Mastery System Preview

- Bonus 1: Increase to damage, healing, or survivability
- Bonus 2: Increase to a stat that's relevant to the given talent tree
- Bonus 3: A completely unique effect to the given talent tree
The entire announcement from Blizzard after the break. This includes some examples of the mastery bonuses for a few talent trees.
EyonixLast week, we gave you an early look at the changes we're making to the stat system in World of Warcraft: Cataclysm, and explained how these changes will ultimately provide players with more interesting gear choices and make stats easier to understand. Today we'd like to go into more detail about a brand-new feature that's an integral part of this overhaul: the Mastery system, a set of new game mechanics designed to allow players to become better at what makes their chosen talent tree cool or unique. With this system, we want to accomplish three things: give players more freedom in how they allocate talent points, simplify some of the "kitchen sinky" talents that try to do too much at once, and add a new stat to high-level gear that makes you better at your chosen role.
Here's how the system works: As you spend points in a given talent tree, you'll receive three different passive bonuses specific to that tree. The first bonus will increase your damage, healing, or survivability, depending on the intended role of the tree. The second bonus will be related to a stat commonly found on gear desirable to you, such as Haste or Crit. The third bonus will be the most interesting, as it will provide an effect completely unique to that tree -- meaning there will be 30 different bonuses of this nature in the game. This third bonus is the one that will benefit from the Mastery rating found on high-level (level 80 to 85) gear.
One of our primary goals with Mastery is to give players more flexibility to choose fun or utility-oriented talents rather than make them feel obligated to pick up "mandatory" but uninteresting talents, such as passive damage or healing. (For examples of the kinds of powerful but boring talents we're talking about, take a look at the talent tier just above the 51-point talent in many of the existing trees.) In a sense, Mastery makes it so every talent in (just for example) a rogue tree essentially has an invisible additional bullet point that says "...and increases your damage by X%." This way, if you choose a talent like Elusiveness (which reduces your chance to be detected while stealthed) or Fleet Footed (which affects movement), you won't feel like you're giving up damage in exchange for utility.
There will still be talents that boost damage, of course, but those talents will also affect the way you play. For example, you can still expect to see talents like Improved Frostbolt, which reduces the cast time of the Frostbolt spell; it increases DPS, but it also affects the mage's rotation. Piercing Ice, however, is just "6% more damage" and is the kind of talent we're trying to eliminate by implementing the Mastery system.
As we get closer to Cataclysm's release, we'll go into more detail about the changes coming for each class, including individual talent-tree adjustments and how Mastery will affect them. In the meantime, here are a few examples to demonstrate the three kinds of passive bonuses we described above. Please keep in mind that we're still working on this system, and the handful of examples we're providing here are, of course, subject to change.
Holy Priest
For each talent point spent in the Holy tree, the priest also gets:
For each talent point spent in the Discipline tree, the priest also gets:
For each talent point spent in the Frost tree, the death knight also gets:
Here's how the system works: As you spend points in a given talent tree, you'll receive three different passive bonuses specific to that tree. The first bonus will increase your damage, healing, or survivability, depending on the intended role of the tree. The second bonus will be related to a stat commonly found on gear desirable to you, such as Haste or Crit. The third bonus will be the most interesting, as it will provide an effect completely unique to that tree -- meaning there will be 30 different bonuses of this nature in the game. This third bonus is the one that will benefit from the Mastery rating found on high-level (level 80 to 85) gear.
One of our primary goals with Mastery is to give players more flexibility to choose fun or utility-oriented talents rather than make them feel obligated to pick up "mandatory"
There will still be talents that boost damage, of course, but those talents will also affect the way you play. For example, you can still expect to see talents like Improved Frostbolt, which reduces the cast time of the Frostbolt spell; it increases DPS, but it also affects the mage's rotation. Piercing Ice, however, is just "6% more damage" and is the kind of talent we're trying to eliminate by implementing the Mastery system.
As we get closer to Cataclysm's release, we'll go into more detail about the changes coming for each class, including individual talent-tree adjustments and how Mastery will affect them. In the meantime, here are a few examples to demonstrate the three kinds of passive bonuses we described above. Please keep in mind that we're still working on this system, and the handful of examples we're providing here are, of course, subject to change.
Holy Priest
For each talent point spent in the Holy tree, the priest also gets:
- Heali
ng – Improves your healing by X%. - Meditatio
n – Improves your mana regeneration from Spirit in combat. This would likely replace the existing Meditation talent from the Discipline tree, which many Holy priests consider to be a "must-have." Regeneration will also probably be determined by whether you are in or out of combat, and not the five-second rule. - Radiance – Adds a heal-over-time effect to direct heals, such as Flash Heal. Mastery on gear would boost this bonus, and no other talent tree would grant it.
