An idea for ret pally mastery

It’s no secret that many masteries are boring, ret pally mastery is the run at the mill, increase certain type of damage by x percentage.

What if… Ret mastery was divine purpose + some holy damage modifier, this way, getting mastery would actually have a positive impact on the rotation, which is something a secondary stat should do.

Also, please make divine storm empyrian power proc from holy power spenders, not crusader strike.

this is some idea … even for legione, the mastery was cooler than it is now

Divine Purpose WAS the mastery when the mastery stat was first introduced back in cata. Most people didn’t like it so it was changed.

I don’t think blizzard wants secondary stats to be too defining. That’s why items have 2 of them instead of just one thus making it hard to stack a single stat. Even if you do stack one there are diminishing returns. They want everyone to have roughly the same stats.

Was it? Damn, people are boring. My stats make my rotation better please change it! I don’t like it when things are interesting!

I went and looked it up, it seems that the reason why people didn’t like it is mostly because it was too weak, not because of the effect. Anyway if anything i think blizzard should make stats more fun, not less. And soft caps is a step in the wrong direction.

Eh, there’s the other side of the coin, it makes it very difficult to get meaningful upgrades. You could run content for weeks only to get gear without your key stat, so it’s not even an upgrade. It’s not that black and white.

That’s an issue that has nothing to do with the stat itself being fun, it’s purely about balance. It’ s not an excuse.

Its not the divine purpose we know today tho… the procc gave 1 holy power and it procced from any of the builders (well not builders, only 1 attack gave holy power but all non spending attacks), so very diffrent from todays version.

Also how would you balance the stat if it was the current version, begin at a 10% at start of expansion and end at 30-35% at the end? High chanse it would feel very bad at start and only decent mid or near the end.

This comment makes me think that sometimes people make arguments just for the sake to be contrarian.

Does 30 % more holy damage feel decent good or bad? It’s totally irrelevant in terms of gameplay applications, you might as well get more primary stats.

My suggestion, even if at the start is only about 10 to 15% proc rate, is already better because at least it IMPROVES the rotation, it impacts gameplay, by the way 15 % is what we have right now, and 10 is slightly below, 30 to 35% is pretty huge, 1 our of 3 of your holy spenders would proc divine purpose.

The idea is to reduce the holy damage increase, but not remove it, and instead make it up with divine purpose.

But what if it doesn’t feel good? But what if it’s too strong? But what if? So what? If it’s too strong or weak you balance it, if it doesn’t feel good? It’s already at least better than just holy damage so it’s trying to find the needle in a haystack, when the farm is already burning.

Take a look at what fire mages were in the past when they were dependant on crit to be good, very weak in early expansion and scales over the top towards the end.

Just balance it? Yhea thats something blizz does well. Haste is the limit i would go for a stat to fix pala rotation to feel good. They could just add proccs into the base attacks to smooth things out because they are lacklusters from the start.

They could just build in DP from the start and keep mastery as is. They could build in fires of justice aswell or even the procc from final verdict legendary (the procc not the dmg)

No reason to make em stat based at all.

This would not make ret overly reliant on mastery.

The reason why fire is so reliant of crit is because that’s their whole stick. They actually need crit to do anything, and this has been mitigated with the fireball stacking mechanic, and fire blast. Although in my opinion they still did not make really good. But that’s beside the point.

Or they could indeed make divine purpose baseline, that is also fine.

But still, i think they should try to at least improve some of the more boring stats.

Add some interactions between stats and what they do for the class, otherwise they are just number increases. haste generally is the only stat that makes the rotation more fun regardless of the spec, because that’s how it works, it speeds up the rotation. Crit and mastery actually need something in the spec to make them interesting.

At least now i understand where you are coming from, but i really doubt this would make ret reliant on mastery. In case it does they could just make divine purpose and empyrean power baseline, and empyrean procs from holy power spenders, not crusader’s strike, there is nothing worse than being in a good proc chain, and then having to press crusader strike because it’s about to go on cd, and you know that if you don’t press it, it’s likely a dps loss.

