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{{Merge|Critical strike}}
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{{fair use| This article [[WW:COPYRIGHT#Policy|quotes]] extensively from the [[Warcraft_RPG|Warcraft RPG books]].}}
 
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{{cleanup|merged, but could use some help}}
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[[Image:PLWC3.jpg|frame|left|Pit Lord from Warcraft III]]{{Warcraft III}}
 
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[[Image:Pit lord.jpg|thumb|Pit lord]]
 
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{{For|race|Annihilan}}{{For|Statistics|Warcraft III Units}}
 
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A warrior hero of the [[Annihilan]], exceptional at weakening enemies and melee combat. These massive Demons take sadistic pleasure from instilling crazed terror, and then slaughtering their enemies. They can attack land units.[http://www.battle.net/war3/neutral/pitlord.shtml]
 
   
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The hulking creature has a massive humanoid torso that joins to a tremendous equine body with a flexible carapace. Monstrous tusks jut out from his fanged mouth, and a long thick tail thunders behind his huge frame. A mane of living fire runs down his spine between sinewy, leathery wings. He carries a massive warblade in his hands and wears light plate armor on his scaled torso. The pit lords are usually nothing more than butchers: brutal killers, occasional torturers, and hunters that prefer intelligent prey. They are engines of hate and flame, bred for only one purpose: to destroy everything in their path. Occasionally, one rises above all others and becomes a leader of the Legion's armies. When reproached by mortal paladins or hacked at by heroes defending their towns, the pit lords smile ever more widely. Gore, screams, and suffering prove to them their victory, and the horror and anger of those mortals capable of opposing them serve as the applause. Pit lords have a humanoid head, arms, and torso, although the head has far too many teeth. (More grow continuously, forming a forest of ivory needles in the pit lord's mouth.) Their waist attaches seamlessly to a headless equine body plated with a flexible, multipart carapace.
 
   
  +
:''This page is about spell critical strikes only. For physical, see [[Critical strike]].''
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Pit lords like melee combat. As long as they stay alive and give as good as they get, they think having their guts spilled on the ground and their eyes gouged out is bracing. It's more fun to do it to someone else, of course. Pit lords wade right into battle; the more opponents the better. If the pit lord has a chance to prepare, or if facing a great many opponents, it casts haste on itself. Against large numbers of enemies to all sides a pit lord uses its doom stomp, sweeping cleave, and tail sweep abilities to thin them out. Once the pit lord can focus things down to just a few melee opponents, the pit lord begins full attack actions. Only after being slain and rising again with its rebirth ability does a pit lord really summon other demons and use its spell-like abilities. Pit lords usually
 
−
summon one infernal, but when facing many weaker opponents the pit lord summons several fel stalkers instead. Pit lords favor their demonic doom, carrion swarm, shockwave, and earthquake spell-like abilities. Ultimately, a pit lord is no fool. When facing defeat, a pit lord uses teleport without error to escape the fight. If retreat is not possible, the pit lord goes out with full attack actions and centers himself as best he can for his death throes to hopefully take many of his enemies with him.{{Cite|MoM|125}}
 
   
   
  +
'''Spell critical strike''' (often abbreviated as "spell crit") is when a spell or magical effect (most damaging spells, [[healing spells]], some [[damage over time]] effects) has an increased effect. To see your chance to critically strike with spells, open your character pane and view your spell stats. Mobs are unable to get critical strikes with spells.
−
==Notable Pit Lords==
 
  +
−
As with other demonic races, the precise hierarchy of the annihilan is unknown. Unlike the [[Eredar]] or [[Nathrezim]], the names of Pit Lords are not readily known to warlocks, as they are more focused on making war than strategizing it. However, there is information on a few of the annihilan Pit Lords, as several fought in the Third War and died on Azeroth.
 
