The cost is being lowered in 2.1.
Current cost: 28,125 honor points.
Next patch: 10,125 honor points.
Down to 8100 points from 28125, so over 20k points less in 2.1... O.o
For me that's a reason to actually gather honour points for this gem, while before the cost just seemed waaayy too high to get it.
Even though they are unique, patch 2.1.0 will bring us another "tier" of jewelcrafting. There will be a few new epic gems and patterns to make all your favorite types.
For example you can't stack the honor-purchased gems, but you can add in some of the new ones with equal stats.
+12 spell dmg gem (non-unique)
Heh, i purchased one of these for my gladiator's chestpiece.. i demand a refund. I love to wsg and being an Ap mage horde side in Cyclone i win like 80% of the time it's easy honor. I grinded to warlord.. this honor system is cake.
Bad news are that raw epic gems drop from Black Temple and normal humans will have to wait a bunch of months of PvE progression to ever see one drop (assuming you even get there). Or less probably they could be seen in the auction house for zillions of gold. Don't count on it, though... guilds in BT will keep the gems for their own epix.
Just to inform everyone, if you put one of these in an item, a helmet for example, you can't buy a new one until you destroy, sell or do whatever with that helmet. So you can't have two different helmets with one in each, for example.
With the upcoming patch (live on PTR), the price for this item will be lowered to 6885 honorpoints.
This also gives +12 healing, even though it isn't stated. All gems for that matter... if they say "+sp damage", it will also apply to healing.
Just to let you guys know..it seems this gem is no longer unique
People used to get around the "unique" factor, but it no longer works.
It does NOT work if you purchase the gem, socket it in, say, your gloves, and NPC the gloves. Then purchase the same gem again, and buy back the gloves.
You will not be able to buy your gloves (with the same socketed gem) back until you get rid of the 2nd same gem.
So...don't waste your honor points.
Apparently it used to work, but has been fixed.
and what does this mean? can i have 1 per item but as many as i want in my clothes together or only one and only in one item?
Actually you can get 3-4 of these, but can only equip 1. Unique-Equipped means can only equip 1.
Does this affect healing also?
the better for a DPS mage!!!
somethin like 30k honor last time i checked
I have a question: this item says it is unique. Does that mean you can only have one in your inventory at once? Or does that mean you can only have one in your armor and inventory?
on test realm i bought 1 since it was down to 8k honor, and when i tried to buy a second it told me no. Then i socketed it and tried to buy again and it said, no u can only have 1 socketed
Dont see why any1body would ever buy this. Costs a lot of honor and is not much better than a blue +8 dmg gem, and 30k honor for 4 spell dmg? Nah. Maybe some1 with very little gold would get this, scince its free 'cept the honor.
pvp reward item. currently the most spelldamage on a gem.
At the top end of the game, if you had 25 people with their gear full of blue gems and a group with the same gear but epic gems, you'd be suprised at the difference that could happen on cutting edge content for them.
In progression raids the line between success and failer is paper thin (maybe even a few gems thin)
Edited, Feb 19th 2007 9:30pm by MeldunWildhammer
This gem is unique, which means that you cannot use more than one at the time, eventhough they're socked in different items.
Way to expensive for the 2 extra spelldamage if you compare with blue high-end gems. But I guess if you really don't need any pvp gear at all ...
It says unique on the gem, but does it mean I can only have one of these gems in my inventory at the same time or does it mean I can't have two of these on one item?
stop assuming all locks rely on crit people. my locks is affliction atm and id much rather have 1K spell dmg then 20% crit. you think my corruption ticks crit? .... well some prolly do so ill answer, NO. DOT's dont crit.
mages.. differant story
If a spell does 1000 base dmg and has 3.5 cast. with ruin talent or equivalent, the crits does double. These two cases do the sam damage on average:
1. 100dmg+ gear
2. 10% crit chance = 220 spell crit rating.
Rating = Percentage*14/((131/41)-(3*Level/82))
Good luck finding such crit rating on a single armour or weapon. Thus it's much easier to acheive higher dps on average with dmg+. In pvp on the other hand, it is the unexpected crit that makes you the winner, but I think dmg+ wins in the long term. And it works good in pve too. dmg+ makes your spell more mana efficient, while a pyroblast crit for 5000 damage might not be so good against a raid boss.
This assumes you have 0% base crit chance, which is never the case. As your base crit chance increases, it favors the dmg+
Spell Damage > % crit for a mage in raids.
