Brooch of Hightened Potential is better average.
Equip: Improves spell hit rating by 13
Equip: Increases damage and healing done by magical spells and effects by up to 23.
2.1.0 Stats (current PTR):
Equip: Improves spell hit rating by 15.
Equip: Increases damage and healing done by magical spells and effects by up to 26.
this post is mostly for historical purposes, as wowhead doesn't seem to keep different revisions of items.
Technically it's a little better for a raiding dps caster because of the +hit vs. the +crit on the Adornment of Stolen Souls unless you're already at the hit cap.
For raid bosses, this is comparable to Adornment of Stolen Souls off Prince Malchezaar (
), assuming the player is not at the 16% hit cap.
This neck is generally inferior to Ritssyn's Lost Pendant (
) for Shadow Priests and Affliction Warlocks, as the 15 spell hit and ~0.25% crit from int (=5.5 spell crit rating), does not compensate for the loss of 25 shadow damage.
If you have the Brooch of Heightened Potential (
), a drop from the second boss of Shadow Labs, this item is a side-grade for raid dps, and an upgrade in stats.
Got this of Moroes as a mage. Sweet to have epics without repair costs :D
Care to link this lv 67 blue or do you just want to run your mouth about content you haven't tried yet?
So it won't be as non-epic as I felt it was. I have this on my shadow priest, but I'm glad to see it will be getting a bit better. I guess Blizz noticed that their epics weren't all that great. :p
This drops of the second boss in the first raid of TBC. Do you think it to be as good as T6 or so? It's just one of the first items and although the + spell damage amount is quite low (only 26, where as natasha's arcane filament (blue neck from a quest in Blade's Edge has 29) it gives a decent amount of stamina and intelect and it gives spell hit. Since all bosses in kara and further have a 17% to resist any spells, spell hit gives you more of a damage buff than spell damage. I like it.
i got this on my lock and i personally think its pretty sexy lol
brooch of heightened potential is comparable, but id take the better +hit over heightened potential's +crit any day. The +int is also much better, which adds +crit anyway.
jsut got this on my mage btw, and im very happy :)
Spell hit is discussed on almost every item thread for casters. Everyone rightly points out that spell hit is the single most important stat until you're hit-capped. If you're still confused about this, go read
What most people don't mention, though, is that huge spell hit is only useful on bosses. If you're fighting level 70/71/72 trash mobs, you don't need as much +hit (again, see URL above).
I keep two sets of gear on me when I raid. It's not two full sets, but a few items get swapped out between trash and bosses. With a UI mod like Outfitter, it's very easy to toggle outfits accordingly.
Good boss gear is almost NEVER good trash mob/solo farming/PVP gear. A mage with Elemental Precision needs +164 hit from gear to be hit-capped against a level 73 boss (the highest level bosses in-game). A mage with Elemental precision needs ZERO +HIT against a level 70, and only 13 +hit against a level 71. You've already got +22 dmg/+14 hit on your head gear (you do, right?), so for trash mobs you want to focus on +dmg gear, and some +crit gear.
If you're trying to decide between dmg and crit, figure out what +1% crit will get you. My mage's frostbolts hit for 1500, crit for 3000. A crit adds 1500 damage. 1% of that is 15 damage. Therefore 1% crit is "worth" +15 damage to me. When comparing an item with +dmg to an item with +dmg and +1% crit, the latter needs to be within 15 damage to be worth it (i.e. an item with +50 dmg and no crit is better than an item with +34 damage and +1% crit). These are just examples, and various class specs, item bonuses, etc. ultimately make it more complicated, but at its core that's how hit/dmg/crit work.
My point is that there's a good reason to keep multiple items and switch between +hit and +dmg/crit gear throughout the course of a raid, if you want to maximize your overall damage. Wearing +164 hit gear while fighting trash mobs on the way to a boss is lowering your utility. Wear less +hit and more +dmg/crit, switch gear for the boss, and you'll do better.
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