  +
{{clr}}
 
  +
==Spell Crit Damage==
  +
At base effect -- without talents, class abilities, metagems, item bonuses, or other enhancements -- spell critical strikes incurred by players specced for DPS deal 200% normal damage. Spell critical strikes incurred by players' pets (such as an [[Imp (warlock minion)|imp]]'s [[firebolt]]), and spell critical strikes incurred by players specced for other roles (e.g. Restoration druids), deal 150% normal damage.
  +
  +
Certain [[metagem]]s, such as the [[Chaotic Skyflare Diamond]], can increase spell critical strike damage beyond 200%.
  +
  +
Spell critical heals will only heal for 150% of their normal amount.
  +
  +
=== Historical Note ===
  +
Prior to [[Patch 4.0.1]], spell critical strikes from players dealt 150% normal damage by default. However, most spellcasting classes had talents (or, in the case of [[Death Knights]], a class ability) to increase it, most commonly to 200% normal damage.
  +
  +
==Base Spell Crit chance ==
  +
The base chance to critically strike with spells is based on the [[Attributes#Intellect|Intellect]] attribute and a class specific constant.
  +
 
{| class="darktable"
 
{| class="darktable"
 
|-
 
|-
  +
!
−
! '''Name''' !! '''Role''' !! '''Condition''' !! '''Magical Field'''
 
  +
! colspan="3" | Intellect per crit %
  +
! rowspan="2" | Class Specific<br>Constants
 
|-
 
|-
  +
! Class !! Level 60 !! Level 70 !! Level 80
−
| [[Image:IconSmall PitLord.gif]] [[Aggonar]] || Pit Lord in Outland || <font color=red>Dead</font>
 
−
| '''{{Class Icon Warrior Small}}Physical (Presumed)'''
 
 
|-
 
|-
  +
! [[Druid]]
−
| [[Image:IconSmall PitLord.gif]] [[Arcubus Destroyer]] || Minion of [[Zuluhed the Whacked]] in [[Shadowmoon Valley]]
 
  +
| 60.0 || 80 || 166.6667
−
| <font color=orange>Killable</font>
 
  +
| align="center" | 1.85
−
| '''{{Class Icon Warrior Small}}Physical'''
 
 
|-
 
|-
  +
! [[Hunter]]
−
| [[Image:IconSmall PitLord.gif]] [[Azaloth]] || Found at the [[Ruins of Karabor]]
 
  +
| ? || ? || 166.6667
−
| <font color=orange>Killable</font>
 
  +
| align="center" | 3.6
−
| '''{{Class Icon Warrior Small}}Physical'''
 
 
|-
 
|-
  +
! [[Mage]]
−
| [[Image:IconSmall PitLord.gif]] [[Azgalor]]
 
  +
| 59.5 || 80 || 166.6667
−
| Fought for [[Archimonde]], Current Pit Lord ruler, Found in [[The Battle of Mount Hyjal]]
 
  +
| align="center" | 0.91
−
| <font color=orange>Killable</font>
 
−
| '''{{Class Icon Warrior Small}}Physical'''
 
 
|-
 
|-
  +
! [[Paladin]]
−
| [[Image:IconSmall PitLord.gif]] [[Brutalicus]]
 
  +
| 54 || 80.05 || 166.6667
−
| Presumed to be located at [[Sunwell Plateau]]
 
  +
| align="center" | 3.336
−
| <font color=yellow>Unknown</font>
 
−
| '''{{Class Icon Warrior Small}}Physical''' (Presumed}
 
 
|-
 
|-
  +
! [[Priest]]
−
| [[Image:IconSmall PitLord.gif]] [[Galvanoth]] || One of the defenders of [[Forge Camp: Wrath]], [[Blade's Edge Mountains]]
 
  +
| 59.2 || 80 || 166.6667
−
| <font color=orange>Killable</font>
 
  +
| align="center" | 1.24
−
| '''[[Image:INV_Misc_QuestionMark.png|18px]]Unknown'''
 
 
|-
 
|-
  +
! [[Shaman]]
−
| [[Image:IconSmall PitLord.gif]] [[Magtheridon]]
 
  +
| 59.5 || 80 || 166.6667
−
| Former ruler of the [[Black Temple]]
 
  +
| align="center" | 2.2
−
| <font color=orange>Killable</font>
 
−
| '''[[Image:IconSmall_Warlock.gif|18px]]Demonic''', '''{{Class Icon Warrior Small}}Physical''' & '''[[Image:Spell_Frost_IceStorm.png|18px]]Ice'''
 
 
|-
 
|-
  +
! [[Warlock]]
−
| [[Image:IconSmall PitLord.gif]] [[Makazradon]] || One of the defenders of [[Legion Hold]], [[Shadowmoon Valley]]
 
  +
| 60.6 || 81.92 || 166.6667
−
| <font color=orange>Killable</font>
 
  +
| align="center" | 1.701
−
| '''[[Image:INV_Misc_QuestionMark.png|18px]]Unknown'''
 