Reason being your total damage will be sustainably higher. I'm consistantly #1 on our damage meter in our 25 mans and I only have like 19% crit (self buffed). There are mages with like 25% crit in the same raid and I out damage them in the long run because they favor crit over dmg. With my build (40/0/21) and my gear I have self buffed + ice damage of 1026, and in a 25 man raid setting about 100 more than that. My frostbolts hit for around 1600 and crit for around 3600. I don't crit as often as some people, but any day of the week I'll out damage 99% of them. (Jems, Runetotem on the armory)
I have a level 70 mage 40/21/0:
I had speced and geared for Crit. In PVP it worked great but in PVE I drew way to much Aggro. Even with a threat meter I still drew aggro because I would be at 70% and launch a fireball and crit, draw aggro, and die.
To go with +Crit or +Dmg depends on what you plan to play; PVP or PVE. PVP take the +Crit because you need short blasts of high damage. PVE take +dmg as you need sustained damage. If you crit to often in PVE you will die and you will not realize the damage increase from the +crit.
spelldmg is almost always better in dps for any caster class. But the more spell dmg you have the more effective is your crits.
I would say for Frost Mages, definitely go for spell damage. with Frost Nova and Shatter, alone you have at LEAST a 60% crit chance. and i dont see how a few +crit chance gems would improve that. Granted, not all targets can/will be frozen, it's upon the frost mage to set up the freeze. This is especailly true for PVP, in PVE it's harder cuz some bosses can't be frozen. so it's all up to you what you want to do.
level 66 Frost Mage 2/5/50, with Molten armor = 17% crit chance. w/o 14%. 432 spell power => Frostbolt crit for 2.1k
As an affliction warlock w/ 1k shadow damage, this gem is much more beneficial to me than any + crit gem. For mages (no matter what spec IMO) you need a balance of SD and crit. But as everyone before me stated it depends what you do more, PVP or PVE. Pvp is based around crit, the more dmg you can deal in a short amount of time is key. In PVE situations you need higher spell dmg and less crit so you do not generate too much threat.
As a pvp mage I think +dmg is way more useful, but not for any of the reasons listed above. If you pvp a lot, especially in the arena, you go up against people wearing pvp gear; a.k.a- gladiator gear. This stuff has insane amount of resilience on it which brings down the dmg your crits do by a LOT.
Normally my insta-pyros crit for a (total) of 6-7k, but against gladiators they crit for a measely 2-3k (total)..thats with trinks and AP.
Furthermore...if you pvp a lot, Stamina is just as important (if not more so) than +crit or +dmg, regardless of your class. Can't dps, heal, or get healed while you're dead.
Some people dont seem to understand the math at all.
Some people think that if you got a lot of crit then you should get a lot more. Wrong!
The more crit you have, the more effective spellpower gets, as all that spellpower gets multiplied with the crit rate you have, assuming 100% extra damage for crits).
It works the other way too. The more spellpower you got, the better crit as a stat gets as those crits will be bigger.
Some people think: "I love big crits so I stack a lot of crit rate" wrong! If you do that, sure you crit more often, but your crits will be smaller.
You need to find a balance of both. Maxing one out is not wise. crit vs. spellpower depends on your class, spec and your gear. There is no right answer so stop arguing.
As a shadowpriest i will allways take spellpower over crit rate as so few spells can crit. Same is recommended for affliction locks. Mages usually benefit much more from crit.
But conclusion. Every caster should use this gem. It's so good no crit gem will beat it. Put the crit in other items and enjoy this unique 12spellpower bonus that will help your crits get larger more than a crit gems helps you get more of them.
HAhahaha now you can buy several , as many as you want but can not wear all of them at the same. only one can be used at one specific moment. A hunter friend discovered the hard way.
Stacking +damage gems for
is a bad idea. While +damage gems give a visible and obvious increase in DPS,
+spell hit rating will increase your DPS much more than +damage against raid bosses
As a Mage you will have a 17% chance to miss. You can migitate 16% of that by stacking +spell hit rating gems. The two blue gems give +8 spell hit rating and +9 damage, and is compared in the conclusion (scroll down to the bottom).
Spell Hit Percentages
+12.62 spell hit rating is required to gain 1% hit. Therefore, +8 spell hit rating will give 0.634% hit. +4 spell hit rating will give 0.317%. +1 spell hit will give 0.08%.
1% Spell Hit = 1% increase in damage
No matter what amount of +damage or +crit you have, 1% Spell Hit will always equal 1% increase in damage.
The roll for Spell Hit takes place before the roll for resist and crit.
Imagine you could cast 100 Fireballs, each hitting for 1,000 damage. You would do a total of 100,000 damage, assuming you could somehow obtain 100% Hit Chance, no crit and no resists of any kind. This is
Now bring that back down to earth. You have a 17% chance to miss against bosses. We will ignore resists for these calculations. 17% miss would bring your total damage down to 83,000. That is exactly
You decide to get 12.62 spell hit rating, equaling to 1% Spell Hit. You now have a 16% chance to miss against bosses, increasing your damage up to 84,000 damage. This is
As you can see, 1% spell hit increases damage by the same amount of damage Fireball hits for. 1,000/100,000 is equal to 0.01, which is 1%.
