Mar 092010

I’ve been waiting to comment on the new mastery system until we got a little more info, but I feel compelled to note Eyonix’s clarification today, as it directly affects feral druids.

First, the original Mastery summary:

…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.

Several examples were given in the original post, such as a holy priest which received +%healing, +mana regen, and small HoTs on direct heals. You will only get this bonus from the tree in which you have the most points, and there will be a cap to discourage 0/0/76 type builds. Now, while this is a good system, I (among others) were unsure on how it would handle ferals (and DKs) who have two separate roles within the same tree. Hence, today’s clarification:

2) Ferals will have passive bonuses that say Cat: melee damage done, Bear: damage reduction. For death knights we have a different plan in mind that we’re not quite ready to discuss. DKs are undergoing some slight changes so they aren’t so GCD constrained and are less limited by rune cooldowns.

So, presumably, bonus 1 will be Bear +damage reduction / Cat +damage increase, bonus 2 will be +agility, and bonus 3? Dunno. Maybe Cat +bleed damage, Bear +%HP? That sounds pretty good, and it also sounds like we’ll be able to continue with a limited hybrid spec for early content.