Non-healers: 1 Fervor = 12 CB = 250 POT = 200K ABMOD Healers: 1 Fervor = 4 Crit Bonus = 40 Potency Where do you get this stuff? Fervor you get mostly from blue adorns, mount gear, and some orange adorns. Potency can be had via white adorns, orange adorns, and potency infusion. Crit Bonus has been, for me at least, a matter of upgrading jewelry via drops.