Druid Mastery Ratings – Patch 4.0.1 – World Of Warcraft Druid
The addition of ‘Mastery Rating’ is a new stat change for patch 4.0.1, it’s a stat found only on higher level gear. It helps you build up the benefit from your Druid Mastery.
- This is an entirely new specialization, learned from a trainer at level 80.
- Every individual class has a choice of 3 Mastery options that depend solely on which spec you’ve picked.
- There’s no known cap on Mastery yet but it’s still very important to weigh up this stat with your others to successfully play your character.
Druid PvP Guide Will now give you an insight into the new spells, not only for Druids but different characters too.
For much more precise specs;
Take a Look Here at the PvP Bible.
World Of Warcraft Druid – Balance Druid Mastery With Total Eclipse
The Total Eclipse spell goes to the balance Druid.
It will help to increase damage from Eclipse by 12 percent, and each Mastery point will increase the bonus by a whopping 1.5 percent.
A Feral Druid will earn 2 spells; Razer Claws and Savage Defender.
- For Savage Defender it’s Bear Form, this will increase damage absorption by 32 percent initially and 4 percent for every other point there after.
- Cat form is required for Razor Claws this increases damage by bleed abilities by 25.04 percent initially and 3.1 percent for every Mastery point there after.
Restoration Druid Mastery is accomplished with the Symbiosis spell.
This one increases healing power by 10 percent on targets under a heal over time spell initially and 1.25 percent increase for every point there after.
Death Knights;
Blood Death Knights earn a Blood Shield spell.
This one gives you 50 percent of the amount healed through Death Strike, as a shield.
You’ll earn 6.25 percent to your shield for each Mastery point you have.
A Frost Death Knight earns the Frozen Heart spell.
This spell increases your frost damage by 16 percent initially and an additional 2 percent damage increase for every Mastery point.
An Unholy Death Knight will get the Blightcaller spell.
This one will increase disease damage by 32 percent initially and you’ll earn 4 percent for every Mastery point.
Hunter;
Hunters get the Master of Beasts spell.
Which will increase your pet’s damage by 13.6 percent, and you’ll get 1.7 percent for every point of Mastery.
Marksmanship Hunters can earn the wild quiver spell.
It gives a 14.4 percent chance that your attack will fire additional shots instantly as well as earn 1.8 percent increase for each Mastery point.
Survival Hunters get the Essence of the Viper spell.
Which increases elemental damage by 8 percent initially and there after will increase by 1 percent for every Mastery point.
Mage;
An Arcane Mage will get the Mana Adept spell.
This spell increases the damage based on amount of unspent mana, more mana more damage.
Initially 12 percent and 1.5 percent for every Mastery Point there after.
The spell Flashburn is for Fire Mages.
It will increase the damage from periodic fire spells.
Starting at 20 percent and going up 2.5 percent for every Mastery point.
Frostburn is the spell for Frost Mages.
Increase damage against frozen targets, initially 20 percent increase and then 2.5 percent each point of Mastery.
Paladin;
Illuminated Healing is reserved for Holy Paladins.
This spell will give targets an absorb shield equal to 10 percent of the amount they were healed with a direct healing spell.
The shield lasts for around eight seconds.
Each Mastery point increases absorb amount by 1.25 percent.
Protection Paladins have the spell Divine Bulwark.
This one increases your chance to block melees, starting at an 18 percent and increasing by 2.25 percent for every Mastery point.
Retribution Paladins spell is Hand of Light.
This one will give you the chance to grant Hand of Light with your automatic attacks.
Which means your next Holy Power ability wont use up Holy Power.
It will still cast as though three Holy Power were consumed.
This chance starts at 8 percent then will increase by 1 percent each point.
Priest;
Discipline Priests get the Shield Discipline spell.
It increases potency of all damage absorption spells.
Starting at 20 percent and going up by 2.5 percent each Mastery point.
Holy Priests earn the spell Echo of Light.
This spell causes ‘direct heal’ spells to heal for an extra 10 percent over 6 seconds at first, then 1.25 percent each Mastery point.
Shadow Priests earn the spell Shadow Orbs.
It increases damage done by Shadow Orbs plus all additional points increase the initial damage by 1.3 percent.
Rogue;
An assassination Rogue earns the Potent Poisons spell.
Poison damage goes up by 28 percent and then 3.5 percentthere after.
Combat Rogues earn the spell Main Gauche.
This will give you a chance to get an extra off hand attack along with the main attacks.
It starts at 16 percent and goes up by 2 percent for every point.
Subtlety Rogues have Executioner as their spell.
It helps increase damage done, effectiveness of your finishes, Recuperate and Slice and Dice, initially at 16 percent and going up by 2 percent for each point.
Shaman;
The spell Elemental Shamans goes to the Shaman.
So now with each attack you can go for Elemental Overload.
Starting at 16 percent and rising by 2 percent there after.
Elemental Overload causes Chain Lightning, Lightning Bolt or Lava Burst and triggers a 2nd spell on the same target.
The 2nd spell is free to Shamans and generates only 75 percent of its usual damage.
Enhancement Shamans recieve an Enhanced Elements spell.
Which increases damage done by Frost, Fire and any Nature spells.
Starting out at 20 percent and going up by 2.5 percent for every Mastery point.
Restoration Shamans recieve the Deep Healing spell.
This spell increases direct healing potency.
Initially 20 percent going up by 2.5 percent for each point of Mastery, this one is based on the current health levels of your intended target.
A target with a lower health lvl sees a higher bonus than those with a higher lvl.
Warlock;
Affliction Warlocks get the Potent Afflictions spell.
It will increase periodic shadow damage.
Starting in at 13.04 percent and increasing by 1.63 percent for each point.
Master Demonologist is reserved for Demonology Warlocks.
This spell builds up your demon’s damage and any damage you do whilst transformed.
This bonus begins at 12 percent and builds by 1.5 percent for every additional point of mastery.
Destruction Warlocks have the Fiery Apocalypse spell.
It increases your fire damage by 10 percent at first then doles out an additional 1.25 percent for every Mastery point.
Warrior;
An Arms Warrior earns the spell ‘Strikes of Opportunity’.
This spell lends for your melee attacks to start an additional melee attack, one that does 100 percent damage.
Starting at 16 percent for the initial attack and go up by 2 percent for every Mastery point.
Fury Warriors get Unshackled Fury spell.
This spell increases the benefits and supplies the abilities needed for you to enrage.
The spell increase begins at 37.6 percent and goes up by 4.70 percent for every Mastery point.
Protection Warriors will get Critical Block spell.
Increasing your chances of blocking as well as critical block.
Starting up at 12 percent initially (for both), then going up by 1.5 percent (for both) for every Mastery point.
You must remember that it’s important to pick your mastery spell based on your prefered style, not solely the one that becomes readily available.
These spells can assist your character in becoming more powerful in whichever specialization you choose, you must admit it’s great having a character that brings you maximum enjoyment.
So with the new talent tree changes and Mastery, Blizzard makes it simpler to personalize your character ready for more situations.
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World of Warcraft Druid – Druid Mastery.