For each talent point spent in the Discipline tree, the priest also gets:
- Heali
ng – Improves your healing by X%. - Meditatio
n – Improves your mana regeneration from Spirit in combat. This would likely replace the existing Meditation talent. - Absorptio
n – Improves the amount of damage absorbed by spells such as Power Word: Shield and Divine Aegis. Mastery on gear would boost this bonus, and no other talent tree would grant it.
For each talent point spent in the Frost tree, the death knight also gets:
- Damag
e – Improves your melee and spell damage by X%. - Haste – Improves your melee Haste by Y%. This might allow us to remove some of the Haste in the Icy Talons line of talents.
- Runic Power – Improves the rate of runic power generated by abilities. While all death knights want runic power, Frost death knights would generally have more runic power than Blood or Unholy death knights (who would receive a different benefit from their respective trees). An Unholy death knight who sub-specs into Frost would still be able to benefit from this bonus, though because they're investing fewer talent points, they'd benefit to a smaller degree. Mastery on gear would boost this bonus, and no other talent tree would grant it.
Filed under: News items, Cataclysm






Reader Comments (Page 1 of 5)
Taedran Mar 8th 2010 9:23PM
Mastery is looking to be amazing. I can't wait for it.
Jamie Mar 8th 2010 9:58PM
Indeed it does, I'm looking forward to the "Cataclysm: Mastery and how it will affect [Spec][Class]" blog posts once the information hits.
Zhiva Mar 8th 2010 10:34PM
@Jamie:
Cataclysm: Mastery and how it will affect DPS death knights
Cataclysm: Mastery and how it will affect enhancements shamans
Cataclysm: Mastery and how it will affect healing priests
Cataclysm: Mastery and how it will affect holy paladins
Cataclysm: Mastery and how it will affect hunters
Cataclysm: Mastery and how it will affect mages
Cataclysm: Mastery and how it will affect prot warriors
Cataclysm: Mastery and how it will affect resto shaman
Cataclysm: Mastery and how it will affect retribution paladin
Cataclysm: Mastery and how it will affect rogues
Cataclysm: Mastery and how it will affect shadow priests
Cataclysm: Mastery and how it will affect spirit and mana regeneration
Cataclysm: Mastery and how it will affect tanking death knights
Cataclysm: Mastery and how it will affect warlocks
Cataclysm: Mastery and how it will affect balance druids
Cataclysm: Mastery and how it will affect DPS warriors
Nex Mar 8th 2010 11:07PM
lol ye!
those are my favourite posts of all!
so much info - so many things that the general post doesnt describe.
can't wait.
cos this blue is obviously not enough.
i wanna separate posts for each of my warlock specs.
bring them on!
BigBadGooz Mar 8th 2010 11:11PM
exactly we need 20 filler posts for 1 change
Vitos Mar 8th 2010 11:29PM
You missed:
Prot Paladins, Resto Druids, Feral druids and PvP specs for all of those
Tomatketchup Mar 9th 2010 3:21AM
I love mastery yet I hate it.
I want to be able to play as a frost DK with a ghoul. Now I cannot because of that the mastery thing would decrease my DPS. Yes, I still get the mastery stuff but to a lesser degree.
The good thing is that frostghoul DK has never been viable anyway.
K Mar 9th 2010 4:15AM
You'll be able to pick that ghoul up without losing damage.
With the removal of the "boring talents" and 5 new talent points, you'll have a lot more room to play around with talents.
And those points that you can invest in other trees still grant the mastery bonuses of those trees. So if the bonuses in Unholy would be, say, +damage, +crit and bonus disease damage, then you would gain them in addition to frost's bonuses.
Boz Mar 9th 2010 7:48AM
Amazing? I'm not sure I'm convinced.
I fail to see how what we currently know about Mastery could not be replicated with existing mechanics, using a combination or Glyphs and Talent Points. There comes a point where complexity seems to be being added for the sake of novelty rather than accomplishing something truly unique, interesting, and fun.
That being said, I will reserve any real judgment until more details become available. It certainly has potential.
chance Mar 9th 2010 8:29AM
@Boz I think the point is to reduce complexity. A truly welcome thing, even tho the zealots will likely QQ about how Blizz is catering to the casual crowd.
I am hopeful that this will reduce the reliance upon cookie-cutter specs. For example, an arcane mage could choose different talents in the arcane tree while still maximizing DPS, making the raid landscape a bit more diverse. Here's to hoping.
Boz Mar 9th 2010 10:51AM
@Chance
This is my concern: I'm not sure adding another mechanic that for all appearances can be replicated by existing mechanics will make the game more simple. I am even more skeptical that it will do away with cookie-cutter specs, though I can see more instances where you are going to want one type of Mastery in one encounter versus another, just as you want one type of spec in one encounter versus another (say a Holy versus a Discipline Priest).
