Masteries – The Actual Numbers
May 14, 2010 17 Comments
The title is pretty self-explanatory: Although we already knew the effects of the various masteries, thanks to Nihilium Wiki (which, yes, is currently password protected), we now have the actual numbers:
To understand the chart, remember:
- Each point you spend in a talent tree gives you part of each of the three masteries of that tree.
- After spending 51 talent points in a tree, you no longer gain additional mastery per point spent.
- You do not gain masteries from the other two trees if you have already spent 51 points in one.
- It is unknown at this time if you gain some of each mastery in builds without 51 points in a tree, or how that may work.
- The first two masteries are fixed; there’s no way to increase them past spending 51 points in a tree. The third mastery, on the other hand, is the one which gains value from the mastery stat.
- All numbers are in percents.
Suffice is to say, quite interesting. My thoughts?
Damage reduction and vengeance are the same for each and every tank, so there’s nothing to comment in regards to those numbers. It doesn’t matter if they’re too low or too high – they’re equally low or equally high for everyone, so it’s inherently balanced.
Life Shield is quite interesting. Basically, every time you heal yourself with Death Strike, you generate a self-shield absorbing an amount of damage based on the amount of the heal. As you can see by the chart, it caps out at 100% of the healed amount, which means a DS would heal you for 15% of your maximum health and proc a shield for 15% of your maximum health. Even though DS isn’t completely controllable, in the sense that you can only hold off on using runes for so long depending on your threat, that’s still a significant amount of mitigation, and one which can be lined up with incoming burst if necessary. What more is that the value of Vampiric Blood jumps, as it too would increase the shield amount. Scales directly with your max health which, as we know, is jumping through the roof in the expansion, if 35k bandages are any measure by which to judge.
Damage increase is the same for each and every dps spec, similar to damage reduction and vengeance for tanking specs. Thus, once again, the exact number doesn’t actually matter here.
Melee haste at 8% seems a bit on the low side, at least when you consider the tree currently gives the player 25% personal haste. But, still; without knowing how the Icy Talons line turns out, it’s hard to look too deeply into the number, and it’s just my initial impression. I would have expected something higher, but I’m sure the tree will be balanced around it appropriately.
The boost to RP generation is apparently quite potent, at a whopping 20%, and will go very far in eliminating our new, empty GCDs. Some questions remain, such as if this affects all forms of RP generation (Horn, AMS, etc) or just that which is generated by runes, but even if it’s simply the latter, that’s still at least one gcd per 20 seconds eliminated.
No need to comment on the damage increase percent, for aforementioned reasons.
Melee crit at 8% is admittedly weaker than Frost’s haste at the same amount, but since that 8% is the same for every dps tree’s second mastery, you can’t really read much into it. Still; the real problem is that crit – specifically melee crit – isn’t that special for Unholy, a tree which focuses heavily on spell damage and pets, neither of which are affected by our melee crit! Yes, the specific talents in the trees are changing, but the whole concept behind them? That doesn’t seem to be Blizzard’s intent, and yet that’s what it would take for melee crit to be decent (in terms of actual usefulness and in terms of flavor) for Unholy. Or they could just convert it to regular crit (and ensure it benefits our pet), which is probably relatively likely to happen.
Disease damage at 20% is weaker than its Frost counterpart as well. Yes, diseases will be affected by crit and haste, but thanks to the WP nerf, the net result is that they’ll still be nearly the same proportion of our future dps as of our current (and significantly less of our future AoE as of our current AoE). I understand masteries aren’t going to be equally valuable comparing from spec to spec, but when you have one which is not only weaker than that of its main competitor, but also much more bland? If Frost’s RP generation was weaker than disease damage, it would at least have the added perk of affecting your play style. Disease damage is no different than the primary mastery of a flat damage increase (which, by the way, is stronger at 8% than disease damage is at 20%)!
My impression? The numbers are very good all around, actually. The primary and secondary masteries do appear to be the same percent for all specs of a similar role, and thus aren’t incredibly interesting to look at, especially since these amounts won’t change with the actual mastery stat, but that number is high enough to counteract the removal of most of your Desolation-esqe talents.
The third mastery, however, is what really matters: Life Shield is potent enough to ensure it’s more than just a gimmick, and can actually affect how you play and what you do in certain circumstances. Over time, it will probably be about equal to block, the difference being that it can be used on demand if necessary (via holding runes or ERW) and that it affects all damage (physical and otherwise). RP generation will help Frost fill some of its new rotation gaps, and could actually shift the entire rotation around, depending on how talents change. What more is that it scales perfectly with all of a Frost DK’s other stats, and thus mastery on gear will be quite attractive. Disease damage is weak and unimaginative, but what can you do.
Some food for thought.P.S. As some may have noticed, I tweaked the layout of the site. Any feedback would be most welcome.