−
|-
+
|}
  +
−
| [[Image:IconSmall PitLord.gif]] [[Mannoroth|Mannoroth the Destructor]]
 
  +
==Increasing Spell Crit chance ==
−
| Commander of the Pit Lords || <font color=red>Dead</font>
 
  +
Spell critical strikes have a generally low chance of occurring, however, you can increase your crit chance in certain ways:
−
| '''{{Class Icon Warrior Small}}Physical''' & '''[[Image:IconSmall_Warlock.gif|18px]]Demonic'''
 
  +
  +
*[[Attribute]]s
  +
*[[Talents]] (some classes)
  +
*[[Equipment]]
  +
*[[Critical strike rating gems]]
  +
*[[Enchantment]]s
  +
*[[Glyph]]s
  +
*[[Potions]] (temporary)
  +
*[[Buffs]] (temporary)
  +
  +
==Spell Critical Strike Rating==
  +
The easiest method to increase the chance of a critical strike is to equip gear with the attribute "Improves critical strike rating by 'x'." For some classes, spell critical strike rating is of less value.
  +
  +
Unlike Intellect, spell critical strike rating increases the chance to get a critical strike equally for all classes. At level 70, 22.08 spell critical strike rating increases the chance to critically hit with a spell by 1%. At level 80, 45.91 critical strike rating increases the chance to critically hit with a spell by 1%.
  +
  +
{| class="darktable" style="text-align:center; width:23em"
 
|-
 
|-
  +
! colspan="8" | Critical Strike Rating Required Per 1%
−
| [[Image:IconSmall PitLord.gif]] [[Morgroron]] || One of the defenders of [[Legion Hold]], [[Shadowmoon Valley]]
 
−
| <font color=orange>Killable</font>
 
−
| '''[[Image:INV_Misc_QuestionMark.png|18px]]Unknown'''
 
 
|-
 
|-
  +
! Level 60
−
| [[Image:IconSmall PitLord.gif]] [[Ra'Adoom]] || Henchman of [[Xaxion Drak'eem]] ([[WarChasers]])
 
  +
! Level 70
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| <font color=red>Dead</font>
 
  +
! Level 80
−
| '''{{Class Icon Warrior Small}}Physical'''
 
−
|-
+
|-
  +
| 14
−
| [[Image:IconSmall PitLord.gif]] [[Silroth]] || Rules [[Forge Base: Gehenna]] in [[Netherstorm]] in [[Outland]]
 
  +
| 22.08
−
| <font color=orange>Killable</font>
 
  +
| 45.91
−
| '''[[Image:INV_Misc_QuestionMark.png|18px]]Unknown'''
 
−
|-
 
−
| [[Image:IconSmall PitLord.gif]] [[Timmanrug]] || Pit Lord possibly defeated by [[Fraweth Whiteshield]]|| <font color=yellow>Unknown</font>
 
−
| '''{{Class Icon Warrior Small}}Physical (Presumed)'''
 
−
|-
 
−
| [[Image:IconSmall PitLord.gif]][[Trelopades]]
 
−
| Prisoner of the [[Ethereum]] in [[Bash'ir's Landing]], Netherstorm
 
−
| <font color=orange>Killable</font>
 
−
| '''{{Class Icon Warrior Small}}Physical (Presumed)'''
 
−
|-
 
−
| [[Image:IconSmall PitLord.gif]] [[Verius]]
 
−
| Disguised as a human, but is discovered and fed upon by [[Blood Elves]]
 
−
| <font color=red>Dead</font>
 
−
| '''{{Class Icon Warrior Small}}Physical'''
 
−
|-
 
−
| [[Image:IconSmall PitLord.gif]] [[Xaxion Drak'eem]] || Shadowlord of a dungeon of souless creatures ([[WarChasers]])
 
−
| <font color=red>Dead</font>
 
−
| '''{{Class Icon Warrior Small}}Physical'''
 
−
|-
 
−
| [[Image:IconSmall PitLord.gif]] [[Xirkos, Overseer of Fear]] || Overseer of [[Forge Camp: Fear]], [[Nagrand]]
 