Of course, it's too early to draw conclusions at this point, but I'm going to hold off on getting excited just yet.
Brian Mar 9th 2010 10:54AM
I think chance hit it on the head there: The blues have said that the idea isn't to use existing mechanics to do these things, but rather to fix the existing mechanics to make it easier to figure out, and more adaptable.
I like that Blizzard isn't just stacking more and more complexity onto the system, but rather is willing to nuke it some and change it around to make the game more accessible. Mastery + the ability to modify stats on your armor will be very welcome in the expansion. It should make gear options more open. Feral (tank + dps) druids really are the case for this in WotLK.
QQinsider Mar 9th 2010 10:54AM
@chance: I'll believe that when I see it. In a numbers-based game like WoW, one spec will always be the mathematically best dps/healing/survival and I don't see how Mastery is going to change that.
Best I can see happening is that you will have a few points left over after getting your core talents and nothing else left to pick except the fun/utility talents (although, if some offer more raid utility than others e.g. movement speed, you know which ones you'll be expected to have).
It's an interesting change and I'm looking forward to seeing it, but I doubt it'll mean the end of cookie-cutter specs.
Boz Mar 9th 2010 11:25AM
I agree; many of the changes - such as removing Armor Penetration and Attack Power - are extremely welcome. Being able to shift stat budgets around is an incredible improvement, too.
Think about this, though: How is shifting stat budgets around any different - materially - than gemming? And how are the Mastery effects materially different from what we can do today with Inscription Glyphs? For example, if you have cloth gear drop with Spirit and you want Intellect, you could just cut out the budget for both and add a socket instead, from a design perspective. It accomplishes the same goal, only one requires purchasing gems and one does not. You could effectively remove Jewelcrafting from the game with the new mechanic.
These are rhetorical questions; I'm eager to see how it all shakes out, just not excited in a, "Thank God, these changes have been a long time coming," way. ;)
Wowcoholic Mar 9th 2010 12:24PM
@Boz:
Yes you could do it today with said gems and glyphs, but the fact that you won't have to use those items to do it in the future means more options open. Think of it as freeing up bag space and putting your mounts somewhere else. They're freeing up talent and glyph options by allocating these stats somewhere else...
Boz Mar 9th 2010 12:42PM
@All
I've been reading this wrong (and I appreciate all the attempts prior comments have made to clarify this for me); these are passive bonuses players receive for allocating points in a given tree. This had not been my understanding, previously. I had been under the impression that Mastery was something to be actively worked on, like a secondary profession.
I've changed my mind: This will help simplify talent trees and should be a unilaterally good thing. I can think of 14 points that are virtually required in the Hunter Marksmanship tree I'd love to see be put to more use elsewhere if it was replicated by a passive tree bonus.
Condor Mar 9th 2010 2:23PM
[Chestguard of End-Game Raid]
+6,781 Mastery
Requires Level 85
...and that's it. Looks like this'll be a very desirable stat. In this scenario, that could be a tank, healer or dps piece!
knighthonor1 Mar 9th 2010 9:09PM
Sweet!!!!
theminifig Mar 8th 2010 9:23PM
This sounds like an AMAZING and welcome change.
Thank you Blizzard!
tulipblossom Mar 8th 2010 10:58PM
I completely agree; I think Mastery sounds incredible, so far! I like that they're looking at talent trees from a new perspective. And, I'm all for weeding out those talents that are boring to have, but feel necessary to put points in.
"Piercing Ice, however, is just "6% more damage" and is the kind of talent we're trying to eliminate by implementing the Mastery system. " -- Love this! I hate these sort of talents, to be honest. They're necessary, but have never sat right with me.
"The second bonus will be related to a stat commonly found on gear desirable to you, such as Haste or Crit." -- I like this very much, too. Very nice.
I can't wait to see what's in store for Afflic 'Locks! :D
This is definitely not the first time I've felt this way and I'm sure that it won't be the last; but, I'm honestly really impressed with Blizzard, at this moment. With as huge and popular as WoW has become, they could have easily sat back and rested on their laurels. They could've put out a few bug-fix patches, now and again, taking their players for granted. Instead, this game has just gotten better and more polished as time has passed.
I think polished is the best word for it, too. From simple things, like the pet/mount tabs and the drop down title menu, to larger and more complicated things, like talent trees. They're still constantly working to make this game even better than it was the day before and that's impressive. I really appreciate that sort of dedication and devotion to the game and the players.
Cataclysm has me so stoked! This will be the first expansion that I am going to make absolutely sure I get a Collector's Edition. It's not that I didn't want CEs of the others. But, I started playing after BC and just didn't have the extra cash for a CE of WotLK. But, I'm going to start saving up right now for my Collector's Edition of Cataclysm, so that there is no chance that I won't get one. I wonder what the special pet will be this time around. A mini Deathwing, perhaps? :3