I dont play a lot of classes so i dont know what current masterys are like other then a “number increaser”. Imo thats what stats should do and skills are what changes gameplay mainly, crit based proccs etc are another thing tho.

Any example of a mastery that is intresting and changing up the gameplay of a specc?

Enhancement mastery.

It increases your fire, frost and nature damage, but also increases your chance to proc stormbringer, or at least that’s what it used to do, don;'t know now, this basically means less downtime and more stormstrikes, which overall is very nice for the rotation.

And also elemental mastery, with the overload thing.

I think the versatility like masteries are just very lazy designs. Do x more damage on certain types of damage, or abilities.

Masteries like ignite and icicles are also kinda similar, they don’t really do much for the spec, aside increasing damage, they look nice, but they could also easily be abilities, better than the % damage modifier i guess, but still not great.

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I don’t think stats should change gameplay. The only one we have that does that is haste and imo that’s not good. Low haste gameplay is not fun. Why should beginning of every expansion feel slow?

Decrease the global gcd from 1.5 sec to 1, and haste can reduce it to 0.5 at 100%.

Energy classes have a gcd of 0.75. Problem solved. The problem is expressively that 1.5 sec gcd is too much, so solve that.

I completely disagree with the statement that stats should not make gameplay more fun. If every stat was like primary stat gear would immediately become much more boring.

Wouldnt that severly diminish haste stat tho? It feels like you want stats to change gameplay but at the same time lower their worth of getting more, making them dead stats that ppl ignore for crit/vers etc.

Don’t know about that, likely no.

it still decreases your gcd, but 1 sec gcd is way better than 1.5, and you could get it down to 0.5, and 0.75 for energy classes base.

In any case if it gets weaker then can just increase how much % haste you get for a single point, and if it gets too strong, the contrary.

So i think it’s a non issue honestly, as it’s easily dealt with.

So no crit then as there are things in the game that you need crits before they work.
You can change all masteries to do the same thing or just even remove the whole stat as versatility already does some of the same job. (or remove versa as mastery can do the job)

Bad idea as it diminishes the whole reason for why the GCD even exists.
(and just incase you or someone else does not know it exists to slow down the pace of the game so even if you have a bit of lagg you will do fine this is why running even 300-400ms works in this game as long as it is steady.)

Honestly, i think 1.5 gcd is just boring, and it’s not about ms, if you have steady ms but still high it doesn’t really matter what the gcd is, the instruction will be sent with that latency. So you will still experience a delay.

The reason why the gcd is 1.5 sec, is simply because that’s what the devs think it’s appropriate.

All masteries are just damage increases.

Masteries don’t have to be fun, they have to be effective. 75% of our damage is holy. That makes a % damage something that will allow our damage to scale and keep being viable.
Not having that scaling would create huge viability problems.

The way you customize your gameplay is with talents and other external systems.

I like the idea of Divine Purpose being Ret’s mastery. There are a few problems though.
The first one is that it would run into some strange scaling issues. For it to be on par with the other secondary stats only a small amount of mastery rating would have to grant a pretty big boost to the proc chance. Roughly a ~90% increase from Ret’s current mastery. It’s very possible we could hit ~75-100% proc chance towards the end of the expansion.

The second issue is related to the first. It could devolve Ret’s rotation into just spamming Holy Power spenders.

There are a few ways to fix this. You could have the proc chance scale poorly but have the damage bonus of Divine Purpose be the “main” scaling factor, if that make sense? For example the base mastery (0 rating) would be 10% chance to proc with a 20% damage bonus. And with X rating the mastery would go up to 15% proc chance and a 40% bonus damage. The damage bonus here scales twice as fast as the proc chance. Could be problematic in PvP though.

Or alternatively we could fold in the current mastery into the new Divine Purpose. So it would look something like this.
“Increase Holy damage done by X%, and your Holy Power spenders have a Y% chance to not consume Holy Power.”

It’s a problem with WoW combat and not necessarily with the GCD itself. FF14 have a 2.5 second GCD but it somehow feels way better than it does in WoW. But i have no idea why.