Basic + Hit Gear Items to grind:
H VH Trinket - Mark of the War Prisoner +73 Hit
H HoS Ring - The Prospector's Prize +51 Hit
H OK Neck - Necklace of Taldaram +43 Hit
PvP Neck - Hateful Gladiator's Pendant of Ascendancy +34 Hit
10m EoE Staff - Greatstaff of the Nexus +95 Hit
Kirin Tor Revered Dagger - Flameheart Spell Scalpel +34 Hit
25 Heroic Emblems Offhand - Ward of the Violet Citadel +38 Hit
Blacksmithing Weapon Enchant - Titanium Weapon Chain +28 Hit
Consumables:
Snapper Extreme +40 Hit
Elixir of Accuracy +45 Hit
Mind Control FAQ
My Mind control keeps breaking!
I would like someone to verify this information, but I'm pretty sure it's all correct.
When you cast your Mind Control, like any other spell it will have a resist check against the target. If the target resists, the Mind Control fails. However, unlike most other spells, Mind control has several resist checks over its duration, I'm not sure of the exact number, but I'm under the impression that it's every 5 seconds. If any of these periodic checks fails, then the mind control breaks, and you get yourself a big angry mob to play with.
So, if you want a more reliable Mind Control, you want +spell hit gear and lots of it. Around about +5 or +6% to hit will eliminate as much of the base resist as is possible. But keep in mind that it is impossible to have a 0% chance to resist a spell.