Cataclysm – Mastery System Preview

A Mastery system preview for Cataclysm has been posted on he WoW forums.  Eyonix has briefly explained the mission and goals for the mastery system, which will revamp the current talent trees.  What is clear is that Blizzard isn’t a huge fan of generalized damage increase talents, such as, increase damage by 1%/2%/3%, etc.  They look to replace that with master talents, to give more fun and robust talents a chance to be used.

It’s true we tend to rely on cookie cutter talent builds to maximize DPS, and rightfully so, because mastering content requires optimal set-up and performance.  There’s just no room for misc. talents in a raid.  This aims to fix that, allowing mastery to cover those damage increases, while allowing the player to choose which fun or trivial talents they want.  Scratch that…fun and trivial insinuates they aren’t important.  What it allows us to do, is to spec into different areas allowing for a wider spectrum of gameplay, without the attrition of damage increasing talents.

I will be very eager to hear what they have in store for Retribution well as the Holy and Protection Trees as well!

Here is the original post by Eyonix: [Source]

Last 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:
  • Healing – Improves your healing by X%.
  • Meditation – 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.

Discipline Priest

For each talent point spent in the Discipline tree, the priest also gets:

  • Healing – Improves your healing by X%.
  • Meditation – Improves your mana regeneration from Spirit in combat. This would likely replace the existing Meditation talent.
  • Absorption – 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.

Frost Death Knight

For each talent point spent in the Frost tree, the death knight also gets:

  • Damage – 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.

A couple other things to note: Currently, we’re not planning to retrofit the Mastery stat onto current level-80 gear when we roll out the stat-system changes prior to Cataclysm’s release. However, Mastery will begin appearing on select quest and dungeon items. You will also gain a small amount of Mastery by wearing gear of your intended armor type (such as plate for paladins). For players with dual specs, when you change between your two chosen specs, the Mastery bonuses and the benefit you receive from the Mastery stat on gear will adjust automatically based on your new spec.

We’ll have more details to share about these and other changes we’re making in Cataclysm in the future, and we’ll do our best to answer your questions about the Mastery system here on the forums. For information on many of the stat changes being made in Cataclysm, please check out our earlier update at –


  1. Dokk says:

    Obviously it’s too early to tell how much of an impact that Mastery will have. It is a new piece they are adding to the puzzle.

    Ultimately it comes down to how Blizzard structures the 4.0 talent trees. Mastery and gear stats will then fit into their respective places.

    I like the idea of loosing up the cookie cutter talent molds. The question still remains, though: Will a 3-legged gingerbread man taste the same? 🙂

  2. Elbozo - Azuremyst says:

    Yes, in fact 3 legged gingerbread men is much better since there’s one more leg to bite off 🙂

    And looking forward to talent tree changes in Patch 4.0. There’s not much flexibility in paladin dps atm, one tree or you’re outof raiding :/

    Also, i hope they bring back Shockadins, taht i would really try as my 2nd dps spec 🙂

  3. incrusiable says:

    well im hoping they dont change the ordering of the prot tree too much because at this moment if we get 5 more talent points we would be able to get Reckoning which i belive would be a huge upgrade in dps

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