Therefore, 1% Spell Hit = 1% increase in damage.
Assume you specced 10/48/3 and you are in a raid trying to do maximum DPS:
Improved Fireball will cause your Fireball to receive 87% of +damage
Empowered Fireball will add 15% +damage
Playing with Fire increases damage done by 3%
Fire Power increases damage done by 10%
Improved Scorch stacked 5 times will increase damage done by 15%
Ignite causes crits to hit for 210% normal damage (150% + 40%*150%)
A total of +102% damage coefficient
A total of +28% damage.
The below table shows the amount of damage Fireball does at different damage amounts with the above conditions, ignoring Fireball DoT:
Fireball Crit inc. Ignite
Avg dmg (20% crit)
This table shows the amount of damage +1% hit is equal to at different amounts of +damage.
Avg dmg (20% crit)
+12.62 spell hit equivalent
This shows that, at +0 damage, with the conditions mentioned above (10/48/3, 5 stacked scorches), 1 spell hit rating is approximately equal to 1.03 spell damage (1.01*102%).
At +600 damage, which is easily obtained with blues, 1 spell hit rating is approximately equal to 1.8 spell damage (1.77*102%).
At +1000 damage, which should be the amount of damage obtained from SSC/TK epics, 1 spell hit rating is approximately equal to 2.31 spell damage (2.27*102%).
Comparing the two gems +9 damage and +8 spell hit at +600 damage. Since 1 spell hit rating at +600 damage is 1.8 spell damage, the +8 spell hit gem would give +14.4 damage. 14.4 is bigger than 9.18
In conclusion, stacking +spell hit will give the highest DPS increase for boss fights until you reach the +spell hit cap at 16%, or 202.24 spell hit rating (164.32 spell hit rating for 10/48/3).
great information man. Thx!
By the way, we can add that any spell which wont hit the boss, is a Waste of mana !
& what if it's not a spell which is being casted to do damage. What if it's a spell which has been done to interrupt a dangerous spell of the boss. i.e. Aran' s fireballs, or a self healing boss in Karazhan. So Spell hit rating has always a priority in a end-gamers character. Cause end-gaming means,
Thank you for the excellent information.
In addition to what was stated above me, another
thing people don't realize is how to get maximum dps.
See, dps is more than about the size of the crit, or even to an extent, how much you crit.
You need to have both Spell Hit rating, and Penetration to go with your spell damage. Having +1200 spell damage means nothing when you see "Resist" appear on your screen, and the measly +800 spell damage person next to you does damage with (almost) every spell.
I've found in my conversations with people that you need to have both, in a decent quantity for maximal effectivity.
Another thing: see, you're dealing with people who think Arcane Power > Pyroblast > PoM > Pyroblast is the way to deliver dps. In PvP, this could most certainly be the case, but even in PvP the exact rules still apply as they do in a PvE evironment, you just dont have to worry about wiping a group or a raid...
I've discovered for myself that Scorch is more average dps than Fireball is. It's like the difference between a massive two-hander like World Breaker or a set of daggers. The 2H will give you massive criticals, of that there is no doubt, whereas the daggers will not. However, the daggers will crit much more often than the 2H, and you can yield at the very least similar dps. The Shaman Izri (Driven to Conquer, Skywall) has received World Breaker. She's said that she yields more dps dual-wielding than she does with World Breaker. She's said in PvP World Breaker is a god, however (she likes to one- and two-shot people >)).
Same thing with Scorch. With my 5/5 Imp Scorch, I've noticed on the trash pulls that I get more dps from Scorch than I do Fireball. Now on boss fights, it's a little different, they have a massive amount of health that actually shows where Fireballs get some action.
Again, I'll yield to the point that this is very build AND gear specific, but the point's still valid.
All of this is based on my personal experience, and is most likely different for about 98% of people out there, I just thought I'd throw this out, as a matter of discussion amongst other players.
One thing I enoy is constructive criticism and learning from the 8 million+ people that play this game.
Cherishdawn 70 Mage Velen
Izri 70 Shaman Skywall
I was a stupid twat, was armorying some well geared PvP mages and saw they had more than just 1 +12 spell damage gem in their gear, so i bought 2 of these gems and wondered why i couldnt socket to into my s3 robes, lol, then found out that you can get +12 spell damage gems from raids...
Thankfully a GM was kind enought to refund it, instantly xD
Im wondering if you can get a +10 spell crit PvP gem and a +12 spell damage PvP gem together? anyone know?
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Burning Crusade Classic Gems
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