Although maybe that question is to broad, perhaps the question you should be asking yourself is, "Is this item gemmed and enchanted properly for the gear set I am trying to fit this piece into?"
| Effective Health | Avoidance | Threat | |
| Head | |||
| Shoulder | |||
| Back | |||
| Chest | 18 Stamina (only with kings and imp MOTW) | ||
| Wrist | |||
| Weapon | 110 AP (kinda) | ||
| Feet | |||
| Legs | |||
| Hands | |||
| Red Socket | |||
| Yellow Socket | |||
| Blue Socket |
This includes no profession specific enchants, but it also excludes some enchants that could be arguably better. For threat on helm, the old world 34 AP 16 Hit from CE rep could be better until the hit cap. For pure avoidance to chest, 10 stats gives 12 agi with imp mark, SOTF, and kings. 22 Defense gives .07% more avoidance than 12 agi. For gloves, Armsman, despite giving parry, may actually be more threat than either of the enchants listed, especially if without either you are already hit and expertise capped. Finally, Tuskarr's Vitality gives much more utility than Fortitude, but for reasons of pure EH it does not make the list.
Next week in part 2 I will be posting a write up on how to decide if socket bonuses are worth matching.