−
| <font color=orange>Killable</font>
 
−
| '''[[Image:INV_Misc_QuestionMark.png|18px]]Unknown'''
 
 
|}
 
|}
   
  +
==Formula==
  +
For a level 80 character:
  +
Crit Chance % = (Intellect / 166.6667) + Class Constant + (Crit Rating / 45.91)
  +
  +
Note:
  +
* Talents that affect the crit chance of "all spells" (ie: [[Conviction]]), or talents that specifically affect spells of a certain school (ie: [[Critical Mass]], [[Holy Power]]), directly add to the calculated "Crit Chance %" on the character pane.
  +
* Talents that only affect the spell crit chance of a specific spell (such as [[Incineration]] and [[Force of Will (talent)|Force of Will]]) are NOT included in the spell "Crit Chance %" on the character pane.
  +
* Mousing over the "Intellect" value in your character pane will show you the Intellect portion of your spell "Crit Chance" (ie: "Increases Spell Critical Hit by x.xx%"). This works out to the "(INT/166.667)+ClassConstant" portion of the formula.
  +
* [[Death Knight]]s receive no bonus Spell Crit Chance from intellect and so also do not have a class constant.
  +
* [[Rogue]]s and [[Warrior]]s have a spell critical strike chance of 0% no matter what their Intellect is. However, the Warrior ability [[Thunder Clap]] uses Spell Critical Strike Rating to determine the chance to crit. Rogue poisons use this and Spell Damage as well.
  +
  +
==Using spell crit effectively==
  +
When choosing between equipment with higher spell critical strike or higher +spell damage, there are some things to consider:
  +
* Some classes have abilities or talents which [[proc]] off of spell critical strikes, as do some items.
  +
* Spell crit can lead to more unpredictable damage. As such, it can be powerful, but unreliable.
  +
* In a group, a string of spell crits can lead to pulling aggro off the tank (and possibly a dead caster).
  +
* Many spells, particularly untalented [[DoT]]s, cannot crit. Spells that have a direct damage component and a DoT component (e.g. [[Holy Fire]]) are able to crit on the direct damage component but not the DoT. The same is true of [[HoT]]s. Notable exceptions are mages with [[Glyph of Living Bomb]] and warlocks with the [[Pandemic]] talent.
  +
* As a general rule, even though there are exceptions, increasing your pure spell damage is more effective damage wise than increasing your critical strike rating.
  +
  +
=== Spell hit or spell crit? ===
 
{{ood}}
  +
All other things being equal and without considering talents, an 1% increase in spell crit chance will result in a gain of 0.5% of a spell's base damage, whereas a 1% increase in spell hit chance will give a 1% increase of a spell's base damage. As long as no other effects come into play (like [[Ignite]], which would make +crit slightly more important), +spell hit rating is more effective than +spell crit rating. But although increasing +spell hit over 99% is not a complete waste if using binary against a resist chance (since in that case the resist chance works as a reduction of the hit chance), in general a 99% spell hit chance will be sufficient for most casters.
  +
  +
If a [[Mage]] has taken the Ice Shards or Spell Power talent to increase the crit damage to 200%, hit and crit are basically equal, similar to the situation as it exists with physical damage. Other classes have similar "increase critical strike damage by 50%" talents. There is still debate whether spell casting is based on a one-roll system (like "normal" melee) or not, although there is currently overwhelming evidence that it is a "two-roll" system - [[spell hit|hit]] rolled for first, followed by a roll for crit.
  +
  +
Another important factor to consider are the many effects which can [[proc]] from spell crits. These include a [[Warlock]]'s [[Improved Shadow Bolt]]; [[Shaman]]s, [[Mage]]s, and [[Paladin]]s saving mana on spell crits, and Holy [[Priest]]s and [[Shaman]]s proccing an armor buff on heal crits (see [[Inspiration]]).
  +
  +
For most of the Burning Crusade, spell crit rating was nearly worthless for Shadow Priests. With Patches 3.0.2 and 3.0.3, it became a much more valuable stat, becoming roughly equal to spell hit on a percent-to-percent based comparison.
  +
  +
For dedicated healers, +spell hit rating is essentially worthless. Spells cast on friendly targets (such as heals, buffs, and dispels/cures) '''always''' hit. However, +spell crit rating improves the chance of getting a critical effect on helpful and harmful spells alike. Although it is not advisable to ''rely'' on the extra healing granted by critical effects from healing spells, a lucky critical heal in a fight going badly could mean the difference between life and death for a group member, or even the entire group. Even if a critical heal results in an [[overhealing|overheal]], this extra healing has no impact on the [[threat]] generated by the healer. Additionally, there are talents available to Priests, Druids and Shamans which grant a short-duration [[armor]] [[buff]] to the recipient of a critical heal. When given the choice between +spell hit rating and +spell crit rating, a primary healer will always benefit from more +crit, while they will see little if any benefit from +spell hit rating. Just to be clear, if an item says "Improves spell critical strike rating", it will also improve the crit chance of healing spells.
  +
  +
Paladins also have the [[Illumination]] talent, which gives them back 30% of the mana cost of the healing spell they crit on. Shamans have a similar talent, [[Improved Water Shield]], which consumes a [[Water Shield]] charge on a crit. Since this essentially amounts to an average reduction in mana costs, it's common for Paladins and Shamans to stack +spell crit rating, and find themselves in the area of 25% crit chance.
  +
  +
==See also==
  +
*[[Combat]]
  +
*[[Combat rating system]]
   
