Zul ' Gurub trinket The Zul ' Gurub trinkets are a family of trinket s which are available exclusively in old Zul ' Gurub raid . They are not the only trinkets one can acquire within that zone , but they are unique in that each is a part of an epic class - specific equipment set . These trinkets have diverse effects , but all of them provide short - term bonuses . They are therefore most useful for PvP combat . List of trinkets . All of these trinkets are epic items which bind when picked up . Each one has a three minute cooldown . Acquisition . The Zul ' Gurub trinkets are acquired by combining a particular type of punctured voodoo doll ( as appropriate for their class ) with all 4 animal token drops from the Edge of Madness event . This event is complicated and can be expensive to trigger , but has the benefit of being fairly reliable . As mentioned , each trinket is a piece of a class - specific set which is available only in Zul ' Gurub . These trinkets are unique in that they are the only piece of these sets which have no faction requirement ; indeed , the player need not even visit Yojamba Island . All the player must do is acquire the relevant components and then use the doll ; the doll and components are consumed and produce the trinket . Usage . The Zul ' Gurub trinkets vary substantially from class to class , but all of them have two things in common : their effects are short - lived , and their cooldown is a mere 3 minutes . These trinkets provide their bonuses in bursts , which makes them very ineffective when fighting elite monsters , but strong in player versus player combat . However , because of the short duration of their effects , it can be challenging to use them well . Therefore , these trinkets are best employed as a part of a macro which will also use the appropriate abilities . Warrior and Rogue . The warrior and rogue trinkets are both the easiest and the hardest to use . The trinkets ' uses are obvious , but actually performing these combinations is challenging without a macro . Both trinkets provide their user with one or more " free " special attacks . The rogue ' s backstab ability costs 60 energy , and this trinket supplies 60 energy ; this trinket therefore can grant a rogue an additional backstab at any time . Similarly , the warrior ' s high - end talent attacks - Mortal Strike , Shield Slam , and Bloodthirst - all require 30 rage to use , exactly the amount granted by the warrior trinket . Of course , rogues and warriors can also use this free energy / rage for combinations of other abilities . The warrior trinket is slightly more forgiving than the rogue one - a warrior in combat will retain any rage he gains until he leaves combat , but the benefit provided by the rogue trinket must be used within 6 seconds at most before its benefit begins to be lost . In both cases , the player would be well - advised to use their trinket by way of a macro to ensure that the trinket is not used when it would exceed the player ' s maximum capacity for rage or energy . Rogues might be well - served to take advantage of the fact that trinkets and spells can be used immediately after each other . A macro which uses the trinket , then uses a spell which will consume the trinket ' s bonus , will ensure that it is used fully every time . Example rogue macro . / script if ( UnitMana ( " player " ) < = 40 ) then UseInventoryItem ( GetInventorySlotInfo ( " Trinket1Slot " ) ) ; end This macro casts backstab . If the player ' s energy is low , then the macro will use the trinket just beforehand . This macro requires that the player have his Zul ' Gurub trinket equipped in his second trinket slot . Hunter . The hunter trinket is especially difficult to use . It clears the cooldown of four different hunter abilities , but two of these abilities already have a 6 second cooldown ( arcane and aimed shot ) , and a third has a ten second cooldown ( multi - shot ) . In addition , the cooldowns on aimed and arcane shot are linked ; using one applies a 6 second cooldown to both of them , so they cannot be used in tandem . Resetting cooldowns on these spells would seem to be relatively trivial . However , arcane / aimed shot and multi - shot are the primary direct - damage spells used by hunters ; the ability to reset their cooldowns allows the hunter to use each one twice in quick succession . A hunter can fire arcane shot , then multi - shot , then activate his trinket and cast each spell again immediately . This entire sequence will take between 4 and 5 seconds , and can be performed while the hunter is running ( though he will need to pause for each multi - shot ) . If a hunter has access to aimed shot , he can substitute that for arcane shot ; this extends the sequence to 8 or 9 seconds , and requires the hunter to remain in one place , but delivers far more damage . EDIT : As of a New Patch Arcane and Aimed no longer share the same Cooldown , Thus you can get far more damage out of this ! Druid and Priest . These two trinkets are nearly identical ; each one reduces the casting time of their class ' s largest heal spell by 40 % , and reduces the mana cost of all healing spells by 5 % . This effect lasts only 15 seconds , and thus the trinkets are most effective when a single player is taking intense damage , and can therefore utilize all the healing being applied . The trinkets can also allow rapid healing of an entire party , but some method of rapidly switching targets would be needed to get the most out of the time spent . Paladin , Mage , and Warlock . These trinkets are not at all identical , but very similar ; each increases the damage output of a particular category of spells . Shaman . The shaman trinket is the most unique of all the Zul ' Gurub trinkets - it is the only one whose effects do not require direct action to utilize . The shaman need only get several enemies to attack him , then use his lightning shield and this trinket . The shaman may need to recast his lightning shield several times over the trinket ' s 20 second duration , but the effects should be thoroughly satisfying .