Cataclysm Beta: Spec masteries

The mastery stat will increase the bonus you receive from your spec's mastery (but not the other specialization bonuses). Continue reading after the cut for a the mastery bonuses for every class and spec.
Death Knight
- Blood Each time you heal yourself via Death Strike, you gain 50% of the amount healed as a damage absorption shield. Absorb increased further by mastery rating.
- Frost Increases all frost damage done by 20%. Damage increased further by mastery rating.
- Unholy Increases the damage done by your diseases by 20%. Damage increased further by mastery rating.
- Restoration Increases the potency of your heal over time spells by up to 20% based on the current health level of your target (lower health targets are healed for more). Healing increased further by mastery rating.
- Feral Increases the damage absorbed by your Savage Defense ability by 32% and increases the damage done by your Cat Form bleed abilities by 20%. Absorb and damage increased further by mastery rating.
- Balance Increases the bonus damage from Eclipse by 12%. Damage increased further by mastery rating.
- Beast Mastery Increases the damage done by your pets by 20%. Damage increased further by mastery rating.
- Marksmanship Grants a 16% chance for your ranged attacks to also instantly fire an additional ranged shot for 80% normal damage. Chance increased further by mastery rating.
- Survival Increases all elemental damage you deal by 20%. Damage increased further by mastery rating.
- Arcane Increases all spell damage done by up to 12% based on the amount of mana the Mage has unspent. Damage increased further with mastery rating.
- Fire Causes your non-periodic fire spells to deal 10% additional damage over 4 sec. Damage increased further by mastery rating.
- Frost Your Frostbolt spell causes its victim to take a 12% increased damage from all other spells you attack the victim with. Damage increased further with mastery rating.
- Protection Increases your chance to block melee attacks by 16%. Block chance increased further by mastery rating.
- Retribution Increases all holy damage done by 20%. Damage increased further by mastery rating.
- Holy Your healing spells also place an absorb shield on your target for 8% of the amount healed lasting 6 sec. Absorb increased further by mastery rating.
- Shadow You have a 10% chance for your Shadow Word: Pain and Mind Flay spells to gran you a Shadow Orb each time they deal damage. The Shadow Orb Increases the damage done by your Mind Blast and Mind Spike spells by 20%. Damage increased further by mastery rating.
- Holy Your direct healing spells heal for an additional 10% over 6 sec. Healing increased further by mastery rating.
- Discipline Increases the potency of all your damage absorption spells by 20%. Absorption increased further by mastery rating.
- Assassination Increases the damage done by your poisons by 20%. Damage increased further by mastery rating.
- Combat Your main hand attacks have a 10% chance to grant you an extra off hand attack. Chance increased further by mastery rating.
- Subtlety Increases the damage done by all your finishing moves by 20%. Damage increased further by mastery rating.
- Elemental Grants a 20% chance for Elemental Overload to occur. Elemental Overload causes a Lightning Bolt, Chain Lightning, or Lava Burst spell you cast to trigger a second, similar spell on the same target at no additional cost that causes 60% of normal damage and no threat. Chance to trigger increased further by mastery rating.
- Enhancement Increases all elemental damage done by 20%. Damage increased further by mastery rating.
- Restoration Increases the potency of your direct healing spells by up to 20%, based on the current health level of your target (lower health targets are healed for more). Healing increased further by mastery rating.
- Demonology Increases the damage done by your demon servants and damage you deal while transformed into a demon by 12%. Damage increased further by mastery rating.
- Destruction Increases all fire damage you deal by 10%. Damage increased further by mastery rating.
- Affliction Increases all periodic shadow damage you deal by 13%. Damage increased further by mastery rating.
- Fury Increases the benefit of abilities that cause you to be enraged or consume an enrage effect by 80%. Enrage abilities improved further by mastery rating.
- Protection Increases your chance to block by 10% and your chance to critically block by 10%. Chances increased further by mastery rating.
- Arms Grants a 16% chance for your melee attack to instantly trigger an additional melee attack for 50% normal damage. Chance increased further by mastery rating.
World of Warcraft: Cataclysm will destroy Azeroth as we know it. Nothing will be the same. In WoW.com's Guide to Cataclysm, you can find out everything you need to know about WoW's third expansion. From goblins and worgen to mastery and guild changes, it's all here for your cataclysmic enjoyment.Filed under: Cataclysm






Reader Comments (Page 1 of 3)
Pizzaman4500 Aug 14th 2010 2:06AM
Sweet
Paullll3 Aug 14th 2010 2:17AM
Balancing this is going to be insane. This will only work if the mastery bonuses EXACTLY increase the dps of a spec by a certain %. If a spec benefits more than another spec from a given amount of mastery, that spec will scale much much faster.