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Other named Pit Lords include:
 
−
* Brutillus (Likely inspired the "[[Brutalicus]]" respelling).
 
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* Mongrethod
 
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* [[Destromath]]
 
−
* [[Gorgonnash]] (Likely a respelling of the random pit lord "Gogonnash"[http://www.battle.net/war3/neutral/pitlord.shtml]).
 
   
  +
{{Attack table}}
−
[[Category:Annihilan]]
 
−
[[Category:Classes]]
+
[[Category:Combat]]
−
[[Category:Neutral Heroes]]
+
[[Category:Formulas and game mechanics]]

Revision as of 20:48, 7 November 2010



This page is about spell critical strikes only. For physical, see Critical strike.


Spell critical strike (often abbreviated as "spell crit") is when a spell or magical effect (most damaging spells, healing spells, some damage over time effects) has an increased effect. To see your chance to critically strike with spells, open your character pane and view your spell stats. Mobs are unable to get critical strikes with spells.


Spell Crit Damage

At base effect -- without talents, class abilities, metagems, item bonuses, or other enhancements -- spell critical strikes incurred by players specced for DPS deal 200% normal damage. Spell critical strikes incurred by players' pets (such as an imp's Spell fire firebolt [Firebolt]), and spell critical strikes incurred by players specced for other roles (e.g. Restoration druids), deal 150% normal damage.

Certain metagems, such as the Inv jewelcrafting icediamond 02 [Chaotic Skyflare Diamond], can increase spell critical strike damage beyond 200%.

Spell critical heals will only heal for 150% of their normal amount.

Historical Note

Prior to Patch 4.0.1, spell critical strikes from players dealt 150% normal damage by default. However, most spellcasting classes had talents (or, in the case of Death Knights, a class ability) to increase it, most commonly to 200% normal damage.

Base Spell Crit chance

The base chance to critically strike with spells is based on the Intellect attribute and a class specific constant.

Intellect per crit % Class Specific
Constants
Class Level 60 Level 70 Level 80
Druid 60.0 80 166.6667 1.85
Hunter ? ? 166.6667 3.6
Mage 59.5 80 166.6667 0.91
Paladin 54 80.05 166.6667 3.336
Priest 59.2 80 166.6667 1.24
Shaman 59.5 80 166.6667 2.2
Warlock 60.6 81.92 166.6667 1.701

Increasing Spell Crit chance

Spell critical strikes have a generally low chance of occurring, however, you can increase your crit chance in certain ways:

Spell Critical Strike Rating

The easiest method to increase the chance of a critical strike is to equip gear with the attribute "Improves critical strike rating by 'x'." For some classes, spell critical strike rating is of less value.

Unlike Intellect, spell critical strike rating increases the chance to get a critical strike equally for all classes. At level 70, 22.08 spell critical strike rating increases the chance to critically hit with a spell by 1%. At level 80, 45.91 critical strike rating increases the chance to critically hit with a spell by 1%.

