I've got a significant amount of Green Adornment Feedback, including... 1) Some Raid Drop Green Adorns are inferior to Heroic Crafted Green Adorns 2) Some Green Adorns (those that require taking or dealing damage) seem to have growth problems (they grow, but an entire raid night of damage would only grow it 1%) 3) Refined Consecrated Soul Traps (specifically) provide massive crit bonus and potency, and would be better than pretty much any other Green Adornment, including all the raid drops. It almost looks like the ll the .5 stat gains should have been .2 or .3. Is this the right place to go through for this? Lastly, I've assumed (and hopefully am correct) that the general progression (general rule, not set in stone) for these adornments would be... Entry level - Quested (fits somewhere around T1, perhaps slightly better, perhaps slightly worse, not as good as T2) T1 - Solo Instance Drops, slightly better than Crude Crafted T2 - Heroic Instance Drops, slightly better than Refined Crafted T3 - Raid Drops, slightly better than Prime Crafted If this is correct, I can provide more detailed feedback for the pure effort to have these green adornments have a more logical progression. My first bit of feedback would definitely be... 1) Dealing and taking damage adornments level so slowly that they seem bugged 2) The Refined Consecrated Soul Trap gives 5.4Crit Bonus and 5.4 Potency at lvl 10, and this is far better than any raid drop or heroic drop, and seems to not fight correctly in the logical progression tree of adornments. Lastly: A raid dropped recipe for an "Ethereal Dislodger" that allows for the removal of all adornments WITHOUT the destruction of the original item would be a nice additional touch. It could cost 3 frozen manas and 2 (of any) REFINED rare material to make. Its just an idea, I bet people would like it.