Example: Demo lock gets 12% buff to demon damage and meta damage. Demons do about 25% of a demo's dps, making this buff lackluster without lucky streaks during meta.
Affliction lock gets a straight 13% buff to basically all their damage. That is a WAY more powerful buff...it's not even in the same ballpark.
Dazaras Aug 14th 2010 2:49AM
Not really. It seems like each spec's mastery ability has a base power and a scaling factor from mastery from gear. If a spec isn't scaling properly all they have to do is increase the base ability and decrease the scaling or vise versa. It's quite brilliant actually.
Psiwave Aug 14th 2010 4:12AM
@op
It doesn't really matter if mastery has different stat weights for different specs, none of the other stats do, infact it would be better if they did differ slightly, that way different specs might go for different items of gear.
Jason Aug 14th 2010 4:23AM
not really, when you consider that at lvl 85 we will probably have around 90K+ hp, and they've already said that they intend to make heals much less powerful than they are in wrath. I'm guessing a big heal will only give about 30% of your max hp back, which means an absorb shield of less than 10% of your hp. The idea behind the holy pally mastery is to give holy pallies an extra tool to deal with anticipated damage (other healers can cast hots or shields in anticipation of big damage spikes), as well as something useful for fights where they have to get mobile. On the run, a holy shock and word of glory heal plus the associated shielding should be good, but the thing on a whole doesn't seem OP yet.
Jason Aug 14th 2010 4:22AM
my bad, replied to the wrong post
Zhadok Aug 14th 2010 5:32AM
Guys, I think you're forgetting that this is the beta and as such is subject to change.
feniks9174 Aug 14th 2010 11:35AM
The best thing about Mastery is how easy it's going to make balancing all the specs. Notice how they all say " X increased by Mastery rating " but they don't specify a factor or rate it which it will increase? That's because Mastery is essentially acting as a dial that they can tweak to buff or nerf a class.
Artificial Aug 14th 2010 3:30PM
Okay, you might want to learn something about affliction warlocks before making such blatantly ignorant statements like suggesting that a buff to periodic shadow damage is a buff to all damage. Also, unless you've been running Recount on the beta (which I understand is impossible, given that addons don't load), you have no idea what percentage of demo warlock damage is from their minion under the new system.
The current game isn't balanced around masteries, given that they don't exist yet. Therefore, any attempt to "do the math" to determine how beneficial they will be by applying the mastery's numbers against current game figures is a foolish endeavor that merely demonstrates the poster's inability to think clearly about the figures they're attempting to do the math on.
Powatodapeople Aug 14th 2010 2:19AM
shadow priests get the coolest...well at least coolest SOUNDING mastery. I hope an orb actually shows up and spins around you or something
Brett Porter Aug 14th 2010 10:22AM
They do. :)
Cetha Aug 14th 2010 11:49AM
Troll priests used to have a priest racial that was orbs spinning around them. The name of which I have forgotten, but I imagine the graphic will look the same. It was cool indeed.
Shrike Aug 14th 2010 3:52PM
@Cetha:
Shadowguard.
gr33nr41n Aug 14th 2010 2:28AM
Is it just me or do a lot of these seem really boring, like:
Affliction Increases all periodic shadow damage you deal by 13%. Damage increased further by mastery rating.
I thought they were steering away from stuff like this and that's why they're changing the talents.
Colerejuste Aug 14th 2010 3:07AM
They were steering away from boring talents, and moved the "boring" flat damage/healing increases into mastery.
DeathByPie Aug 14th 2010 3:16AM
Yes, they're taking them out of talents and putting them in masteries, hah. They've gotta go somewhere.
EaterOfBirds Aug 14th 2010 8:30AM
they said the masteries are all different, but now survival and enhancement literally have the same thing. ones i dont really like are destruction cause its really just the same as spellpower as we're pretty much only using fire spells anyway, and frost dk. worried about obliterate as it currently doesnt do any frost damage, see what happens. cant wait to see me ele shaman in action with some mastery though ^ ^
Vogie Aug 14th 2010 6:41PM
I have to agree... I hate that some of the masteries just seem so dull, especially in comparison with the mage masteries. The warlock masteries for Afflic & Demo seem dull. The 2 Resto trees are copies of each other AGAIN - it's bad enough they share casting animations, but come on.
RetPallyJil Aug 14th 2010 2:43AM
20+ %
^_^
Frogmaster Aug 14th 2010 3:11AM
holy pally one seems a bit op.. i mean an absorb sheild for every heal! and 8% doesnt seem like much but 8% of possibly 10-20k is quite a bit and for the aoe spell or cone one everyone will get a bubble lol