Critical Strike Rating Required Per 1%
Level 60 Level 70 Level 80
14 22.08 45.91

Formula

For a level 80 character:

 Crit Chance % = (Intellect / 166.6667) + Class Constant + (Crit Rating / 45.91)

Note:

  • Talents that affect the crit chance of "all spells" (ie: Ability paladin conviction [Conviction]), or talents that specifically affect spells of a certain school (ie: Spell fire volcano [Critical Mass], Holy Power), directly add to the calculated "Crit Chance %" on the character pane.
  • Talents that only affect the spell crit chance of a specific spell (such as Spell fire burnout [Incineration] and Force of Will) are NOT included in the spell "Crit Chance %" on the character pane.
  • Mousing over the "Intellect" value in your character pane will show you the Intellect portion of your spell "Crit Chance" (ie: "Increases Spell Critical Hit by x.xx%"). This works out to the "(INT/166.667)+ClassConstant" portion of the formula.
  • Death Knights receive no bonus Spell Crit Chance from intellect and so also do not have a class constant.
  • Rogues and Warriors have a spell critical strike chance of 0% no matter what their Intellect is. However, the Warrior ability Spell nature thunderclap [Thunder Clap] uses Spell Critical Strike Rating to determine the chance to crit. Rogue poisons use this and Spell Damage as well.

Using spell crit effectively

When choosing between equipment with higher spell critical strike or higher +spell damage, there are some things to consider:

  • Some classes have abilities or talents which proc off of spell critical strikes, as do some items.
  • Spell crit can lead to more unpredictable damage. As such, it can be powerful, but unreliable.
  • In a group, a string of spell crits can lead to pulling aggro off the tank (and possibly a dead caster).
  • Many spells, particularly untalented DoTs, cannot crit. Spells that have a direct damage component and a DoT component (e.g. Spell holy searinglight [Holy Fire]) are able to crit on the direct damage component but not the DoT. The same is true of HoTs. Notable exceptions are mages with Inv glyph primemage [Glyph of Living Bomb] and warlocks with the Spell deathvortex [Pandemic] talent.
  • As a general rule, even though there are exceptions, increasing your pure spell damage is more effective damage wise than increasing your critical strike rating.

Spell hit or spell crit?

All other things being equal and without considering talents, an 1% increase in spell crit chance will result in a gain of 0.5% of a spell's base damage, whereas a 1% increase in spell hit chance will give a 1% increase of a spell's base damage. As long as no other effects come into play (like Ignite, which would make +crit slightly more important), +spell hit rating is more effective than +spell crit rating. But although increasing +spell hit over 99% is not a complete waste if using binary against a resist chance (since in that case the resist chance works as a reduction of the hit chance), in general a 99% spell hit chance will be sufficient for most casters.

If a Mage has taken the Ice Shards or Spell Power talent to increase the crit damage to 200%, hit and crit are basically equal, similar to the situation as it exists with physical damage. Other classes have similar "increase critical strike damage by 50%" talents. There is still debate whether spell casting is based on a one-roll system (like "normal" melee) or not, although there is currently overwhelming evidence that it is a "two-roll" system - hit rolled for first, followed by a roll for crit.

Another important factor to consider are the many effects which can proc from spell crits. These include a Warlock's Spell shadow shadowbolt [Improved Shadow Bolt]; Shamans, Mages, and Paladins saving mana on spell crits, and Holy Priests and Shamans proccing an armor buff on heal crits (see Inspiration).

For most of the Burning Crusade, spell crit rating was nearly worthless for Shadow Priests. With Patches 3.0.2 and 3.0.3, it became a much more valuable stat, becoming roughly equal to spell hit on a percent-to-percent based comparison.

For dedicated healers, +spell hit rating is essentially worthless. Spells cast on friendly targets (such as heals, buffs, and dispels/cures) always hit. However, +spell crit rating improves the chance of getting a critical effect on helpful and harmful spells alike. Although it is not advisable to rely on the extra healing granted by critical effects from healing spells, a lucky critical heal in a fight going badly could mean the difference between life and death for a group member, or even the entire group. Even if a critical heal results in an overheal, this extra healing has no impact on the threat generated by the healer. Additionally, there are talents available to Priests, Druids and Shamans which grant a short-duration armor buff to the recipient of a critical heal. When given the choice between +spell hit rating and +spell crit rating, a primary healer will always benefit from more +crit, while they will see little if any benefit from +spell hit rating. Just to be clear, if an item says "Improves spell critical strike rating", it will also improve the crit chance of healing spells.

Paladins also have the Ability priest cascade [Illumination] talent, which gives them back 30% of the mana cost of the healing spell they crit on. Shamans have a similar talent, Ability shaman watershield [Improved Water Shield], which consumes a Ability shaman watershield [Water Shield] charge on a crit. Since this essentially amounts to an average reduction in mana costs, it's common for Paladins and Shamans to stack +spell crit rating, and find themselves in the area of 25% crit chance.

See also