Re: missed a trick or two
There are so many good types of rares. I'll show some:
Weapons: Very hard to get good ones. It has to be etheral, and have at least ~350% enhanced damage. Self-repair mod, ias, and other mods are good too.
Rings: It's a MUST that it has to have either 10% fcr, or dual leech (life and mana leech). On top of that, resists are very good, as well as +life and stats. But the fcr/leech is the main reason to use rare rings at all.
Note: Also, furtuitous ring of luck can be good. Rings with 37% mf or more can be quite valuable. I have a 13% mf, 10% fcr ring, which is quite good.
Boots: Hard to get good ones. AT LEAST 30% frw or they're useless, although 40% frw helps alot. On top of that, they must have +fire resistance, +cold resistance and +lightning resistance. Boots can't get all-res mods, and not poison res mods either. You have to get res of the three kinds. Boots like these are called tri-res boots. Fhr% is a big plus
Armor: Nah, don't think good rare armors exist. Although keep your eye out for +life, fhr%, damage reduced by x and sockets.
Note: Magic ones with the jewellers prefix (4 sockets) as well as a good suffix (100 life, 24% fhr or damage reduced by 15) are very valuable.
Shield: No rare shields are valuable. For magic ones, sockets and damage reduced by x could earn you alot. White 4 socket paladin shields (especially sacred targes) with alot of all-res make good runewords. Same with 4 socket monarchs. Jewellers paladin shield (preferrably sacred targe) of deflecting with lots of res or jewellers monarch of deflecting (called JMOD) are very valuable shields for those who don't want to make a runeword, but just want 4 sockets.
Helm: Helms, no, but circlets. +3 to a tree (that isn't a support tree like shadow masteries or curses or auras or such) or +2 to a character class (except barbs and druids who have class specific helms) is a necessity. Only magic ones can have +3 to a tree. Other mods are fcr (for sorcs, necs and pallies) and resists.
For those in need of 3 sockets, nothing beats a magic circlet with artisans prefix and 30% frw as suffix. 100 life as suffix is ok too. A 3 socket circlet with damage reduced by 20+ is also great. Artisans circlet of life everlasting
Oh, and barb/druid helms can be good too. Magic ones with +6 to a skill (gaeas druid helm with +3 tornado for instance, or echoing barb helm with +3 warcry) are good too. Barb helms can't spawn with + to a combat skill as a staff mod (except leap), so a +6 warcry helm is basically the only really valuable magic barb helm.
A godly rare circlet would be +2 paladin skills, 20% fcr, 20 all-res and 2 sockets. That would be worth A TON. I've actually seen one, except with only 1 socket (didn't get the mechanic mod).
Amulets: +3 to a non-support tree are worth a bit. With fcr as a suffix, you can get some more. +3 bone skills, 10% fcr ammy is a typical good magic amulet. For rare ones, +2 to a class tree is a must, 10% fcr also being quite important.
The real treasures come from crafting though. Normally amulets only can get 10% fcr (from the apprentice suffix). But if you craft a fcr amulet (ral rune + perfect amethyst + jewel + magic amulet), it gets an automatic 5-10% fcr. If it also gets the apprentice suffix as a random mod, it suddenly gets 15-20% fcr! This is the only way to get over 10% fcr on an amulet, and that's why this is the most popular crafting recipe ( with blood gloves in second place). When crafting a fcr amulet, the apprentice mod is a must. +2 to a class is quite important too. The godly crafted amulet would be a 20% fcr, +2 paladin skills, 20 all-res amulet. A hammerdins dream.
Belt: Some people craft belts. Dream is +10% fcr, 24% fhr or something. Not really into belts. Don't think it's that good though, since arachs has more fcr and +1 skill, and only lacks some life and fhr compared to crafted. Also some belt recipe that gives open wound. Again, not into it that much, so I don't know.
Rare belts are usually not that good. I say stick to the uniques here.
Gloves: Lancers gloves of alacrity. Gloves MUST have 20% ias. +to a tree is very important as well. Javelin skills is best, since the javelin tree takes good advantage of +skills. Rare ones have to have 20% ias, +2 to a tree and some stats.
Crafted blood gloves are the best though. They get a base of 5-10% crushing blow, and 1-3% life leech. They can also get more leech from modifiers. These need +20% ias. There are many non-amazons or non-assasins who use these too, so +to a tree isn't extremely important, although still heightens the value alot. Other than 20% ias and +skills, high rolls on the built-in cb and leech are good, as well as snatching a leech modifier
Charms:
"Skillers" are grand charms with a +tree prefix. Again, you want a non-support tree. Paladin combat skillers are called pcombs. Also preferable to have good suffixes. Generally only 2 good charm suffixes. Life, and fhr. Skillers without suffixes are called "plain".
Other than skillers, small charms are good too. 3 good prefixes:
1. "Fine" up to +3 maximum damage and 20 ar. Especially good for bowazons
2. "Shimmering" 5 all-res. Very useful for almost any build
3. "Steel" ar (don't know how much). Not as valuable as the aforementioned, but coupled with a good suffix worth quite a bunch
With either fhr or life as a suffix, these are valuable too. Plain fhr or life small charms are also worth a bit. Fine grand charms are also valuable. Don't know about large.
Jewels: This is a tricky one. For magic ones, quite simple. I'll rank the top 8 valuable magic jewels (the further up, the more valuable):
1. 15 all-res, 15% ias
2. 40% ed, 15% ias
3. 30% fire resistance, 15% ias (for putting in andariel's visage)
4. 15% all-res, 7% fhr
5. 15% ias
6. 15% all-res, some good suffix
7. 40% ed, 7 strength (or some other suffix)
8. 40% ed
Oh, forgot jewels with +15 minimum damage, or +15 maximum damage. Bah, don't want to include them in the list, but those mods are very valuable. Beware though. If a jewel has ed%, and +min/max damage, it's a target of a bug. If you put for example a 40% ed, +15 maximum damage jewel in a non weapon slot, the ed% will only affect minimum damage. The opposite if the jewel has ed% and minimum damage.
Still, a 15% all-res, +15 min/max damage jewel would be awesome. A +15 min, +15 max damage jewel would be great too. I think you understand the priority of the mods now. 15 all-res and 15% ias are good mods. Second comes ed% and +min/max damage. Them comes 7% fhr. Then come the rest of the mods.
Rare jewels are a bit tricky. If you look at the possible mods, a rare jewel could get 2 +9 minimum damage mods, and 2 +9 maximum damage mods, for a total of +18 damage! This would only have 3 more +damage than a 15/15 one, but it would be SO much more expensive. Still, awesome if you found it.
Basically, good mods for jewels are ed%, all-res, ias% (can't spawn on rare jewels), +min/max damage and fhr%
Hope this helped