Mastery
Posted: Mon Aug 02, 2010 1:45 pm
http://www.mmo-champion.com/content/189 ... Blue-PostsDeath 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.
Druid
* 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.
Hunter
* 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.
Mage (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
* 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.
Paladin
* 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.
Priest
* 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.
Rogue
* 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.
Shaman
* 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.
Warlock
* 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.
Warrior
* 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.
Since I'm a healer, I jumped to all 4 healing classes and looked at them.
Shaman: Direct heals heal more, the closer to death your target is
Druid: HoTs heal more the closer to death your target is
Pally: short damage absorbing shield
Holy Priest: HoT left on target
Disc Priest: makes bubble like spells absorb more
So to start off, the holy priest mastery is very close to the godly resto shaman 4p t10 set bonus.... but instead of on crit, it happens on every direct heal It looks VERY nice. Now CoH will heal+HoT (Although the HoT will be tiny).
IMHO disc priest is rather boring... awesome but boring... you do what you do best... just better
I don't know what to make of the Shaman/Druid ones. You heal more the less HP the target has. Is this for catchup? Is this for oh-shit moments? Or should this change how I heal... to the point where I shouldn't keep everyone at full health the best I can?
The most interesting of the lot is the pally. You automatically get a short duration bubble on your target. I suspect this will just solidify your position as MT healers.